Hints

This page contains hints and tips for playing CSS SCI FI 3: Hardwired, including level overviews for a few of the more complex missions.

Navigation

CSS SCI FI features maps that are very large, with multiple routes to goals and resources distributed in a way that rewards exploration. However, if you are lost, follow the signs. Most missions are designed around the target locations built into each map, so following the signs to "A" or "B" will lead you to a target or goal.

There are usually no signs indicating the location of hostages, but they will often be found almost exactly opposite the player start position on the far side of the map. Most levels are designed as large loops with various branches across the middle. Following the outer loop in either direction away from the start position will in most cases lead to the hostages, and following it back to the start will usually lead to the hostage rescue zone. Remember to use the squad commands (default "c" to send and "cc" to recall) to position the hostages in a safe place while you clear the way.

Mission-specific hints and overviews

Warning: spoilers ahead!

Aztec

Issue: All enemies have been eliminated but the mission does not complete.

Solution: This is caused by an intermittent unidentified bug with the npc outputs when they are killed by the hopwire. Downloading and installing the latest patch will resolve this issue.

Xmas

Issue: The keypads are difficult to find.

Solution: Please see the following map:

Xmas

There are two keypads in this map which unlock a secret area, which you will need to access to complete the mission. You may press the keypads in any order. The first keypad is in the church tower, which can be accessed by climbing the ladder in the corner of the tower. The second keypad is on the upstairs balcony overlooking the courtyard in the middle of the map and is on an angled wall facing away from the centre of the map, next to a supply crate. Once both keypads have been pressed, you may then proceed to the teleport entrance. This is in a doorway on the upstairs landing above the room with the Christmas tree and radio. To enter the teleport, walk over the flare in this doorway. The teleport will take you to the secret area. To leave the secret area, walk through the arch on the left as you arrive, but be sure to pick up anything you find before doing so.

Château

Issue: The switch to open the gates is difficult to find.

Solution: Please see the following map:

Chateau

The switch to open the gate is upstairs on the far side of the ruined château. The stairs around the open courtyard are the only way to reach the upper floor. Once upstairs, proceed across the château until you find a switch beneath a red light. Activating this switch will open the gates. Be sure to look carefully around the upper floor for anything which might be more effective against zombies than your submachinegun.

Forest

Issue: The rockets to defeat the gunship at the end of the mission are difficult to find.

Solution: Please see the following map:

Forest

The rockets are on the other side of the hill closest to your start position. However, you won't find anything to launch them from until all four teleport beacons have been deactivated. These are located in a ring around the map, including areas A and B and both lookout posts. The rockets are in a slight depression at the top of the hill, behind the large boulders visible from the river. Once the gunship has been defeated, proceed to the rebel campsite near the player start position to complete the mission.

Venice

Issue: Cannot plant the bomb to destroy the APCs.

Solution: If you have picked up the bomb but cannot plant it, then you have not yet escorted the rebel leader to the hideout. Please see the following map:

Venice

Venice is one of the few missions in which goals must be completed in sequence, though how you arrive at each goal is entirely up to you. First, you must rescue and defend the rebel leader (1 on the map above). When the way is clear and the metropolice attack has subsided, pick up the bomb and lead the rebel leader to the hideout in the middle of the map (2 on the map above). This is in the street with the hanging sign, beneath a flight of wooden stairs. Rebel graffiti will let you know you are in the right place. After the leader has been rescued, proceed to the APC target (3 on the map above) and plant the bomb in the location indicated (centre your crosshairs or iron sights on the orange bomb outline and press your "use" key). After a short delay the APCs will be destroyed and you can then return to the start position to complete the mission.

Rush

Issue: The two gunships are impossible to defeat.

Solution: This is meant to be a difficult battle - playing the campaigns in sequence puts this last of 42 missions so naturally it will not be easy. The gunships will cover one another, each shooting down rockets fired at the other. To overcome this, first eliminate the two vortigaunts, as the gunships will circle close to them while they are alive, making attacks difficult. Then, when the gunships begin their longer patrols around the island, focus your attacks on the closer one. The gunship patrols will start to de-sync over time, allowing you to attack one out of sight of the other. Firing a rocket just before a ship comes into view and then immediately another when the first rocket is destroyed can allow you to hit the gunship while its back is turned.

In this battle you may also need to use bullet-time to give you time to steer the rocket before the gunship moves out of range or shoots it down. You can also pause the game and select the "easy" setting from the in-game options menu. This will instantly reduce the number of times you need to hit each gunship in order to destroy it and will reduce the amount of damage you take from their attacks.

 

The hints included here are those that have come up in discussions with players. This list may be expanded as time goes on, or as specific requests are received. Exploration is key to the mod, so don't give up if you are stuck - there is always a solution, and usually more than one.

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