__________________________ -=| BRIEFING: Osiris, Day 17 |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | The 23rd now finds itself with a mission on Osiris, a moon orbiting | | Caspian. Osiris is the home of the Sword of Shadoon cult; while most | | of Osiris' inhabitants, the mind-reading Seers, are peaceful, the | | cult itself is evil, led by a priest named Shadoon. Brutus vows that | | Shadoon will suffer for betraying his people - he's gone through an | | experience similar to this one, after all. | | | | Apparently, the Alien doo-dad that Tex found on Ferix has been traced | | to this cult, and a spy that has infiltrated it has failed to show up.| | Bratton informs Tex and Brutus that this mission is to be a stealth- | | based mission, and as such, they will be joined by another operative, | | Hawk. Tex is a little surprised that Hawk is a "she," but Bratton | | reassures him that she is the best the Confederation has. | | | | The mission in question is to rescue a spy and bring him back alive; | | the three members of the squad meet up on Osiris and make their | | introductions. Hawk is quite impressed with Tex' files - even more | | so than he is himself. And, of course, she wants this mission done | | quietly - not something Tex is quite used to. | |_______________________________________________________________________|
_____________________________________ +--| PRIMARY OBJECTIVE: Rescue the spy. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Take over control of Hawk, and order Tex and Brutus to stand their ground. Run in the direction of the yellow navigation contact on your radar, but stop at the left side of the large arch. Pull out your L-Shot-50, then zoom in and look to the right, to locate a pair of Seers. Select your Powerblade, then activate your Stealth ability and run over to them, slicing both of them from behind. Once they're dead, turn off your Stealth and let your meter refill. Order Tex and Brutus to cover you, and they'll come to your side.
Continue up the ramp that the second Seer was on, and go up the small ramp. Bratton will tell you that he's getting a good signal from this structure, so he Farcasts some ammunition down for you. When you're stocked up, move back down the ramp and bear right around the pool of lava. Go beneath the blue arch and slightly up the hill ahead, while having Tex and Brutus stand their ground near the arch. Look to the right, and you'll see a slightly pyramidal-shaped structure (bluish-colored on top). Now, keep these structures, called Seer Pylons, in mind; although they are rather harmless looking, the Seers use these them to teleport from place to place.
Destroy the structure, and Bratton will congratulate you for doing so. Now, carefully move further up the hill, and you should see some Seers arrive. Very quickly run down to where Tex and Brutus are, and let them finish off any that were chasing after you. Now, continue toward the lavafall and turn left, but watch out for any Seers on the ledges ahead. After you turn left, look for a three more of the Seer Pylons to destroy. Two are relatively close by, and the other further away, at the base of a hill.
Destroy the Seer Pylons from long range, then continue forward carefully, letting Tex and Brutus kill any Seers that you encounter. Near the last Seer Pylon is another hut which you can enter, to receive more supplies from Bratton. Exit the hut and move past the Seer Pylon you destroyed. When you can see a small path leading up to the left, tell Tex and Brutus to stand their ground before you move forward. You'll then see a short scene, showing several Seers and one of their priests.
Activate your Stealth ability, then quickly run up the ramp and slice through the Seers with your Powerblade before your meter runs out. Hopefully, you'll get them all; after you do so, however, you're not quite finished. There's yet another Seer Pylon here, so destroy it with your Confed LZR-10. Make sure to also destroy the one in the nearby lava pool, although this one doesn't seem to give you a cash bonus. When you're ready, tell your squad mates to cover you, then move around the ledge that had the Seer priest until you see a strange, structure with a floating, blue orb. Bratton will radio in, letting you know that it'll teleport you somewhere.
Before you enter, switch control over to Tex; you're going to have another battle waiting for you as soon as you teleport. Run forward, destroy the Seer Pylon nearby to the left, and two others further ahead in the distance, slightly to the left and right. As soon as they're destroyed, focus your attention on the large number of Seers present, using your Berserk attack. After they're all dead, cross over the narrow pathway in between the last two Seer Pylons and enter the hut to receive more Med Kits and ammunition.
Now, tell Brutus and Hawk to stand their ground inside the hut, then walk under the archway right next to the hut (you'll hear Tex say, "hmmm...the road less traveled.") Further down the path are four Seers, so quickly take them out, making sure to move side-to-side in order to avoid getting hit. After they're dead, move back to the hut, order Tex to stand his ground, then switch to Hawk. Move Hawk all the way to the structure past where Tex killed the four Seers and destroy the Seer Pylon.
You'll notice something at the base of it...but before you pick it up, equip your Powerblade and turn on your Stealth ability. Grab the Seer Follower DNA Canister, and two Seer priests will immediately teleport in. Quickly chop them up with your Powerblade, and you'll note that they dropped some red Psychic Rubies. Using whoever in your squad is most damaged, pick them up, if you even need them. Walk back to the hut, take control of Tex, then cross the narrow path over the lava and turn left, taking the next teleporter.
Tell Brutus and Hawk to stand their ground, then move over to the right to find a dead recon unit, along with some grenades and weapons (the types can vary). Now, walk to the large, glowing sphere, and Bratton will tell you to shoot the red button. Just to warn you, however, you're in for a pretty tough fight. I like to give Brutus the Confed LZR-50 that Tex has been carrying around, as it is more powerful than the Feral Cutter he normally uses. While I would normally like to use Tex' Berserk in a firefight, I don't think it's a good idea here - the enemies that show up do tons of damage, and you want one hand free to use Med Kits as necessary.
Have Brutus shoot the red button until it is destroyed, causing the prison to deactivatee. Now, look to your right: a whole bunch of Fire Hounds will appear from the lava, and Seers across the small land bridge. Focus on the hounds first, making sure to constantly move. Just before they appear (Hawk will mention something about them), you can also try throwing a couple grenades near the lava, hoping that the Hounds will appear just before the grenades blow up. Anyway, there flaming projectiles do massive damage, but you should have plenty of Med Kits in your possession. Let Brutus fire at will while you use Tex, and remember to have Hawk stand her ground far back, near the teleporter, so that she doesn't get killed.
This battle is actually quite short, but it can go either way very quickly. Hopefully, you'll get through without losing any operatives, but remember to use Med Kits if necessary after the battle. Don't get too comfortable yet, as more enemies are nearby. Don't you wish this game had checkpoints? Cross the land bridge, making sure not to fall into the lava, and quickly destroy the Seer Pylon to the right as soon as you cross. Then, use a grenade to take out some more Seers to the left, then finish them off.
Destroy another Seer Pylon to the left, right after you cross the bridge, and another one also to the left, but much further away. After you do so, carefully approach the last one you destroyed, checking for any stray Seers in the area. When it's safe, go right into the hut for some much needed Med Kits and ammunition, then exit and walk over to the blue teleporter. That ends this chapter of the mission - good work.
Bratton has sent in some Confederation troops to help you out, and they are already in the midst of an intense firefight. Using Tex still, run forward and slightly to the right, until you get to the battle. Have Brutus fire at will, and Hawk if you wish, but make sure she doesn't die. Now, concentrate on the Seer Pylons first, so that more enemies don't warp in. There's one ahead of you, on the high ledge, one to the left (near the base of the ledge), and two to the right; make sure you get them all before concentrating on the Seers that are already present.
Pick up any Psychic Rubies the priests may have left, then move under the large arch, near one of the Seer Pylons. You'll hear and feel a large rumbling, and Bratton will inform you that a ship has just taken off from near your position. He'll mark the location of a landing pad on your radar, and tell you to go investigate it; the cult may have tried to move the spy somewhere else. Take control of Hawk and activate your Stealth ability before running around the left corner.
There are several Seers to slice with your Powerblade, but more importantly, make sure you locate some Seer Pylons up ahead, on a ledge just past a river of lava. Run back to Tex and Brutus before your Stealth wears off, killing any Seers on the way back if possible. Now, use Brutus, and try to take out the Seer Pylons from long range, with the Confed LZR-50. Cautiously head forward and to the left, taking out any enemies nearby, then turn left and destroy another Seer Pylon close by, and then another in the distance, to the left of the landing pad.
Continue toward the landing pad ahead, killing any nearby enemies quickly, then go to the right of the landing pad, up a small ramp. There's one final Seer Pylon up ahead, on another ledge. Continue around the side of the landing pad, mopping up any surviving Seers. When the area is clear, head into the small hut near the landing pad for more Med Kits and ammunition, before walking into the landing pad's blue orb.
Up above is another Seer and three Seer Pylon, so have your squad mates fire at will, while you take out the Pylons. Do it quickly, so that reinforcements do not arrive. Bratton will tell you that the spy was indeed on the ship that took off. Walk over to the large control pod (with the large bluish-colored circle), and hold (X) to activate it. A nearby teleporter is then activated, so head back into the blue orb to get back to ground level, then turn left and head around the landing pad to the teleporter.
Once you're through the teleporter, take control of Hawk and order Tex and Brutus to stand their ground. Cautiously head forward, then when you can see the lake of lava ahead and to the left, equip your Powerblade and activate your Stealth. Quickly run forward and turn left, then try to slice open a couple of Seers and Seer Priests. Don't try to get too many - when your Stealth meter is half empty (or half full, for your optimists), run back toward the teleporter and take cover. Crouch to recharge your meter until it's full, then run back and chop up some more of those cultists. Fortunately, there's no teleportation structures to worry about, so concentrate on the enemies already here. Note that the priests are all scattered around, so it'll take a couple of trips. When they're all dead, you'll automatically release the spy.
__________ -=| Briefing |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | The spy confirms your suspicions; Shadoon is responsible for the | | Outcast problem on Ferix. Technology from another planet was taken | | to what the spy refers to as the "Spire." However, there is no time | | for talk, as enemies are probably on their way. | |_______________________________________________________________________|
The spy really isn't all that smart. He's going to keep running, rather than hiding behind three well-armed operatives such as yourself, so you need to make sure that you stay ahead of him as he runs, so that you take the brunt of any attacks. Obviously, you'll want to be in control of Tex or Brutus for this. Run up ahead of him in the direction he was going, and you'll come to a large pool of lava. Fortunately, the spy is able to create a land bridge for you to cross.
Head over the bridge and up the ramp slightly to the right. Keep heading as far in front of the spy as you can, and you'll soon encounter a whole mess of Seer Priests. Throw grenades at the Seer Pylon, then focus your weapons fire on the Priests while waiting for the grenades to explode. I like to start out by throwing a grenade at the first Pylon, right in front of you, then running to the left, before throwing another grenade at a Seer Pylon up on a ledge. I then turn right, destroy a third Pylon nearby, and then continue running back toward a hut, destroying a fourth Seer Pylon on the way. After the battle, go into the hut so that Bratton will send some more ammunition and Med Kits. Make sure to grab them and the psychic rubies dropped by the Priests before heading on.
The spy will then crouch near some blue pipes, waiting for you to clear the way first. Continue a little past him, taking out several Seers that appear to your front. Also make sure that you take out the teleportation structure to the right; aim high and throw a grenade over the lava and pipes at it. If you stayed far enough back, the Fire Hounds will not have appeared yet. Cautiously move forward with either Tex or Brutus, leaving the others two standing their ground behind you. When you hear the loud rumbling, some hounds should appear from the lava to your left (you'll be right next to it).
Back up quickly, and they hopefully won't come after you. Throw a grenade over by where they emerged from the lava, and you'll hopefully take them out. If you did it right, they won't even fire a shot at you! Move forward and take out another Seer Pylon, just past the lava where the Fire Hounds came from. Keep moving forward, and several Seers and a Seer Priest should appear; they shouldn't be much trouble however. Once they're dead, continue on, and the spy will run into a hut ahead. He's now safe, but we have a new objective:
___________________________________________________ +--| PRIMARY OBJECTIVES: Retrieve the new technology. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Move into the hut that the spy ran into, and pick up the grenades and iKahn-GPL Grenade Launcher, if you wish. Exit the hut and go up the slope to your right. Don't go all the way up top, however; switch control to whoever is using the Confed LZR-50, and have the others stand their ground. Move to the top of the slope, taking cover behind the boulder. Down below are a Seer Priest or two, so take them out, then take out the one on the ledge directly across from you. Make sure to take out the Seer Pylon there as well, or they will keep warping in.
Now, look to the left, on the ground level. There should be a teleportation structure down there as well, beneath a teleporter in the distance. There's another one to the right of the teleporter, but your laser weapon probably won't be able to reach that far - the L-Shot-50 will, however. Further to the right of that one (to the right of two statues) is another one, partially hidden behind a rock. Take that one out as well (it takes about six 11mm rounds to destroy it). When all of the Seer Pylons you can see are gone, gather your troops and head back down the slope.
Turn around 180 degrees at the hut, and go down the path leading into the area that you were just overlooking. Be watchful for any stragglers you may have missed earlier. Move up to the lavafall to your right, then look around the left corner. Check to make sure it's clear, then head into the hut ahead for more supplies. When you've picked up everything you can, head up the ramp to the right of the hut and make your way over to the teleporter.
Switch over to Hawk, turn on your Stealth, then run forward to scout ahead and take out a couple of Seers. Carefully make your way around the big curve to the left, and you'll see the face of Shadoon talking to you. Immediately back away around the corner; hopefully, nothing follows. Carefully peek back around and throw a grenade to take out the Seer Pylon to the right. Use whatever squad member has the Confed LZR-50, position your squad around the corner, then peek around it, looking far to the left, to destroy another Seer Pylon on a hill and another one on the ground to the left of the hill. There is one final one, on a slope on the same hill that you've been peeking around, so don't forget about that one as well.
If the Fire Hounds start charging you, run back to near your squad, then throw a grenade as they come around the corner. Between that and your weapons-fire, they should go down without you taking any damage. When all the enemies and Seer Pylons have been destroyed, approach Shadoon's face and he will disappear, complete with evil laugh. Move to the path behind where his face was, but leave your other two squad members to stand their ground below.
Move further up the path until you encounter more Seers and Fire Hounds, then back up and take them out, making sure to constantly move side-to-side, in order to avoid getting hit. Switch back to Hawk and take out a teleportation structure far ahead up the ramp, using the L-Shot-50. Switch back to whoever is using the Confed LZR-50, then head up the ramp and take out another one to the right, on a high ledge. Hidden among some rocks further ahead and to the left is yet another one, as well as a Seer or two.
The path up should be relatively clear by now, so continue up, but as always, watch out for any stragglers that may be hiding. At the top is the Spire that the spy had mentioned earlier; don't head in yet, however. While you certainly can bring your whole squad in, I feel it's safer to go in undetected - it makes it much less likely to have an unfortunate accident this close to the end of the mission. Switch control back to Hawk, then tell the others to stand their ground. Equip your Powerblade and activate your Stealth ability, then walk into the blue orb. Quickly slice up the lone Seer Priest above, then pick up the alien technology on the pedestal. A very nice job, congratulations!
_______________________________________________________ / MISSION PAYMENT SUMMARY |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | PRIMARY OBJECTIVES: | | Retrieve the new technology = $14000 | | Rescue the spy = $8400 | | | | SECONDARY OBJECTIVES: | | Investigate the landing pad = $5600 | | | | KILL BONUSES: | | Fire Hound x 15 = $4200 | | Seer Slave x 75 = $21000 | | Seer Pylon x 40 = $44800 | | Lesser Priest x 19 = $18620 | | Seer Priest x 6 = $5880 | | __________________________ | | TOTAL PAYMENT: $122,500 | |_______________________________________________________|
___________________________ -=| BRIEFING: Estuary, Day 34 |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | The Confederation is still analyzing the technology you took from the | | Sword of Shadoon. Meanwhile, however, Red Hand mercenaries are still | | active on the planet Estuary; according to the attache case we found | | earlier, it seems that they have formed an alliance with the Caspian | | Underworld. The Red Hand is currently excavating ruins, recording | | hieroglyphics, and then transmitting them to Caspian. Brutus feels | | that ancient writings can allow you the power to control spirits. | | Anyways, once planetside, your squad needs to destroy the Red Hand's | | means of escape and of communication, but hopefully save the ruins - | | after all, they are obviously of great interest to someone. | |_______________________________________________________________________|
___________________________________________________________ +--| PRIMARY OBJECTIVES: Destroy all targets marked on radar. |--+ +--| Eliminate all terrorists. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Upon starting the mission, Brutus will immediately say that he senses something approaching. Switch over to Hawk and order Brutus and Tex to stand their ground, then equip your Powerblade and activate your Stealth ability. Run in the direction of two lights and two barrels (the water should be to your left), then turn right and quickly slice up two Red Hand mercenaries heading down the hill. Now, have your whole squad move partway up the hill, past the first set of boulders.
Up ahead, you should see some Sentry bombs planted in the path. Have Hawk and Brutus stand their ground, then take Tex up to the Sentries and carefully try to disarm all of them. You may notice some red contacts on your radar while you are doing so, but you probably won't be noticed. Have Tex stand his ground while you take Hawk up to the boulder on the right. Peek around the boulder with your L-Shot-50, and you should see a pair of Red Hand mercenaries standing guard at the top.
Go ahead and snipe them if you wish, but I much prefer using Stealth and the Powerblade to take them out. Now, try to get some cover behind the nearby trees, then zoom in with your L-Shot-50. Scan the large building complex far ahead and slightly to the right, looking for any enemies to take out with headshots. Be careful, however, as many of them are armed with sniper rifles as well. There are also a couple of enemies down below, but they probably won't be able to hit you. If you're taking too much fire to safely line up a shot, try using your Stealth ability to gain some free time. If you fire a shot while in Stealth mode, your meter will rapidly drain, but hey, there's no rush - simply crouch and wait for it to refill again.
Take your time to spot each and every Red Hand mercenary down below and in the general vicinity of the large building. Most of the time, they aren't moving, so your radar doesn't do much good - you'll have to rely on your eyes. Also note that down below and far to the right is a chopper, which we'll want to destroy later, and a large turret on top of the building complex. For now, though, both are too far away to worry about. Head back down to Brutus and Tex, then back to where you first started the mission. Now, look for a second pair of lights leading the way.
Head through the foliage, but don't go around the right corner. Tell Tex and Brutus to stand their ground, then activate your Stealth ability and go around the corner to chop up two more Red Hand mercenaries with their back turned, and one more further ahead and to the right. Bratton will then tell you to take out their chopper, so lob two grenades at it to blow it up. Now, have your squad stand their ground in the path facing where the helicopter was. Take control of Brutus, then move around the left corner. Pretty soon, several Red Hand mercenaries will start charging toward your position.
Take them out from long range, retreating to the rest of your squad if it is necessary. They shouldn't be too much trouble, however; the ones armed with Bower 20s shouldn't be able to get close enough to do much damage. Once they are dead, cautiously move over the hill and have your Hawk and Tex stand their ground. Move Brutus a little ways up the hill, and more mercenaries should start pouring down from the path. Back up to your squad and take them out from long range, as they come down.
Near the top of the path, you'll come to another right turn. Switch back to Hawk, have the other two stand their ground, then activate Stealth and move around the right bend, looking for another mercenary or two to Powerblade. Up ahead, you should see the large building complex from before. Have your squad stand their ground near the large courtyard, then take control of Brutus. Move a little to the left toward the courtyard entrance, and you'll see several mutants approach!
Back up and try to take them out from a distance, watching out for the green lasers the turret may fire. If you're lucky, the turret may even accidentally take out a mutant or two. Anyways, once the mutants are dead, leave Tex and Hawk behind in a safe spot, out of range of the turret. We're going to have to enter the building complex, and Brutus has the best mix of speed and toughness. Stay by the entrance to the courtyard, taking cover behind a pillar, and look to see how you'll get down below. In the near left corner of the large hole is a ramp, so when you're ready, run over to it and take it down. Arm yourself with the Bower 20, as we're going to be in close quarters with any enemies.
Turn on your Spirit of Vengar and run down the ramp, taking out any enemies that get in your way. At the bottom of the ramp, turn right and take cover behind the wall, then pop out and take out more enemies with the Bower 20. When they're all gone, feel free to run around near the walls of the bottom floor: there are about five Med Kits to be found, as well as grenades and ammo. You'll also discover a computer, which you'll see Hawk can bypass. Before we bring her down here, however, run up the ramp that you didn't take down, turn turn left at the top.
The turret won't be able to reach you at this angle, so exit the courtyard into the grassy area, taking out any Red Hand mercenaries you encounter. If you get hurt, run back down to the bottom floor of the courtyard and use your Spirit of Vengar to heal; these enemies don't really chase after you. Now, once the area is clear of enemies, quickly bring Hawk and Tex down into the bottom floor of the courtyard, one at a time. Keep moving, and you shouldn't take much damage. Take the whole squad over to the computer, and have Tex and Brutus each guard one side, just in case. Move Hawk over to the computer and hold (X) to start the bypass. When it's done, you can select (A) to disconnect it, or (Y) to reprogram it. I like to choose the latter, so the turret will fire at any enemies we face.
Now, move your squad up the other ramp and just into the entrance to the ruins. The area should be relatively clear from before, but be careful, just in case. Have Tex and Hawk stand their ground, then use Brutus to jump up the steps to the right of the entrance, on the outside of the ruins. You won't be able to jump all the way up, but to the left is the turret and probably a Red Hand mercenary or two. The turret will have taken out any faraway enemies, since we programmed it, but any close by are safe. Thus, throw a grenade over by the turret and destroy it and the Red Hand.
Go back down into the entrance, and take the second right (it should go up a small ramp). Turn left and go up the next small ramp, but watch out for any Red Hand mercenaries in here. Take them out with the Bower 20 and then turn right at the top of the ramp we were just on. To the right, you'll see a control panel, as well as a familiar green object. Pick up the Militia DNA Canister, then back up and destroy the control panel with a grenade. When it's gone, turn around and go up the ramp to the roof of the ruins, with the turret. Look for any remaining mercenaries to kill; you'll get a message from Bratton when you get the last of them.
Now, we just need to finish off the base, so locate the radar dish and throw another grenade to destroy it. If you're out, there are some Energy and Frag grenades nearby that you can use. That should be it for the base; Bratton will tell you that you're all done here, so walk back down to where you entered, turn left upon exiting the ruin, and head to the blue extraction point. Pretty simple mission, especially compared to the last one, but congratulations!
_______________________________________________________ / MISSION PAYMENT SUMMARY |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | PRIMARY OBJECTIVES: | | Destroy all targets marked on radar = $14000 | | Eliminate all terrorists = $5600 | | | | KILL BONUSES: | | Filthy Mutant x 6 = $1680 | | Red Hand x 33 = $18480 | | Turret x 1 = $1400* | | _________________________ | | TOTAL PAYMENT: $41,160 | |_______________________________________________________| *NOTE: The Turret is not listed on-screen, but you do get $1400 for destroying it, whether you had Hawk reprogram it or not.
Mission 6 Lonesome Death of Edward Kingman kw-m06 ===============================================================================
Mission 2 BRIEFING: Ferix, Day 3 |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | Bratton tells you the newest member of the Confederation is Planet | | Ferix. Outcasts, however, have been gathering into groups, and then | | slaughtering innocents. Apparently, they have also been using alien | | technology in their attacks. The newest member of your the 23rd is a | | Feral Warrior named Brutus - Tex isn't too happy about being paired | | with an "animal," but he doesn't have much choice in the matter. | | | | Brutus has apparently saved many lives, but according to a Feral spy, | | he has been captured. Tex will have to find him, as well as a few | | Feral Colonists that are still missing. He'll then have to escort | | them to a waiting Confederation dropship. | |_______________________________________________________________________|
You start out with the MK-ASLT, which you should be pretty familiar with, as well as a Bower 20 Shotgun. Don't bother trying to use the Bower from long range, but up close, it'll give you one-hit kills. Head off the circular platform into the building ahead, then turn right. Outside, you'll see the waiting dropship, so keep that in mind for later. For now, though, head down the nearby ramp all the way to the bottom floor. Go through the door to the outside and turn right, heading down the winding ramp.
Eventually, you'll come to a Feral Outcast standing outside a sealed door. Quickly kill him with either weapon, then turn left and focus your attention on another one on the bridge. Both of these guys drop Feral Cutters, which you can go ahead and try out. If you like it, go ahead and keep it. Continue over the bridge and turn left, past the bloodstains on the building, then turn left onto the next bridge over.
As soon as you cross the bridge, turn left and then make a quick right into the open door. You'll get the message to protect the Feral Colonists, so quickly take out any RED Ferals you see; the green ones are the good guys. As soon as the two Feral Outcasts are dead, exit the room and go back over the bridge you just crossed to get here. Another two Feral Outcasts will be on the far side, so run ahead of the Colonists and take them out. Turn right, then right again onto the next bridge, taking out another Outcast as you do so. Now, run all the way up the ramp (the building will be to your left), and you'll eventually get to a couple of Confederation troops, who will escort the Colonists the rest of the way.
After you see the message that all four have been saved, head back down the ramp and turn left over the bridge. You may encounter another couple Outcasts, so quickly take them out and head on. Before you head back across the next bridge, however, move past the bloodstained walls and enter the newly-opened door. You'll find some Healing Garo Fruit and some High ROF ammunition. Exit the room, turn left, then right onto the bridge. Cross it, turn left, and then right into the room, where you first saw the Colonists. Find the ramp along the perimeter of the room, and head up it.
You'll find a strange alien artifact, so walk over and pick up the Alien Doo- dad, to complete your first Primary Objective. Head out the nearby door and turn left, taking out the Feral Outcast near the bridge. Cross over the bridge and when you get close enough, the door directly ahead will explode open. I like to use the Bower 20 here, taking out each of the Outcasts with a single point-blank shot. You'll also find the RVG50 Minigun, so swap out whatever else you're using besides the Bower 20 for it.
Head down the stairs in the room the Outcasts burst out of and turn right at the bottom. Continue down the ramp until you get to a door to your right; now, be very careful before entering. The Outcasts inside are pretty heavily armed, using such high-powered weaponry as the Bower 20 and RVG50 Minigun. Now, you've seen firsthand what such weapons can do at close range, so don't get drawn into an ambush.
There is usually an Outcast just inside and to the right of the entrance, so quickly take him out before he does too much damage. You'll also find that you are on the top floor of the room as you enter; on the level below are several more Feral Outcasts, so throw a few grenades down there to soften them up before you head down there to mop up. Don't take too long, because they'll sometimes start firing on the caged-up Brutus. You can also pick up a second RVG50 Minigun from one of the Outcasts on the bottom floor. When the room is clear, walk over to the wooden cage.
__________ -=| Briefing |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | Brutus busts out of his wooden cage, and is happy to see you. He | | likes the idea of fighting and dying together, and Tex agrees with the| | first part, at least. Before the two head for extraction, however, | | Brutus wants to avenge his clan, and Tex is perfectly willing to help.| |_______________________________________________________________________|
Go ahead and take control over Brutus, if you wish. Either way, both of your squad members are very capable of fending for themselves, so feel free to order them to "fire at will." Personally, I prefer to order them to cover me, but only because I like to be at the point. Also note that Brutus must survive no matter what, or the mission is over. Anyways, head straight ahead over the bridge and turn right, taking out a Feral Outcast ahead. There is also another Feral Outcast above and to the right, so watch out for him as well.
As you head counterclockwise around the building, keep an eye out for a door to the left, as well as another Feral Outcast across the way to your right. Kill him first, and then enter the door and take out a couple more Outcasts, before picking up the Garo Fruit, if you need it. In the back of this room is a door with a small slit running down the middle. Shoot it with your weapon until it is destroyed, then head through and pick up the Feral Colonist DNA Canister.
Exit the building from the door you entered through, then turn left and proceed around the building counter-clockwise (you should be climbing). As the ramp starts to level out, be prepared for several Feral Outcasts that emerge from a room to the left. Blow them all away, using your Berserk attack to make things a little easier. When they're dead, enter the room to the left and grab the Frag Grenades and Healing Garo Fruit. Exit the room, turn left, then take a right onto the bridge.
As you cross the bridge, more Feral Outcasts will show up; one to the left, and one from the nearby door. After they're dead, go in and pick up any more ammo you may need, then exit and turn right. The ramp should now be descending, and you'll soon come upon a door to the right. At the base of the door is some stacked up furniture, forming a barricade. You can actually use this to your advantage, throwing grenades inside to kill the Outcast within. Go in, pick up more grenades, then exit and continue down the ramp.
As you make your way around and pass under some bridges overhead, Brutus will remark that we are being hunted. Cautiously move forward, and you should see a pile of logs. Throw a grenade in that direction, to take out a Feral Outcast hiding behind it. There's some Healing Garo Fruit there, but first take out the two Outcasts on the bridge to the left. When they're dead, start heading across.
In the distance ahead, you'll see a door at the end of the bridge, and a Feral Outcast nearby will start charging you. Take him out before he even fires a shot, then continue forward. As you get closer, Bratton will warn you that a lot of enemy activity is detected within. As soon as the door opens, try throwing a few grenades through the door to soften the enemies up, and mop up the rest with your RVG50 or Bower 20. Make sure that ALL of the enemies inside are dead before you enter the room.
The reason I say this is because as soon as you enter, the "Evil Shaman" will enter the top level of the room, accompanied by a couple of his goons. If you had left some at the bottom before you entered, you'd have move enemies to deal with - and from two sides, no less. Anyways, enter and throw a couple of Frag grenades onto the upper level, then start your Berserk and take out anything in your way as you head up the ramp. There isn't much that can stand up to double RVG50 Miniguns, but make sure that if you are severely hurt, to try and quickly find cover, put a weapon away, then use a Med Kit. I like to use Tex for this sequence, as our charge upstairs is a more dangerous position than I'd like to put Brutus in. When they're all dead, head through the open door on the upper level to the blue extraction point. Congratulations!
Walkthrough Mission 1: Welcome to the 23rd! kw-m01 ===============================================================================
__________________________ -=| BRIEFING: Estuary, Day 1 |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | Apparently, the operative code-named Tex is being cloned for a ninth | | time, and is specifically hand-picked to join a new squad: the 23rd. | | His first task is to eliminate the Red Hand mercenary organization - | | former allies, based on the planet Estuary, who now work for someone | | else. Normally reserved for transporting fleets, "Farcasting" will | | be used for insertion and extraction. Of course, considering his | | history of being stranded, Tex is a little distrustful. | |_______________________________________________________________________|
___________________________________________________________________ +--| PRIMARY OBJECTIVES: Eliminate every terrorist at their main base. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________ +--| SECONDARY OBJECTIVES: Investigate all terrorist buildings. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Directly ahead of you is a large dark boulder with several barrels in front of it. Move to the left of the boulder and continue down the hill, and you'll see a short cutscene of two Red Hand terrorists approaching. It's pretty difficult to try and catch these guys by surprise, but if you wish, zoom in with your MK-ASLT and wait for them to come around the large sculpture resembling a head. Or, simply rush in with guns blazing - just make sure that you keep moving, to avoid taking too much damage. They shouldn't be too much trouble to kill, and leave behind some ammunition for your MK-ASLT and some Frag grenades for you to pick up.
Make sure to reload after every engagement, even little ones like this one, before moving on. Go past the head sculpture they were near and bear slightly right. Move forward, and you'll see another short cutscene, showing another Red Hand terrorist up above on a hill ahead. Run to the large boulder with the grenades next to it, but know that you may take a few hits running toward it. From here, aim at the tops of the trees on the hill and throw a grenade as hard as you can. Alternatively, you can also try zooming in with your MK-ASLT and shooting the barrels near him, causing an explosion.
Continue on, bearing slightly left. You'll come to a narrow path between some pools of lava. Before you go to far over the path, however, look to the right, near another head sculpture. Throw a grenade over there if you wish, and mop up another two Red Hand terrorists with your MK-ASLT. When they're dead, head over the path and over to where they were. These particular enemies were using Confed LZR-23s. While you don't have to ever worry about running out of ammo with these, they don't pack much power. Go ahead and trade one of your MK-ASLT rifles for one, if you wish. Turn right past where the two troops were, and you'll go up to the hill where you threw the grenade - you can pick up a couple more up here.
Head back down the hill and continue forward (the head sculpture should be to your left). Bratton will inform you that they have the place mined, so slowly walk forward to each of the three Sentry mines and hold (X) to disarm them. Continue bearing left past where the three Sentry mines, and Bratton will tell you that this would be a good place to try out your Berserk. Peek left around the hill, and you'll see a building to the right, and a high platform to the left and past it. There's already some enemy emplacements up top, and they'll fire at you as soon as you get into view.
I like to try and throw a grenade at the platform and another one at the nearby building before rushing in. It doesn't hurt to use your Berserk, but watch out for more enemies that may exit from the building and from atop the platform. When it's all clear, run around and scavenge for more ammunition and grenades, as well as the Med Kits inside the building. Continue on past the platform, turning slightly right and through the path between the hills.
Shortly thereafter, you'll meet up with two V-squad soldiers, Corporal Stout and Private Cogburn. Tell them both to cover you, then continue on, keeping the hill close to your left side. Up ahead and slightly below you are a bunch of boulders - throw a Frag grenade down there to take out the two terrorists taking pot shots at you with Confed LZR-23s. When they're dead, head down to the boulders and continue on.
Pretty soon, you'll just barely be able to see the tips of a large fan whirling on the other side of the hill ahead, which means that you're pretty close to the base. To the right, you'll see a crate, which you should run over to and crouch behind. Pick up the L-Shot-50, face the large crate ahead and to the left, zoom in, then take out the Red Hand terrorist with a single headshot. Run over to where he was, then peek around to the right of the nearby hill. Up above, you'll see the top of the gate, and toward the right side at the top, look between the railings to just barely spot another terrorist to take out. Repeat with a single headshot to each of the two terrorists down below guarding the gate, but try to save at least one or two rounds of ammunition.
Make sure to restock on supplies and reload, then run over to the sandbags near the gate. Order your two soldiers to cover you, and then go run up to the panels and hold (X) to open the gate. Quickly run back to where your two troops are, and after a little while, one Red Hand Terrorist usually runs up toward you. Finish him off quickly, then move over to the sandbags at the right of the gate. Zoom in with your L-Shot-50, and move left until you can see a Red Hand terrorist high up on the platform. Take him out with your remaining ammunition, then run back and get your MK-ASLT.
Now, order your troops to either "Fire at Will" or cover you, then run through the gates. Quickly throw a grenade toward the enemies ahead, then switch on your Berserk mode, taking out any enemies that show up. Remember to keep moving to avoid taking too much damage, and take cover behind obstacles when necessary. Also make sure to not accidentally step into the lava pool, as it means instant death. Take out all of the troops in the immediate area, then peek around the right side of the next gate and throw another grenade. When you have the chance, run up the platform and grab some Med Kits and even the L-Shot-50 if you wish. Another thing you may try is taking control of one of the V-Squad troops, and then using your special ability - this will call for an aerial bombardment where you are aiming.
In the far building, just past the large fan, watch out for one guy that tries to snipe you from behind cover, as well as another one hiding inside the building. Once they're all dead, you should get a message from Bratton. Before you head for extraction, however, go all the way back to where you entered the base. The first building, near the platform, has the Confed Marine DNA Canister, as well. Now, head to the blue extraction point, as listed by the yellow contact on your radar. Congratulations!
_______________________________________________________ / MISSION PAYMENT SUMMARY |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | PRIMARY OBJECTIVES: | | Eliminate every terrorist at their main base = | | $7000 | | | | SECONDARY OBJECTIVES: | | Investigate all terrorist buildings = $1400 | | | | KILL BONUSES: | | Red Hand x 24 = $3360 | | _________________________ | | TOTAL PAYMENT: $11,760 | |_______________________________________________________|
__________________________ -=| BRIEFING: Caspian, Day 9 |=- ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | A Confederation carrier chopper on the planet of Caspian has sent a | | distress signal from a refueling station. The station is manned by | | former colonists who have been turned into mutants by radiation; they | | are assumed to all be hostile. Bratton informs your squad that you | | must find the chopper, and more importantly, the attache case that | | was being transferred on it. | |_______________________________________________________________________|
_________________________________________________ +--| PRIMARY OBJECTIVES: Find downed Chopper. |--+ +--| Recover the lost documents. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________________________________________________________________ +--| SECONDARY OBJECTIVES: Liquidate all the mutants from this sector. |--+ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Turn left and head past the dingy little shacks. Bratton will inform you that the mutants have been terrorizing the locals, so you have permission to take every single one out. Past the final shacks, you should see the path narrow, in between two hills. Move one squad member to the right of the path and have him stand his ground. Now, keep an eye on the path as you walk forward - as soon as you see the mutants, throw a grenade to kill a couple and then back up to where your other squad member is waiting. Oftentimes, the mutants will come after you, making for easy mop up with weapons fire. Note that you may have to pop your head around the corner if they don't come, however, and that there is also a barrel nearby that will blow up if you shoot it.
Once this nearby group of mutants is dead, run past the narrow path and take cover behind the large boulder just past the path. Bring in your other squad member as well, but make sure that you order them to stand their ground, so that he doesn't go out into the open and get fired upon. While using the boulder for cover, throw a grenade over it into the encampment down below, to hopefully kill a few mutants there. Also throw one far across the way, to take out some mutants sniping at you. Make sure you kill the ones all the way across, then move left of the boulder and look for any surviving mutants down in the encampment. When it's relatively clear, make your way to the narrow pipe and run all the way across. Have him stand his ground, then switch to the other squad member and have him run across as well.
By this point, a mutant or two may be coming from the right, but they shouldn't be much of a problem between the both of you. Have your fellow squad member cover you, then cautiously head down into the encampment and search the shacks for more ammunition, before heading toward the nearby gate. Toss a couple of grenades over the gate before opening it, then back up as soon as you do so. Try to kill the mutants at long range, hopefully before they throw any Molotov cocktails in your direction. When they're done, carefully proceed beyond the boulders, picking up ammunition as you go along.
As you move past the rocks, you'll see a large explosion ahead and to the right - it looks like we've found the chopper. Unfortunately, the mutants have taken the documents, so we'll have to make our way to their base. First, pick up some more ammunition, and the L-Shot-50 if you wish, but there's only six rounds for it. Ahead and to the left, you'll see a flaming barrel, which you should carefully head in the direction of. Just past it and to the right are a couple of mutants, so throw a grenade over there to take them out.
Now, those mutants dropped some 11mm ammunition for your L-Shot-50, but before you run and pick it up, look around the left corner. There's a mutant sniping at you from far away, so take him out before getting the bullets. There's also another mutant closer by, on a ledge also to the left, but he usually doesn't notice you right away, so take him out after the far one. Now, climb the nearby hill to your left (don't get too close to the barrels), and put another round through the head of the mutant on the pipes. Now, before you head around the left corner, put one of your squad mates near the bottom of the hill and have him stand his ground.
Run around the corner into the encampment, then quickly head back to your waiting squad member. A couple of mutants should come after you, so gun them down when they come around the corner. When it's relatively safe, order your mate to cover you and head into the camp, taking out anything else that moves. Now, go and pick up all the ammunition and Med Kits you can. There's some more 11mm ammunition for the L-Shot-50 on the ledge near the first hill that we peeked around. Climb up the hill, and you can jump to the ammunition with ease.
Move through the encampment, and to the left, you'll see another gate. Zoom in with your L-Shot-50 and take out a mutant above and beyond it. Another one may come and take his place, so watch out for that as well; if he doesn't, then he will probably be on the large pipe. Move a tiny bit to the right, until you can see a third mutant standing on some pipes - take him out with a single headshot. Now, have your squad mate cover you, then walk over to the gate and open it.
Take out any nearby mutants left, but do not walk beneath the large pipes ahead just yet. Zoom in with your L-Shot-50 and take out a mutant in the distance, on the next set of pipes over. Now, look to the left, just past the pipes you are near. Move ahead just until you can see any mutants standing on the hill to the left, and take him out, hopefully before he notices you. Repeat for the right side as well, using grenades to supplement your attack. Once the mutants on both the left, right, and front have been cleared, have one squad member stand ground here, then cautiously move forward, looking for more. If you get overwhelmed, run back to your other squad mate for support. Note that there is also a Med Kit where the mutant on the left was standing.
Use this hill to scan for more enemies, using the scope on the L-Shot-50; there are a couple over across on the right side, near the tower/blue and white tank. When you don't see any more to snipe, cautiously move forward, until your hear Bratton say to watch yourself around the fuel tanks. At this point, a bunch of mutants will start charging your position, so either try to snipe them as fast as you can, or run back to your squad mate to take them out then. Again, be careful of Molotov cocktails they may throw. If you run back to the first gate quickly enough, the mutants may lose interest and just wander in the area near the tower. Of course, this is a perfect opportunity to take them out with your L-Shot-50.
When you think that you've bagged all of the enemies near the tower to the right, carefully take both Tex and Brutus to the nearby fence and order one to stand their ground behind it. Use the L-Shot-50 to scan the large fuel tank (with the Kingman logo on it) to the left; there should be at least two mutants nearby, so take them out from long range. To get a better vantage point, you can even try going up the nearby tower - there is also a Sweeper V up here as well.
When the mutants near the fuel tank are dead, cautiously move both of your squad members over there, and have one stand his ground. Move around the right side of the fuel tank, and look for more mutants down below to take out with the L-Shot-50. There's quite a few (at least six), and some of them use Molotov cocktails, so don't get too comfortable. When you're pretty sure that it's safe to proceed, cautiously head down and pick up some much needed Med Kits and ammunition. Also, on the hill to the left (with the burning tires), go into the shack to get the Feral Outcast DNA Canister.
Carefully approach the broken wall, with the pipes ahead, and Brutus will say that we should stick to the high ground. Watch out for a couple of mutants slightly to the right and past the pipes; use Brutus' Spirit of Vengar to help spot them. Move Brutus along the right side until you are just barely past them, then activate his special ability to spot a couple of mutants down below. Fire at them from long range, then deactivate and wait for the meter to charge up again.
Run across the pipes, then use the Spirit of Vengar to make sure there are no more mutants in the immediate area. Order Brutus to stand his ground, then switch to Tex and move him over to the same position, before ordering him to stand his ground as well. Switch back to Brutus and pick up the nearby Med Kits before proceeding. Keep taking a few steps, activating your Spirit of Vengar to check for any enemies, then deactivate it and walk a few more steps. Keep doing this until you spot a couple of mutants, then take them out from afar. If you get hit by any mutants, simply use your Spirit of Vengar to heal, wait for it to recharge, then use it again to heal more.
Eventually, as you continue along the left wall, you'll reach some more pipes to the right. Again, use your Spirit of Vengar to spot enemies and quickly take them out. When you are sure that all of the nearby mutants are dead, move both of your troops over the pipes to the other side. There's another Med Kit nearby as well. Tell one of your troops to stand their ground, then continue ahead a little ways. To the left, you'll spot more mutants, and Bratton will say that the mutants apparently think the briefcase is worth dying for.
Snipe a mutant across the way, high above on a bridge near where the pipes meet. Also be prepared for a couple of Molotov Mutants that try to charge across the pipe toward you. Once you've taken them out, continue along the right wall and you'll find some more ammunition and Med Kits. Carefully take your troops over the pipes to the other side when you're sure all of the nearby mutants are dead.
Now, have Tex wait near the entrance to the camp with his RVG50 Minigun equipped. Using Brutus, run into the camp until you see the red contacts on your motion tracker, then quickly run back to Tex. Use your Sweeper V against the mutants that charge you, if you wish. You may have to repeat this tactic of rushing in, then retreating, a couple of times until the mutants stop coming out of the shack up on the hill. When they do stop coming out, run up to the shack, but be ready to kill any mutants still inside. Enter and pick up the Med Kits and briefcase.
Unfortunately, we still have to fight out way to the extraction point. Bring both of your squad members to the bridge near the building, then have Tex stand his ground. Run across until you see two mutants charge you, then back up to Tex and take them out between the two of you. Now, move both of them over the bridge and once again have Tex stand ground. Using Brutus, run further into the next area, then run back to Tex to have several Molotov Mutants chase after you. Kill them before they can throw their explosives, shooting the barrels if you'd like.
Move further in, then take out several more mutants in the distance; these are not likely to charge you, especially the one on the platform. If you kill them all, you'll hear the message "Objective Completed." Now, you know it's safe, since that means you "liquidated" all of the mutants from this sector. Head on up the platform and to the blue extraction point - great job!
_______________________________________________________ / MISSION PAYMENT SUMMARY |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | PRIMARY OBJECTIVES: | | Find downed Chopper = $5600 | | Recover the lost documents = $8400 | | Locate the mutant stronghold = $280 | | | | SECONDARY OBJECTIVES: | | Liquidate all the mutants from this sector = $1400 | | | | KILL BONUSES: | | Filthy Mutant x 42 = $11760 | | Ugly Mutant x 19 = $5320 | | Molotov Mutant x 28 = $7840 | | _________________________ | | TOTAL PAYMENT: $40,600 | |_______________________________________________________|