Space Hulk

Space Hulk

View Stats:
Space Hulk > General Discussions > Topic Details
cjn Aug 5, 2014 @ 7:42am
Does anyone know how to complete the first mission called Breakthrough? After many attempts I eventually managed to get a few Terminators around the last flaming room, only to find the adjacent control panel does not work. The flames stay on preventing exit and completion of the mission. I've tried activating the control panel with the Flamer Terminator, the Lightning Claw Terminator and the Sergeant, but to no avail. Is there a specific Terminator for this, or do I need two Terminators to work together on both control panels at the same time?
< >
Showing 1-8 of 8 comments
Zuggi  [developer] Aug 6, 2014 @ 1:17am 
The guy who set up the mission said he hasn't encountered the scenario you describe during play testing. He also said that the two Termies need to work together. So both triggers need to be acticvated to disable the fire...doesn't need to be at the same time though
cjn Aug 15, 2014 @ 2:44am 
Thanks for the tip. Still can't complete this mission after many weeks. Even in 'Easy' mode it's an impossible task. I say this because you have 17 turns to complete it in a set up that's clearly stacked against you succeeding. Even when you get through the flame rooms the marines get overwhelmed. Never encounterd a mission like it and I've completed all the previous Space Hulk campaigns in 'Hard' mode. Please 'Mister Mission Guy' give us a chance !!
Homba Aug 15, 2014 @ 6:42am 
I seem to remember something about the number of stealer blips per turn increasing as you press the buttons to clear the flames - so I waited until everyone was in possition and did it all at once to face less blips as I tried to esacpe - similar to wating to the end of ??? to flame the three rooms before you escape (epic, long 1-squad librarian mission in the base game). I've beat the mission on normal with both BA and SW. Is this blip increase my imagination or can anyone verify? Honestly I'm not sure. I remember trying it that way after getting overwhelmed by numbers near the end a time or two and it seemed to work.
Homba Aug 15, 2014 @ 10:42pm 
Nope, on Harbinger mission 1 (Breakthrough) after the two starting blips, it's a steady 2 blips per turn - regardless of the number of burning gas rooms that have been deactivated. It might be the third mission of Harbinger, "In Control" where the blips increase per generator shut down.
travelbug Aug 16, 2014 @ 7:14pm 
you need to play as the blood angels because that extra command point comes in extremely handy in this mission.

i first played as the space wolves and failed after so many tries.
etwowjack Aug 17, 2014 @ 1:31pm 
I played as the space wolves and on hard which only gave me a max of 3 cp at any time and beat it in 14 turns with only two brothers down. It can be done. Name of the game is race to the end and be willing to sacrifice your brothers just to hit the switches. If you try to keep everyone alive you will have a really hard time. That's the basic strategy anyway.

I would like to add(this is not towards anyone at all in this forum) that I have found most players want to keep hold on all positions, keep their terminators, and dont like to run the sacrifice gambit. I would like to say that this is really imho not the way you play space hulk. Sure, if you can hold a position and complete the mission great. However, due to certain situations this is not going to work in some cases. You have to remember, these guys consider it an honor to die. Additionally, the first mission of Sin of Damnation tries to teach this concept from the start. Speaking of which, you can complete that mission without sacrificing anyone. However, there are alternate ways to achieving the goal which in all reality is the most important thing.
Last edited by etwowjack; Aug 17, 2014 @ 1:46pm
etwowjack Aug 18, 2014 @ 8:59am

hope this helps...time lapsed for ease of viewing
bkdove Jul 21, 2017 @ 2:43pm 
the first mission of Harbinger is very difficult compared to the other DLCs. especially because you can turn off the fire rooms only for few turns. you'll need to keep all your terminators close to each other to pass in time... and the terminator who misses the momentum, is trapped. also the final fire room needs two switches to be shut down! so frustrating....
< >
Showing 1-8 of 8 comments
Per page: 15 30 50

Space Hulk > General Discussions > Topic Details