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FULL WALKTHROUGH
BY Goryus
TABLE OF CONTENTS
I. Introduction
A. Disclaimer
B. Version History
1. v1.0
C. About This Guide
1. About Metal Marines
2. How to Use This Guide
3. Reporting Errors
II. The Basics
A. The Controls
B. Building up Your Base
1. Building Structures
2. What they do
3. Strategy
C. Attacks
1. How to Attack
2. Combat Flow
3. Strategy
III. Walkthrough
A. Operation 1: GAEA
B. Operation 2: COUGAR
C. Operation 3: EAGLE
D. Operation 4: BISON
E. Operation 5: GRAMPUS
F. Operation 6: ICEBERG
G. Operation 7: EUROSTORM I
H. Operation 8: EUROSTORM II
I. Operation 9: EUROSTORM III
J. Operation 10: ARTEMIS
K. Operation 11: POSEIDON
L. Operation 12: KINGDOM
M. Operation 13: SANDSTORM
N. Operation 14: ZIHARD
O. Operation 15: KIWI
P. Operation 16: SNARLSHARK
Q. Operation 17: MARLION
R. Operation 18: CHINGLONG
S. Operation 19: SAKURA
T. Operation 20: SUNRISE
IV. Credits
;;;;;;WE:
f #f
f; ; #f Introduction
:;; #f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t#E:
:t
:EE
tt'#t
:;tft;.EW: Disclaimer
:tft :G#E: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ft ;WW;
;f;
This document was created by Goryus. It is protected by local
and international copyright law, and may not be used in any manner
beyond reference without his express, written permission. Failure
to request permission before attempting such uses will result in
immediate legal action taken against the transgressor to the
fullest extent of the law.
Prohibited uses of this document include, but are not limited to,
the following: hosting or linking to it; translating it;
editing it; copying either in part or in whole; offering it (or
access to it) as part of an agreement, be it private or public, in
whole or in part; claiming credit for it, or a part of it, when no
credit is due; using it as part of any illegal action. If there is
any question as to whether or not this copyright is transgressed,
the author should be contacted immediately. Failure to do so may
result in legal recourse being sought against the party in
question, as applicable.
;;;;;G;tft
f ;# GW
G f# EG
;f: f# ;;fG: Version History
:: f# GW ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
fW GG
;;ft;;;;:
:Et
#f
#f v1.1
#f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Et
- Complete graphical overhaul
- Minor corrects
- Fixed some typos
:;tt:
t: GW
` EG v1.0
;t: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wt;tf
- Completed walkthrough
- Completed section on the basics
- Completed introductionary section
- Gave permission to www.GameFAQs.com to host this
guide
;;;;;
;t; ;tG
tG
#f About This Guide
#W ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;#G ;:
:tft;;;tt
:Et
#f
#f About Metal Marines
#f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Et
Metal marines is an SNES strategy game published by
Namco. It is set in a future world where use of anti-
matter weapons has decimated the earth, leaving most of
it uninhabitable. The game itself consists of 20
operations (i.e., levels), each of which has its own
password. You're rewarded with the password to a level
when you beat the one previous to it.
For a game of its age, the translation is surprisingly
well done. The plot, though hokey and sparse, is at
least understandable, and happily bereft of nonsensical
phrases poor translation jobs so often have (e.g., "All
your base are belong to us").
:;tt:
t: GW
` EG How to Use This Guide
;t: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wt;tf
The guide is organized into four sections, denoted by
the roman numerals I - IV. Section markers appear at the
far left hand side as ASCII art of the number (for
example, the "I" at the top of this section). A short
title for the section follows it, aligned on the right.
Inside each section are a number of sub-sections, denoted
by letters in the same style as the numerals. To the
right of those, inside the margin of the section title,
you'll find the sub-section title. This sort of form
proceeds in classic outline style.
The walkthrough is organized by mission, with each
mission sub-section containing the password, starting
funds, maps of the two bases, and some strategy to help
you through. The walkthrough itself is completely spoiler
free, so don't worry about reading to far.
;fff:
` ft
;ff; Reporting Errors
:#t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;t;tG:
Much as I hate to admit it, I'm not perfect, and
sometimes errors creep into my guides. If you see one,
or just want to add some critique or somesuch, please
feel free to email me at
[email protected]. I check my
e-mail daily, so you ought to get a fairly prompt
response.
;;;;;;WE: ;;;;;;WE:
f #f f #f
f; ; #f f; ; #f The Basics
:;; #f ;;; #f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t#E: t#E:
:t
:EE
tt'#t
:;tft;.EW: The Controls
:tft :G#E: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ft ;WW;
;f;
Start Pause/Confirm
Select N/A
A Select/Confirm
B Cancel/Go back
X N/A
Y N/A
L Return to normal view (attack mode only)
R Change to stat view (attack mode only)
Directions: Move cursor around
;;;;;G;tft
f ;# GW
G f# EG
;f: f# ;;fG: Building Up Your Base
:: f# GW ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
fW GG
;;ft;;;;:
:Et
#f
#f Building Structures
#f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Et
Building things is the heart and soul of metal marines.
You start out each operation by building three bases -
press A on three squares to place them. After that, you
can access the building menu at any time by pressing B.
The building menu has two sections - buildings and
actions. You can build any building, or take any action,
at any given time, providing you have the appropriate
resources available. Resources are money, energy, and
free space.
Each building takes up one space (with one exception,
to be discussed later). When it is destroyed, the space
it occupied must be "cleared" (an action) before you can
build there again. Missile fire (also to be discussed
later) will also render any square it affects invalid for
building until it is cleared.
You can build things anywhere there is open space,
which is any square that is not one of the following:
water, impassable (mountains), trees/debris (must be
cleared), destroyed (must be cleared), or any square that
currently has a building on it.
:;tt:
t: GW
` EG What They Do
;t: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wt;tf
MISSILE $10/1 Square
Allows you to fire one missile at a cost of 4K energy.
This missile will damage anything within a 1 square
radius of its target. Up to four missiles may be
fired in any one attack.
AA-MISSILE $15/1 Square
Will attempt to shoot down incoming missiles as they
pass by. Has around a 50% success rate. Improved by
RADAR.
METAL MARINES $20/1 Square
Constructs one metal marine. Metal marines may be
launched into combat at a cost of 20K energy, and
will automatically defend themselves from enemy
marines.
GUN-POD $10/1 Square
Attacks any marine that comes near it. They're about
as strong as a regular marine.
MINE $10/1 Square
Booby traps a targeted square so that any marine that
steps there is damaged. Invisible to the enemy
player.
RADAR $50/1 Square
Improves the odds of your AA-MISSILEs to hit.
ICBM $256/9 Squares
Destroys everything in a three square radius from its
target at a cost of 950K energy. Cannot be shot down,
and has no effect on enemy bases.
SUPPLY-HQ $75/1 Square
Gives you an additional 1$/second.
ENERGY-PLANT $50/1 Square
Gives you an additional 1K/second.
FACTORY $100/1 Square
Allows you to build things faster.
DUMMY-BASE $30/1 Square
Looks exactly like a base, but with far less HP. Used
for drawing enemy fire.
DUMMY-UNIT $10/1 Square
Can be built on top of bases. Used to hide the
location of your base by disguising it as a building.
GRID MODE Action
Toggles whether or not you can see the lines that
delineate the squares.
INFO Action
Puts you into info mode, where you can check the
current stats of your units and/or buildings.
DEL Action
Removes a healthy unit/building from the game.
ATTACK Action
Allows you to attack your opponent (see next section).
CLEAR Action
Cleans the targeted space of debris, allowing you to
build there.
RADIO SW Action
Toggles whether or not you can receive communications
from your enemies.
M.M.'S ARM Action
Changes which of the three weapons your metal marine
is equipped with. Each one is best against one of the
others, a la rock-scissors-paper.
BUILD UP Action
Upgrades a metal marine or a missile or an AA-MISSILE.
Costs $45, $40, and $50, respectively. Upgraded metal
metal marines have twice the HP and one more AP, as
well as slightly longer range; upgraded missiles act
as if you're firing two missiles at once, for a total
cost of 8K energy. Upgraded AA-MISSILEs fire twice
at each missile, giving you a better chance of
destroying it.
;fff:
` ft
;ff; Strategy
:#t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;t;tG:
Much as I hate to admit it, I'm not perfect, and
sometimes errors creep into my guides. If you see one,
or just want to add some critique or somesuch, please
feel free to email me at
[email protected]. I check my
e-mail daily, so you ought to get a fairly prompt
response.
Building up a decent base is hard to do, especially in
later stages where space is limited. As a general rule,
don't try to protect the entire island you're on -
concentrate your forces into protecting just one base.
Start off by building some SUPPLY-HQs. The extra
influx of cash is vital. Its generally best to scatter
some low cost defensive measures across the island to
keep your enemies busy, and save up a little cash before
really getting started. Try to have at least four
SUPPLY-HQs before you start with the serious defenses.
Speaking of defenses, about the best you'll do is a
two rows of upgraded AA-MISSILEs followed by four also
upgraded metal marines. Only eight AA-MISSILEs will
fire at any given time, so building more than that in
a single place is a waste of time. Likewise, only
three metal marines are ever active at any one time,
but keeping a fourth around is generally a good idea -
should one of the others die in combat, it will
immediately take its place and continue the fight,
sparing you the consequences of a defeat.
Behind your defensive row should be four missiles,
also upgraded, and behind that your base and supply
stuff (SUPPLY-HQs, ENERGY-PLANTs, FACTORYs). If you
have an exposed flank, try covering it with a few
more metal marines.
Always try to build your base in a non-obvious
location with room enough for the above defense.
There's one in every map, although sometimes it comes
close. If you need help finding the best place to set
up, check out the walkthrough below for some ideas.
;;;;;
;t; ;tG
tG
#f Attacking
#W ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;#G ;:
:tft;;;tt
:Et
#f
#f How to Attack
#f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Et
Besides building, attacking is the most important part
of metal marines. To initiate an attack, select the
attack action from the building menu. You'll be brought
to a map of your base.
From this screen, select either a missile, an ICBM,
or a metal marine, and it will take you to a similar
screen of your enemy's base. You can only see buildings
you have attacked near before, so some scouting will be
necessary to figure out where to attack. Thankfully,
this works in reverse as well.
After that, select the square you wish to attempt to
attack. You can attack with up to 4 missiles (with each
ICBM launch counting as a missile) and three metal
marines at any given time. All your marines must be
sent to the same location, though your missiles may all
target different squares.
You can only attack with something if you have the
prerequisite amount of energy: 20K for a marine, 4K for
a non-upgraded missile, 8K for an upgraded missile, and
950K for an ICBM. Once you're finished, press cancel
and select "OK." Selecting "ABORT" will cancel the
attack altogether.
:;tt:
t: GW
` EG Combat Flow
;t: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Wt;tf
Once you've set up to attack, your forces will start to
move. First will go your missiles, in the order you
selected them. If they hit - meaning they weren't shot
down by enemy AA-MISSILEs - they will damage everything
within one space of their target significantly. If the
missile was an ICBM, it has a three panel range and
doesn't just damage them - it destroys them, guaranteed,
with the one exception of enemy bases (which are affected
by regular missiles).
After all your missiles have fired your marines will
attempt to land. Eight hits from an AA-MISSILE will
destroy the transport vehicle, killing all the troops
inside. Anything less than that and they will land
successfully, and proceed to kill everything within that
box that appeared when you targeted them. Enemy marines
and GUN-PODs will attempt to destroy them while they do
so. At the end of one minute, or the destruction of all
enemy targets on screen, the survivors will immediately
return to base.
During combat you can take control of one of your metal
marines by pressing cancel. It will automatically shoot
at anything it approaches. Pressing forward will cause
it to begin walking, and down will cause it to stop. The
left and right buttons will turn it. Keep in mind that
the act of firing will also stop it.
;fff:
` ft
;ff; Strategy
:#t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;t;tG:
It's generally best to concentrate your fire, unless
you're attempting to scout around. Missiles are very
powerful and very versatile, and extremely cheap to
launch, so they should prove the backbone of your army.
Its generally best to play leap frog with them, having
one targeting a space next to the one the previous one
targeted, allowing you to hammer at your enemy's
defenses. Once your missiles have carved a hole in
their defenses, you may want to send in some marines
either to clean up or, if necessary, broaden the hole.
Marines should generally be grouped together, starting
off wherever the greatest threat is. Taking control of
your marines should be limited to keeping them together
when they confront obstacles.
Remember that the BUILD UP command is your best
friend. Since you can never attack with more than 3
marines and 4 missiles, upgrading them effectively
doubles your fire power. You really can't afford to
miss out on that kind of power.
;;;;;;WE: ;;;;;;WE: ;;;;;;WE:
f #f f #f f #f
f; ; #f f; ; #f f; ; #f Walkthrough
:;; #f ;;; #f :;; #f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t#E: t#E: t#E:
:t
:EE
tt'#t
:;tft;.EW: Operation 1: GAEA
:tft :G#E: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ft ;WW;
;f;
PASSWORD: PNTM
STARTING FUNDS: $100
STARTING ENERGY: 50K
YOUR BASE:
____
____|####|___
_|######TT#####|__
|### TTT ####|
__|# TT## #|_
|#### ## ###|
|# #|
|# >----------V #|
_|# | | #|__
|### | | ####|
|# | | #|
|# | | #|
|##### | | ###|
¯|### >V | #|¯
|### >---------< #|
|# #|
|### ###|
¯|# #|¯
|#### ####|
¯¯|##### ######|¯¯
¯¯¯|#####|¯¯¯¯
¯¯¯¯¯
ENEMY BASE:
_______
|## |__
__|## |__
| ##|
| ###########|
| # ###|
| # ###|
|###### #|
|# ###|
|# B #|¯
|### ###|
¯|#### #|¯
¯¯|#######|
¯¯¯¯¯¯¯
STRATEGY:
Since your enemy only has one base, once you know where it is
you can take it out pretty much at your leisure. The biggest
threat in this entire stage is just the casual missile strikes...
a couple of upgraded AA-MISSILES coupled with an AA-RADAR should
put a stop to that. Use your starting $100 to build a SUPPLY-HQ
somewhere safe, and immediately start launching missiles to punch
a whole through their defenses to get to the base. Once your
missiles have taken out the GUN TURRETS (2-3 volleys at most),
send in a metal marine or two to finish them off.
;;;;;G;tft
f ;# GW
G f# EG
;f: f# ;;fG: Operation 2: COUGAR
:: f# GW ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
fW GG
;;ft;;;;:
PASSWORD: HBBT
STARTING FUNDS: $150
STARTING ENERGY: 50K
YOUR BASE:
______
___|######|__
__|##### ####|__
|#### ####|_
_|# ###########T ###|_
_|### ### # ###|
|###TTTT### >----------V###|
|#TTTTTT# | # | #|
|#TT TTT# | # | #|
|#TTT TT## | ### | #|
|#TTTTTT ## V>---------< #|
|#TTTT ###|### #|
|# | #|
|# >----->----VTTTT #|
|### | |TTTT ###|
¯|# | | TT###|¯
|# #|# | TT#|¯
|####|# | ###|
¯|# | V---<###|¯
|##^------<#####|¯
¯|### ###|¯¯¯
¯|#####|¯
¯¯¯¯¯
ENEMY BASE:
_____
____| B |__
| |
| ######|_
| V--------<# |
| | # |# |
| | B # |# |
| | # |# |
| | ####|# |
|#|# | |
|#>--------^ |¯
|### TTTT |
¯¯| TTTT |¯¯
¯¯¯¯¯¯
STRATEGY:
This operations is a bit harder than the last, but still not
that dangerous. Open off by building 2 SUPPLY-HQs in a safe spot,
and ignore any and all damage to the rest of the base. As soon
as you can, start building AA-MISSILEs (I reccomend 8) in rows of
4 ahead of them slightly, and right in front of those put some
GUN TURRETS. Finally, build three metal marines. Make sure,
while you're setting up, that you constantly fire those missiles
you start off with to keep your enemies defenses soft. You can
probably drop the first base long before you finish setting up.
Once they destroy your missiles - and they will - build
another set behind your new defenses. Now, start upgrading your
weapons, and keep up the barrage - hit them with missiles whenever
you can, and metal marines whenever its safe, and they'll go down
in no time.
;;;;;
;t; ;tG
tG
#f Operation 3: EAGLE
#W ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;#G ;:
:tft;;;tt
PASSWORD: PCRC
STARTING FUNDS: $180
STARTING ENERGY: 50K
YOUR BASE:
_______________
__|## ###########|
| ##>----V########|
| | # >-V #|
| | # #| #|
| | # #| ###|
| | # #|####|¯
| ## | ####| #|¯
¯|## | | #|
¯| | >----< #|
| | | # #|
| | | # #|
| | | # #|
| ^<V-----<#|
|TTT|TTT #|#|
|TTT|TTT #|#|__
|TTT|TTT##|####|
|TTT|TTT# |####|
_|TTT|TTT# |# |
|##TTT|TTT##|# |
|## >-----^ |
¯| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMY BASE:
_____
|#####|
_______|#####|
_| ####### ##|_
|###### ########|_
_|###### ######## |
| # # |
| ##### |
| #########|
| # #|
| # B #|
| # #|
| #########|
| ##### |
| # # |¯
¯|###### ###### _|
|# ######|
|# #######|¯¯¯¯
|####|¯¯¯¯¯
¯¯¯¯
STRATEGY:
If you look at the map of your base, there's a nice clear
area right above all the trees and such. I reccomend dropping one
of your bases right there and building it up just like in the last
mission, while keeping a heavy barrage of missile fire up.
The enemy only has one base, but its hard to get to. You're
going to have to use your missiles to pound your way through their
base, as the platform with it's on also has 5 gun pods on it and
plenty of AA stuff. I'd suggest dropping your metal marines just
out of sight of the base the first time, so they can pulverize the
outer defenses and make the final conquest easier.
;;;;fG;;fGG:
f Wf f#t
G #f E#
:f; #f f# Operation 4: BISON
#f GG¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t #; :;f
t;t;;;t;
PASSWORD: NWTN
STARTING FUNDS: $200
STARTING ENERGY: 50K
YOUR BASE:
_______
________|#######|
| #TT #|_
| TTTTTTTT# T ###|
| TTTTTTT# T #|__
| ######## T## ####|
__| ######### ## #|
|#### #########TT #|
|# # ###|¯¯|##TT #|
|# # ###| |##TT #|
|# # ###| |##TT #|
|# # ###|__|## ###|
|#### #################|¯
¯| ##########TTTTT |
|## ##########TTTTT |
|## TT TT T TTTTTTT |
¯| T TTTTTT TT##TTT |
| T T ##|¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMY BASE:
________
_| |_
______| ##### |
_| # # |
| # B # |
_| V- -V |
| |#####| |¯
| T | | |
| TTT | | |
| TT | | |
¯| TT | T| |
| | T| |
| | B T| |
| | T| |_
| >--------< V-< |
| | TT | |
| | TT | |
| ^<-----------< B |
¯| |
| B |
¯¯¯¯¯| |¯
¯¯¯¯¯¯¯¯¯¯¯
STRATEGY:
The one spot you have that's relatively open is loosely
spattered with useless, pre-made defenses. Though it looks rather
tempting, don't try building there; it's too large an area to
defend well, anyways. Instead, aim for that smaller spot on the
far west of the island, where the two missiles are.
First build up two SUPPLY-HQs, then immediately start lining
the space between the missiles and the lake with AA-MISSILEs.
As soon as they're in place reinforce your flanks with metal
marines and GUN PODs, as that's the only place a landing can
actually take place. As soon as these defense are in place, start
upgrading. And remember, DO NOT let up on the missile fire while
your building up. Keep up the pressure, or they'll be _much_
harder to crack.
Your enemy this time has 4 bases, two of which are push overs
and two of which are harder to crack. As soon as you get your
basic defenses in place and maybe an extra missile or two, start
using the missiles to pound a bee-line straight for whichever
base you're after. Once the defenses have been dropped, send in
a metal marine to finish the job. Rinse, repeat.
;;;;fG;;;tG;
f Wf
f #WGt ; Operation 5: Grampus
:f: #G ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;#E;;;tGt
PASSWORD: LSMD
STARTING FUNDS: $200
STARTING ENERGY: 10K
YOUR BASE:
__ ___
___|##|_____|###|
|########## # #|___
|####### ## #######|___
|## #### T # #####|
|## ### ## ##### #|
|## #### ###### ###|
|####### ## T # ####|¯
|# ###### #### #|
|### #### TT ###|
_| ## TT |¯¯¯
|## ## ###### T|
|## ###### # # |
|######### # # |
¯¯|#T#### ####|¯¯
|######|¯¯¯¯¯
¯¯¯¯¯¯
ENEMY BASE:
________
____________|########|
|### # ######|
|# #T>----V # # ##|
|# # |####| #### T ##|
|# # |# #| # # > <##|
|# #-+- -+------|B|##|
|# # |####| # # > <##|
|# # | B | # ## ##|
|### ^<---< ## # ##|
¯¯¯¯¯¯¯|### # ######|
|### ########|
¯¯¯¯¯¯¯¯¯¯¯¯¯
__
___|##|
| ##|
| |¯
| |
¯¯¯¯
STRATEGY:
This is easily the hardest mission to date, mostly because of
the terrain. There's almost nowhere to build anything useful; I
set my base up on that platform in the north-west, filling most of
it with AA-MISSILEs.
The very first thing you should do is knock out that little
island. No bases, but it contains an ENGERY PLANT, SUPPLY-HQ, and
FACTORY; wiping it out slows them down enormously. After that,
begin using your missiles to pulverize their defenses. Aim
specifically at their metal marines, as there's really no other
way to prevent a hostile landing on this map. You just can't get
sufficient AA-MISSILEs in any one spot. This also means that
enemy missiles get through more often, so be sure to keep some
cash on hand.
As usual, build two SUPPLY-HQs right at the very beginning to
help keep you in the race. Energy is a lesser concern, but if you
get the chance extra never hurts.
:fGEEEEEEEEGt
tt; :;tft
: :WE :t
;;;;;;;W#fft
f #W Operation 6: ICEBERG
tG: :GW: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:t;;;t:
PASSWORD: CLST
STARTING FUNDS: $200
STARTING ENERGY: 20K
YOUR BASE:
__
_________|##|
___|##TTT#######|
_| ##TTT# # |¯
|## TTT# # |
|## ##### # # |
| # # #### |
| # # |
| # # #### |
|T ##### # #|¯
_| T # #|
|## T # #|
|###### ####|
¯¯|### |¯
|###|¯¯¯¯¯¯¯
¯¯¯
ENEMY BASE:
__________
|## +-+####|_____
|## | |#### |_
|## +-+ ##|
_| | ####|
|### | ########### |
|# # +-- - ---+ |
|### | # # | |
| | # B # |B|
| T | # # | |_
| | # # | ##|
| T | ######### | ##|
| +-+----------+ ##|
| | | ####| |
| ## | | # #+--+|
¯|## +-+ # #| ||
¯¯¯¯¯¯¯¯¯¯¯|####+--+|
¯¯¯¯¯¯¯¯
STRATEGY:
Open off by building up some SUPPLY-HQs, as usual, and be sure
to keep up the pressure with missile fire while constructing your
defenses. The entire south side of the enemy island is a prime
target, as that's where a number of SUPPLY-HQs and ENERGY PLANTS
are. Also, the very bottom right corner contains their missiles,
so make knocking those out a priority.
Remember to build some radars or you'll find missiles slipping
through your perimeter, no matter how strong it is. The base on
the platform in the middle is absolutely layered with AA-MISSILEs
and GUN PODS, for example; but it doesn't have a radar. You ought
to be able to hit at least once each attack, wiping out several
AA-MISSILES each time. Once that base falls, start aiming farther
back for the tougher to reach one behind it. Its defenses aren't
spectacular; three upgraded metal marines can shred the whole
thing, providing you can land them.
;;;;:
tt; ;Gf
tG
#f :;;;;;;
#W ;;;;t#; Operation 7: EUROSTORM I
;WE: :W ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
tft;;tf:
PASSWORD: JPTR
STARTING FUNDS: $300
STARTING ENERGY: 30K
YOUR BASE:
___
____|###|
_____|## # #|
|######## ###|
|### ####T |
_|### ######## |
|############ # |
_|# ## ####### # |
_| ##### ## ### ## |
|## ######## #### # |
|## ############ # # |
¯¯|# #### #### # |
|#### ### # # # |
| ### #### ### |
|## ##TTT |
|## TT ##TTT |_
_| ## T ###|
|### ########## ###|
|### # # # ## T|
¯¯¯¯|### # ###|¯¯¯
¯¯¯¯|###|¯
¯¯¯
ENEMY BASE:
__
__ |##|__ __
|##|_|#####|__|##|__
|## ##### #####|
|## T ##### #####|_
| ##### TT####|
| ########BTT####|
| B ###### ## |
| ####### ## |
|####### ####### |
|# # ####### |_
|# ######### ##|
|# ######### B ##|
|# # ####### ##|
|# B # #####|¯¯¯|##|
|# # #####| ¯¯
|#############|¯¯
¯¯| ####| _____
| ## ####| |#####|
| ## ####| |### #|
¯¯¯¯¯¯¯|##| ¯|# #|
¯¯ |###|
¯¯¯
STRATEGY:
This map is rather difficult, but rendered a lot easier if
you know where the enemy's money and energy is coming from.
There's one of each on that little island (and *no* defenses!),
and a group of three of them up by the northern-most base. Their
missiles are hiding way off on the far east of the island, just
north of that base.
This is the first map where you get enough funds to build 3
SUPPLY-HQs in the first few seconds. Trust me, its worth it;
you'll never survive without a steady cash influx. There's only
really one place for your base, the south-west section of the
map...everything else is impassable.
;;;;#G: t#E:
f #f ;#f
ft #Eft; #G; Operation 8: EUROSTORM II
:: #E #f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t#E: :#E:
PASSWORD: NBLR
STARTING FUNDS: $200
STARTING ENERGY: 40K
YOUR BASE:
________ ___
__|##TT |___|###|____
| ##T ###TT |_
__| T######## T ##|
|##### TT#########|¯¯¯¯¯¯¯¯|##|
|##### T#######|¯¯ ¯¯
|##### T#####|¯
|##### T###|¯
|###TTTT###|
|### T |¯
¯| | __
| ##| |##|
| ##| |##|
| ## | ¯¯
| ## |_
| #####|
¯| #####|_
| # ####|_
| # T# ###|__
|## T# #####|
|# ### TTT####|__
_|# ### ##########|
| ### ##### T |
| ######## ##|¯
¯¯¯¯¯¯¯¯¯¯¯¯¯|##|
¯¯
ENEMY BASE:
_______
|## |_
|## ######|
__ ___| ######|
|##| |##### ##### |
|##| __|##### ##### |
¯¯ |######## |
___|# # T |
______|##### B # |_
| # # B ###|
¯¯¯¯¯¯|#######T T # ###|
¯¯¯|##### T# |¯¯
¯¯|##### |
¯|### T |_
|### TT ###|
___ __ ¯|## ###|
|###| |##|______|## ###|
|# #| |### |¯
|###| ¯| T ##### |
¯¯¯ | ##### B # |
¯¯¯¯|#########|¯
¯¯¯¯¯¯¯¯¯
STRATEGY:
I won't lie to you - this map is _hard_. Be that as it may,
I do have some insight to offer that might help.
First off, you have virtually no pre-set defenses. This is
good, in that they won't be getting in the way. Unfortunately,
your enemy begins the fight with a whole bunch of already
upgraded weaponry backed by a good defense. This means that
whatever you start setting up will usually be located and
destroyed before you even finish it.
Your biggest advantage lies in the sheer size of the island
you're on. Begin by placing two of your bases in highly obvious
places, preferably on those two long peninsulas. Place the third
one somewhere sheltered, like the far west of that narrow band
down the middle. Now, start building SUPPLY-HQs like crazy.
Hide them in every nook and cranny you can find, and build
nothing else. You should have 6 by the time they launch their
first attack.
Hopefully, they won't even have located your tiny base at
this point. If they have, you're doomed - reset. If not, use
the next gap for a repeat performance. Expect to lose some, but
I made out with 9 left by the end. At this point, you should be
insanely rich - start setting up your missile defenses and
upgrading them immediately. Slap down metal marines to protect
against ground assaults. String up a row of missiles to begin
counterfire.
As soon as everything has been upgraded (2-3 of their attacks
later), begin flooring their base. That long, narrow protusion
is loaded with AA-MISSILEs; take it down and then hammer the
base. A metal marine or two will finish the job. The base south
of there is a real push over; three upgraded marines dropped on
it are all you sould need. The last base is tougher...aim at
crippling it before you send in the ground troops. That's where
their offensive capabilities are housed, so the sooner some
missiles land there, the better.
;;;;;;WE:
f #f
f; ; #f Operation 9: EUROSTORM III
:;; #f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t#E:
PASSWORD: NBLR
STARTING FUNDS: $150
STARTING ENERGY: 50K
YOUR BASE:
__________ _________
_|## #######|_ |#### |_
| ## ####TT###| |# #########|
| TT####TTT##| __|##### #|
|TTTTT####TTT##| |##### ## #|
| #######TT###| |###### ###|
¯|# ######|¯ |############|¯
|#######|¯¯ |##########|¯
¯| |¯ |##########|
¯¯¯ |#######|¯¯
____ __ _______
|####|_ |##| _|#######|_
|# T## | |##| |### T ###|
|#TT## | ¯¯ _|# T T T#|
|#TT## |__ |### D T T #|
|#TT######| |# T T T #|
|#TT# TT#| |# T T T ###|
|###### T#| |#T T #|¯
¯| # T#| |#### T####|
| ####| ¯¯|# T #|¯¯
¯¯¯¯¯¯¯ |#####|
¯¯¯¯¯
ENEMY BASE:
_______
| |
| B |
| | _____
| #####| _|#####|_
¯|#####| |### ###|
¯¯¯¯¯ _|# +-+T #|
|### |B|TT#|
|# +-+ TT#|
____ |### +-+TT#|
| ##| ¯|#####| #|
¯|##| ¯|###|###|
¯¯ |###|# |
____ |###|# |
__|####|_____|#+-+#|¯
_|#### # #|###|
|### +----+ ||¯¯
|# |# |TT ||
|# T+# | T ||
|# TT|# |TT B||
|### TT+# |TT ||
¯|#####+----+++--+|
¯¯¯|### |
¯¯¯¯¯¯¯¯¯¯¯¯
STRATEGY:
You have one good place to build a base (the south east
island), but sadly its right in the line of enemy fire. So,
here's what you do:
As usual, open off by building a pair of SUPPLY-HQs. Keep
building them until you have _at least_ five of them. Whatever
you do, though, don't clump them all together, and don't put any
on that south east island. Scatter them, and do the same with
you bases. Then, sit back and relax.
Your enemies will pound the forces already in place and blow
up most of your SUPPLY-HQs, but by the time they do their job is
done. You should have saved up $600 by now, if not more. Use it
to clear out that island of trees and whatnot, and fill every
last inch of it with stuff. I had 8 metal marines, 8 missiles,
2 supply HQs, a base, 2 radars, and 24 AA-MISSILES. If this base
survives the next attack (and it should), you're golden. Start
upgrading your defenses, slowly moving to your missiles and
marines, and all the while keep up the suppression fire. You
should have tons of energy by now, so it shouldn't be too hard.
If their missiles are refusing to cooperate, aim to take 'em
out. They're on the far east wall, south of the base.
;;;;;tEt
t: f#
t; :f#
:t;; f#
: f#
f fE Operation 10: ARTEMIS
Gf: :;G ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:;;;:
PASSWORD: PHTN
STARTING FUNDS: $150
STARTING ENERGY: 50K
YOUR BASE:
______________________
|######### ############|
|######### ############|
|## #################|
|#### ## ###|
|#### ## # ###### # |
|### # # ###### # |_
|# ### ############|
|# ###### #### ####|
|# # # ### |¯¯
|# #### # ### |
|# # ######|¯¯¯¯
|###### ## ###|¯
¯¯|### # ###|
|###### ###|
¯¯¯| |¯¯ ____
| | |####|
| | |# #|
_| T | |# #|
|####T | |####|
|# # | ¯¯¯¯
|#### |
¯¯¯¯¯¯
ENEMY BASE:
__________
__| |_
|## |
|## |
_____|## |_
_|#### ## ##|
| # # B #####|
| # # # #|
| #### # B #|
| # #|
| #####|
| |___
_| ###############|
|### ###############|
|# # B######## #####|
|# # ######## #####|
|### ######## B#####|
¯| ########## #####|
| ########## #####|
¯|## T ################|
|##|¯¯¯¯¯¯¯|################|
¯¯ |################|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STRATEGY:
Start off by placing one of your bases in a sheltered locale,
and leaving the others off in random, obvious places. Next, just
start building SUPPLY-HQs like crazy. Keep building them until
they attack once, and then and build more until the second attack
finishes. Finally, just sit back and wait.
You'll lose both of the obvious bases and most of the
SUPPLY-HQs you built, but that's okay: you should have around
$600 before you're in danger of actually losing. Immediately
following their attack, use that money to plop down a massive
number of AA-MISSILEs, an AA-RADAR or two, and a bunch of metal
marines. Build up some SUPPLY-HQs behind the lines with your
left over cash, and start upgrading - as usual, defenses first.
As soon as you obtain upgraded missiles, aim for the
jugular. Do not let up the fire; keep it up, and follow it with
metal marines when you can (once they're upgraded, as well). You
may want to build a bunch of ENERGY PLANTs so you can keep it up,
but they're not really necessary.
Your enemy has four bases in this one, and no obvious
targets. Good luck!
:;;;;;;;;;;:
;;: G#: tf:
f f#tG:
G: f#tWt Operation 11: POSEIDON
;; f# tE: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;GEt tf: :
;;: #
t;;;f:
PASSWORD: TRNS
STARTING FUNDS: $250
STARTING ENERGY: 50K
YOUR BASE:
__ ______
_|##|______ |######|
|######## ##| |######|
|# #### ##| |## |
|######## ##| |## T |
|######## ##| |## |
|######## ##| |## |
| ##| |## |
| ##| |## TT |
| ##|__¯¯|TT |
|##############| | T |
|##############| |T T|
|#########|¯¯¯¯ | |
|#########| | |
|### ###| ____|T |
|## ###| |########|
|######|¯¯ |########|
¯|####| __|# #|
|####| |########|
|####|____|####|¯¯¯
|##############|
|##############|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMY BASE:
__________
_|##########|
___|############|
|T # # ##|
| # ###### ##|
| ## # B##|
| ##### # ##|
| B# # ##|
| # # ##|
| ##### # ##|
| ## # B##|
| # ###### ##|
| # # ##|
¯¯¯|############|
¯|##########|
¯¯¯¯¯¯¯¯¯¯
STRATEGY:
Finally, an easy map. Your enemies will concern themselves
with your outer defenses first, particularly if you leave a base
or two up there, leaving you alone for a good three turns. They
don't even begin with a full complement of missiles, and those
aren't upgraded. So...
Place the base you want to save in that little cradle in the
west. Spend the rest of the time up until their next attack
building SUPPLY-HQs. After that, sit back for the whole of the
next attack and the one that follows, and rake in the cash.
Immediately following the third attack (which should finish off
your outer defenses), lay down your AA-MISSILEs and AA-RADARs
all along there. Fill in every nook and cranny, and you won't
have to worry about an armed landing. Build a missile base on
that little section to the south, and let the clobbering begin.
I beat this entire map without ever building a single metal
marine. Good luck!
:;;;;t#G;:
f #f
ft ; #f
:;; #f Operation 12: KINGDOM
:;;t#G ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;: tG: :E;
ttt;;;G;
PASSWORD: RNSN
STARTING FUNDS: $300
STARTING ENERGY: 0K
YOUR BASE:
________ ___
__|##TT |___|###|____
| ##T ###TT |_
__| T######## T ##|
|##### TT#########|¯¯¯¯¯¯¯¯|##|
|##### T#######|¯¯ ¯¯
|##### T#####|¯
|##### T###|¯
|###TTTT###|
|### T |¯
¯| | __
| ##| |##|
| ##| |##|
| ## | ¯¯
| ## |_
| #####|
¯| #####|_
| # ####|_
| # T# ###|__
|## T# #####|
|# ### TTT####|__
_|# ### ##########|
| ### ##### T |
| ######## ##|¯
¯¯¯¯¯¯¯¯¯¯¯¯¯|##|
¯¯
ENEMY BASE:
______
|######|
______ |# B#|
|######| ___|#### #|
|# #| |######## #|
|# ####|___ |# ### #|
|# ########|___|#### #####|
|# ### B ########## #|¯¯¯
|##### ##### ### #|
¯¯¯|# ######### #####|
|# ## ## ### #|¯¯¯
|####### ### #|
¯|### B ###|_
|# ### ##### #|
___|# ### ## ## #|
|##### ######### #|___
|# ### ##### #####|
___|# ########## ### #|
|##### ####|¯¯¯|######## #|
|# ### #| ¯¯¯|#### #|
|# ########| |# B#|
|# ####|¯¯¯ |######|
|# #| ¯¯¯¯¯¯
|######|
¯¯¯¯¯¯
STRATEGY:
WARNING: ONLY THE THREE BASES YOU LAY DOWN ACTUALLY COUNT.
Sorry about that, but I don't want you to do the same thing
I did - take one of the bases that was already there and attempt
to make it yours. Be aware that when the other three fall, you
lose.
To top it off, you have no useful space to build stuff on.
About the only viable place for your base is dead center on the
map, which is an obvious target for enemy fire. As usual, try
and build up a hefty cash reserve before laying down anything
substantial. Also, metal marines are absolutely key in this
level - most of their freespace is made up of missiles, and never
enough in one spot to take out a decent landing. One missile
gets through to clear you a space, and its all over.
;;;;t#G ff;:
f W#t E#
G fE#ft#: Operation 13: SANDSTORM
fG f :#t WE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
: t; ; ;#W:
fEEG: :GWG;
PASSWORD: ZDCP
STARTING FUNDS: $200
STARTING ENERGY: 40K
YOUR BASE:
___________
__|###########|__
|#################|
_|##### #####|_
|#### ####|
|#### ####|
|### ### ###|
|### ## ## ###|
|### ####### ###|
|### # # # # ###|
|### ####### ###|
|### ## ## ###|
|### ### ###|
|#### ####|
|#### ####|
¯|##### #####|¯
|#################|
¯¯|###########|¯¯
¯¯¯¯¯¯¯¯¯¯¯
ENEMY BASE:
______
_____|######|
| T# #|____
| # B ######|
| #### #########|
| # #########|
| # #### ####|
| # # # B ####|
| # # # ####|
| #### ########|
| ############|
| #### ####|
|TT # B#|¯¯
|TTT # #|
¯|## ######|
|##|¯¯¯¯¯¯¯¯¯
¯¯
STRATEGY:
This map is a little different from most of the earlier ones.
For one thing, your enemy starts off with at least eight missiles
and decent energy production, so expect constant attacks.
Secondly, for the first time in a long while you have a decent
set of pre-made defenses.
First, lay one of your bases against the far west wall. Put
the other two in semi-obvious places not quite in the front line.
As usual, set off building a ton of SUPPLY-HQs. After their
initial attack, use some of your money to re-inforce the front
defenses. Don't go overboard, but leave enough of a defense that
they'll waste another attack taking it out. Rinse and repeat for
a bit, steadily building up a cash reserve as you do.
Before the attack that will finish off your defenses, lay
down a serious line of yours in front of your base. They attack
quickly enough you'll need a few moments to get everything built.
Once your defenses are upgraded, build three metal marines on
either side to protect against landings. Start upgrading, and
begin the missile pounding. Good luck!
:;;;tEt :ft:
f ffE f
f f fE f
:f: f fEG Operation 14: ZIHARD
:f f# ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:;; fE:
:ft;;:
PASSWORD: FKDV
STARTING FUNDS: $250
STARTING ENERGY: 20K
YOUR BASE:
______
__________|######|___
|#####################|
|########## # # #|
|## # # # #|
|## ###### ##### ##|
|## # ##|
|## # ##|
|## ## ####### #####|
|## # # # # ##|
|## # ## # # ##|
|## # # # T# ##|
|## # # # # ##|
|## # # ##### #TT##|
|## # #### ##T##|
|## # #T##|
|## ####### #### #T##|
|########## # # #####|
|############ #######|
¯¯¯¯¯¯¯¯¯|######|¯¯¯¯
¯¯¯¯¯¯
ENEMY BASE:
___________
|## ####|__
_|## #######|________________
|#### ##### ##|
|# # ##|
|# # B ####|
|# # ## ####|
|# # ## ##|¯
|# # ##|
|# # ####|
|##### ####|
¯|# # ##|¯
|# # ##|
|# # ####|
|##### ####|
¯|# #### ##|¯
|### #### ##|
¯|### ##### ##|
¯|### ###### ##|
¯|#### ########|
¯¯|###### ###|
¯¯¯¯|#######|¯
¯¯¯¯¯¯¯
STRATEGY:
The trick to beating this map is to fight dirty.
Your enemy starts off with a full complement of metal marines
just waiting to attack you. So, let them come. But when they
do, be sure you have four GUN-PODs waiting for them.
To start off, build three SUPPLY-HQs in the north west corner
of the map. Then, layer the place with four GUN-PODs. Finally,
go way off to the far east side and start laying down GUN-PODs
like crazy (make sure you get at least two up on that plateau).
Your enemy should send a force down to your SUPPLY-HQs (how'd
they know those were there, anyways?) and get slaughtered.
Congratulations - they no longer have ground fighting capacity
at all, and will waste the next several turns taking down those
GUN-PODs. Use this time wisely; get your missiles, marines,
and basic defenses in place.
WARNING: This is the first level my enemy has ever used an
ICBM in. They never fired it, but it sure scared the hooplah
oughta me. I marked it with an I where I found it on the map.
:;;;:
:t;: :tWE;
:W: G#;
f# #f Operation 15: KIWI
f#t #; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
GWt ff
:fft;;;;:
PASSWORD: YSHM
STARTING FUNDS: $150
STARTING ENERGY: 0K
YOUR BASE:
___________
|###########|
|# ########|__
|## # #####|
| ### ### #####|__
| # # ######|
| ### ### T#####|_
| # # T #####|
| ### ####T#####|
| # # T####|
|### #### ## T###|
|#T## # #####|
|# T## ### #####|
|# T## # ###|
| # T# ### ###|
| #### #####|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMY BASE:
__________________
| ######## |
| ######## |
| |
| ### |
| # # |
|## ## ##### ##|
|## # ## ### ##|
|## ###### # ##|
|## ### B# ### ##|
|## ### # ### ##|
|## # ###### ##|
|## ### ## # ##|
|## ##### ## ##|
| # # |
| ### |
| |
| ######## |
| ######## |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STRATEGY:
Your enemies start out with tons of metal marines and tons
of missiles. This means you can expect nearly nonstop fire from
them from the get-go. Here's how you stop that:
First, build your base against the far west wall. Immediately
build two SUPPLY-HQs, and then go crazy with the GUN-PODs (and I
mean crazy). Layer them every where. Once you have tons in
place, build another SUPPLY-HQ or two, keeping your defenses up.
Don't bother with AA-Stuff just yet. Once you get a decent cash
flow, build and upgrade three metal marines. Launch them ASAP
to the far easy of your enemy's base, right smack in the middle.
That's where all those missiles are. The sooner you take them
out, the easier this will go.
Lastly, they only have one base, and its pretty lightly
guarded. Those three marines and a little bit of luck might well
knock it out all alone, for a reasonably quick victory.
:;;;;EG;ttt
f t#f GE
G f#f G#
:ft f#f;;tG: Operation 16: SNARLSHARK
:E#E: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
tt: ::
t:
PASSWORD: CLPD
STARTING FUNDS: $150
STARTING ENERGY: 0K
YOUR BASE:
____
|####|
__|# #|
_|#######|
_|### # |
__|### # |_
_| ## ######|
|### ### ####|
__|### ### ####|
|#### # ###|
_|# # # #|¯
|### # # ##########|
|# # ### |
|# #### |
|### ### |_
¯¯¯¯¯¯¯¯¯¯|# # #####|
|### # #|_
¯¯¯¯¯¯|# ###|
|### #|
¯|#####|
¯| |
¯¯¯
ENEMY BASE:
_____________
_____|######## |
| # ## |_
¯¯¯¯¯|##### # ##|
¯¯|## # ##|
|## # B |
__|## # |
_____|##### ## |
| # # |
¯¯¯¯¯|##### # |
¯¯|##### B |
|### |
__|### |
_____|####### |
| # ## |
¯¯¯¯¯|##### # |_
¯¯|## ##########|
|## ## #|
__|## B #|
_____|##### #|
| # ##########|
¯¯¯¯¯|########|¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯
STRATEGY:
This map was a pain in the butt. Your enemy starts off with
four missiles and six *upgraded* metal marines, and the energy
facilities to use them. Here's what you do:
Open off by building two ENERGY-PLANTs in that little 2x2
space on the northeast side of your island. Then start building
missiles like crazy. Spend every $ you get on them; cover the
island with them in random spots, and proceed to smash them for
all they're worth.
Take the top two prongs first. They're loaded with
AA-MISSILEs and GUN-PODs, but no radar, so your normal missiles
should be able to clear them out. Right behind them you'll find
six upgraded metal marines guarded by four GUN-PODs and two
AA-MISSILEs. Drop the AA- stuff first, and then pound the metal
marines into the ground. For the first time, you'll suddenly
have some breathing space.
Take a moment to build some metal marines; one or two should
do. Keep using the missiles to pound the area around that middle
base; they've got all their missiles and much of their supply
production there. Use the metal marine(s) to finish off the
base. From here, its smooth sailing - take your time. Maybe
upgrade something. Once you use your missiles to eliminate the
GUN-PODs around the last base, send in the marine(s) to finish
the job.
:;;;;;ffG:
;G t#f
#f G#
#G ;tt: fW Operation 17: MARLION
f#; tWG:W; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
tGGt;;tWW:
tGf;;t
PASSWORD: LNVV
STARTING FUNDS: $180
STARTING ENERGY: 0K
YOUR BASE:
_______
___|#######|___
_|##### #####|_
|### ###|
|# ##### #|
_|# ### ### #|_
|### # ##### # ###|
|# #### #### #|
|# # # # # #|
|# # # # # #|
|# # # # # #|
|# #### #### #|
|### # ##### # ###|
¯|# ### ### #|¯
|# ##### #|
|### ###|
¯|##### #####|¯
¯¯¯|#######|¯¯¯
¯¯¯¯¯¯¯
ENEMY BASE:
____ __
_|####| |##|___ _____
| ####| |## ##| |#####|_
| ####| ¯| ##| |# # |
| ####| | |¯ |# B # |
| |¯¯¯ | | |# # |
| | _| | |# # |
| |_ |## |__ |##### |
|####| |#######| ¯| |
|# ##|____|## ###| | B |
|# ########## #|¯ | B |
|###############| | |
| ######### |¯ | B |
| ######### | _| |
| |¯¯¯¯¯¯¯| |_ |###### |
| | |####| |### # |
| | |# #| ¯|# # |
| | |# #| |#### |
| | |# #| ¯¯¯¯¯
¯¯ |####|
¯¯¯¯
STRATEGY:
This map is much, much easier than the last one. Start off
the usual way - building two SUPPLY-HQs in a safe locale, likely
against the west wall. Then, start building AA-MISSILEs like
there's no tomorrow.
After their initial attack, build four missiles and work on
getting two ENERGY-PLANTs, rebuilding the AA-MISSILEs you lose
along the way. Upgrade the missiles - and the marines - when you
become able.
That whole first island is basically chaff, just some
AA-MISSILEs and GUN-PODs designed to keep you busy. Use the
upgraded missiles to pound it into the dirt, and then start on
the back island, where their bases are. All in all, not that
hard.
;;;;ff;;ftt:
f ;#f EW
G f#f GG
;f: f#f:Ef; Operation 18: CHINGLONG
; f#G ;#f ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:;;;: :EW:
tGEt: ;:
;;;;
PASSWORD: JFMR
STARTING FUNDS: $180
STARTING ENERGY: 0K
YOUR BASE:
_______
______________|#######|__
_____|################ # |
| ### # |
| ###### # |
|## # |
|# # |
|# ######## # |
|# ####|¯¯¯¯|#### # |
|# ###|¯¯ ¯¯|### # |
|# ###|¯ ¯|#### |
|# #|¯ ¯|## |
|######| |## |
| |¯ __ ¯| |
| | |##| | |
| | |##| | |_
| |_ ¯¯ _| ###|
|######| |#######|
|## #| _|# ##|¯¯
|## #| _|### ##|
|## ###| |#### ##|
|####|¯ |########|
¯¯¯¯ ¯| |
¯¯¯¯¯¯
ENEMY BASE:
_______________
_|####### |
_|######### |
__|########### |
| # # # ##### B |
| # # # ##### |
| # # # ##### |
| # # # ##### |
| # # # ##### #### |
| # # # ##### # #B |
| # # # ##### # # |
| # # # ##### #### |
| # # # ##### |
| # # # ##### |
| # # # ##### |
| # # # ##### |
¯¯|########### |
¯|######### B |
¯|####### |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STRATEGY:
This map is reasonably difficult, but not half so bad as the
one two maps before. To start with, place one of your bases in
the south-east corner, and one of them in the north-west corner.
Put the other one wherever. Build two SUPPLY-HQs by the south-
east base, and blanket anywhere else a landing party could land
with AA-MISSILEs. Build a few random AA-MISSILEs around, and
then build three more SUPPLY-HQs by the north-west base.
Your enemy will keep launching missiles at the base in the
south-east...keep replacing the AA-MISSILEs there. Don't do
anything beyond maintaining the status quo, and you should be
steadily gaining tons of money. Once you have ~$500, slap down
and immediately upgrade a couple of rows of AA-MISSILEs with
three marines guarding the front. Build up your missiles and
some more marines farther back, and set to work upgrading them.
Three upgraded marines should be able to smash through their
outer defenses, the ones on that tiered hill, but just to play
it safe you may want to weaken them with missiles first. Once
you're through, go straight for the jugular - eliminate those
bases ASAP.
:t;;;;fW;
f: :
:G#EEEff;
t ;;;fWE Operation 19: SAKURA
G :# ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
tEf;: ;;
:;;;;;;
PASSWORD: JCRY
STARTING FUNDS: $150
STARTING ENERGY: 0K
YOUR BASE:
________________
| |
| |
| ######### |
| ######### |
| ## # |
| ########## |
| #### ## ## |
| # ## #### |
| # ######## |
| # ######## |
| # #### |
| ####### |
| |
| |
| |
| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMY BASE:
___
__|###|_______________
|#### # ###|
|# ##### ### #|_
|##### # # #####|
| # ### ##### #|
| ### # ####|
| ### |¯
| |
| |
| B |
| |
| |
_| ### |
|#### # #### |
|# ##### #### # |
|##### # # #####|
¯|# ### ##### #|
|### # ####|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|###|¯¯
¯¯¯
STRATEGY:
This map isn't so bad, providing you can keep the pressure
up. Start off by placing one of your bases in the south-west
corner, and the other two where ever you want them. Build two
SUPPLY-HQs right off the bat, and the sprinkle some AA-MISSILEs
around until your enemies' first attack.
After that, replace one or two that you lost (no more, if you
lost more than that) and start building up SUPPLY-HQs (aim for 6
or seven) and an ENERGY-PLANT or two. While you do this, be sure
to keep replacing the AA-MISSILEs you'll be losing. Build up
around $300, and then immediately lay down and start upgrading
some AA-MISSILEs, followed by metal marines, followed by some
missiles. Keep up replacing those AA-MISSILEs up front while
doing this, and they probably won't even know where your base is
by the time you're ready to attack. Use the missiles to punch a
hole in their defenses and then keep sending in the marines.
Send them in constantly (I had 12 marines lined up, and 2 ENERGY-
PLANTs). Your enemey only has one base, so once you safely can,
smash it with a group of 3 metal marines.
tGGE#WEEEEEGt
f: :GG
:;;t; EE
;t Gt f# Operation 20: SUNRISE
f: ; GE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gt: :fG
:;;;:
PASSWORD: KNLB
STARTING FUNDS: $200
STARTING ENERGY: 50K
YOUR BASE:
_______
__| ###|
___|## ### #|
| ## # #|
| # ###|
| ###|¯
| |¯
| |
| |
| |
| |
| |
| #######|
|#### #|
|# #|
|# #|
|# #|__
|# ######|
|# ##### ##|
|####|¯¯¯¯¯¯¯¯
¯¯¯¯
ENEMY BASE:
______________________
| |
| |
| |
| |
| |
| #### B |
| # # |
| # # ###### |
| #### ###############|
| ### # #|
| ##### # # #|
| ## #### #|
| # I B#|
|## #|
|# #|
|##### #|
|## # #######|
|## # ##### ##|
|##### #### B ##|
|# # ##|
|# ##############|
|######################|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STRATEGY:
Alright. You've put up with your enemy having fully upgraded
missiles, fully upgraded marines, tons of supplies, and powerful
defenses in place from turn one for a while now. How could it
get worse, you ask?
They can start out with an ICBM, and the energy to fire it.
If you lose this map, it'll likely be during their first
attack. If you survive that with your basics secure, you're
golden. Here's how I beat this map:
Start off building two SUPPLY-HQs next to your base, and
spend a while littering the ground with AA-MISSILEs. Don't
bother trying to protect them - as long as they're against the
back wall, they'll be fine. Just keep rebuilding the AA-MISSILEs
each turn, and slowly build up seven or so SUPPLY-HQs and a
handful of ENERGY-PLANTs against the back. Now, build your own
ICBM, and a ton more ENERGY-PLANTs. Follow up with some metal
marines, but don't bother upgrading them.
Keep replacing those AA-MISSILEs and they'll never advance
too deep into your base. Once your ICBM is ready to fire, aim
it straight for theirs (marked on the map as an "I"). With their
defenses destroyed and the biggest threat gone, send in a marine
to wipe out the base.
As soon as you can fire again, target the northern-most
base. You'll need to take down the four AA-MISSILEs on that tiny
hill first, but then repeat what you did with the last base -
drop an ICBM on it, and then land a marine to finish the job.
One base left. ICBM it, and send in one last marine to
finish this mission, and the game.
***CONGRTURLATIONS! YOU'VE WON!***
;;;;;;WE: ;;;;;E; :ft
f #f f EG tfWE
f; ; #f G t# :#f Credits
:;; #f :tt f# #; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
t#E: ;#t Gt
f#t :;:
;;;
Namco (www.namco.com)
Thanks for creating this addicting game, without which
this walkthrough could never have existed. Although a bit
delayed, know that this game is not forgotten and still
bringing people joy.
GameFAQs (www.gamefaqs.com)
Thanks for hosting this guide and providing the much
needed incentive that finally got me around to writing
it. Keep up the good work, CJayC.