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Guide and Walkthrough by KIsrael
SPYBOTICS: THE NIGHTFALL INCIDENT http://www.lego.com/spybotics -> "Spybotics Game" :::OVERVIEW::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Spybotics: The Nightfall Incident is about the best web game I've ever played. It's a simple wargame in a puzzle game's clothing, with elements of Intellivision's SNAFU (kind of like "Tron Lightcycle") and Pokemon's collecting and battles to boot. The game was formerly made available by Lego, you could go to http://www.lego.com/spybotics and click on "Spybotics Game". and was created at gameLab, http://www.gamelab.com . GameLab doesn't seem to be around any more, and for whatever reason Lego has removed the game. :::UPDATE 2020:::::::::::::::::::::::::::::::::::::::::::::::::::::::::: In theory, you can play the game at https://jayisgames.com/games/spybot-the-nightfall-incident/ However, you will need a browser that supports shockwave, which might be hard to find. A better bet might be Patrick Pan's painstaking recreation: https://patrickhpan.itch.io/nightfall There is a demo there, and for a small price you can get the full version of this excellent game. :::BACK TO THE SHOW::::::::::::::::::::::::::::::::::::::::::::::::::::: The game doesn't have too too much to do with the fine line of Lego products (except that the robots are supposedly how you're travelling from Node to Node) but I'm grateful they sponsored such a clever game. The game can be a little confusing at first. Luckily there's a bit of a tutorial after you choose your spybot...and it doesn't matter which one you choose. The game takes place on two types of board. The big scrollable area is the "NetMap". It contains a bunch of "Nodes". At first only a few Nodes are available, indicated by wireframe buildings which turn into filled-in buildings as you beat each databattle. As you progress, more and more Nodes become unlocked, including "Warez" nodes where you can buy additional program warriors. In addition, you will gain security clearances allowing you to progress through the 5 security levels. You don't actually fight in this game...instead, you place programs on the databattle board that will do the fighting for you, and then direct them against the enemy programs. The tutorial should explain the rest. This FAQ has several sections, ending with a walkthrough for the various nodes. I would recommend NOT using that final section unless you're really, really stuck. This is a really fun game, and there's almost always more than one way of solving a particular board. If you do look at my walk-through (hoepfully after beating the game on your own) and have better ideas for individual boards, feel free to write me at Kirk Israel <firstname.lastname@example.org> -- I'd love to hear about new ideas, on some of the nodes I could only come up with ugly or slow strategies. :::GENERAL STRATEGIES::::::::::::::::::::::::::::::::::::::::::::::::::: You will always move first. Use this to your advantage! In particular, on many boards enemies will start taking up only one sector, and can be destroyed with one hit, as long as you have a warrior who can get there fast enough. You can click on one of your Warez to change the order that they move in, you're not stuck with the default order. You can attack the 'tail' a program leaves behind as well as the head. This is especially useful against a slow-moving with a long tail. Also, if you're going to attack a single program with two warriors, make sure that the first hit doesn't shrink the tail to a point where the second warrior can't reach and get a hit. You can click on an enemy program to see how far it will be able to move next turn...and then you can click on one of its attack routine names to see how far it can strike. It's ok to sacrifice programs for good causes. They'll be back for the next databattle. Don't go crazy buying stuff as soon as you arrive at a Warez node. You can always start a node, get the lay of the land, hit Log Out, and buy any extra warriors you think you'll need. Enemy programs can't travel over money! You can use this fact to your advantage; it's like a wall you can go through and they can't until you do. Here is a small cheat. To not give anything away, I encoded it in ROT13... goto http://rot13.com/ to translate it... Urer'f n fznyy purng gung pna pbzr va unaql fbzrgvzrf: vs lbh zbir lbhe cebtenz gb cvpx hc n ovg bs pnfu, naq gura uvg Haqb, lbh'yy trg gb xrrc gur pnfu. And here's an amazing invulnerability cheat sent to me by Jacob Pariseau... I didn't know about it back when I wrote this, and now I wonder if it would make things too easy! But here it is anyway, in ROT13: v unir n grpuavdhr gung ernyyl urycrq zr naq v jnf jbaqrevat vs lbh pbhyq nqq vg. h hfr n ovgzna naq fbzrbar ryfr(v hfrq gur gbjre) naq trg he ovgzna gb hfr mreb ba bar bs he thlf.gur rarzl jbag nggnpx nal fcbg gung h pnag abeznyyl jnyx ba fb gung cneg bs gur thl vf vaivapvoyr. sbe ynetre fbsgjner hfr vg ba rirel fcbg. Sneaky! :::AVAILABLE WAREZ:::::::::::::::::::::::::::::::::::::::::::::::::::::: LEVEL ONE WAREZ=-=-=-=-=-=-= HACK Move:2 Max Size:4 Cost:500 Basic Attack Program *Slice: Deletes 2 Sectors From Target BUG Move:5 Max Size:1 Cost:750 Fast, Cheap, and Out of Control *Glitch: Deletes 2 Sectors From Target SLINGSHOT Move:2 Max Size:2 Cost:750 Basic Ranged Attack Program *Stone: Range:3 Deletes 1 Sector From Target DATA DOCTOR Move:4 Max Size:5 Cost:500 Helps Your Programs Grow *Grow: Adds 2 Sectors To Target BIT-MAN Move:3 Max Size:3 Cost:250 Makes Sectors of the Grid Appear or Dissapear *Zero: Deletes One Grid Square *One: Repairs 1 Grid Square CLOG.01 Move:2 Max Size:4 Cost:[GIFT] Slows Down Hostile Programs *Lag: Range:3 Decrease Move Rate of Target by 1 LEVEL TWO WAREZ=-=-=-=-=-=-= HACK 2.0 Move:3 Max Size:4 Cost:1500 Improved Hack: Larger Size and Better Attacks *Slice: Deletes 2 Sectors From Target *Dice: Size Req:3 Deletes 3 Sectors From Target GOLEM.MUD Move:1 Max Size:5 Cost:1200 Slow and Steady Attack Program *Thump: Deletes 3 Sectors From Target WOLF SPIDER Move:3 Max Size:3 Cost:750 Speedy and Creepy Little Program *Byte: Deletes 2 Sectors From Target SEEKER Move:3 Max Size:3 Cost:1000 Solid Distance Attack Program *Peek: Range:2 Deletes 2 Sectors From Target TOWER Move:0 Max Size:1 Cost:1000 Immobile Long-Range Program *Spot: Range:3 Deletes 3 Sectors From Target MEDIC Move:3 Max Size:3 Cost:1000 Grows Your Programs From A Distance *Hypo: Range:3 Adds 2 Sectors To Target TURBO Move:3 Max Size:3 Cost:1000 Speeds Up Your Programs *Boost: Increase Move Rate of Target by 1 & Deletes 1 Sector from Turbo LEVEL THREE WAREZ=-=-=-=-=-=-= HACK 3.0 Move:4 Max Size:4 Cost:3500 The Top of the Hack Series *Slice: Deletes 2 Sectors From Target *Dice: Size Req:4 Deletes 4 Sectors From Target GOLEM.CLAY Move:2 Max Size:6 Cost:3000 Clay is Stonger Than Mud *Bash: Deletes 5 Sectors From Target BLACK WIDOW Move:4 Max Size:3 Cost:2000 Speedier and Creepier *Byte: Deletes 2 Sectors From Target *Paralyze: Decreases Move Rate of Target Program by 3 MANDELBUG Move:5 Max Size:1 Cost:3000 It's Not a Bug, It's a Feature *Fractal Glitch: Deletes 4 Sectors From Target BUZZBOMB Move:8 Max Size:2 Cost:3500 Fast and Annoying *Sting: Deletes 1 Sector From Target *Kamikazee: Deletes 5 Sectors From Target & Erases BuzzBomb FIDDLE Move:3 Max Size:3 Cost:2400 Twiddle and Tweak The Power of your Programs *Tweak: Increases Move Rate of Target by 1, Deletes 1 Sector from Fiddle *Twiddle: Increases Maximum Size of Target by 1, Deletes 1 Sector from Fiddle SEEKER 2.0 Move:3 Max Size:4 Cost:2500 Bigger and Better than Seeker *Poke: Range:3, Deletes 2 Sectors From Target MOBILE TOWER Move:1 Max Size:1 Cost:1800 Slow-Moving Long-Range Program *Spot: Range:3 Deletes 3 Sectors From Target SATELLITE Move:1 Max Size:1 Cost:3500 Short-Range Hard-Hitting Program *Scramble: Range:2 Deletes 4 Sectors From Target BALLISTA Move:1 Max Size:2 Cost:3000 Extreme-Range Attack Program *Fling: Range:4 Deletes 2 Sectors From Target DATA DOCTOR PRO Move:5 Max Size:8 Cost:1500 Twice the Expansion Power of Data Doctor *Megagrow: Adds Up to 4 Sectors to Target *Surgery: Increases Maximum Size of Target Program by 1 CLOG.02 Move:2 Max Size:4 Cost:2000 Twice as Effective as Version .01 *Chug: Range:3 Decreases Move Rate of Target by 2 TURBO DELUXE Move:4 Max Size:4 Cost:1750 Slow and Steady is for Losers *Megaboost Size Rq:3 Range:2 +2 To Move Rate & Dels 2 Sectors from Turbo Deluxe LEVEL FOUR WAREZ=-=-=-=-=-=-= GOLEM.CLAY Move:3 Max Size:7 Cost:5000 Nothing Can Stand In Its Way *Crash: Deletes 7 Sectors From Target TARANTULA Move:5 Max Size:3 Cost:3500 Fast, with a Venomous Bite *Megabyte: Deletes 3 Sectors From Target *Paralyze: Decreases Move Rate of Target Program by 3 HEISENBUG Move:5 Max Size:1 Cost:3000 They Can't Kill What They Can't Catch *Quantum Glitch: Deletes 6 Sectors From Target LOGICBOMB Move:3 Max Size:6 Cost:3500 Self-Destructing Attack Program *Selfdestruct: Deletes 10 Sector From Target & Erases LogicBomb SUMO Move:2 Max Size:12 Cost:4500 A Massive and Slow-Moving Powerhouse *Dataslam: Size Req:6, Deletes 8 Sectors From Target SEEKER 3.0 Move:4 Max Size:5 Cost:4500 Seeker with Extra Deletion Power *Poke: Range:3, Deletes 2 Sectors From Target *Seek&Destroy: Size Req:5 Range:2 Deletes 5 Sectors From Target & 2 From Seeker LASER SATELLITE Move:2 Max Size:1 Cost:5000 Long-Range Hard-Hitting Program *Megascramble: Range:3 Deletes 4 Sectors From Target CATAPULT Move:2 Max Size:3 Cost:4000 Extreme-Range Mobile Attacker *Fling: Range:4 Deletes 2 Sectors From Target CLOG.02 Move:2 Max Size:4 Cost:3500 Brings Hostile Programs to a Halt *Chug: Range:3 Decreases Move Rate of Target by 2 *Hang: Size Req:4 Range:3 Decreases Move Rate of Target to 0 GURU Move:2 Max Size:3 Cost:4500 Multipurpose Software for the L33tist of the L33t *Fire: Range:2 Deletes 4 Sectors From Target *Ice: Range: 2 Decreases Movement of Target by 3 MEMORY HOG Move:5 Max Size:30 Cost:[GIFT] Massive Memory-Filling Bloatware WIZARD Move:3 Max Size:4 Cost:[GIFT] Pay No Attention to the Man Behind the Curtain *Scorch: Range:3 Deletes 2 Sectors From Target *Stretch: Increases Max Size of Target By 1 :::ENEMY SOFTWARE::::::::::::::::::::::::::::::::::::::::::::::::::::::: LEVEL ONE ENEMIES/\/\/\/\/\/\/\/\ SENTINEL Move:1 Max Size:3 Corporate Data Defender *Cut: Deletes 2 Sectors From Target WATCHMAN Move:1 Max Size:2 Corporate Ranged Attack Program *Phaser: Range:2 Deletes 2 Sectors From Target GUARD PUP Move:3 Max Size:2 A Speedy Little Corporate Cur *Byte: Deletes 2 Sectors From Target WARDEN Move:1 Max Size:5 Slow and Steady Corporate Attack Program *Thump: Deletes 3 Sectors From Target LEVEL TWO ENEMIES/\/\/\/\/\/\/\/\ SENTINEL 2.0 Move:2 Max Size:4 Improved Corporate Data Defender *Cut: Deletes 2 Sectors From Target WATCHMAN X Move:1 Max Size: 4 Improved Version of Watchman *Phaser: Range: 2 Deletes 2 Sectors From Target GUARD DOG Move:3 Max Size:3 Who Let This Dog Out? *Byte: Deletes 2 Sectors From Target SENSOR Move:0 Max Size:1 Immopile Program Eradicator *Blip: Range:5 Deletes 1 Sector From Target WARDEN+ Move:2 Max Size:6 Get Out Of Its Way *Bash: Deletes 5 Sectors From Target LEVEL THREE ENEMIES/\/\/\/\/\/\/\ ATTACK DOG Move: 4 Max Size:7 Ravenous and Bloodthirsty Corporate Canine *Megabyte: Deletes 3 Sectors From Target FIRE WALL Move:2 Max Size:20 Keeps Unwanted Programs Out of Corprate Sectors *Burn: Deletes 1 Sector From Target SENTINEL 3.0 Move:2 Max Size:4 Sentinel That Attacks Several Programs At Once *Taser: Deletes 4 Sectors From Target WARDEN++ Move:3 Max Size:7 The Last Word in Corporate Security *Crash: Deletes 7 Sectors From Target SONAR Move:0 Max Size:1 Long-Range Program Eradicator *Ping: Range:8 Deletes 1 Sector From Target WATCHMAN SP Move:1 Max Size:4 Qui Custodiet Ipsos Custodes? *Photon: Range: 3 Deletes 2 Sectors From Target LEVEL FOUR ENEMIES/\/\/\/\/\/\/\ SUMO Move:2 Max Size:12 A Massive and Slow-Moving Powerhouse *Dataslam: Size Req:6, Deletes 8 Sectors From Target RADAR Move:0 Max Size:1 Deadly Program Eradicator *Pong: Range:5 Deletes 2 Sectors From Target MANDELBUG Move:5 Max Size:1 Cost:3000 Tiny But Has A Big Sting *Fractal Glitch: Deletes 4 Sectors From Target LEVEL FIVE ENEMIES/\/\/\/\/\/\/\ BOSS Move:6 Max Size:25 Prepare To Be 0wned *Shutdown: Range:5 Deletes 5 Sectors From Target Program :::MAP:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Here is the NetMap rendered in ASCII: / / \ \ L6 W3 / #5 \ P4 \ \ P8 / C2\ 2/ / / W1 /L3/P3\#1 3\ #6 #4 /!1 \/ / C6\ \5 C1/P6 P5 C5 \ \ S1 P1 \ /\ \ P7 \ 1\/ D2\ /4 L1 /L2\ /D1 /#2 #3\ / / P2\ / \ #3 W2\ /C4/D5 D3 L8 /D6 C3 \/ 2\ / L4 / / L5 /3 D4 /L7 L9 \ \ W4 \ \ KEY: SYMB TYPE PHYS.DESC. S_ - S.M.A.R.T. HQ - crystals W_ - Warez Node - 4 connected silos L_ - Lucky Monkey - satellite dish P_ - Pharmhaus - tower with cone base C_ - Cellular Automata - sphere with 4 moons D_ - Dr. Donut - spikey sphere over ring #_ - PED - borg cube !_ - Disarray's HQ - square tower with rectangles Each Symbol is combined with a number in the walkthrough below to identify each Node. CASHPOINTS: Many Nodes give you the chance to pick up extra money. Sometimes you might want to come back and redo these Nodes so you can buy more Warrior Warez. Here are the best Cashpoints (in my opinion) and how much you can get there, so you don't have to search to refind them: LEVEL 1 : P2 (2610, but slow) or P3 (1090, faster) LEVEL 2 : P4 (5840! easy with a Seeker and Bit-Man) LEVEL 3 : D5 (4230, quick with a BuzzBomb) LEVEL 4 : L9 (5650, quick with a Golem.stone) or #6 (7980, but slow) :::WALKTHROUGH:::::::::::::::::::::::::::::::::::::::::::::::::::::::::: WARNING: Here you have a choice. This is a really good game. I would strongly recommend NOT using the walkthrough below as a walkthrough...instead, use it and the map above to look up nodes when you're really stuck, if at all. SECURITY LEVEL ONE::::::::::::::::::::::::: S1: S.M.A.R.T. HQ (? First Tutorial) 2 Spots|SENTINELx1 Make sure to hit me "Tell Me more" to start the battle. As far as I know, you can't lose. --- W1: Warez Node Leo's Shop Hack, Bug, Slingshot, Data Doctor, Bit-Man You start with 1000 credits...I'd stop here and buy an extra Slingshot, and maybe a Bit-Man will come in handy. --- L1: Lucky Monkey Tech Support 2 Spots|SENTINELx2 A Hack can take out a Sentinel, no problem, since Sentinels move/regenerate so slowly, but a Slingshot is probably in trouble. So buy an extra Hack before heading in, or just let a single Hack do all the work. --- P1: Pharmhaus PR Database [CASHPOINT: 960] 2 Spots|WATCHMANx1, GUARD PUPx1, SENTINELx1 Here's where you can learn the power of quick strikes before the computer gets the chance to move/build health, and how good ranged weapons (even a puny little thing like the Slingshot) can be. I'd suggest 2 Slingshots. Move the lower slingshot and take out the Sentinel with one shot. Use the two together to take out the Pup after it has moved once. Collect the money on the right. Now, the Watchman can only hit if you move to the left of the center vertical walkway, but Slingshots can hit it from the right side. On the other hand, a Watchman can kill a Slingshot with one hit. You'll have to coordinate your attacks, since the computer will regenerate it if you only attack with one Slingshot. --- P2: Pharmhaus Employee Records [SLOW CASHPOINT: 2610] 2 Spots|WATCHMANx1, GUARD PUPx2 Here's your chance to try a cool strategy that will come in useful again and again. Put a Bit-Man to the right, and put 2 Slingshots in the back. Use the Bit-Man's Zero attack to clear a buffer between you and the pups. (Remember, Programs can't move on the diagonal, so often it's easier to not clear straight lines.) Move your Slingshots forward so they can hit the Watch-Man before he's in range...if you don't get the Watchman in time you're dead, but sometimes the Pup'll keep him out of range anyway. If you want some cash, don't kill the Pups until after using Bit-Man to build its own bridge to two remote cash areas. Actually, it takes a long time to get to the money, it might be better to go back to P1 a few times. --- C1: Cellular Automata Memory Tower #43 4 Spots|WATCHMANx2, GUARD PUPx2, SENTINELx1 Hacks are much better than any of the enemies here. By now you should have a bit of cash, it might be worthwhile to buy 4 Hacks...any one can kill the Watchmen and the Pups with single blows, and if you keep moving, you should be able to recover from any single attack. Just be careful not to get doubleteamed by Watchmen. Hacks are slow relative to their max size, so it's possible to get their 'tails' kind of tangled. --- P3: Pharmhaus Government Affairs [BONUS: Clog 1.0 FAST CASHPOINT: 1090] 4 Spots|GUARD PUPx8 Four Hacks'll make short work of these guys as long as you get first strikes. One strategy is to move all the Hacks straight out horizontally for your first move, that should put you in could position to take out 4 Pups the next turn. You can collect the money if you want. --- C2: Cellular Automata Sydney Project 3 Spots(gift:Bit-Man)|SENTINELx3 Huh, for some reason they give you a Bit-Man for free. Guess they figured some newbies might not have figured out they needed to buy one. A quick strike with Slingshots can get the Sentinels before they can move, though just like P1 you'll have to coordinate attacks to take out the last one on the island. Hacks might work as well. Then use Bit-Man to build to the island and grab the cash. SECURITY LEVEL TWO::::::::::::::::::::::::: It's probably worthwhile begining this area by going to Lucky Monkey L2 (Sattelite Dish) since that'll start heading you towards a new Warez Node where new programs await! --- L2: Lucky Monkey Club Center 4 Spots|SENTINEL 2.0x2 4 Hacks can take care of this, but barely. It's a good exercise in fighting in a confined space; you have to use the enemies' buddies' tails to stop them from ganging up on your characters. --- C3: Cellular Automata Inventory Archives [CASHPOINT:1490] 2 Spots|WATCHMAN Xx4 Here's where you learn how a fast program can beat one with a ranged attack. I'd recommend going back to the Warez Node from Level 1 and buying two bugs. Each can take out one Watchman on their first turn, and then they can attack in tandem to mop up. You might have to be clever to get the cash without getting hit. --- W2: Warez Node Network City Hack 2.0 Golem.mud, Wolf Spider, Seeker, TOWER, Medic, Turbo Hack 2.0 seems the best of the regular fighters. It seems like TOWER's immobility might be a big handicap, but add in a Turbo, and you're talking serious firepower. BAM! --- L3: Lucky Monkey Easter Distribution Site 4 Spots|GUARD DOGx7 Here's my favorite strategy: you need at least 1 TOWER, a Turbo, and a good ol' reliable Bit-Man. First thing on your opening move, move your Turbo 2 spaces (since it takes damage from using its power) and speed up Bit-Man...start him moving towards the narrow bridge. Towers can't do anything, yet. One square Zero'd out of the right spot can completely stop the Dog army...once your team is safe, use Turbo to get the Towers moving, then have them fry Dogs at will. Once they're cleared out, use Bit-Man to reconnect the sections then collect the loot and call it a day. --- P4: Pharmhaus Clinical Trial Database [AWESOME CASHPOINT 5840] 2 Spots|SENSORx5 WARDEN++x1 At first this level intimidated me, but it turns out those Sensors have poor overlapping fields of fire, and do very little damage. Charge forward with a Seeker. You might want to fill the second slot with a Bit-Man, and then you can get all the loot that's just sitting there after safely picking him off the Warden from a distance, even though he's a level 3 enemy...yeah baby! --- C4: Cellular Automata Communications Hub 5 Spots|WARDENx1 GUARD DOGx2 WATCHMANx2 WATCHMAN Xx1 I'm calling Warden Level One, thought you don't see him until here (and if you take the boards in the same order I do, which gets you to that awesome Cashpoint earlier rather than later, you see Warden++ before the more basic version.) I don't have a great strategy for this level, I cleared most of the enemies with a Turbo'd up TOWER, my Bug and Hack 2.0 got killed pretty quickly. Most of the enemies are slow, except for the dogs... --- L4: Lucky Monkey Print Assets 2 Spots|WARDENx4 The Wardens are soooooo slow, that a TOWER and a Turbo can make mince meat of 'em. Just make sure you never let the TOWER end its turn standing in a place that is one square away from a Warden, since the Warden will be able to move and thump ya. Maybe leave one Warden alive, keep Turboing up your TOWER, and then zoom around and collect the creds. --- L5: Lucky Monkey Banane System 10 Spots|GUARD PUPx10 SENTINELx7 WATCHMANx4 (Banane System? Is that like a Banana for the monkey?) Again, I don't have a brilliant strategy...either buy lots of Bit-Mans, dig yourself a defensive trench, and use Turbo'd Towers or other distance attackers to pick 'em off, or just try to brawl with the enemies, and then sneak in a Bug (possibly Turbo-charged?) to make the item grab that wins the level. --- D1: Dr. Donut Supply Management 6 Spots|SENTINELx8 SENTINEL 2.0x2 Mmmm, Donuts. A decent battle. Regular Sentinels are slow, the 2.0s are only a bit faster, and they only do 2 sectors of damage for a hit, so maybe just use whatever warez you have around and practice the old stick and move, not taking more than one hit per turn, and then moving to regain your health. --- D2: Dr. Donut Franchise Office 5 Spots|SENTINELx4 WARDENx3 These guys are slow! One fun line up is to get 4 Bugs (they're pretty cheap) and maybe throw in that Clog.01 you were given. Use the Bugs in pairs for the Sentinels or 3 at a time for the Wardens, making sure you don't land a Bug where a badguy can get to it (one strange advantage of Bugs is that since their Max Size is 1, they have no tails that make them vulnerable...Paradoxically, if their Max Size was 2 they'd be easier to kill, bigger targets that almost all enemies could still take out with a single shot!) SECURITY LEVEL THREE::::::::::::::::::::::::: I cleaned up all the Level 2 nodes before moving on to 3 just to be neat about it, but now that I'm starting three, I'm going to move north, where I'm only one node away from a whole new set of warez. --- L6: Lucky Monkey Toy Properties 2 Spots|ATTACK DOGx2 FIRE WALLx1 This one can be tough. Your a node away from a Warez node, and none of your arsenal is really ready for those Attack Dogs. But you have first strike, and Bugs are fast enough to kill the Attack Dogs on that turn, before they can grow at all. Once the Dogs are out of the picture, the Fire Wall is going to be tough...it's reasonably quick so it can guard its own tail pretty well. Keep in mind that the outermost lighter ring of grid squares is fine to walk on (sometimes I forget.) Try to get the Fire Wall to step on its own tail as it chases you: that way it won't grow back as many of the sectors you've blown away. --- W3:Warez Node Ready To Ware Hack 3.0, Golem.clay, Black Widow, MandelBug, BuzzBomb, Fiddle, Seeker 2.0, MOBILE TOWER, Satellite, Ballista, Data Doctor Pro, Clog.02, Turbo Deluxe What a corny name for this place! Hope you didn't waste too many credits, 'cause there's a lot of great stuff here, especially with the programs that let you improve your other warriors. Fiddle is a better Turbo, and Turbo Deluxe is a much better Turbo as well. --- #1:PED Off-Shore Transactions [CASHPOINT 2860] 3 Spots|WATCHMANx4 SENSORx1 I put in 2 TOWERS and a Fiddle. I Fiddled up 1 TOWER 'til it had decent movement and size, and kept the other one as backup in case I accidentally lost the TOWER. (Leveling up is a slow process, so it's faster to make 1 long range hitter very powerful than make 2 hitters medium powerful.) --- P5: Pharmhaus Vaccine Database 4 Spots|WARDEN+x2 SENTINEL 3.0x3 This is a toughie, I'd love to hear some better ideas than what I finally came up with: 2 Hack 3.0s can take out the Sentinels, so long as you keep them seperated and don't mind losing one. The Wardens are tougher...I had to buy a pair of buzzbombs to get them before they had a chance to move. I think there might be a slight bug (no pun intended) in the game, however: the game seems to have an internal "order" for your warez during a databattle, which determines which program you automatically take control of when the previous one you move finishes its attack. But a buzzbomb's kamikazee forces the behavior to change a bit, and sometimes the game finishes your turn for you even if you haven't had the chance to move all of your Warez. So start your turn by clicking on a buzzbomb, kamikaee one Warden, then click the other buzzbomb and repeat. Your turn will end, but you should still be able to take out the Sentinels despite the one turn handicap. --- P6: Pharmhaus HMO Procedure Management [GOOD CASHPOINT 3700] 3 Spots|SENSORx10 SONARx1 I thought I'd be clever and ramp up a buzzbomb's speed until it could fly in and scoop up the money and the goal without getting hit, but it turns out a buzzbomb's speed maxes out at 10. So I ramped up its maximum size as well with a Fiddle and made it through without too much problem. --- D3: Dr. Donut Market Research 4 Spots|WATCHMAN SPx9 I started heading South because the faster I can get to that final Level 4 Warez Node, the better. I'd already stocked up on 4 Hack 3.0s, and they had an easy time of it, since a Hack 3.0 can kill a Watchman SP in one shot, but they can't return the favor, and their slow speed and mediocre range lets you prevent them from ganging up on your warez. (In case you were wondering, the Watchman SP description is Latin for "Who Watches The Watchmen?", about possible abuses of authority.) --- D4: Dr. Donut Beverage Subsidaries 6 Spots|SENTINEL 3.0x4 WATCHMAN SPx4 ATTACK DOGx4 Not an easy one. I already had one Golem.clay, I bought another one, then put those 2 plus a Hack 3.0 and the Turbo, Turbo Deluxe, and Fiddle that I had lying around. I didn't rush into the attack, let them come to me (otherwise I would have been vulnerable to more of them at once,) and then just carefully fought my way to victory. The program-helpers all died, but all my warrior warez made it through. At this point I'm going to skip ahead to the Level 4 Lucky Monkey node so I can get to the Level 4 Warez that come after it, but I want to keep all the level 3 nodes together --- D5: Dr. Donut Flavor Evaluation Lab [AWESOME CASHPOINT 4230] 1 Spot|SENTINELx6 Easy way to get cash! Just get a BuzzBomb and go to town. Watch your tail, and maybe take out a Sentinel on your first turn before they have a chance to grow. Random bug you can exploit: any cash you pick up stays collected even if you undo... --- L8: Lucky Monkey Lucky Jungle Central 2 Spots|FIRE WALLx4 Any hit by a Clog.02 or greater will freeze the Fire Walls. So bring in one of them plus some sort of brawler and you're set. --- #2: PED Fiduciary Node 1 Spot|SENTINEL 2.0x4 A Hack 3.0 can handle this as long as you're careful. --- C5: Cellular Automata Sub-Station Gamma 4 Spots|SENTINEL 3.0x6 Attack Dogx2 I used 2 BuzzBombs to take out the Dogs with Stings early and then Sentinels with Kamikazees, and then mopped up with some Golems. --- C6:Cellular Automata S.A. Archives 3 Spots|FIRE WALLx1 SONARx1 WATCHMAN SPx4 Ugh. I Fiddle'd up a Golem (using the trail of the Golem to prevent the Fire Wall from reaching the Fiddle!) and of course I needed a Bit Man to get the goods. It wasn't pretty, levelling up hardly ever is. But Memory Hog is a cute reward. --- P3:PED Re-Insurance Database [CASHPOINT:6870] 4 Spots|GUARD DOGx4 ATTACK DOGx2 RADARx4 Yeah, it's a good cashpoint, but kind of slow, at least with the strategy I used: two bit-mans to make the place safe (cut out a shallow U shape pattern), a TOWER and a Fiddle to level up the Tower. Over 6000 credits to be gotten in the center there, and if you sacrifice a Bit-Man you can even make a shortcut to it. SECURITY LEVEL FOUR::::::::::::::::::::::::: I actually jumped to here right after "D4" so I could get to the Level 4 Warez sooner... --- L7: Lucky Monkey Assimilation Timetable 2 Spots|SUMOx1 Sumos are slow. And Clog 2.0 can easily stop them in their tracks. A Hack 3.0 (or nearly anybody, for that batter) can then help you pick them off at your leisure...just don't be stupid on the final approach. Now gimme them warez! --- W2: Warez Node Agora Golem.stone, Tarantula, HeisenBug, LogicBomb, Sumo, Seeker 3.0, Laser Satellite, Catapult, Clog.03, Guru --- D6: Dr. Donut Recipe Database [CASHPOINT:4300] 4 Spots|SENTINEL 3.0x5 WARDEN++x3 Some late model Hacks and Golems should be able to romp here. Heck, when I screwed up and put in a Hack 2.0 instead of a Fiddle, I could still win. (The way that enemy programs can't cross over cash helped.) --- L9: Lucky Monkey Film Properties [AWESOME CASHPOINT: 5650] 1 Spot|FIRE WALLx2 A Golem.stone can walk right through this...in fact it won't even have to take any turns rebuilding its trail. And then you get Wizard, a spiffy little program. --- #3: PED R&D Backup 4 Spots|MANDELBUGx8 I kind of limped my way through this one with my Wizard, my single Golem.stone, and 2 Hack 3.0s. The Hacks each need at least one extra sector from the Wizard to have a chance. The Golem did pretty well, and the AI of the bugs was really bad, so I was able to use the geography of the board to make sure only one Bug could strike me at a time. --- P7: Pharmhaus System Core 4 Spots|3 SENTINEL 3.0x3 WATCHMAN SPx7 Hack 3.0s are pretty good, but 3 Hack 3.0s and the Wizard are excellent. Give each Hack at least one extra sector and then they can even survive 2 hits in a row. Let 'em grow up to size 7 (and you have a lot of time, all the enemies are sloooow) and you're in even better shape. --- #4: PED Executive Protocol 4 Spots|GUARD DOGx4 FIRE WALLx2 SUMOx2 RADARx2 2 Hack 3.0s, a Golem.stone, and a Fiddle did ok, I took out the Dogs early. Wasn't too pretty. I tried to get my Clog mojo workin', but I didn't get it quite right. --- #5: PED Treasury Funds 6 Spots|SENTINELx8 GUARD PUPx12 WATCHMANx6 Sure, they're only level one programs, but their vast numbers makes me play this one very cautiously...they can get a lot of hits in if you're not careful. I put two Catapults (Balistas would have been about as good) in the two center spots, then surround them with a "suicide squad" of 4 Bit-Mans. The Bit-Mans zero out the 6 spots immediately touch the 2 Catapults. I make sure to zap the eyes before they get into range, and then it's clear sailing. There might be a way to preserve a bit-man so you can get the cash, but darned if I know what it is. (I came close though) --- #6: PED Priveleged Accounts [GOOD CASHPOINT: 7980] 7 Spots|WATCHMAN SPx8 WARDEN++x10 Once again, I played a wussy strategy, digging an island with 2 Bit-Mans, then having a lot of long range guys to take care of business. It's tough because there's so little room and your programs will get in each other's way, but it's still not too bad. I'd give this a better cashpoint rating, but it takes a while... --- P8: Pharmhaus Proprietary Research [CASHPOINT: 5770] 4 Spots|RADARx10 SENSORx2 WATCHMAN Xx2 ATTACK DOGx2 2 Catapults, a Fiddle, and a Bit-Man to get the stuff. Catapults clear out the enemies in the center, then fiddle one up and have it do the grand tour, taking out all the Radars. SECURITY LEVEL FIVE::::::::::::::::::::::::: !1: DisArray's HQ 10 Spots|SUMOx2 RADARx4 WATCHMAN SPx4 WARDEN+x3 WARDEN++x6 ATTACK DOGx4 BOSSx1 The Final Battle! Here's my lineup (keep in mind that my lineups tend to be a bix of new stuff (in this case I bought a laser sattelite) and just whatever I have on hand, so it might not be the best possible mix for the money I had available. My top row was Bit-Man, BuzzBomb, Bit-man, BuzzBomb, Bit-Man. My bottom row was Catapult, Fiddle, Laser Sattelite, Catapult, Clog.03. On my first move, the sacrifice BuzzBombs took out a Watchman each, the Bit-Mans moved up one and started digging a line above, and the Clog slowed the bottom Sumo to a halt...and stopped the next one with its next turn. Then, it was just a war of attrition. Luckily the Boss is really dumb (hmm, kind of Dilbert, or real life...) and generally doesn't get positioned well. I managed to win even when my Fiddle mysteriously went away... Martin Ward wrote: --- My lates line-up for DisArray's HQ: My top row: Bit-Man, Catapult, Bit-Man, Catapult, Bit-Man Bottom row: Catapult, Turbo DX, Catapult, Catapult, Clog.03 After clearing the top Sumo, speed up the the Clog.03 and then sacrifice it to stop the Boss from moving. Five catapults can clean up the level pretty quickly! --- That's the game! If you got this far, you must be L33T, d00d!!!1!!1! (Well, a little less so if you used this walkthrough too much.) :::COPYRIGHT:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Copyright 2002-2008 by Kirk Israel <email@example.com>. Not to be posted, published, or modified without explicit permission.