Sunday, January 13, 2008

Momentum Missile 2 Badges

Momentum Missile Mayhem: II Badge Walkthroughs
Game Tips:

Save after EVERY level.
Try and keep stability of shot at 80% or over.

Instructions list actions to be performed BEFORE the level named, for example the instructions for wave one should be done BEFORE you have started the first wave.

Tech Level indicated should also be reached before start of wave, but it is unlikely that your game will be played exactly as mine was so use the Tech Levels as a rough guide to where you should be.

‘Rush’ Mode Guide:

Only projectile available is the ‘Anti-Matter’ and the ‘Triple Velocity' power-up which last the 100 seconds and then a fair bit longer. You start with 30 Skillpoints to spend on Upgrades and Abilities.

Choose to start with the projectile launcher on the left-most position (is selected by default when you start new game).

Spend the skill points as follows, 1) spend 6/30 Skillpoints on ‘Shockwave’ ability to obtain and, 2) spend the other 24/30 points on ‘Energy Upgrade’.

Don’t shoot an enemy that is too close to the projectile launcher, and if you must, make sure you have enough ‘Health’ to survive the blast. Also remember that when an ‘Anti-Matter’ projectile hits a target it has a shockwave, and then an implosion effect, the latter being more powerful.

There’s no need for all this info, this really is extremely easy and you should pass the challenge with no problem, but I’m gunna try and be thorough.

If you survive for 100 seconds then you will achieve the ‘Fun with Antimatter’ badge and will be awarded 5 points.

‘Crossfire’ Mode Guide:

No help in the form of power-ups in this one and enemies enter screen from both sides so be sure to select central position for the projectile launcher. You do however start with 60 Skillpoints to play around with in this mode.

Spend the Skillpoints as follows, 1) spend 6/60 points on ‘Shockwave’ ability to obtain it, 2) spend 15/60 points on ‘Implosion’ ability to obtain it, 3) spend 1/60 points on ‘Projectile Upgrade’ to receive a new weapon, 4) spend 13/60 points on ‘Stability Upgrade’ and finally, 5) spend the remaining 25/60 points on ‘Energy Upgrade’.

Remember to keep the corresponding orange and blue tanks, as shown on information screen, apart from each other or face a huge, unexpected, and incredibly awesome destruction.

This mode will be more of a challenge than the easy ‘Rush’ Mode badge but should still be reasonably easy as long as you have a certain amount of skill at this game.

If you survive this mode for 100 seconds you will achieve the ‘Combusteo and Juliet’ badge and will be awarded 15 points. Good luck.

‘Scenario’ Walkthrough:

Wave 1 (Tech Level -1): Choose to start with projectile launcher on the left-most position.

Tips: There is a very limited number of enemies on his wave, so take it slowly and use the time to practice your aiming.

Wave 2 (Tech Level -2): Spend 5/5 points on ‘Gravity Manipulator’ to raise it to Level 1.

Tips: Use ‘Gravity Manipulator’ as soon as it has reloaded, this saves energy as you will still be able to pick off any enemies with your projectiles without too much difficulty.

Wave 3 (Tech Level -3): Spend 5/5 points on ‘Gravity Manipulator (Second Modification)’ to obtain the ability. (Note: This is not the same upgrade as ‘Gravity Manipulator’.

Tips: Refrain from using ‘Gravity Manipulators’ if there is only 1-2 enemies on screen, pick them with projectiles.

Wave 4 (Tech Level -4): Spend 5/5 points on ‘Energy Upgrade’.

Wave 5 (Tech Level -5): Spend 5/5 points on ‘Stability Upgrade’.

Tips: Go all out with abilities and projectiles to kill the first group of enemies who rush on screen at start, should be easy, rest of level is a doddle.

Wave 6 (Tech Level -5) No points to spend

Tips: Level 5 stability will give you 92% stability at full velocity for first projectile, so always fire at full velocity from this point.

Use all abilities to take out the boss, use projectiles to knock him back off screen then take out the weaker enemies.

Wave 7 (Tech Level -6) Spend 2/5 points on ‘Energy Upgrade’, 2/5 points on ‘Stability Upgrade’ and 1/5 points on ‘Projectile Upgrade’.

Tips: Unlocked projectile has 100% stability at full velocity and uses less energy than original projectile, so continue to use second projectile at full power from this point onwards

Wave 8 (Tech Level -6): No points to spend

Tips: You have infinite ‘Anti-Matter’ power-up through this level, with 100% stability at full power….have fun.

Wave 9 (Tech Level -7): Spend 3/5 points on ‘Energy Upgrade’ and spend 2/5 points on ‘Stability Upgrade’. Position projectile launcher on far right of screen because enemies now enter from the left.

Tips: Don’t focus on killing the enemies, just try and knock back the closest ones, if you focus on one enemy the others will walk straight past.

Wave 10 (Tech Level -7): No points to spend.

Wave 11 (Tech Level -8): Spend 1/5 points on ‘Stability Upgrade’, spend 3/5 points on ‘Projectile Upgrade’, and spend 1/5 points on ‘Shockwave’ ability.

Wave 12 (Tech Level -8): No points to spend.

Tips: By now you need to start using the hotkeys, hover over the symbol in bottom left corner in-game to see them, or you can just use the number keys (1-8) to select corresponding projectile, this being the simplest and most needed. Now you can switch quickly between projectiles try using ‘5’ when you have a stability upgrade or fire it very gently and use it if you want to use ‘Gravity Manipulator (Second Modification)’, use ‘2’ as default weapon (as you should’ve already been) , and use ‘4’ to pick off stronger enemies.

Wave 13 (Tech Level -8): No points to spend.

Wave 14 (Tech Level -9): Spend 5/5 points on ‘Shockwave’ to obtain ability. Move projectile launcher to centre position as enemies now enter from both sides of screen.

Wave 15 (Tech Level -10): Spend 5/5 points on ‘Navigation Hack’ ability to obtain it.

Tips: You have infinite ‘Anti-Matter’ and ‘energy regeneration’ power-ups. You have infinite lives, but you lose the level if you let any Nuclear Tanks past as shown on the level description.

Preferably use ‘Navigation Hack’ on an enemy with others behind it to destroy more enemies.

Wave 16 (Tech Level -10): No points to spend. Move projectile launcher to left-hand position as enemies now enter from right side of screen.

Tips: Every enemy must be killed to survive this level.

Wave 17 (Tech Level -11): Spend 5/5 points on ‘Gravity Trap’ structure to buy it.

Tips: Same objectives as previous wave.

If an enemy is about to pass off screen try putting the ‘Gravity Trap’ behind it to keep it on the screen, and then use ‘Navigation Hack’ to stop it leaving the screen once the structure has been destroyed.

Wave 18 (Tech Level -12): Spend 5/5 points on ‘Gravity Manipulator’ ability to obtain level 2. Position projectile launcher on right-most slot as enemies now enter from left side of screen.

Wave 19 (Tech Level -13): Spend 5/5 points on ‘Implosion’ ability.

Wave 20 (Tech Level -13): No points to spend. Position projectile launcher in centre of field as enemies now enter from both sides.

Tips: If the orange tank collides with a blue tank (the design shown on wave information panel) you will lose the level.

You have infinite ‘Energy Regeneration’ this level.

Wave 21 (Tech Level-14): Spend 5/5 points on ‘Implosion’ ability.

Wave 22 (Tech Level -15): Spend 5/5 points on ‘Implosion’ ability to obtain it. Position projectile launcher on left side of screen as enemies now enter from right-hand side.

Tips: You must destroy all enemies of the type shown on wave information screen.

Wave 23 (Tech Level -17): Spend 10/10 points on ‘Acceleration Tower’ to buy it.

Tips: ‘Anti-Matter’ power-up for 50 seconds from start of wave.

Fairly large enemies at end of level coming on screen in waves of three will absorb your bullets and heal themselves, can be killed with ‘Anti-Matter’ projectiles, collisions, explosions, and ‘Black-Hole’ power-up.

Wave 24 (Tech Level -18): Spend 5/5 points on ‘Gravity Manipulator’. Position projectile launcher in centre position as enemies now enter from both sides of the screen.

Tips: Orange and blue enemies shown on wave information page will end game if they collide.

Wave 25 (Tech Level -18): No points to spend.

Tips: There are 2 ways to lose this level and they are as follow:

1) Orange/Blue collision (see ‘Tips’ for wave 24, above)

and, 2) letting a SINGLE enemy leave the screen.

Wave 26 (Tech Level -19): Spend 5/5 points on ‘Gravity Manipulator’ ability. Enemies now enter from left side of screen, so position projectile launcher on the right.

Tips: Enemy shown on wave information screen is not new, see ‘Tips’ for Wave 23.

You must again kill EVERY enemy that enters screen.

Wave 27 (Tech Level -19): No points to spend. Position projectile launcher in centre of screen as enemies enter from both sides now.

Tips: Blue/Orange tank collision will end level.

You have infinite ‘Triple Velocity’ and ‘Structure Regeneration’ power-ups.

You must kill EVERY enemy.

Wave 28 (Tech Level -20): Spend 5/5 points on ‘Gravity Manipulator’ ability to obtain level 3 it. Position projectile launcher on left side of screen as enemies now enter from right-hand side.

Tips: Enemy shown on wave information panel has the ability to slow down your projectiles.

Make sure to make full use of the ‘Level-3 Gravity Manipulator’ ‘coz throwing the bosses sure will do a lot of damage.

You must still kill EVERY enemy that enters screen

Wave 29 (Tech Level -20): No points to spend. Position projectile launcher in centre of screen as enemies now enter from both sides.

Tips: You must kill ALL enemies of the type shown on the wave information panel. (Note: You must also not let the blue version of it past you)

Wave 30 (Tech Level -20): No points to spend. Position projectile launcher on left-hand side of screen as enemies now enter from the right. Oh, and good luck, your almost there….well….almost.

Tips: Must kill all of the four enemies shown on wave information panel. (Note: Colour does not matter in defining between tanks).

You have infinite ‘Triple Velocity’ power-up.

If you increase your Tech Level (I levelled up twice) during Wave 30 spend all 5/5 points on ‘Energy Upgrade’ when there is a gap between waves of enemies.

If you have just completed Wave 30 then you have achieved the ‘Momentum Mayhem Master’ badge and have been awarded 30 points. Congratulations!

Written by
Dbtking111

2 comments:

Anonymous said...

Your crossfire guide is all wrong... why do you need 13 stability when you only have the 2nd projectile? 10 stability (maybe less even) will give you 100% at any velocity for the 2nd projectile.

Anonymous said...

Actually, only 8. I usually go 20 energy, 8 stability, 1 projectile, 25 manipulator, 6 shockwave for crossfire.