Earth 2160

Earth 2160

TigerNightmare 2014 年 8 月 18 日 下午 2:06
Walkthrough for LC Campaign, Mission 6: The Prisoners
I know this board (and the ones at GameFAQs and Topware) are relatively dead, but this mission seems to have given a lot of people trouble, they posted about asking for help and no one offered it, not even people who have managed to complete the mission. Well, I had to restart this ♥♥♥♥er four times, but I managed to find out how to do this with a reliable, repeatable strategy. Be sure to set your autosave to three minutes or less, just in case something happens you wouldn't like.

Number one, you CANNOT rely on missile defense units. Sometimes they can shoot down the ballistic missiles, but I'd say it's about 50/50, maybe a bit less favorable than that, even if you have 30 of them parked in the spot that gets targeted. So, instead of relying on them, you have to exploit a weakness in the enemy AI.

Phase I: Preparation
As soon as you start, build two mines by the crystal field and one by the water field. Don't build anything else until your mines are running or you'll run out of resources.

While you're waiting for your mines to come in, go ahead and hire both agents. The doctor's unit is especially useful for taking down squads of air units in seconds. Park the Crions on the northeast part of the hill above your base for now. Have Ariah and the other units scout eastward. Take care to keep your damage down and have the doc shoot down the air units that harass.

As soon as your mines land, construct a tower about six spaces south of the elevated hill, probably in front of the north exit so the units you build can have a quick exit. Put power, three storage modules and a production module on it. As soon as you can, put a group of 4-5 electric gun walls to block the north exit, then spread out some anti-air missile walls behind the elevated hill. Then build another tower as far south as you can that has one power, three storage and another production module. Do not build a research module yet. It's a total money suck and you need all of it right now.

As you continue to scout, you'll find some lightly guarded and much needed resource fields. The first is some crystals, a couple of water fields separated by a pit and another crystal field to the east. Put down two mines for each crystal field and one for each water. Put down two anti-air missile walls next to each resource field just to cut off the ED's mining units. For the eastern crystal fields, you're going to want to fortify it further with some electric gun walls. I also put some electric gun walls by the east water field to deal with some tanks that came by a few times.

Phase II: Constructing A Strategy
If you think you have enough resources (at least quadruple digits each), go ahead and build a tower that has two power, two storage and a research. Put it at the south part of your base again but not too close to your other tower. Construct towers that have two power and two storage as needed. Build them near your other mines, as long as you stay out of the north. If you ever end up with quintuple digits in resources, you're not building fast enough. Build a third and fourth production module.

Here is when some important decisions are made. For my first successful attempt, I still built 20 missile defense Apollos, but I strongly recommend against building more than 10 and not for protecting your base but for your forward assault. Instead, build some Deimoses with either two ultrasonic wave blasters or one UWB and one magneto piercing weapon. Build about five anti-air Apollos. Build some Athenas with electric guns and Ares with ultrasonic wave blasters. When you have researched them, you can build some Styx units that have a disperser or regenerator unit. If you do build dispersers, it makes it easy to choose anti-chemical armor, since those are the biggest (conventional) threats for this mission.

I ended up fighting on two fronts, with Ariah, the agents and the Crions in the northeast and the other units mixed with ones to forge ahead in the northwest. It's a tremendous pain in the ♥♥♥ to micromanage two locations at once, but I'm not sure it's possible to fight on only one front while protecting both your captured resource fields and your main base.

It also may or may not be worthwhile to build Rippers to try to take out the enemy bases (and their missile silos) in the upper corners of the map. When I tried to do this, I might have done it too late, as my Ultimate Ripper was shot down by about 30 air units with chemical missiles. It's also very expensive, so I would only recommend using Rippers if you're rolling in resources despite having four production houses, research AND constant building construction going. You'll also never complete one in time before the missiles start falling, so hold off until you have a decent grasp of the situation after that starts happening.

The electric gun walls at the north exit of your main base might have fended off a small group of tanks by now. At this point, I had Ariah and co. fighting a stalemate battle near the middle northeast. I couldn't advance further without losing one of my units, all of which are vital at that point. I ended up just fighting off tanks and Amursks in waves. My base fared similarly, with a few waves of tanks and air units occasionally trying to invade. I think instead of this, it would be better to put a tower with a couple of battle modules, twin towers, anti-air and electric gun walls just west of the eastern crystal field at the four way intersection. If you aren't fighting them back, they will most definitely try to capture the resource fields you have taken.

Phase III: Destruction From Above
Twenty minutes in, you'll get hit by the first ballistic missile. If your northern tower isn't too close to your walls, then you'll lose one of your walls. This is what you want. If your northern tower gets taken out, reload a save, sell it and rebuild it further south. This is what everyone reading this would want to know. You want to give the computer lots of cheap targets to shoot at instead of your vital production towers.

Since you aren't allowed to plunk down walls wherever you want and need to have it relatively close to another building, you're going to have to slowly build from your base and out. I spaced them out so that they still connect to each other. Advance your units with your construction or enemy air units might take the walls out in one hit before they've landed. The doctor and the anti-air units are especially useful for guarding. This[i.imgur.com] is what mine looked like at one point. Hiding the anti-air and twin towers behind that building made it impossible for advancing forces to shoot at them without reaching a 90 degree angle first.

Always use the cheapest energy wall (100 crystals each) and keep building towers with power and storage. The computer is obsessed with the walls and will always shoot the ballistic missiles at them. You might want to put down walls that have better defensive capabilities in a more concentrated configuration to supplement your mobile units, in case you run into a battle group that's giving you more grief than you're ready to deal with. Whenever a ballistic missile destroys a wall, replace it. Chances are, the computer will attack the same exact spot.

At some point, you'll find yourself with more water than you'll need and considerably less crystals. As soon as you notice this, move two of your water mines closer to crystals.

This phase is the longest and hardest part of the mission, but what makes it the most frustrating is negated by building cheap walls. The missiles won't stop until you take out their bases or until they run out of metals. They threw so many units at me that I couldn't advance quickly enough to take them out. Just keep building more units and advance towards the corners of the map. Eventually, you can start building Crions and Charons. I found the Crions significantly more useful, especially after upgrading their damage and distance. Charons should just be used to protect your Crions and support units, same as the Deimoses, but the Deimoses have more HP. Ground tanks are also helpless against your air units, but you need to keep your anti-air units nearby.

Breaking into the northwest base is tough. Getting a Crion close enough to bring down the wall will have them all shot down with the aforementioned 30 air units with chemical missiles in short order and there's a strategically placed wall cannon that prevents your only available anti-air units from supporting, so you'll have to try to build anti-air walls around the outside and hope you have enough of them around when they come out to bring the hurt. Getting them into place is also tricky, since they can also shoot down the walls before they land. Missile defense Apollos helped me get one of them in deep, but I had to abuse save reloading before I could get it done. Spacing them out is also necessary, since a ballistic missile could come down and take out an entire cluster of defenses at once. Once their air force is down, you're free to march into their base with whatever you want, whether it's Crions or Ultimate Rippers.

The northeast base isn't nearly as well-guarded. At one point, I had Ariah dismantling it by herself with the acid gun after their tanks were cleared away (but I also had been fighting them this entire time). They had also run out of resources.

As for the titular "prisoners", well, you can rescue them at your leisure, but they aren't terribly helpful or necessary. I even killed a couple of them accidentally from splash and penetrative damage. Oops.

Phase IV: Cleanup
Congratulations! The rest is all downhill. All that's left is the base in the middle of the map where Liu Han is. I moved all my forces in after conquering the corner bases and had it taken apart within minutes, plus some Ultimate Rippers do some heavy damage. You have absolutely nothing to worry about during this phase. You'll want to take down all the defenses before moving Ariah to the green spot on the map and trigger the next part.

Phase V: Say Goodbye
This part isn't that hard, so feel free to stop reading now to figure it out on your own. If, however, you're sick of this ♥♥♥♥ and are feeling devious, don't move Ariah to the green spot yet and get ready.

First of all, sell all of your walls you used to advance with. You won't need them anymore and the extra power is very necessary.

Now, when Ariah moves into the green spot, several new enemies will spawn in two spots. So before you move her there, you'll want to build what I call chambers of pain. The west spawning area is in the southeast corner of the pocket south of where their wall used to be. The east spawn point is the space southwest of the base. This is what I built:
West[i.imgur.com]
East[i.imgur.com]

Both areas have towers with four battle modules with two of the battle modules upgraded to anti-air missiles. The west defenses are surrounded with electric guns. The anti-air walls that you see were already there from before, so if you don't have these, it would help. It doesn't really matter unless you're intent on their complete obliteration without losing any structures. The east side has several anti-air walls on the west and north sides to deal with the extra air units, plus some extra twin towers and my Crions just happened to be parked there from before.

Whenever you're ready, move Ariah to the green spot and enjoy the fireworks. Walk your trio to the extraction point whenever you're ready to end it. Hope you found this guide helpful.
最后由 TigerNightmare 编辑于; 2014 年 8 月 18 日 下午 2:44
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正在显示第 1 - 5 条,共 5 条留言
NoNameNoShame 2018 年 5 月 13 日 上午 10:01 
I don't know why, but this strategy with building walls didn't work that way you have described — computer always was hitting the building you have produced since the start of the mission (i.e. mines) :/ And then all other constructions in order you have produced them.

But I can't say that it was absolutely useless, because when he finished with my regular base (for some reason one of my tower and pair of mines survived this mess) he focused on walls that I have built to the middle of the map, and that gave me enough time to finish him off.

Anyway I threw away an idea of trying to catch and hold eastern resources and focused on constant pressure on northwest base with massive bunch of Apollos with electro+Apollos with AntiAir+Athenas with electro and Phoboses I was given at start+hired agents. Slowly, sector by sector, I used to kill tons of enemy's tanks, and with electros it was a pleasure.

While I moved towards to NW-base I quickly researched and produced few Crions before missles started to destroying me and I just have reached my target and slowly get rid of NorthWest base, while Apollos and Medic agent had Crions' back (and front too, lol).

Then I left one AntiAir unit to kill all the harvesters and constantly incoming Colony Centers, which led enemy to out of resources. But of course before he ran out of resources he sent to me from second base a bunch of chemical tanks, which I got killed with Athenas (fast engine makes them really quick and mobile) and Medic agent (utilizing air trash with psy-guns they sent to me).

After all of that mess it was only matter of time of killing almost helpless NorthEast base — bunch of tanks crawling between two bases wasn't a big issue with proper micromanagement of small squad of units which survived first part of the mission.

Anyway thank you for your guide, which made me believe that this mission is quite possible to pass.

P.S. performed on hard difficulty, all the time of course I had to abuse save/reload...
最后由 NoNameNoShame 编辑于; 2018 年 5 月 13 日 上午 10:03
TigerNightmare 2018 年 5 月 31 日 下午 7:27 
Hey S0m3Th1nG_AwFul!, I just saw your post. Hopefully you've had better luck with this by now, but I'm glad you found this at least somewhat useful. It's a very poorly designed and unfair level, especially since your anti-ballistic stuff doesn't work as advertised and you can't really adapt so much as hope RNG is on your side. Good luck.
Rupert 2020 年 4 月 24 日 下午 9:33 
TigerNightmare i have solved quickly colonizing and sealing the whole east area and with 200 sniper athena,i cleared up everythink everywhere with just them and some crions,anyway.....you know what?i tried to put into an anti ballistic missile apollo one of the rescued lc veteran pilot,his apollo was always catching their ballistic missiles,so far i got only one of their missiles actually hitting one of my towers and detroying it,i think that's the way,try to do so and tell me if it works with you too,i also did not encontered the 20 chem msls amursks you were talikng about,i guess i have been lucky.that mission was a nightmare,i played it lot of times before to find a way
Rupert 2020 年 4 月 24 日 下午 9:35 
i'm uploading all those campaigns on hard on my channel if you want to see how i managed to do it,finishing to upload the lc,playing the ucs atm
shadowfate67 2024 年 11 月 13 日 下午 6:36 
So I just started replaying the campaigns on hard difficulty. I also struggled with this mission. It took me 5 attempts, but I learned a lot about this mission.

1. You do not need a huge base.

The goal of the mission is to free a group of prisoners and then get all of your heros and prisoners to an extraction location. The prison camp is marked on your map from the start of the mission and the extraction point is conveniently near the prison camp. This is all that is required to clear the mission. This can be achieved with a very small strike team with very specialized units, thus there is no need for a large base to be built to sustain a long drawn out fight.

2. Artillery is useless.

Unfortunately the LC's artillery unit the Crion is not usable in harder difficulties. Because this unit has to be airborne to move it gets shot down by the massive amount of anti aircraft Amursk's the enemy pumps out. They annihilate any flying units and makes it near impossible to get artillery near any significant structures.

3. The enemy units can be easily distracted.

There are 2 bases other than the prison camp (one red to the west and one light green to the east) that will continuously pump out waves of units. Under normal circumstances these waves will eventually gather together in enough numbers (and with enough long range artillery) to overrun your base. However, if units or heros were to intercept incoming waves, the enemy wave will happily chase after them instead of continue to your base.

With these 3 findings I found a streamlined and cheesy solution. The plan involves building a minimal base at the mission starting location, a secondary buffer outpost to the east entrance, and creating a single streamlined assault force that will beeline to the prison camp. There is no need to fight the endless hoards that the other 2 bases will produce.

Main base
Your starting set up should involve dropping 4 mining stations on the crystal and 2 on the water. For your main base you will need 4 towers total. Everything should be as far back away from the ridge and entrances as possible. 1 will be a production tower and have 4 to 5 production modules. The other 3 will have solar panels and storage units. On the first tower be sure to grab a research module on the top. Only 1 research module is needed. The reason you want to keep away from the ridge is to force artillery units to have to come across to your side of the ridge to get in range.

Defenses
The enemy loves to send flying Amursk's your way so make sure to drop 2 to 3 AA walls on both sides of your base to defend against them. The ai will actually stop sending in air raids once you establish them and instead keep their units on the outskirts of your base just out of range. Additionally dropping a twin tower and electric wall combo on each side along with your contract hero is enough to deal with early waves. Do not spend too much on excess defenses. This strategy will be very crystal hungry and so the less you spend on unneeded defense structures, the more can be spent on the offensive gameplan.

Secondary Buffer Outpost

As soon as your defenses are in place at your main base you can begin researching the only tech you need, the Charon. While this is researching Ariah can be taken east toward the bottom right hand corner of the map. There one of the optional LC prisoners is being held. You can easily clear the units and tower with the acid gun. The pilot you free is useless, however the crystal deposit next to this spot is huge. Drop down 2 more mining stations, 2-3 AA walls, and a twin tower/electric wall combo. This will act as a buffer from waves coming from the east along this path to your main base. This is only to buy time for you to build your assault force.

The Assault Force

You are going to make 3 squadrons of units. In my run I used the following and had no problems completing the mission with 0 additional reinforcements.

10 Charons outfitted with 3 sets of psi rayguns and 1 electric cannon, chemical armor, speed engine, and shield generators.(Killers)
These units are your Killers. They will be your frontline that eviscerates enemy forces.

7 Charons outfitted with 3 sets of ultrasonic wave cannons, 1 electric cannon, chemical armor, speed engine, and shield generators.(Wreckers)
These units will be the main way you breach the enemy prison camp. Since artillery is not an option, ultrasonic wave cannons are the next best option and do a great job when you have 21 of them all focused on a single structure hence the nickname Wrecker.

8 Apollos outfitted with anti aircraft missiles, chemical armor, speed engine, and shield generator.(AA)
These units are key in defending your other 2 squads of Charons from all the Amursk's patrolling the skies. They cut through enemy aircraft very quickly, however they MUST be protected from enemy ground troops.

Once built, these 3 squads can be sent out of your main base along the eastern path toward your buffer base. It is then a short trek north towards the main prison camp. Move the killers first in front to intercept enemy ground troops. Move AA squad in after to kill any enemy aircraft. Move wreckers last and have Ariah somewhere in the middle just so she does not take too much damage and randomly die. Rinse and repeat this process as you march your units right up to the prison camp's walls.

What you will notice is that the killers are very adapt at neutralizing enemy vehicles. The electric cannons quickly drain their shields and then the psi ray cannons quickly cause the drivers to go insane. All incoming troops that are not killed will quickly no longer attack you and instead drive around aimlessly. It so happens that the ai registers these units as enemies. So no the enemy units no long send waves in organized structures. Instead they break up and chase these rouge units. This has a snowball effect. The farther north you push, the less effective reinforcements you encounter as the eastern base is unable to send units directly anywhere. All waves headed toward your assault force or base will be distracted by the remnants of the last wave.

Breaching the Prison

This part is really easy. Once you reach the walls of the prison camp, send your wreckers up in front and target the turret defenses one by one. They turrets fall very quickly with all the damage hitting it from the 21 ultrasonic cannons. Once the bulk of the turrets have been destroyed, Ariah can help out in clearing structures with her acid cannon. In a bit the whole camp will be leveled and you walk Ariah into the area marked on the map. This triggers a dialog with Major Falkner and Liu Han. They join your party and a new location is marked on your map.

Escape the Planet

Now all that's left is marching your forces and party of heros around the corner to the evacuation point. The enemy was still very disorganized from the random rouge units that there was little resistance on the path around to the evacuation site. Once you get Ariah, Falkner, and Liu Han to the marked location the mission will be completed.

Defending your Base

The neat thing about this strategy is that your base serves as a distraction once it has produced your assault force. You should not need any reinforcements. The more enemies that are charging toward your base versus intercepting your assault force the better. Eventually your base will be overrun with artillery units if you do not focus on producing some combat units to defend it. I found it not necessary and reached the evacuation point as my base was being destroyed. The strategy is very all in, but it allows you to get a good sized army advancing deep into enemy territory before the enemy waves can build up.

Let me know if this worked for you as it did for me.

Note...
I read in other posts the pros of using the Deimos unit instead of the Charon. While it is true that the Deimos has a large HP pool, it also has one less weapon slot. This really matters when trying to quickly mind drain the enemy vehicles. The killers having a third psi ray gun per unit is huge in cutting through enemy shields and quickly draining the mind stat from drivers. I did not lose many units from my strike force. I did not feel like extra hp on the units was better than the extra weapon. It is highly possible that this strategy does work with Deimos units as well, but may take longer to disable units and cause your advance toward the prison to be slower.
最后由 shadowfate67 编辑于; 2024 年 11 月 13 日 下午 7:38
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