TerraTech

TerraTech

Not enough ratings
Advanced Missions [PlayBook] 0.6
By SandTag
A full guide to the Advanced Missions series, it contains the full set of rules and restrictions, how to play, and some advice on how to beat each level if your really stuck (note the individual level guides are based on medium mode).
   
Award
Favorite
Favorited
Unfavorite
Introduction & Background
REQUIRES R&D


You will need the items from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1485641033 to play this in depth challenge.

Advanced Missions was created to plug the gap in terratech with a lack of a serious campain/story mode, in this series, you will find a set of story and puzzle driven levels.

Unfortunetly due to the selfishness of the devs refusal to add enemy creation to creative mode, you will need the R&D pack to play the series.

The series has 4 difficulty levels, as a rough guide to where you should try...
>Easy: New to the game, only played in creative mode and limited time in campain mode if any
>Normal: Completed Campain mode (5+/3+/3+/3+ in campain mode)
>Hardmode: All achievements for the base game.
>Survival mode: For experts only, if you want a serious challenge.

[WIP]
as new levels are added, if they are found to be too hard, they may be nerfed with a higher budget.
some may also get harder before i add them, the price chart will likley change on a handful of levels as they get released.

To start a level, hold T and left click on the tech spawned in, it must be fully charged if it has batteries.
Item prices, restrictions and unlock criteria
Note: all items not found in this list are regularly priced, rounded to the nearest BB100 for quickness.

Items in the price change list with an asterix (*) have a challenge to unlock them ontop of a level requirment if imposed

Price Changes

Better Future Gravity Magnification Engine BB5,000
EXP firework launcher BB400
EXP vibro blade BB600
EXP Big Man Bomb BB3,750
EXP AA Reupulsor Cannon BB2,000
Better Future Plasma Flamethrower BB7,800
Hawkeye Plasma Jaws BB11,200 (Level 24+)
Geocorp Small flail BB4,200 (Level 20+)
Geocorp Large Flail BB14,600 (Level 28+)
Venture Auto Cannon BB28,600 (Level 35+)
Better Future Class D ray BB80,000 (Level 38+)*
Better Future Cyber Disk BB55,000 (Level 39+)*
Better Future Concealed Gattling Gun BB67,500 (Level 40+)*
EXP sticky nade launcher BB22,750 (level 41+)

Venture
Shield: BB5,000*
Repair Bubble:BB1,000*
Battery: BB2,000*

GSO
Shield: BB10,000*
Repair Bubble: BB3,000*
Battery: BB3,200*

Hawkeye
Shield: BB15,000*
Repair Bubble: BB6,000*
Battery: BB6,400*

GeoCorp
Shield (if the devs ever add one): BB20,000
Repair Bubble: BB 10,000*
Battery: BB 16,000*

Better Future
Shield: BB11,250 (Level 25+)
Repair Bubble: BB3,800 (Level 25+)
Battery: BB6,200 (Level 25+)

Maximum battery capacity: 1.0 + 1.0 after each boss, capped at 5.0 on normal missions and 9.5 on boss levels.

GSO armour cost = 1/2
GeoCorp Shock plating: Cost = 1.5x
Hawkeye armour Cost = regular

All boosters BB500/tile*C
Fuel modules BB500*C (geo = 2, venture small = 1, hawkeye = 4, venture large = 8, GSO big = 6)
misc accsesories (max 1 of each type) BB100

All blocks are BB100 per tile*CB (Gso = 1, venture = 0.5, hawkeye = 3, Geocorp = 1,
Better Future = 2, Gso Armour = 3, Hawkeye Armour = 6)

Cab: first GSO free then see below
> GSO BB500
> GEO BB1000
> Venture BB750
> Hawkeye BB1500
> AI modules BB 2000

Ramps BB500, 750, 1000, 1250
Sockets, orbs, rods, ect BB3000/tile
F1 wheels BB500/tile

==================
==Block unlocks==
==================

Pound Cannon: level 2 (recover a cab)

2x Big Man Bomb (melee): Level 5 (recover a cab)
GSO shields and regen bubbles: level 7 (recover all 10 modules)

1x Hawkeye Auto Cannon: Level 9 (recover 15 modules and 3 auto cannons)
4x Hawkeye Warhammer Missiles (vs hovercraft): level 10 (recover all cabs and missile launcher)
1x GeoCorp Gimbal Laser (melee): Level 11 (recover all 60 modules)
1x Monster Mortar (pierce): Level 12 Boss (Hardmode+ OR recover a compressed block)

3x Venture Needle Laser: Level 13 (recover 3 terminals)
1x Megaton Cannon (pierce): Level 14 (don't break any anchors)
Hawkeye Axis Shotgun: Level 16 Boss (kill hot with weapons from cold)

3x Venture flamethrowers: Level 17 (don't destroy any rifles)
3x3 wheel size: Level 18 (don't explode the fuel tanks)
Ramps and platforms: Level 19 (don't destroy the bridge)
Venture shield, battery and regen bubbles: Level 20 (Dont lose any blocks)

1x Venture Cluster Missiles (vs hovercraft): Level 21 (recover hoverplate)
1x Gyro Stabiliser: Level 22 (recover a cab)
3x plasma flamethrowers: Level 23 (recover all 8 compressed Celestian blocks)
Hawkeye Zeus laser: Level 24 Boss (Replace weapons with two GSO Stud Lasers)

2x2 GeoCorp Armor Tiles: Level 25 (recover the cluster missiles)
All better future energy components: Level 25 (complete the above challenge, dont lose any blocks or use any batteries.)
4x2 GeoCorp Armour Tiles: Level 26 (dont damage any cabs)
Venture, Hawkeye and GeoCorp cabs: Level 27 (dont destroy any compressed celestian blocks)
Geocorp battery and hawkeye shield, battery and regen bubble: Level 28 Boss (dont lose any blocks)
Gigaton And Bertha Cannons (level 38 only for use): level 28 Boss (dont lose any blocks or change weapons while in combat)

Venture 360 Shotgun: Level 29 (don't let any invaders kill other invaders)
Hawkeye Repeater Rifle: Level 30 (recover 4 modules)
Venture Crossfire Rifle: Level 30 (recover all 8 modules)
Venture Contact Shotgun: Level 32 Boss (defeat without losing any cabs/lives)
Venture Hailfire Rifle: Level 32 Boss (don't take ANY block damage)
Better Future Class D ray: Level 32 Boss (defeat without running you out of power or leaving its range)

Hawkeye Burst Gun: Level 33 (disconnect all modules before damaging the core)
Reduce Wheel cost by BB20/tile: Level 34 (recover all weapons)
Reduce Block cost by BB20/tile and unlock the Better Future cyber dish: Level 35 (recover all weapons)
Reduce Armour cost by an additional (or just) BB20/tile: Level 36 (dont kill any crafts and win by disarming them, except leader craft)

Reduce cost of Fuel blocks by BB100/tile: Level 39 (dont lose any blocks)
Reduce cost of Booster blocks by BB100/tile: Level 40 Superboss (dont lose any blocks)
Better Future Concealed Gattling Gun: Level 40 Superboss (Win with less than 10 battery capacity and without taking any block damage)

Unlimited Melee Weapons: Level 41 (dont break the cab)
Reduce cost of Weapons by BB50/tile: Level 42 (dont lose any blocks)
Gain 4 tiles of hawkeye armor in level FX: Level 43 (dont break any cabs)
Unlock Levels "B45" & "BFX": Level FX: (complete series in survival mode)

Notes: No hovercraft or aircraft allowed, including drones
Any weapon not listed is banned, except geocorp weapons which are all "melee"
Note: Basic GSO weapons (grade two or less) that are not listed are unlocked, along with grade 1 weapons not listed from other suppliers, all better future weapons not specified are twice as expensive.

=========
=Trophies=
=========

Redeem Easy Mode Trophy (Provide proof you have completed the first 24 levels on easy)
Redeem Medium Mode Trophy (Provide proof you have completed the first 40 levels on medium)
Redeem Hardmode Trophy (Complete all 44 levels and all optional objectives on Hardmode)
Redeem Survival Trophy (complete all 46 survival levels within survival rules)
Unlock B45 and BFX (complete the first 44 levels on survival)

===================
=Banned Weapons=
===================
Gso:
> Big Bertha (Except for level 38)*
> Gigaton cannon (Except for level 38)*
> Megaton cannon (Provided on level 42`s premade machine)
> Missile Battery

Venture:
> Avalanche missiles

Hawkeye:
> Railgun (duh)
> SG1 cannon
> Battleship cannon
> Cruise Missile
> Monster mortar on any level with shielded enemies

Geocorp:
> none ;)

Better Future:
> none :) although price nerfs are in effect
Rulebook (Level Budgets)
Budgets for each level in blockbucks(BB) along with weapon restrictions.
In the format:
> (Easy/Medium/Hard/Survival/Restrictions
> [X]: easy, [*X*] hard, [**X**] Very hard, [***X***] Extreme, [****X****] Penultimate Boss, [*****X*****] Final boss.
> +: hard optional, ++, Very hard optional, !, Extremely hard optional

1: 50000 / 40000 / 30000 / +15000 / 1x1 weapons only
2: 30000 / 25000 / 20000 / +10000 / 1x1 weapons only
3: 40000 / 32000 / 24000 / +12000 / 1x1 weapons only
*4*: 22500 / 20000 / 15000 / +5000 / 1x1 weapons only
------
5: 25000 / 22500 / 20000 / +5000 / melee or 1x1 weapons
6: 32500 / 27000 / 22500 / +6000 / 1x1 OR 2x1 weapons
+7+: 40000 / 35000 / 27500 / +12000 / 1x1 OR 2x1 weapons
*8*: 55000 / 50000 / 40000 / +7500 / Gimbal Lasers (temp unlock), 1x free
------
!9!: 127500 / 115000 / 100000 / +22000 / any unlocked
+10+: 62000 / 48500 / 37500 / +6500 / any unlocked
++*11*++: 750000 / 675000 / 400000 / +90000 / any unlocked
**12**: 125000 / 110000 / 90000 / +22500 / any unlocked
------
+13+: 38500 / 32000 / 25000 / +5000 / any unlocked
++14++: 90000 / 80000 / 70000 / +12000 / any unlocked
15: 58000 / 47000 / 36000 / +8000 / any unlocked
*16*: 95000 / 88500 / 70000 / +14000 / shotguns & you may steal discarded flamethrowers to damage their respective techs.
------
+17+: 72000 / 60000 / 55000 / +10000 / melee only
++18++: 60000 / 50000 / 40000 / +7500 / lasers only
+19+: 48000 / 40000 / 30000 / +5000 / melee only (inc shotguns)
*20*: 30000 / 25000 / 20000 / +3000 / ONE shotgun (OR flamethrower if unlocked)
------
+21+: 20000 / 20000 / 17500 / +2500 / any unlocked
22: 60000 / 50000 / 35000 / +7000 / any unlocked
+23+: 200000 / 160000 / 120000 / +12000 / any unlocked
!**24**!: N/A / N/A / N/A / +0 / Premade Machine
------
25: 60000 / 50000 / +14000 / shotguns and/OR flamethrowers
+26+: 40000 / 30000 / +7000 / melee only (inc shotguns)
++*27*++: 82000 / 60000 / +10000 / any unlocked
!**28**!: 100000 / 85000 / +10000 / No Melee, Big man bomb is explicitly banned, along with the fireworks launcher.
------
29: 27500 / 25000 / +5000 / 1x1 weapons
!*30*!: 60000 / 50000 / +10000 / machineguns and rifles
31: 32500 / 30000 / +2000 / any unlocked
!!!***32***!!!: 120000 / 100000 / +35000 / any unlocked
------
++33++: 70000 / 50000 / +8500 / no melee (inc shotguns and flamethrowers)
+*34*+: 55000 / 40000 / +5000 / no melee (inc shotguns and flamethrowers)
+35+: 50000 / 37500 / +5000 / any unlocked
**36**: 90000 / 80000 / +22000 / any unlocked
------
++*37*++ 11000 / 10000 / +500 / any unlocked
*38*: 60000 / 50000 / +30000 / any unlocked, 1 additional life on all difficulties however budget is shared on hard/survival
+*39*+: 58000 / 40000 / +15000 / 1 block tall machine
!!!****40****!!!: 225000 / 200000 / +100000 / no pierce
------
++**41**++: 52000 / +12000 / any unlocked
!!***42***!!: / +0 / Premade Machine
43: 15000 / +1000 / any unlocked
*****FX***** N/A <Premade Machine> (-BB7500 for survival attempts)
============
****B46****: +25000 melee (inc shotguns and flamethrowers)
*****BFX*****: <Premade Machine> (-BB10,000 per life used)
RuleBook (Survival Mode)
So your reading this because you are midly insane and want to rip your hair out with an obscene challenge... oh well, i guess i have to write this for you then.

Survival Changes
> You have 1 GSO cab, you lose BB5000 from your budget each time it dies.
> Your budget is transfered from each level to the next, it increases at the start of a level.
> Your budget is decreased by the value of all blocks you lose from your tech.
> You must now restart levels when your cab is destroyed, there can only be 1 cab.
> All optional unlocks are self completing, no need to go out of your way to finish them
> FX requires BB7500 per attempt
> TFX requires BB10,000 per attempt
> unlike regular difficulties, you unlock all 4 trophies at once completing this difficulty, and get to play B45 and BFX which are exclusive to the setting.
> Unlimited wheel size stays locked
> No GeoCorp batteries or Hawkeye shields
> Cost of Your tech limited to the highest budget for each level

If you run out of money, go back to the last boss defeated (level 1 if before level 4), restore your budget to what it was after defeating that boss.
> Remember to keep a note of this.

>If you run out of money on FX, go back to level 43 instead of 41.
>A few levels have a survival only variant which is considerably harder, these begin to appear after level 24

Final notes: this difficulty is insane, but those who complete it get a big trophy, and the first to complete the mode with valid proof will recieve a [REDACTED] reward.
Storyline
The specialist contractor Zartbit.ILC was hired to produce devices that can locate and retrieve missing techs and crates, they were responsible for producing a variety of mining and crafting bases for Blaxiar.INC to sort through the masses of resources in their claimed land area, their research involved...

> Producing crafting bases
> Designing crafting bases to automatically produce specific techs (such as the stabilicore techs)
> Sorting raw resources into bundles for sale
> Producing cheap defense systems that were highly effective
> Designing computer infastructure to map all of the techs.
> Producing the Advance-X1 Fusion missiles

After apparently being undercut by researchers at stabilicore on the Advance-X missile series, which was worth an enourmous ammount of cash, the researchers at Zartbit made a "rover wall" protest, near one of the stabilicore research centres, blocking ground techs and their owners from getting into work!, the research division was disolved shortly after, Blaxiar.INC fired all of the researchers in the unit and reclaimed their property, they were last seen hacking into a small food delivery truck nearby...


========================
=Per Mission Set (4 levels)=
========================
SETTING: Middle of nowhere

AM: 01
> I have been informed by Dasdar Hech that there is an unresponsive tech nearby, it appears to be Zartbit`s hacked food truck, i have been told to destroy it and recover some food for the workers party

AM: 02
> The enemy faction appear to have hijacked a small block storage facility, my instruction is to destroy it and recover some of the valuable components if possible

AM: 03
> More Zartbit techs are being picked up on our mapping systems, there is talk back at Stabilicore that they are planning something big, but nobody seems to know what they are up to, i have been told to recover the computer unit so it can be scanned for any potential machines hidden nearby

AM: 04 Boss
> A large number of researchers have banded together onboard this large weapon, unfortunately the wheels were unable to be delivered to the mission station, so I have no choice but to resort to a tracked tank.

The researchers have stolen a battleship gun, likely from one of their projects, I should probably try not to end up infront of it as it could do some serious damage.
----------
-
-
-
----------
AM: b05
> The enemy has stolen an ordinance truck from a nearby cache of weapons, try to recover the bombing module intact if possible. We are also investigating nearby radio interference it isn't causing any issues at the moment, though some agents have had to travel closer to our relay to deliver information.

AM: b06
> We are receiving mixed reports as to how many enemy units are deployed nearby, there may be as many as 5 small units on the go, try not to get flanked by them! Agents are also tracking a large and aggressive yellow unit, we believe it may be some sort of commander or general for their squad.

AM: b07
> This small terminal appears to have an active connection to that large yellow enemy roaming a few miles north of your position, it may help to destroy it first before engaging to get a sneak attack upon it, this position does seem to be well defended however.

AM: b08 Boss-2
> Agents have tried to disarm this moving scrapheap several times now, its a poorly constructed melee tech that combines the parts from both a food delivery truck and fuel truck, from what we gather, this enemy general is sitting inside a giant bomb! see if you can set the gas inside on fire, it might not last as long as it looks like it might.

AM After b08 Boss-2
> Nearby Zartbit techs have became alot more aggressive, this enemy general may have had more significance to them than we expected, we have also intercepted communications, they may be attempting to break into the large silo bays back home, as for your current objective, we would like you to find the source of their radio jammer and take it out before it becomes too strong for us to effectively communicate.
----------
-
-
-
----------
AM: c09
> The radio interference appears to be getting stronger, the enemy has blocked our communication from several local points, however we have identified a structure which could be acting as a relay for their jamming signals, given how heavily armoured it is, a direct assault with a large tech would not be wise.

AM: c10
> A nearby tech is feeding into the enemy power supply chain, it is helping to boost the jammer, however due to how strong it has become, we are unable to locate the source signal as the area affected is both large and uneven. Some agents nearby have not returned after entering the jammed zone, please take care.

AM: c11
> We have discovered an enemy database hiding somewhat entrenched in the jammed zone, please recover as many data storage devices as possible, we may be able to locate their jammer with this information, please do watch out however, a large number of agents are missing in the area.

AM After c11
> What on earth is this, my agents are reporting a giant tank, thats ridiculous, zartbit dont have any industrial units left to produce something so large, please investigate, as many as 40 agents are now missing nearby.

AM: c12 Boss-3
> They call it the Protomydia, its a heavily armoured and weaponised triangular tank, it may have destroyed the missing agents, the heavy armour and shield reserves make it impossible for a direct attack to work, i will need to take advantage of its low mobility to stop it. The tank is also found to be the centre of one of these areas of interference, destroying it will allow effective radio communication.

AM: After c12 Boss-3
> Local radio jamming has grown stronger, two points nearby have moved up north, this tank appears to have been deadly bait to lure unsuspecting agents towards what they would expect to be a simple radio building, before revealing its deadly weapons. I will need to leave this area to get further missions as i cannot transmit back to base from here.
Storyline Continued
Setting: Landmarks
Enemy techs are hiding amongst these stone pillars and walls, stop them from escaping!

AM: d13 (three arches and a broken arch)
> The enemy appears to have stolen fuel they plan to launch "the big one" but they do not appear to have any missiles nearby, such a volume of high yield explosives would easily have been picked up from orbit, regardless, destroy their cache of fuel, recover components where possible, we need their terminal in tact for analysis.

AM: d14 (under the large broken arch)
> Zartbit appear to be using these small missiles as testers to simulate a larger missile splitting into smaller ones, i do not have any information regarding what they might have but if this is even slightly close to their finished product, we have a problem, in order to analyse their potential weapon, we will need all of those terminals, if possible, leave the anchors intact to retain any unsaved test data.

AM: d15 (next to a strange arch and pillar with a circle cutout)
> The plot thickens, this techs only goal seems to be tracing the flight path of their giant missile, we are actively searching the jammed zone for this large missile but have had no such luck, please recover the locator beacon from their tech so we can trace it back to the source

AM: d16 Boss-4 (Next to a giant 8 pronged structure)
> One of our scout techs ran ahead to locate what your beacon was tracking, i can assure you its not a giant missile, and this is probably not what we wanted to find, hotshot researchers known as hot and cold, famously exiled from Better Futures homeworld after "testing" their flamethrower prototypes on colleagues who stole their lunchboxes, while Better future managed to reclaim the plasma prototype, the rapid heating version was sold on the black market to venture, they are rich and very annoying, it could only help our cause to bring these lunatics to justice.

AM: After d16 Boss-4
> I don't quite know how to say it, but this whole "hidden missile" thing was a load of junk, Zartibit techs overwhelmed security at a missile silo and stole one of our prototype missiles, we need you to find it, before they get time to arm it.

AM: e17 24 hours before launch (Next to a right angled, knocked over pillar, leaning on another pillar)
> The enemy techs have scattered key components of the failsafe code across multiple techs, this first one was located on a heavily armoured scout craft, recover that component! If possible, try to bring us a few of those rifles, they are quite expensive, we will compensate you for this.

AM: e18 17 hours before launch (in amongst three pillars, with circle cutouts and of increasing size)
> Another part of the failsafe code has been located, recover it from the enemy tech, please be warned, the enemy appears to be bringing these codes near the jamming zone, we are tracking another target but have limited information available on both it and this target, we have reason to believe it also carrying fuel, be careful not to destroy the component.

AM: e19 4 hours before launch (under the crumbled pillars next to the Stonehenge)
> This large carrier appears to have been used to transport and repair the missile they stole from us, while the missile is no longer present, we must recover the worker drones from it, we have been unable to locate the failsafe codes, our only option is to try and intercept the missile, wherever it may be, before it is able to get launched.

AM e20 Boss-5 5 minutes before launch (out in the open, between the orange and grey areas)
> We are unable to validate the identity of this enemy craft, we believe it is the missile you are looking for, try to take it out, it should be full of compressed Ignian crystals, ready to blow. Time is short, don't let it get transmatted to their orbital platform.

AM: After e20 Boss-5
> It would appear this whole plot was but simply hot and colds last laugh from the grave, a giant Ignian fueled missile plowed straight into luxury apartments found on Better Futures homeworld, their share price has sharply fallen, we believe with a similar trend continuing, we may be able to supply you with their armaments at a reasonable price soon.

AM: f21 (Next to some circle arches with their tops missing)
> Zartbit`s successful bombing of the better future HQ has lead to their operators attempting reckless thefts and attacks across their borders, try to down this stolen Stabilicore tech, please note for a short while, your budget will be quite limited due to the lack of funding from better future, who are instead spending most of their funds to rebuild and defend their new headquarters.

AM f22 (Next to a strange stack)
> Another Stabilicore prototype has been stolen, fortunately the shield array has not been incorperated into this tech, otherwise it would be almost entirely invulnerable from your attacks

AM f23 (Near a stone shrine)
> Oh my, this is not good, a nearby Stabilicore tech was stolen while recharging on the ground, it would appear that it is a highly armoured and shielded fortress, capable of wrecking most techs with those giant cannons. I am not quite sure what to do, fortunately we have located their hideout, once you have stopped this floating menace, we can attack them directly.

AM Easy mode final boss (f24 Boss-6), Inside the broken Stonehenge
The centre of their wicked campaign, this communications outpost has been directing their techs and the shameful plundering that ensued the aftermath of their redundancy, it is incredibly well defended, and if its proximity defences were triggered, an armada of techs would come to its rescue, our solution? We take a leaf out of their book, and steal one of their own techs. Use it well, and make sure to wreck that place.

AM: g25 (hiding amongst some stone pillars facing inward)
> What are these tiny things? AH! they are going to try and blow you up, make sure to avoid those bombs, we don`t need more repairs tearing through our budget!

AM: g26 (In a ruined church)
> This stolen tanker was transporting fuel to our techs on the frontline, can you recover our lost shipment, intact please?

AM: g27 (Inside the giant Henge)
> We have located a potentially useful AI chip, the problem being that it is inside of a well defended outpost, we are unsure of what it is communicating with, however this may lead us to a valuable enemy unit or base, make sure not to destroy it when recovering it from the tech.

AM: g28 Boss-7 (in the middle of nowhere)
> Exactly what we are looking for, this cloaked tech would appear to be their real command centre, its heavily defended, and uses prototype anti-grav weapons, unfortunately the agent i sent out earlier determined this the hard way, make sure not to suffer the same, floating fate, and blow it to pieces!

AM: h29 (Infront of a giant ruined pillar)
> These Zartbit techs appear to have been caught short of their planned escape, eliminate them before they can run to a new hideout.

AM: h30 (At the target practice range)
> This experimental Stabilicore tech was designed to deliver a powerful missile to its target, the prototypes are one of a kind because the project was upscaled to become what was known, for the short time that it existed, meteor mash, the meteor mash project was discontinued after the AI techs became sentient, and rampaged inside the test facility, destroying several floors of the building, they were destroyed and the wasps were never completed, or all of them armed with missiles.

AM: h31 (In amongst the tiny playground ramps)
> This tank tech from Zartbit would appear to be lost, take advantage of its poor positioning and get rid of it!

AM: h32 Boss-8 (Location Unknown)
> We do not know much about this tech, the only thing we know is apparently it inside a circle made of circles, and that seems ridiculous, go and see if you can find it!
Further Continued
AM 33: (Behind the crafting zones resources)
> You receive another target, a missile defence system located behind what appears to be friendly crafting machines, it seems odd that this is your target, but you attack it anyway, and try to recover the core of the tech intact.

AM 34: (Amongst some stunt ramps)
> This time, your target most particularly seems to be allied, a typical cannon emplacement found guarding mining operations, they are commonly contracted from Stabilicore to Geocorp as they are cheap and sturdy, why would Zartibit have went to all the effort to steal one? while it does appear strange, the director explains that it contained valuable resource compresses and it was plundered for them.

AM 35: (Further back in the stunt ramps area)
> Now things are getting weird, this structure seems to be allied, it does not shoot at when driven past, and is a typical field bunker, used as Accomidation near the front lines, many of them were used to house our officers, but Zartbit have been pushed back on all fronts, so how did they capture this one, and why?

AM 36: (In between the two stunt loops)
> You notice a weird object on your radars scanner, it appears to be following you, but you cannot make out its shape, almost as if a whole bunch of techs are following you around.

> The director notices your curiosity and orders you to remove your radar and recalibrate it, as it must be faulty, you realise that these techs have been following you for some time, ever since you encountered that radio interference, rather than recalibrate your radio, the missiles that had been saved to take out the Zartbit commander can be used to destroy them.

> As you prepare the missiles, the techs reveal themselves! its the thought to be destroyed Meteor and its followers, called Mash, these cunning AI weapons have abused your already dampened radio sensors to hide, and follow you, but you are unsure why they chose not to attack your tech.

After AM 36 Boss-9
> After destroying the meteor mash, you receive a whole bunch of concerning emails from the real director, warning you that a smart AI may attempt to fool you into working for it, without realising, you have been destroying huge swathes of resistance techs, the Terresla could no longer stop the real Zartbit techs from capturing land and marching forth into civilian settlements
The director understands that the AI core found in the M.E.T.E.O.R unit was unique and gifted, you are offered a chance to exact revenge on the real Zartbit, and reclaim land stolen from Stabilicore. You don't get a choice however, as that bunker did contain a valuable shareholder from better future, and in a way, they want you to work off the death penalty you would otherwise have been given, by recklessly attacking Zartbit techs.


Actually AM 37: (Under the largest ramps)
Now that you are back on our side, we realise it is imperative all copies of the M.E.T.E.O.R AI have been destroyed, this small outpost contains uplinking devices, it is designed to self destruct when attacked, but we need the computers undamaged, find a way to recover them.

AM 38: (Sapping energy from the recharging tower)
This large tech has been draining power from our nearby grid, thanks to the deception of the Meteor Mash, we had been unable to successfully eliminate it and reclaim our charger, which is set to charge anything nearby. In order to prevail, we need you to remove the shields from those cannon turrets, and disconnect the core from all power sources, so we can bomb the tech successfully.

AM 39: (Stealing data from behind the prototype block dispensers)
This large computerised device has been leeching data from our experimental testing dispensers, we have no idea what kinds of havoc this will cause, recover all of the computers, hopefully we can use them to find the leader, or at the very least, their main base.

AM 40 Medium Mode Final Boss: (Truly in the middle of nowhere)
Locating this has been... Tiring, This tech is called King Byte, the apparent leader of this frenzied
militia, we are authorising you full funding to take their abomination of a tech, do what you must to bring it down.

After AM 40: (In hardmode only)
We are very fortunate to have preserved some of your budget, Despite our best intel, Zartbit remains at large, we have discovered plans for a dark matter weapon onboard this tech, please find it.

AM 41: (Near a giant sandstone pillar)
This tech is using stolen weapon parts to direct dark matter straight into out orbital station! it is sending entire decks of our ship into compressed storage, unfortunately, biological organisms do not survive this compression process, please stop them from crushing our members!

AM 42: (A little further away from the sandstone pillar)
Aha! they were controlling that weapon from this tech, although for some reason, we are reading multiple cab units in different locations in this tech, be warned, they may have planned for a quick getaway.

AM 43: (Somewhat far away from the playground)
This tech carries a whole load of compressed resources, destroy the cab and steal them, before its too late.

AM 44: The Finale
Our enemy has built a weapon, powered by stored dark matter, if it is allowed to fully charge, it will fire a wave of it at the space station, we will be destroyed, you must stop them!

AM After The Finale:
It appears the tech inside was autonomously controlled, designed to keep charging that weapon even if fired at, unable to feel fear, it would not divert power away from the weapon to its shields, this fault allowed you to break the weapon, and destroy the core, that may have been used as a way to destroy a moon sized space station.

Despite your triumph, we have still not captured their leader, he has escaped, perhaps there would have been a way to stop his escape, if we had not spent so much of our resources on your techs


AM 45 & TFX: Complete the game on survival mode to unlock these bonus levels!
Additional
> weapons added from corperations not listed here are presumed to be banned.

> if you want to make youtube videos for the series, make sure to link to list found in credits
[this is not optional!!!]
(i will also be handing out free strikes to silver+ channels for ignoring this, ignorance isnt an excuse).
> credit for music and a tacky meme goes to sega and the sonic fanbase

> Series`s official discord server: https://discord.gg/x3Cs39F
> Discord server is used to redeem trophies (which are then found ingame)
> Survival mode redeem will require hard proof in the form of:
) A youtube video series, including all playtime before and after levels, inc calculations for budget
) OR a twitch VOD
> Other trophies only require a screenshot of the machine used to beat each level
Credits
Want to make a video, heres some people that need credited in your description...

Levels, theory, backstory, and other misc.
https://discord.gg/x3Cs39F
&/OR
https://www.youtube.com/channel/UCkLP7DiRBmLdnlY2WzrRMrg?disable_polymer=true&ar=1

Music used for supporting videos
https://www.youtube.com/user/BrawlBRSTMs3
(origionally from: https://www.youtube.com/user/sonic but extended for ease of use)
<If there is demand for it, i will pack the music into a dropbox download for yall to enjoy>
3 Comments
SandTag  [author] 4 Sep, 2018 @ 12:58pm 
Levels AM-02, AM-03 and AM-04B are being added soon ;)
SandTag  [author] 19 Aug, 2018 @ 12:41pm 
make sure to read the below, or you may find yourself in a spot of bother, i will be lenient towards small channels if i find any breaking the rules, silver+ users (100k+ChnlSubs) wont be given that second chance.
SandTag  [author] 19 Aug, 2018 @ 12:41pm 
> if you want to make youtube videos for the series, make sure to link back to the collection or this guide [this is not optional!!!] (i will also be handing out free strikes to silver+ channels for ignoring this).