Resistance Campaign Guide

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Resistance Campaign Guide

Post by leftylink » Fri Jun 27, 2008 2:16 am

Leftylink's Resistance Campaign Guide v1.1.0

Updated July 1st, 2009

Copyright © 2009 Lefty Link.

Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".

=====Contents=====

Intro - What This Guide Is
What This Guide Isn't
Resistance Overview
General Strategy and Tactics
- Explore!
- Restrict your enemy's exploration!
- Maintain a healthy power supply!
- Disrupt your enemy's power supply!
- Stay mobile!
- Use the beam gates!
- The SSSSSBAT!
Level Guide
Versioning Info
GNU Free Documentation License

=====Intro - What This Guide Is=====

This is a guide for the Resistance Campaign for Urban Assault.
It is meant to be a reference for the player, providing information about what each level contains in terms of upgrades and enemies.
It is also as a guide to help the players complete the levels in a quick and painless way, hopefully while having lots of fun as well!

=====What This Guide Isn't=====

This is not a guide that will teach you how to play the game, how to create units, how to control the different types of units, etc. That is up to you to figure out before you dive into this guide.
This is not a guide for multiplayer tactics or strategy. While some of the strategies employed here might be applicable to multiplayer games, most are designed to take advantage of the computer players' stupidities, and these are stupidities that you cannot rely on human players to have as well. A whole new type of strategy is required to play against the thinking adapting humans. The common blitz-assassination-type kills seen in single player are not always applicable in multiplayer because you cannot reload a save if you screw up. If you screw up, you're dead, so weigh the situation carefully in multiplayer.
This is not a guide to have boring three hour battles with the computer where you slowly peel back their their forces and finally win after taking it slow and steady. I know I'd get tired of the game if I had to sit there for three hours per battle! The basic objective of each map is to destroy the enemy Host Stations, so where does a three hour battle get you?

=====Resistance Overview=====

The Resistance are a fine, balanced faction. They have many types of units to handle any situation. I am a guy who likes speed, so the Weasel and especially the Falcon and Warhammer are valuable units for me. Though the Firefly is also fast, I find its control to be a bit finicky and thus do not use it. Because the Resistance are balanced, you will have the right unit to handle many situations, and this versatility is their strong point.

The Resistance Host Station is a reasonably equipped Host Station. Its turrets are of below average firepower but have reasonable rates of fire, and it can defend itself well in case of attack. Even so, it tends to be disadvantaged in head-to-head battles with enemy Host Stations because of weak firepower. This initial weakness can be mitigated by acquiring technology upgrades that improve the firepower of the Resistance Host Station Turrets.

As the Resistance, I make heavy use of the Weasel to quickly capture many sectors. The Wasp is a very capable unit for capturing enemy Power Stations, especially once it gains the double shot upgrade. The double shot upgrade for the Falcon, though acquired somewhat late-game, is also very valuable, and the Falcon is one of my favorite units. The Tiger is the staple heavy tank unit, used to destroy enemy Host Station after a Falcon has taken over their Power Stations and I have beamed in. The Dragonfly is also an excellent heavy copter that can annihilate entire squads of enemy units and the occasional Host Station. Finally, the Warhammer, though used less by me in favor of the Falcons, is even faster than the Falcon with incredibly fast turning to boot, and it destroys most air units with one shot of the boomerang missile.

The Resistance Campaign starts out fairly comfortably, with the Ghorkovs restricted to weak units and the Tarantul Host Station. You'll quickly gain good units such as the Wasp and Tiger, your first set of invaluable units that you will use for a long time until you come across units such as the Falcon and the Dragonfly. Once you have those, the Falcon's double shot upgrade, and the Dragonfly's rapid fire upgrade, the campaign starts to get a bit repetitive as you realize you're using the same few units all the time (so much for the Resistance's versatility, eh?!) because those two units so easily destroy all your enemies.

=====General Strategy and Tactics=====

-----Explore!-----

Scouts can be used to figure out where your enemies are and how good their defenses are. When you start a level, spend some time flying a Scout around to figure out where everything is, then exit and start again, putting your knowledge to good use. My level descriptions and Excel maps can help with your intelligence efforts, so you can figure out where to strike the opponents.

-----Restrict your enemy's exploration!-----

When a computer opponent finds an enemy Host Station using its Scouts and Radar Stations, it continually sends attacks to that location. Destroy their radar stations so they do not get constant surveillance over a large area. If you move somewhere off their radars, they don't know you've moved until they see it again with a Scout, and will continue to send attacks to your old location, only to find that your Host Station isn't there anymore!

-----Maintain a healthy power supply!-----

Your power stations provide more energy when you are closer to them. Multiple power stations next to each other give even more energy, but keep in mind that for each white bar your power station has, you need 16 sectors to achieve maximum power. You must conquer many sectors to keep your power flow at 100% if you have many power stations.

-----Disrupt your enemy's power supply!-----

Without weakened power stations, the enemy will not be able to create units to attack or defend as often. Most importantly, their Host Station will regenerate health slower, requiring more time to recuperate from an attack and giving you more time to prepare an attack that will destroy the Host Station for good. In the later levels, destroying or weakening the power station an enemy is sitting on will prompt them to create a new power station (open for you to capture and beam onto), or run away trying to head toward another base. You'll want to chase them down with fast powerful units to destroy them while they're out in the open undefended by other units.

And the three most important:

-----STAY MOBILE!!!-----

You have free beaming to any conquered Power Station, and you can use power stations as forward bases from which to quickly send attacks toward your enemies, or as escapes from enemy attacks. As mentioned before, the AI sends attacks to the last known location of the closest enemy Host Station. If the enemy sends an incredible force to attack you, but you beam away to somewhere else before they reach their destination, the attack force will be none the wiser and attack your old base, allowing you to dodge the bullet. Using this tactic, you can skip building defenses most of the time as long as you kill enemies quickly enough to use their old bases as part of your power station network. You then reclaim your old base and beam back to that one when the enemies figure out where your new base is. By staying on the run, the enemies will never catch up to you, and you will never be killed.

-----USE THE BEAM GATES!!!-----

By using your time and energy in the level you just completed (where you have plenty of time and energy to spare) and beaming as many units as you can to the next level, you save time and energy needed to create them in the next level (where often time and energy is scarce in the beginning). Always completely fill your beam gate with fast units that capture enemy power stations (Wasps or Falcons). You'll thank yourself for it very soon.

-----The surprise super secret sneaky slime backstab assassination technique!!!1!-----

To kill enemy Host Stations, the best tactic is to capture a power station near their Host Station, beam in your Host Station, and create heavy units. For this, two types of units are needed: a fast unit to weaken and/or capture power stations, and a powerhouse unit to destroy the enemy Host Station.
The Resistance optimally fills the fast unit role with the Falcon. With its double shot, it damages power stations faster than the Warhammer could ever hope to do, and it is fast enough to dodge flak and Host Station fire.
The Resistance fills the heavy unit role with the Tiger or the Dragonfly. The Tiger starts with 75% armor and is capable of upgrading to 88%, almost as much as a Leonid. It can be created quickly and in squads of three or four that all attack the opposing Host Station at once. The Dragonfly is the Resistance uber-copter. Enemy Host Stations are downed quickly in the face of its rapid rate of fire, made even faster by an upgrade found in Gauntlet.
Until these units are acquired, the Wasp is a suitable substitute for the fast unit, and the Jaguar can fill in as the heavy unit.
Nevertheless, the Falcon, Dragonfly, Tiger, and their respective upgrades should be acquired as quickly as possible.

=====Level guide=====

With the exception of the first two training missions and the final mission, the levels are listed in the order of the in-game level codes. The game is very nonlinear, so there is no fixed level order, but I will give recommendations as to what you should have before entering a level, if I find it necessary.

In addition, the following levels are of high importance, and should be done as soon as possible. They are listed in a suggested order, and if you make these levels your first priority, delaying other levels until you've gained the rewards from these levels, your life will be much easier.

Virgin Steel (Jaguar)
Checker Board (Wasp)
Hard Thing (Tiger)
Pedestal Mountain (Wasp x2 shots)
Wide Field (Falcon, Power Station 1+)
Moonlight City (Dragonfly)
Gauntlet (Dragonfly rapid fire weapon)
Sibuna (Falcon x2 shots)
Desert of Madness (Power Station 2+)

For each level I will list the enemies you encounter, the energy of their Host Station, what they are able to build, any technology upgrades that are obtainable. I will also make my best attempts to describe the layout of each level, and the locations of significant tech upgrades and enemy Host Stations. Finally, I will give general pointers on how to beat the level.

If you would like to see more detailed maps of each level, I have created Excel maps of them. They are downloadable at:
http://www.metropolisdawn.com/files/xls ... ce-xls.zip
http://www.metropolisdawn.com/files/xls ... xls.tar.gz
http://www.metropolisdawn.com/files/xls ... ls.tar.bz2

In order to take full advantage of the beam gates, I make it a requirement for myself to be the one who kills each Host Station in all levels so that I gain the +100 capacity for each Host Station. This means no letting an enemy die by letting a power station drain all its energy, no being a wimp and running away before killing all enemies, no enemy factions can kill one another, and Stoudson Bombs cannot be used. I design the level guide with this objective in mind. If you don't like it, you are free to deviate from this guide as you see fit.

Let's begin shall we?

-----Hyde Park (Level 1)-----

-Resistance:
Resistance Host - 750 energy, 1% shield

-Ghorkhovs:
Tarantul - 2500 energy
> Conquer 85, after 00:50
> Recon 90
Units: Ghargoil

Your final training mission is a semi-real combat situation, though it is still very easy. There is one power station to the south, while the Tarantul is to the west. Your only available unit is the Fox, which has an advantage against the enemy's Ghargoils.

Easy mission. Combine the two squads of Foxes and capture the power station you see. Create even more Foxes and sweep the area of all Ghargoils. Then, send all forces west for the attack on the Tarantul. It should go down quickly.

Missions Unlocked: Virgin Steel (2), Skull Alley (3)

-----Virgin Steel (Level 2)-----

-Resistance:
Resistance Host - 750 energy, 5% shield

-Ghorkhovs:
Tarantul - 2800 energy
> Conquer 80, after 01:25
> Defend 20
> Recon 80, after 00:40
> Move 10, after 05:40
Units: Ghargoil, Ghor-Scout

-New Vehicle: Jaguar

You start on the east side of the map, and the Ghorkovs are on the west side. A Ghorkov power station is to the northwest, and the Jaguar upgrade is on the west edge of the map.

This mission should be handled like the previous one. Combine all Foxes, and create even more to supplement them. Send all forces to capture the power station and then destroy all Ghargoils blocking the way to the Tarantul. Then all forces move south to destroy the Tarantul quickly.

Missions Unlocked: Checker Board (4)

-----Skull Alley (Level 3)-----

-Resistance:
Resistance Host - 800 energy, 5% shield

-Ghorkhovs:
Tarantul - 2800 energy
> Conquer 30
> Defend 30
> Recon 90, after 00:30
> Attack 100, after 01:15
> Move 10, after 05:40
Units: Ghargoil, Ghor-Scout

-New Vehicle: Weasel

You start out on the south side of the map, and the Ghorkovs have the north. The Weasel is to the northwest of your starting position, while the only power station here is to your northest.

I will once again be repeating the instructions for the last two missions. This mission can be won by quickly capturing the power station with all available units, then sending all units on a killing spree and finally on an attack on the enemy Tarantul.

Missions Unlocked: Surprise! (5)

-----Checker Board (Level 4)-----

-Resistance:
Resistance Host - 925 energy, 10% shield

-Ghorkhovs:
Tarantul - 3400 energy
> Conquer 80, after 03:20
> Defend 10
> Recon 20
> Attack 70, after 00:03
> Move 10, after 01:40
Units: Speedy, Ghargoil, Tekh-Trak, Ghor-Scout

-New Vehicle: Wasp

This level is a literal checker board. Blue and red sectors alternate across the entire field. The Resistance are in the south, the Ghorkovs are in the north. Both factions have flak lines, and there is one power station in the middle of the field. The tech upgrade is to the northwest of your starting position.

To start off, create Foxes and then jump into a flak station to fire at the incoming copters. After that's done, send all available units to take the power station in the center. Clear out all enemies then send all units to break through the flak line and destroy the Tarantul.

Missions Unlocked: Labyrinth (10)

-----Surprise! (Level 5)-----

-Resistance:
Resistance Host - 925 energy, 10% shield

-Taerkastens:
Flying Fortress - 5000 energy
> Conquer 10
> Defend 40
> Recon 90
> Attack 95, after 05:00
Units: Eisenhans, Ormu-scout

-Ghorkhovs:
Tarantul - 2400 energy
> Conquer 10
> Defend 10
> Recon 10
> Attack 10
Tarantul - 3000 energy
> Conquer 30
> Defend 90
> Recon 40
> Attack 60, after 01:00
Units: Speedy, Ghargoil, Ghor-Scout

-New Vehicle: Scout
-Armor Upgrade: Fox +2% shield, +1 energy

This level introduces the Taerkastens. They are in the northwest of the map, while the Ghorkovs are using two Host Stations. One starts out next to you, and the other guards the Scout upgrade. Nobody has any power stations, but there is one to the west of your starting position.

The Tarantul with 2400 energy is the one that starts out next to you. Sit back and watch as predeployeds destroy it. Send some Wasps to the west to capture the power station. Commence the attack against the Ghorkovs immediately. Send Wasps and Jaguars over to north of your starting position, and continue until the Tarantul is destroyed.

The next target is the Flying Frotress, to the north of your new power station. If this is your first time facing the Taerkastens, you need a lesson about the Flying Fortress. Its four turrets have numerous blind spots. The spot right between them on the four walls of the Fortress makes four, and directly above the Fortress is another. Pilot a Wasp to a blind spot and start shooting to easily destroy the Flying Fortress.

Missions Unlocked: Dark Valley (11), Fort Grenada (12)

-----Labyrinth (Level 10)-----

-Resistance:
Resistance Host - 1150 energy, 15% shield

-Ghorkhovs:
Tarantul - 3600 energy
> Conquer 20, after 00:50
> Defend 70, after 03:00
> Recon 90
> Attack 90, after 02:50
> Move 10
Units: Speedy, Ghargoil, Tekh-Trak, Ghargoil 2, Ghor-Scout

-Armor Upgrade: Weasel +5% shield, +1.5 energy

This level is maze-like. The Ghorkovs own most everything, and you have few useful assets. There is a power station to your northwest, close to the center of the map, and to the north of that one is another Ghorkov power station with the Tarantul on top of it.

Create Wasps and send them northwest to find the power station. The one you want is one in a valley guarded by four Tekh-Trak. Kill all four and take over. Go on a conquering spree with Weasels and Wasps to increase power output. Then send Wasps to the north. Once you pass the wall and are in a valley again, beam the Host Station over and create Jaguars. Send the Wasps in to attack first, weakening the power station and destroying any defenders. The Jaguars can come in next, to destroy the Tarantul or capture the power station so your Host Station can beam on to help in the attack.

Missions Unlocked: Hard Thing (20)

-----Dark Valley (Level 11)-----

-Resistance:
Resistance Host - 1150 energy, 15% shield

-Ghorkhovs:
Tarantul - 3600 energy
> Conquer 100, after 00:00
> Defend 90, after 00:00
> Recon 85, after 00:00
> Attack 95, after 03:00
> Move 100, after 08:00
Units: Speedy, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-Weapon Upgrade: Host Station Turrets +10 atk
-Armor Upgrade: Jaguar +5% shield, +3 energy
-Armor Upgrade: Scout +2% shield, +2 energy

-Stoudson Bomb - 03:06

This level is very long in the vertical direction. You start in the south, and there are two level 4 power stations to the north. The Ghorkovs are in the north and guard the one trigger sector for the Stoudson Bomb. The bomb itself is to the north of your power stations.

The double shot upgrade for Wasps is recommended. We're going to go for a very quick kill against the Ghorkovs. Immediately create as many Wasps as you can and send them to capture the power station to the north. Beam on top of it and recharge energy, then capture the Stoudson Bomb to stop the countdown. Send the Wasps toward the northwest, evading enemy fire along the way. You should eventually find the Ghorkov level 4 power station. Capture it immediately and beam the Host Station on top of it. Use the Wasps and fire as many shots as you can at the Tarantul. If that doesn't kill it, create as many strong units as you can and continue to attack relentlessly until the Tarantul blows up.

Ensure that you have all three technology sectors before leaving this level.

Missions Unlocked: Drak (21)

-----Fort Grenada (Level 12)-----

-Resistance:
Resistance Host - 1150 energy, 15% shield

-Taerkastens:
Flying Fortress - 3600 energy
> Conquer 50, after 02:50
> Defend 90
> Recon 80, after 01:00
> Attack 80, after 02:50
Units: Eisenhans, Ormu-scout

-New Vehicle: Hornet

This level is fairly small, with no power stations. The Hornet upgrade is immediately to the south, and the Flying Fortress is to the southeast.

Send a Wasp to the south, and take the Technology Sector to obtain the Hornet. Build as many Hornets as energy allows, then fly southeast to the Flying Fortress. There's a squad of eight Serps near the southwest corner of the map that you must avoid, otherwise your Hornets are dead. If you encounter Eisenhans you may destroy them; it only takes one shot. Once you reach the Host Station attack it! Remember to use the blind spots to your advantage. The Hornets should be able to destroy the Flying Fortress without any problems.

Missions Unlocked: Pedestal Mountain (22), Taerkastik (23)

-----Hard Thing (Level 20)-----

-Resistance:
Resistance Host - 1375 energy, 20% shield

-Mykonians:
Myko Host - 5500 energy
> Conquer 93, after 00:07
> Defend 99
> Recon 97, after 01:00
> Attack 92, after 03:00
> Move 90, after 00:30
Units: 5PO Air Prism, Radar

-Ghorkovs:
Tarantul - 5000 energy
> Conquer 99
> Defend 99
> Recon 95, after 01:00
> Attack 95
> Move 95
Units: Speedy, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-New Vehicle: Tiger
-Weapon Upgrade: Weasel +2 atk, +2 energy

You are in the southwest, with one of your power stations to the north, being held by Ghorkovs. The Ghorkovs are to your east, guarding the Tiger upgrade. The Mykonians have the north side of the map, and you have two Wasps predeployed in the northeast, close to their Host Station.

Move fast. Take the two Wasps, and move them southeast until you see the Myko power station. Capture it, and beam your Host Station to it. The Myko Station must be destroyed in the first five minutes or so of the game. Jaguars get killed in one shot from the Myko Host, so use Wasps. You will have to pilot the Wasps yourself to dodge the Myko Host's shots and fire as many shots on them as you can. You must destroy the Myko Host before it can escape to the west. Do not hesitate to restart the mission if you do not succeed in destroying the Mykos.

Once the Mykonians are dead, beam to the northwestern power station and go south to reclaim your old level 4 power station. Send Jaguars to the east to claim the Tiger, and then let the Jaguars continue on to the southeast corner of the map. Dodge the Tarantul and capture the power station next to it. Beam the Host Station on, and create Tigers to deal the killing blow!

Be sure to find the technology sector in the northwest before you leave this level.

Missions Unlocked: No-Man's-Land (30), Two Hills (34)

-----Drak (Level 21)-----

-Resistance:
Resistance Host - 1375 energy, 20% shield

-Taerkastens:
Flying Fortress - 5500 energy
> Conquer 40, after 00:02
> Defend 99
> Recon 90, after 00:50
> Attack 90, after 01:40
> Move 10
Units: Eisenhans, Hetzel, Ormu-scout

-Ghorkhovs:
Tarantul - 5000 energy
> Conquer 99, after 00:10
> Defend 20, after 00:01
> Recon 90, after 00:00
> Attack 85, after 01:40
> Move 10, after 03:20
Units: Speedy, Ghargoil, Tekh-Trak, Ghargoil 2, Ghor-Scout

-New Building: Power Station 1
-Weapon Upgrade: Fox +2 atk, +1 energy
-Weapon Upgrade: Weasel +2 atk, +2 energy

-Stoudson Bomb - 05:00

You start in the center in a valley defended by three flak stations. The Taerkastens are to the northwest, and the Ghorkovs are to the northeast. The Stoudson Bomb is in Ghorkov hands, and one sector is kept by the Taerkastens. The most critical upgrade, the power station, is to the west of your starting position. There is another to the southwest, to the south of Ghorkov territory, and another is to the north, owned by the Ghorkovs.

For this level, the blitz will be executed on the Taerkastens, and then on the Ghorkovs shortly after. Beam on top of your own power station, and create Wasps. Send them to the northwest to capture the Taerkasten power station. Avoid any Hetzels if possible. Once the Taerkasten power station is captured, destroyed, or weakened, fire at the Flying Fortress. Wasps have an easy time destroying the Flying Fortress.

Recharge energy, and send more Wasps to the northeast corner to conquer the Ghorkov power station. Once that one is captured, again fire at the Tarantul with all Wasps. The Tarantul should go down as well.

Ensure that you have all three technology sectors before leaving this level, especially the power station technology.

Missions Unlocked: Hurz (31)

-----Pedestal Mountain (Level 22)-----

-Resistance:
Resistance Host - 1375 energy, 20% shield

-Taerkastens:
Flying Fortress - 5500 energy
> Conquer 40, after 00:20
> Defend 90, after 01:00
> Recon 10
> Attack 80, after 04:00
Flying Fortress - 5500 energy
> Conquer 100, after 00:01
> Defend 70, after 03:20
> Recon 30, after 00:30
> Attack 90, after 04:00
> Move 60, after 08:00
Units: Eisenhans, Hetzel, Ormu-Scout, Leonid

-Ghorkhovs:
Tarantul - 5500 energy
> Conquer 56, after 04:00
> Defend 85, after 00:30
> Recon 90, after 00:42
> Attack 90
> Move 65
Units: Speedy, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-Weapon Upgrade: Wasp x2 shots, +15 energy
-Armor Upgrade: Weasel +5% shield, +1.5 energy

-Stoudson Bomb - 04:00

This mission is absolutely essential. The Wasp is the most important early game offensive unit - cheap, fast, and powerful. The addition of a double shot vastly increases its offensive power, and it will be your best unit until you gain the Falcon.

The Taerkastens have the center of the map, a high plateau named Pedestal Mountain. They also have one more Flying Fortress in the east side of the map. The Ghorkovs have the northwest sectors, and the Resistance will start out in the southwest.

Send a Scout to the northeast to look around the area directly north of Pedestal Mountain. Send a Weasel to capture the technology sector and Stoudson sector that are revealed. The Taerkasts do not try to capture this trigger sector, so you don't have to engage in a bloody battle for a Stoudson sector to the south of the mountain. The technology upgrade will give all Wasps the double shot upgrade!

Now that the preparation is complete, we will start our offensives. The strategy against the Ghorkovs is to destroy their power station with the improved Wasps, then send more Wasps to destroy the Tarantul. Keep your own power station well defended with lots of units, and once you're ready, send out large parties of Wasps to execute the Ghorkovs. Attempt to destroy the Ghorkovs before 8 minutes pass, so the Flying Fortress does not start moving.

Now it's only you against the Taerkastens. The Flying Fortress on top of Pedestal Mountain will run out of power and stop attacking soon, so leave that alone and destroy the other one. Find their level 4 power station on the north edge of their territory, and send all leftover Wasps from the Ghorkov attack to take over that power station. If you beat the Ghorkovs within 8 minutes, the Flying Fortress will not have moved on top of it yet, but if you were too slow, you will need to completely destroy that power station and then find and secure the cluster of three level 2 power stations to the north. In either case, Wasps can easily destroy the Flying Fortress, as long as they are not shot down by Hetzels beforehand. Once the eastern Flying Fortress is down, the one on top of Pedestal Mountain will be easily destroyed.

Be sure to find the technology sector to the southeast before you leave this level.

Missions Unlocked: Great Confusion (32)

-----Taerkastik (Level 23)-----

-Resistance:
Resistance Host - 1375 energy, 20% shield

-Taerkastens:
Flying Fortress - 5500 energy
> Conquer 89
> Defend 95
> Recon 86, after 01:00
> Attack 90, after 00:30
> Move 90
Units: Eisenhans, Hetzel, Ormu-Scout, Leonid

-Weapon Upgrade: Fox +2 atk, +1 energy

This level is fairly simple. There is one abandoned Resistance power station in the northeast, and one Taerkasten power station in the southwest. The tech upgrade in the northwest is also a key sector.

We're going for another blitz win here. Create as many Wasps as possible and send them to the southwest. Evade the Flying Fortress and any Hetzels and capture the power station. Beam on and fight back against the Hetzels and tanks, and then shoot at the Flying Fortress until it's down.

For those who are too wimpy to execute the blitz strategy, send Wasps to the northeast to claim your power station, and then send groups of Wasps to destroy the Taerkasten power station quickly before they can send a massive attack. Then you can wait for the Taerkastens to run out of power before finishing the Flying Fortress.

Missions Unlocked: New Stonehenge (33)

-----No-Man's-Land (Level 30)-----

-Resistance:
Resistance Host - 1600 energy, 30% shield

-Mykonians:
Myko Host - 6000 energy
> Conquer 99
> Defend 99
> Recon 90, after 01:00
> Attack 80, after 02:50
> Move 80
Units: X01 Quadda, 5PO Air Prism, Radar

-Ghorkovs:
Tarantul - 5500 energy
> Conquer 99
> Defend 90
> Recon 80, after 01:00
> Attack 75, after 02:50
> Move 90
Units: Speedy, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-New Building: Flak Station 1
-Weapon Upgrade: Weasel +3 atk, +3 energy

You start in the northwest area, with one unclaimed power station to your north, and three more to the south. The Ghorkovs are to your east, and they have a few flak stations along their borders. The Mykonians have bases in the southwest and southeast corners. The flak station technology is located in the "no-man's-land" between Ghorkov and Mykonian territory, while the other is located between the two Mykonian bases.

Start off this level with a blitz attack against the Mykonians. Their Host Station starts out in the southeast but immediately moves across the map to the southwest. Send a squad of Wasps to destroy the Quaddas guarding the Mykonian base, then take the eastern power station. Create Tigers and send them to greet the Myko Host Station as it comes in. The Host Station should be destroyed!

Finish this level with another blitz attack on the Ghorkovs. Send Wasps to the east, dodging any flaks you find. When you find the Ghorkov power stations, capture them immediately and beam your Host Station in. Proceed to secure both power stations, and attack the Tarantul with Tigers, easily destroying it.

Missions Unlocked: Moonlight City (40)

-----Hurz (Level 31)-----

-Resistance:
Resistance Host - 1600 energy, 30% shield

-Ghorkovs:
Tarantul - 4500 energy
> Conquer 93
> Defend 89
> Recon 83
> Attack 75, after 01:20
> Move 85, after 20:00
Tarantul - 4500 energy
> Conquer 85
> Defend 89, after 06:40
> Recon 80
> Attack 75
> Move 5
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-New Vehicle: Firefly
-Weapon Upgrade: Weasel +2 atk, +2 energy

You start in the northwest, with power stations to your east and south. The Ghorkovs have two Tarantuls to the southeast, and the Firefly is beyond them. There is also one upgrade in the northeast corner.

Beam to the eastern power station, create one wasp, and beam to the power station in the southwest. Get in the Wasp and destroy the power station, then recreate it next to your Host Station. Create wasps and prepare for a double blitz against two Tarantuls.

The first Tarantul is a few sectors to the east, and guards a level 2 power station. Send Wasps to weaken the power station and then destroy the Tarantul.

The second Tarantul is a few more sectors to the east, and is next to a level 4 power station. You should be able to capture it with a Wasp, in which case you should beam in and create Tigers to finish the Tarantul off. If not, you should continue to weaken the power station and then kill the Tarantul with Wasps.

Missions Unlocked: Wide Field (41)

-----Great Confusion (Level 32)-----

-Resistance:
Resistance Host - 1600 energy, 30% shield

-Taerkastens:
Flying Fortress - 6500 energy
> Conquer 50
> Defend 50
> Recon 99
> Attack 85
> Move 10, after 05:00
Units: Hetzel, Ormu-Scout, Mnosjetz

-Ghorkhovs:
Tarantul - 6000 energy
> Conquer 75
> Defend 95
> Recon 55
> Attack 99, after 08:20
> Move 10, after 04:10
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-Weapon Upgrade: Weasel +3 atk, +3 energy
-Armor Upgrade: Fox +3% shield, +1 energy
-Armor Upgrade: Jaguar +5% shield, +3 energy

This one is like Labyrinth Version 2.0! This time the Ghorkovs are controlling the "floor" of the maze while the Taerkastens have the "walls". Continuing this lame analogy even further, you the Resistance have the "start" of the big maze in the northwest. There is an unoccupied power station controlled by the Taerkastens some distance to the east-southeast of you. The Flying Fortress (the "boss" of the maze?) is in the northwest, and to the south of it is another power station. The Ghorkovs (another "boss"!) are in the southeast area, with a power station in the same area. There is another unguarded Ghorkov power station to the southwest. Finally, the "exit" to the maze, the beam gate, is in the southeast corner.

Neither of the Host Stations start off right on top of their own power station, and they won't move for a while. We'll take advantage of the fact for some quick kills!

Create Falcons and send them east to look for the Flying Fortress. Turn south to find its power station, and capture! Beam the Host Station onto it, and use Tigers or Dragonflies to charge the Flying Fortress before it can react!

Recharge quickly (use the western power station if you damaged the original Taerkasten one too much). Create more Falcons (or use leftover ones from the last attack) and go south to find the Ghorkov's power station. Capture it and beam on top of it. Send the Falcons toward the Tarantul and back them up with Dragonflies or Tigers to bring a quick finish to the level!

In the event that you fail (loser), then the Tarantul will flee far to the west where it has another power station. You can fly ahead of it with Falcons and either capture the power station or destroy the Tarantul while it is en route. But this shouldn't have to happen if you'd only listened to instructions :[

Missions Unlocked: Peacemaker (42)

-----New Stonehenge (Level 33)-----

-Resistance:
Resistance Host - 1600 energy, 30% shield

-Taerkastens:
Flying Fortress - 5100 energy
> Conquer 95
> Defend 90
> Recon 96
> Attack 76, after 03:00
> Move 80
Units: Eisenhans, Hetzel, Ormu-Scout, Leonid, Mnosjetz

-Weapon Upgrade: Host Station Turrets +10 atk
-Weapon Upgrade: Fox +2 atk, +1 energy
-Armor Upgrade: Scout +2% shield, +2 energy

You start out in the south with the incredible Stonehenge power station. The Taerkastens are in the north. They have one power station to the northwest of your initial position, and their Flying Fortress starts out to the northeast, away from the power station. Two tech upgrades are in the Taerkasten territory, and the last one is to your east.

The description of the enemy positions that I give invites another quick win. Create a squad of Wasps and send them to the northwest to find the enemy's power station. You need to avoid Hetzels and Serps along the way. The Taerkastens will fly toward it immediately, so you will need to destroy it before they do. Once the Taerkastens have no power stations, you can continue to use your superior power station to continue to send Wasps, which will deal the killing blow.

Missions Unlocked: Command & Taerkast (43)

-----Two Hills (Level 34)-----

-Resistance:
Resistance Host - 1600 energy, 30% shield

-Mykonians:
Myko Host - 7100 energy
> Conquer 99
> Defend 95
> Recon 90
> Attack 90, after 03:00
> Move 50, after 03:40
Units: X01 Quadda, 5PO Air Prism, Radar

-Armor Upgrade: Scout +3% shield, +3 energy

I recommend you have the Dragonfly rapid fire upgrade before trying this one, to save on time and frustration.

The Two Hills in this level are the two beam gates. You have the western hill and the Mykonians have the eastern hill. Both of you have flak stations around your starting positions. You'll be battling over the area in between you in this small area, one sector of which contains an upgrade for your Scout.

I hate small levels. I recommend you beam in with a full squadron of Falcons to defend against enemy attacks. Build a power station on the southwest corner, and wait as energy recharges at a glacial rate. Whenever you have the energy, send out a Dragonfly to destroy whatever flak stations you can. Aim for the three southernmost ones, then conquer the southern Mykonian power station. Beam in and create Tigers to make short work of the Myko Host.

Make sure you beam out of the eastern gate, not the western one.

Missions Unlocked (West Gate): Moonlight City (40)
Missions Unlocked (East Gate): Assi's Way (44)

-----Moonlight City (Level 40)-----

-Resistance:
Resistance Host - 1825 energy, 40% shield

-Mykonians:
Myko Host - 5500 energy
> Conquer 95, after 01:00
> Defend 100, after 01:00
> Recon 90, after 01:00
> Attack 80, after 01:00
> Flak 50
> Move 50
Units: X01 Quadda, 5PO Air Prism, Static, Radar
Buildings: Myko Flak

-Ghorkovs:
Tarantul - 6800 energy
> Conquer 100, after 00:59
> Defend 100, after 00:59
> Recon 90, after 00:59
> Attack 95, after 00:59
> Power 95
> Move 50
Units: Speedy, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout
Buildings: Kyt Power 1

-New Vehicle: Dragonfly
-Weapon Upgrade: Host Station Turrets +10 atk
-Armor Upgrade: Jaguar +4% shield, +2 energy

-Stoudson Bomb - 03:00

You start in the northwest corner, under fire by Ghorkov forces. The Tarantul is in the center of the map, and the Mykonians are to the east. The northeast corner has an old Resistance power station that you can take, and the Dragonfly upgrade is in the center, to the southwest of Ghorkov territory.

Repel the initial Ghorkov attack, then send Falcons east to capture the neutral power station. Beam on and capture sectors to increase power, including one Stoudson trigger sector (look for one in the southwest corner).

The Ghorkovs are able to quickly overpower the Mykonians, so act quickly. Use a Falcon and capture one of their power stations (they start out with none but quickly build many) and beam on, creating Tigers and letting them kill the Tarantul.

The Mykonians are an easier opponent because they can't build power stations. The Ghorkovs might have already destroyed both Mykonian power stations. If not, you need to destroy them with Falcons or Tigers. Once the Mykonians are out of power, you can destroy the Host Station with more Falcons or Tigers.

Ensure that you obtain the Dragonfly before leaving this level.

Missions Unlocked: Death Valley (51), Dark Zone (52)

-----Wide Field (Level 41)-----

-Resistance:
Resistance Host - 1825 energy, 40% shield

-Taerkastens:
Flying Fortress - 7000 energy
> Conquer 99
> Defend 95
> Recon 93
> Attack 90
> Move 50, after 03:00
Units: Eisenhans, Hetzel, Ormu-Scout, Serp, Leonid, Mnosjetz

-Ghorkhovs:
Tarantul - 6500 energy
> Conquer 98
> Defend 95
> Recon 85
> Attack 95, after 04:00
> Power 50, after 08:00
> Move 50
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout, Yang
Buildings: Kyt Power 1

-New Building: Power Station 1+
-New Unit: Falcon
-Armor Upgrade: Fox +3% shield, +1 energy
-Armor Upgrade: Jaguar +5% shield, +3 energy
-Radar Upgrade: Scout +1 radar, +10 energy

-Stoudson Bomb - 10:00

You'll start in the middle of a very wide field, with the Ghorkovs to your north and the Taerkastens to your west. The Taerkastens guard the all-important power station upgrade, and the Ghorkovs have the equally all-important Falcon upgrade. The Stoudson Bomb is to the southwest, with most sectors in Taerkasten control.

At the start, send a Scout into Taerkasten territory and find the power station technology sector. Once you find it, send a Weasel there, dodging any enemy you see. Build a few of your new Power Station 1+ to charge your energy. Send Wasps back into Taerkasten territory near the technology sector and find two Taerkasten power stations. Capture them both, and then rush the Flying Fortress to the west with all you've got.

Send scouts into the north to find a technology sector located northeast of the beam gate and the Ghorkov power stations and that has a flak station next to it. Send Weasels to take that one, giving you the Falcon. Send squads of Falcons to the Tarantul and attack the power stations. As soon as it creates a new one, capture it, and beam the Host Station on top. Use Tigers to make short work of the Tarantul.

Missions Unlocked: Hamburger Hill (52)

-----Peacemaker (Level 42)-----

-Resistance:
Resistance Host - 1825 energy, 40% shield

-Taerkastens:
Flying Fortress - 7000 energy
> Conquer 40
> Defend 95
> Recon 80
> Attack 95
> Move 20
Units: Hetzel, Ormu-Scout, Serp

-Ghorkhovs:
Tarantul - 7000 energy
> Conquer 40
> Defend 98
> Recon 80
> Attack 95
> Move 20
Units: Speedy, Ying, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout

-New Unit: Marauder
-Weapon Upgrade: Fox +3 atk, +2 energy

This level... kind of looks like a peace sign. If you look at it right. But not really! The Ghorkovs have the middle of the map, while the Resistance have the bottom, and they're kind of split in the middle to look like the peace sign, and then the Taerkastens have the borders! That's a peace sign, right??? ... I still don't see it.
You have one power station in the southwest, but there are Taerkasten and Ghorkov flak placements around it. The Tarantul is just north of this power station, on top of their only power station. The Taerkastens have one power station in the northwest, and one more in the northeast with their Flying Fortress. The Marauder is the upgrade in the middle of the split between the Ghorkov bases.

That's interesting.... The Taerkastens have no tanks. Well, except predeployeds. Weird.

Survival at the start is hard, while you get set up with power and flaks and everything. After that it's all easy. Look to the west and find your power station. Beam to the northeastern corner of it. There are Taerkasten flaks waiting to take you out unless you beam there. As soon as you can, create a squad of Falcons to destroy the Ghorkov power station just north of you, otherwise they will continually swarm you with tanks making your life hard.

Now that the attacks from the Ghorkovs are stopped, secure the area with flak stations and destroy the enemy flak stations surrounding you. When you're ready, assault the Ghorkovs. The powerless Ghorkovs will easily fall to a few Falcons.

We'll take a break from killing to dismantle the Taerkasten's alternate power station. Fly northwest from the Ghorkov's old power station and look for the Taerkasten power station. Capture it, beam on, and create some Wasps or something. The Leonids will try to shoot at the Wasps, but the power station will be caught in the crossfire and be destroyed. Beam out when you're done.

The main Taerkasten power station is in the northeast. Send groups of Falcons to destroy the power station and then kill the weakened Flying Fortress. Finally, we have brought peace to this map.

Missions Unlocked: Sulog's Rising (53)

-----Command & Taerkast (Level 43)-----

-Resistance:
Resistance Host - 1825 energy, 40% shield

-Taerkastens:
Flying Fortress - 6500 energy
> Conquer 96
> Defend 99
> Recon 97
> Attack 95
> Move 90
Units: Eisenhans, Hetzel, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin

-New Unit: Bronsteijn
-Weapon Upgrade: Jaguar +20 atk, +4 energy
-Armor Upgrade: Wasp +2% shield, +1 energy
-Armor Upgrade: Wasp +3% shield, +1.5 energy
-Armor Upgrade: Tiger +6% shield, +4 energy

Lots of nice upgrades here. The Tiger armor is especially important here. You're in the north, the Taerkastens are in the south, and the various upgrades are scattered around the map on the cliffs around the channels leading to the Taerkasten area. The Bronsteijn, if you want it, is in the west... look for the sphinx.

This one should be quick and easy. Send a Falcon to the southwest and find the Taerkasten power stations. Capture it, beam in, and create Tigers or Dragonflies. This should be a quick kill. If the Flying Fortress moves away heading east, send Falcons to intercept it, fly up to its blind spot and fire away.

If you intend to use Bronsteijns, stay here and create them before beaming out because once you lave they're lost forever, even if you come back later.

Missions Unlocked: Sulog's Fine Thread (54)

-----Assi's Way (Level 44)-----

-Resistance:
Resistance Host - 1825 energy, 40% shield

-Mykonians:
Myko Host - 5000 energy
> Conquer 99
> Defend 90
> Recon 90, after 00:00
> Attack 99, after 00:00
Myko Host - 5000 energy
> Conquer 99, after 00:40
> Defend 50
> Recon 90
> Attack 70, after 00:30
Myko Host - 5000 energy
> Conquer 99, after 00:20
> Defend 99
> Recon 90, after 00:01
> Attack 70, after 00:01
Units: X01 Quadda, 5PO Air Prism, Static, Radar

-Weapon Upgrade: Fox x2 shots, +15 energy
-Armor Upgrade: Scout +3% shield, +3 energy

Be sure to have Falcons before trying this one.

This is a less evil version of the thin levels. This one's three sectors wide, which gives you a bit of breathing space unlike the one sector wide levels. The Fox double shot upgrade is readily accessible just to your south. There are three Mykonian Host Stations in this level, situated at equal intervals between the north end of the level (that's you) and the south end (the beam gate). Each Host Station is sitting on an impressive array of power stations.

Though the power stations look impressive, it means the Mykonian Host Stations are absorbing very little power and can be destroyed easily. Even with the entire map, they are absorbing about 20% of their max energy. Also, since there are so many power stations, it's hard for the Mykonians to defend them all. We'll take advantage of both of these facts! We'll put the Ass (as in kick ass) in Assi's way!

For each Myko Host Station, use a Falcon to capture a nearby power station, beam in, create Tigers, beam away if there are any Quaddas, and make the Tigers attack the Host Station. All three enemies should die quickly to the same tactic. Easy stuff.

Missions Unlocked: Death Valley (50)

-----Death Valley (Level 50)-----

-Resistance:
Resistance Host - 2050 energy, 55% shield

-Mykonians:
Myko Host - 6500 energy
> Conquer 95
> Defend 90
> Recon 80
> Attack 80, after 01:00
> Move 40
Myko Host - 6500 energy
> Conquer 40
> Defend 40
> Recon 90
> Attack 80
> Move 40
Units: X01 Quadda, 5PO Air Prism, Static, Radar, Bomber

-Armor Upgrade: Wasp +2% shield, +1 energy
-Armor Upgrade: Tiger +7% shield, +5 energy

You start in the northwest corner, being flanked by Quaddas. The Mykonians have the entire valley to the southeast. The two Host Stations start out separated and both are to the south of you, but will move to the southeast quickly. One upgrade sector is to your east, and another is to the south.

At the start of the level, beam south, away from the Bricks. Beam south a bit more until you see the Myko Host Station. Create two Dragonflies and send both of them on aggression level 2 to attack it. You must destroy it before it runs to the southeast base.

Now that you have destroyed one of two Myko Host Stations, beam back and create power stations and Falcons to destroy the Quaddas. Once your base is secure, send parties of Falcons to raid the enemy base, destroying flak stations and weakening power stations. When you're ready for the final blow, destroy all flak stations, capture a power station, beam on, create Tigers, and send them at the Myko Host Station for the kill.

Missions Unlocked: Mykophobia (60)

-----Dark Zone (Level 51)-----

-Resistance:
Resistance Host - 2050 energy, 55% shield

-Ghorkhovs:
Skorpio - 6500 energy
> Conquer 30, after 00:30
> Defend 90, after 00:30
> Recon 95, after 00:30
> Attack 85, after 00:30
> Power 30, after 00:30
> Flak 30
> Move 40, after 00:30
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Flak

-Armor Upgrade: Fox +3% shield, +1 energy

You start in the northwest with three Gigants. You have three power stations - one each in the northwest, southwast, and southeast corners. The Ghorkovs are in the northeast.

Scroll to the southeast and beam to the level 6 power station. Have your Gigants destroy the other two. Prepare for a protracted battle with the Ghorkovs. Their Skorpio is now directly north of you. Have Falcons ready to defend against any aerial attack; tanks attacks are impossible because you are on a plateau. Use Falcons and Dragonflies to destroy both Ghorkov power stations and wait for the Skorpio to build a new one. When it does, capture it, beam on, and create Dragonflies or Tigers to destroy the Skorpio.

Missions Unlocked: Gauntlet (66)

-----Hamburger Hill (Level 52)-----

-Resistance:
Resistance Host - 2050 energy, 55% shield

-Taerkastens:
Flying Fortress - 8000 energy
> Conquer 99
> Defend 90
> Recon 85
> Attack 75
Flying Fortress - 8000 energy
> Conquer 99
> Defend 90
> Recon 85
> Attack 87, after 01:10
Flying Fortress - 8000 energy
> Conquer 90
> Defend 50
> Recon 95
> Attack 91
Units: Eisenhans, Hetzel, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin

-Ghorkhovs:
Skorpio - 8000 energy
> Conquer 99, after 00:30
> Defend 90
> Recon 95, after 00:30
> Attack 95, after 00:30
Skorpio - 8000 energy
> Conquer 90
> Defend 90
> Recon 95
> Attack 85
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Ghargoil 2, Ghor-Scout, Tien-Ying 7

-Stoudson Bomb - 15:00

-New Building: Radar Station 1
-Weapon Upgrade: Tiger +30 atk, +9 energy
-Armor Upgrade: Hornet +5% shield, +5 energy

You're in the middle with the Stoudson Bomb and will be attacked from all sides. You see that? You are the meat of the hamburger, the juicy meat the is about to be eaten! And the bun on top of you is the two Skorpios to your north; one is slightly to the northeast and one is more to the northwest. The bun under you is three Flying Fortresses are to the south. There is one near the southwest corner, one in the center of the south edge, and one a bit north of the southeast corner. Fortunately, none of your enemies can rebuild any power stations.

The Radar Station 1 is the technology sector to your northwest.

For an extra challenge, you may attempt to do this mission without using the Stoudson Bomb. Just let an enemy capture it and don't try to take it back. I'm definitely doing that, since 500 beam gate capacity is really good stuff, and I can't just pass that up.

Since the enemy does not have power stations and does not move their host stations, to stop the attacks from any host station, just destroy the power stations around it. We have to act fast before we are overwhelmed. Since it is easier to defend attacks from one side than two, we'll destroy the Ghorkovs first. Create Falcons and head northwest to capture a power station, then beam on and create a Dragonfly to complete the job of destroying the power stations.

Create more Falcons and this time send them northwest. Repeat the procedure - find the power station the Skorpio is not sitting on top of, capture that one, beam on, and create Dragonflies to destroy the power stations. Now attacks from the Ghorkovs are stopped, so you need only worry about attacks from the bottom bun.

However, at this time, the attacks from the bottom bun should be coming fast and in great numbers. Act quickly before you are destroyed. Send more Falcons to the southwest and capture a power station. Beam on, and create Dragonflies, but this time destroy the Flying Fortress! Flying Fortresses fall easily to Dragonflies because of their blind spots.

Now that we've taken a bite out of this delicious bun, let's take one from the other end! Send your Falcons southeast now and repeat the procedure. Capture the power station, then show the Flying Fortress what a Dragonfly can do!

The final piece of the bottom bun is harder to bite on. There is only one power station and the Flying Fortress is on it, so you can't just capture another one. Oh well. From the southeast base, chain beam closer to the center Flying Fortress and again create a Dragonfly. Who's eating who now?!

Now that nobody can attack you, simply send parties of Falcons to destroy the remaining two Skorpios. The patty has eaten the bun! Woot!

Missions Unlocked: Sibuna (61), Maze Wayz (62)

-----Sulog's Rising (Level 53)-----

-Resistance:
Resistance Host - 2050 energy, 55% shield

-Sulgogars:
Sulgogar Queen - 6500 energy
> Conquer 95
> Defend 98
> Recon 97
> Attack 90
> Move 90
Units: Mean Green, Slime Lord, Blue Spore, Little Brother

-Taerkastens:
Flying Fortress - 6500 energy
> Conquer 94
> Defend 85
> Recon 79
> Attack 75
> Power 62
> Move 85
Units: Eisenhans, Hetzel, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1

-New Vehicle: Warhammer
-Weapon Upgrade: Jaguar +10 atk, +3 energy
-Weapon Upgrade: Host Station Turrets +10 atk

The Resistance are in the center of the map, sandwiched in (Hey wow this is like Hamburger Hill! XD not...) by the Taerkastens to the west and the Sulgogars to the east. There are unoccupied power stations in the northeast corner and in the center of the eastern area. The Sulgogars are in the southeast corner, surrounded by a "moat" of sorts that stops tank access. The Flying Fortress is in the center of the western area, and the Warhammer upgrade is in the northwest corner.

In this level, we will go for a quick kill of the Flying Fortress! It helps if you beam in with a full beam gate of Falcons. Send them all southwest to find the Flying Fortress and its power stations. If it hasn't moved on top of it yet, capture it and beam on. If it has, damage it until it makes a new one, then capture that one and beam on. Create a Dragonfly and use it to blast that Flying Fortress out of the sky!

Now that the Taerkastens are destroyed, you'll gain the Warhammer. It has a one shot kill against all Sulgogar units. Establish a good base where the Taerkstens once stood. Use some Warhammers to destroy the Sulgogar's power station in the southeast. Once that's done, quickly go north and capture the other power station (the key sector) before the Sulgogar Queen moves on top of it. Be sure to prevent the Sulgogars from capturing any power stations, including the northeast one and whatever you built on the Taerkastens former base. The Sulgogars now should be without power, and once their remaining units are destroyed, one Dragonfly should be enough to dethrone that Queen!

Missions Unlocked: Blue Casbah (63)

-----Sulog's Fine Thread (Level 54)-----

-Resistance:
Resistance Host - 2050 energy, 55% shield

-Sulgogars:
Sulgogar Queen - 6500 energy
> Conquer 97
> Defend 70
> Recon 80
> Attack 80
Sulgogar Queen - 6500 energy
> Conquer 96
> Defend 80
> Recon 90
> Attack 90
Sulgogar Queen - 5000 energy
> Conquer 96
> Defend 99
> Recon 80
> Attack 90
Units: Mean Green, Slime Lord, Blue Spore, Little Brother

-New Vehicle: Rhino

A very troublesome level! You MUST conserve energy, you MUST beam in with a full beam gate of Falcons preferably with double shot!

This is a one-sector wide level that is very very long. You start at the west end, and three Sulgogar Queens block your way to the beam gate on the east end. Each is drawing power from a level 4 power station. In order, they are slightly behind their power station, one sector in front of their power station, and one sector behind their power station.

All three power stations must be destroyed. Here is how to do it. Use some Falcons to capture your level 2 power station to the east. Send ALL the Falcons east on aggression level 2, and shoot frantically at the power station until it is destroyed! Leave the first Sulgogar Queen alone for now, because we must hurry to the next two power stations. If there are any Falcons surviving, keep sending them east, and hope that one of them dodges enough shots from enemies to make it behind the second power station. Shoot at that one until it is captured, beam on top of it, and create some Tigers to destroy this Sulgogar Queen. Create Falcons to continue heading east until you find the third power station. Again capture this one and beam on, creating Tigers to destroy the Sulgogar Queen guarding the beam gate. Remember to use Falcons or Tigers to also destroy the first Sulgogar Queen you left behind.

You probably won't be able to fill the beam gate with Falcons, but fill it up with whatever you can. Phew, most annoying level in the game, complete!

Missions Unlocked: Taer on Black Wadi (64)

-----Mykophobia (Level 60)-----

-Resistance:
Resistance Host - 2275 energy, 55% shield

-Mykonians:
Myko Host - 8000 energy
> Conquer 95
> Defend 95
> Recon 75
> Attack 85, after 05:00
> Power 40
> Move 50
Units: Hourglass, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber
Buildings: Myko Power

-Weapon Upgrade: Tiger +40 atk, +13 energy

The Resistance have the southwest corner, assaulting the Mykonians in the center of the Ring of Power. Scattered around the area are abandoned sectors once claimed by Ghorkovs and Taerkastens. The level is symmetrical with no surprises. The Tiger upgrade is in the northern part of the map.

Blitz attack. Fly Falcons to the middle of the map to find four Mykonian power stations. Capture the northeast one and create Dragonflies. Fly up to the Myko Host Station and destroy it!

Be sure to take the Tiger weapon upgrade before leaving.

Missions Unlocked: Desert of Madness (70)
Last edited by GoldStar611 on Sun Jan 10, 2016 1:14 am, edited 2 times in total.
Reason: fixed broken links

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Re: Resistance Campaign Guide

Post by leftylink » Fri Jun 27, 2008 2:17 am

-----Sibuna (Level 61)-----

-Resistance:
Resistance Host - 2275 energy, 55% shield

-Black Sect:
Resistance Anvil - 8500 energy
> Conquer 95
> Defend 70
> Recon 95
> Attack 90
> Power 30
> Flak 30
> Move 50
Units: Tiger, Falcon, Wasp, Fox, Ghargoil, Tekh-Trak, Gigant, Ghor-Scout
Buildings: Power Station 1, Black Sect Flak

-Ghorkhovs:
Skorpio - 8000 energy
> Conquer 40, after 01:00
> Defend 30
> Recon 95, after 00:30
> Attack 95, after 00:15
> Power 20
> Radar 20, after 02:00
> Flak 5
Skorpio - 8000 energy
> Conquer 90
> Defend 50
> Recon 80
> Attack 90
> Power 40
> Flak 4
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Flak, Kyt Radar

-Weapon Upgrade: Falcon x2 shots, +35 energy
-Armor Upgrade: Wasp +3% shield, +1.5 energy

Though it's the next level and not this one that's called Maze Wayz, I can't help but feel that this one actually looks more like the maze to me. There's a large maze-like structure in the southeast where the Black Sect are, they're hiding in a valley deeper inside it. The Ghorkovs have two Skorpios on the west side, one in the center and one in the south. The Resistance control the entire northern edge of the map, with a few flaks guarding key entry points. The important double shot Falcon is on the south edge of the level, between Ghorkov and Black Sect land.

Immediately send a Scout to the south edge of the level and find the tech upgrade. Send a few Falcons to capture it. Now save and load so all existing Falcons can also enjoy the double shot upgrade. Do you feel powerful now?! Test out your new Falcons by looking for a Ghorkov radar station to the southeast of your location and destroying it! This act of rampant destruction will prove useful in the future!

Use your newly upgraded Falcons to head east and look for the Black Sect Station and its power stations. Rough 'em up a bit with the Falcons, then beam in and create a few Tigers to pound the Black Sect Station. You should destroy it! The new Falcons prove their worth.

Continue to let the new Falcons prove their power by sending a full squad west from the Black Sect base. You should find the Ghorkovs' southern base. Capture the power stations and let the Skorpio try to shoot at the Falcons. While it's distracted, beam in and create some Tigers to quickly kill the Skorpio. Now replenish the fighting force and move north, encountering the northern Ghorkov base. The Skorpio should go down quickly in the same manner if it's at home... but there's a chance it's run off to the northeast to build a radar station to replace the one you destroyed earlier. It will be very weak if it's doing so, so chase it down with the full squad of Falcons and show them the proper order of the food chain: The Falcons eat the Skorpions!

Missions Unlocked: The Looong Way (75)

-----Maze Wayz (Level 62)-----

-Resistance:
Resistance Host - 2275 energy, 55% shield

-Taerkastens:
Flying Fortress - 7300 energy
> Conquer 99
> Defend 90
> Recon 91
> Attack 80
> Power 30
> Flak 20
> Move 95
Units: Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Flak

-Black Sect:
Resistance Anvil - 7300 energy
> Conquer 97
> Defend 94
> Recon 93
> Attack 80
> Power 30
> Radar 40
> Flak 26
> Move 92
Units: Tiger, Falcon, Wasp, Ghargoil, Tekh-Trak, Gigant, Tien-Ying 7, Eisenhans, Ormu-Scout, Leonid
Buildings: Power Station 1, Black Sect Flak, Radar Station 1

-Ghorkhovs:
Skorpio - 7300 energy
> Conquer 99
> Defend 90
> Recon 99
> Attack 88
> Power 50
> Flak 24
> Move 97
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Flak

-New Building: Radar Station 2
-New Vehicle: Rock Sled
-Weapon Upgrade: Hornet x2 shots, +40 energy
-Armor Upgrade: Firefly +4% shield, +2 energy

Hey what? This is called Maze Wayz... but there really isn't a maze. But boy, are there a bunch of random power stations scattered around...

You have 8 power stations, and not all of them are safe for beaming... the two on the north edge of the map are safe, as is the other northwestern one. The other northern one on the east edge of the map is okay, just be prepared to deal with the three Bronsteijns. The one to the northeast of your starting position is okay. The one to the northwest of your starting position is not okay, because two Taerkasten flak stations await you there. The one west and slightly south of you has tons of Ghorkov flaks, but the one in the southwest is a shortcut to the Skorpio. We'll make use of that one later.

The Ghorkovs are all over the southwest of the map, and the Taerkastens have the southeast and a bit of the north region, with their Flying Fortress in the southeast corner. The Black Sect has the center and random other areas, and their Host Station is only a few sectors to the north of your starting position.

I can't really figure out where the Black Sect would go in this level. They have one power station to the east of your starting position, but that's it. Either way, I don't want to find out because they'd be too hard to find. Instead, I'll just kill them with Falcons when the level starts. Hopefully you beamed in with a full squad. Send them north to find the Black Sect Station. Follow them by beaming with your own Host Station. Soon, you will meet the Black Sect Anvil and it will be a showdown! Turn the tide in your favor by creating a few Dragonflies, and destroy the Black Sect!

Next, we'll go after the Ghorkovs with the super secret shortcut. Beam to the southernmost power station you own. If you land next to a bunch of flak stations, wrong one. If you land in Ghorkov territory (with no flak stations), you're golden! Send either Tigers or Dragonflies toward the Skorpio to the southwest and destroy it! Too bad they didn't close off that shortcut before it was too late... Now there's only the Taerkastens left.

Send Falcons to the southeast to find the Taerkastens. Capture a power station (there's one three sectors to the north of the southeast corner). Beam in. Create Dragonflies. Enemy DIES. An easy level! Couldn't have taken more than ten minutes.

Missions Unlocked: Industrial Center (72)

-----Blue Casbah (Level 63)-----

-Resistance:
Resistance Host - 2275 energy, 55% shield

-Taerkastens:
Flying Fortress - 7300 energy
> Conquer 95, after 00:00
> Defend 90, after 00:30
> Recon 95, after 00:01
> Attack 90, after 05:00
> Power 70, after 02:50
> Radar 5, after 04:00
> Flak 50, after 04:00
> Move 10, after 01:30
Units: Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Power 1+, Taer Flak, Taer Radar

-Black Sect:
Resistance Anvil - 7300 energy
> Conquer 99, after 00:04
> Defend 70, after 00:10
> Recon 97, after 00:00
> Attack 99, after 00:50
> Power 50, after 00:03
> Flak 65, after 03:00
> Move 20, after 00:20
Units: Tiger, Falcon, Wasp, Scout, Hornet, Fox, Eisenhans, Bronsteijn, Leonid
Buildings: Power Station 1, Power Station 1+, Black Sect Flak

-New Building: Flak Station 2
-New Building: Power Station 2

Ah, for once you have a decent base to start with! You have the entire western part of the map, with power stations in the southwest, in the northwest, and one more slightly to the east on this cliff overlooking the Black Sect valley in the north. The Taerkastens have most of the eastern part of the map and some of the northeast as well. The Power Station 2 is on another cliff overlooking the Black Sect valley, a short distance to the northeast of your starting position. The Flak Station 2 is in Taerkasten hands, to the east of your southwest base.

Since you're so close to the Black Sect, the opportunity to crush them quickly presents itself. Beam to the northeast power station and spawn Dragonflies. The Black Sect Station is to the south of your position. If you beamed in with a full beam gate of Falcons like a good boy, they can help too! Now that it's dead, you've successfully taken care of that ripe opportunity, you opportunist you :).

The Taerkastens are as easy as ever! Use a scout to locate their power stations, and use any leftover Falcons and capture! A Dragonfly will make short work of the Flying Fortress. Two quick kills, a great one-two punch. Next level!

If you're wondering where the beam gate is, it's in the northeast.

Missions Unlocked: Slaughter Field (73)

-----Taer on Black Wadi (Level 64)-----

-Resistance:
Resistance Host - 2275 energy, 55% shield

-Taerkastens:
Flying Fortress - 7300 energy
> Conquer 98, after 00:30
> Defend 98, after 00:40
> Recon 95, after 00:33
> Attack 90, after 00:23
> Power 50
> Flak 40, after 00:45
> Move 99
Units: Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Power 1+, Taer Flak

-Black Sect:
Resistance Anvil - 7300 energy
> Conquer 97, after 00:30
> Defend 97, after 00:32
> Recon 93, after 00:23
> Attack 93, after 00:34
> Power 60
> Flak 60, after 00:33
> Move 95
Units: Tiger, Falcon, Wasp, Hornet, Fox, Eisenhans, Bronsteijn, Ormu-Scout, Leonid
Buildings: Power Station 1, Black Sect Flak

-Armor Upgrade: Rhino +5% shield, +55 energy
-Armor Upgrade: Firefly +4% shield, +2 energy

You're all bunkered in in the northwest, although with a very small base. The Black Sect are to the east and have a large territory, while the Taerkastens are on the hills on the southeast and southwest. They start in the southwest, but have another base in southeast that they can escape to.

Kill off the Black Sect first. Use Falcons and destroy their power station. Beam your Host Station first to your easternmost power station, then chaim beam until you're a bit closer. Send Tigers at the Black Sect Anvil, and let it die.

Now send Falcons to claim the Taerkasten's southeast base so they have nowhere to run to. Capture the southwest base now and let Dragonflies destroy the Flyling Fortress.

Missions Unlocked: Mission Possible (74)

-----Gauntlet (Level 66)-----

-Resistance:
Resistance Host - 2275 energy, 55% shield

-Ghorkhovs:
Tarantul - 7300 energy
> Conquer 99
> Defend 99
> Recon 97
> Attack 80
> Power 99
> Flak 70
Skorpio - 7300 energy
> Conquer 99
> Defend 99
> Recon 96
> Attack 87
> Power 50
> Flak 90
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2
Buildings: Kyt Power 1, Kyt Flak

-Weapon Upgrade: Dragonfly -100 shot time, -150 user shot time, +100 energy

You know what? I freaking hate this level. Small levels = death.

This is a one-sector wide level. You're in the very north, and south of you are an abandoned power station, the technology upgrade, the Tarantul, and then at the very south, the Skorpio.

It's like Sulog's Fine Thread, but it's a bit easier. Send a Dragonfly to wreak havoc on the predeployed Ghorkov units and capture the power station and tech upgrade. Push south and destroy the flak station and the Tarantul. Secure the area and get as many sectors as you can.

Continue to send Dragonflies south. As you head south, feel free to kill any Ghorkov units you find, but pay special attention to Yings. When you see one approaching, point your crosshair at it and fire the machine gun to kill it quickly before it can cause damage to you. Your goal is to reach the south end of the gauntlet, capture the power station, and then shoot the Skorpio, hopefully destroying it.

Missions Unlocked: Smile (71)

-----Desert of Madness (Level 70)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Mykonians:
Myko Host - 8000 energy
> Conquer 99
> Defend 99
> Recon 87
> Attack 90
> Power 50
> Radar 30
> Flak 99
Myko Host - 8000 energy
> Conquer 97
> Defend 99
> Recon 90
> Attack 90, after 00:30
> Power 50
> Radar 30
> Flak 40
Units: Hourglass, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber
Buildings: Myko Power, Myko Flak

-New Building: Power Station 2+
-Weapon Upgrade: Firefly -400 shot time, -270 user shot time, +15 energy

You're in the south with a few sectors, while both Mykonian host stations are in the north. The Firefly upgrade is northwest of your starting position, while the Power Station 2+ is in the middle of the battlefield, in the valley on the east.

At the start, beam to your power station, and send units to secure some sectors. Build a flak station for defense, and then commence the attack immediately. The two Myko Stations are split up, one in the west and one in the east. Find the western one and capture the power station to the southeast of it, away from the flak stations. Beam in, create Tigers, and escape quickly if there are Quaddas. Take control of the Tigers and destroy the first Myko Station!

The second Myko Station is toward the east. Capture the power station a few sectors to the south and repeat the process.

Missions Unlocked: Parasite City (15)

-----Smile (Level 71)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Mykonians:
Myko Host - 8000 energy
> Conquer 99
> Defend 99
> Recon 95
> Attack 70
> Power 40
> Flak 70
> Move 99
Units: Hourglass, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber
Buildings: Myko Power, Myko Flak

-Black Sect:
Resistance Anvil - 8000 energy
> Conquer 97
> Defend 95
> Recon 95
> Attack 83
> Power 30
> Radar 10, after 07:00
> Flak 40
> Move 50
Units: Tiger, Falcon, Wasp, Fox, Ghargoil, Tekh-Trak, Ghor-Scout, X01 Quadda, 5PO Air Prism
Buildings: Power Station 1, Power Station 1+, Black Sect Flak, Radar Station 1

-Ghorkhovs:
Skorpio - 8000 energy
> Conquer 99
> Defend 98
> Recon 94
> Attack 40
> Power 55
> Radar 10, after 05:00
> Flak 10
> Move 91
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Power 1+, Kyt Flak, Kyt Radar

-Armor Upgrade: Falcon +5% shield, +5 energy
-Armor Upgrade: Firefly +4% shield, +2 armor

Yes, this level really does look like a smile. The Mykonians are the eyes and the mouth, the Ghorkovs are the skin (The Skorpio is in the southeast of the face), and the Black Sect is the beard (the Anvil is in the southwest). The hair is a bunch of flak stations placed by the Ghorkovs. You are... the sweatdrop in the upper right. Yeah...

Since you have no land, instead of working hard for our own, we'll steal some from the Ghorkovs. Since you definitely beamed in with a full squad of Falcons, send them all to the south to find the Ghorkov power stations. Capture one, beam on top of it, and let the Falcons fly around to distract the Skorpio and flak stations. Create a Dragonfly and blast the Skorpio! Now you are the face! You have changed the face from red (angry) to blue (sad)!

About the Mykonians - they usually hang out in the left eye, but it's heavily defended. Occasionally they'll move to the right eye... and then back to the left eye. If this happens, you can catch them in the middle with a Dragonfly, and it will be over. Look for this to happen quickly after you defeat the Ghorkovs. There will be a power station near the nose of the face that you can use to quickly get a Dragonfly in position to hit the Mykonians between the eyes!

Now look at the beards. Go to the southeast beard and capture the two power stations on the south. This will cut off the Black Sect's escape path. Now attack the southwest, taking care of the west power stations first, and then the southern ones. The Black Sect should be weak enough to be finished off by a Dragonfly. The entire face is yours now!

Missions Unlocked: Parasite City (15)

-----Industrial Center (Level 72)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Mykonians:
Myko Host - 8000 energy
> Conquer 99, after 00:01
> Defend 80, after 00:00
> Recon 95, after 00:00
> Attack 99
> Power 70, after 01:40
> Flak 50, after 03:20
> Move 10, after 00:02
Units: Hourglass, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber
Buildings: Myko Power, Myko Flak

-Taerkastens:
Flying Fortress - 8000 energy
> Conquer 90, after 00:00
> Defend 99, after 00:00
> Recon 80, after 00:00
> Attack 99, after 00:05
> Power 70
> Flak 75, after 03:20
> Move 15, after 00:02
Units: Phantom, Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Power 1+, Taer Flak

-Black Sect:
Resistance Anvil - 8000 energy
> Conquer 85, after 00:20
> Defend 99, after 00:10
> Recon 95, after 00:20
> Attack 99, after 00:02
> Power 80, after 00:20
> Radar 5, after 04:30
> Flak 85, after 02:00
> Move 90, after 00:02
Units: Tiger, Falcon, Wasp, Hornet, Fox, Ghargoil, Tekh-Trak, Eisenhans, Leonid, Ormu-Scout, X01 Quadda, 5PO Air Prism
Buildings: Power Station 1, Power Station 1+, Black Sect Flak, Radar Station 1

-Ghorkhovs:
Skorpio - 8000 energy
> Conquer 99, after 00:01
> Defend 99, after 00:02
> Recon 90, after 00:03
> Attack 99
> Power 70, after 03:50
> Flak 70, after 02:00
> Move 20, after 00:20
Skorpio - 8000 energy
> Conquer 99, after 00:20
> Defend 99, after 00:22
> Recon 85, after 00:30
> Attack 99, after 00:10
> Power 80, after 01:40
> Flak 75, after 02:00
> Move 30, after 00:12
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Power 1+, Kyt Flak

-Weapon Upgrade: Marauder +52 atk, +30 energy
-Weapon Upgrade: Jaguar +20 atk, +4 energy
-Weapon Upgrade: Dragonfly +20 atk, +100 energy
-Armor Upgrade: Marauder +10% shield, +10 energy
-Armor Upgrade: Falcon +5% shield, +5 energy

Actually, in the game they spelled it the international way instead of the American way: Industrial Centre. Oops. Oh well.

You're a rookie industrialist, starting in the northwest with nothing to start. The Taerkasts are all around you and the Ghorkovs have one base in the northwest corner, and one south of the Flying Fortress to the south of you. You see a power station in the middle industrialized area, but it's surrounded by flak stations. The Mykonians' base is in the south part of the map, and their unfriendly neighbors the Black Sect have the southeast corner. There are lots of upgrades here; the only ones that really matter to us (Dragonfly and Falcon) are in the center.

I know we're just starting out in the industrial world, but we can't let our competitors beat us or corner the market. The first problem in this level is that the Black Sect often kill everyone else! We can't let these guys steal our kills! We'll have to kill the Black Sect first. They start out in the southeast, but always move to the center because that's where their only power stations are. Use a Warhammer to carefully destroy the Ghorkov flak stations around your power station in the center, then beam there. Send Tigers to the southeast area of the center, and you'll run into the Black Sect Station. Destroy it quickly.

Now we'll return to our old home and pay a visit to those Taerkastens who were trying to box us in at the beginning. Take a power station with Falcons, and then use Dragonflies to rip apart that Flying Fotress!

The next thing we need to watch out for in the business world is to stop anyone from gaining a monopoly, and the two Ghorkovs will surely work together to do that if you don't separate them! Look to the south of the Taerkasten base for one of their Skorpios and repeat the procedure - capture their power station until you find one to capture, beam on, and create Tigers to destroy the Skorpio! Or, you can be sneaky and catch the Skorpio with a Dragonfly as it tries to head toward the center. Let them capture power centers in the center so that they think the center is a good base for them, then recapture and surprise them with a Dragonfly! One down, one more to go .

Now we'll change gears and attack the Mykonians because by now they should have tons of Quaddas swarming the map which is not good for our business. Send Falcons down south to find a power station, then create a few Tigers to surprise the Mykonian Host Station.

Throughout this time, you may be chased by many Gigants. Use Weasels or Foxes to fend them off, or simply change bases so the Ghorkovs have to find you again. But we'll end these attacks for good by destroying the last Skorpio.

Fortunately, destroying the other Skorpio earlier has already destroyed all Ghorkov flaks. The Skorpio will have no defenses, and you can go wild on their base easily. Find the unguarded Ghorkov power station in the northern area, and use it as a base from which to launch Falcons at the last Skorpio.

Missions Unlocked: Parasite City (15)

-----Slaughter Field (Level 73)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Taerkastens:
Flying Fortress - 8000 energy
> Conquer 99, after 00:03
> Defend 99, after 00:04
> Recon 80, after 00:30
> Attack 50, after 04:40
> Power 65, after 04:00
> Flak 40, after 02:30
> Move 5, after 01:10
Units: Phantom, Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Power 1+, Taer Flak

-Black Sect:
Resistance Anvil - 8000 energy
> Conquer 99, after 05:00
> Defend 99, after 03:20
> Recon 90, after 00:10
> Attack 99, after 08:00
> Power 60, after 09:00
> Flak 50, after 00:30
> Move 50, after 00:04
Units: Tiger, Falcon, Wasp, Phantom, Scout, Hornet, Fox, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghor-Scout, Eisenhans, Hetzel, Ormu-Scout, Leonid, Zeppelin
Buildings: Power Station 1, Power Station 1+, Black Sect Flak

-Ghorkhovs:
Skorpio - 8000 energy
> Conquer 99, after 00:00
> Defend 99, after 01:10
> Recon 90, after 01:30
> Attack 99, after 04:59
> Power 80, after 02:10
> Flak 50, after 03:20
> Move 10, after 01:41
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Power 1+, Kyt Flak

-Weapon Upgrade: Rhino x2 shots, -900 atk, +100 energy
-Armor Upgrade: Hornet +5% shield, +5 energy
-Armor Upgrade: Marauder +10% shield, +10 energy
-Armor Upgrade: Rhino +5% shield, +55 energy

-Stoudson Bomb - 45:00

Well, you can't spell slaughter without laughter...

There will be a slaughter at the beginning of this level, as your forces in the northwest corner are embroiled in combat with the Taerkastens to the east and the Ghorkovs to the south. Meanwhile the Black Sect sits back and relaxes, owning the entire southern edge of the map. Not fair... we'll have to slaughter them too.

Ignore the conflict and fighting that breaks out at the start and just own the Taerkastens Flying Fortress while their forces try to slaughter yours on the field. The Flying Fortress is east of your current position. They're so focused on trying to defeat your army in the starting battle that they forgot their Host Station! Oops.

Next, the Ghorkovs. Their Skorpio starts out a distance away from their power stations and doesn't start moving for a while. Capture both their power stations while they're not ready, then greet them with a few Dragonflies, or if it runs, chase them down with a few Falcons. Now it's just you against the Black Sect!

The Black Sect are all the way in the southeast corner. There are plenty of unguarded power stations in close proximity to the Black Sect Anvil. Take one with Falcons and create Tigers in the Anvil's face to show them for sure who's going to be doing the slaughtering here.

Missions Unlocked: Parasite City (15)

-----Mission Possible (Level 74)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Sulgogars:
Sulgogar Queen - 8000 energy
> Conquer 95
> Defend 98
> Recon 94
> Attack 50
> Move 70
Units: Mean Green, Slime Lord, Blue Spore, Little Brother

-Taerkastens:
Flying Fortress - 8000 energy
> Conquer 100
> Defend 99
> Recon 95
> Attack 70
> Power 20
> Flak 20
> Move 60
Units: Phantom, Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Power 1+, Taer Flak

-Black Sect:
Resistance Anvil - 8000 energy
> Conquer 100
> Defend 90
> Recon 90
> Attack 85
> Power 20
> Radar 30
> Flak 20
> Move 96
Units: Tiger, Falcon, Wasp, Warhammer, Phantom, Hornet, Fox, Eisenhans, Ormu-Scout, Leonid, Mean Green, Blue Spore, Little Brother
Buildings: Power Station 1, Power Station 1+, Black Sect Flak, Radar Station 1

-Weapon Upgrade: Warhammer +50 atk, +30 energy
-Weapon Upgrade: Warhammer +50 atk, +30 energy
-Armor Upgrade: Warhammer +8% shield, +8 energy
-Armor Upgrade: Marauder +10% shield, +10 energy

This is a simple level layout - everyone has one corner. You're in the northwest, the Black Sect are in the southwest, the Taerkastens in the northeast, the Sulgogars in the southeast. Everyone has about equal areas... hey wait! The Black Sect are being unfair and took extra land, so you have less land and they have more! Upsetting the balance and taking the center, with its four technology upgrades. Unacceptable, these guys... really!

We'll punish the Black Sect right off for their impudence. Their Anvil does not start off next to their power stations, giving you a great opportunity to capture them sneakily. Their power stations are in the very southwest corner, so send the Falcons over there! If the Anvil decides to run off to the east to build a radar, show them that they can't escape the grasp of the Falcons! Otherwise, Tigers or Dragonflies will destroy them easily. You've punished the Black Sect for taking more than their fair share of land here... now you have the lion's share.

But it's not enough! You're a greedy SDU and want the Taerkasten's share of the land too! Capture one or two of their power stations in the northeast with a Falcon, beam in, and create Dragonflies and annihilate the Flying Fortress.

Even though the Sulgogars can't build power stations, they have eight of them. That's way too many! We'll gladly take some off their hands! Go to the southeast corner and take over a few of them. A Dragonfly can destroy the Sulgogar Queen easy.

Be sure to take all four technology sectors in the center. The beam gate's in the center too, so might as well do it while you're transporting Falcons to be beamed to the next level.

Of course it was possible to beat this mission all along!

Missions Unlocked: Parasite City (15)

-----The Looong Way (Level 75)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Mykonians:
Myko Host - 8000 energy
> Conquer 100
> Defend 99
> Recon 80, after 00:10
> Attack 99, after 00:30
> Power 70, after 05:00
> Flak 60, after 00:30
> Move 1, after 08:20
Myko Host - 8000 energy
> Conquer 100
> Defend 99
> Recon 80, after 00:02
> Attack 99, after 00:03
> Power 60, after 00:20
> Radar 5, after 05:00
> Flak 55, after 00:25
> Move 5, after 13:20
Units: Hourglass, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber
Buildings: Myko Power, Myko Flak, Myko Radar

-Ghorkhovs:
Skorpio - 8000 energy
> Conquer 100
> Defend 96
> Recon 83, after 00:01
> Attack 99, after 00:10
> Power 40, after 00:17
> Radar 1, after 03:20
> Flak 80, after 01:40
> Move 91
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7
Buildings: Kyt Power 1, Kyt Power 1+, Kyt Flak, Kyt Radar

-Weapon Upgrade: Warhammer +50 atk, +25 energy
-Weapon Upgrade: Marauder +52 atk, +30 energy
-Armor Upgrade: Warhammer +7% shield, +7 energy

I honestly think the people who wrote the mission briefings just got lazy with this one and decided to make something stupid.

You're in the center of this map, near the beam gate, while the Mykonian Host Stations are in the northwest and northeast, standing on waaay too many power stations. The Ghorkovs are in the southwest. There are various flak placements on the hills around you, and only three entrances for ground vehicles.

Beat up the Ghorkovs in the first two minutes. Send a Falcocn to the southwest and take a power station, beam in, make Tigers, and destroy the Skorpio.

Now defeat the Mykonians, and maybe your "severed upload" with the Resistance High Command will be restored. Send Falcons to rough up their power stations. Wait for them to send the mass of Quaddas toward your Host Station (so they're not defending their own Host Station), then beam in and make a Dragonfly to destroy the Myko Host. Killing the northeast one first will make things easier because it removes all flak stations present at the start of the map. This was a shoooort method to beat the loooong way.

Missions Unlocked: Parasite City (15)

-----Parasite City (Level 15)-----

-Resistance:
Resistance Host - 2500 energy, 55% shield

-Sulgogars:
Sulgogar Queen - 10000 energy
> Conquer 99, after 00:00
> Defend 99, after 00:00
> Recon 90, after 00:04
> Attack 70, after 00:00
> Move 10
Units: Mean Green, Slime Lord, Blue Spore, Little Brother

-Mykonians:
Myko Host - 10000 energy
> Conquer 99, after 00:00
> Defend 90, after 00:00
> Recon 90
> Attack 90, after 00:00
> Power 70, after 00:00
> Radar 10, after 00:00
> Flak 20
> Move 10
Myko Host - 15000 energy
> Conquer 99, after 00:01
> Defend 70, after 00:00
> Recon 80
> Attack 99, after 00:01
> Power 50, after 02:20
> Radar 20, after 01:30
> Flak 30, after 00:01
> Move 10
Units: Hourglass, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber
Buildings: Myko Power, Myko Flak

-Taerkastens:
Flying Fortress - 10000 energy
> Conquer 80
> Defend 99, after 00:00
> Recon 90, after 00:01
> Attack 90
> Power 70, after 00:10
> Radar 10
> Flak 60, after 00:10
> Move 10, after 03:20
Units: Phantom, Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Serp, Leonid, Mnosjetz, Zeppelin
Buildings: Taer Power 1, Taer Power 1+, Taer Flak

-Black Sect:
Resistance Anvil - 15000 energy
> Conquer 99, after 00:00
> Defend 80, after 00:00
> Recon 80
> Attack 99, after 00:03
> Power 80, after 16:40
> Radar 10, after 16:42
> Flak 30, after 16:45
> Move 10, after 00:20
Units: Weasel, Jaguar, Tiger, Falcon, Marauder, Wasp, Warhammer, Scout, Firefly, Rhino, Dragonfly, Hornet, Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7, Phantom, Eisenhans, Hetzel, Bronsteijn, Ormu-Scout, Leonid, Mnosjetz, X01 Quadda, 5PO Air Prism, Static, Radar, Air Stick, Bomber, Mean Green, Slime Lord, Blue Spore, Little Brother, Zeppelin
Buildings: Power Station 1, Power Station 1+, Black Sect Flak, Radar Station 1

-Ghorkhovs:
Skorpio - 10000 energy
> Conquer 99, after 00:03
> Defend 99, after 00:00
> Recon 80, after 00:00
> Attack 95, after 00:20
> Power 60, after 50:00
> Radar 10, after 00:10
> Flak 60, after 20:00
> Move 10, after 00:00
Units: Speedy, Ying, Ghargoil, Ghargoil 3, Tekh-Trak, Gigant, Ghargoil 2, Ghor-Scout, Gigant 2, Tien-Ying 7, Yang
Buildings: Kyt Power 1, Kyt Power 1+, Kyt Flak

-Stoudson Bomb - 45:00
-Stoudson Bomb - 1:00:00

Here it is! The final encounter!

YO!!! Before entering this level, go back to the last level you came from and check the beam gate capacity. Is it 9100? If so, I commend you, for destroying all enemy Host Stations and not allowing enemies to destroy them, not using Stoudson Bombs, and not being a wuss and escaping from a level without killing the Host Station.

If you don't have 9100 then you suck.

... well what can I say man?! With all factions here, this level is incredibly unpredictable. Blah blah blah... let's get started.

This huge (though Wide Field is still larger vertically!) level has lots of different things going on! You're in the southwest with the Black Sect just to the east of you. Just to the northwest is one of three Mykonian hills, all of which have flak stations all around them and are inaccessible to ground units. This one has one of the Mykonian Host Stations. The other hills are in the northeastern area, one with the Parasite, which doubles as a Stoudson Bomb. The Sulgogars are there too, and will likely be crushed by the Mykonians. The Ghorkovs are bunkered in at the north side of the map, with a kind of weird moat thingy surrounding them. They have a Stoudson Bomb in their hands as well. Surrounding them on all sides is the Taerkastens, with the Flying Fortress approximately to the northeast of you.

Since you have some land but no power stations at the beginning, we'll ask the Ghorkovs if we can use some of theirs. And we'll make them say yes. Send all the Falcons to the north and find their cluster of four power stations. Capture and beam in for a surprise buttsecks attack! With Dragonflies.

You need to stay mobile otherwise someone starts to swarm you with powerful units (Mykonians with their Quaddas, Sulgogars with their Slime Lords, Taerkastens with their Leonids or Hetzels, Black Sect with their... something). Kill off the Mykonians in the northeast first. Scout to find a time when their Quaddas are off attacking instead of defending their Host Station, then capture a power station and beam in. Create Dragonflies. One down, one to go. This one was the one controlling the flak stations, so they're all gone as well! This will make the next assault easier.

Beam back to the Ghorkov base and this time send your Falcons south to find the next Mykonian hill. Use the same tactics - capture a power station, then let a Dragonfly eat the Host Station.

We'll take care of the Taerkastens next. Their weak Flying Fortress can most easily be found by beaming to the southeast power station of the Ghorkov base, and then heading south. Make sure their base isn't swarming with Hetzels (destroy them with a Warhammer if necessary), then capture the power station with a Falcon and destroy the Flying Fotress.

The Black Sect have four power stations, two level 6 and two level 2. You should weaken the level 6 that the Anvil is sitting on top of. It should start heading toward the other one (typically, it will move east). You should move east ahead of it, capture the power station, and intercept with Dragonflies for the kill.

That's it! Waa waa wee waa, you beat the game!

My final score for the Resistance Campaign:
Score this mission: 18279
Score overall: 250354
Time this mission: 20:37
Time overall: 05:57:50

=====Versioning Info=====

7/1/09
Finally, after this long period of inactivity, I have completed another run of the Resistance campaign and rewritten the level guide based on my experiences.
Version 1.1.0 includes the detailed budget values of each AI Host Station as well as a description of the layout of each level. I have also improved my time compared to the last playthrough, and my guide is updated with new strategies to help you complete the levels quickly and more easily as well.

12/25/08
Merry Christmas. The Units and Buildings list is removed so I only have to maintain it in one location. The unneeded Random section is removed.

12/25/07
Version 1.0.2 is a small Christmas update. The Units and Buildings list was updated to include Weapon IDs and Weapon Attack Multipliers.

12/22/07
Version 1.0.1 adds a few buildings and corrects some Host Station budget values.

12/19/07
Version 1.0.0 is the first complete version of this document. All levels and all parts of the document are completed. Planned changes in the future include more detailed descriptions of the layout of the levels and of the locations of the enemy Host Stations.

=====GNU Free Documentation License=====
Please read the GNU Free Documentation License at:
http://www.gnu.org/licenses/fdl.txt

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leftylink
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Re: Resistance Campaign Guide

Post by leftylink » Fri Jun 27, 2008 2:17 am

Post reserved for myself.
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Re: Resistance Campaign Guide

Post by Plummad » Sat Mar 14, 2009 9:37 pm

"If you don't have 9100 then you suck."

Made me laugh =]
://i529.photobucket.com/albums/dd333/pete_kaboom/GhorkovUB1.png[/img] ://i529.photobucket.com/albums/dd333/pete_kaboom/TheResistanceUB1.png[/img]

://i163.photobucket.com/albums/t318/Al-Khabir/UrbanAssaultSig3.gif[/img]

hited
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Re: Resistance Campaign Guide

Post by hited » Mon Apr 06, 2009 9:26 pm

00:16:37
05:27:46
12384
192180

That's my score!

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Re: Resistance Campaign Guide

Post by leftylink » Thu Jul 02, 2009 3:52 am

Hey guys. I finally updated this old thing, after more than 18 months :) I got through my playthrough of the Resistance campaign finally, and here is the result! If anyone's interested, I've also posted the order in which I completed the levels and the individual times in one of Brachy's threads.
~Leftylink, the former Useless Bystander Admin.
Retired from UA since university. May play again someday...

"SERP RUSH KEKEKEKEKEKEKEKE!!!"
"OMG I SAID NO RUSH 15 MINS!!!!!!" *dies*

Proud creator of the Urban Assault Campaign Guides [Resistance] [Ghorkov] [Taerkasten], the Urban Assault LDF Reader, and the Excel maps

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Re: Resistance Campaign Guide

Post by Imricdaelf » Fri Jan 08, 2010 6:07 am

Hamburger hill is driving me insane, I refuse to let the stoudson bomb activate. For some odd reason nobody is taking over the trigger sectors this play through, the last time I made it to this level I could never hold on to more than the bomb itself..

Anybody have any advice? I've been getting better at using falcons to capture power stations and beaming in using tigers or dragonflys to destroy power stations, but I am just having horrible luck here. I currently have 14 falcons that I start with. I tend to create a couple flaks, a power station 1+, and a radar station. Best thing that worked for me yet was destroying the bottom left Taer, then the power stations of the top right Ghorkovs. Then I try to take out the bottom right Taer, but I usually fail miserably and either lose my base or *all* my squads..

I made it to Parasite City and Smile going through Mykonian territory, and I am having a little trouble with Sulogs Rising, and the Black Sect obliterated me in Taer on Black Wadi..

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Re: Resistance Campaign Guide

Post by Tigerhawk71 » Fri Jan 08, 2010 5:06 pm

Just general advice here.

I always.. always beamed out/in with the maximum number of foxes. Never anything else, with the exception of a bronsetjiin on a couple of levels.

But in any case, falcons will destroy stations (and can out-range enemy flak stations) but if you can get them there, the Wasp makes a good option - arc over the enemy station firing doward at either the station or power station. aim to end up, upside down, next to their power station, shooting it. The weasel if you can get the power station between you and the enemy host stations guns is however the best option - they'll do the work for you, and it's heaps cheap! You don't even need to shoot the building.

If you take out a scout within 5 sectors of your station, an attack wave is about to follow. If you destroy them before they get close enough, the AI won't send anything. However, this is a double edged sword - the wave that DOES end up coming will be larger after a period of quiet. This doesn't apply if you are within range of an enemy radar station - Any AI they will send units to attack you if they can see you, it's that simple.

As for hamburger hill, the ONLY way you will prevent being decimated over time on that map is by taking out either MULTIPLE stations (probably the taerkastens if you can manage it, as thier units are the most annoying by far) or ALL of the power stations. No other option will suffice! You can't win a war of attrition. Pick one option and press as hard as you can. You'll have to get some scout coverage up to know well in advance when an attack is incoming, so you can go out in a piloted unit and intercept them. If you attack the group(s) before they come within range, you can thin them out or wipe them out. Keep an eye on that map at all times! I always have the map open when in a vehicle, zoomed out a bit, in my top left of the screen.

The Black Sect are just mean. The only real way to deal with them is to weaken thier base by taking out flak and power stations. If you take on one of thier stations that has dug itself in, you're asking for trouble - the cannons on the Anvil class are potent enough as it is. Standard rule for me is to eliminate all other factions before engaging the Sect directly, as they rarely make it easy. In the meantime it is fairly simple to keep tabs on thier movements - just keep producing units and keep that power coming in - nothing is more unpleasant than the sight of multiple sect zeppelins approaching. As a random note, you CAN, infact, select thier units on the map. this includes the host station, which can be identified by the large red X that appears when hovering the mouse over it on the minimap. This can be helpful when attacking the station.
I am both Devast8tor71 from the old days of UAHQ, and Tigerhawk71.

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Re: Resistance Campaign Guide

Post by Ormu » Fri Jan 08, 2010 6:12 pm

Tigerhawk71 wrote: As a random note, you CAN, infact, select thier units on the map. this includes the host station, which can be identified by the large red X that appears when hovering the mouse over it on the minimap. This can be helpful when attacking the station.
Yeah, and when you hover your mouse over any icon on the map, an energy indicator bar will appear in the horizon. This makes it a lot easier to aim and snipe enemy host stations with a Rhino! It's pretty easy to destroy the Black Sect station in this way in Taer on Black Wadi.
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Re: Resistance Campaign Guide

Post by Kataphraktoi » Tue Oct 26, 2010 7:17 pm

This level... kind of looks like a peace sign. If you look at it right. But not really! The Ghorkovs have the middle of the map, while the Resistance have the bottom, and they're kind of split in the middle to look like the peace sign, and then the Taerkastens have the borders! That's a peace sign, right??? ... I still don't see it.
If it still isnt clear, the map on peacemaker is meant to resemble a nuclear mushroom cloud, a reference to the heavy bomber dropping a nuke, which is a ''peace maker'' :D

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