Walkthrough for Metal Marines (SNES)
by Mike Jenista
[email protected]
December 2005
Version 1.10
Version 1.10 - corrected spelling, added some notes to hard levels.
Contents
--------
I. Introduction
II. Controls
III. Buildings
IV. Actions
V. Attacking (the basics)
VI. Strategy (advanced)
VII. Mission Passwords, Maps, and Tips
VIII. Legal Mumbo-Jumbo
I. Introduction
---------------
Metal Marines is a kick-ass Super Nintendo game set on Earth after a terrible
accident set of all of the anti-matter weapons and destroyed most of the
planet's surface. A military group conquered the ruins of civilization and
established an empire. The only hope left for a free Earth is a battleship
sent from deep space by the colonials. Can their giant metal robots defeat the
empire's entrenched forces and bring freedom to the world once again? Only you
can make it happen!
This game is built on the same sort of idea as so many other "giant robot
warrior" games (Metalstorm, Metal Warriors, Cybernator), but the actual gameplay
focuses on strategic planning and execution rather than side-scrolling action.
It is really fun, with great graphics, but the music leaves something to be
desired (except for the ending scenes).
II. Controls
------------
Start - Pauses the game.
Select - Nothing?
Directional Pad - Scrolls around map.
A - Select/do things (once an action is selected, your cursor moves to the map)
B - Cancel things (once your action is cancelled, your cursor moves to the bar)
X - Nothing.
Y - Nothing.
Metal Marine Controls: When your metal marines attack, you may take control
of them directly by pressing B (and you can scroll through which one you control
by pressing B again). Left and Right will turn the marine, Up will move
him forward while Down stops him. He shoots pretty much on his own. Press Y
to put the marine on auto again.
III. Buildings
--------------
Missiles: Cost $10 (upgrade $40)
A missile launcher houses one missile, and upgrades to a double
launcher. They are easy to destroy, so protect at least two of them.
They are quite valuable once upgraded to the double launching version.
AA-Turret: Cost $15 (upgrade $50)
Anti-Aircraft turrets fire intercepting missiles at incoming missiles
and transports. Missiles get knocked down with one hit, while a
transport takes eight hits. They upgrade to a double launcher which
shoots two missiles. They are easy to destroy, so place gun pods or
marines near them.
Metal Marines: Cost $20 (Upgrade $45)
Metal Marines are giant robot warriors that stalk around shooting things
and hacking at each other with giant robot weapons, like axes and
electric whips. They upgrade to a more heavily armored version that
also walks faster. I don't think their weapon gets more powerful,
though. The bonus is that when you are attacked, your marines activate
and defend your base (up to three at a time will activate).
You can also change the weapon on your metal marine - there are three
types: Normal, AT-POD, AT-MMR. The guns don't do any more damage
than each other except when facing other marines and gun pods.
Gun Pod: Cost $10
Gun pods fire at marines when they get within a square's length. These
are best placed at the top edge of hills so that marines are slowed
down and can't fire as early.
In a straight up fight, only AT-MMR-equipped marines will lose to a
gunpod. The others will lose most of their HP but win, while upgraded
marines with any weapon will destroy a gun pod, (as long as they have
full health) and possibly two, if you take them one at a time.
With that in mind, you want to place at least two gunpods any time you
are defending something.
Land Mines: Cost $10
Land mines are invisible to the enemy and will explode when a marine
walks over them. While this is a cheap way to beef up defense, I find
that the enemy almost always blows up my land mines with missiles before
he sends marines. I suppose you could heavily defend an area from
missile attacks and THEN booby-trap it, but it's probably easier to just
strike first.
Radar: Cost $50
Radars will boost the chances of AA-turrets hitting their targets. It
is a significant boost, and coupled with an upgraded turret, it is a
powerful effect. The downside is that this is a minimum of $115 along
with the time required to build and upgrade. If you already have some
AA-turrets or a radar when you start, this is a good place to build a
defensive front.
ICBM: Cost $255
Although this is an ICBM, it is not equipped with a nuclear warhead as
you might think. No, these are equipped with the dreaded anti-matter
weapon that destroyed the surface of the Earth to begin with.
Never bother to build one if you are being serious about a level. They
cost too much, take too much energy to launch, and will probably get
destroyed before you get a chance to use them. Also, they take up nine
squares so you may not even be able to fit it on your base.
Supply HQ: Cost $75
Each one that you build increases your cash flow by a dollar a second.
They have double the health of missiles and AA-turrets, but are still
vulnerable. They are vital to your success, so build two or three
every time.
Energy Plant: Cost $50
Each one that you build increases your energy production by a kilowatt
per second ("1 energy" per second). Having one is pretty good, but two
is usually overkill.
Factory: Cost $100
A factory is expensive, but it is worth the effort. It speeds up build
time and upgrade time, which means that between enemy raids, you can
get things back online. Your enemy has an annoying habit of destroying
buildings in progress right before you complete them. This won't
happen with a factory (assuming you only build right after attacks).
Dummy Base: Cost $30
This is a fake base with low HP that your enemy can not distinguish
from a real base. He will attack it if he finds it, wasting time.
Dummy Unit: Cost $10
A little building and a lawn are put over a base, hiding it from the
enemy's view. A single missile hit will reveal the base (these are
marked on the enemy's map by a 'D').
IV. Actions
-----------
Grid Mode: Toggles the grid lay-out on and off. I leave it off just because it
is not as good looking and I have no trouble seeing the layout.
Info: You can check the HP and other stats of all your units (time will not
pass while you do this).
Delete: For free, you can destroy a functioning unit to make way for something
else. Unfortunately, you do not 'sell' it, i.e., you don't recoup any
of the money you spent on it.
Attack: The game will pause while you select weapons and their targets. More
on this in the next section.
Bulldoze: Clear out rubble, dirt, trees, ruins, whatever to restore the ground
so that you can build on it. It costs $5 a square.
Radio SW: You can turn off the enemy's messages to you; I highly recommend doing
this because the messages are stupid and they are frequent.
Metal Marine's Arm: You can change the weapon your marines have to tailor them
for the mission to come. The good news is that this change is FREE!
Each different arm also comes with a melee weapon, which does nothing
different in terms of damage, but looks cool.
The available guns are:
Normal: Will take out a gun pod with about 6 HP to spare, but will lose
a straight up battle to the same gun when you attack (I think
this is the same for all the guns; the "tie" goes to the
defender). Dominates AT-POD.
Melee Weapon: Laser Sword
AT-MMR (Anti-Metal Marine Rifle): This gun is specially suited to take
out other marines. It will guaranteed kill a Normal or AT-POD
marine, BUT it will be destroyed by a gun pod. This is the
best gun to put on your marines when they are just sitting
around defending your base, since gun pods don't fly over to
fight with marines.
Melee Weapon: Axe
AT-POD (Anti-Gun Pod Rifle): A sort of bazooka that quickly destroys
a gun pod. It is terrible against other marines, so you want
to switch back to MMR after an attack.
Melee Weapon: Electric Whip
Like I said, you should always keep you marines on MMR unless you are
attacking, in which case you can choose between POD and MMR depending on
what sort of defenses you are up against (Normal is a good choice when
there are both gun pods and marines).
ALL GUNS have the same effect on every non-firing target (i.e., anything
besides gun pods and marines).
Build Up: You can upgrade missiles, AA-turrets and marines with this command.
They cost $40, $50, and $45 respectively.
V. Attacking (The Basics)
-------------------------
An attack has two phases, the missile phase and the marine phase.
First, you will be prompted to select missiles, marines, and their targets.
Each missile you select, you must select a target, but the marines must all land
at the same place. You can select a maximum of four missiles (double missiles
count as one missile) and three marines.
Missiles cost 4 energy to launch, so a double missile costs 8. Marines, normal
or upgraded, always cost 20 energy each.
When the attack begins, your missiles all launch first but one at a time. Then
your marines fly over to their target zone. If their drop ship takes eight hits
it will be destroyed and you lose them all.
Once they reach their destination, you can choose the location for each marine's
starting point, BUT they can not start on top of a building or on a hillside.
You almost always have room to put them down.
They will start attacking targets, starting with gun pods and metal marines, or
a base if there is one very close. Then they will attack the nearest building.
If you don't want your marines to go near particular buildings, you can take
control of them directly (see the Controls Section). The attack ends after
all your marines are destroyed, when they destroy everything, or after 60
seconds, whichever comes first.
-----------------
TIPS ON ATTACKING
-----------------
1. There is no "overhead" cost for an attack, so you should ALWAYS fire one
missile at a time. It is a serious mistake to commit two or three
missiles to the same target when you can fire them one at a time until
the target is destroyed. Missiles take time to reload and energy to
fire, so this tactic will save time and energy.
2. A missile has a blast radius of one square. So if you want to hit a group
of AA-turrets, you can actually hit the square in front of them. This
means that any AA-turrets behind the targeted ones will have less or
no time to intercept your missiles.
3. Double missiles will destroy any building except upgraded marines and bases.
As such, they are tempting for use against unprotected targets. However
you should never use them when you can use single missiles instead.
You want to use double missiles against AA-turrets because they have a
much better chance of hitting than single missiles.
4. Target selection is the key! If AA-turrets in an area are unprotected, send
in a marine to knock them all out rather than using missiles. If an
area is heavily protected with gun pods, you will want to send in
missiles. Only send your weapons against targets that they will almost
surely destroy. The only exception is AA-turrets; sometimes you just
gotta pray you hit them.
5. There is a very easy way to take out high-priority targets, like double
missiles, factories, bases, etc. When selecting the target area for
your marines, try to put the target in the corner. That way, you cut
off all other defenses around it. You can usually arrange it so that
only one gun pod is in your way. The danger is defenses on the other
side of the target area for some other building AND there may be a lot
of AA-turrets on the way to the target area, which could mean your drop
ship gets destroyed. However, when you see that there are four missiles
all alone or the only base or only two bases can be isolated, this is
the way to go.
6. If you are patient, you can save a lot of energy by sending a single marine
into a target area defended only by gun pods. By taking control of the
marine, you can creep toward targets and fire on them while staying out
of range of defensive gun pods. Believe me, this saves A LOT of energy.
7. YOU CAN TARGET THE WATER!! A missile hitting the water will hit anything
that is on the shore next to it. This is a GREAT way to hit those
really tightly packed defenses.
VI. Strategy (Advanced)
-----------------------
If you have read Ender's Game by Orson Scott Card, you will completely
understand when I say that the enemy's gate is "down," and that this is the way
to win. You win a mission when you have destroyed all the bases on the enemy's
island, so if you have the opportunity to do so, why bother with any other
targets? My strategy is laid out as a series of priorities (sometimes affected
by the mission, but I'll specify this in the next section), but in general, if
you have the opportunity to take out a base, TAKE IT OUT.
Priority 1: Sneak Attacking
Some missions afford you the opportunity to take out the enemy bases
with little to no effort. This usually means that there are one or two
bases with only gunpods to protect them, so you arrange the target area
for your marines to include only one gun pod and the base, making an
easy kill. It is not a satisfying victory, but it works.
Priority 2: Missile Denial
If the bases themselves are too well-guarded, go for the missiles first.
If you take out the enemy's missiles, he can only send marines, which
take more energy and can only land in one place AND risk getting blown
up by your defenses. You can win a fight against marines; you can not
win a fight against tons of missiles.
You accomplish this task the same way as bases; isolate the missiles as
much as you can when you send your marines over so that you don't suffer
too much damage.
Priority 3: Resources
Since your enemy is typically far better off than you to start, you need
to generate money and energy as fast as you can to catch up. The first
thing is money; set up as many supply-HQ's as possible. Sometimes this
leaves you with no money to build marines or missiles, but it is still
a good thing to do. Money is everything. There are even cases when it
is best to build another round of supply-HQ's to get a really steady
stream of cash coming in.
Once you have this, you can move on to other priorities, but you will
want to eventually build an energy plant (two is the MOST you would ever
need in my opinion). Only build a factory if your enemy has tons of
missiles and you need to build fast between attacks.
Priority 4: Double Missiles
The difference between missiles and double missiles is HUGE. You want
to have two double missiles as your main weapon, using single missiles
as scouts and to destroy unprotected targets.
The first targets for double missiles are the clusters of AA-turrets
guarding the enemy's forward areas, and then the enemy's weapons.
Once these are out of the way, you can probably get your own marines
in for the kill quickly.
Priority 5: Upgraded Marines
Although a single marine can accomplish most sneak attacks, upgraded
marines can do far better AND defend your base better. If you are in a
comfortable position, upgrade a marine rather than building another.
Although the price is higher, you can send the powerful marine for the
same energy as before, which really helps your attack rate.
Priority 6: Defenses
I usually rely on the initial defenses spread around the map for an
entire mission. Defending your base is usually a waste of money because
you can neutralize attacks faster than you can build up defenses against
them.
The exception to this is a small map. If you don't have room to simply
rely on the enemy's stupidly random attacks, you will have to set up
defenses. During the firt few attacks, your enemy will have found and
targeted your initial defenses. When most of that is gone, set up some
gun pods and AA-turrets to defend ONE of your bases, and put ONLY gun
pods around the others. If the enemy sends marines at the other bases
they will take damage and maybe get destroyed. If he sends missiles,
you buy time to do other things AND the enemy often sends his marines
to the same spot anyway. Either way, you don't really care because you
only need one base.
If you really want to defend your base hardcore, emulate the enemy's
defenses because they are pretty good.
General Tips
1. ATTACK ALL THE TIME. If you have the energy to send over a double
missile strike, do it. If there is an unprotected target and you have
the energy to send a marine, do it. The only exception is single
missiles. Only send these when you know there is an unprotected target.
2. If the enemy finds your stuff right away and takes most of it out,
just start over.
3. You can distract the enemy by building a gun pod and an AA-turret in
one area. When he destroys them (or finds them but doesn't get a chance
to destroy them), build some more close by. He will usually check back
to see what else is there, find the new stuff, and waste more time in
that area by attacking them. Keep this up as long as you have money AND
as long as he doesn't find a juicier target (the enemy won't waste time
with gun pods if he finds factories and missiles).
4. Instead of doing Tip 3, you can wait a while to build in an area that
your enemy destroyed. If you do this, he won't come back that way for
a while and you can leave the buildings unprotected.
5. Don't cluster your base; that makes for an easy missile target.
Spread your buildings around, but AWAY from the two bases that you are
not protecting.
6. ONLY BUILD AFTER AN ATTACK!! You never want to build if an attack
could come at any time. Right after an attack, your enemy needs to
reload his launchers and recharge his energy, so this is the time to
build. Of course, if you have destroyed most of his stuff, you can
build whenever you want.
VII. Mission Passwords, Maps, and Tips
--------------------------------------
For each mission, I am giving the password, two maps, and the strategy that I
use to win, plus some other ideas if you want to try them. Remember that after
the opening round of attacks and building, the enemy will begin to adapt to the
situation, so my description of the enemy's long term tactics may be slightly
different from your own experience.
-----
KEY
-----
++
++ = hillside (I will not distinguish between up and down)
* = forest or ruins (basically, any flat ground you can't build on)
m = missiles
M = double missiles
R = radar
B = base
x = marine
X = upgraded marine
a = AA-turret
A = upgraded AA-turret
D = dummy base (a building camouflaging a base)
G = gun pod
@ = land mines (rare)
E = energy plant
F = factory
$ = supply-HQ
SSS
SSS = ICBM platform (mission 20)
SSS
===============================
MISSION 1: GAEA (Password PNTM)
===============================
you Commander Bill Garland
____ ______
___|++++|___ |++ m|_
|+++++**+++++|_ _|++ Rm |_
|++ *** +++| | m ++|
_|+ **++ +| | ++++++++|
|+++ ++ ++| | a + +++|
|+ +| | + +++|
|+ Ga +| |+++++ +|
|+ mG G aG +| |+ Gax ++|
|++ x R ++| |+ a BG +|
|+ xaGEm aG +| |++ Gax ++|
|+ xGa$m Ga +| |+++ +|
|++++ x R ++| |++++++++|
|+++ mG G Ga +|
|+++ aG +|
|+ ** +|
|++** ++|
|+ +|
|+++ +++|
|++++ +++++|
|+++++|
Funds: $100
Energy: 50K
Strategy: As you can see, you have the advantage. You can either squash Garland
like a bug, or you can send two marines over right away and take out his
base on the first try.
=================================
MISSION 2: COUGAR (Password HBBT)
=================================
you Commander Bill Garland
______ _____
__|++++++|_ ___| GBG |_
_|++++ +++|_ | AGa |
|+++ +++| |AR x +++++|
|+ +++++++++* ++| | + + |
|++ ++++ + +| | GAG+Gm +G|
|++***+++ + a+| |G aB +xm +$|
|+****+R +a +| | GaG+Gm +G|
|+* **+ R G+Ga G+| |A x +++++ |
|+** *++ +++a +| |+++ |
|+**** ++ + a+| |+ + |
|+** ++++ +| |+++**** _|
|+ **** +| |_****_|
|++ GMG **** ++|
|+ m X aG**++|
|+ GMG Ga**+|
|++ +++ ++|
|+++++ ++|
|+ ++++|
|++ +++|
|+++++|
Funds: $150
Energy: 50K
Strategy: Commander Garland is much better protected in this mission. Build
two supply-HQs right away. Now give your upgraded marine an AT-POD gun,
and send him against the back of Garland's base; you want to target the
three missiles and the supply-HQ but not the gun pods and marine on top
of the hill. You will have to take out the two guns pods near the
supply-HQ.
You have the energy to fire all your missiles, so do it. I would target
the upgraded AA-turrets first. Garland will send marines against your
base, but they will take damage from the many gun pods around and might
even be destroyed. On your second round of attacks, pummel the defenses
around the bases, then build up energy for the kill. You should have
the money flowing now, which means you can build extra missiles and
marines to ensure the victory.
================================
MISSION 3: EAGLE (Password PCRC)
================================
you Commander Joan Bile
______________ _____
_|++ +++++++++++| |+++++|
| ++ + +++++++a+| _____|+++++|
| + + +R+| | +++++A++|
| + + x +a+| |+++++G G+++++|
| + + ++++| |+++++ m +++++ |
| + ++++++++| | +G G+R $G|
| ++ +++++++G+| | ax +++++ FaG |
|++ +a+| | xaG +++++|
| M+R+| | G +GxG+|
| M+a+| | R G R +ABG+|
| +G+| | G +GxG+|
| + +| | axG +++++|
| + +| | xa +++++ FaG |
| *** *** + +| | +G G+R $G|
| *** *** + +|_ |+++++ m +++++|
| *** ***++ +++| |+aG G G+++++|
| *** ***+a +++| |+Ga++++++|
| *** ***+G + | |++++|
|++*** ***++++ |
|++ x |
|_____________|
Funds: $180
Energy: 30K
Strategy: Bile is very well protected, so you will have to grind it out this
time. Your first target is her missiles. You can use your own double
missiles, or you can use the isolation technique to take them AND some
other stuff out. You should be able to target the missile, the radar
and factory on either side of the main hill. The only catch is that you
will have to include two gun pods near each missile in order to avoid
targeting the metal marines on top of the main hill. BE CAREFUL.
In any event, you have the cash for two supply-HQs and then $30 extra.
Use the extra to put a marine and a gun pod near your double missiles.
Bile has a lot of stuff, so you need to attack often. Build an energy
plant ASAP, then use your marines to take out the factories and supply
HQs on each side of the hill. Don't worry about attacks from Bile; as
long as you keep finding and destroying any new missiles, her marines
will be a nuisance, not a threat.
After you have built a few more double missiles and taken out Bile's
resource-makers, you can start pounding her air defenses. She has
radars and she builds AA-turrets, so this could take a few attacks.
When you have the opening, use missiles to destroy her marines. You
should now have only the main hill left to attack. Just level it with
double missiles and send in a marine to destroy the base.
================================
MISSION 4: BISON (Password NWTN)
================================
you Commander Bill Garland
_______ ________
_______|+++++++| | |
| +*** +| _____| +++++ m |
| *******+*** ++| | x+GAG+ Gm|
| *******+*** +|_ |A R x+AB + m |
| +++++++***++ +++| | G +GAG+ |
__| +++++++++ ++ +| | G ** +++++ |
|++++ +++++++++** +| | *** |
|+MG+ +++****++** Ga+| | a*** |
|+ R+ +++****++** *aG+| | *** |
|+ R+ +++****++**Ga* +| |x ** |
|+MG+ +++****++ aG ++| | Ga ** |
|++++ +++++++++++++++| |a *AB ** |
| ***++++++++++**** | | R Ga ** |
| ***++++++++++**** | |G GaG** |
|++****** ********** | | R ** |
|++** **** ********* | |A GaG GAG |
| ******* ****++ ___| | ABM |
|______*_*____++| | R GAG |
|____ |
|__________|
Funds: $200
Energy: 10K
Strategy: Build two supply-HQs toward the back of the island and two marines in
front of the little hill with the missiles. Immediately fire your
double missiles on the upgraded turret on the northwest corner of the
enemy's island, and now that it is destroyed, fire the other set of
missiles on the two unprotected marines near the north hill. That will
take them out of play.
You could gamble by shooting one set of missiles past the turret and the
other at the lone marine on the shore of the enemy island, but that lone
marine will probably get killed by gun pods or marines if he attacks.
Any way, as soon as your marines are finished, send one at the missile
grouping on the northeast corner of the island to take out most of his
remaining weapons.
Now take out the double missiles on the southeast corner, and start
building up energy plants and missiles to pound your impotent foe.
Garland will get a chance to send his missiles at you while you are
building marines and saving energy for their attack, but he will most
likely waste them on random shots or taking out the forward defenses.
However, if at any time he gets a couple of lucky missile hits on your
back base, you should start over.
==================================
MISSION 5: GRAMPUS (Password LSMD)
==================================
you Commander Bill Garland
__ ___ ________
__|++|__|+++| __________|++++++++|
|++++++++ +A+|__ |+++ +A++++++|
|++++++ + ++++++|__ |+a+* ++G+G m++|
|++ +++ *x+a++++| |+G+ ++++ +G++ *m++|
|++ ++ ++R++++a+| |+a+ +Ga+ +A+a x ++|
|++ +++ +++++R+++| |+G+ +aG+ + + B ++|
|++++++ + * +A++++| |+a+ ++++ +A+a x ++|
|+ M++++ ++++a+| |+G+ GBG* +G++ m++|
|+++M+++ ** +++| |+++___ ++G+G m++|
| +++++ ** * | |+++ +a++++++|
| *++ ++ | |+++_++++++++|
|++ ++ ++++++ *|
|++ ++++ +Ga+ | __
|+++++++ +aG+ _| __|++|
|+*+++ ++++| |*aE++|
|+++++| | RF |
|Ga$G|
Funds: $200
Energy: 10K
Strategy: Build your main base on the large hill. Build two supply-HQs and two
marines. Immediately fire a double missile on the center of the little
island. It should take out everything; if not, use the other missile.
If you got it on the first try, fire your other missiles on the forward
row of AA-turrets.
Now you need to endure a few attacks in the following strategy. Garland
will probably concentrate on the forward air defenses, but they may hold
out.
What you need to do is get those marines built and pray they don't get
shot down when you send them against the missiles hiding on the back
of the enemy island. Without the missiles, Garland will send marines
at you, but a few gun pods here and there will destroy any.
Build and upgrade some more missiles to really pound the air defenses.
If both of Garland's marines get blown up by your own defenses, it would
be a safe and GOOD idea to send a marine at his main base on the top of
the back hill. Without those marines it is defenseless.
Really the success of this mission depends upon how well you weather the
first few attacks. If you take a lot of damage without returning the
favor, start over.
==================================
MISSION 6: ICEBERG (Password CLST)
==================================
you Commander Joan Bile
__ _________
________|++| |++ ++++|____
__|++***++++++| |++ ++++ |
| ++***+ a+ | |++ ++|
|++ ***+a + | | ++++|
|++x+++++ + a+ | |+++ +++++++++ |
|m + + ++++ | |+ + +GaG G+ |
|m + R + | |+++ +aGaG + Gx|
| + + ++++ | | +GaBFG+ aB|
| *x+++++ +*a+| | * +aGaG + Gx|
| * +a*+| | +GaG G+ ++|
|++ * + a+| | * +++++++ ++|
|+++++ ++++| | ++|
|+ + _______| | @++++ |
|+++| | ++ aRG+mm+ |
|++_____@+mm+ |
|++++____|
Funds: $200
Energy: 20K
Strategy: Standard drill: two supply-HQs. However, you should UPGRADE your
two marines rather than build new ones. Instead of a missile attack,
send a marine at the missile group on the hill, BUT DO NOT go after the
gun and radar to their left. There are land mines down there (one of
the extremely few times the enemy uses land mines).
You should also build some gun pods after the first attack. With only
marines, Bile will get eaten up trying to attack your base and
AA-turrets.
Upgrade your missiles and build more so that you can really get some
pressure on that heavily defended hill. Once you have taken out the
AA-turrets, you can smash the gun pods with missiles and sail in for
kill. The rear base is easy since the marines will most likely be
destroyed before you go after it.
The big danger is if Joan builds missiles somewhere behind that hill.
They will be well defended and you will just have to hope she does not
get lucky with a shot or two.
======================================
MISSION 7: EUROSTORM I (Password JPTR)
======================================
you Commander Liften Schwaltz
___ __
___|+++| __ |++|_ __
______|++ + +| |++|_|++++||++|_
|+++++++++ +++| |++** ++++ ++++|
|+++ ++ +* | |++** ++++ ++++|
|+++ ++ +++++ | | ++++ **+++|
|++++++++++++ + | | G ++++B**+++|
|+ ++++++++ + + | | R xDG++++ ++m|
| ++++ ++ +++ + | | G ++++++ ++M|
|++ +++ ++ +++ ++| |+++++ ++++++ m|
|++ +++++++++ ++ +| |+ + ++++++ *M|
|+++++ ++ ++ + +| |+ * ++++++++ X ++|
|+ +++++++++ +| |+ * ++++++++AB ++|
|++++ ++ ++++ +| |+GaG+ ++++++ X ++|
| ++++ + +++| |+aBx+ ++++| |++|
|++****++++++***| |+GaG++ ++++|
|++**** **++***| |++++++++++|
| ****++** * +++| | ++++| ____
|+++ +++++++++ +++| | ++ ++++| |++++|
|+++ + + *+ + *_| |_++__++++| |++$+|
|+++_ + ++| |++| |+F+|
|+++| |+++|
Funds: $300
Energy: 30K
Strategy: This mission is pretty easy because you have a whole bank full of
cash AND a good stock of energy to start with. Build two or three
supply-HQs and an energy plant, then missiles and marines.
As soon as the marines are ready, hit the missile group in the back.
When your missiles come up, take out the little island and its goodies,
then concentrate on the southwest base. Once it's gone, you should
have weathered a few attacks from the enemy.
The only remaining target is the base behind the hill. You can either
hammer it with missiles, or if you have two marines, you can send them
in and target an area containing only one enemy marine and the base.
They will take out the marine, then destroy the base for the win.
=======================================
MISSION 8: EUROSTORM II (Password NBLR)
=======================================
you Commander Liften Schwaltz
_______ ___ _______
_|++*****|_|+++|__ |++ $|
| ++* **++* +++**a| |++ +++++|
_| * *++++ *_a_**++| __| +Ga++|
|++++***+++++| |++| |++++ +aG+M|
|++++**++++| _|++++ ++++M|
|++++**+++| |++++++ *|
|++++ *++| __|+GAM*+ ** |
|++*** ++| _____|++++ BG + Rx * |
|++** * | |aAaAaG+GA GAM + GA ++|
| | __ |++++****+ xBG ++|
| ++| |++| |+++**+ GA |
| ++| |++| |++++ Rx |
| ++ | |++ ** |
| ++ | |++ ** |
| ++++++| |++ +++|
| + +++| ___ __ |++ +A+|
| + *++++| |+++| |++|____| R +++|
|++ * ++|_ |+a+| |++ *|
|+ ++ ***+++| |+++| |** * +++++x|
| + ++ ***+++|_ |___ +++++GBG+x|
| ++ ++++ * a| |+++++++++|
|__+++++___ ++|
|++|
Funds: $200
Energy: 40K
Strategy: You can not make a quick strike to win this level because the little
peninsula with AA-turrets protects two of the bases from marine landings
and missile strikes. Also, for some reason, Schwaltz's AA-turrets are
really accurate on this level. It's ridiculous how good they are.
Regardless of how you go about winning, you should place your bases
in three different latitudes in order to maximize the time it takes
the enemy to search for you.
So far, the best strategy I have seen is to build two supply-HQs right
away, build a third when your cash creeps up, then build about three or
four more so that you have a huge flow of cash.
When you have this, wait for an attack to pass, then start building
like crazy in a spot that Schwaltz is ignoring. I recommend three
missiles, two energy plants, and one marine at first. The idea here is
to upgrade the missiles to doubles ASAP and use the marine to take out
a few things in the meantime. You can not really start defeating
Schwaltz until you have double missiles to take out his AA-turrets.
The northeast double missiles should be your first marine target, and
try to get around to the supply-HQ if possible but don't go up the hill
to the gun pods because you will die.
Once you take out at LEAST the entire peninsula of AA-turrets, you can
begin sending marines at the double missiles around the center base.
========
Note!!!!
========
You CAN target the water, so you can take out the first AA-turret on the
peninsula by targeting the water in front of it. NOW, you can land a
marine in its ruins to take out the others, which will be ten times
easier (and FASTER) than using missiles.
=========
End Note!
=========
Again, you could gamble and just hope your marines don't get blown up
on their way to the missiles, but I find this to be a tedious way of
winning since you then have to gamble AGAIN to get to the rear base.
If at any time Schwaltz has located and destroyed most of your stuff,
you should just start over.
This level is tough, so just keep at it.
ALTERNATE STRATEGY: Build two marines and as many energy plants as possible.
Immediately send the marines against the bases since they are each only
protected by a few gun pods.
If the marines get blown up by AA-turrets, build more and send them
again.
This strategy works, but it takes a while to pay off since the center
base is protected so well by AA-turrets, which also seem to have extra
super accuracy on this level.
Is this strategy "cheap?" Kind of. Does it get this level out of the
way? If you try it enough times, yes. Is that worth it? Yes.
========================================
MISSION 9: EUROSTORM III (Password PRSC)
========================================
you Commander Liften Schwaltz
_______ _______ ______
|++ ++++| |++++ | |A X |
| ++ +**++| |+ +++++| |G RaBG| _____
|****+***+| _|++ ++D +| |A X | |+++++|
|****+***+||++++ ++ A+| |+++++| |++ ++|
| ++++**++||+++++ ++| |+++++| |+G*x**+|
|+ +++| |+++++++++| |++ **+|
|+++++| |++++++++| |+a B **+|
|___| |++++++++| ___ |++ **+|
|++++++| |A++| |++ m+|
__ |++| |+++ ++|
|++| |+++ +M|
____ |++| _______ |+++ +M|
|++++| |+++++++| ____ |+++ +|
|+**+m| |++ * ++| _|++++|___|+* +|
|+**+m| |+ +| |+++ + +++++|
|+**+m|_ |++ D ***A+| |++ + ++ |
|+**++++| |+ * *** +| |+A * + ** * |
|+** **+| |+ * **++| |+G * + ** a |
|++++**+| |+ * **+| |+A ** + **GB |
|R +**+| |+++ * +++| |++ ** + ** a |
|$R++++| |+ +| |++++ + |
|+++++| |+++________|
Funds: $150
Energy: 50K
Strategy: Oh Man! What an easy level! Just build one supply-HQ, then upgrade
your missiles and build one marine.
Send your marine at Schwartz's missiles. Then use your newly upgraded
missiles to destroy the northwest island (one hit for the AA-turrets,
another for the gun pods and marines, a third to finish the marines).
On a second wave, take out that last marine he has and then just mop up
the bases.
===================================
MISSION 10: ARTEMIS (Password PHTN)
===================================
you Commander Liften Schwaltz
__________________ ________
|+++++++ ++++++++++| _| |
|+++++++ ++++++++++| |++ ++|
|++ +++++++++++++| |++ ++|
|++++ + +++| ____|++ +++++|
|++++ +*+++++++ + | |++++ ++ +GA + |
|++++++*+ +++++ + | | +GA+ +AB + |
|+ +++ ++++++++++| | +AG+ B +GA + |
|+ ++++ ++++* +++| | ++++ +++++ |
|+ + +aG++ | | * |
|+ +++++ +Ga++___| | |_
|+ + ++++| |Ga G m +++++++++++|
|+++++ ++ ++| |aG XM +++++++++++|
|+++ + ++| |+++ RXMD+++++++++++++|
|++++++ ++| |+A+ XM +++++G a G+++|
| | ____ |+A+ G m+++++ GxF +++|
| * | |++++| |+++ +AA++Rx$MB+++|
| | |+ +| |aG +++AA++ GxF +++|
| * | |+ +| |Ga +++++++G a G+++|
|++++* | |++++| |++ __*_*+++++++++++|
|+ R+ | |++| |+++++++++++|
|++++__| |+++++++++++|
Funds: $200
Energy: 10K
Strategy: Schwaltz has a ton of missiles and a bunch of marines to start with,
not to mention some goodies on top of that hill.
Build two supply-HQs, two missiles and a marine. As soon as the marine
is done, switch his gun to AT-Pod and land him right on top of the
forward AA-turrets on the southwest part of the island; make sure to
include the strip of land behind this hill so that you can set down,
but NOT the next strip of land which contains two gun pods.
Start your marine in front of one of the gun pods, blow it up, then take
out the AA-turret behind it and go up the hill to take out the upgraded
turrets. DO NOT go after the second gun pod; you will die.
As soon as you have the energy, send the marine again, but this time
set him down to target all of the missiles at the foot of the hill AND
two of those upgraded turrets halfway up the hill. The previous strike
should prevent the remaining AA-turrets from destroying the marine's
ship. Take out the missiles, the decoy base, and then the two turrets
on the hill.
You will undoubtedly take a lot of punishment from Schwaltz's marines,
and he will probably build a bunch of stuff on the northern half of
the island. You therefore need to get those missiles upgraded ASAP so
you can take out his air-defense. With the front row taken out, you
can safely send marines anywhere and you can get your missiles farther
in to the good targets.
I have not successfully built defenses on this mission. I do well with
gun pods and marines in terms of taking a few of Schwaltz's marines out
when they attack, but air-wise I can never get turrets up AND protect
them before the marines come and pound everything.
In short, after those first two surgical strikes, you have to race
Liften for the offensive win.
====================================
MISSION 11: POSEIDON (Password TRNS)
====================================
you Commander Joan Bile
__ _____ __________
|++|___ |+++++| |++++++++++|
|++++ ++||+++++| __|+++++++++++|
|+$R+ ++||++ | |* +A+GaxG m++|
|++++ ++||++ *a| | R+a+++++G ++|
|++++ ++||++ G | |a ++G GA+ B++|
|++++ ++||++ a| | * ++++G+G ++|
| ++||++ G | |G aGD+ + E++|
| ++| |**a| | GaF+ + $++|
| ++|_ |** | |a ++++G+G ++|
|+++++++++|| * | | ++G GA+ B++|
|+++++++++||*G*| |G R+a+++++G ++|
|+++++| | a| |__ +A+GaxG m++|
|+ +| ___| G | |+++++++++++|
|+ +||++++* a| |++++++++++|
|+ +++||+++++++|
|+++| |+ +|
|++| _|+ +|
|++| |+++++++|
|++|__|++++|
|++++++++++|
|++++++++++|
Funds: $250
Energy: 20K
Strategy: Talk about EASY! Don't bother building a supply-HQ, you already have
one and it's all you will need. Build two or three energy plants and
then two missiles and a marine or two.
Send your marine in to wipe out a few AA-turrets, then shoot your
missiles and immediately upgrade them after the attack (you should have
enough to upgrade at least one, if not both). With these, you can
pound Bile's defenses easily, and the back of the island is long enough
that you can target an area that only includes the back strip of the
top of the hill, which means you can take out the missiles, supply-HQ,
and energy plant easily.
FURTHERMORE, the base in the center of the island that is protected by
many guns is a decoy, so the two unprotected bases on the hill are all
you need to destroy for the win! Totally easy.
===================================
MISSION 12: KINGDOM (Password RNSN)
===================================
you Commander Joan Bile
(same as Eurostorm II map, but with ______
two gun pods and nothing else) |++++++|
______ |+aaGB+|
|++++++| __|++++G+|
|+a +| |+++++++X+|
|+a++++|__ |+ G$++ +|
|+a+++++++|_|++++G++++|
|+a++G ++++++++ +|
|++++G+++++ m++ +|
|+A++++++++m++++|
|+G++R+A+++m+|
|++++++m+++m+|
|+++AGBGM+++|
|+G+++x++++++|
__|+a+++A+R++ +|
|++++G++++++++ +|__
|+G++a +++++G++++|
__|+A++++++++ GE++ +|
|++++G++++| |+++++++X+|
|+a++G +| |++++G+|
|+a+++++++| |+ B+|
|+a++++| |++++++|
|+a +|
|++++++|
Funds: $300
Energy: 0K
Strategy: There are two strategies I use on this level. They both start with
the same attack, one strike against the northwest line of AA-turrets
with a marine, and then a second strike with a marine right into the
heart of the base. The second target area encompasses the four missiles
on its right side and the base in the lower left corner. This gets ALL
of the missiles in one shot (make sure to use AT-POD guns), and a base
if you go fast.
The difference between the two strategies is how you want to win. If
you just want to beat the level, then build a marine, a missile and then
use the rest on energy plants. Make the first strike and second strike
as above with the marine, then send the missile to hit the first AA-
turret on the northeast strip. You need to hit it or you can't land
your marine (so you may actually want to build two or three missiles).
Land your marine, take out the gun pod, then the base. Once you have
enough energy, target the base on the southeast corner and nothing else;
you will make short work of it and win easy. If you just spread your
weapons and energy plants around, Bile will not find everything before
you win.
The other way to go is to start with some supply-HQs and marines and
missiles. Follow the first two strikes as above, then start taking
out all of air defenses on the first row. You will have to upgrade
your marines or double-team them so that they survive the many gun pods
protecting the air defenses.
If you just place a lot of gun pods, you should kill the enemy marines</pre><pre id="faqspan-2">
when they attack. Bile will try to build missiles, usually on the
hill with the supply-HQ, so keep a good look-out when you're attacking.
Essentially, you have enough money in the beginning to set up a really
good base and you can just roll over Bile's island.
=====================================
MISSION 13: SANDSTORM (Password ZDCP)
=====================================
you Commander Liften Schwaltz
___________ ______
_|+++++++++++|_ ____|++++++|
|+++++++++++++++| | *+ G G+|___
|++++ ++++| |a x +x B +++++|
|+++ +++| |G ++++ ++++++++|
|+++ **+++| | +G x ++++++++|
|++ +++ * ++| |a + ++++GGE+++|
|++ x++A++ a++| |G + x+GA+AB$+++|
|++ +++++++ ++| | +G +aR+GGF+++|
|++ +a+R+a+ a++| |a ++++GA+++++++|
|++ +++++++ ++| |G +++++++++++|
|++ x++A++ a++| | ++++G GM+++|
|++ +++ ++| |** +a BM+|
|+++ +++| |*** AR +G GM+|
|+++** * +++| |++ ___++++++|
|++++ ++++| |++|
|+++++++++++|
|+++++++|
Funds: $200
Energy: 40K
Strategy: You have two marines... forty energy... and two gun pods guarding the
missiles and a base... HMMMMMMMM.... Take out the missiles and base
by sending BOTH marines (AT-POD mode), taking care to keep the other two
gun pods out of the target area.
Now you can pretty much play this any way you want. Make sure to put
some stuff on the front part of your island so that the marines (which
can only land in one place) get distracted.
If Schwaltz builds any new missiles, the radar and AA-turrets on the
central hill should take out any shots targeting the back of the island.
This will give you time to find the missiles or simply destroy the
other two bases.
This mission is not really hard at all.
==================================
MISSION 14: ZIHARD (Password FKDV)
==================================
you Commander Liften Schwaltz
______ _______
_________|++++++|__ |++ ++++|_
|+++++++++++++++++++| |++ ++++++|___________
|++++++++++ +Ga+ *+| |+++ ++++ *++|
|++ * R+ +aG+ +| |+ +GaG * *++|
|++ ++++++ ++++ +++| |+a+ABx +++|
|++ M+ +++| |+ +GaG** ++GaG+++|
|++ M+ ++++++ +++++| |+a+ ++XBE++|
|++ ++ + + + ++| |+ + GaGMGaG++|
|++ + + + +Ga++| |+a++ aBF +++|
|++ + ++ + *+aG++| |++ + GaG +++|
|++ + + + + ++| |+a+ ++|
|++ + + ++++ +**++| |+ + GAG * ++|
|++ + ++++ ++*++| |+a++ aBxM +++|
|++ + +*++| |++ + GAG GAG +++|
|++ ++++++ ++++ +*++| |+a++ aB$M++|
|+++++++++ +Ga+ ++++| |++ ++ R GAG ++|
|+++++++++++aG++++++| |++a+++ *++|
|+++++++| |++ +++++ **++|
|+++++++| |+++ +++++++|
|+++++ ++|
|+++++++|
Funds: $250
Energy: 20K
Strategy: This mission can be difficult to start out, but you can swing the
momentum your own way pretty fast.
Start out by building a marine and three to four missiles on the back
row of your island. You will want to put some distracting stuff on the
front of the island so that you can endure the first few missiles and
marine attacks. Build one supply-HQ and one energy plant, and then
whatever you want (I recommend another energy plant).
For some reason, Schwaltz always attacks the northwest corner (where
your double missiles are), so build something there to keep him
occupied, but don't build any new weapons there.
You can shoot your missiles right away to take out some of the
AA-turrets on the front dune, but this will be best accomplished with
two marine strikes.
You want to have another energy plant soon so that you can really heap
on the attacks.
You can attack the bases in two ways: target a four-by-four grid of the
base so that you are facing ONE gun pod and then some AA-turrets and a
base. The other way is to land behind the base and take out the
missiles. When you get most of them, Schwaltz will be less dangerous.
Winning depends upon using each attack very carefully. Schwaltz will
be sending lots of marines and they will be strong. Don't waste time
or energy. There are five bases so you can't just go for the quick win;
this is one of the few levels where you have to pretty much level the
entire enemy island.
================================
MISSION 15: KIWI (Password YSHM)
================================
you Commander Zorguef the Great
___________ __________________
|+++++++++++| | ++++++++ |
|+M*++++++++|_ | AGa ++++++++ |
|++** +**A++++| | GXG |
|*+++*+++*++++|_ | aGA +++ |
| * +** +**A++++| | + + |
|* *+++*+++*++++| |++a ++ +++++ ++|
| * * +** +**A+++| |++X +GAX++ +++m++|
|* * *+++*+++*+++| |++a ++++++A +M++|
| * * * +** +**++| |++G +++RB+ +++m++|
|+++ * *+++*+++++| |++G+++X+xR+++ M++|
|+*++ * * +** +++| |++a+ GA++++++ m++|
|+G*++ * *+++*+++| |++X+++X++ A+ M++|
|++G*++ * * +**R+| |++a +++++ ++ ++|
| ++G*+* * *+++A+| | + + |
|__++++_*_*_*_+++| | aGA +++ |
| GXG |
| AGa ++++++++ |
|_____++++++++_____|
Funds: $150
Energy: 0K
Strategy: Finally, you meet Zorguef the Great, Emporer of Earth. Look at how
smug he is, surrounded by all those shining marines and missiles. Ol'
Zorguef is kind of a bad base designer though, seeing as how he only
BUILT ONE BASE AND LEFT IT VIRTUALLY UNPROTECTED!!!
You can easily target the base without targeting any defenses, but you
will have to make it past nine to ten AA-turrets to land.
Here's what I do. Build two marines far apart and two energy plants
behind those gun pods on the southwest corner. Wait for the marines to
be done, then send one over to kill the base. If he blows up, send the
other. If HE blows up, build another marine and the energy plants
should stock up the necessary 20K quickly.
You should get to the base in one or two tries.
Now, if you can't stand winning "cheap" as my brother likes to say, you
can take comfort in the fact that Zorguef has lots of weapons but no
helpful infrastructure.
This means if you knock out his six missiles in the back with a quick
marine strike, you can easily wear him down.
Build a supply-HQ and a marine, then another supply-HQ when your cash
gets up.
Send the marine as soon as you can (if he gets blown up, start over).
Now start laying down gun pods and land mines all over and build a few
missiles. What you want is for the marines that attack to get wasted
by land mines and gun pods. The danger is if Zorguef builds himself
some missiles. Make sure to periodically send a marine to the two
back corners of the island (the big flat areas) to blow up any new
construction Zorguef might put up.
Build an energy plant as soon as possible, because you need to do lots
of marine strikes. Your second and third targets should be the north
and southwest corners which have upgraded marines surrounded by guns
and AA-turrets. Take out the first row with an AT-POD marine, then
target the row you just blew up with missiles to get the marine. Don't
bother with the other parts.
The last thing you need to do is get rid of that long row of marines,
guns, and AA-turrets. If by chance you have three healthy marines,
set them to the normal gun and target an area of the row with only one
marine in it. Then go and blow everything up. That should leave the
rest of the row vulnerable to missiles.
Once you get that out of the way, use missiles to take out the last
marines in the center of the island, then land some marines to take out
the base and win.
The key to victory here is keeping missiles out of Zorguef's hands. I
have taken pretty bad beatings from his marines, but his target
selection is terrible which gives you a lot of time to pick away at his
defenses. You can probably win this level with two marines, a double
missile, single missile, and an energy plant.
======================================
MISSION 16: SNARLSHARK (Password CLPD)
======================================
you Commander Joan Bile
____ ____________
|++++| ____|++++++++ |
_|+ +| |aAGAG+G G++ |
|++++++| |+++++GAG+ ++|
|++ + | |+++XXX+ ++|
_|++ + | |+++XXX+ B |
| +++ ++++| _|+++GAG+ |
|++ +++ Ga+++| ____|+++++ G++ |
_|++ + aG+++| |aAGAG+G + M|
|++++ + Ga++| |+++++ + M|
|+ + + aG+| |++++++ GEG|
|++ + + ++++++| |++++ R BF|
|+m + +++ | _|++++ G$G|
|+m+++ | ____|+++++++ M|
|+++___ +++ | |aAGAG+G ++ M|
|+A+ ++++| |+++++ + |
|+++ +Ga+| |+++ +++++++|
|+aG++| |+++G ++ G G+|
|++ +| _|+++ RA B$+|
|++++| ____|+++++G G G+|
|___| |aAGAG+G +++++++|
|++++++++|
Funds: $150
Energy: 0K
Strategy: Build two energy plants and two marines; after that you can build
whatever you want because you won't need anything else.
First, target the northern base (the one all alone) and the two
missiles near the middle base. Make sure to exclude any gun pods
to make your trip very easy.
Second, target the middle base, factory, supply-HQ and two missiles
(along with that gun pod in their midst). Take out the gun pod and
everything else.
You will have to endure an attack, but even if you do, you will have
built up almost 20K and should definitely have $20, so build a marine
if both get destroyed. Wait until you have a HEALTHY marine, set it
to AT-POD, and target the last base with only the lower left gun pod.
Take it out, then the base, and rejoice in victory.
These target areas are designed to take you more or less directly over
the peninsulas covered in AA-turrets. There are only five shots on
each peninsula, though, so if you go directly over one, all five shots
can hit without bringing you down AND you will be flying too far from
the other peninsulas to draw extra fire.
Now, if you want to beat this level by taking everything out, you should
do exactly what I described before, except build one supply-HQ and one
energy plant instead of two energy plants.
Do the first strike but target the energy plant as well; you will have
to take control of your marine to avoid getting destroyed by the two
gun pods (take out the first one, then stand still and fire at the
energy plant).
Do the second strike exactly as described. Do not do the third strike.
What you need to do now is land a missile shot on each of the water
squares directly in front of the two northern strips of AA-turrets.
This will leave a destroyed square in the first spot where you can
land an AT-POD marine and take out the other turrets (don't worry about
the two guns at the back, just take out the turrets).
Although Bile has six marines to send at you, she might waste a lot of
energy sending two or three marines at small targets in your base.
Remember to booby-trap your own base with land mines and gun pods.
When you get the AA-turrets out of the way, rain whatever missiles you
have on Bile's marines. This may take a few tries because of the
upgraded AA-turrets in their midst.
Once you do this, you have the upper hand so just blow up whatever else
you want and then take out the last base.
===================================
MISSION 17: MARLION (Password LNVV)
===================================
you Commander Zorguef the Great
_______ ____ __
__|+++++++|__ |++++||++|__ _____
|++++ *++++| | ++++||++ ++| |+++++|
|++ ++| |G++++| | ++| |+GAG+ |
|+ +++++* *+| |a++++| |*a| |+aB + |
|+ *+++ +++* +| |Ga| |aG| |+a$ + |
|++ *+ +++++a+ *++| | G| | a| |+GAG+ |
|+ ++++ ++++ +| | X| |++ |_ |+++++ |
|+ + +x *+ +**+| |+++| |+++++| |G G |
|+ +*+x +a+**+| |+A+|__|+AA++| |AB *|
|+ *+*+x + + +| |+A++++++AA+| |G G G|
|+* ++++ ++++ *+| |+++++++++++| | AB |
|++ + +++++a+ *++| | ++++++ | |G G G|
|+* +++ +++ +| | G++++++ R| |AB |
|+ +++++* * +| | a| | | |* G |
|++ * * ++| |aG| |+++| |+++++M|
|++++ * ++++| |Ga| |+G+| |++FG+M|
|+++++++| |aG| |+A+| |+GF+M|
|Ga| |+G+| |++++M|
|+++|
Funds: $180
Energy: 0K
Strategy: This level might look bad, but it's not. Build two energy plants
right away and upgrade two of your marines. Set all of your marines to
AT-POD, and strike the following targets:
1. Target the four missiles and base in the southeast part of the
enemy island (destroy the gun pod near the base and the AA-turret,
but DO NOT GO AFTER THE FACTORIES ON THE HILL!).
2. Target the base in the northeast corner, but make sure to put the
base at the bottom of the target area to minimize the number of
AA-turrets that can reach the drop ship.
3. Target the central hill with the four upgraded AA-turrets. This is
the riskiest part because of the nearby radar.
4. Now that you have a mostly clear path to the main base area, target
it (hopefully with three marines, if you have the energy available)
and destroy the final two bases. There are many gun pods here, so
send AT LEAST TWO MARINES, and they had better be upgraded and set
to AT-POD.
If you want to try and beat this mission by destroying everything, do
the first two strikes above, but split your money between one supply-HQ
and one energy plant. Build some missiles, and slowly start chipping
away at the forward defenses.
You will probably want to go after those factories, so after you destroy
the missiles behind them, send TWO UPGRADED AT-POD marines to do the
job. This level won't be bad if you take out those factories early
because Zorguef has to build just like you do. You also have a large
base which will keep him busy looking for your stuff.
=====================================
MISSION 18: CHINGLONG (Password JFMR)
=====================================
you Commander Zorguef the Great
_____ _______________
_________|+++++|_ |+++++++ |
__|+++++++++++***+**| |++++++++ |
| + + | _|+++++++++ AG |
| +++ * ****+* | | + + + +++ RxGB |
|++ x ++++++ **+* | | +a+G+A+++ EG |
|+ x+++| |+++aG+ | | +G+a+G+++ |
|+ x++| |++a+ | | +a+G+A+++ G G |
|+ ++| |+++ | | +G+a+G+++ ++++M |
|+ +| |++ | | +a+X+A+++ +AA+B |
|++++| __ | | | +a+X+A+++ +AA+F |
| | |++| | | | +G+a+G+++ ++++M |
| | |++| | | | +a+G+A+++ G G |
| | | ++| | +G+a+G+++ |
| | |+++++| | +a+G+A+++ $G |
|++++| |+a+| |_ + + + +++ RxGB |
|+ +| |++G+| |+++++++++ AG |
|+ +| |++ *+| |++++++++ |
|+ ++| |+++++| |+++++++________|
|+++| |___*|
Funds: $150
Energy: 0K
Strategy: This is one of the toughest missions. Build two supply-HQs and then
some missiles. Make sure you place one of your bases on the forward
part of the island to distract the first few attacks.
Now, build some air defenses along the north strip of land and put mines
and gun pods around them. You have to hold off the missile attacks for
a while. Also upgrade your marines and missiles. At some point, you
will need to build an energy plant and more supply-HQs.
While all this is happening, use combinations of missiles and marines
(whatever state they are in, upgraded or not) to start slowly leveling
the air defenses. I heartily recommend caution here; target one gun
pod at a time with marines and send missiles against equal numbers of
turrets (so a single missile should aim for one single turret or a
double missile could aim for two singles or one double).
When you can reach it, head for the canyon between the large hill and
the little hill with AA-turrets on it. DON'T attempt to make this
attack until you are 90% certain that the AA-turrets won't knock you
down (typically, you can get past ten or eleven turrets as long as there
is no radar).
Destroy any radars in the canyon, then destroy all AA-turrets (avoid
gun pods).
By now, you should have destroyed all of the forward air defenses.
NOW land in the very back to take out the last of the AA-turrets on the
little hill, the missiles, and that base. Again, avoid the gun pods.
Now, with whatever missiles you have, explore the northern and southern
bases. Hopefully, any marines that Zorguef built will have been killed
during an attack on your own base. Whatever is there, choose the best
combination of missiles and marines to attack. You should have the
upper hand at this point, but you can isolate the bases fairly well with
marine strikes if Zorguef is still putting up a fight.
==================================
MISSION 19: SAKURA (Password JCRY)
==================================
you Commander Liften Schwaltz
________________ ___
| a| _|+++|____________
| *| |+++a+A +++|
| ** +++++++++ | |+X++++ +++ +|
| ** +++++++++ *| |++++X+ a + ++++|
| ++ ++ a| |A+A+++ GX ++++M+|
| *+++++++ ++ *| |a+++ A + +++|
| * + +++ + ++ | | a +++m|
|* *+ + +++ ++ *| | aX |
| *+ + ++ ++ | | aGAG G MX XGM |
| * + ++++++++ *| | m GXm |
| *+ ++++ a| | aGAG m |
| * +++++++*** *| | aX XM G GBM |
| * ** * *** | | XGM |
| * *** *| |a+++ a |
| a| |+++A+ a +++M|
|________________| |+X++++ GX +++ +m|
|++++X+ A + ++++|
|+a+++ ++++M+|
|+++_________ + +++|
|+++|
Funds: $150
Energy: 0K
Strategy: Just like mission 15, Schwaltz is equipped with tons of weapons. In
fact, he has a rather ridiculous amount of weapons. The goods news is
that ALSO like mission 15, Schwaltz is a moron and built only one base.
Build a marine, target the base and as few gun pods as possible, then
keep your fingers crossed to make it past the AA-turrets. If you do,
you win.
If you want to REALLY play this out, observe that Schwaltz has no radar
and no infrastructure. If you build yourself a supply-HQ, an energy
plant, and a bunch of missiles, you can win this.
Using AT-POD guns, take out the two forward gun pods and the regular AA
turrets around them WITHOUT targeting the two marines there. Now use
missiles to take out the last two AA-turrets in this area, and start
sending missile after missile into the heart of Schwaltz's weapons.
Aim for marines first so that you can land your own to be more
destructive.
He may have built some air defenses around them by now, but you should
be able to wear them down. Once you have cleared out the middle strip
of the island, you can start pounding the rest of the air defenses
and marines or you can go for the kill by taking the base out whenever
you feel like it.
The only thing keeping Schwaltz from totally obliterating you is that
he has no energy plant handy. If he builds one, you need to find it or
you are doomed.
Essentially, you just need to race Schwaltz in terms of destruction.
I do not recommend trying to build defenses. Schwaltz has too many
missiles and he will overwhelm you. You need a little luck to avoid
getting flattened by upgraded marines and missile strikes, but it is
possible to level the enemy island before taking out the base.
===================================
MISSION 20: SUNRISE (Password KNLB)
===================================
you Commander Zorguef the Great
_______ ______________________
_| +++| | aG * |
__|++ ++G+| | *Ga * |
| ++ ++Ga+| | * ** *** |
| +GA++| | aG * **** ****** |
| +a++| | ++++ ** |
| +++| | +AA+ R *** GEG|
| xMG a | | +AA+ *** $BE|
| xM RG* | | ++++ *** GEG|
| xmG*a *| | aG ++++++** |
| ** * *| | Ga +++++++++++++++|
| +++++++| | AG +++A + GMXG+|
|++++ aG+| | +++++ +AR+ GSSSM+|
|+ GA+| | ++ +A + ASSSB+|
|+ a*+| | +AG ++++ GSSSM+|
|+ +|_ |++Ga * GMXG+|
|+ ++++++| |+ aG +|
|+ ++++___++| |+++++ R +|
|++++| |++AA+ +++++++|
|++AA+ * ++++ GFG++|
|+++++ * ++++ $BF++|
|+ + GFG++|
|+ aG +++++++++++++|
|++++++++++++++++++++++|
Funds: $200
Energy: 50K
Strategy: There are two strategies. Both rely on a good deal of luck.
STRATEGY 1: "DODGE THE BOMB"
DON'T BUILD ANYTHING YET.
First, send any marine you want to the northern hill with AA-
turrets and make sure to include both sides of the hill so you
can attack the AA-turrets there as well. AVOID THE GUN PODS.
Send a double missile to the middle of the northeastern base;
there is ONE AA-turret left that can reach the missiles, and if
one gets hit, send the single missile. If THAT gets hit, start
over. You NEED to take out those energy plants and supply-HQ.
Now send the AT-POD marine to target the southern hill
with AA-turrets and the southern-most AA-turret. You will have
to take out the gun pod, but no biggie.
Like before, send a double missile to the center of the south
eastern base to take out the factories and other supply-HQ.
Now, both of those strikes should be pretty safe because there
are only ten-ish missiles that can reach and no radar to boost
their effectiveness, but if a marine gets blown up before he
can take out the AA-turrets, start over.
Now you should have no energy and a big chip on your shoulder.
But then.... KABOOM. Zorguef will send everything at you,
starting with his ICBM. If the ICBM takes out all your stuff,
start over. If the subsequent missiles and marines take out
too much of your stuff, START OVER. You need your marines and
weapons.
Provided that you weather the initial storm, you have the upper
hand because you have already taken out all of Zorguef's
infrastructure. Build energy plants and supply-HQs and all the
normal hoo-ha.
Now use double missiles to take out the two remaining AA-turrets
between the small north hill and the large plateau. This will
clear a path to the center hill with a radar and AA-turrets,
and since there are only six shots there, you can get a marine
there safely (target some stuff north of the hill so you fly as
far from the remaining AA-turrets as possible, the ones that are
to the north of the southern hill on the plateau).
Now send a marine to target the center of the ICBM platform and
everything northwest of it. Start your marine right on top of
the ICBM platform and start taking it out, but stay out of gun
pod range. Shoot the missiles from a distance and the AA-
turret as well.
Now you simply have to take out the last bit of forward AA-
turrets, and you will have total access to the back of the
island, with which you can rain missiles and send marines.
It is entirely possible that Zorguef will get some early luck
and find all your stuff, sending marines and missiles and
maybe even another ICBM (although without his energy plants,
this should not happen). If he takes out a lot of your stuff,
start over.
You can put down land mines and gun pods to try and catch the
marines as they attack, but the double missiles will be a real
headache. You just gotta pray.
STRATEGY 2: "TAKE OUT THE BOMB, HOPE FOR THE BEST"
Spend all of your money on energy plants, and occasionally on
replacement marines.
It is possible to land a strike force right in the heart of
Zorguef's main weapon platform. Wait until you build up a
little energy to get up to 60K, then set one marine to NORMAL
and two to AT-MM. Target the right two-thirds of ICBM platform
and everything northeast. This means you will have targeted
an upgraded marine and a gun pod. Start your marines as low on
the target area as possible. They will immediately begin
attacking the platform below them, so take control and get them
to attack the marine that is coming for them. They should get
him pretty quick, then switch over to the gun pod. You will
lose one for sure, and two depending on how well you control
your marines. I have never lost all three, but I have also
never managed to save all three.
In any event, you will have taken out the central base, the
ICBM platform, three missiles and a marine. That is, if the
drop ship did not get blown up. If it did, need I say "start
over"?
However, Zorguef still has all of his infrastructure, so he can
build weapons and stock up energy, and he can do it fast because
he has three factories.
So you need to employ the first two strikes of Strategy 1 (to
take out the energy base and the factory base) and hope that
Zorguef doesn't throw some sort of monkey wrench in the works.
With the factories, energy plants and supply-HQs AND their
protective gun pods all destroyed, build up 40K ASAP and land
a marine to take out one base, then use a second attack to land
a marine to take out the other base.
The big luck factor involved here is the initial strike. There
is a low probability of a safe landing. The small luck factor
is hoping that Zorguef does not do something sneaky while you
build up the energy to make your second round of strikes.
In any case, once you defeat Zorguef, enjoy the good ending.
(Not the best ending ever, but definitely better than some other
endings I can think of...)
VIII. Legal Mumbo-Jumbo
-----------------------
Copyright 2005, Mike Jenista
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