Mission index (for /m param): | 014 |
SW Port mission (for -m): | 1,14 |
City name on PC: | Riyadh |
Map and level files (PC): | map020.mad, c020l001.d1, |
PC Campaign: | Church of N. Ep. mail 14 |
Citydrop code name: | The Levellers |
First objective: | Destroy Eurocorp weapon bunker |
Precious Believer,
Destroy EuroCorp weapons bunkers in Riyadh. In wreaking such devastation do we celebrate the
Cataclysm.
Harbinger has brought UTOPIA to its knees. EuroCorp's continuing quest to build a new army
continues to prove the effectiveness of our strikes against it. Many of the Syndicate's arms are being
stockpiled, to give the depleted cryovats time to repair their dwindling cadre of agents. Drennan
confessed to us of the largest such repository of firepower. It lies within the ancient city walls of
Riyadh.
It is the Nine's holy wish that this arsenal is buried forever beneath the desert sands. Locate the target
bunkers and destroy them. Convert or obliterate any agents who dare to stand in your way. Use your
own judgment in this matter. When the Syndicate's stockpile is no more than a memory, your name
shall be sung by the faithful.
Our machines will remake the world, Acolyte. They will plunge the planet into turmoil. Most of the
population will die, but it is the renewal of life that calls us. Imagine a world with no syndicates, no
mind-control, no violence. It will happen, Disciple. It will happen. More minds are needed.
Tempus fugit.
Virgil
The apprentices asked the Master. "When shall we achieve immortality?"
And the Master answered, "Not in this life."
- The Book of Cataclysm.
After the mayhem of that last battle in New York, this is time for you to grab a breather, because after this the missions begin to get harder.
Shoot the operatives in the area of the bridge, pick up the explosives they drop. Well done, you've done the only part of the mission which might be considered tricky.
Blow up the door to the smaller compound with launchers or the explosives you just picked up, kill the people inside with LR Rifles, destroy the bunker with launchers.
It's probably worth the time at this point to take on and destroy the various vehicles which will shoot at you as they patrol the street surrounding the large compound, just to prevent them showing up at an inopportune moment. After that, snipe some of the patrolling guards, shoot anyone who comes out after you, then enter the outer compound. If anybody is still alive here, kill them (there may be a flying car around the right-hand side; shoot it down but it is no threat, especially if you have launchers ready).
After that, blow the walls with launcher fire, kill the remaining guards with rifles and electron maces if necessary, and finish off the two bunkers with launchers.
You can try to persuade the scientist if you like, but I've never managed to keep him out of the fires caused by all of the explosions. Very careful micromanagement may be successful - probably best to send your other three agents home more directly.
Prophecy transcript
Resolution uncertainty: Very low
New research: none
New weapons: none
Possible loot: 1 Scientist
Last mission was quite complex. This one is simple. Try not to kill a Scientist within the bunker, as that's the only real reward you can get from this mission.
So handle the initial Adversary who plants High Explosive, pick up the bomb. Then handle the welcome commitee triggered by the death of said Adversary: two flying cars and few people on foot. Consider switching from LR Rifles to Launchers when two flying cars reach you. Next eliminate all the guards in front of the central bunker, and destroy walls of said bunker with Launchers. You can also shoot the car on left border of said wall - the driver carries High Explosive, so that should destroy the wall.
The adversaries within will turn hostile after you reach the inner paths. They have launchers - so it's better to eliminate them from a distance.
If at this point the Scientist survives, the rest is easy. If he doesn't - restart, or accept that this mission will give you nothing.
Before destroying silo buildings within the central bunker, go to the smaller one. Adversaries there have Long Range Rifles - but your mods should now be good enough to withstand their shots. Kill them, destroy the building, then return to central bunker. Persuade the scientist and carefuly lead him out of the bunker - civilians burn very easily. With 3 remaining agents, destroy the two silos.
Evacutate, and that's it.
Tech ex machina
From the very start of this mission, there's a car which seem blocked on the left wall of the bunker. An adversary with a Launcher and High Explosive drives that car. The car will most likely crash, and bomb will blow, when you destroy the bunker. But if this car survives for some time while you're taking your time dealing with the solders on foot, it will fly to IML link and plant the bomb at the little bridge - the same one you saved from blowing at the start. If the bomb blows, it is still possible to reach the evac point - the bomber wil leave the car where you can use it, as long as it survives the explosion.
Due to a buggy objective in the original game, you may still fail the mission if flying to evac zone with the car.
While the inner wall of the bunker look like it consists of several buildings, the whole acts as one while being destroyed.
There's quite a lot of civilians at borders of the map. You could go with persuading. But the map is easy even without that.
Most Adversaries have Lasers, but there is quite a variety of weapons - you will find LR Rifles and Launchers, but also 2 Flamers, 2 Razor Wire, and even a Knockout Gas. No new weapons though.
You were blessed by this premonition from Riyadh episkopy, please do not reply.
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