Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Walkthrough

by khoiman

 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.