Universe at War: Earth Assault Walkthrough :
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Walkthrough - FAQ/WalkthroughUniverse at War: Earth Assault FAQ/Walkthrough by Baruraga Version 1.0 ----------------- Table of Contents ----------------- Campaign Walkthrough [CW000] Prelude 1 [CW001] Prelude 2 [CW002] Novus 1 [CW011] Novus 2 [CW012] Novus 3 [CW013] Novus 4 [CW014] Novus 5 [CW015] Novus 6 [CW016] Novus 7 [CW017] Hierarchy 1 [CW021] Hierarchy 2 [CW022] Hierarchy 3 [CW023] Hierarchy 4 [CW024] Hierarchy 5 [CW025] Hierarchy 6 [CW026] Masari 1 [CW031] Masari Global Campaign [CW03X] Masari 2 [CW032] Masari 3 [CW033] Masari 4 [CW034] Masari 5 [CW035] Masari 6 [CW036] Masari 7 [CW037] Masari 8 [CW038] Masari 9 [CW039] Factions [FA000] Hierarchy [FA010] Structures [FA011] Units [FA012] Research [FA013] Hardpoints [FA014] Masari [FA020] Structures [FA021] Units [FA022] Research [FA023] Novus [FA030] Structures [FA031] Units [FA032] Research [FA033] Patches [FA034] Global Scenarios [GS000] Heroes [GS010] Structures [GS020] Modules [GS030] Version History [VH000] -------------------- Campaign Walkthrough [CW000] -------------------- Most missions take place on maps available in skirmish and multiplayer, although the mission versions often differ in notable ways. Each mission has limits on which structures and units may be produced by the player, as well as how many research suites may be activated. If you are not able to perform research during the campaign, the game has not been patched to the latest version. The methods presented in this walkthrough are not the only ways to finish the missions. They do reliably complete the missions on all difficulty levels. The difficulties are Easy, Normal, and Hard. On Easy, the enemy benefits from only 75% of the resources it collects, takes 50% longer to build, and deals 50% damage. On Normal, the enemy has no handicap or advantage in these areas. On Hard, the enemy gains an extra 30% from its resource harvesting, has building times cut to 75%, and does 50% extra damage. The nature of the campaign missions renders most of these bonuses irrelevant except damage. (In skirmish games and global scenarios, Hard enemies have only a 15% resource boost, 90% building times, and 10% more damage, but enjoy better build orders and AI than Normal or Easy enemies.) =================== Prelude 1: Training [CW001] =================== Summary: This mission requires basic unit commands and introduces the use of abilities. Map: Washington D.C. Initial Assets Resources: 0 Structures: None Units: Col. Randal Moore [must survive] Marine Squads (6) Flamethrower Squads (2) Limits Structures: None Units: None Research: N/A Walkthrough: The first objective is, "Secure the Capitol Building and rescue the President," but it is the last to be achieved. March your army east with Moore in the lead and kill the Lost One. Continue to see 2 Lost Ones who run away, then continue east to the roadblock. The next objective, "Use Colonel Moore's Grenade ability to destroy the fuel tanker," appears. You now have access to the Grenade ability and should use it liberally. Grenade the tanker to complete the objective, kill the Lost Ones, and move east. Kill the next 2 Grunts and march on, killing Lost Ones and Grunts as you go. When you reach the human turrets, a new objective appears: "Help defend the checkpoint." Kill the 6 attacking Grunts to clear it. 3 Humvees are now under your control. There is a Spitter Turret to the north on which you should use Grenade. Kill the Grunts past the turret. Several Lost Ones will dart in, take some shots, and run away. Try to run over them with Humvees. March east to find a couple Grunts and 3 Reaper Drones. Another hero, Sgt. Woolard, arrives with reinforcements of 3 Tanks, 2 Rocketlauncher Squads, and 2 Flamethrower Squads. March your force east to the radiation, turn south, then proceed northeast. 2 Brutes Leap off buildings to attack you, so kill them. Continue northeast to a Reaper Drone and a transport that is dropping Lost Ones. Destroy the Reaper and a few Lost Ones; the transport will leave on its own. Proceed east and kill the 3 Grunts to complete the first objective and the mission. ============================= Prelude 2: Commander in Chief [CW002] ============================= Summary: This mission introduces basic base commands and leads into the main story. Map: This map is not available outside the campaign. Initial Assets Resources: 0 Structures: None Units: Gen. Randal Moore [must survive] Presidential Ambulance [must survive] Marine Squads (5) Rocketlauncher Squad Limits Structures: None Units: Marine Squad Flamethrower Squad Rocketlauncher Squad Humvee Tank Apache Research: N/A Walkthrough: The starting objective is, "Escort the President to Fort McNair." Keep the ambulance in the rear, but do not leave it far behind the troops. Head west through Lost One opposition. Watch for Lost One bombs and run away if one is set. Turn south when you reach the building just north of a small parking lot. Grunts start appearing along with the Lost Ones on this road. Move the ambulance past the gates to complete the objective. You now have control of the human base. It contains an Infantry Barracks, Motor Pool, and Airfield along with several turrets. You also take control of 4 Apaches, 3 Tanks, and 4 Humvees and are granted 7,500 resources. A new objective, "Escort Sergeant Woolard to Fort McNair," is assigned. He and his pair of Tanks and Humvees appear in the north and head for the fort. Send your Apaches to assist him. Begin building whichever units you like. The objective is cleared when Woolard reaches the fort. A Habitat Walker and 3 Saucers appear in the north along with a new objective, "Make your last stand at Fort McNair." Your Earth weapons won't do much against the Walker. Meanwhile, forces of Grunts, Lost Ones, and Brutes will appear to the east and attack the fort, so concentrate your defenses there. Run over Lost Ones with Humvees. Keep your heroes alive and away from the Walker until a cutscene activates. You now control Mirabel and Viktor and get an objective: "Defeat the alien Walker." Use Sniper Attack on one of the Walker's crown hardpoints, then attack the Saucers. 9 Ohm Robots stream through a portal. Have them attack the Saucers 4 Dervish Jets enter. Finish off the Saucers and concentrate fire on one hardpoint, then the socket beneath, then the coolant node. 6 Antimatter Tanks arrive, then 3 Amplifiers. Continue focusing on the Walker. When one coolant node is destroyed, do the same to another hardpoint. Destroy 2 coolant nodes to complete the objective, the mission, and the Prelude. =========================== Novus 1: Base of Operations [CW011] =========================== Summary: This is an introduction to the bottom tier of Novus tech and the flow network. Map: Middle East Initial Assets Resources: 20,000 Structures: Command Core Flow Generator Flow Conduits (many, unpowered) Black Hole Generator (unpowered) Units: Mirabel and Viktor [must survive] Constructors (4) Limits Structures: Flow Generator Flow Conduit Recycling Center Robotic Assembly Units: Constructor Ohm Robot Research: 0 Walkthrough: "Build a Flow Conduit in the highlighted area" is the first objective. Build the Conduit in the circle that appears. This completes the objective and powers the Flow Conduits spread across the map. Now 2 circles appear along with an objective, "Build Recycling Centers in the highlighted areas (0/2)." Build 4 Recycling Centers to complete the objective and get rich. The last base-building objective is, "Build Robotic Assemblies within the power radius (0/2)." Build 5 Robotic Assemblies and produce Ohm Robots ceaselessly until you hit the pop cap. Activate the Radiation Shielding patch (do this in every Novus mission). Ohms cannot capture neutral buildings in this mission even though there are such structures on the map. A new objective, "Reinforce and defend the supply locations," is assigned. 2 Lost Ones, 1 Grunt, and 1 Detection Drone appear in the north. Flow your Ohms there and destroy them. 3 Lost Ones, 2 Grunts, and 1 Detection Drone then appear in the east. Eliminate them. 3 Lost Ones, 3 Grunts, and 1 Detection Drone appear in the south. Annihilate them to complete the objective. The next objective is, "Defend the base." Saucers begin spawning all over the map and attacking your Flow Generator. They spawn infinitely until the Generator is destroyed, then fly off the map. It is not possible to save the Flow Generator. You recieve new orders: "Rebuild the Flow Generator in the highlighted area." Do so to complete the objective and power the Black Hole Generator, which begins charging its Black Hole. 2 Habitat Walkers now enter the map from the south, teleport in Grunts, and march on your base. Kill the Grunts with your Ohm Bots. Each Walker already has 2 coolant nodes exposed, making it easy to destroy them with Ohms and Mirabel. Alternatively, wait for the Black Hole Generator to charge then drop a Black Hole on them. Either way, destroying the Walkers completes the "Defend the base" objective and the mission. ================================ Novus 2: Horror in the Heartland [CW012] ================================ Summary: This mission introduces the Variant and Hacker, as well as numerous Hierarchy units. Map: Midwest Initial Assets Resources: 0 Structures: None Units: Mirabel and Viktor [must survive] Hackers (2) Variants (4) Limits Structures: None Units: None Research: 0; Multitasking is already enabled Walkthrough: "Investigate the glyph to the west" is the first objective. March west and make sure the Variants are set to Weapons On. Keep Mirabel in the lead since she has health regeneration, but be sure to pull her back before she is destroyed. Slaves stream out of farm buildings to attack you, so kill them. Reach the glyph and destroy the Defiler (the humans may do this for you) to trigger a cutscene and complete the objective. Human allies will assist you from now on, mostly ineffectually. 2 Defilers attack from the north. Lock them down and destroy them. The next objective, "Disable the sentient holding pens (0/3)," is given. Three circles appear, one for each pen. Mirabel must stand in each circle. Go to the southernmost pen first, then the westernmost, then the northernmost. Reaper Drones and Slaves are scattered around the map, and Hierarchy transports fly in Grunts, Defilers, Brutes, Lost Ones, and Phase Tanks. The pens themselves are guarded by Lost Ones and Grunts while Defilers stand inside, creating slaves. Since the fog of war is lifted on the pens, you may be able to use Sniper Attack on the Defilers from a distance. Novus transports will fly in replacements for lost units. When you clear the objective, the next appears. "Escort a Hacker to the Detection Drone." A Hierarchy base is revealed to be east of the northernmost pen. A narrow path guarded by several Lost Ones and 2 Spitter Turrets leads to it. Use your Hackers to take control of the turrets, which are the major threat. Kill the Lost Ones, then relinquish control of one Spitter Turret and destroy it. Move one Hacker east to the Detection Drone to complete the objective and the mission. ============================= Novus 3: Pieces of the Puzzle [CW013] ============================= Summary: This mission introduces more tech, Vertigo, and the Novus virus. Map: Eastern Siberia Initial Assets Resources: 10,000 Structures: Command Core Flow Generator Flow Conduits (many) Novus Portal Piece Transport [must survive] Units: Mirabel and Viktor [must survive] Vertigo [must survive] Constructors (3) Ohm Robots (5) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Robotic Assembly Aircraft Assembly Units: Constructor Ohm Robot Blade Trooper Corruptor Research: 1 Walkthrough: There is only one objective: "Use Vertigo to bring all seven portal pieces back to the base (0/7)." The first piece is highlighted on the minimap, but do not collect it. Have Vertigo and Mirabel kill the Reaper Drones east of your base while your Constructors build 3 Recycling Centers and 3 Robotic Assemblies, then 2 more Recycling Centers, 2 more Robotic Assemblies, and an Aircraft Assembly. As soon as the Robotic Assemblies come up, have them start producing Ohms. Upgrade one with a Blade Trooper Assembly and build those as well. Build 3 Corruptors from the Aircraft Assembly. Flow your infantry to the northwest, near the Reaper Drone. There are several Gravitic Turrets in the area, Glyph Carvers summoning both Gravitic and Spitter Turrets, and an Arrival Site teleporting Glyph Carvers and Monoliths. Destroy them all. Keep flowing infantry to the north and clear it of turrets, then clear the entire map of Hierarchy forces. There are a few Lost Ones and Saucers in addition to the Reapers and turrets. Meanwhile, return Mirabel to your base, research Computing 1, and have your Constructors cover the map with Flow Generators and Conduits. When the map is clear, return your infantry to the base and have Vertigo Upload the first portal piece and Download it near the Novus Portal Piece Transport to secure it. When the second piece appears, have Vertigo do the same. The third piece then appears, so collect it. When that is done, a cutscene occurs. The fourth and fifth pieces appear and 3 Habitat Walkers enter the map from the north. They begin teleporting Grunts and marching for three spots in the river. Have your Corruptors infect the Walkers; these particular Walkers do not bring in units when infected. Kill any units they produced before infection with your infantry. Have Vertigo collect the fourth and fifth pieces, then the sixth and seventh when they appear. Keep him clear of the Habitat Walkers as they are equipped with Arc Turrets. Secure all the pieces to complete the objective and the mission. ====================== Novus 4: The Road Home [CW014] ====================== Summary: This mission stresses the importance of vehicles and neutral structures. Map: Turkestan Initial Assets Resources: 10,000 Structures: Command Core Flow Generator Novus Portal Piece Transport Units: Mirabel and Viktor [must survive] Constructors (3) Field Inverters (3) Ohm Robots (3) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Home Portal [must survive] Robotic Assembly Vehicle Assembly Aircraft Assembly Units: Constructor Ohm Robot Hacker Variant Antimatter Tank Corruptor Research: 2 Walkthrough: The starting objective, "Use Constructors to begin building the Home Portal within six minutes," means you need to amass 20,000 resources. This is very easy, but you should build an army as well, so do not start building the Portal until the timer is low. There are 8 Hydraulic Pumps spread around the map. Send your Ohms to capture them. There are 4 pairs of Military Laser Turrets. Capture those once the Pumps all belong to Novus. Have your Constructors begin building Recycling Centers and Vehicle Assemblies as well as expanding the flow network to nearby resource piles. You should get 5 Recycling Centers and 3-5 Vehicle Assemblies. Research Nanotech 2 and activate the Optimized Collection patch. Produce mass Antimatter Tanks. When the timer reaches about 1:30, Reaper Drones appear along with a new objective: "Protect the sentient villages. At least one village must survive (4 remaining)." The captured Military Laser Turrets can complete this objective by themselves. When the timer is low, begin building the Home Portal to complete the first objective. A new objective, "Protect the Home Portal at all costs," is assigned. The Portal is very fragile, so put the 3 Field Inverters in Shield Mode and stand over it while Mirabel and a few Antimatter Tanks remain nearby to defend. Hierarchy forces start coming in from the north, starting with 2 Grunts, 5 Lost Ones, a Brute, and a Defiler. Next an Assembly Walker enters, prompting a new objective: "Destroy the Assembly Walker." Antimatter Tanks can take it out easily; destroy all three crown hardpoints and their sockets, then the left and right shield generators, then the core. Use Vent Core liberally. There is also a Habitat Walker east of the Assembly Walker, so destroy that to curtail Grunt reinforcements. When the Assembly Walker explodes, a new objective, "Destroy the Hierarchy Base," is assigned. The base consists of an Arrival Site and a Detection Drone east of the Habitat Walker. Destroy them to complete the remaining objectives and the mission. =============== Novus 5: Uplink [CW015] =============== Summary: All the Novus tech not seen in previous missions is available. Map: South Africa Initial Assets Resources: 7,000 Structures: Command Core Flow Generator Flow Conduits (2) Recycling Center Robotic Assembly Vehicle Assembly Units: Mirabel and Viktor [must survive] Constructors (4) Dervish Jets (3) Field Inverters (2) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Robotic Assembly Vehicle Assembly Aircraft Assembly Science Center Redirection Turret EM Destabilizer Units: Constructor Ohm Robot Hacker Blade Trooper Variant Antimatter Tank Amplifier Field Inverter Corruptor Dervish Jet Research: 3 Walkthrough: Mirabel wants to "Build a Science Center and an Aircraft Assembly," so do so. Build 4 more Recycling Centers and 2 or 3 more Vehicle Assemblies. Upgrade 1 Vehicle Assembly with a Wave Amplifier and the others with Inversion Processors, then start producing Field Inverters and Amplifiers. Upgrade the Aircraft Assembly and build a couple more Dervishes. Use your air force to destroy attacking Saucers and patrol the area north of the base, where you will extend the flow network for resource gathering. Groups of Grunts and Phase Tanks appear there. Build a few Hackers. Construct Redirection Turrets around your base, especially in the northwest corner. Saucers attack there regularly, so post a Shield Mode Field Inverter and a Hacker there. Produce an Ohm Robot and capture the nearby Novus Repair Bay. Research Computing 3. While you are doing this, General Moore appears with a new objective: "Help General Moore rescue the pinned aircraft (0/4)." The minimap highlights 4 areas where Gravitic Turrets hold human helicopters in place. Each area is guarded by a small force of Saucers, Phase Tanks, and Grunts. March a force of Field Inverters, Amplifiers, and Hackers out to take care of this objective, adding to this army as it travels. Destroy all the turrets to complete the objective. "Defeat the Walkers guarding the Material Uplink (0/2)" is the next objective. There are 3 bridges leading to the Uplink in the west. Each is guarded by 2 Spitter Turrets and a Monolith. Have your Hackers take control of the turrets and march your Field Inverters and Amplifiers across. Destroy the 2 Assembly Walkers to complete the objective. "Escort Mirabel to the Material Uplink" is the next step. Send Mirabel there to complete the objective and the mission. =================== Novus 6: Blindsided [CW016] =================== Summary: This mission stresses the Constructor's repair capability. Map: This map is not available outside the campaign. Initial Assets Resources: 10,000 Structures: None Units: Mirabel and Viktor [must survive] Limits Structures: None Units: None Research: 0 Walkthrough: The first objective, "Escort Mirabel to a Hierarchy communications terminal," should be delayed. There is a prison cell immediately south of Mirabel containing 3 Blade Troopers and 3 Ohm Robots. Shoot the cell door to add them to your force. Just east of Mirabel is a junction with a Reaper Drone guarding another cell. Destroy the Reaper and the cell door. There are another 3 cells of this kind for a total of 15 Blade Troopers and 15 Ohms. There are also 3 cells containing 4 Constructors each for a total of 12. Free them all. The remaining guard junctions contain 1 Reaper Drone and 1 Brute each. The central junction contains the communications terminal, a Hierarchy Outpost you should capture, and a Manipulator. The Manipulator is a Hierarchy unit which is unique to this mission. Kill it. In the north, there are two ring junctions with Walkers stationed as turrets inside them. On the left is a Habitat Walker and on the right is an Assembly Walker with Mass Drivers. Use Sniper Attack to take out the Mass Drivers. The Hierarchy Outpost's Pulse Scan makes this easier. From there you can take the time to Sniper attack the Walkers to death, or you can move Mirabel into range and attack regularly. Once the target Walker is concentrating its fire on her, bring up Constructors to repair her and march Ohms to attack the Walker. When both the Walkers are gone, return to the center and divide your forces into three groups. Each should have 4 Constructors and some escorts. Finally, move Mirabel into the objective circle. After the cutscene, the objective is, "Use Constructors to repair the ship's power cores (0/3)." Dispatch one group to each core and send Mirabel to the dormant Material Uplink in the southeast. Repair the cores while your combat units hold off the increasing Hierarchy forces. When all 3 cores are repaired, the objective "Move Mirabel to the Material Uplink" appears. Since she is already there, the objective and the mission immediately end. ==================== Novus 7: Under Siege [CW017] ==================== Summary: The full arsenal of Novus is unleashed. Map: Middle East Initial Assets Resources: 40,000 Structures: Command Core Flow Generator Flow Conduits (many) Recycling Centers (2) Robotic Assemblies (2) Units: Mirabel and Viktor [must survive] The Founder [must survive] Vertigo [must survive] Constructors (4) Antimatter Tanks (2) Field Inverters (2) Amplifiers (2) Dervish Jets (3) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Robotic Assembly Vehicle Assembly Aircraft Assembly Science Center Redirection Turret EM Destabilizer Black Hole Generator Units: Constructor Ohm Robot Hacker Blade Trooper Variant Antimatter Tank Amplifier Field Inverter Corruptor Dervish Jet Research: N/A; however, several researchable capabilities are granted automatically, including Advanced Flow, Viral Contagion, and Multitasking. Walkthrough: "Hierarchy invasion in 60 seconds" is a warning rather than an objective. Vertigo Uploads Mirabel automatically. Fly him and his Dervishes to the base and Download Mirabel. Build a Science Center, an Aircraft Assembly, and 3 Vehicle Assemblies. Convert The Founder to Performance Mode, move him to the resources northeast of the base, and use Network Tap. Build 3 more Recycling Centers near him and add Flow Conduits to piles. Upgrade the Vehicle Assemblies with Inversion Processors and a Wave Amplifier, then build and upgrade 2 more while producing Field Inverters and Amplifiers. While you are building, the 60 seconds expire and the next objective appears. "Defeat the incoming Assembly Walkers (0/2)," who come in from the west and southwest with Grunt and Defiler escorts. Infect the Walkers with Corruptors to slow them down. Infect the Defilers as well, and produce a couple Hackers if there are very many of them. Use your Field Inverters and Amplifiers to take out the Walkers. Note that vehicles can use the flow network in this mission. Erect Redirection Turrets around your base when the Constructors finish their tasks. Build the EM Destabilizer if you wish. Once these Walkers are destroyed, a new objective is assigned. Habitat Walkers enter from the west and south along with their objective, "Defeat the incoming Habitat Walkers (0/2)." They are armed with Radiator Artillery they seem not to use. Infect and destroy them. Your forces should be at the pop cap by now, barring a few losses against this wave. Build the Black Hole Generator if you wish. The next objective, "Defeat the incoming Science Walkers (0/3)," appears after the Habitat Walkers are destroyed. These Walkers are outfitted with Cascade Reactors. The top priority is to destroy one Cascade Reactor on each to prevent the use of Radiation Cascade. Infect them and use your Field Inverters and Amplifiers to attack the Reactors. The Walkers may use Radiation Cascade on your troops, so spread them out to minimize damage. Once Radiation Cascade is nullified, destroy the Walkers one by one. With the army you have, you can concentrate on the core directly instead of destroying the horn sockets first. Take out all 3 Science Walkers to complete the objective, the mission, and the Novus campaign. ============================== Hierarchy 1: Ancient Directive [CW021] ============================== Summary: This mission introduces the Hierarchy basics, including outfitting a Walker. Map: Sahara Initial Assets Resources: 10,000 Structures: None Units: Orlok [must survive] Grunts (15) Limits Structures: None Units: None Research: 1 Walkthrough: Research Assault 1 and note the first objective, "Assault the first Novus base cluster." March east then north to reach it. A large number of Ohm Robots is in your way. Use Siege Mode on particularly dense clusters. The base consists of a Flow Generator, a Robotic Assembly, a Vehicle Assembly, and an Aircraft Assembly. Destroying the Flow Generator alone satisfies the objective. The Vehicle Assembly produces Antimatter Tanks until it or the Flow Generator is leveled. The next objective, "Assault the second Novus base cluster," is assigned. March west past more Ohms and a few Antimatter Tanks. The layout of the second base is the same except it has a Science Center. Again, destroy the Flow Generator to complete the objective. When you go far west enough, a Habitat Walker and Grunt reinforcements arrive along with an objective, "The Habitat Walker must survive." Outfit the Walker with Plasma Turrets and Weapon Accelerators, then spend the rest of your resources on Grunts. March west in accordance with the new objective, "Assault the third Novus base cluster." 3 Blade Troopers and 3 Antimatter Tanks are in the way, so destroy them. The base contains more Ohms and Antimatter Tanks. This base has a Nanocenter. Level buildings to complete the objective and the mission. Since the Walker appears when you pass a certain point, it is possible to do this mission faster by marching west at the beginning instead of east and using your starting force to attack the third base while the Walker tramples the second and first Flow Generators. This is very dangerous on Hard difficulty. ============================= Hierarchy 2: Restless Natives [CW022] ============================= Summary: This mission introduces Hierarchy resource collection and much of the tech tree. Map: Gulf Coast Initial Assets Resources: 7,000 Structures: Arrival Site Units: Orlok [must survive] Glyph Carvers (2) Monoliths (3) Grunts (6) Lost Ones (6) Limits Structures: Arrival Site Spitter Turret Units: Glyph Carver Monolith Habitat Walker Detection Drone Grunt Lost One Research: 2 Walkthrough: The first several objectives are an introduction to the Hierarchy tech tree. It is not necessary to do them in order or to wait for Orlok to assign them. They are: "Use Glyph Carvers to summon a Reaper Drone," "Summon a Detection Drone," "Summon a Habitat Walker," and "Summon a Spitter Turret." Start by summoning 2 Reaper Drones and teleporting another Glyph Carver. Send 1 Reaper north to the cow herds. You may have to micromanage this Reaper to collect all the cows. Summon a Habitat Walker and 2 more Reapers. Summon the Detection Drone and place 2 Spitter Drones at the western exit of your base, then upgrade them. When the Habitat Walker drops, outfit it either with Plasma Turrets and either Weapon Accelerators or Armor Plating. March it west along with your Lost Ones and Grunts. There is a human installation with an Infantry Barracks and Motor Pool pumping out units. Take out any human units and destroy the structures. By this time, the objective "Destroy the southern missile base" will have appeared. Move your reapers into the area you just cleared of humans and build a few Spitter Turrets to guard them. Research Assault 1 and Mutagen 1 and summon in 2 more Habitat Walkers and as many Reapers as you need to reach 7. March your Walkers and Grunts west to the missile base, which is guarded by a few infantry Squads, 2 Tanks, and 2 Antimatter Tanks, possibly along with other units being produced elsewhere on the map. Take them out and trample the base, although it fires a missile before you can finish. Your objectives change to, "Destroy the western missile base" and "Destroy the northern missile base." The bases are guarded by a few Amplifiers, Antimatter Tanks, infantry squads, and Tanks each. March your Grunts, Lost Ones, and Walkers (which should all be fully outfitted by now) to the bases and crush them with the Walkers to complete the objectives and the mission. It is possible to finish this mission with Monoliths alone. If you do this, be aware that Dervish Jets will swarm into the map and attempt to take out your Monoliths. They will leave eventually, freeing you to complete the mission. ============================= Hierarchy 3: City of the Gods [CW023] ============================= Summary: This mission stresses the healing aspects of radiation and introduces basic Masari elements. Map: Atlatea Initial Assets Resources: 0 Structures: None Units: Orlok [must survive] Grunts (7) Lost Ones (5) Defilers (3) Limits Structures: None Units: None Research: 0; several researchable capabilities are available, including Plasma Weapons and Phase Modules. Walkthrough: The first objective is, "Destroy the first transmitter." March north, keeping the Grunts and Lost Ones ahead of the Defilers. Use Project Radiation and Bleed Mode to heal your infantry. Kill the 6 Disciples in your way and destroy the transmitter. More objectives, "Destroy the second transmitter" and "Destroy the third transmitter," appear. March south then west, killing Disciples as you go. Reinforcements of the same composition as your initial detachment are flown in to your west. Meet up with them and march north through more Disciples and a Conqueror. Now a Knowledge Vault and 2 Machinae boosted by 2 Architects come online to the west, prompting a new objective: "Destroy the Masari Machinae." Send your Lost Ones to bomb the Machinae while the rest of your army continues north. The second and third transmitters have Disciples and a Conqueror guarding each bridge. Clear out the units and destroy one of the transmitters. March Orlok with the Grunts and Defilers south to the area where the transport arrived earlier. Leave Lost Ones behind and destroy the last transmitter when Orlok reaches his destination. Masari forces spawn across the map along with a new objective, "Move Orlok to the transport." The transport flies in to drop off reinforcements; send Orlok there to complete the objective and the mission. ======================== Hierarchy 4: Pure Energy [CW024] ======================== Summary: This mission encourages the use of various special abilities. It also allows control of Walkers beyond the Habitat Walker. Map: Altiplano Initial Assets Resources: 7,000 Structures: None Units: Orlok [must survive] Purifier [must survive] Reaper Drone Grunts (3) Lost Ones (18) Limits Structures: Arrival Site Spitter Turret Gravitic Turret Units: Glyph Carver Monolith Habitat Walker Assembly Walker Detection Drone Science Walker Grunt Lost One Saucer Defiler Research: 3 Walkthrough: The first objective is, "Post a scout on the ridge." Research Assault 1, then Quantum 1, then Mutagen 1. Meanwhile, march east (with the Purifier in the rear) to find 3 Hydraulic Pumps guarded by a few Ohm Robots. Kill the Ohms, capture the Pumps, and send a Lost One to the circle to complete the objective. You can now see the plain below. The next objective, "Destroy the Novus weapon crates (0/4)," can be advanced by Orlok's Siege Mode or by sending in Lost Ones. Send one Lost One per crate and Phase it when it meets resistance, then set a bomb next to the crate. The Lost One will not survive. Once the crates are gone, this objective is cleared and the next, "Escort the Purifier to the Material Uplink," is introduced. March east and 3 Corruptors come to attack the Purifier. Destroy them. Nufai sends you 5 Saucers, which you can use to repair it. The Saucers fly over a Field Inverter and a few Ohms, so destroy that Novus force to be safe. Continue east. There are 3 Variants at the bottom of the slope. Some may be using mirages, so have Orlok trample any suspicious objects or livestock. Farther east are a few Ohms and 3 more Hydraulic Pumps you can capture. March north to the Uplink. The Purifier may require micromanagement to negotiate the terrain. Get it to the Uplink to complete the objective. You take over Nufai's base and get 2 new objectives, "Defend Nufai and the Purifier while Nufai activates the Material Uplink" and "Destroy the Novus Base." Nufai's base has an Arrival Site, a Habitat Walker, an Assembly Walker, a Detection Drone, 3 Grunts, 3 Defilers, 5 Spitter Turrets, and 3 Gravitic Turrets. The Hydraulic Pumps and Reaper Drone should have given you ample resources, so fully outfit your Walkers, start producing units, and head west immediately. Teleport in a Glyph Walker to summon a third Walker. The Novus base to the west has Redirection Turrets, so use Defilers, Saucers, and Lost One bombs to take them out. The Novus forces consist of Ohm Robots, Blade Troopers, Antimatter Tanks, Amplifiers, Field Inverters, Dervish Jets, and Mirabel and Viktor. Mirabel flees the map, however. Destroy the important Novus structures (not the Flow Conduits, Recycling Centers, or Redirection Turrets) to complete the objectives and the mission. =========================== Hierarchy 5: A Living Prize [CW025] =========================== Summary: This mission emphasizes Slaves, gives you control of Brutes, and introduces many new Masari elements. Map: This map is not available outside the campaign. Initial Assets Resources: 0 Structures: None Units: Defilers (2) Limits Structures: None Units: None Research: 0 Walkthrough: 2 objectives promptly appear, "Destroy the nearby Masari resistance" and "Use the Defilers to enslave the nearby primitives." Activate Bleed Mode and march northeast to the human village. Cover the villagers in radiation and send the resulting Slaves south to destroy 4 Disciples and 2 Inquisitors. The next objective, "Destroy the barricade force generator," can be quickly completed with the number of Slaves available in the village. The next objective, "Find the Masari leader," is assigned. March your Slaves across the bridge and destroy the 3 Guardians around the village, then move in your Defilers to enslave the villagers. March the Slaves northeast and kill the 4 D |
