Tuesday, November 18, 2008

Xeno Tactic - Strategy Guide

Xeno Tactic is played as a turret defense game, of which there are many, but this is the first one I have ever played. The game has six levels or missions, each getting harder every time.

The game has a built in auto save, at mission level, so you can keep playing the missions you have unlocked. Missions one to five are relatively easy, although not without difficulty, but mission six is as far as I am aware, impossible. I have not read on any forums of people actually beating this game.

However, I and many others have reached the dizzy heights of level 93 (out of 100) in mission 6, so I feel well-qualified to write this strategy guide. I will concentrate solely on mission 6, as most people will be able to achieve this level relatively quickly, but mission 6 may keep you occupied for days, weeks or months. A very important point to make is that you should not lose your money! If you get to Mission 6 you will no doubt have come across the situation whereby you lose all your accumulated wealth!

What happens here is that as your other turrets finally kill off an alien and you are placing another turret on the board the range ring of the just placed turret remains, and if you now click on another already placed turret then you WILL LOSE ALL OF YOUR MONEY. This can keep happening when a lot of aliens are being killed in quick succession, so be careful and be patient when this happens.

You must be careful not to let this situation arise, and the only way to prevent this happening is to click on the weapons bay (top right) and then click onto an area of the screen where a turret cannot be place (E.g. on top of another turret). Most people feel that this is a bug in the game, however, I have a suspicion that this may be a cunning piece of programming on the developer's behalf!

The general advice for this game is to build a maze, however, how long do you make this maze? My advice is to make just a short maze with a long horizontal of Vulcan turrets at the top of the screen and a long vertical of Vulcan turrets on the left hand side and then just a simple maze of Vulcans in the top left had corner. Attack the aliens with one or two SAM turrets (bit of a misnomer for this turret, as it only attacks ground aliens) as these turrets can cause plenty of collateral damage to adjacent aliens. In order to make this maze work you must continually 'compress' the aliens, this means selling and buying Vulcans for the ends of the longs runs and the centre 'gate'.

If you can get past level 7 in Mission 6 (the first airwave) then you should have no further problems until level 49. Continue to upgrade your weapons as and when possible, but do not forget to upgrade your DCAs as these are crucial to get to the higher levels, as the only real problems in the game are the airwaves.

Level 49 is what I choose to call a super-airwave, with only two flying aliens, but each with a very high hit-point value. By the time you have reached this level you should have at least 3 fully-upgraded DCAs, and normally this will be enough to cope, but only if the aliens are within range of at least 2 the DCAs. You may be able to predict the flight-path of these two aliens by carefully watching previous flying alien levels and place your DCA turrets along the path of the leading alien. This will not always be the case, but it is the best strategy that I can come up with. If you can get three fully upgraded DCAs (you can do this by about level 42) continue to add DCAs and upgrade appropriately so you have the maximum distribution of fire-power for level 49. I should also mention that freeze turrets, whilst a low fire-power turret.should be used to get through this level. A certain amount of luck is required to get through level 49, but it can be done.

Level 51 is another air-wave (this is the exception to the rule that an air-wave is every seventh wave), but you will almost certainly get through this level without any problem.

Level 58 is another super-airwave, again just like level 49, but with even higher hit-point values. Upgrade your DCAs and freeze turrets and you should be able to get through it.

Then it's onto level 72 which you should be able to cope with, and then level 79. At this point, hopefully you will have several DCA turrets and several freeze turrets. This is a big level, I don't think I have ever got through this level with all lives intact, but if you lose only 3 or 4 lives you are doing OK.

Level 86, what can I say, this one will hit you hard... expect to lose about 10 lives!!

Level 93... the end, I really cannot see how you can ever get through this.

If you ever get past level 93, or just need further clarification, please leave a message on my blog ...hope to see you there soon.