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GameSpot's Guide to Dark ReignGameSpot's Guide to Dark Reign
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Imperium Mission 12:
Death Blow

Starting Units and Facilities
3 Tachion Tanks, 4 Bions, 2 Construction Rigs, 4 Freighters, Advanced Assembly Plant, Advanced Training Facility, 3 Power Generators, HQ (level 2), Water Launch Pad.

Starting Credits
20,000

Objectives
• Eliminate all Freedom Guard units and buildings.

Taelon Deposits
There's a couple of Taelon sources: One is located on the far left side of the map, in the center, while the other is located on exactly the opposite side of the map, near your starting position.

Freshwater Springs
There are six freshwater springs. There's one in the southwest corner of the map, another a little northeast of that one in a protected rocky alcove, a third spring at the top in the center of the map on an island, a fourth in the northeast corner near your starting position, and the last one is located in the southeast corner, a bit north of the bottom of the map.

New Freedom Guard Units Available
None

New Imperium Units Available
None

Imperium Strategy
screenshot Start building protective turrets and Air Defense Sites immediately. Assembling a large group of SCARAB Artillery is also a high priority. As soon as you have a couple Recon Drones, send one south to scout out the nearby Freedom Guard base for your artillery and another west to scout out the freshwater spring in the protected alcove. There are some Triple Rail Hover Tanks waiting for you in that alcove, so if you can take them out with SCARAB Artillery before they attack, you'll save yourself some grief later and be able to send a Hover Freighter to start harvesting the freshwater spring. Once again, Shock Waves are your biggest threat, so keep units scouting for their approach. Using the rocky columns west of your main base, you'll be able to expand your network of Neutron Accelerators and Air Defense Sites outward relatively quickly and still maintain a very defendable position.

If you haven't yet eliminated the Freedom Guard base to your south, make it a top priority - once it's gone, you'll only have to worry about attacks from one direction, your west, and you'll also gain access to a third freshwater spring. Artillery and Rift Creator effects are effective at eliminating the enemy buildings and units, but your tanks and armored units will have difficulty exploring in that area because of the varying terrain heights. A combination of artillery, to take out the Air Defense Sites, and flying units works quite well. You can use a Temporal Portal to land some Tachion Tanks where they otherwise wouldn't be able to reach.

The remainder of the Freedom Guard bases are relatively detached - there's a small base near the freshwater spring west of the center of the map, but it won't last long against a serious artillery shelling. There's another base in the northwest corner, but it'll go down easily if you use a Temporal Portal to teleport a few units in to take out the Hellstorm Artillery. The last Freedom Guard outpost is in the southwest corner, which is fairly well protected. If you move south along the left-hand side of the map, you can cut off the base from its sole freshwater spring. Then use a Rift Creator to take out the main Assembly Plant and HQ, and the base will fold like a cheap house of cards.

Next: Go on to The Final Battle: Enter the Tograns