Copyright 2013 Samuel G, on twitter: @BraniacUnbound
email: unboundbraniac at yahoo dot com
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_____________________________________________________________________________
Defense Grid The Awakening is a tower defense game. Tower defense is
basically stopping a hoard of enemies by placing defensive weapons along
their path in the hopes of eliminating them from reaching a goal at the end
of that path. If you played Defense Zone on Android, this game will feel
right at home.
_____________________________________________________________________________
CONTENTS
1= Controls
2= Walkthrough
[MISSION 1: THE AWAKENING]
[MISSION 2: ASSESSING THE THREAT]
[MISSION 3: ANCIENT RESEARCH]
[MISSION 4: THE LONG DESCENT]
[MISSION 5: OUT OF FUEL]
[MISSION 6: FIRE CONTROL]
[MISSION 7: BARRIER TO ENTRY]
[MISSION 8: FOCAL POINT]
[MISSION 9: FLIGHT PLAN]
[MISSION 10: VEIL OF ICE]
[MISSION 11: COLD STORAGE]
[MISSION 12: GUARDIAN'S FALL]
[MISSION 13: Center of Power]
[MISSION 14: STANDING ORDER]
[MISSION 15: CROSSED SIGNALS]
[MISSION 16: CONTAINMENT]
[MISSION 17: TURNABOUT]
[MISSION 18: WASTE DISPOSAL]
[MISSION 19: LOCKDOWN]
[MISSION 20: LAST STAND]
+-MOUSE-+
Left Click: Build Tower
Right click: Inspect Aliens
Mouse wheel: Zoom
Mouse itself: Move
+-KEYBOARD: PRIMARY-+
Arrow up: move up
Arrow down: move down
Arrow left: move left
Arrow right: move right
Space: Build/Upgrade tower
Delete: Cancel
E: Zoom in
C: Zoom out
T: Show tactical view
L: Fire Orbital Laser
V: Inspect Aliens
F: Fast forward
Backspace: Previous checkpoint
+-KEYBOARD: SECONDARY-+
W: move up
S: move down
A: move left
D: move right
Enter: Build/Upgrade tower
Page down: zoom in
Page up: zoom out
/ : inspect aliens
: Fast forward
LEGEND:
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
K = Concussion
c = Command
Before we begin, I'd like to pass a few tips. That fast forward button? Try
not to hold it down too much, at times you gather resources in bunches,
so if you fast forwarded the gathering of a bunch of resources, well, that
is time wasted that could have been used to upgrade a particular tower. So
as much as possible, do not hold it down for extended periods of time, just
tap it every now and then to speed up the death of the aliens, not to speed
up the next alien that comes along.
----[MISSION 1: THE AWAKENING]----
When the story enables you to build a tower, build one on the first corner
near the starting point, and one directly on the opposite side of the road.
Yeah, just 2 towers. It will help you get the gold medal by spending less :D
----[MISSION 2: ASSESSING THE THREAT]----
Near the starting point, you'll see another corner like Mission 1 with two
tower slots. Put an Inferno in the slot closest to the corner, and a Gatling
beside it. Then place a Gatling inside the big turn. Once your resources
enable you to build more, build Gatlings in all the slots around the first
bend only, forget the slots near the cores.
----[MISSION 3: ANCIENT RESEARCH]----
So let me tell you a bit about tower defense basics, since this level has a
lot of turns. Towers are best placed where their range is covering as much of
the path as it can cover. For example, placing a Gatling inside a bend is a
lot better than placing a Gatling on the outside of the bend, simply because
it enables the tower to shoot longer.
Shooting longer is more damage, so for this mission, you'll get to see the
fruits of that. First near the starting point, you will see a 2x3 grid like
this:
[ ][ ][ ]
[ ][ ][ ]
Build so it looks like this:
[ ][L][ ]
[G][I][ ]
That's all the money you have for now, so once you gain more resources, build
the next set of towers like this on the first bend:
[3][4]
[1][2]
See the above grid, and the numbers inside the slots? Build in that order
the following towers as you earn resources:
[L][G]
[G][I]
Once you've earned more, make their path a difficult one by building on that
upper bend that has slots like this:
[ ][ ]
[2][1][ ]
[ ] [ ]
Turn that into this:
[ ][ ]
[G][I][ ]
[ ] [ ]
You will have plenty more resources, so go back to your first set of towers:
[ ][L][ ]
[G][I][ ]
And turn that into:
[L][L][L]
[G][I][G]
Lastly, as you earn more resources, on the bend near the cores, you'll see
another slot set like this:
[ ][ ]
[ ][ ]
Turn that into:
[L][G]
[G][ ]
As you earn more, start by upgrading the first set of towers, followed by
upgrading the above sets in the above order.
----[MISSION 4: THE LONG DESCENT]----
Near the starting point, will be a grid like this:
[ ][ ][ ]
[ ][ ][ ]
~~~~(bend)~~~~
Build so it looks like this:
[ ][L][ ]
[ ][T][ ]
As you get more resources, build the above like this:
[ ][L][ ]
[G][T][ ]
And in their respective order as you get more resources:
[ ][L][ ]
[G][T][ ]
[ ][L][ ]
[G][T][I]
[ ][L][G]
[G][T][I]
On the second turn (left turn), will be a grid like this:
[ ][ ]
[ ][ ][ ]
In order as you get more resources:
[ ][L]
[ ][ ][ ]
[ ][L]
[ ][ ][I]
[ ][L]
[ ][G][I]
Yep, that's it. As you get more resources, do not build new towers, instead
upgrade towers starting with the first set of towers, with Lasers first.
----[MISSION 5: OUT OF FUEL]----
This be a funny mission. Introducing the Meteor, you'll only need to build
two for maximum fun. The ship is the starting point, nearest it is a grid:
[ ][ ]
Build:
[M][ ]
And the second nearest grid is like this:
[ ][ ][ ]
[ ][ ][ ]
In order as you get more resources:
[G][ ][ ]
[ ][ ][ ]
[G][T][ ]
[ ][ ][ ]
[G][T][L]
[ ][ ][ ]
[G][T][L]
[G][ ][ ]
And then on the path beside the cores storage, will be:
[ ]
[ ]
[ ]
[ ]
Build:
[G]
[ ]
[ ]
[ ]
[G]
[ ]
[ ]
[G]
Last thing to build is the last Meteor, inside of the big bend in a grid:
[ ][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ]
Build the Meteor here:
[M][ ][ ][ ]
[ ][ ][ ][ ]
[ ][ ]
To finish the mission for Gold, just upgrade everything once, with the
exception of the Gatling towers to level 3 (You might need to not upgrade one
Gatling though, I got the Gold medal requirement just barely)
----[MISSION 6: FIRE CONTROL]----
Ho ho, hello Cannon. They can't shoot one square directly in front/beside it,
but that's not a problem because slots are so far from the main road. You
only need to worry about the upper rows of slots, and the two 2x2 slots
inside. From the starting point, there is a 2x2:
As you earn more resources, build a Meteor first, then Cannon like this:
[ ][C] [ ][M]
[ ][ ] [ ][ ]
As you earn more resources, build Another Meteor like this:
[ ][C] [ ][M]
[ ][ ] [ ][M]
And then finally, back to the grid in the beginning:
[C][C]|
[C][C]|
-road-^
Now for upgrades, I suggest upgrading all Meteor's, Gatlings, and Cannon's,
and the two Lasers above the 2 Gatlings. Leave the Temporal, Inferno and the
Laser beside them alone. Remember to only upgrade when there are no enemies
nearby. Suggested upgrades in order: Meteor 1x, Cannon near starting point 1x,
Gatlings 3x, last Meteor then the rest of the cannons.
----[MISSION 7: BARRIER TO ENTRY]----
What a large map. Like crazy large. So large, I'm going to tell you right here
that believe it or not, we're going to let these aliens take the short way
to the cores. Yes, that's right, ignore that large area with the two
sculpture things. Remember what I said about giving your weapons the maximum
amount of firing time, so right near the beginning, set towers like this:
Now that you know where to build what, time for which ones to upgrade. I
recommend upgrading Meteors first after you build both of them, followed
by upgrading the Temporal near the beginning, and then proceed to upgrade all
Cannon's in the level, Cannon's A and B are the only ones suggested for
upgrade to level 3. Then, once the Cannon's have been upgraded, upgrade all
Laser's in the level only once. Finally, sit back and watch the sparks fly.
----[MISSION 8: FOCAL POINT]----
So, first things first, you might have noticed the maps are getting larger,
and more complicated. I can no longer hold your hand from this point on, as
much of the game play centers on your, the human player, timing. So let's get
a move on, shall we?
This map might look like a doozy, but the goal here is to make them go in a
path like this (arrows):
Remember what I said about having your weapons fire longer? That is the best
time to try that here, as you take this route to have Meteors and Cannon's
fire for a longer period of time. Also, from this mission onwards, keep in
mind Meteors are best upgraded to level 1, and no less. Their area effect
damage is critical for mass bombing of enemies. Meanwhile, you'll want your
Cannon's also at level 1 upgraded, as they have twice the cannon power. Do
keep in mind Temporal's are also important for slowing down the enemy so that
your Meteors can blast them. Get to it!
----[MISSION 9: FLIGHT PLAN]----
Oh look, a small simple map! This should be easy, is what you are probably
thinking, but in reality, you need to utilize the new weapon, Missile. The
preferred layout at the start of the path:
LEGEND:
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
Now the fun part: every tower, upgrade to level one with the exception of the
Meteor right in the middle of the map, upgrade that to level 2.
----[MISSION 10: VEIL OF ICE]----
Now don't panic when you see this nasty big map, I actually am going to
surprise you: We will build no less than 11 Towers. What? How do I do that?
Well, it's very easy, because the aliens will exit where they enter, so the
goal here is to kill them at the door, so to say. Like this:
That's it? Yeah, but all those will be upgraded to Level 2, now that's a real
massacre in the waiting. As for the other towers, only 1x Cannon, Meteor, and
Missile, Cannon goes opposite of the Tesla in the large area, and the Meteor
goes opposite of Inferno just above Cannon, and place the Missile underneath
the flight path. This was actually my favorite level :D Oh, suggested order
of upgrades: Gatlings first, then the laser, then the Tesla, and then the
Temporal. Upgrade the rest as the situation allows, remember, don't upgrade
when there's a ton of enemies nearby.
----[MISSION 11: COLD STORAGE]----
This map is a new style of play, and it looks like very funky glasses. In
truth, you must prepare to play a different way: utilizing your resources to
build specific towers for each different path. Lucky for you, I played this
game to show you the best way to play, so without further yahoo, here we go:
The RED path is where Aliens are weak against lasers.
The WHITE path is where you must obliterate Aliens with Hard weaponry.
We have a new tower, the Concussion. Unfortunately, we will only place that
on the WHITE path, as more little aliens walk there than the RED path. Now,
inside the "glasses", is where you will place a Concussion inside the White
path, and place a bunch of Lasers inside the RED path. Remember what I said
about having Towers fire longer? That is key in this map, as you must place
the Concussion on the closest to the inside of the circle path, and place
Cannon's behind it. Same thing with the Lasers, have the Lasers built inside
the circle, with Cannons behind them. Now, on either side of the "glasses",
are L shaped platforms like this:
[ ]
[ ][ ]
Make it:
[M]
[ ][m]
On both sides of the RED and WHITE circles. You will have plenty of resources
in this level, so, remember to upgrade Meteors to Level 2, everyone else to
Level 1, but Lasers to Level 2 as a speedy Pokemon Airon looking thing goes
down the RED path.
----[MISSION 12: GUARDIAN'S FALL]----
Now this one is a simple one, but maybe not so much because now the difficulty
is increasing, and we need to build smartly, not mass tower spam. Now, there
is this set at the start:
LEGEND
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
Suggested upgrade order: Gatlings, the the lone Laser, followed by the
Meteor, then Cannon, then the Temporal and finally the Tesla. Only the lone
Laser, the Gatlings, Cannon, Meteor, and the Tesla I upgraded to Level 2
upgrades, the Temporal and Missile I upgraded to Level 1.
----[MISSION 13: Center of Power]----
This map is different. For this we want to weaken them on the lower level,
then finish them up top. Starting with the beginning:
LEGEND
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
K = Concussion
[ ][ ]
[ ][T]
And opposite that:
[ ][t]
[ ][G]
[G][K]
[L][C]
You are greeted by the new Concussion, a tower that is basically the banned
Cluster Bomb Launcher, Clauncher in other words (Sorry, Pokemon! :P) This
Tower is a genocidal tower at Upgrade Level 2, so the order of upgrades, well
that is a little hard as they just keep coming. I go with Concussion to Level
2, followed by the Gatlings all the way to Level 2, the Laser to level 1,
Cannon to level 2, and Tesla to level 1. Go the the upper level:
Definitely build Gatlings first, with the Temporal, then as resources build
up, build the Meteors and finally the Cannon. All weaponry except Temporal
were upgraded to level 2, again, Gatlings first.
----[MISSION 14: STANDING ORDER]----
This level looks like a nightmare, but following our strategy in Veil of Ice,
we will do the same thing. Build everything only at the beginning:
LEGEND
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
K = Concussion
c = Command
Yep, that's it. New tower called the Command tower, supposedly gets you more
resources, and reveals stealthy Aliens. I say supposedly, because the
resources don't look any different, maybe because I press F tooo much... But
revealing stealthies isn't much because look, we shaped their path and now all
the aliens are revealed anyways lol. Now, upgrade order, the 3 Gatlings with
a Laser at the very start of the path are upgraded to level 2, Inferno to
level 1, Concussion to level 2, all Meteors to level 2, and the two upper
Lasers to level 1.
----[MISSION 15: CROSSED SIGNALS]----
One of the more fun maps, because not only is this another of the two
different RED/WHITE paths, but in this map we can truly utilize every tower
for both paths, saves resources bu more importantly we bring the RAIN non-
stop. The only important places to build:
LEGEND
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
K = Concussion
c = Command
Sorry for the crude map, never done something like this before. Okay, so
first up is to place the Cannon right in the middle of the circle, then
the Temporal, and then the Gatling. Then build the Laser and the Cannon
inbetween the RED and WHITE paths, then build Meteors, followed byt the
Cannon, Gatling, and Laser tower right at the beginning of the RED path.
Then build the rest as time allows, keep in mind the incoming alien warning
that will tell you when Flying Aliens will come by, so build that Missile
before then. For this very fun map, Meteors were upgraded to Level 2,
while everything else was upgraded to level 1, I did lose a few cores so
when you can, I suggest upgrading everything except Temporal and Command to
level 2.
----[MISSION 16: CONTAINMENT]----
This map was so funny because I wondered how in Zeke's name was I supposed
to place towers? It's amusingly easy, and this funny looking simple map is
like this, inside of the half circle, is:
Yep, Cannon massacre. You will have a handful of resources, so build Cannons
followed by the Meteors. All except 2 Meteors were upgraded to level 2, but
before you upgrade them to level 2, take note of the upper right corner of the
half circle, and build a Missile there. Now, near the cores, is a 2x2 square:
[G][M]
[T][C]
Temporal was upgraded to Level 1, the rest upgraded to level 2. Fun map :D
----[MISSION 17: TURNABOUT]----
I had to retry this map several times before I stumbled upon the simple
solution: shape their path. Forgive the crudeness again, but let's see if I
can do it:
LEGEND
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
K = Concussion
c = Command
I hope you can see where they go, but first builds, are the Cannon's at the
corners, then the Temporal and the Laser, then build the Gatling with the
Meteors beside it, the build the rest as you see fit. The above layout was the
best that I could come up with on multiple tries. Again, Meteors were upgraded
to level 2, as well as the Laser, Temporal and Tesla's. The rest were fine at
level 1, and if the going get's tough, don't forget your Orbital Laser (press
L key)
----[MISSION 18: WASTE DISPOSAL]----
This map was a nightmare. It got so hilarious, I said F it and just did one
new different style of play: Meteor spam. Basically, this large ass map has
one too many walkways, and less places to build Towers along those walkways.
It was ridiculous, but simply put, I placed Meteors everywhere near the
beginning. Yeah, that's right. Everywhere near the beginning. But this map
is unique in that you start with no Cores, you must obliterate those trying
to run away with the cores, so I'll show you how to start.
Above, we want them to go to the upper left path. Along that path, is a lone:
[C][ ]
And on the lower left corner of the upper platform, build a Meteor. Now, once
you defeat the guys carrying cores, we want to block their path, so do that:
You can't build all that at once, but it was the Temporal first, followed by
the Meteor beside the spot the Command should go, and then build Command
and Meteor as resources allow. At least upgrade Meteors to level 1, as you
very much need their blast radius effect. Now, flying aliens also show
up in this level, so near the starting path is a:
[ ][m]
[ ][ ]
Make sure you have at least 250 resources once the speedy Airon pokemon runs
around, that's when the flyers show up. Remember that upper platform with
the lone Meteor? I suggest building a Temporal in the middle, surrounded by
Meteors. That is after the Meteors near the beginning were upgraded to level
1, as much as possible build Meteors everywhere near the Cores, and bring
them to level 1. If you do not have a good graphics card/CPU, this map will
lag to the max, so keep in mind your Quality settings. I just love seeing
the Rain of Fire :D
----[MISSION 19: LOCKDOWN]----
This map proved frustrating, mostly due to the defective nature of the
Missile tower. For some reason it just looks at flying aliens but doesn't
fire at them. In fact, this map made me realize, all the towers were acting
funky. For example, Cannons were spinning every now and then, looking at
aliens but can't decide if it wants to shoot at them. I then realized, all
this time I've been playing, I think Towers cannot shoot if there is one in
front of it. So we need to build smartly, and this time no Meteor spam is
going to help us.
Now, that entire part behind the Temporal is the firing squad, line the front
row with Cannons. Yeah, as resources allow, line it with Cannons. It's too
costly to go with Meteor Spam in this map, as the Cannon's can double their
firepower simply with 200 resources, while the Meteor needs at least 500 just
to go to LEvel 1. Having to manage only 1 Meteor helps, as it's only one
tower to upgrade to Level 2 at 1000 resources, so keep your firing squad
at least Level 1, then as resources allow bring them to level 2. Now, one
other thing to add, is build a Command tower in the middle of the raised
platforms, as some stealth guys come along and the Cannons aren't close
enough to see them.
----[MISSION 20: LAST STAND]----
Last Stand it is. Did you see that Ahnold movie? Never mind, this map is
crazy, and truly the Last Stand. I don't know who can keep all their cores
intact, but the only sane method of play that I found was like this, shape
their path to one central platform, and massacre them in bunches. At the
starting point, lower level:
LEGEND
G = Gatling
L = Laser
I = Inferno
T = Temporal
M = Meteor
C = Cannon
t = Tesla
m = Missile
K = Concussion
c = Command
[ ]000[ ]000[ ]
000[G][ ][ ]000>>>>path
[G]000[T][G][G]
000000000[ ]000>>>>path they will go
000000[ ]000[ ]
And at the starting point, upper level:
EEE[ ]000[ ]000[ ]
EEE000[G][ ][ ]000>>>>path
EEE[G]000[T][G][G]
EEE000000000[ ]000>>>>path they will go
>>>000000[ ]000[ ]
As you can see, we are bringing them to that T-Junction at the far right end
of the map:
I hope you can see the path, basically we want them to walk beside the Tesla
and the Concussion. The Temporal will slow them down, giving them not only
a Concussion, but getting a nasty tazer shot from the Tesla. This is the only
platform I recommend upgrading all towers to Level 2. Now, before you go
upgrading them all, first build a Meteor on the upper level:
EEE[ ]000[ ]000[ ]
EEE000[G][ ][ ]000>>>>path
EEE[G]000[T][G][G]
EEE000000000[ ]000>>>>path they will go
>>>000000[ ]000[M]
And one near it on the lower path. With this setup, as you can see we want
to weaken the aliens so that when they reach the Concussion Tazer, they will
be toast.
One last bit, Some flyers will show up. Build a missile on the lower starting
point:
[ ]000[ ]000[m]
000[G][ ][ ]000>>>>path
[G]000[T][G][G]
000000000[ ]000>>>>path they will go
000000[ ]000[ ]
And then upgrade the Meteors to level 1, and all Gatlings near the start.
If you survive this, I'll buy you a drink! If that Jarvis guy can, anyways :D
-----------------------------------------------------------------------------
Final thoughts
-----------------------------------------------------------------------------
A very fun Tower Defense game, though I admit I was expecting something
along the lines of Defense Zone on Android, which did allow towers to shoot
behind other towers. But this game is well worth the price, and if you can,
give it a go. I'm very interested in how this would be with Touchscreen
Windows tablets :D