After the cut scene intro get the Electron Bolt gun, ammo and armour marked on you radar beside your crashed ship.
Next objective up is to disable the relay station. Head to the first bunker in sight and marked on your radar. Take out the guy up top and those inside. Be careful one hit from an Electron Bolt Pistol can be fatal at close range. Once inside grab the Photon1 rifle and shoot out the 4 control panels on the wall. Next objective comes up to disable their deep space jammer which confuses enemy (your) spacecraft navigation systems. Follow your radar.
Before reaching this you are going to meet some serious resistance so you may need the Pulse sub machine gun by the first large ruin not far from the relay station bunker and beside a dead Minzerpint and mutant. Pick up all dropped health and armour on the way. There are a lot of enemy around here.
Approach the bunker cautiously. The enemy will repostion, retreat to the outer glowing energy unit as cover and pick them off in a firefight. Then flank to the left or right to find the remaining. Careful as you enter the bunker there may be more inside. Once inside grab an impulse gun they are good for throwing back mutants. Destroy the console, new objective to get into the base. Before you leave grab the intel and nightvis on the table and you get more info on their next attack plans and some ranting about a ghost. Once outside you have a new problem. These mutants inflict less damage than the ones you are used to but are a bit harder to kill. You can try and have it out with them using an impulse gun or pulse sub machine gun but you may find it easier in the end to climb the ladder up to the large generator and use the Photon1 to take them out from safety, or if they get up close hang over and use the Electron Bolt.
Once done head off towards your radar, back the way you came, and then take a right. As you approach the more densely wooded area you may hear trouble to your right. You have to actually go left here ie. follow your radar. The right turn only leads to trouble and a dead end but you will get a new weapon down there and if you like trouble check it out. On your way back though you go left through the narrow pass, or you can go up the mountain slope just right of the pass. Either way, following your radar will lead you right up to the entrance to the base.
Outside the base pick up the health. If you bothered to venture to the dead end you will have a Plamsa Shock Launcher to help get inside. Watch the guy right opposite in the dark who has a Photon2, take him out first. Then the assistant on the right with the Electron Bolt, you don't want one in the back. Then the guard on the left using a Pulse. Once inside your objective updates and you have to find a PDA to open doors. Pick up the health near the consoles and shoot them out if you like doing such things, I know I do. Now go and get the dropped Photon2 and from there take out the guard in the doorway opposite who has a Flame Gun. Go to where he was hiding and there are Plasma rifles, you want one of those. You could also exchange the Pulse for the Flame Gun, which kills faster but uses up smg ammo quickly. The door at the bottom of the steps is locked. The way down is using the ladder into the flashing pit, where the guard with the Photon2 was standing. Then jump down the hole. Duck down and crawl along.
You come to some a dead enemy and steam stopping you. You need to turn off the valve overhead on the left. You need to pickup the impulse gun is you don't have one and knock down the metal crate overhead to your right, position it so you can get onto the pipe and turn off the valve. Reposition the crate so you can jump up onto the next vent then crouch and crawl along. You come out into the pit of the Neutron Energy Generator. There are enemies overhead, run to a hiding corner and come out to shoot projectile proximity grenades over the top, watch for any that jump in to attack. Climb up and you are in a room with 3 exits. 2 are locked. One of the locked ones leads to the hangars. First you must find the PDA to open this door. One door is open but the guards behind will need to be taken out. Photon2 will suffice. Along the corridor, right leads nowhere, left leads to a pillared room. 2 enemies are hiding here, use Photon2 secondary fire anti-matter grenades or whatever. Just up the steps near one of the plant things is some health in a dark corner. Take it. Up the wide stairs. At the top is a dimly lit blueish, office like room with enemies hiding. They are no real problem though so long as you know they are there. Lob in some hand grenades to start it off then Photon2 to finish them. At the far table is the PDA you want. Objectives are updated and you now have to destroy the Fleet. Back down to the room with the Neutron Energy Generator and the far door is now open. On the way you read the PDA intel which states where they are going to attack.
Through this now open door, the lights are out. The enemy are using flashlights, take them out. A projectile proximity mine sometimes gets them all or use your nightvis. Take the lift down. Keep going. As you approach the main hangar an objective is added to steal 2 Torch Bombs. They are waiting for you in the armoury around the corner near where you will find 2 scientists waiting for justice. Arm up and if you haven't got one take the Plasma Shock Launcher. You are given 2 new objectives to plant your newly acquired bombs. Inside the main hangar the first placement is on the front of the first Oxypump, the one next to the panel that switches them off. The other is on the front of a ventilator (large machine) at the far end of the hangar on the right. They will place automatically. However .... first things first. Getting there .....
Obviously you may have your own strategy for this but as a suggestion. At the top of the steps take out any enemy close to you and place a proximity grenade for any that come around the corner. Change to the Plasma Shock Launcher and take out all the ships along the left of the hangar, the explosions will take out any enemies hiding near them. Then take out any enemy left over. Don't go down the steps but drop down to the left and use the first pillar ahead as cover to take out enemies on the central platform with your Photon2 quickly, watching for any that come at you from the direction of the pumps. Shoot anything that looks like it might explode. Now move along behind the pumps, (turn them off if the noise is too much), and use them as cover to take out any enemies you can see. Plant the first Torch weapon on the front of the first pump. Move to the right of the hangar and using the pillars as cover fight your way towards the ventilator, taking out ships may help. Before planting the second device get up on the central platform and make sure all is clear. If you took a lot of hits you may want to venture back to the armoury to 'health up'. Plant the second device.
You now get some information about Torch weapons being detonated centrally once dropped. The method is to drop from a high altitude, giving the Cosmojets time to escape the atomoshere. The whole process is monitored from the control room. Once they are clear, usually 80 seconds they are jointly detonated. The released vapour mixed with the oxygen in the atmosphere reaches temperatures double that at the heart of a typical nuclear explosion. The combined and concentrated heat of the weapons ignites the atmosphere and in effect sets the sky on fire killing all inhabitants left out in the open. 2 such weapons in a combined internal space are unlikely to produce the effect needed for atmospheric ignition. So now your objective is to find the control room. Go out the door at the far end of the central platform and go immediately right. Follow the corridor round left and at the junction take a left again through the only open door. Keep going, there is only one way. Finally you reach a red lit area, here is the lift to the control room. Just ahead is the exit hangar. The closed large doorway to the left connects to the first hangar. The ships leave that hangar to enter the exit hangar, from here they enter the portal which is at the far end of the exit hangar. This 'hyper jumps' them into orbit thus saving fuel. You will have got info on this on your way to the control room. This far end of the exit hangar is your escape. Jump through it now and you will just land in water since you have to set a vector in the control room. So take the lift down into the control room. A few enemies in here but not a problem for you. Your objective to set a vector has appeared so go right and the panel with moving screens on the wall is where you do this, press the F key up close when the message appears to do so. Now your objective to start the detonation countdown appears. Go the the other end of the room and start the detonation on the floor console. With alarms ringing in your ears, take the lift out, run across the exit hangar. It's a long run and you might like to take out a few ships and escaping engineers on the way. Through the archway and jump through the portal. All being well after a worrying pause you find yourself in a cave with some of the engineers who got through first. Kill them grab the ammo and stuff, go fowards using light if you need it and soon the detonation happens....
There is only one way out of the caves. The mutants are not much of a problem now you have a Photon2 and there are only a few. Use your nightvis, a torch will simply draw them to you. There is some health just below the exit near the last mutant. As you exit the caves you face a guard post of some kind. My favourite way to take out these is get close below and lob anti-matter grenades over the top. There may be one left standing when you climb up so be careful. Get the ammo and stuff. Here you get an x-acid gas rifle for pickup. Take it and anything else you want.
Your objective is to get across the bridge. Your compass will lead you straight to it. Before you approach take out the enemy guard opposite with the x-acid gas rifle. Now jump your way across the bridge. You will get a surprise flyover encounter. Don't waste ammo on it it is shielded while in flight. At the end of the bridge shoot the large fuel container, the explosion shakes the ground and the broken bridge section slides forward allowing you to carefully jump onto it and get across. You get a new objective to find a wormhole navigation helmet. These are necessary for walking into wormholes and exiting without getting lost. Take out the guards on the guard post with the x-acid gas rifle. Climb up it, and use the slide. There is perhaps an alternative approach to the next sections of the map that I never tried. That is to get up onto the high ground by taking the slop to the right just after you cross the bridge. From here you can take out enemies that may cause you trouble a bit later on at the end of the second slide. You can also shoot the mutants in the valley from safety. However if you take the first slide you pass over the mutants anyway. You might like to lob a few proximity grenades down on them but try to keep 10 or so for later.
Make sure you switch to a more appropriate weapon as you approach the end of the slide to take out the guard at the end. My preference is to use his Heavy Pulse in and around the outpost. You can see the second slide here but don't take that yet. You may be able to take out a few more mutants from up here but most will hide behind the wall. Climb down the ladder and you get an additional objective to find some intel in the outpost. You can use the heavy pulse to shoot mutants through the gate. You can open the gate and go out and get them, or you can open the gate and sometimes they enter the outpost and do some of the work for you. Enter the outpost and use grenades and/or Heavy Pulse to take out the enemies. The enemies in here carry Flame Guns which are deadly. If you prefer use one of these. Clear the ground floor, there is armour in a corner office. Go upstairs carefully, clear with grenades if needs be. Follow your radar to the navigation helmet in a store cupboard. Now go to a room at the other end of the upstairs level and you will find a pda on a table. This is the intel. Your new objective is to follow the valley to the 'Port'. You will also read a message on the pda about your apparent death earlier and resurrection???? There are a few supplies in a room on the ground floor. Go outside and climb the ladder back up to the roof. Take the second slide.
The next bit I found the hardest in the game. That is why if you have endless problems here you might want to try the slope by the bridge approach mentioned earlier to take out these guys with an x-acid gas rifle or Photon2 first, before even approaching the outpost, but you will have to reload a save which was at the start of the bridge. A second approach is to drop down off the slide well before it reaches the guard post and take them out from a distance. That still leaves the snipers on the hill. Even using the trees as cover to your right is difficult since they fire fast and you have to keep moving and don't have time to aim and fire back without taking harm. Perhaps the easiest solution here is after taking out the guard post from distance, walk along the bottom of the hill with the snipers on out of sight. Walk back until you know the position of the first, move below him out of sight and lob proximity projeciles over the top. Do similar or use the x-acid gas on the second further along. Climb the tower and grab the health and ammo. The most exciting approach which is doable is to take the slide all the way down. Once you drop off take out the guards fast with a Photon2. Run forwards grabbing health and jump off. Run behind the guard post. There is health down here and dual it out with x-acid gas.
Follow the valley towards the stones. There is a third sniper on the hill directly ahead but using the stones as cover and x-acid gas rifle you should have no problem. Go forwards and mount the slope. Ahead below you see a lorry (23rd century?). You can shoot out the lorry or go for a plasma duel. The next section also has 2 distinct approaches both worth trying. You can follow the valley around and take on the numerous enemy in the encampment/training ground with Photon2 and grenades/proximity grenades by a front approach through the entrance. Or you can remain on the hill overlooking the single lorry you just destroyed, go right here and look directly down on the encampment. Be careful if you attack from up here they can and usually do come up the slope. If you saved a good store of proximity projectile mines you can run around the top raining them down onto the camp. Take out straddlers with anything you want. Go down the slope and carefully finish off any hiding. Grab the lorry and negotiate your way out and towards the last guard post.
This is really no problem, drive your lorry right up to it. Lob Anti-matter grenades over the top. Follow the valley on. Ahhh the snow is falling on the ground and all is peaceful, what is that fencing up ahead, the lovely trees, enter the strange glowing Port and off I go ....... the 'hidden' explanation for those with patience.