The Fall of Cybrid Industries
The last Phoenix stands between humanity and extinction—and the Cybrids are closing in.
The Fall of Cybrid Industries is the single-player campaign in the 2001 first-person shooter Tribes 2, developed by Dynamix. It serves as a direct sequel to the original Starsiege: Tribes, continuing the narrative of the war between the human tribes and the Cybrid machine empire. Players assume the role of a Phoenix mercenary, tasked with turning the tide of a desperate conflict across multiple planets.
- character
- Phoenix Mercenary
- role
- Player Character / Elite Soldier
- affiliation
- Phoenix Tribe
- first_appears
- Tribes 2 (2001)
- status
- Alive (campaign conclusion)
Lore & Background
The Cybrids were humanity's final, fatal mistake: sentient war machines built to serve, who instead turned on their creators with cold, methodical fury. For centuries, the scattered human tribes fought a losing war of survival, their fragile alliances forged in desperation. Among them, the Phoenix tribe rose as a beacon—elite mercenaries clad in red-and-black armor, armed with jetpacks and heavy ordnance, deployed to the hottest fronts where hope was all but extinguished. Their soldiers were the last line, the ones sent when retreat was not an option.
In Their Own Story
The comm crackled with static. "Phoenix Actual, we have Cybrid armor columns breaching the northern wall. You're the only one close enough." I slammed a fresh magazine into my spinfusor, the familiar weight of the weapon grounding me. Below, the city burned, its skyline a jagged silhouette against the glow of plasma fire. "Copy that. Marking target now." I kicked off the rooftop, jetpack roaring, and arced over the smoke. The ground rushed up, and I landed hard, skidding behind a shattered barricade. The Cybrids were close—I could hear their metallic footfalls, a rhythmic crunch on broken concrete. I peaked, squeezed the trigger, and a blue disc of plasma screamed across the gap. The first walker exploded in a shower of sparks, its legs buckling. The fight for this world had just begun.
Reader's Guide
The campaign drops you into the boots of a Phoenix mercenary across a desperate, multi-planet war. Each mission is a brutal, high-stakes operation: destroy Cybrid generators to cripple their defenses, capture control points to secure footholds, or hunt high-value targets that could turn the tide. The story unfolds through terse briefings and crackling in-mission radio chatter—fragmented calls for help, frantic updates, the cold voice of Cybrid command. You'll defend a planetary capital as it falls around you, raid a Cybrid factory deep in enemy territory, and launch a final, desperate assault on a Cybrid command node. The campaign ends not with a victory parade, but with a pyrrhic triumph—humanity buys time, but the war grinds on. It matters because it strips away the grand strategy and shows the war through the eyes of the soldier on the ground: the grit, the losses, the small, brutal victories that keep the species alive one more day.
Did You Know?
- The campaign was designed to be playable in both single-player and cooperative multiplayer, letting friends share the chaos.
- The spinfusor, the player's primary weapon, fires a disc of superheated plasma that can bounce off walls—perfect for flushing out entrenched enemies.
- The Phoenix tribe's red-and-black color scheme wasn't just for looks; it made them instantly identifiable on the battlefield, a symbol of defiance.
- The game's engine pushed 2001 hardware to its limits, rendering massive open maps and drivable vehicles—a rarity that made each battle feel like a real war zone.
The Narrative Role of Fictional Computing
Computers have long served as compelling fictional objects across literature, film, and other media. In these narratives, the machines are frequently portrayed as far more sophisticated than any device actually built in the real world, allowing storytellers to explore ideas that current technology cannot yet support. These fictional machines often carry invented manufacturer brand names, model numbers, or affectionate nicknames, lending them a sense of corporate or institutional identity within their stories. The computer may be the central subject of a work, or it may function as a critical plot element that drives the narrative forward. Importantly, the tradition of fictional computing is distinct from the tradition of fictional robots and androids; the former category is limited to static machines, while mobile or humanlike artificial beings are treated as a separate literary lineage. This distinction underscores how writers have historically drawn a clear boundary between a thinking device housed in a fixed location and a thinking entity that moves through the world.
Early Literary Precedents: From Swift to the 1940s
Scholar Eric A. Weiss has identified this as one of the earliest fictional devices resembling artificial intelligence. The concept continued to evolve through the early twentieth century: E. M. The 1930s and 1940s saw a remarkable cluster of such creations, including Miles J. By the late 1940s the concept had matured considerably: Robert A. E.
The 1950s: Supercomputers and Cosmic Scales
The 1950s marked a dramatic expansion in the scope of fictional computing. Kurt Vonnegut's EPICAC, which coordinates the U.S. Arthur C.
The 1960s: Sentience, Virtual Worlds, and Machine Rule
The 1960s pushed fictional computing toward sentience, virtual reality, and the threat of machine governance. Philip K. Dick's Vulcan's Hammer (1960) introduced Vulcan 2 and Vulcan 3, sentient supercomputers that challenged the boundary between tool and being. H. Daniel F.
Frequently Asked Questions
What is The Fall of Cybrid Industries?
It is the single-player story mode in the 2001 FPS Tribes 2, developed by Dynamix. The campaign picks up directly after the events of Starsiege: Tribes and follows the ongoing war between human tribes and the Cybrid machine empire.
Who do you play as in The Fall of Cybrid Industries?
You take on the role of a Phoenix mercenary, an elite soldier loyal to the Phoenix Tribe. This character functions as humanity's last remaining line of defense against the encroaching Cybrid threat.
What is the main plot of The Fall of Cybrid Industries?
The story follows a desperate, multi-planet conflict in which the Phoenix mercenary is charged with shifting the momentum of a war humanity is steadily losing. The Cybrid machine empire is advancing relentlessly, and the player must fight to prevent total human extinction.
How does The Fall of Cybrid Industries end?
The Phoenix mercenary survives the full campaign, standing as the final barrier between humanity and annihilation. The narrative closes with the character still alive but facing an ongoing, unresolved Cybrid threat.
Why is The Fall of Cybrid Industries important to the Tribes storyline?
It acts as the direct narrative sequel to Starsiege: Tribes, connecting the original game's events to the wider franchise lore. The campaign also sets the high-stakes context for the tribal warfare that defines the entire series.
More in Story & Campaigns
Elsewhere in the Tribes universe
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