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Imperium Mission 3:
Prison Break
Starting Units and Facilities
5 Bions, 5 Guardians, 1 Freighter, 1 Amper, Power Generator, HQ, Field Hospital, Plasma Turret, Repair Station
Starting Credits
12,000
Objectives
Repair damaged compound and hold off any diversionary counterattacks
Track down and kill the escaped prisoners
Scout the potential escape routes for the convoy carrying Commander Radec
Destroy the convoy
Taelon Deposits
There are two Taelon deposits, one at the top of the map, slightly left of center, and one in the bottom right-hand corner.
Freshwater Springs
There are four freshwater springs. One is on the left-hand side of the map about two-thirds of the way up. There's a second freshwater spring in approximately the same location on the right-hand side of the map, and there's a third at the top of the map in the center. The last freshwater spring is located near your prison compound near the bottom center of the map.
New Freedom Guard Units Available
Mercenaries, Mechanics, Medics
New Imperium Units Available
Bions, Ampers
Imperium Strategy
Pause the game as soon as the level starts so you can order your troops to quickly move to the north entrance of your base - that's where the prisoners will try to exit. You won't be able to stop them all, but if you act swiftly, you'll be able to take out quite a few prisoners, making your job easier later on. Build a Water Launch Pad near the freshwater spring at the southern edge of the map.
Build a few plasma turrets to protect the northern entrances to your base. As soon as you have an Assembly Plant built, create a few Scout Runners and use their attack range to take out the laser turrets blocking the path to the freshwater spring to the northeast of your base. You can also take some of the turrets out safely with Bions by huddling at the edge of the jungle outside of the turrets' sighting range. Build another Water Launch Pad there and guard it with a turret to prevent attacks from the north. Remember the key advantage that your Scout Runners and Plasma Tanks have in these early scenarios: As hovercrafts, they can usually escape enemy units or avoid turrets by crossing water or swamps. Build another Assembly Plant and a few turrets on the eastern road. The convoy will eventually try to escape down that road, and your turrets will ensure that the convoy has a very "eventful" trip, even if the convoy slips by your units. There are also a few prisoners on that road, which are in dire need of execution.
Using Plasma Tanks or Scout Runners, cross the water to the west to prevent Freedom Guard Freighters from getting to the freshwater spring along the western road. You should also kill the escaped prisoners on that road. Now that you've limited the Freedom Guard to one freshwater spring, you should be able to attack the Freedom Guard base without being overwhelmed. Build a large group of units and attack from the east. Use Scout Runners to attack the turrets, protected by a row of Plasma Tanks slightly behind them. If your Scout Runners are attacked, retreat behind the Plasma Tanks until your attackers are destroyed, then resume your attack on the turrets. After you take out a couple of turrets, you should be able to enter the heart of the Freedom Guard base and begin attacking key buildings and, more importantly, the convoy. It will try to flee when you get close to it, so direct your fire at the convoy as soon as it is in range so that you can get it started on its retreat. After all, your turrets are waiting.
Next: Go on to Mission 4 - Terron Occupation
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