Earth Defense Force 2025 Faq/Walkthrough by Khoiman Note from the author: This is the second Faq/Walkthrough I have written and the first Faq/Walkthrough had no one critique it or otherwise have people pointing out flaws in my writing skills (not that I'm complaining mind you). Standard copyright rules apply (although I don't know them) and I expect to be notified when my work is used. *****If you have any complains or you would like to contribute information to this FAQ/walkthrough just email me at [email protected] with a subject line such as "EDF 2025 walkthrough"**** PLEASE TELL ME HOW TO IMPROVE MY GAMEFAQ. Earth Defense Force 2025 is a third person shooter whose difficulty is more or less based on what class you are playing and what weapons you've managed to get. This guide will discuss what weapons/class you should use on a level on the NORMAL difficulty. On easy, you can use an assault rifle on every level except the ones that involve an atmospheric target (i.e mission 32) and when the assault rifle doesn't work you can just use a rocket launcher or sniper rifle. It is not recommended to fully complete a run on easy as that prevents you from getting good weapons and might bore the average player. On Hard and above, the enemies just get more Hp and do more damage (and shoot more). It might seem like a copout to not cover harder difficulty levels but the reality is that the same tactics for Normal would apply just with the upgraded version of the weapon you would have used on Normal. In addition, the game expects you to be picking up armor pickups or repeating levels for these pickups as this is the only way you will get the Hp you need to actually survive a hit on the harder difficulty levels. This essentially means that picking up the game out of the box and starting the Thirty Second level on say, hardest and inferno, when you are already having trouble with the game (hence the reason why you looked up this FAQ/Walkthrough) would just result in more frustration for you. I am writing this guide assuming that you are not a veteran of any of the EDF games (though you can be a veteran of the EDF tactics game) and am assuming that you're having choosing a good equipment setup for a mission and not a problem that can't be fixed with an FAQ/Walkthrough (i.e Firing rockets at close range) because I can't offer any tips aside from "Don't do that". While the Harder levels of EDF 2025 is locked off from the average player due to poor weapons and one-hit kills, victory on normal difficulty requires some skill and good weapon choices and so it's necessary to note that some dexterity is required in order to survive some of EDF 2025 harder missions. Unlike say, a strategy game, there is no set move or weapon loadout that will beat a mission guaranteed. It also doesn't help that EDF 2025 requires you to call in your own vehicles which can only be done by a single character class so unlike EDF 2017, you can't win a mission using an on map vehicle. Last but not least, this guide will assume you are playing by yourself. The instructions in this guide assume you get lucky with weapon pickups and get the weapons you'll need later on and also assumes that you are playing single player. YOU CAN play with two players (the game is more fun and easier that way) but writing a guide for two player gameplay would mean snubbing people playing single player, who are arguably the people who need a walkthrough in the first place. Now these disclaimers aside, let's kill some bugs shall we? Index: Use the code to find the section you wish to find using the Ctrl+F search function. The code is in brackets. Section 1 Character Classes and controls (ASD1) Section 2 Gameplay Mechanics (BTIO) Section 3 The Missions (9TCF) ****Section 1 Character classes and controls**** (ASD1) *For some reason, my version of EDF 2025 didn't come with a manual. I'm going to assume you didn't get one either.* When you begin Earth Defense Force 2025, you'll find yourself given the choice of picking 4 distinct classes with fairly obvious weaknesses. You have the Ranger, Wing Diver, Air raider and the fencer. There is no right or wrong choice but keep in mind that weapon and armor unlocks only count for the class you're playing as thus you won't get fencer equipment when playing as the Ranger or anyone other than the Fencer. Narrative wise it doesn't even make sense for the player to be a Fencer for the first few levels but oh well. The Classes: Ranger- The standard infantry guy this series is known for. The only guy to have a relatively straight forward rocket launcher. His trees of weapons include: Assault Rifles, Shotguns, sniper rifles, Rocket launchers, Missile launchers, grenades and special weapons. Controls: Pressing left trigger while moving straight ahead or standing still will result in a jump. Pressing left trigger while moving in any direction aside from straight forward will result in the person rolling. Right trigger fires the gun, Right bumper switches weapons. The X button is used to reload. Left stick to move and right stick to aim. Cons (in general): This class is the same as the EDF 2017 class and in the EDF 2017 release for North America, wing divers were not available and were cut from the game. This class is the most generic of all classes and you should pick this only if you're new to the game, having a lot of trouble with a mission or you find the other classes unwieldy. Pros: Has the highest amount of BOOM in his arsenal. The only straight forward rocket launcher and grenade launchers and most if not all his missile launchers are self-lock on (meaning you can use them without assistance from another player). In addition, the ranger can be the pilot of a vehicle (although he cannot call in vehicles to assist him. The rangers assault rifle has no peer in terms of reliability and versatility. Notable Weapons within their classes: Rifles: Shoots enemies with bullets. *AF Series- The AF series composes the majority of the Ranger's assault rifles. The higher the number after the letters AF, the better the assault rifle is in general. Suffixes may be added after the AF## such as ST and RAR with RAR denoting rapid sustained fire and ST denoting higher firepower but lower ammo capacity. Shotguns: Shoots enemies with pellets *Buffalo Series- These series of weapons have high firepower but low ammo capacity. Being shotguns they're also short ranged. Sniper Rifles: Shoots bullets at long range... expecting anything different? *MMF series- The MMF series of sniper rifles has a higher rate of fire than other sniper rifles. Generally does lower damage per shot to compensate Rocket Launchers: Shoots rockets straight at the enemy *Stingray series- Straight forward rocket launchers. High range *Volcano Series- Fires multiple rockets at once. Rockets are spread out however. Missile Launchers: Fires homing missiles. Requires lock-on to fire. Some may require laser sight. *Air Tortoise series- Fires incredibly slow missiles that have excellent homing capability and massive damage and blast radius. Usually do so much damage that you can kill yourself with it. Be careful! *Emerald Series- Fires homing missiles that are fast, tend to turn well but do average damage. Grenades: Throw or launch grenades... you know those compact balls that explode? Can either be thrown by hand or launched from gun. Hand thrown grenades tend to be stronger. *MG series: These grenades need to be thrown by hand. Hold down the fire button to increase strength of throw *UM series: Grenades that are launched using a grenade launcher. Tends to fire multiple grenades quickly or at once. Special Weapons: Weapons that tend to be fairly useless but can be cool to use. *Acid Shot series: Shoots the acid that the alien ants shoot. Does fairly mediocre damage and is usually useless. *Flamethrower: SPEWS FLAMES. BURN EVERYTHING! Usually useless. ---------------------------------------------------------------------------- ------------------------------------------------------------- Wing Diver: Gets to fly and have a fairly impressive arsenal. Also female and the only class to be female. They have built-in energy generator and battery and use their energy to fly and reload the majority of their weapons. They get Short range, Mid-RG lasers, Mid-Rg Electroshock, Particle Cannons, Sniper Weapons, Ranged Attacks, Homing Weapons and special weapons (not the same as the rangers). Controls: Same as Ranger but jumping will activate the jet pack. They also cannot roll. Cons (in general): This class requires you to be very very VERY careful. You've got to keep your distance from the enemy, watch your ammo and watch your energy. Running out of ammo usually means emptying your energy reserves to reload, which translates to not having energy to retreat from a bug rush and subsequently getting pummelled by the aliens. This class has the lowest health and lowest health growth rate of all classes. You do not want to get HIT while playing this class. Which sucks because there's plenty of enemies that can close the distance and shoot you very quickly in this game. Pros: YOU GET TO FLY! Energy is only drained when the weapon runs out of ammunition meaning that if you pay attention, you can fly away and then reload your gun. While enemies are capable of shooting a large volume of acid and webs at you, being able to fly makes dodging the large volume of fire relatively trivial. Even drone gunships have trouble hitting targets in the air. This class is also the most mobile and so there's nothing stopping a wing diver player from simply hovering 500 meters away from the enemy while constantly bombarding them with plasma launcher fire. Notable weapons Short-Range: Rapid fire lasers or sweeping beams. They tend to have high capacity and require a small sum of energy to reload. *Rapier Series- Rapid fire energy machine gun. Its short range makes it seem as if it's a shotgun but we all know shotguns don't make laser light shows. Laser Lance series- Totally worthless. Fires a pin prick laser that is slow to fire but does high damage. *Mid-Rg Lasers: Yes I know they meant Mid-range lasers but these are mostly useless though to be fair I find its hard to get pickups for these weapons. *LARG-V series- WORTHLESS, fires lasers in a V pattern... because you like to shoot targets that are on the periphery of your screen and not the ones charging straight at you! Mid-Rg Electroshock: Electricity weapons arc to the target and can hit multiple targets. *Idunn Series- Straight forward rapid lightning bolt shooters. Consumes a lot of energy to reload. *Grom Series- Extremely powerful. Does as much damage as a high end rocket launcher but is rapid fire and pierces targets. Has a high energy cost to reload but it takes more time than other weapons to reload so energy is not drained quickly. *Particle Cannons: Assault Rifles that have no ammo capacity and drain Jet pack energy every time they're fired. Drain is small but damage is pathetic. *Ixion series- Shoots energy balls at the enemy. Low damage, high rate of fire. Later versions shoot multiple balls at once. Sniper Weapons: Long range weapons that either shoot lasers or lightning. Lightning sniper weapons may claim to have a high accuracy but they tend to swerve because they're electricity. Just like other weapons in the electroshock tree, electric weapons can arc to hit multiple targets *Thunder sniper series- Fires lightning at long range. Though one wonders why it's called thunder sniper when its not making noise but rather electricity. *LRSL series- Crappy sustained laser beam weapons. Have poor range for a sniper rifle and drains energy faster than their stats would indicate. Ranged Weapons: When the wing diver wants things blown up! *Plasma Launcher series- Fires balls of explosive energy. Homing Weapons: It's like the ranger missile weapon tree, only most of these weapons are low damage. At least you don't have to worry to much about reloading. *Mirage series: Mirage shoots homing beams of light. Later versions become capable of locking on to multiple targets. Special Weapons: Most of these are just funky weapons with odd effects. Most of them are coincidentally quite useless. ---------------------------------------------------------------------------- -------------------------------------------------------------- Air Raider: The Air raider gets access to vehicle drops, remote bomb launcher and the ever deadly laser guidance kit. They have health equal to a ranger but not as much health growth as the ranger. They can also call in off map support to pummel an area in submission. Unique to this class is the credits mechanic of gameplay. This is an invisible number that is never really seen at anytime. Essentially, Air raider's vehicle drops and off map support attacks require credits to reload and thus don't reload until its credit requirements are met (meaning that support attacks cannot be reloaded normally). This is to prevent spamming or otherwise mass use of overpowered attacks. To gain credits, the Air raider (or his team) has to kill enemies. The air raider has access to Guidance equipment, Calling for support, support equipment, limpet guns, stationary weapons, special weapons. Controls: Same as Ranger. Cons (in general): The Air raider can be one of the wimpiest classes to play as. The only methods they have to attack that doesn't suck up credits are deployables (turrets, attack drones), and his rather wimpy limpet bomb launcher. This naturally means that the Air Raider can only blow himself up when he gets bitten to free himself (see section 2 on gameplay mechanics for more information on bites and getting bitten). In a bit of common sense, the laser guide kit is not useful in single player unless it's the laser guide kit for an off map support attack. If you thought playing the wing diver was tough on conservation just wait till you play this class. Accidentally wasted that tank you just called in? DEAD! Didn't bring the appropriate vehicle for the job? DEAD! Mission takes place in a position that prevents off-map support (i.e a tunnel or a scripted event prevents reinforcement)? DEAD! Vehicle guns cannot be reloaded so once your tank is out of rounds you'll just have to ditch it and call in another one. The limpet gun is terrible at actually killing things and its unknown if this class is capable of going to the toilet without third party assistance. Needless to say, its hard to survive and thus level up this character without a second player. Pros: This class is the only one that can make use of the Fencer's ridiculously overpowered missile arsenal. The big giant war machines of the Alien's won't look so deadly when you're personally guiding in laser guided leviathan class missiles on to them. The leviathan class missile is strong enough to completely destroy everything on the normal difficulty (the standard version does 4000 damage!). There is no boss, no creature, no fool capable of withstanding a successful leviathan class missile hit (aside from shield bearers, but that's only if you hit the shield... and even then the SPLASH radius of the leviathan missile sometimes goes through the shield!). In addition, there's nothing cooler than being the driver building size tanks (called the titan) that can have its turrets operated by other players and fires a massive round that decimates the enemy. Giant building sized tank not good enough for you? How about an EVEN BIGGER GIANT MECH that has side turrets that can be operated by other players, over 20k in Hp and can fire missiles out of its stomach!? The Air Raider can also heal others and can even call in an ambulance to act as an APC and as mobile healing center (medical supplies are limited though). Remember that Rangers can also ride as pilot in vehicles that Air Raiders call down. Nothing says EDF than a multi-tank assault on alien nests. Notable Weapons Guidance Equipment: This is the stuff you use to help other players fire their lock-on missiles. The players must be within a certain radius of you to be able to lock on. This lists as the guidance equipment range. *Laser Guide kit - This guidance system has near infinite range and can call in missile attacks at ridiculous range and precision. I am going to assume you're playing on single player though and as such this weapon is useless. Laser guide kits for off map support come with the off map support and thus its pointless to use this *Guide Beacon gun - Shoots a beacon that does the same thing the Laser guide kit does. But it usually requires you to be very accurate or otherwise close. Use the laser guide kit instead if you are playing co-op. Calling for Support: Calls in artillery, aircraft and missiles to strike a location. This varies wildly and there's no brand names here. Just remember that some are called in via grenade while others are called in using laser guide kits provided with the support. Support Equipment: Stuff that is used for healing people but is limited and can't be reloaded. No brand names here (worth mentioning anyway) and you really shouldn't need these unless your buddies suck at this game. Limpet guns: Shoots bombs that are detonated using the Left bumper/zoom button. The number one reason why playing Air raider will usually result in you blowing yourself up because you got bitten. Also note that detonating any amount of bombs will result in the gun reloading so try to shoot as many bombs as possible before detonating. Also pay attention that this bombs tend to have infinite range, there is some inaccuracy at a long range however. *Limpet Gun Series- HORRIBLE GUN that does terrible damage and poor capacity. Later versions do more damage but simply not enough to remain competitive for the difficulty it is found on. *Limpet Splendor series- Excellent (by comparison) guns that shoot bombs that detonate into shrapnel. Perhaps the only limpet gun that won't kill you when you get bitten by an Ant. *Limpet Sniper series- Excellent range and firepower. Comes with a large blast radius. Perfect for killing the bugs or planning that really elaborate suicide/accident case when the bugs inevitably grab you. Stationary Weapons: Traps, bombs and drones? Okay seriously, rolling bomb drones are not stationary people. That mishap in translation aside, the stationary weapons are the unique stuff for the Air raider. You'll find turrets, mines and explosive suicide drones here. *-er suffix series- Automated drones that head in the direction you threw them and explode on detection of an enemy. Tends to be useless half the time. Has names like roller and patroller. *Y series- Land mines that explode when the enemy comes near. Comes in anti- aircraft mines and anti-alien versions. *ZE Series- Turrets that shoot things but usually shoots the air and makes the user angry with frustration. Has high reload times and limited ammo. Deploy using the fire button (right trigger) and then activate using the zoom button (left bumper). Special Weapons: Unique toys that are usually worthless. Canidates include the decoy launcher (preorder bonus) and stupid deployable that do practically nothing aside from making the bugs hesitate a moment before killing you. *Bunker series- Generates a forcefield wall that stop the bugs until its eventually overrun and you get the mission failed screen and a magnificent view of your ragdolled corpse. Don't use these because bugs just love swarming AROUND you and you don't want to give them more incentive to do that... do you? *Wire series- Shoot out razor wires that do little damage to aliens passing through it. Don't you just love this kind of weapon. It's like that weapon slot you just dedicated to this was used so superbly and efficiently! *Decoy Launcher - Fires out a human like decoy. Great novelty... at least until you find out that the balloon can take a very small amount of abuse before popping. Still somewhat useful against the robots but generally useless due to high reload times. Vehicles: OH YEAH! Here comes the good stuff for the Air raider. Comes in subcategories Tank, Ground Vehicles, Helicopters and Power suits. Just remember that you need to press the back button to enter vehicles. Tanks- Metal Boxes that shoot cannons at things to make them dead or deader. *Gigantus Series- your standard main battle tank. Rather poor ammo capacity but credit cost is also low. *Titan Series- The giant tank that will end all wars. Main gun tends to do damage in the thousands. Becareful not to engage targets too close unless you want to blow up the titan tank with its own weapons. Has side turrets for other players to take advantage of. Ground Vehicles: Utility vehicles for when the situation calls for something unique *Caravan Series- APC that contains a medical center to heal people. Does not revive the dead. Later versions have more medical supplies to do more healing. *Self propelled Rocket series- Mobile missile launcher that fires homing missiles that can hit 10 targets at a time. Tends to have only 50 missiles in stock and so tends to run out of ammunition. Later versions get more firepower. *SDL series- The EDF series iconic hover bike. It's the ralph wiggam of this series. Unless you like being in auto related accidents and explosions because you're piece of crap SDL just wrapped itself around a tree again don't use these. Marginally useful for getting across the battlefield. Has a transport seat for another player. Helicopters: Those flying machines that those youngsters use. Piloting a helicopter is often difficult. You can have quite the laugh trying to figure out the sober helicopter pilots from the drunk helicopter pilots in EDF 2025. That said, helicopters have excellent mobility and firepower. Left trigger is to lift the helicopter and right trigger and right bumper are to fire primary and secondary weapons respectively. The left analog stick controls the orientation of the helicopter while the right stick controls the direction of the helicopter. *Bazelart series- The stand machine gun and missile helicopter. Later versions get better machine guns and better missiles Power Suits: The giant mechs that stomps things. Tends to be awkward to control. Pay careful attention to the direction of the legs and the direction of the torso. The left stick controls the legs while the right stick controls the torso. Pressing A will result in a jump. Some suits can also use their jetpack to glide for a short period of time *Vegalta series- Carries a multitude of weapons. The preorder gold vegalta comes with flame throwers, how COOL is that? *Proteus series- the giant mech that requires 4 players to fully utilize. The pilot steers the mech while the other players operate the guns on it. Has massive amounts of Hp and impressive firepower. ---------------------------------------------------------------------------- -------------------------------------------------------------- Fencer: The fencer is a power suit soldier with big guns and heavy armor. The Fencer wields two guns at a time (meaning they carry 2 sets of 2 weapons) with the majority of his guns having secondary options such as boost dash, boost jump and zoom scope. They are the brute force class in this game and the majority of their weapons have poor range capabilities. Unique to the Fencer are series of artilery weapons as well as recoil, which causes your cursor to fly around the screen. The fencer can carry CC strikers, CC piercers, Shields, Automatic Artillery, Artillery and missile launchers Controls: Left trigger and right trigger to fire/use the weapon assigned to the left and right hand respectively. Left bumper and right bumper to use the secondary function of the left and right hand respectively. Y button to swap weapon sets and A button to do a light hop. X to reload weapon and left stick to move and right stick to aim. Cons (in general): This class is the slowest of all classes. Without the use of the secondary function of most weapons a fencer pilot will have a hell of a time getting to the battlefield. Their slow speed can be mitigated by using the secondary function of certain weapons but this essentially means that as a fencer pilot you are taking guns simply because you need them to make the class playable. A lot of Fencer weapons are practically useless either because their ammo capacity is low, their reload times are high, they cause involuntary movement, they have high recoil, they're too short range or just plain worthless (or a combination of the aforementioned). The fencer has entire weapons trees that are worthless in single player and are generally worthless period. To add insult to injury, most fencer missile launcher requires a air raider to make them work. Pros: That said this CLASS IS AWESOME! There are several weapons that the fencer can get that are easily found and well more than make up for the weapons that are useless. Light mortar series can annihilate everything period and dual wielding Gatling guns are great for crowd control. The fencer gets access to the mighty hammer and force blade. The hammer can smash entire swarms of enemies and force blade can shoot down gunships and does the same job as the hammer (although not with as much wide spread damage). The leviathan missile can one shot the toughest enemies in the game (provided player two is using the laser guide kit) and javelin series of weapons can beat inferno level enemies single handedly. The fencer is a class that requires the player to carefully consider your loadout and to pick weapons that best fit situation. Weapons can be awkward to use but its pays off very well to learn how to use them. Notable Weapons CC strikers: Close range crowd control weapons. DEADLY but some can be worthless. Keep in mind these are for swarm type enemies. Using these on the more elite enemies will probably get you killed. Secondary functions of these weapons is a speed boosting dash in any direction you choose. *Vibro hammer series- excellent anti-ground melee weapons. When fully charged, the hammer slams the ground and creates a forward shockwave that decimates everything in its path. Pierces enemies *Force blade series- Sword that when charged lets out of wave of energy that damages anything caught in it. Acts a powerful anti-air weapon and also a good anti-ground weapon. *Roller series- Useless. Same as hammer but you move with the shockwave. This means you can get yourself locked in a wave of enemies and then subsequently get killed because this weapon series sucks. CC piercers: Close range weapons that shoot out piercing pressure shots. Mostly useless as their range is lower than CC strikers. Does more damage than the CC strikers and fire more often. Use these if you want to kill elite enemies at close range. Secondary function is the same as CC strikers. *Spear series- Shoots a tiny spear that does massive damage at very close range. Not too useful but can be deadly if used right. Flash spears can attack continuously while blast spears do more damage but have finite combos *Jack Hammer- A fist that pounds your enemies at close range. Rapid fire, high damage. *Driver series- The same as jack hammer. Shields: All these are useless. Essentially they are shields that are carried in one hand and can be used to block attacks (usually ineffectually) or reflect them. The speed boost dash offered by the CC weapons allows you to dodge attacks so why would you want to take damage? This class is not much stronger than other classes in terms of Hp. 250hp for a fencer is the same as 250 hp for a wing diver. All it takes is more armor pickup and you can have a class that move faster than a fencer but doesn't need a stupid shield to defend itself from attacks. Bottom line, don't use these terrible weapons, pick a CC weapon instead. Adding insult to injury is the fact that these weapons cannot be manually reloaded. Automatic Artillery- Rapid fire weapons that are meant to hit enemies from 100m or farther. Don't get too excited, they're no where near as long ranged as the ranger's rocket launchers. Secondary function is a boosted jump allowing you to get to high ground and jump over obstacles. * Hand Gatling series- Oh yeah baby these are the rapid fire killing machines you've dreamed of dual wielding. They do more damage than the ranger's assault rifles and have higher capacity (and his assault rifles are the best in its field) but have high reload times (usually 4 or more seconds). They cause low enough recoil that two Gatling guns can be fired at the same time and you can still aim. Short delay before firing. * Cannon series- Shoots powerful rounds that do high damage. Have range of over 200m but a small ammo capacity (less than 20 shots on average) and the same reload time as hand gatlings. Essentially this class's sniper type weapon. Out classed by the cannon non-automatic artillery series, but remember that this series still allows you to boost jump *Flame revolver series- USELESS. Firing one gun will cause enough recoil that you can barely aim. Firing two at once will quickly result in you looking at the sky hoping that some higher being will give you a better weapon. Poor range, CRAP damage, and long delay times before firing makes this weapon useless incarnate. Why do video games have such terrible flame throwers? Artillery: These are big guns that leave entire crowds dead at long range. Useful for taking out elites and useful for crowd control. They do not however have useful secondary functions. Some might have zoom though. *Cannon series- Piercing sniper weapons. Massive damage. Essentially the same as the Automatic artillery cannon series but does not provide boost jumping. Most come with zoom function. *Javelin series- Shoots javelins at high volumes and high rate of fire. Tends to reload quickly. Early versions have drawbacks but later versions such as the javelin storm can utterly destroy everything! Fires at awkward angles that simulate a parabolic arc. This can be abused by looking at the ground to cause the javelins to shoot straight forward. *Mortar Series- Fires long range mortars that explode and do high damage. Use these to take out elite enemies from afar. Light versions have high capacity and rate of fire. Heavy versions have less capacity and rate of fire but do more damage. Most come with zoom function. Missile Launchers: Fire long range missiles... if you're lucky enough to get a missile launcher that doesn't need a guide kit. Only the ones with laser guide kits are worth using. The others tend to do too little damage and have too high a reload time to be useful. *Leviathan Series- Massive damage. Long lock-on time and massive blast radius. The air raider using the laser guide kit had better not be screwing around when one of these are the air! *Arm Hound series- Above average lock on time (0.5 seconds on average when good missile launchers have 0.1) great homing capability and low damage. Reload time is usually a deal breaker. Missiles do have blast radius. ---------------------------------------------------------------------------- --------------------------------------------------------------- ****Section 2 game mechanics**** (BTIO) *This section explains basic ideas on how to play the game. This a boring section and you can probably learn how to play the game faster by simply playing it* Before you begin gameplay, pick a storage device and do the obvious stuff you need to do so that the game will auto-save in the slot you picked. This should include signing in to an xbox live account (online or offline it does not matter) as well as picking a name for your save slot. Saving is automatically done and there is no possible chance to turn off auto-save. The game saves after every mission completed or failed or when you return to the title screen. Take a look at the equipment menu and from there you can pick your class and what weapons (or vehicles if you choose air raider) they'll have access to. When you look at a weapon you'll see that it has ROF meaning rate of fire, a capacity (denoting the amount of times you can fire it) and the damage it does. Other effects might be listed but they are labeled appropriately. Here are some of the things you might see on a weapon description: Homing capability: The ability of the missile to lock on to the target. The closer to S it is the more homing it is and the better it turns. Blast radius: Denotes that the damage does damage to all things within the radius of the explosion. Higher is good but too high means you're probably going to kill yourself with this weapon. Reload time: The time it takes to reload weapons. Guns tend not to run on magic Energy Cost: Applies only to wing divers and it denotes the cost of energy it takes for them to reload the gun. Keep in mind that the entire clip is discarded when reloading so reloading one bullet out of 20 costs the same amount as reloading 20 bullets of 20. The rate of energy drain is determined by charge time Charge time: Reload time but for wing divers. I bet humanity must be unified at this point because they have free energy and a common enemy. No wonder the cities look so utopian! Duration: Some items only last a short amount of time. Healing stations and deployables have a set amount of time they can last. Range: The minimum range at which the gun can fire and hit things at. Anything over 1000m tends to have infinite range for as far as gameplay goes. 700m is enough to hit atmospheric targets from far away Durability: Vehicles and deployables can be blown up. Durability denotes the amount of damage they can take. Essentially it's the same as the health that you would have but the object's health instead Lock-on: The amount of targets that the missile launcher can lock on to. Keep in mind that its one missile per target so you can't fire 6 missiles at the same target unless the missile launcher specifically states that is the case. Lock-on time: the time it takes for them missile launcher to realize it can shoot things. You generally cannot fire a missile launcher without a target. *These are just some of the things you will see in the weapon description. There are more but most of them are fairly self-explanatory* Pick a loadout and get ready to fight some aliens and hopefully win. Remember to read the description of the weapon carefully in order to determine if it's useful. Feel free to experiment as failing a mission has no penalties associated with aside from forcing you to play that level again successfully in order to progress. As soon as you start the game you'll notice your health bar, your weapon and its ammunition and the radar. Health: The amount of Hp you have. If it goes to zero you are downed and require rescue from another human player. Since I am assuming you are playing single player, its game over if your health drops to zero at any point. Note that there is no damage reduction so the damage listed by the gun you equipped will go 100% to you (assuming you don't have some effect that reduces damage active... but those are generally useless) so be careful with weapons like the Air tortoise or the mortar because they do so much damage that they will kill you in one hit with your low starting Hp. Radar: Red dots are enemies, blue dots are friendly soldiers, white dots are stupid civilians and green dots are pick ups. Yellow dots denote empty vehicles. Green circles with letters denote other human players (A is for air raider, F is for fencer, R is for ranger, W is for wing diver). The radar detects things within 100m so if your target is within the radar you're probably going to get shot at by it. *these are the elements of the screen you should be aware of. There's no explanation about ammo because if you don't know what ammunition is then clearly this guide will not help you* Go out and start killing the aliens. There are several attacks to look out for. Alien explosive attacks will send you flying. Alien machine gun attacks will slow you down and do heavy damage. Web attacks from basic spiders will hurt you and slow you down. Alien ants can shoot acid at you (they will not do this on the first stage) that hurts you. There are two special instances that can occur that may confuse new players. *Getting bitten* Ants can grab players with their mighty jaws and beat you up severely. After a while the ant will throw you but on high difficulties you'll probably be dead before that happens. To escape from the ant grab attack you need to fire a weapon and kill the ant. Just keep hammering the weapon fire buttons (HOLD THEM DOWN) and the weapon you have chosen to use will fire and hit the ant in the face. Rapid fire close range weapons like the assault rifle are ideal for killing the ant quickly and escaping with minimum damage. Weapons like the rocket launcher that do splash damage are not ideal for rescuing yourself from an ant grab because you will kill yourself and confuse the forensics team as to whether or not your death was an accident or intentional suicide. Spare the forensics team the trouble and use a non- explosive weapon (air raiders can use splendor series weapons) to save yourself. The ant can randomly decide to go into a frenzy and start slamming you into objects or shaking you violently doing massive damage in the process. In addition you can't fire your weapons while this happening. Note that damaging the ant will prevent it from shaking you violently and thus repeatedly damaging the ant can prevent the ant from doing damage to you. *Getting dragged and webbed* The advanced spiders, the Retarius come pre-spawned on maps and have a setup a web nest between buildings. The buildings are indestructible but the webs are destroyed with enough firepower. Ideally you should kill the Retarius before you break the web otherwise the Retarius can become harder to kill. The Retarius constantly shoots out web lines that are the same as the basic spider but different in that if it hits the web line will start flashing red and you will be dragged towards the Retarius. Killing the Retarius is the only way to stop the dragging and this effect can easily kill you because you lose the ability to move freely. Needless to say, you can get caught in the web nest that the Retarius sits on. The only way to escape is to destroy the net. ---------------------------------------------------------------------------- -------------------------------------------------------------- The above two mechanics are the only non-self explantory concepts in the game. Here the other concepts that can easily be figured out in gameplay but are worth mentioning. Buildings: They are annoying and give the bugs plenty of hiding space and can block deployment of the larger vehicles. All buildings have a set amount of explosive damage they can take before they collapse. Unlike previous games, buildings now take more than a single rocket to blow up. Civilians: Annoying little people that get in the way and are invulnerable and disappear after a short while. It is recommended to avoid stampedes of civilians as their stupid invulnerable bodies often get in the way of explosives causing friendly fire incidents. Upgrading your character: Armor pickups (the red boxes) increase the max Hp of your character. The green boxes are weapon pickups which give you weapons based on the level and difficulty you are on. Higher levels and higher difficulties give you better weapons overall. Try to end missions after you picked up all upgrading powerups. Note that you must finish a mission to get the upgrades so dying will result in the loss of all accumulated upgrades. Upgrades are applied after a mission meaning you get the weapons and armor boost after a successful mission. Upgrades only apply to the class you are using thus rangers cannot get weapons or armor for other classes. EDF soldiers: These guys will help you kill the bugs and are generally equipped with assault rifles. They are weak but much more durable then they were in previous games. Most of them are rangers but some can be wing divers and fencers. Some of them may feature red triangles over their head. Approaching the soldiers with the red triangles will result in the red triangle disappearing the soldier and his team following you for the rest of the mission. This is both a blessing and a curse as the EDF soldiers are good decoys but they also tend to get in the way randomly and thus cause friendly fire incidents. I will refer to EDF soldiers who can join up with you as 'capturable' ****Section 3 the missions**** (9TCF) *In this section I will discuss the weapons that should be brought to tackle the level and what types of enemies you will be fighting (and how many waves of them there are) Note: when I write to use assault rifles I mean any rapid fire crowd control weapon. When I say missile launcher I mean any homing weapon. Lastly when I say rocket launcher I mean any heavy damage weapon like cannons, mortars etc.* Mission 1: Black ants have flooded the streets. These Ants don't use their acid attack and focus only on melee. Kill them using whatever weapons you want. You will fight 3 waves of black ants. Bring an assault rifle or explosive weapon and use whatever class you feel like. This mission is easy because the ants don't use range attacks and mostly focus on civilians. Its possible to beat this mission on harder difficulties using weak equipment in order to get powerful weapons early. A squad of EDF soldiers are present on the map but they will not fall under your command. Mission 2: You start with a wave of black ants and two capturable EDF squads right in front of you. These black ants will shoot acid at you so be careful not to get too heavily splashed. Another wave of black ants will pop up after you're done killing the initial wave. Kill the second wave and the mission is over. Mission 3: Once again a wave of black ants is right in front of you. This time only one squad of EDF soldiers is present to help you and the squad is not initially capturable (they can be captured after the first wave of ants is killed). After you've killed this wave of black ants, another wave will appear in another location. After killing this wave however, two separate waves of black ants will appear. Wing divers will assist you for this dual wave of ants. You will fight 4 waves of ants in total this mission. Assault rifles and explosives are recommended. Mission 4: The new enemy Retarius is introduced. These bastards reside in a web that gives them a high vantage point over the battle field. Getting caught in the web hurts you and the Retarius will shoot webs that upon hitting you will flash red and begin dragging you into the web. Destroying the web is the only method to escape and killing the Retarius is the only way to get lose of the red flashing webs. There are seven Retarius's in this level. Kill them all and the mission is over. Assault Rifles and explosives are recommended. There are EDF soldiers present but most of them are useless against the Retarius. Note if camera effects is enabled, the camera will zoom in on the first Retarius and totally screw you over if you are aiming or trying to do something Mission 5: Seven Retarius's with black ants guarding 4 of them. Kill them all. Assault rifle and explosive weapons recommended. You start with a capturable EDF squad in front of you and several other EDF soldiers are trapped in the Retarius webs and can be rescued before they die. Mission 6: Narrow linear hallways with bugs swarming in them. You will encounter spiders on this mission, they shoot webs and do not bite. The webs do much higher damage than acid does. Spiders travese only by jumping, they cannot walk. Assault rifle and explosive weapons recommended. Air raiders cannot call for support and missile launchers are worthless here due to low ceiling. 3 waves of sequential ants (fighting to a cavern like room) followed by a sudden dual wave composed of basic spiders. The dual wave will come from two directions with each wave coming from a separate entrance to the cavern. Thus the spiders are not as well coordinated in attacking as they otherwise would be. Mission 7: Air raiders get introduced as EDF NPCs according to the description. Also that's a bald face lie since there are no Air raiders in this mission. All EDF soldiers are rangers in this mission. Fight and kill two waves of spiders. Assault rifle and explosives are blah blah blah Mission 8: Four waves of spiders. One regular wave followed by dual wave followed by a regular wave. Kill all waves to end the level. You really shouldn't have gotten this far without a weapon plan for crowd control already. If for some reason you haven't figured out that assault rifle like weapons + explosive weapons for taking out buildings and tight clusters are good then I'm saying it one last time! Mission 9 : Retarius and Black ant combo. However half way through the mission, spiders will being to rise from the eastern sea. Avoid killing enemies why they are in the sea since that prevents you from getting items. After the first wave of spiders a second dual wave consisting of spiders and ants coming from eastern sea will arrive. Bring a long-range homing weapon since Retarius's are far away and obscured by trees. Bringing a crowd control weapon goes without saying. Mission 10: Black ant wave starts right in front of you. After that wave is inevitably annhilated you have 2 sequential waves of black ants to deal with. After that the mothership shows up with its genocide gun (that's what its called in-game) and shoots off a round and fly saucers called 'carriers' will come in and start dropping off bugs. The carrier and mothership are invulnerable don't bother trying to kill them. Kill all the bugs and gunships will show up. Gunships are flying attack drones that fire a series of red pew pew beams that hurt you if you are caught in it. They're fairly accurate and tend to do quite some damage. Be sure to roll in order to dodge their attacks. Missile launchers are good but assault rifles work on the gunships too because they like to fly close before they attack. Force blades make a mockery of the gunships. Kill all enemies and the mission is over. Missile launchers and assault rifles are recommended. Mission 11: You fight three waves of gunships sequentially. Woot. Bring a missile launcher and an assault rifle. Mission 12: You fight 3 waves of sequential and progressively larger black ant waves. The black ants are para dropped by carriers that appear to be indestructible and fly across the battlefield. This leaves the ants scattered and dispersed. However the third wave is much larger and involves more carriers and the carriers intersect each other. Bring a crowd control weapon. Mission 13: You fight 3 carriers dropping black ants. This is the first time you fight carriers properly and so I give a full description of the carriers. Carriers are slow moving mobile spawn points, dropping bugs and sometimes elite enemies. They have a small but decent amount of health and they can be harmed by shooting them in the pink glowing spot when the hatch is open. Firing directly at the spawn hole is unadvised as you might kill the spawning ants and not the carrier. Unlike previous series, the carrier will violently explode when killed (and not power down before exploding) and this explosion will be quite bright. The explosion does not kill and the falling carrier does not appear to hurt anyone or anything. Pay careful attention to the sound of the carrier dropping its payload (*my sincere condolences if you're a deaf gamer*). Kill the three carriers and any remaining ants and the mission is over. Assault rifles and high powered long range weapons are recommended. Mission 14: A wave of hectors and gunships. Hectors are giant robots that carry either cannons or machine guns. The machine guns will fire a large spray of bullets that can lock you in place at close ranges and does massive damage. The cannons will fire red explosive balls that will send you flying in the air if you are caught in the blast. They go down with extended fire and explode violently on death. The explosion does no damage and the Hector cannot step on you. Hectors always drop powerups on death. You can tell if you are within range of a Hector if the red dot corresponding to the Hector is not on the outskirts of the radar. After the first wave of hectors and gunships are eliminated, a second wave of hectors will appear. Air strikes will be called in on the second wave. After the second wave is gone the mission is a success. High range and high powered weapons are recommended for the Hectors and assault rifles for the gunships. Mission 15: You will fight spawn holes in this mission. Spawn holes are the same as carriers, they have no weapons and they exist only to spawn infinite hoards of enemies. The key difference however, is that spawn holes are close to the ground (do not spawn elite enemies) and are always vulnerable. Spawn holes are weaker than carriers because they do not have the advantage of being out of reach of short range weapons. You can kill a spawn hole with any weapon that does damage. You will fight 4 spawn holes sequentially in this mission, the last one spawns spiders instead of black ants. An assault rifle is recommended for this mission. Mission 16: You fight the quadped siege fortress in this mission. The Quadped mech will be auto killed in this mission so you don't need to kill it yourself. The quadped siege fortress will start dropping Hectors shortly after the mission starts. Avoid being underneath the quadped fortress as its steps will damage you. After the deployment of hectors, the quadped fortress was start deplyoing drones. After that wave of drones are killed, the quadped will deploy a second wave a short while later. After that wave is dead, the quadped fortress will later start dropping hectors. Then the quadped will start dropping drones shortly before the quadped fortress is destroyed by a scripted air strike. Be careful though as the guns on the quadped fortress will activate at this point and start shooting lasers at everything. After the quadped is destroyed and all remaining enemies are dead the mission is over. Pick an assault rifle and a long range high damage weapon for this mission. Mission 17: You start with two carriers deploying spiders. After the carriers are dispatched (destroyed) another two carriers will appear at a low attitude in the canyon and start dropping spiders. Destroying these and any remaining spiders will end the mission. Use an assault rifle and a high powered long range weapon like a rocket launcher. Mission 18: A new enemy the artillery Hector will be introduced. You will fight this enemy exclusively for this mission. They're the same as regularly hectors but they carry purple plasma long range artilery round and fire at you from far away. They have no minimum range and have an easy time hitting you at close range because of the explosive nature of their artillery. Fight fire with fire and hit them with long range high powered weapons. Avoid attacking them with close range weapons. There are two waves of artillery Hectors in this mission. The artillery hectors will come from the sea in this mission and it's not particularly productive to wait for the artillery Hectors to reach land. Use a rocket launcher for this mission. Mission 19: The new enemy shield bearer is introduced and NPC fencers will be introduced. They're not very deadly, and it only works if Hectors are hiding under the shield. To destroy them, go under their shield and blow them up. Keep in mind they have a mobile mode and a deployed mode. The deployed mode has a bigger shield then the mobile mode. Attacking a deployed shield bearer will result in the shield bearer going into mobile mode and the shield receding somewhat. This means that if you are shooting a deployed shield bearer at the right distance, you can end up hurting yourself when the shield recedes. There are two shield bearers on this mission at the start. Go under the shields and destroy them. The second one has Hectors hiding underneath the shield. Be careful however as an airstrike will be called in on the second shield bearer and this can kill you if you're caught in it. After the first two are destroyed, a third shield bearer will appear and it will be protected by two artillery hectors. Another airstrike will be pointlessly called on this third shield bearer so be aware of that. Kill them all and the mission is over. Use an assault rifle and high power weapon for this mission. Mission 20: Two shield bearers guarded by black ant will be present at the start of this mission. In addition there are three ant holes present on the map. Despite the idiot scientists proposal that fencers are good at taking out shield bearers any class will work just as long as you have a good close range weapon. Elite ants will show up in this mission. They are the same as black ants but they are red and do more damage and use only bite attacks. Kill the shield bearers, the three ant holes and any remaining ants and them mission is over. Mission 21: A tunnel mission so no support for Air raiders. Inside the first tunnel are flame thrower EDf soldiers and a bunch of ants. After that head into the first cavern where there are spiders waiting to be killed. After you killed the spiders there will be one dual wave of black ants and spiders sitting around in a separate cavern area. After those two waves are dead, a wave of red ants will appear in a cavern deep in the tunnels. A fencer unit will appear to help you with the wave of red ants but they are hopelessly outgunned and outnumbered. Kill the red ant wave and the mission is over. Mission 22: Another tunnel mission so no support for Air raiders (i.e no tanks and airstrikes for you!). You start this mission at the bottom of a ditch and Black ants will start pouring in through the ground above. After a short while, spiders will then enter the fray. Kill all insects to end the mission. Crowd control weapons like assault rifles are recommended. Some of the insects may refuse to go into the ditch but you can climb out of the ditch using a path near the edges of the ditch to go find and kill them. Mission 23: You start this mission surrounded by Hectors. Some of them wield artillery. Kill them all to end the mission. Use a high power long range weapon Mission 24: The mission starts with drones and a mothership in the air with four carriers in front of you. One carrier will drop spiders the rest drop ants. After a while into the mission the mothership floating above you will start bombarding the area with lasers and plasma. Mission 25: A spawn hole is guarded by spiders and several Retarius's. The spawn hole will pump out spiders. Destroy the spawn hole and all other enemies and the mission is over. Pick a long range weapon and an assault rifle. Mission 26: A swarm of red ants will advance towards you as this mission starts. Once the red ants are dead a second swarm of red ants will pop up coming to you from over a hill. After that there is a triple wave of red ant trying to swarm you from three different directions. After this wave has been dealt with the mission is over. Any crowd control weapon will do. Mission 27: Elite gunships, the red gunships appear in this mission. You will be fighting only red gunships and there will only be five of them. Red gunships are extraordinarily resilient. They also do a lot of damage and move quite fast. Use a high powered long range weapon or a really powerful assault rifle if you are a wing diver or if the red gunships manage to close the distance. Mission 28: This is an excellent mission for farming upgrades. The mission will start with a large wave of Hectors approaching. There will be a lot of capturable EDF squads here to help you so be sure to capture them so they can act as decoys for enemy fire. The EDF squads are quite well armed so they can handle the enemy if you use support them. Airstrikes will be called on the Hector wave and several Hectors will die from the air raid. After the first wave of Hectors is dead, four hectors will spawn and head towards you. There will be no airstrikes on this group of hectors. After they are dead a LARGE swarm of black and red ants will charge towards the center of the battlefield. After a short while, a LARGE swarm of drones will show up. Be sure to near other EDF soldiers at this point as the drones will kill you if you don't have decoys. Air support will redraw at this point so Air raiders are out of luck if they need vehicles or airstrikes. Four artillery Hectors will pop up and start bombarding the field. On the other side of the field four regular hectors will show up but these will get hit by an airstrike and take some damage. For those playing air raiders, air support will be re- established a few minutes after it was removed so don't worry if you can't call in a titan tank you'll be able to if you survive a few more minutes. Kill all enemies including the shield bearer (who is really pointless in this mission) to complete the mission. Be sure to pick up the ridiculous amount of power ups available in this level. A powerful long range weapon like the javelin storm is recommended for this mission and a short range crowd control weapon like the Grom SS is also recommended. Mission 29: Tunnel mission, so no air support for air raiders. First wave is black ants. Second wave is also black ants. Third wave is black ants and the fourth wave is spiders! Fifth wave is black and red ants. Hurray! Crowd control weapons recommended and killing everything completes the mission. Crowd control weapons are recommended Mission 30: Tunnel mission. You start surrounded by black ants and spiders. Kill them all and the mission is over. The ants and spiders have multiple corridors to get to you so try and get to a corner and fight them from there. Close range weapons HEAVILY recommended Mission 31: Tunnel mission and your first fight with Queen ants. Queen ants are Giant black ants. They do appear to bit and they spit 'metric craptons' (tm) of acid. Head down the tunnel and rally with the capturable EDF squad. There is a wave of black ants. After that wave is dead further down the tunnel is a second wave of black ants and a few spiders in this wave. After the spiders and the ants move down the tunnel and kill another wave of ants. After those ants are dead head down the tunnel and fight spiders. After fighting the spiders you will be informed the queen has been found and you should head down the tunnel and fight black ants on your way to the queen's den and the EDF squad waiting outside. After meeting up with the EDF squad, go and fight the Queen. The Queen spits a metric crapton of acid so shoot through the entrance to the queen's lair and don't walk in unless you like dying. In fact its not rare for the entrance to the queen's lair to be completely saturated with acid. Be extra careful as there are two queens present. Crowd control weapons are recommended and a rocket launcher for long range crowd control + queen killing. *From this point on the GAME GETS MUCH HARDER. BE SURE TO GET GOOD WEAPONS AND DON'T BE AFRAID TO REPEAT MISSIONS TO GET MORE WEAPONS AND ARMOR* Mission 32: The mission starts with a mothership arming its genocide gun as well as several hectors with shield bearers being present (there is also a regular hector and black ant team sitting around near the edge of the map. The genocide gun is a big giant independence day like gun that shoots a laser that streaks across the battlefield leaving destruction and crapped pants in its wake. A long ranged weapon will easily take care of this menace. The mothership will start bombarding the area for a short while after its genocide gun is destroyed after which it will leave. If you do damage to the mothership by shooting the red flashing spot at its bottom the mothership will leave earlier. Otherwise just ignore the mothership, opting instead to shoot the genocide gun until it is destroyed and then going after the hectors and shield bearers. After a few of the hector and shield bearer squads are eliminated drones will arrive. Kill all remaining enemies and the mission is over. A long range high powered weapon like a rocket launcher is recommended and a powerful close range weapon to deal with hectors under shields. Mission 33: Retarius, spiders and spider spawn holes. You've dealt with this before. Use a long range weapon and a good crowd control weapon. Mission 34: Five carriers and six hectors (some have artillery) and drones are present on this map. Aside from the carriers there are no reinforcements on this map. This is a standard move out and kill everything on the map mission. No real strategy here. One of the carriers drop red ants the rest drops spiders. Remember that the Hectors and drones do not get replaced here so focus on killing them so they won't bother you ever again. Use an assault rifle and a rocket launcher for this mission. Mission 35: This mission starts with red ants and black ants and gunships coming straight at you. After this wave is killed. Another wave consisting mostly of black ants and red ants will show up but this wave also contains a queen ant and few red gunships. Defeat this wave and this mission is over. Use a rocket launcher and an assault rifle Mission 36: Two carriers, a mothership and several gunships and hectors will be present at the start of the missions. The carriers drop hectors! Blow up the mothership and the level is over but of course this means killing the genocide gun when its deployed and then hitting the flashing area on the bottom of the mothership until its blown up. The mothership is surprising weak but remember that few guns can hit high enough to kill the mothership. Bring a rocket launcher or something even better. MIssion 37: There are several spawn holes and spiders. Destroy everything. There are six spawn holes in total. The spawn holes are evenly split between the alien insects summon (i.e 2 holes spawn black ants, 2 holes spawn red ants and 2 holes spawn spiders). Standard search and kill. Use a crowd control weapon and explosives to get rid of annoying barriers. Mission 38: 3 spawn holes and roughly six hectors will be present. with two spawn holes spawning spiders and the other spawning black ants. Kill the holes and the insects and the mission is over. Cake walk. Do what you did last mission. Mission 39: A large swarm of black ants will be present on the map. After killing them, Hornets will show up. Hornets are flying bugs that attack by shooting their stingers. They're essentially the same as gunships but more annoying. You will fight two dual waves of hornets after the initial swarm of black ants are dead. Kill all the insects and the mission is over. Bring a good assault rifle and missile launcher. Mission 40: There are five spawn holes and a modest amount of hornets and spiders present on the map. Standard search and kill. Some of the spawn holes spawn spiders others spawn hornets. Kill them all and the mission is won. Arm yourself with an assault rifle and explosives. Mission 41: Two carriers that drop black ants are present. After these are destroyed a new type of saucer earth eaters will show up and block the sky. Pay attention to the red flashing earth eaters as these deploy some form of new gunship. These new gunships will shoot lasers at you with high accuracy. You can blow up the red earth eaters but it doesn't really do much. After the gun ships are down the blue earth eaters will pop out beam guns and shoot straight towards the ground. A short while after, giant ufo carriers called void ships will appear and start releasing bugs (ants and hornets). Do not attempt to destroy the carriers and simply avoid the blue plate guns. Kill the bugs and after all bugs are dead the mission is over. Mission 42: Mission starts with regular gunships coming straight at you. After the drones are dead, the earth eater saucers will once again black out the sky. Once again the red earth eaters will deploy new gunships. Just kill all enemies aside from the red earth eaters to beat the mission. Mission 43: The mission will start with the earth eater saucers dropping 4 Diroi walkers. Diroi walkers are heavily armed with lasers and their legs are essentially turrets which fire at people approaching the walker. Lasers are hard to dodge and Diroi walkers thus should be engaged from far away. Fire at its center mass to kill a Diroi walker. After the 4 Diroi walkers are killed a fifth walker will be deployed. Kill that walker and the mission is over. Use of rocket launcher is heavily recommended.