.--. .-. .-. .-..-. .-. .-. _ : ,. : .' `. .' `. : :' ; : : : :.-.:_; : :: :.-..-.`. .'.---. .--. .--.`. .' : ' .--. : : .--. : `'.'.-. : :; :: :; : : : : .; `' .; :`._-.': : : :.`.' .; ; : :_ ' .; :: . `.: : `.__.'`.__.' :_; : ._.'`.__.'`.__.':_; :_;:_;`.__,_;`.__;`.__.':_;:_;:_; : : :_; .-..-. : `' : ` ' .' `. :_;:_; ================== Outpost Kaloki X FAQ/Walkthrough Written by: Drunky ================== ========================================== Table of Contents ========================================== 1. Updates 2. Controls 3. Introduction 4. Menus 5. General Tips 6. Expansions 7. Adventure Story (G) = Gold Medal Time 7.1) Testing Your Wings (G) 7.2) Princess Bethyni (G) 7.3) Wally's House (G) 7.4) The Jumpgate (G) 7.5) The Junkyard (G) 7.6) The Gathering Spot 7.7) Homeward Bind 7.8) Military Madness 7.9) Ransom! 7.10) Deja Vu 7.11) Eye in the Sky 7.12) Tree Hugger Haven 7.13) Election 7.14) Cash Flow 8. War Story 8.1) The Beginning (G) 8.2) Resort of the Curious (G) 8.3) Building The Gate (G) 8.4) Into The Warp (G) 8.5) Probin' The Unknown (G) 8.6) Attack (G) 8.7) From The Ashes (G) 8.8) Tides of War (G) 8.9) Behind Enemy Lines (G) 8.10) Finale (G) 9. Hammer & Crucible Scenarios 10. Frequently Asked Questions 11. Copyright and Contact Information ========================================== 1. Updates ========================================== 04/02/06 - Started the FAQ/Walkthrough 04/03/06 - Finished up to Chapter 3 04/05/06 - Finished up to Chapter 6 04/09/06 - Finished up to Chapter 11 Started the Expansions 04/10/06 - Finished up to the Nature Expansions 04/11/06 - Finished Expansions 04/12/06 - Finished Adventure Story Started War Story 04/15/06 - Finished up to Mission 5 04/17/06 - Finished up to MIssion 7 04/29/06 - Finished War Story - All Gold ========================================== 2. Controls ========================================== Start Pause Back Show Goals Left Analog Stick Select Port Right Analog Stick Move Camera Y Visitors Bar X Menu Bar A Accept B Back LB Slow Down Gameplay RB Speed Up Gameplay LT Zoom Out RT Zoom In ========================================== 3. Introduction ========================================== Well if you're reading this you've probably already blown your 900 Marketplace points on Kaloki Outpost X, and if I may say so myself, it was an excellent choice. I wrote this FAQ/Walkthrough because there are a few users who wanted one, and I was looking for something to FAQ. Please remember that I am *not* an expert at this game. Most of the strategies in this guide are just on how you *beat* the level in order to move on to the next, its not aiming for leaderboard scores and if you manage to get one based on this guide, I'll be thoroughly surprised. I will try to aim for Gold Medal times though, although the first version of this guide will most likely be Bronze Medal times as I'm just trying to complete it before retrying everything. If any experts out there want to help me by writing up better methods and are willing to offer help, it would be gladly accepted as I hope to replace all my methods with better ones. ========================================== 4. Menus ========================================== This is a brief overview of all the menus you'll encounter in the game, these will help you decide what to build and how to go about it. =============== Statistics Menu =============== The first menu is the most important, this is the statistic menu on the middle right of your screen. The stats are just examples, the explanation is on the left side. Your available money $800 Your available power 100 Time Remaining before Failure 10:00 Station Rating ***** Social Facilities (person) |#########-- | Research Facilities (Beaker) |###########-- | Trading Facilities ($) |##############| Information Facilities (i) |###----- | Nature Facilities (Flower) |#######---- | The last 5 statistics are how well your station is meeting the needs of its customers. If the bar is showing any red it means that the facilities you have are inadequate and the visitor wants more. If the bar is completely green, it means that all the needs of the visitor have been met and they are happy with the facilities you have. There are two shades of green and red. A bright red means that visitors are demanding this service immediately, while a darker red means that the visitors would like this, but not as much as they would like something else. So its a secondary need. A bright green means that the visitors are demanding this service, and you are adequately meeting it. A darker green means that you are supplying too much and the visitors dont really want it. ============ Visitors Bar ============ At the top of the screen you'll notice the yellow Y on the left side of this bar, you press Y on your controller to switch from the port selection to the visitor selection. The comments left by the visitors are important, along with the statistics bar on the right side they will you what your station is lacking and what they want to see. These comments must not go ignored, as it will lead to you failing your objectives. Occasionally you'll see a visitor with a flashing exclamation mark on their image. This means that character has something to tell you that is important. So make sure you always read what they say. It could be anything from giving you new technology to a new piece of storyline information. ======== Menu Bar ======== This menu is basically useless, as most of its options have designated controller shortcuts. This one is on the left side of your screen and is designated to the X button on your controller. The first option is Controller Tips, which just shows you the controls of the game. The second option is the Scenario Progress which shows you the goals you need to complete in case you forget them. The third option is to adjust the game speed, you wont make much use of this as you can easily use the RB and LB to change the speeds while playing. The fourth option allows you to save and load your game whenever you want. The final option is just the pause menu, which can also be accessed by pressing start on your controller. ========================================== 5. General Tips ========================================== - Don't make more power facilities than you need at the time. - If you have lower level power facilities, sell them when you can afford it and build upgraded ones. - To shave seconds off your time already be on the purchase screen of the building and build it as soon as you have the available money. - Slow down the gameplay! Most people will set the game speed to 5, which is fine if you're waiting for money, but when you're going to upgrade an expansion, build one, change it, etc., slow it down. That way you waste less time on the menu screens. It'll really help you raise your leaderboard times. - When you have a power surplus and are waiting for more money to continue on, adjust power facilities so you have no spare power. - Keep building appeal at roughly 80%, its the best balance for profit and operating costs. When dealing with the trade buildings, such as the Pawn Shop or Trading Post, you'll have two sliders, one for quality and one for price. Leave the price slider alone, and move the quality one all the way to the right, and then one notch to the left. You'll have roughly the same appeal but save on operating costs. For buildings with no sliders but different options, always choose the second to last option. e.g. Chem Lab would be Happy Juice, Flower would be Special Nutrients. - As with trade buildings, adjust Power Facilities all the way to the right and one notch to the left. (Assuming you need maximum power). - If your station starts losing money, sell off the least profitable buildings and the lowest level Power Facilities that powered them. - Start off with the Research facilities first, the upgraded Power expansions will help you greatly later on. - In the War Story turn off your weapons when you're not using them. - MAKE USE OF THE REPAIR GLITCH! It saves a lot of money, letting you move on faster. The glitch is listed in the FAQ section, question #5. ========================================== 6. Expansions ========================================== Expansions are what you build in the game, your little planet will have ports sticking out of the side of it, these are where ships will dock and use your services. Visitors will demand certain services more than others depending on what they like, this demand is shown on the stats bar on the middle right hand side of the screen (see Menus section for more details). ===== Key ===== Expansion Name of the expansion. Cost How much it costs to initially build. BPC Base Periodic Cost, how much it costs each turn to run. Power Amount of power needed to keep the building active. Bonus For expansions with this column it means that it will fill the visitor demand bar by that much. Rec. Up Which upgrade is recommended to get the desired 80% appeal. Periodic cost will go up for each upgrade. Requirements Whats needed to unlock that building. Min.P Minimum power produced by expansion. Max.P Maximum power produced by expansion. Droids How many repair droids available. Periodic cost will go up for each additional droid. Periodic Cost is basically the operating cost, you will be charged for each building. The recurring goal of the game is to always have your profit exceed the periodic costs, otherwise you will go bankrupt. ========================================== 6.1 Social ========================================== =============================================================================== Expansion Cost BPC Power Bonus Rec. Up Requirements =============================================================================== Singles Line $200 -6 -90 +10 Love Lines -None Teleprompt Arcade $300 -10 -100 +11 Void War -Singles Line Skating Rink $500 -13 -120 +11 Quit Leaving Me -Arcade Malt Shop $800 -15 -130 +12 Chillin' Dude -Skating Rink -Rating > 3.5 Restaurant $1200 -16 -140 +12 Johhny Winter -Malt Shop -Herb Garden Comedy Club $1700 -18 -150 +13 Hypnotist -Restuarant -Rating > 4.00 Dance Club $2300 -20 -160 +13 Jazz Band -Comedy Club Amusement Park $3000 -21 -180 +14 Space Coaster II -Dance Club -Rating > 4.50 ========================================== 6.2 Research ========================================== =============================================================================== Expansion Cost BPC Power Bonus Rec. Up Requirements =============================================================================== Chem Lab $200 -6 -90 +10 Happy Juice -None Hall of Records $350 -10 -120 +11 Monkey Anatomy -Chem Lab Observatory $550 -13 -150 +11 Flygthor Nebula -Hall of Records Museum $950 -16 -180 +12 Evaporation Cycle -Observatory Cryonics $1500 -20 -200 +12 Vitrification -Museum Facility Vat Nanotech $2100 -20 -220 +13 Gray Goo -Cryonics Facility Facility Genome Project $3000 -21 -230 +13 Cloning You -Nanotech Facility == Special == Brain Farm $1500 -20 -150 +13 Quantum Mechanics Unlocked in War Story Mission 1 Wormhole $2000 -11 -200 Unlocked in War Story Mission 3 Generator Space Probe $2200 -10 -180 +11 Unlocked in War Story Mission 5 ========================================== 6.3 Trade ========================================== I wont list the recommended upgrade for Trade because due to their sliders, I cant give an exact measurement. Just remember to balance it out so the bar is 80% full, and it should be a darker shade of green, try to raise it as much as possible before hitting the next increment for periodic cost. ============================================================================= Expansion Cost BPC Energy Bonus Requirements ============================================================================= Lemonade Stand $200 -6 -90 +10 -None Pawn Shop $350 -10 -120 +11 -Lemonade Stand Trading Post $550 -13 -150 +11 -Pawn Shop -Talk to Slick Mark Buy for $200 Used Ship $950 -14 -180 +12 -Trading Post Emporium -Talk to Slick Mark Buy for $ E4 $1500 -15 -200 +12 -Used Ship Emporium -Talk to Slick Mark Buy for $ Jewel Exchange $2100 -15 -220 +13 -E4 -Talk to Slick Mark Buy for $800 WallStreet $3000 -17 -230 +13 -Jewel Exchange -Restaurant ========================================== 6.4 Information ========================================== =============================================================================== Expansion Cost BPC Power Bonus Rec. Up Requirements =============================================================================== Newspaper Stand $200 -6 -90 +10 Navigator's -None Almanac Radio $300 -10 -120 +11 Full Status -Newspaper Stand Report -Talk to Shadow Spy Training $500 -13 -180 +11 Laser Pistols -Radio Center -Talk to Shadow Cryptography $850 -14 -180 +12 Troops -Spy Training Lab Positions Center Spy Gadget $1400 -15 -200 +12 X-Ray Glasses -Cryptography Central Lab Radar $2000 -15 -220 +13 Asteroid Motion -Spy Gadget Central Spy Satellite $2500 -17 -230 +13 Police ACtivity -Talk to Shadow ========================================== 6.5 Nature ========================================== =============================================================================== Expansion Cost BPC Power Bonus Rec. Up Requirements =============================================================================== Flower $200 -6 -90 +10 Special Nutrients -None Herb Garden $300 -10 -100 +11 Special Nutrients -Flower Park $500 -13 -120 +11 Special Nutrients -Herb Garden Pond $800 -16 -130 +12 Whistling Reeds -Park Waterfall $1200 -20 -140 +12 Shining -Pond -Rating > 3.50 Lake $1700 -23 -150 +13 Shining -Waterfall Aviary $2300 -25 -160 +13 Cookies -Lake -Rating > 4.50 Animal Reserve $3000 -26 -180 +14 Purino Happy Chow -Aviary == Special == Wally's Habitat $1000 -4 -120 +10 Unlocked in Adventure Story Chapter 3 ========================================== 6.6 Power ========================================== With power expansions its important to remember the rule to saving money each turn, only have the necessary amount of surplus power. If you need more, move the slider as high as it'll go before it goes up another dollar. ============================================================================= Expansion Cost BPC Energy Min.P Max.P Requirements ============================================================================= Solar Windmill $200 -5 +80 64 104 -None Collector Prototype $350 -5 +126 96 156 -None Solar Collector $450 -6 +176 128 208 -C. Prototype -Chem Lab Generator $700 -7 +242 168 273 -Solar Collector -Hall of Records Dynamo Generator $1100 -8 +336 224 364 -Generator - Fusion I $1600 -8 +450 288 467 -Dynamo Generator - Fusion II $2100 -10 +650 400 650 -Dynamo Generator or Fusion I -Garage 2 -Nanotech Facility ========================================== 6.7 Defence ========================================== =============================================================================== Expansion Cost BPC Power Bonus Rec. Up Requirements =============================================================================== Zap-O-Tron $200 -8 -90 +100 Medium Missile -None Blastomatic $300 -10 -100 +210 Medium Missile -Zap-O-Tron Launchoid $450 -11 -110 +330 Fast Missile 1 -Blastomatic Big Bertha $700 -13 -120 +350 Huge Missile -Launchoid -Garage 1 or 2 ========================================== 6.8 Maintenance ========================================== ============================================================================= Expansion Cost BPC Energy Droids Requirements ============================================================================= Janitor's Closet $200 -5 -90 1 -None Garage 1 $300 -7 -120 0-2 -Janitor's Closet Garage 2 $700 -10 -150 0-2 -Garage 1 Hangar 1 $1200 -13 -160 0-3 - Hangar 2 $2000 -15 -170 0-3 -Hangar 1 -Nanotech Facility ========================================== 7. Adventure Story ========================================== 7.1 Testing Your Wings ========================================== Objectives: 1. Build 3 Lemonade Stands 2. Build a Pawn Shop 3. Earn $1000 cash Build your first Lemonade Stand anywhere you want, then while thats building build a Solar Windmill. This first level is extremely easy. So finish it as quickly as you can, you can do that by sliding the power bar on the Windmill to around 95, then go slide the treasure bar on the Lemonade Stand to the max, and leave the price marker where it is. Now build another Lemonade Stand and another Windmill. Do the same to the sliders as you did with the first set. Now wait for $200 and build another Lemonade Stand to complete Objective One. Once you're finished building three Lemonade Stands you should have around 50 power left, and you'll notice you're able to build a new shop and a new power facility. Ignore the new power supply, the Collector Prototype. Its $150 more and you dont need the power. So just build another Windmill and then a Pawn Shop. Now you're done Objective Two. Dont build any further, it'll just end up being a waste of time. If you really want to go for a leaderboard time, then I suggest waiting until you have around $700 and selling off all your buildings to get you to $1000 faster. When you do reach $1000, you'll have completed Objective Three. ========================================== 7.2 Princess Bethyni ========================================== Objectives: 1. Build a Spy Training Center 2. Build an Observatory Right near the start you'll see the flashing exclamation mark in your visitor bar, so if you wish you can talk to the Princess. Its not necessary however. The first thing you want to build is a Chem Lab, so do that and wait until you have $350. On the Chem Lab you should raise the expirement to Happy Juice, just like the first chapter this is an easy one and you just want to finish it as fast as possible. Dont build any Windmills, instead build a Collector Prototype when you've got enough money. For Collector Prototypes I usually put them at 145 power. You'll notice most people are complaining about the lack of information, so you can either build a Newspaper Stand or a Hall of Records. For the sake of the walkthrough lets go with the Hall of Records first. When you wait for money, you can turn off the Collector Prototype until you're nearing $350, then turn it on and get ready to build. Set the research to Monkey Anatomy, then when you have another $350, build another Prototype Collector. Now its time to build the Newspaper Stand, when its finished you'll see another flashing exclamation mark on the visitors bar, this is who you need to talk to if you want to be able to build Radio Stations, but first set the Newspaper Stand to carry the Navigator's Almanac. Build another Collector Prototype. Then once you've built that and set it to 145 power, build the Radio and set it to Full Status Report. Now its time to build another power facility, but instead of Prototype Collectors, build a Solar Collector. This one I set the power to 190. Once that is completed, build an Observatory to complete Objective Two. It doesnt matter what you set the subject to, as you will soon be done the chapter. The only thing left to do is build a Spy Training Center. You should have roughly 160 power left, so another collector is not needed. If it is, just max out the existing power supplies as high as they will go. Once thats finished you've completed Objective One. Congratulations! You've unlocked a Gamer Pic! ========================================== 7.3 Wally's House ========================================== Objectives: 1. Build a Pond 2. Build a Habitat for Wally As soon as you start you'll see the flashing exclamation mark and Princess Bethyni in your visitors bar, so talk to her so she can give you the first objective. This level will focus mainly on the Nature demand of things, so the first thing you should start with is a flower, with the Special Nutrients care, then wait until you have enough money for a Collector Prototype. You'll see that the visitors now want a social hangout, so build a singles line. (I chose the Lovelines Teleprompt for the enhancement). Max out the Collector Prototype so you have 100 power and build a Herb Garden. Then build another Collector Prototype. Remember to upgrade the Herb Garden to the Special Nutrients upgrade. Now build the Park when you have $500. You should have enough power by adjusting your sliders on the Collector Prototypes. Build another Collector Prototype and then its time for the Pond. Save up the $800 to complete Objective One. Now its on to goal two. So talk to the Princess to open up Wally's Habitat in the building menu. Along with an extra $500. You should have more than enough right away for Wally's Habitat, but now you have no room. So sell your Singles Line, which should push you over the amount needed to build the Habitat if you are short and should free up enough power. Objective Two is now finished, and you've managed to snag an achievement. ========================================== 7.4 The Jumpgate ========================================== Objectives: 1. Build 1000 Extra Power Within a few seconds you'll see two visitors with important information, so talk to the first one to get your Objective and then talk to the Emperor if you want. This level is going to be based around Research and Energy (obviously). The first thing you should build is a Chem Lab with the Happy Juice expirement, and at the same time build a Collector Prototype and Lemonade Stand. Remember to slide the quality slider all the way to the right, and one notch to the left for the Lemonade Stand. Now you can save $450 to get a Solar Collector followed by a Hall of Records. Monkey Anatomy should be a good research subject. Slide one the power bar on the Collector Prototype until you've got 120 surplus power then build a Pawn Shop. Do the same thing with the slider as you did with the Lemonade Stand. I chose to wait here at this point and accumulate $700 to build a Generator. Turn it off when its finished, then make one more Generator. As thats building, max out all your power supplies and sell off all your buildings (not the power expansions obviously). This will finish the level. ========================================== 7.5 The Junkyard ========================================== Objectives: 1. Build a Maintenance Expansion 2. Earn $1600 Cash This will pretty much be the last tutorial level you play, and then its on to the real challenges. This is the first scenario you are going to play that introduces the buildings condition level. Over time the buildings condition will deteriorate, and will eventually catch fire and burn up. Plus the buildings condition possibly plays a role in the profitability. The way to stop this is to build Maintenance facilities, they will automatically repair buildings that need to be repaired, but if you have too many buildings and not enough maintenance, some will get in worse shape than others. If that happens you can manually call attention to the building by selecting "Call Repair Bots". IMPORTANT - There is a glitch in the maintenance expansions that allow you to repair buildings without having to pay the operating costs. This glitch is explained in the FAQ section, question #5. This will shave a lot of time off your final scores, and will boost you up the leaderboards. The second you start this scenario, your buildings are going to catch on fire. Thats going to be a huge problem. The first thing you need to do is sell your Lemonade Stand which is currently on fire. That will free up the power so you can build a Garage. Build the Garage and repair the most damaged buildings first, which would probably be the windmill. You'll want to keep that alive so you dont have to rebuild a power facility. When your buildings are safe, glitch the garage. (FAQ Section Question 5). NOTE: If you dont want to make use of the glitch, then you can build the Janitors Closet and repair as normal. This will still work efficiently. However you will need to build an additional power expansion later to make up for the power the Janitor's Closet is using. Once thats repaired, start on the other ones. If the other ones are almost completely gone, call the repair bots anyways, they'll leave the windmill and start on the new buildings. Once thats under control, you need to start expanding. So the first thing you should do is build another windmill, and the second its done building, turn it off until you have enough to replace the Lemonade Stand. Now you can either just sit here and wait for your $1600 to roll in, or keep building. Just remember to keep your buildings in good shape. Theres a limited amount of building choices in this level, so I chose to build another Windmill and then build a Pawn Shop. If you glitched a Garage, you will not need to build another Windmill. Wait until you have $1000, then sell off every expansion you have. This will help you reach $1600 a lot faster. ========================================== 7.6 The Gathering Spot ========================================== Objectives: 1. Build a Malt Shop 2. Build a Restaurant This is the first real level you'll play. It *is* possible to lose this one. If you wish, you can be insulted by the flashing visitor, or you can start building. First thing you want to do is build a Singles Line. Upgrade it to the Love Lines Teleprompt. Then make a Windmill when you have the money, and turn it off once its finished. When you have $200 to build a Flower, turn the Solar Windmill back on, and build it. Upgrade the care to Special Nutrients. Then save $350 and buy the Collector Prototype. Again, turn it off until you have the money to build an Arcade. The second the Arcade is finished, sell it and use the money to build a Skating Rink. If you're going to be waiting awhile to save the money, turn off the Collector Prototype again. Once thats done upgrade the Skate Song to Quit Leaving Me, and build another Collector Prototype. Your buildings should now be dangerously close to catching on fire, so when you have enough, make a Janitors Closet, scale down any power facilities that are making surplus power, and start repairing buildings. Then build another Collector Prototype, and scale it so you have 130 Surplus, now you can make a Malt Shop, completing Objective One. While doing that, if you have the money, (if not you can wait), raise your power facilities to generate 100 surplus power, and then build a Herb Garden, and while thats being built, another Collector Prototype. When the Herb Garden is done, upgrade it to the Special Nutrients. When the Collector Prototype is done, scale it down along with any other power facilities with surplus power. Wait until you've got $1200 and then raise the power facilities back to generate 140 and build your Restaurant. Now you've completed Objective Two. ========================================== 7.7 Homeward Bind ========================================== Objectives: 1. Build a Nanotech Lab 2. Build 1700 Extra Power This is going to be a tough mission that a lot of people have trouble with, you just need to remember that Research is the most important priority. Once your Research Facilities are up and running, then you can satisfy the visitors. *Note - The following section is a method developed by Woody Thrower* You'll need to unlock the best Power Facilities for this scenario, so the first thing you should worry about is getting their prerequisite buildings. So start off with a Chem Lab and a Collector Prototype, turning off the Collector Prototype when its finished building. Remember to adjust the Chem Lab to the second last option for the 80% appeal. Save up $350 and build the Hall of Records to unlock the Generator, upgrading the Hall of Records to Monkey Anatomy. While you (probably) wait for the $700 for the generator, scale down the Collector Prototype if you want to save a few bucks. When the Generator is built, your buildings will probably be hurting a little, so build a Janitors Closet followed by an Observatory which you can upgrade to the Flygthor Nebula. Preferably building the Janitors Closet first, so you dont waste the excess power. Now you have to save the $1100 for a Dynamo Generator. You should have enough power to build a Love Lines Teleprompt and a Museum before needing an upgraded power supply. When the museum is finished you'll see an important visitor, you need to talk to him to get the blueprints for the next two Science Facilities. You should be past the breaking point where your buildings deterioration is outweighing the Janitors Closet, so its time to build Garage 2. You dont have the power, so save $700, scale a power facility to provide 150 surplus power and then build it. You only need a Save $1600 for your Fusion I and then build a Flower once you've sold off the Chem Lab. Turn off the Fusion I until you've saved $1500 for the Cryonics Facility. Upgrade it to the Vitrification Vat, scale down the Fusion I and wait for $2100 to build the Nanotech Facility. This will complete Objective One. Now start selling everything you've built except for the Power Facilities and the Nanotech Facility, which you can scale to finish Objective Two and the scenario. ========================================== 7.8 Military Madness ========================================== Objectives: 1. Build an Amusement Park 2. Achieve a 4.5 star rating You'll see the Emperor as an important visitor in your visitors bar, so talk to him and you'll realize that due to the unfavorable environment you will not be able to build any nature facilities (which is one less thing for you to worry about), but unfortunately, the atmosphere will deteriorate your buildings faster than the previous levels. Since you'll be entertaining the military, you'll need to focus on Social and to a lesser extent, Information Facilities. You will not need to worry about money for the first part of this scenario, its hard to fail. You just need to manage your buildings to get the best possible time. As long as you follow the rule of having an 80% appeal on all your buildings (Check the general tips), you shouldnt have to worry about the 4.5 station rating either. So right away build a Chem Lab, Collector Prototype and Singles Lane all at once. Make sure you upgrade the Chem Lab and Singles Lane. Now buy a Solar Collector. Build a Newspaper Stand and talk to get the Radio upgrade. Then you can build a Janitors Closet, followed by another Solar Collector and then a Hall of Records. Now you can make a Generator followed by an Arcade. You can then make another Skating Rink and a Generator, followed by a Radio. You shouldnt have needed to adjust your power facilities earlier, but now you will. So scale any facility to give yourself an extra 10 power, and then make a Garage 2 with 2 repair droids. You can now start replacing buildings. So replace the Skating Rink with the Malt Shop, scale your buildings to give an extra 130 power, and then talk to the visitor who will rip you off by selling you the Herbs you need to open your restaurant for $1200. Scale your buildings to 150 surplus power, and build an Observatory. Now sell both your Solar Collector and Collector Prototype and replace them with Dynamo Generators. Now sell your Arcade for a Restaurant, then sell your Observatory for a Comedy Club, which you can then sell again for a Dance Club. Sell your Dance Club for an Amusement Park. Congratulations, you've got another achievement. ========================================== 7.9 Ransom! ========================================== Objectives: 1. Earn $30 000 Alright, you have a pretty straight forward objective, earn a ton of money in 30 minutes or less. You'll have to focus on pretty much everything if you want to rake in the money. People will be asking you to build certain buildings, so make sure you try to do that, as you will be paid very nicely for their rental. Start off as usual with a Chem Lab and a Collector Prototype, and 30 seconds into the scenario the Emperor will talk to you and give you $2000 so make sure you speak with him. Then build a Hall of Records, followed by a Generator. Then you can make a Janitors Closet, after which you should talk to Leafin to get a request for a Pond. Now build a Flower and another Generator followed by a Singles Line. Talk to Cerebella for the request of a Museum. Scale the power to 180 surplus, and build a Newspaper and Lemonade Stand, remember to talk to the mysterious man for the Radio plans. Now sell your Collector Prototype and replace it with a Generator, and then you can talk to Vladimir for the Dance Club request. Scale your power facilities to 150 surplus and build an Observatory, now you need to build a Garage 2, so sell your Janitors Closet and scale whatever power you need to be able to build a Garage 2. Then build a Dynamo Generator, followed by a Pawn Shop and Radio. Get the free plans for the Trading Post from your visitor. Now sell the Observatory for an Arcade and then build a Herb Garden. Sell your Chem Lab and scale whatever power you need to be bale to build a Park. Sell the Herb and replace it with a Pond, collect the $5000 from Leafin. Sell the Flower for a Museum and then collect the $4000 from Cerebella. Now you are going to start selling buildings, so you'll have to scale the power whenever you need it. Keep in mind that the upgrades need a little bit more power than the building you just replaced. So sell the Hall of Records for a Skating Rink and then the Skating Rink for a Malt Shop. Sell the Park for a Restaurant and then sell the Malt Shop for a Comedy Club, then sell the Comedy Club for a Dance Club. Collect your $7500 from Vladimir. Wait for roughly $26 000 before you start selling off your buildings, but you can sell off any building thats not making a profit and the power supplys you no longer need. If your buildings are in decent shape, you can sell the Garage if you want. You should have $30 000, so congratulations. ========================================== 7.10 Deja Vu ========================================== Objectives: 1. Build a WallStreet expansion Okay, this level looks a bit worse than it actually is. At the beginning of the level, all the buildings will blow up, or be close to blowing up. Thats not as bad as you think, because if you're fast enough you should be able to sell a few of them off before they all go boom. Dont keep any of the buildings, you wont be able to repair them in time and they'll just start losing money. So when you've sold them all off you should have 100 power and (hopefully) $400. So start with a Lemonade Stand, followed by a Windmill and then a Chem Lab. Make a Solar Collector when you have the $450, followed by a Pawn Shop. Scale the power up so you have enough for a Janitors Closet, because your buildings should be hurting already. Sell the Windmill for a Solar Collector. Remember to talk to the visitor for the Trading Post plans. Your trading demand should be evening out just about now, so build a Singles Lane once you've scaled up your power supplies sufficiently. Then you can build another Solar Collector. Followed by a Hall of Records. When thats done you can make a Generator. Now make an Arcade followed by a Skating Rink. One more Generator and then a Trading Post. At which point you can purchase the blueprints for a Used Ship Lot. Sell the Janitors Closet for a Garage 2. Scale all your power buildings up to 180 surplus power and build a Used Ship Emporium. Build two Generators, you should have only one free spot, so sell off a Solar Collector also. Sell off the Hall of Records for a Malt Shop. Sell the Malt Shop for E4. Now sell off the Pawn Shop and talk to the Slick Mark for the Jewel Exchange plans which will cost you $800. Build the Jewel Exchange once you have the plans. Sell Lemonade Stand for Flower, Flower for Herb Garden and Herb Garden for Restaurant. Now sell the Chem Lab for the WallStreet and you're done. Good job, and you've managed to get another Achievement! ========================================== 7.11 Eye in the Sky ========================================== Objectives: 1. Build a Newspaper Stand 2. Build a Radio 3. Build a Spy Training Center 4. Build a Cryptography Lab 5. Build a Radar 6. Build a Spy Satellite Okay, obviously this mission will be very heavy on the information part of things, but one specialty might make this easier. (Excluding the Research which will be needed for more advanced power facilities). So start with a Chem Lab, followed by a Newspaper Stand to complete Objective One, while building those two, you can also build a Collector Prototype. Now build a Solar Collector, followed by a Hall of Records. Scale both power supplies to 120 and build a radio when you have the $300. When the Radio is done, talk to The Shadow for Spy Center Plans, and then build a Generator. Build a Spy Training Center, followed by a Janitors Closet. (You'll probably need to scale the Generator to generate 90 surplus power). Sell the Spy Training Center, and talk to the visitor, he'll say nevermind, but you get the Cryptography Lab plans anyways, so build that and then immediately sell it. Now talk to the guy again and build the new Spy Gadget Central, sell that immediately after its done. Then you can talk to The Shadow and lend him $600 for information and Radar plans. Scale your power supply, and build the Radar and then sell any of your buildings until you have the money and the power to build the Spy Satellite. Congratulations, you're done! :) ========================================== 7.12 Tree Hugger Haven ========================================== Objectives: 1. Build Three Nature Expansions 2. Build an Animal Reserve Like the chapter name suggests, this level will focus mainly on the Nature expansions due to a mess caused by the previous station manager. You'll see on the loading screen that because of the high radiation levels, your buildings will deteriorate quite fast. So first start off with a Chem Lab, and while thats building make a Flower and Collector Prototype. Make sure to turn off the Collector Prototype when its finished, because you wont need it for a little while. When the Flower is done, build a Herb Garden. When the Herb Garden is done, wait until you've almost got $500, turn the Collector Prototype on, and build a Park. You've now completed Objective One. The Princess will be waiting to talk to you in the visitor bar, so talk to her quickly if you want, but its not necessary. What you should worry about is that your buildings are now very close to being on fire. So you have to move rather quickly, build a Solar Collector followed by a Janitors Closet, while thats building, make a power surplus of 150. Immediately after the Janitors Closet is finished, make a Garage 2. You shouldnt need to wait for money, and if you do, you can say good bye to three buildings. As thats building call the repair droids to the buildings that most need it, which would be the initial three, Chem Lab, Flower, and Collector Prototype. You should be able to get them out of the red, dont try to heal them all up completely. Just get them out of the danger zone until the Garage 2 is finished, then you can repair them all and let the Garage handle the other buildings. Now talk to Vernon, who will give you a better repair bay, Hangars 1 and 2. Build a Solar Collector, and when thats finished, a Hall of Records, and when thats finished, a Generator. Then you can build a Pond. While thats building get a surplus of 150 power and build an Observatory, followed by a Dynamo Generator. Now you've probably maxed out your Nature demand, so start selling stuff. First build a Waterfall, then sell your Herb Garden. Talk to Oakroot and he'll give you $1000. Then build a Lake, sell the Flower, build an Aviary, sell the Park. Now get a surplus of 180 power when you've got nearly $3000, and build an Animal Reserve to complete the chapter. ========================================== 7.13 Election ========================================== Objectives: 1. Achieve a five-star rating Okay, this level is straight forward enough. It will be a little harder, as you'll be dealing with all 5 demand bars. This is where the 80% appeal factor will come in handy. Check the Expansions section for more information, but the basic rule is that the expansions upgrades should be the second last option. Start with a Chem Lab, a Singles Line and a Collector Prototype all at the beginning. Once the Chem Lab and Collector Prototype are finished, build a Solar Collector, then a Flower and Lemonade Stand when you have the power. Build another Solar Collector, and build a Newspaper Stand. You'll now have one of everything. Now that you're all set up, get a surplus power supply of 120, and then you can build a Hall of Records. Once the Hall of Records is done, make a Generator. Followed by a Janitors Closet and then an Arcade. Plus another Generator. Now build Garage 2, and get yourself a surplus of 150 power, followed by an Observatory and a Dynamo Generator when you can. Then a Herb Garden, and when thats done, a Park. Sell your Collector Prototype for a Dynamo Generator and build a Radio. Sell the Hall of Records and replace it with a Pawn Shop, and talk to Slick Mark for the $200 Trading Post plans. Sell the Herb Garden and build the Trading Post in its place, then sell the Janitors Closet and build a Hangar 1, scaling your power if you need to. Dont worry about buying the Used Ship Lot plans from Slick Mark, you wont be able to use it before you finish the level. Then sell the Lemonade Stand for a Pond, and scale your power expansions to accomodate it. Now its time to replace buildings, so Sell the Singles Line for a Spy Training Center, the Arcade for a Waterfall, the Newspaper Stand for a Malt Shop, the Collector Prototype for a Dynamo Generator, the Flower for a Museum and the Trading Post for a Restaurant. The Restaurant should have pushed you to a 5 star rating, if not, make sure all your buildings are upgraded to 80%, or even upgrade everything so that the appeal bar is maxed. ========================================== 7.14 Cash Flow ========================================== Objectives: 1. Build a Dance Club 2. Build a Jewel Exchange 3. Earn $50 000 Yikes, this will be the final level, and even with a walkthrough it might take you a few tries. This is important, throughout the level people will be stopping by to give you $3000. Make sure you talk to EVERY flashing visitor. So make a Chem Lab, Singles Line, Collector Prototype and Lemonade Stand all at once. When the Chem Lab is finished, make a Solar Collector, followed by a Hall of Records. Sell the Hall of Records and replace it with an Observatory. Sell the Collector Prototype and make a Generator in its place, and max out the power. Then build a Flower, a Newspaper Stand, and another Dynamo Generator when you have the money. Make a Janitors Closet, and as soon as thats finished, a Garage 2. When the Garage 2 is finished, sell the Janitors Closet and make another Dynamo Generator. Now make an Arcade, Pawn Shop, Radio, and Herb Garden. Reduce your power expansions so that you have no surplus power, and make another Dynamo Generator. Your cash flow should be doing okay by itself for now, so its time to complete the first two objectives. Make a Skating Rink and a Trading Post (You'll only have enough to power one building at a time, but you'll be selling them right away, so its okay). Then sell them both. Now build a Used Ship Emporium and a Malt Shop, again, sell them both. Build an E4 and Restaurant, buying the Jewel Exchange plans from Slick Mark for $800. Sell the Restaurant and E4, and build a Jewel Exchange and Comedy Club, selling the Comedy Club for a Dance Club. Keep the Jewel Exchange if you want. You should have 17 to 16 minutes left in the game, this is where it gets hard. I cant exactly walk you through the rest of it, so just make sure you keep your buildings from burning down. Sell any buildings that are not making a profit, you can choose to ignore the demand bar if theres only a tiny demand for something, or build another expansion to fill it. Remember to sell all your buildings to help you hit $50 000 early. Dont sell it too early or you might go broke and wont be able to complete the level. If you're not sure if you'll be able to get the money, just wait until there is 25 seconds left in the scenario, reduce the game speed to 1 if you've increased it, and start selling everything. Chances are if this doesnt get you past $50 000, you wouldnt have done it anyways. Congratulations, you've completed the Adventure Story and gotten yourself an achievement! ========================================== 8. War Story ========================================== 8.1 The Beginning ========================================== Objectives: 1. Build 5 Science Expansions 2. Build a Brain Farm 3. Earn $3000 Gold Medal: 10:00 Remaining Pretty much the same as Adventure Story, but with a few new buildings. Start off with a Chem Lab and Lemonade Stand, and when the Chem Lab is finished make a Collector Prototype, followed by a Solar Collector. Then make a Hall of Records, followed by a Generator and then a Pawn Shop. Now you can simply build 3 more Chem Labs, and then sell them once you've completed Objective One, you should have enough for a Brain Farm. So build one and at around $2500 sell your power expansions and other buildings if needed. You wont be able to sell the Brain Farm. ========================================== 8.2 Resort of the Curious ========================================== Objectives: 1. Please Fish (10) 2. Build a Malt Shop 3. Achieve a 4 star rating Gold Medal: 12:00 Remaining For this mission you'll be focusing mainly on Social, Research and Trade expansions. Dont worry about Objectives 1 and 3, those will be taken care of at the same time. Dont worry about talking to the Sarge all the time either, unless you want a lowered self esteem. Start with a Chem Lab, talking to the Sarge if necessary. Then while the Chem Lab is building, a Collector Prototype. Turn off the Collector Prototype when it is finished, and upgrade the appeal of the Chem Lab. Talk to the Grouper, and reply, "You got it, my fishy friend!" to please a fish, although it is sort of unnecessary. When you have $200, turn on the Collector Prototype, and build a Singles Line. When you have another $200, upgrade the power of the Collector Prototype and build a Lemonade Stand. Now build a Solar Collector, followed by an Arcade and then another Solar Collector. Build a Skating Rink and Pawn Shop at the same time. You'll need to upgrade the Solar Collector for an extra 4 surplus power. Now save up the $2000, and talk to Fishy McFisherson. Once you've done that, you will have pleased more than enough fish, and managed to upgrade the station rating to 5 stars! All thats left is the Malt Shop, so sell whatever you need (not power expansions obviously) and build it to finish the level. ========================================== 8.3 Building The Gate ========================================== Objectives: 1. Please Oculus (15) 2. Build Wormhole Generator (1) 3. Extra Energy (1000) Gold Medal: 10:30 Remaining For this mission you'll need to focus on everything except Nature expansions. Start with a Chem Lab as usual, followed by a Collector Prototype and Lemonade Stand while that is building. Then talk to Einstein to get the Please 15 Oculus goal. Raise the Collector Prototype to 90 surplus power, and build a Singles Line followed by a Solar Collector. Then a Hall of Records and a Newspaper Stand, which will require you to upgrade the power on the Solar Collector to break even. Now build a Generator, followed by an Arcade and Janitors Closet, then a Skating Rink. Sell the Janitors Closet when its done, and then make a Garage 1. Now make another Generator, and an Observatory when you can, upgrading the power if you have to. Make a Dynamo Generator followed by a Pawn Shop, and wait for the game to tell you you've completed Objective 1. Now you'll have to talk to Einstein to get the plans for the Wormhole Generator, so I suggest you move quickly, seeing as how you're cutting the Gold Medal Time really close. Once you've got the Wormhole Generator building (Its under the Research expansions), start selling off your buildings to get 1000 surplus power. You should make it with at least 11:30 remaining. ========================================== 8.4 Into The Warp ========================================== Objectives: 1. Build 3 Guns 2. Build 800 Extra Power 3. Earn $1000 Cash Gold Medal: 4:00 Remaining This level is so easy you can beat it without even trying. First off, build a Chem Lab, Singles Line and Lemonade Stand. Dont worry about powering it, your friend, Max Power, will help you out. So talk to him the second he appears in the visitors bar to get him to lend you some power. Now wait for the money, and build 3 Zap-O-Trons as soon as you can to prepare yourself for the upcoming simulated attack. Once the attack is over, sell everything to complete the level. You should have a lot more than $1000, so every goal should be completed. ========================================== 8.5 Probin' The Unknown ========================================== Objectives: 1. Build Big Bertha (1) 2. Build Deep Space Probes (1) Gold Medal: 12:00 Remaining Start with a Chem Lab and a Collector Prototype, followed by a Lemonade Stand. Build a Hall of Records before the Lemonade Stand is finished, otherwise you'll be given the insufficient power message. Then build a Solar Collector when the Chem Lab is finished, and upgrade it to 90 surplus power and build a Janitors Closet. Then scale the Collector Prototype to 90 surplus power and build a Flower. Then a Generator and a Herb Garden. Sell the Flower for a Singles Line and sell the Herb Garden for a Park, and then talk to Max Power to be given 700 extra power. Sell both your Collector Prototype and your Solar Collector and build a Zap-O-Tron, followed by a Blastoid and then a Launchoid. Then build a Garage 1 and sell your Janitors Closet. Scale the Generator to get enough power to power Big Bertha, and you'll be attacked. During the attack, sell all your non-power expansion buildings so you'll get $2200. You and your buildings will survive easy enough. So talk to Einstein to be given the plans for the Deep Space Probe. Build the Deep Space Probe and you've completed this mission. ========================================== 8.6 Attack ========================================== Objectives: 1. Destroy 15 Ships Gold Medal: 10:00 Remaining This one is fairly straight forward, and kind of easy. As always start off with a Chem Lab followed by a Collector Prototype and Singles Line. Then make a Solar Collector and Lemonade Stand followed by a Hall of Records. When the Hall of Records is finished, make a Generator and talk to Max Power. He'll tell you that he wants a Repair Hangar if you want his help. So tell him to 'Come back when it's done'. Now make 2 Zap-O-Trons, because the first attack will come at 17:30. You'll probably have lost a building or two, but thats okay, its not exactly vital. Now make a Janitor's Closet followed by a Garage 2 when it is finished. Talk to The Shadow and he'll sell you a VCR for $800. Talk to Sarge to give him the VCR so he can record his soap operas. It doesnt seem like it will help you out, but later it will come in handy. Now make a Newspaper Stand and Flower followed by a Generator. Now when you talk to Sarge, he'll say that thanks to the VCR he had some time to secure you some extra funding. Now use it to build a Blastomatic, and then sell the Janitors Closet for a Hangar 1, then build a Launchoid. Now you can talk to Max Power. This will get you 700 power and an Achievement. Now that you have a nice amount of free power, sell the Collectors for 2 Launchoids, and sell the Generator for Big Bertha. You're pretty much set right now, so just speed up the game to the attacks. Make sure you repair the damages. Then you can talk to the Alien Girl to set up the story for the next mission. You should finish just barely in time to earn the gold medal and a gamer picture. ========================================== 8.7 From The Ashes ========================================== Objectives: 1. Build an Animal Reserve (1) 2. Build E4 (1) 3. Earn $5000 cash Gold Medal: 12:00 Remaining ============================================================== -------------------------------------------------------------- This section of the FAQ was written by Matthew Erickson, a.k.a LunarDuality -------------------------------------------------------------- ============================================================== Talk to the Alien Girl (now known as Mini) to get the information you need. While you're talking to her you'll learn that you'll be getting attacked as you try to rebuild, so you'll have to defend yourself as best you can. This mission will have the power turning on and off every 2 minutes until 18 minutes is remaining. Sell *everything* at the beginning of the mission, even if they're in decent shape. You dont have a maintenance expansion for awhile, so eventually it will start costing you money. The first part of this mission requires you to build every building at the same time, they all have to be under construction before the first one finishes. So start with a Singles Line, Chem Lab, Lemonade Stand, Flower, and Hall of Records. Remember that the Hall of Records can be built right away since you previously had a Chem Lab. Now build 3 Solar Collectors while the previous expansions are building, until these are done you will have negative power. While everything else is being built, build a Janitors Closet. Try to get this in before the Singles Line is finished building. While you wait for everything to finish, you should increase the appeal of all your expansions. Sell the Hall of Records and Janitors Closet immediately upon completion. Then build an Arcade, Herb Garden, and Pawn Shop as soon as you can. Now build a Generator. Max out all power expansions, you'll be relying on these four, and only these four. Build the Garage 2 and glitch it as soon as you can. Since this is the first time making mention of it in the actual walkthrough, here are the steps. ==================== -------------------- Repair Glitch 1. Build expansion 2. Set drones to 0 3. Turn off power 4. Exit menu 5. Set drones to max 6. Exit menu again -------------------- ==================== Now build a Skating Rink and Park. Sell the Skating Rink immediately upon completion. Then build a Zap-O-Tron, and sell the Park. Set the Zap-O-Tron to Large Missile and turn the power off. Then build a Pond. Roughly 26:00 is left, 1 minute until the first attack. Build a Malt Shop and Trading Post. As 25:00 approaches, turn on your Zap-O-Tron and call the repair bots even if the building is not damaged yet. Once the attack is over, turn off the gun. Sell the Malt Shop, and IF the demand requires it, build another Chem Lab. Its not necessary though. Now sell the Trading Post and build a Waterfall. Turn off the second Chem Lab if you've built one, and sell the Waterfall for a Used Ship Emporium. Turn on the second Chem Lab (if applicable) and build a Lake. Then sell the Used Ship Emporium and turn off the Chem Lab again. Sell the Lake for the Aviary. The Aviary requires a 4.5 star rating before you can complete this step. You shouldnt need to worry about it though. Now turn on the Second Lab, the next attack will be at 22:00. Repeat what you did for the first attack, turn the Zap-O-Tron on and call repair bots to it. You will successfully destroy one of the two ships but (even with repair bots) will likely be destroyed by the second ship. Don't panic. After that, the ship seems to run out of steam and if it did attack anything else, I couldn't tell the difference. Sell the Aviary and build an E4, once the E4 is completed, sell the Pawn Shop. If demand allows it, turn off the E4 and sell the second Chem Lab (again, only if you built it. Dont sell the original one). Now save up your money and sell what you can to hit the $5000 mark. Remember to keep enough power to run both the Animal Reserve and E4. When you have the $5000, build the Animal Reserve to complete the level. This walkthrough will yield a leaderboard time. Thanks again LunarDuality! ========================================== 8.8 Tides of War ========================================== Objectives: 1. Destroy 25 Ships Gold Medal: 8:30 Remaining Fairly easy, you'll have to destroy the incoming attackers while still trying to maintain a profit to keep everything running. So you'll need to focus on all of the demands, but more importantly, repairs. Start with a Chem Lab, Singles Line, Lemonade Stand, Flower, Newspaper Stand, Zap-O-Tron and Janitors Closet and 3 Solar Collectors all at the beginning. You'll have more than enough money. Sell the Janitors Closet and upgrade your Zap-O-Tron and turn it off. Build a Hall of Records and a Garage 2, and when the Hall of Records is finished, a Generator. For the sake of the rest of the walkthrough and for a better time, glitch the Garage 2. (See the FAQ section, question 5). Then a Pawn Shop, Arcade, Observatory, and a Blastomatic. The first attack comes at 18:00. The Zap-O-Tron, even if you're repairing it, will probably be destroyed. Luckily the Blastomatic should be finished just in time to kill off the remaining ship. Turn it off when its done and build a Dynamo Generator. Then sell off 2 Solar Collectors for 2 Dynamo Generators. Sell the last remaining Solar Collector for a Launchoid, another attack will come at around 15:30. Now here comes the open part, you no longer need to worry about money. You need to worry about surviving further attacks and killing 25 ships as soon as you can. So start selling off whatever buildings you dont need and replace them with Big Berthas. 4 Big Berthas should easily be able to win the level with a gold medal time, but you may want to make another Garage 2 to help with the repairs. At 9:15 Mini will ask for help, setting up the next mission. ========================================== 8.9 Behind Enemy Lines ========================================== Objectives: 1. Achieve a five-star rating 2. Build a Wall Street 3. Build a Radar Gold Medal: 7:00 Remaining ============================================================== -------------------------------------------------------------- This section of the FAQ was written by Matthew Erickson, a.k.a LunarDuality -------------------------------------------------------------- ============================================================== The objectives should clue you in that Trade and Information will be your primary tasks. You wont be given any guns because they're too expensive, which is one less thing for you to worry about. Build a Singles Line, Chem Lab, Lemonade Stand, and Solar Windmill all at the same time. Adjust your expansions as they are finished and don't worry about the power problem. Turn off the expansion with the least amount of demand. (You can switch them as necessary until you get more power online.) If you can, adjust the power down to create no surplus. This will help tremendously in the beginning when money is so tight. Build a Collector Prototype, and when thats finished, build a Newspaper Stand, Flower and Janitors Closet simultaneously. Once the Janitors Closet is built, immediately sell it. Build a Solar Collector and wait for it to be completed. Build a Hall of Records and a Pawn Shop, selling the Hall of Records when it is finished. Build a Generator and wait for it to be completed, then build a Garage 2. Build an Arcade and an Observatory. (Note: You may need to power cycle here, meaning turn off any expansion for a couple seconds to start this build ASAP/without enough power to sustain it.) Buy the plans for the Trading Post. When the Observatory is complete, build a Dynamo Generator, and when thats done, a Herb Garden, Skating rink and Trading Post. Sell the Observatory for a Museum, the Skating Rink for a Malt Shop, and the Trading Post for the Used Ship Emporium, which you'll need to buy the plans for. When the Malt Shop is finished, sell it immediately and build a Fusion I. Build a Radio. Sell the Used Ship Emporium and build an E4, and a Spy Training Center. At this point you should have a 5.0 star rating. Sell the Spy Training Center, and build a Cryptography Lab. Buy the plans for the Jewel Exchange. Sell the E4 and build the Jewel Exchange, sell the cryptography Lab and build the Spy Gadget Central. Then build a Restaurant. Sell the Spy Gadget Central and build a Radar. Now simply sell whatever you need to reach $3000 so you can build a WallStreet, remember to maintain enough power. Now speed up the game and wait for victory. ========================================== 8.10 Finale ========================================== Objectives: 1. Destroy Ragathor! Gold Medal: 4:00 Remaining Ah the climactic battle, your work is almost done. Now all you need to do is defeat Ragathor to claim victory. This is a very simple mission, as you wont even need to worry about making any money. You'll be given a nice sum to start with, and the bounties on the enemy ships have increased tenfold. So for this mission, you'll need to focus on power and weapons. You dont even need to tech up the Repair expansions that high. As for the usual strategy of upgrading weapons as high as it will go and turning them off, you dont have to worry about that if you dont want to. Money wont be a problem. So start with a Chem Lab, Janitors Closet, Zap-O-Tron and Solar Collector to start with. When the Chem Lab is finished, build a Hall of Records, and when the Janitors Closet is finished, sell it for a Garage 2. Now build a Blastomatic and a Generator when the Hall of Records is finished. The first attack is coming at 9:00, you can let the Zap-O-Tron get destroyed if you want, just focus on keeping the Blastomatic alive. Now sell the Hall of Records for an Observatory, and build 2 Dynamo Generators when its finished. Now build a Launchoid, and another attack will be coming at 7:50. You should be set for power, so build as many Big Berthas as your power can fit, and even more if you want to keep expanding your weapons and power. You'll deal with a few more enemies before your final confrontation with Ragathor, but it shouldnt even be a problem if you have enough weapons. The leaderboard time will depend on how fast you can defeat Ragathor. So remember that the more weapons, the better. And remember to upgrade the weapons to Freakin' Bomb. Congratulations! You've completed War Story and destroyed Ragathor! ========================================== 9. Hammer & Crucible Scenario ========================================== I cant tell you what to build for this one, since the asteroids hit randomly and with varying degrees of damage, so I'll just give general tips. Tip #1: Do not listen to that lying scientist who wont stop claiming that the previous wave of asteroids was really the last. It wasnt. Tip #2: Buildings cannot be hurt by asteroids when they are in the middle of being built. Tip #3: According to an admin at NinjaBees, buildings on the top layer are more likely to be damaged by an asteroid. Tip #4: The last minute or so of the scenario will be asteroid free, you can either repair every building so that when you sell them they'll be worth a bit more, or you can turn off all your repair facilities and the power supplies that you no longer need. Tip #5: If you're having problems keeping your buildings alive, skip the first round of asteroids. They come roughly 30 seconds into the scenario, so wait until the first one is on its way and start building what you need. The most effective method is to build the most basic building for each category and just keep repairing them, never building anything more advanced. Once all your basic buildings are set up, you can look at your demand bar and see what the customers want, and build another basic building to suit that need. You WILL need a Hangar if you want to survive the final waves of asteroids. So an example would be: 1. Singles Line 2. Chem Lab 3. Windmill 4. Janitors Closet 5. Lemonade Stand 6. Windmill 7. Newspaper Stand 8. etc. You dont need to use windmills if you dont want to, given the amount of ports you have, you may need to use a few Solar Collectors to save room. Get a Janitors Closet as early as you can, and you dont need to worry about upgrading or enhancing your buildings if you dont want to. Near the end you can choose what to do with your buildings before selling them, you can either repair them or just turn off all the repair facilities and the power facilities. You'll need about 20 seconds to sell everything, and assuming you have the correct balance of buildings to power facilities and all ports filled, you should make $2500, so try and make sure you have $4500 at the 20 second mark. Good luck. ========================================== 10. Frequently Asked Questions ========================================== 1. Why can't I get gold medal times on the later half of the levels? Glitch in the game. 2. Why can't I get the 8-Port Master Achievement? Glitch in the game. 3. Will this be fixed anytime soon? Can't be sure. NinjaBee admins will likely fix it in the future, but not immediately. 4. Are there any achievements in the downloadable scenarios? No, MicroSoft wont allow achievements in downloadable expansions. 5. What is the repair glitch and how does it work? The repair glitch lets you use a garage or hangar without actually paying for it. You'll still get its effects. 1.) Build Garage or Hangar (doesnt work with Janitors Closet) 2.) Lower the drones to 0 3.) Turn off the power 4.) Exit the expansion menu 5.) Go back into the menu and set the drones to the max ========================================== 11. Copyright and Contact Information ========================================== Special Thanks to the people at the ninjabee.com forums for all their expert advice and tips. And to LunarDuality for helping me on the missions that gave me quite the headache. Sections of this document (Sections 8.7 and 8.9) are copyrighted by Matthew Erickson (aka LunarDuality). Those sections are to be used as a private/personal reference for help with Outpost Kaloki X. It can not be reprinted, reproduced in parts or in its entirety in any form or shape without permission. All rights reserved. ------------------------------------------------------------------ Questions/Comments/Suggestions? Then please email me at GimpyTheGreat[at]Gmail.com Please read the FAQ section first. It is right above this section. ------------------------------------------------------------------ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The following sites have permission to use this FAQ as long as it is credited: http://www.GameFAQs.com http://www.NeoSeeker.com http://www.CheatHappens.com ---------------------------------- All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ---------------------------------- Copyright 2006 Brandon Duve (Drunky/GimpyTheGreat)