Walkthrough for Metal Marines (SNES) by Mike Jenista mjenista@math.duke.edu 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 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. 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