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Just wow! Creeper Push is disgustingly fast. Not to mention strong, as you'll need 5 mortars to hold it back. There is also a Spores threat of 7, 4 and 3 that will sync at times for a 10-14 spore shot. So at least 6 beams. That’s a lot of energy, with so little space and time to achieve it. Love a challenge.
Need a fast Terp build. Also, quick CN move alignment to avoid destroy / rebuilds. Area 7 is the start of the wall that will run the entire length right. We push it to 8 for starters then piecemeal to 10 later. Terp Areas 4 and 5 around CN are earmarked for after the wall is complete.
Minute 0:
Units in optimized positions. 0:25 activate remaining collectors. 0:30 Terp and 2 genny.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254699923
Minute 1:
Once Genny complete, build front far left mortar and 1 genny. Terp will fire off on Terrain 7. You are going to need to keep ahead of the creeper using terrain 6 to start then Terrain 7. (Suggest slower speed, or pause with [N] key) Once Mortar complete, build a Genny. Once genny built, build Mortar next to CN.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254704202
Minute 2:
Terrain wall 8. Once Wall 8 done, you'll need to even the 5 spots of terrain around the CN, start with the area below CN. Move CN back one click to align. Once Mortar complete, move to center in front of CN...build left most mortar. Once Genny is built, build 2 Genny. NB to Turn off supply to Terp Once done.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254704607
Minute 3:
Once Mortar complete, build inner Mortar. Once both genny built, build 3 Genny.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254704809
Minute 4:
Allow building to continue.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254705579
Minute 5:
Once mortar and all 3 genny built, Build last mortar and 3 Genny.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254705965
Minute 6:
Those 3 genny should finish round about the same time as the spore 1 minute warning sounds. Once built, build 3 Beams. Turn on Terp and even terrain for 2 units. Build 1 Genny. Turn off the terp. Allow the beams to charge.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254706322
Minute 7:
Allow the beams to charge. Once they destroy Spore. Stop supply to beams. Turn on Terp and even terrain for 2 units. Build 1 Beam. Build 1 Genny. Turn off the Terp when done. Once Beam is built, resupply to ALL Beams.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254706518
Minute 8:
Allow the beams to charge. Once they destroy Spore. Stop supply to beams. Turn on Terp and even terrain for 1 unit. Build 2 Beams. Build 1 Genny. Turn off the Terp when done. Once 2 Beams built resupply to ALL Beams.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254707378
Minute 9:
Allow the beams to charge. Once they destroy Spore. Stop supply to beams. Stable.
https://steamcommunity.com/sharedfiles/filedetails/?id=3254707790
You 'll need to consolidate. Wall up 9 then to 10 on the right first. Terp the area to get more genny space. Move your terp to complete your perimeter wall 10, using a cannon. Bolster the right with another mortar. Highly recommend Forge and Guppy dunking for 2 Energy upgrades.
I completed by pushing to claim a upper left totem. Then pushed the right side directly at that 7 Spore.
Here is a short guide for
S200_19 Astcardenphys:
This one isn't overly stressful but still lacks a guide in the wiki.
This map has three nice things near the best starting position, a spore which can be quickly turned into a power circle, an ore deposit and a totem. Unfortunately the ore deposit is a bit of a trap, since in order to hold it early on, it would need to be taken around minute 1, which isn't worth the energy cost in my opinion, so we ignore it for the start.
https://steamcommunity.com/sharedfiles/filedetails/?id=3255552353
0:00: We land on the upper right island and start building collectors.
https://steamcommunity.com/sharedfiles/filedetails/?id=3255552374
1:00: During the first minute, we greedily expand downwards and start getting the first mortar, nullifier and two generators as soon as energy production allows. The lower right will be flooded eventually but we can exploit it for energy as long as possible by designing our net of collectors such that, the graph will only fall apart, once the right-most collectors are destroyed.
https://steamcommunity.com/sharedfiles/filedetails/?id=3255552398
1:40: Around 1:40 we should have nullified the spore and immediately relocate a mortar on the power circle, which will keep the creeper down in a wide range, relatively cheaply. Since most collectors will be lost soon, the next priority is filling our island with generators.
https://steamcommunity.com/sharedfiles/filedetails/?id=3255552303
3:30: After we got up a comfortable energy supply, we can use a blaster and a TERP to gain more ground. I also started building the first beams, but this could have been done later.
https://steamcommunity.com/sharedfiles/filedetails/?id=3255552435
5:00: The spores are getting closer to completion, and I recommend to get more beams starting around this time to aim for a total of 10 by the time the spores launch.
https://steamcommunity.com/sharedfiles/filedetails/?id=3255552449
After we successfully defended the spores, we can use a terp and a cannon to make room for a forge. While the most efficient upgrade is probably energy, I also recommend getting at least one range upgrade quickly because it increases the reliability of the beams even in cases of very unlucky spore RNG.
The remainder is straightforward expansion to the left with terps, mortars and cannons.
Would you believe I'd just Prepped S200_19: Astcardenphys. XD
Seems like we went about it the same way...
https://steamcommunity.com/sharedfiles/filedetails/?id=3255799645
This is an interesting one because it is one of the non-tiny difficult maps and it requires dealing with digitalis very early. I messed this one up a little because I forgot to take a screenshot at the 1:00-mark, but the early construction of collectors isn't too different from what one would do on other maps. I recommend saving a lot.
During the first minute, we land our CN on the digitalis (see minute 2 screenshot for the position) and get as many collectors as possible for early energy production. Use the fast forward feature to see how the map looks at 0:30, 1:00 and 1:30 to see how the map gets flooded, if a collector would survive in a position for more than 20 seconds, it's probably worth placing. We also need to get into reactors fast, because most collectors will be lost soon.
The CN can tank the creeper for a while and we want to get rid of the runner's nest before minute 2, so that not too many runners get out. We also need the power circle to defend our tiny island. While we get the nullifier we also build a mortar.
https://steamcommunity.com/sharedfiles/filedetails/?id=3257357643
02:00: Once the nest is gone, we get a cannon that will be set to target digitalis and placed on the power circle. This gives it enough of a boost to defend itself and almost the CN position.
From that point, we quickly need more reactors and after getting the 6th, a second laser because the island will be flooded soon. Before the CN runs out of health, we need to start flying it up and down, so that it doesn't get send back to orbit. But we want it to remain on the ground for as long as possible, whenever it recovered a little health, for the added energy production
https://steamcommunity.com/sharedfiles/filedetails/?id=3257357663
At around 3:30 I was getting the second cannon. I used it a little to prevent the island from getting flooded before getting another mortar. Once the second mortar can push the creeper back a little, the second cannon can also be set to target digitalis. The powered-up cannon and the normal cannon combined, can push back the digitalis enough for the CN to remain on the ground again.
https://steamcommunity.com/sharedfiles/filedetails/?id=3257357686
At this point we can slowly build more reactors (disable resupply on mortars strategically to speed the building up but not so much that they stop shooting) and more mortars until the position because stable. There is not much we can do with a terp during this stage because we are already on level 10.
https://steamcommunity.com/sharedfiles/filedetails/?id=3257357709
Around minute 21, I reached a relatively stable state with 4 cannons and 5 mortars. From there, we can get another cannon set to digitalis and then swap out our powered-up cannon for a powered-up mortar. This pushes back creeper in a wide range and allows us to use a lot more ground for energy production and starting pushing towards the emitters.
https://steamcommunity.com/sharedfiles/filedetails/?id=3257357728
It is a slow push because no totems are nearby for forge upgrades and the push has to go through a lot of digitalis. It could certainly be done faster than I did it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3257357749
The nature of these maps is that the first 15-60 minutes are pure hell,
once you achieve stability, finally driving the creeper back is very cathartic.
I've opted to land my CN in the bottom right corner. There is an Odin Artifact, AC Ore mine and Totem in close proximity. There is only a narrow strip of digitalis that we can work around.
The Top Centre is just horrible with the digitalis. As useful as 2 power nodes maybe, the energy output to take and hold them is a little high.
Also we avoid a CN bounce/hover in the start.
So we need a fast Terp build with a well timed artifact Convert strike. Note the creeper will touch the CN for half a moment as you fire the artifact.
Area 9 is a wall that will go up to 10. Area 8 below the CN we will even out once we have the wall in place and will allow us to align the CN.
Area 8 above is for mortar alignment, once we have the wall in place. Area 10 is X marks the spot for your Artifact.
Minute 0:
All collectors in optimised positions. 0:15 remaining collector. 0:30 Genny and Terp.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750328
Minute 1:
Terp should start the wall. Once genny built, build a genny. 1:24 you need to drop that Artifact, prolonging the demise of the remaining Collectors. (Note the creeper will touch the CN for half a moment as you fire the artifact.)
This will again allow the Terp to start building the wall. Wall up 9 then 10. Once genny built, build a mortar.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750276
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750233
Minute 2:
Once Mortar complete, build a genny. Once the wall is complete. Terp area 8 below CN.
Move CN down 1 click into alignment. Terp area 8 above CN. Turn off Terp once done.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750171
Minute 3:
Once genny built, build 2 genny. Once those 2 are genny are done, Build a genny and a Mortar.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750137
Minute 4:
Once those 2 are built. Build 2 Genny.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750102
Minute 5:
Stable.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750058
First quick land grab was in front of the top wall. Just Terp terrain to 10 and use a cannon to clear away creeper.
Note: Next conquests are the 3 blocked out area's.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258750033
Next push bottom left.. Just a narrow 3 unit width. Should be able to leap frog cannons, mortars and a shield. Use the Terp to even out terrain, building Genny's as you move.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258749979
Next Annex a large chuck above the left annex to make use of the totem for your forge. Energy upgrade up, energy storage and weapon range are a must.
Grab the AC ore mine. Build 4 bertha's. Attack from the totem directly at that Emitter. Will need plenty of cannons on digitalis targeting. Hit the air stage node next.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258749945
https://steamcommunity.com/sharedfiles/filedetails/?id=3258749894
Surprisingly the rest will tumble like domino's.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258749819
Nice Talinverpac strategy.. I chose a bit different one. I quickly terped small "fence" south from the starting position to get more safe ground for reactors. It took several tries, but I managed to get pretty stable position before I started hovering to get extra space. This way it saved me like 30 minutes of hovering :D Then I had to slowly build my ground around, carefully balancing the energy to keep mortars well fed :) But not so long after I managed to get 9x9 and after that it was "easy". Finished in a bit over 2hours game time...
https://imgur.com/a/y8gIczc
This one was pretty difficult for me. I first tried using the ore mine early but that costs a lot of energy and doesn't push back the creeper for long. I also initially experimented with CN positions on the lower mid/left of the map, but the creeper push from the left was too high, so I settled in the lower right, which gets flooded faster but it is a lot easier to defend because of the lower surrounding height.
The following guide is more of a rough sketch, since I didn't take many screenshots, not knowing which attempt would succeed. There are many detailled guides in this thread from which the basic pricinciples can be learned to fill in the gaps.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266557417
The start is critical, collector building should be microed with pausing, so let not package sit unused. The collector positions are not optimized, so a better placement may help with an easier start. At ~0:30 I start the TERP in an attempt that ended up winning the map but getting the wall up was still a hassle, so if starting it even earlier, if viable, may make your life easier.
Shortly after staritng the TERP, as soon as there is enough surplus energy because no more profitable collectors can be placed, I started first a mortar, then a reactor, but deactivated the latter whenever energy was short to prioritize the TERP and Motar.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266557454
The first priority with the mortar is to wall off starting from the right edge of the map. This gets threatened around 1:20 so it should be walled off before. I got lucky with the first mortar shot (visible in-fight in the screenshot) because it allowed me to protect the upper right collector with walls as well.
Shortly after this we will start to lose more and more collectors, so as energy allows (TERP should be working full-time), we construct more reactors and possibly strategically placed connectors to keep the network connected before collectors that are the only connection between two parts of the graph are flooded.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266557482
Unfortunately I didn't have saves from the next three minutes. The priority is of course to TERP each segment of the wall before it gets flooded. I didn't quite succeed in doing that for the part directly above the CN, so there as a leak and I had to get a cannon to push the creeper back. I disabled resupply as soon as the wall was closed and used the flying cannon as a link to squeeze a litter more energy out of disconnected collectors.
We also need a second mortar to hold the creeper on the left. The two mortars work for a surprisingly long time, while the wall is being raised higher.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266557508
From that point, it gets a little easier. Prioritise are getting more reactors and more mortars up to four, using the TERP economically to level construction sites.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266557532
Four mortars are enough to hold the creeper back for a while, allowing us to ramp up energy production, then get up to five mortars for more safety.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266557569
With five mortars and enough spare energy, I got a shield to expand the base towards the north, where we can first get ore, then a totem and finaly start clearing the emitters.
https://imgur.com/a/kVQFniK
Interesting map. Maybe I was lucky, but I actually did it on first try :) But I would still say it looks harder than it actually is. GL
This one seemed harder to me than it really is, primarily because of all the bait lying around the map. Two spore emitters and one aerial exclusion can be sniped very early with a single nullifier and an ore mine is also immediately available. I think neither is advisable to do/take early. The gameplan that eventually worked out for me was early focus on reactors, one TERP, two mortars, three Beams, then two more mortars and from there it was pretty stable.
https://steamcommunity.com/sharedfiles/filedetails/?id=3269654333
First minute: Get as many collectors as is efficient (non-optimized build in the screenshot), then go for reactors.
Second minute: The line that we want to hold (see next screenshot) starts getting flooded around ~2:05 in the valley, so we need to start building a TERP around 1:20-1:30 and shortly after our first Mortar.
The CN will get flooded. We leave it on the ground for as long as possible without having it destroyed, then start flying it up and down on the platform and land it whenever we regenerated some health for the extra energy production.
https://steamcommunity.com/sharedfiles/filedetails/?id=3269654309
We get more reactors and a second mortar while using the TERP to increase the height of our wall when and where necessary, eventually raising it to 10. The valley takes a while to flood, eventually we need a third mortar which will also take some pressure off of the right mortars but not before the spore launch.
https://steamcommunity.com/sharedfiles/filedetails/?id=3269654268
Three beams need to be ready by 7:00 when the first wave of spores launches. Three beams are enough to defend two spore launches with very brief recharge time in between as long as enough energy is available (disable mortar resupply briefly if necessary).
https://steamcommunity.com/sharedfiles/filedetails/?id=3269654250
After the initial spore launches are defended, we should get a third mortar and more reactors, as soon as possible, then a fourth mortar. Beams' resupply should be enabled when necessary for the next spore wave. The TERP is used to create more space for reactors.
I didn't get a fourth Beam until much later in the game, IIRC around minute 30, but it would probably have been safer to get it earlier. More reactors, mortars, a mine and a sprayer can be used to expand the walled-off area and eventually land the CN. The spore launchers are easily pushed and two totems can be connected on the way. The remainder of the small map can be cleared quickly.
https://imgur.com/a/e4mktUy
Looks easier than it is. Spores here are brutal :)
Nice solution! Added it to the wiki ( https://knucklecracker.com/wiki/doku.php?id=cw3:tormented_space#refnotes:1:ref88 ).
I think just about a quarter of Very hard maps don't have solutions yet. There might also be still more Very Hard maps that are not yet listed (I think, I have beaten about half of the maps but sometimes I still stumble over maps that might deserve a spot in the list).
S200_98 Corelk:
Best landing spot is top right and the two critical points in time are when that location gets flooded and the first spore hit.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271099135
We start with a rather greedy build of collectors along the top edge, reactors and place a TERP shortly before 1:00. The screenshot shows it placed after the 1:00 mark and I cut it rather close.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271099214
When the TERP is close to being done and we have some reactors up, we also start with the first mortar. After the TERP is completed we should immediately wall off the right part of the lower edge of our position.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271099300
While the wall is being erected we get more reactors, after the wall is completed we get more mortars. The creeper push isn't that threatening.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271099389
Around 4:50 we can get two Beams which are sufficient as long as the base is small. After the spore wave is deflected, I recommended pushing downwards to get the totem and clear the map from there.
S200_135 Watermageer:
This map has three threats. The elevation on much of the usable ground is rather low, so it gets flooded early. The digitalis delivers a pretty strong push against the landing position, so more mortars than usual are required. The third threat is a single spore emitter but it can be cleared early on.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271099555
We start with collectors along the entire left side and go into early reactors.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271099599
Once around 2-3 reactors are up, we start getting mortars to defend the ground on the left edge and the landing platform. Before the valley gets flooded, we get relays to keep the lower part of the collector network connected for as long as possble. Around 2:00 we can start clearing the spore emitter.
Unfortunately I didn't create more screenshots or saves because the map was rather straightforward from this point: More reactors and mortars as quickly as energy production allows, which is pretty quickly. The platform needs around 5-6 mortars to push against the creep from the nearby digitalis. I recommend expanding first towards the ore, then the upper totem and then downward for the power circle, and another ore and totem.