Rebelstar:Tactical Command "Abduction" Mission Short Guide
Game: Rebelstar: Tactical Command
Platform: Game Boy Advance
FAQ by rebelstartc
Version: 1.0
Last Updated: September 21st, 2012
By: rebelstartc
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Table of Contents:
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I. Intro
II. The Guide
III. Acknowledgments
IV. Legal Information
V. Contact Me
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I. Intro
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Rebelstar is an excellent turn-based strategy game, and most of the levels have
very manageable difficulty.
However, one of the "hardest" missions in the game is Abduction, if you
don't have any close combat skill whatsoever with Jorel.
There is very little info about this potentially frustrating level in the game,
and thus I've made an account to write this guide. This is my first guide, and
it took me around 1 and 1/2 to 2 hours to write this guide. Believe it or not,
you can beat this mission in about 8-9 turns if you play your cards right!!!
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II. The Guide
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What doesn't work:
There's no point fighting if Jorel's melee skill is zilch so your main
objective should just be GTFO.
Even if you get weapons which isn't necessarily hard, you probably have very
little ammo, and I believe quite a few enemies spawn so as far as I can tell
it'll be virtually impossible to fight your way out in just 30 turns.
What to do when you are stuck:
It's definitely easier with some stealth stat because you can travel farther
with higher stats if I'm not mistaken. Klaatu is garbage, as he moves slowly
and his high psionic skill is offset by the fact that he is level 1 and can
only use 1 psionic ability per turn.
What you have to do is observe the patrolling patterns after trying the level a
few times. You basically just keep running, without bothering to attack the
enemies Near the very end you can just run to get out even if there are
Arelians shootng at you.
For the most part, don't stand in the open, stand in specific spots when you
move, places where enemies patrolling can't see you, such as standing just
around the corner or right next to doorways.
This is my method for beating the level, and I did this with a stealth skill of
3 for Jorel. You can probably still use the same steps if you have less stealth
skill, and if not you can probably use a similar strategy by making fine
adjustments. At the least, you can get Klaatu out safely using this method.
So for exact directions:
Turn 1:
Make Jorel run to the adjacent room and stay next to the door on the right
side. This uses 15 action points (AP).
Make Klaatu stand just beside at the door in his room for a few turns, facing
southeast and wait for the alien making the circular patrol to move. Uses 5
AP
Turn 2:
Get Jorel to move to the upper middle corridor, northeast of his position, and
stand next to or near the alien, should take 22-24 AP.
Klaatu doesn't move.
Turn 3:
Move Jorel to the hallway that leads to the exit, stand next to the first
room's doorway but not in the doorway where the alien inside can see you.
Takes 17/18-22 AP.
Move Klaatu south out the doorway and get him just behind the corner where the
patrolling enemy was headed. Takes 9 AP.
Turn 4:
Move Jorel closest to the exit as possible.
There's an alien down the hallway, but it doesn't matter, move Klaatu down
the hallway and turn right from his point of view so that he stands next to the
south wall, this should use up all 13 AP.
Turn 5 (important step, also might vary):
Here, an alien might be pursuing and shooting Jorel depending on where you were
able to move the move Jorel earlier (I think), so either get Jorel to the exit
point or try to lure the alien by going into the room closest to the exit.
I've tried this out several times, if you stand on the west side and overwatch
next to the door you might be able to luck out and kill the attacking Arelian.
Or if you run to the southwestern corner of the room, you might be able to fool
the alien to go inside the room but look the wrong way, and in this case you
can just run behind him and to the exit! This could help if you are having
difficulties getting Klaatu out past this alien closest to the exit, as it
provides an opportunity for Klaatu to just run past!
Turn 6:
Move Klaatu down the north-south path again until he is 1 square past the
middle hallway, but not in the middle hallway, and he should be against the
wall. Takes 13 AP.
Turn 7:
Send Klaatu down the upper middle pathway, as far right as max AP will take
him. He should be against the north wall.
Turn 8 and after:
Turn the corner to the exit hallway, and keep heading to the exit. There might
or might not be an alien in the vicinity, depending how you played your cards
with Jorel, but you can most likely avoid him.
There you go! You just beat probably the hardest level in the game in likely
under 10 turns!
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III. Acknowledgements
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Thanks to the developers of this excellent spiritual sequel to the X-COM games!
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IV. Legal Crap
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Very straightforward stuff.
If you wish to host this guide, then you must agree to the
following conditions:
1.) This is for personal use, not commerical, so you may not put this in a
guide that will be sold for profit.
2.) If you somehow need to use post it somewhere, go ahead, and also post
either a link back to here, or credit my username, rebelstartc.
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V. Contact Me
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If you have any questions or comments, or spot an error:
You can try contacting me by sending me a PM, but I'm not sure how often I'll
check because I made this account just to post this guide.