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.
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.
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.
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.
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 ‘
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!
Dbtking111
2 comments:
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.
Actually, only 8. I usually go 20 energy, 8 stability, 1 projectile, 25 manipulator, 6 shockwave for crossfire.
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