Templar Battleforce Game Guide
Sept 21, 2015 22:40:28 GMT -5
Cory Trese, contributor, and 6 more like this
Post by ntsheep on Sept 21, 2015 22:40:28 GMT -5
This is a basic game guide I've been working on and will continue to update as much as possible. As it includes some spoilers I have it set to be hidden right now. If you're feeling lost or just want to get a good jump on the game click below and enjoy.
Templar Battleforce Tutorial Guide Version 2.5
By ntsheep
Scribe of the Kingdom of Derail operating under the authority of Queen officergenious
***No torps were harmed or fired in the making of this guide***
This guide was made by playing on Normal Difficulty. The tactics can used for higher levels but the amount of starting SP for game levels is lower. You may need to wait a turn or longer to pull out more Templars or supplies that are recommended. Also when you recruit new Templars they are auto leveled. You may want to do a Respec on them immediately. Below is a terminology chart for this guide and the basic way I level up the Templars for this guide. I go with the main Attributes\Stats and then the secondary ones to focus on when you maxed out the main ones. I've made a special note on the Tactics skill and Wargear.
SK= Starting Knight\Captain BF=Burst Fire OW=Overwatch CF=Crippling Fire
RC= Rallying Charge PN=Pressing Need WW=Warrior's Wrath ST=Sentry Turret
AP= Action Points MP=Movement Points TP=Tactical Point SP=Supply Points
CS=Calling Shots OD=Overdrive CC= Commander's Confidence
SK: Put point in Strength and Warrior until maxed. Then put your points into Fortitude and Tactics.
Soldier: Put points into Strength and Gunnery until maxed. Then focus on Quickness and Tactics.
Hydra\Neptune: Put points into Strength and Gunnery until maxed. Then focus on Fortitude and Tactics.
Scout: Raise Strength to 10, then Quickness, then Focus. Max out Stealth then put points into Evasion.
Engineer: Max out Willpower and Engineer first. Then put point into Quickness and Gunnery.
Tactics skill: This skill is important for many talents and is also the basic chance for a critical hit. A Tactics skill of 9 seems to be the sweet spot for any class.
Wargear: There are so many combinations of Wargear that I only list a few at times as ones to go with. Other than that, just check and play around to see what you like best.
Recruiting new Templars from HQ: Once you've unlocked them on the Requisition Tree, new Templars can be recruited from the Veterans Tab. Click on it and then click on new in the upper right corner. You'll then see a list of the different classes available and just need to click on one to recruit them. This will allow you to instantly Respec them and set them how you want. They'll then show up as Veterans on a TP in a level. They may cost more doing it this way rather than just bringing them out normally like I do in this guide but it can be worth it to do this way in the long run.
Now that you've familiarized yourself with that, let's go to battle!
Tutorial Missions
Ferarai Lance Missions
Galantia Cross missions
Rychart Prime missions
Rubic 5 missions
Leo Major missions
Moklumnue Prime missions
Righteous Fallen missions
Stratos Missions
Stratos: Central Airlock
Your worst fears are coming true. Sensors are reading xenos every where. Human life signs can not be found. As you dock and enter through the central airlock, signs of fighting are all around. The main gate is sealed and you must override the locks by taking control of three xeno TP's. You just have to take control of them once. It doesn't matter if you lose them. With luck it should only take about 13-15 turns to beat this level. Just moving steady and watching out is all you need to do here.
Start by moving your Captain to the East lock control, then move over your Engineer and Soldier. The Soldier should use CS and then RC. Have your Captain open the gate and move your Engineer and Soldier into the room. Drop a sentry turret to help clear out the xenos. Once you captured the TP, move every one out and start going to the West one.
Also on the first turn, you'll want to pull out a Neptune or a Hydra and move them down with your Scout to cover the South gate. There are also two secondary objectives that you Scout should be able to get to before to many xenos come. You'll hold this position until you take the Western TP and are ready to go after the North one and get to the main gate. The xenos for the most part will leave the TP's alone. If you need to just to hold on a little longer, just give them a +5 HP upgrade. By the time your ready to go after the last TP, it will help to pull out another Engineer. Pull out any other knights you can when you have the SP.
Stratos: Defense Relay
The xeno infest this entire level. What's worse is that the defense system is on their side. Massive turret guns are targeting you as you move around. You'll need to try and shut some down by destroying power nodes as you move along and fighting the guns themselves. The nodes randomly destroy a gun but should at least take a few out on your path if your lucky.
Turns 1-5
Start be sending your Scout towards the power node on your left. Your Captain\Soldier\Engineer need to start heading for the first xeno TP next to the gun above them. Place a sentry turret after you move to help draw away the xeno once you've captured the TP. If you stay on the lower left side of it, you'll be just out of range of the big gun. Your Scout will need to start coming back towards the TP after the first power node is destroyed. He'll be moving up the left side through a small pathway that will lead him to another node. After he destroys this one, again go back towards the TP. By turn 4 you should have the TP and be able to pull out another knight. A Paladin is the best choice because you'll need healing soon after fight the first gun. Don't forget to also destroy the power node next to the TP.
Turns 6-11
After destroying the first gun, you'll start making your way upwards towards another xeno TP and two more guns. If you're lucky, you won't have to fight the guns, but be prepared too if needed. Taking the next TP and destroying the next power node are your goals over then next few turns. Again make sure you drop a sentry turret to help keep xeno away and if needed to help destroy the big guns. Pull out a good heavy hitter from your squad like a Hydra or Neptune when you can.
Turns 12+
The bridge on you left is going to be your final battle. With luck you'll not need to fight the guns or just one of them. You may have a few knights that are overheated, waiting a turn or two before going across might be a good idea. After you get past the last guns it will be a race to the extraction point.
Stratos: Elevator Complex
You've reach the main elevator deck. To continue onward, you'll need to activate three switches all on the same turn and each on is on one of the three decks. The first four turns will be the important ones to get you set up, after that, it's all up to luck and skill, but your pretty skilled by now right
Turn 1
You'll want to bring everyone together to use RC and CS. Send a Scout, Soldier, and your Engineer to the left side to start going after a xeno held TP. Drop a sentry turret along the bottom as you go, this will help act as a decoy. Getting the TP will help you by allowing you to get some ordnance out to your troops if you need it. There is another TP on deck three but by the time you reach it, you'll be ready to win the level. The last switch you need is right next to it. You'll want to move your Captain down to the orange panel and send him to deck 3.
Turn 2
Keep moving everyone to the TP, drop another sentry turret. Send you other Soldier to the Captain.
Turn 3
Send your other Scout to deck 2 this turn. If you manage to destroy the TP so that you can capture it next turn, begin sending your Soldier back and have him meet up with the Scout on deck 2 asap.
Turn 4+
With luck you'll take over the TP this turn. Resupply you Engineer with more turrets and begin sending him to meet up with everyone on deck 3. Keep you first Scout near the TP and wait for the time to go to the control panel. There's some crates near it with some med kits, get those when you can.
On deck 2 when the Soldier makes it to the Scout, begin moving them up and to the left to get to the next control panel.
On deck 3 when the Engineer gets there, begin moving everyone up and to the left. You'll come to a bridge guarded by a big gun that you have to get past. Down to the left side is another TP and the final control panel. Once you have one person next to each panel on the same turn, you can click on them to beat the level. You'll be given a choice of where to go to next.
Stratos: Research Hall
This is one of the choices you get to make at the end of the last level. Your here to rescue survivors if there are any to be found. This will be a long level to play through so be careful and go steady.
Turn 1
Move you Engineer down to the TP and take it. Move everyone else down to the first bridge.
Turn2
After getting the TP, move Engineer and Captain to the right to go after another one over the next few turns. Make sure to use RC from one of the Soldiers before everyone breaks up. Your Soldiers will begin moving down the bridge to start their search.
Turn 3
Pull out a Hydra or Neptune to help defend the bridge on the far left. The Soldiers will keep moving down and to the left to reach a door and switch.
Turns 4-8
The Soldiers will go through the door and to the right through another. IN the next room they'll find some crates with supplies. Down from these crates is another door they must go through and keep going down and then to the left. They'll come to a set of double doors that are locked and a open room below. You want to wait here a few turns because they'll most likely be oeverheated and need to cool down. Behind the doors are the survivors. The open room has data banks in it.
Your Captain and Engineer should have the next TP within these turns. Once you have it, begin sending the Captain down the bridge. When you can, pull out a Scout to send with the Captain. When your Captain and Scout get to the bottom of the bridge, they'll go to the right and start going through some set of doors. Always keep going down and to the right. Set up some turrets in the spots shown in the photo.
Turns 9-11
Your Captain and Scout will eventually come to some crates with supplies. Once you have these, move to the left side and go through a door that will have you meet up with the Soldiers. Your Engineer should start moving back to the first TP once the turrets are set up to guard the second one.
Turns 12+
By now you should have everyone in position and be ready to open the doors. The xeno will really start coming now. Use the supplies you've gotten, you MP boosting talents like RC and move everyone back to the extraction zone. Don't forget to get the data from the one room. If you want to try for the other one, I would suggest getting the data first, then opening up the room with the survivors. Use any SP you've built up to get other knights out or supplies you may need. Good luck and run fast.
Stratos: Reactor Core
The place is falling to pieces around you, but your motto is leave no xenos alive even though the impending explosion will do that for you. You have three xeno TP's you need to destroy. Depending on what route you took after the Elevator level, you may or may not have some big guns to fight on this level. If you don't have to fight them, you can try to split into to groups and go down both sides of the map at the same time. If not, it's best to just pick a side and work you way to the other. You most likely won't beat the turn goal this way, but it is the safest way to get everyone out alive. The thing that helps here the most is having a second Engineer with both of them having three point in their Heat Sink talent. They'll need to keep each other cool and your other knights like your Soldiers so you can keep using RC and CS.
Turns 1-5
Get the first TP and get another Engineer on the second turn. Decide whether to split up or stay a group and begin moving towards the xeno TP's. If you split up, send the Captain, Soldier, and one Engineer down one side, send everyone else to the other.
Turns 6-11
By now you should be at the first xeno TP. Capture it as quick as possible and get ready to move on to the next one.
If you stayed as one group, pull out a Paladin when you can before you start going to the next TP. You may also need to upgrade the first TP to help protect it.
If you split up and are attacking both TP's at once, pulling out some other heavy hitters like a Neptune or Hydra before you go after the last TP is wise. A healer doesn't hurt either.
Turns 12+
By now you should either be going after the last TP on your list depending on how use tackled this level. Had you split up, everyone will be coming together. If not, you swinging up and around the other side of the map. On the lower right side is some crates with supplies, get them if you can. Again you'll probably not make the turn goal for this level, but if you do congratulations.
Templar Battleforce Tutorial Guide Version 2.5
By ntsheep
Scribe of the Kingdom of Derail operating under the authority of Queen officergenious
***No torps were harmed or fired in the making of this guide***
This guide was made by playing on Normal Difficulty. The tactics can used for higher levels but the amount of starting SP for game levels is lower. You may need to wait a turn or longer to pull out more Templars or supplies that are recommended. Also when you recruit new Templars they are auto leveled. You may want to do a Respec on them immediately. Below is a terminology chart for this guide and the basic way I level up the Templars for this guide. I go with the main Attributes\Stats and then the secondary ones to focus on when you maxed out the main ones. I've made a special note on the Tactics skill and Wargear.
SK= Starting Knight\Captain BF=Burst Fire OW=Overwatch CF=Crippling Fire
RC= Rallying Charge PN=Pressing Need WW=Warrior's Wrath ST=Sentry Turret
AP= Action Points MP=Movement Points TP=Tactical Point SP=Supply Points
CS=Calling Shots OD=Overdrive CC= Commander's Confidence
SK: Put point in Strength and Warrior until maxed. Then put your points into Fortitude and Tactics.
Soldier: Put points into Strength and Gunnery until maxed. Then focus on Quickness and Tactics.
Hydra\Neptune: Put points into Strength and Gunnery until maxed. Then focus on Fortitude and Tactics.
Scout: Raise Strength to 10, then Quickness, then Focus. Max out Stealth then put points into Evasion.
Engineer: Max out Willpower and Engineer first. Then put point into Quickness and Gunnery.
Tactics skill: This skill is important for many talents and is also the basic chance for a critical hit. A Tactics skill of 9 seems to be the sweet spot for any class.
Wargear: There are so many combinations of Wargear that I only list a few at times as ones to go with. Other than that, just check and play around to see what you like best.
Recruiting new Templars from HQ: Once you've unlocked them on the Requisition Tree, new Templars can be recruited from the Veterans Tab. Click on it and then click on new in the upper right corner. You'll then see a list of the different classes available and just need to click on one to recruit them. This will allow you to instantly Respec them and set them how you want. They'll then show up as Veterans on a TP in a level. They may cost more doing it this way rather than just bringing them out normally like I do in this guide but it can be worth it to do this way in the long run.
Now that you've familiarized yourself with that, let's go to battle!
Tutorial Missions
Level 1: Deck 12 Cappa Sector Starting SP 0 Average RP awarded 0, XP 12
The game explains what you need to do and this level is pretty straight forward so I can show you in a turn by turn style. There's not really anything extra for me to add. Just a few tips to try and beat the level within 11 turns for some bonus XP.
Turn 1: Move SK six spaces up and then press End Turn.
Turn 2: You'll want to take the open green spot of the barricade on the right in the next room. The game talks about how to attack and there will be a xeno near there. After you kill it, End Turn. Some more xenos will come and attack, if you're lucky, you'll get a counter attack and kill them.
Turn 3: If you were successful in killing all the xenos the game will have told you where to go next. Move in that direction as far as you can and End turn. If not, keep killing all xenos until the next event is triggered.
Turn 4: You should be in the room with Soldier Dalan. You may have enough AP to use CC. If so, then use it to help out. Use your SK to take out the xeno above you and Dalan. Then move Dalan up to the next door. Use Calling Shots, then Set up OW in front of the door. End Turn.
Turn 5: The goal this turn is to kill enough xenos to get the door open. Move your SK as close as possible while eliminating them. Soldier Dalan may have some in range to kill. Do at least one BF and then reset OW. End Turn.
Turn 6: You'll want to attack with your SK first because at this point your going to use Dalan to run up to the Major. As soon as the door opens, move him up to the right through a narrow hallway, then move your SK next and go to the left side and wait by a door. Kill any xenos you can only after moving. End Turn when your out of MP.
Turn 7: Keep moving up with Dalan. End Turn.
Turn 8: Move Dalan up again, you should only have to move one space to trigger the next event. Afterwards move Dalan right next to the Major. Fire one BF, then setup OW in front of you. Open the door your SK is next to, a brief message on how to use grenades is displayed. Move over the the next door on the left and open it. Use you remaining AP to kill the xenos. End Turn.
Turn 9: Keep kill any xenos as you move your SK closer to the switch. If you can, move first then shoot. This tactic is one you should use through out the game. Keep defending the bridge and killing as many xenos there as possible. End Turn.
Turn 10: If you've been really lucky, you may be standing next to the switch. If not, you'll be close enough that you'll get it on the next turn. Fight if you have to, kill as many as possible, then hit the switch. You've now beat the first level!
***If you were really, really, lucky with attacks and moving, you beat this level on turn 9***
Level up your Templars. For Talents and Wargear I recommend, Slash and Adept Pilot Suit for your SK. BF 2 and Ammo Rack for the Soldier.
Level 2: Deck 14 Alta Sector Starting SP 320 Average RP awarded 45, XP 50
Bring your SK out 3 spaces to reveal a xeno, then move up next to it and kill it. Next bring out your Soldier (Dalan) and put him next to the top right of the TP. Finally bring out the Major next to the Soldier. Use CS and then setup OW to cover the top left of the TP and all the yellow squares you can. End Turn.
For the next few turns, you'll want to send your SK to the left side down a hallway. On the far left will be a supply cache. This is the secondary objective and give you a bonus 100 SP. One you've got it, bring your SK back to the TP. Your going to be playing a waiting game to get an Engineer deployed. Defend the TP until you get the 600 SP you need. You then want to rush up and attack the next xeno TP with the Soldier, Major, and Engineer. Your Captain should be ok defending the TP by himself. Once you get up there and start attacking the other TP, keep and eye on your SP. Once it gets to 400, you can pull out another Soldier. You may actually be able to beat this level by taking over the TP before you get 400 SP. In this case its best to wait till you can. This one extra Soldier will pay off in the next few levels.
Once you've captured the xeno TP, you win this level. Level up as needed. You'll now also be able to start getting things from the Requisition Tree. Get Operational Command and Specialist Adaptations. Raise the same Talents for your SK and Soldiers. Your Engineer should put a point in Direct Shot and equip the Vent Manifold gear.
Level 3: Deck 14 Power Relay Grid (A.K.A The level that shall not be named) Starting SP 720 Average RP awarded 90, XP 100
This level went through several changes in the Alpha Phase. It drove a few members of the test group insane, the rest were already nuts so there was no damage to them. Getting a low Turn Count score here will largely depend on an bit of luck. The Power Relays that you must turn on are random if they work or not. The first one always works, its the other nine that bring the fun. A total of seven must be turned on. If luck is with you, it can be done by turn 5.
Turn 1: Send your Engineer up to the next TP to capture it. If you position yourself just right, on the next turn you'll be able to get to the next Power Relay. Send your Captain and Soldier to the left. Use CS then OW and put it as far left as you can. Use CC. Move your new Scout to the right. The Scout has a great Talent called Overdrive. It gives a boost to MP.
Turn 2+: Move your SK and Soldier to the relay and activate it. Now pull out your other Soldier and move him up to the relay and activate it. Then move him up to the left to the crates. Pull out another Scout and move him up to the Soldier. Move you Engineer to the right relay and activate it. Move your lower Scout to the one on the right and activate it. As you work your way to the Power Relays, a fairly obvious path becomes clear. You'll keep you Captain and Soldier together for the first two they come across on the left side. You'll bring your Engineer and Scout back together to have them work the right side of the map. Your second Soldier and Scout can go after the upper two relays. A good play on this level will have you beating it by turn 8.
From Requisition Tree select Scout 1, Battle Suit Adaptations, and Soldier 1. Level up as needed.
Your SK should equip the Champion Command armor.
Soldiers should upgrade to Heavy Leviathan gun and Respec to get a point into grenades.
Engineer should upgrade to Leviathan armor.
Scout should put point in OD 2. Upgrade weapon to Longsight Rifle and equip the Ocular Scanner.
Level 4: Alien Vessel Counter Attack Starting SP 260 Average RP awarded 179, XP 120
This level requires you to wait a few turns and then kill the xeno champion. Move as quickly as possible up to the closed door and set up your defense there. Have one Soldier guard each side with OW. Don't forget to use you special buffs. When the door finally opens, put your Captain and the Major in the center of the xenos, move everyone else in and concentrate all your attacks on the champion. You'll most likely beat this level in 6 turns.
From the Requisition Tree select, Engineer 1 and 2, Scout 2, Soldier 2, and Born Leader. For level up, SK should put 1 point in PN, upgrade with Targeting Module gear.
Soldier's should put 1 point in Burst Fire, upgrade armor to Leviathan Armor.
Scout should put 1 point in CF, upgrade to Leviathan Ranger armor.
The Engineer should do a Respec here to put a talent point in Sentry Turret. This Talent is one of the best in the game I think for Engineers and once its maxed out, the sentries themselves are just as deadly as a high level Soldier with BF and OW maxed.
Level 5: Bomb Escort Starting SP 185 Average RP awarded 175, XP 168
For this level your goal is to get the bomb to the right spot and blow the xenos to pieces. The bomb has only 4 MP but you can give it a boost with PN. There are two paths you can take, left or right. If you move quickly, a turn score of 6 should be easily achieved. Left side seems to be the quicker one. Once you get the bomb where it needs to go, you win the level and complete the tutorial of the game. There are two secondary objectives in this level, one is in the far left, the other is to the far right. The right side one is a little easier to get. Head all the way to the right side and go up. You'll come to a section where you can then send the bomb and some Templars to cover it up to the left. The right path leads to a xeno TP you can capture with the Engineer.
For you final Requisition Tree before you start the main game I recommend the following,
Heavy Suit Adaptations, Melee Specialists 1, Heavy Infantry 1, 2 and 3, and Hydra Specialist 1.
For leveling up your SK should put 1 Talent point in WW 1.
Soldier's should put 1 Talent point in BF 3. Equip a Heavy Gauntlet for gear.
Engineer should put a Talent point in ST 2. Equip a Snub Revolver for your weapon.
Scout should put Talent point in OD. Equip a Heavy Gauntlet for gear.
When you Deploy, you'll be on the bridge of the Righteous Fallen. This is where you'll come in between missions. You'll be able to chat with the Major to get new missions. You can also talk to a few other Templars to learn some neat history and what's going on right now with the new colonies. Talking to the Major will give you a choice of where to go next. There's trouble on Galantia Cross and the vessel that was attacked in the opening scenes may have survivors on it. I choose the Ferarai Lance mission.
The game explains what you need to do and this level is pretty straight forward so I can show you in a turn by turn style. There's not really anything extra for me to add. Just a few tips to try and beat the level within 11 turns for some bonus XP.
Turn 1: Move SK six spaces up and then press End Turn.
Turn 2: You'll want to take the open green spot of the barricade on the right in the next room. The game talks about how to attack and there will be a xeno near there. After you kill it, End Turn. Some more xenos will come and attack, if you're lucky, you'll get a counter attack and kill them.
Turn 3: If you were successful in killing all the xenos the game will have told you where to go next. Move in that direction as far as you can and End turn. If not, keep killing all xenos until the next event is triggered.
Turn 4: You should be in the room with Soldier Dalan. You may have enough AP to use CC. If so, then use it to help out. Use your SK to take out the xeno above you and Dalan. Then move Dalan up to the next door. Use Calling Shots, then Set up OW in front of the door. End Turn.
Turn 5: The goal this turn is to kill enough xenos to get the door open. Move your SK as close as possible while eliminating them. Soldier Dalan may have some in range to kill. Do at least one BF and then reset OW. End Turn.
Turn 6: You'll want to attack with your SK first because at this point your going to use Dalan to run up to the Major. As soon as the door opens, move him up to the right through a narrow hallway, then move your SK next and go to the left side and wait by a door. Kill any xenos you can only after moving. End Turn when your out of MP.
Turn 7: Keep moving up with Dalan. End Turn.
Turn 8: Move Dalan up again, you should only have to move one space to trigger the next event. Afterwards move Dalan right next to the Major. Fire one BF, then setup OW in front of you. Open the door your SK is next to, a brief message on how to use grenades is displayed. Move over the the next door on the left and open it. Use you remaining AP to kill the xenos. End Turn.
Turn 9: Keep kill any xenos as you move your SK closer to the switch. If you can, move first then shoot. This tactic is one you should use through out the game. Keep defending the bridge and killing as many xenos there as possible. End Turn.
Turn 10: If you've been really lucky, you may be standing next to the switch. If not, you'll be close enough that you'll get it on the next turn. Fight if you have to, kill as many as possible, then hit the switch. You've now beat the first level!
***If you were really, really, lucky with attacks and moving, you beat this level on turn 9***
Level up your Templars. For Talents and Wargear I recommend, Slash and Adept Pilot Suit for your SK. BF 2 and Ammo Rack for the Soldier.
Level 2: Deck 14 Alta Sector Starting SP 320 Average RP awarded 45, XP 50
Bring your SK out 3 spaces to reveal a xeno, then move up next to it and kill it. Next bring out your Soldier (Dalan) and put him next to the top right of the TP. Finally bring out the Major next to the Soldier. Use CS and then setup OW to cover the top left of the TP and all the yellow squares you can. End Turn.
For the next few turns, you'll want to send your SK to the left side down a hallway. On the far left will be a supply cache. This is the secondary objective and give you a bonus 100 SP. One you've got it, bring your SK back to the TP. Your going to be playing a waiting game to get an Engineer deployed. Defend the TP until you get the 600 SP you need. You then want to rush up and attack the next xeno TP with the Soldier, Major, and Engineer. Your Captain should be ok defending the TP by himself. Once you get up there and start attacking the other TP, keep and eye on your SP. Once it gets to 400, you can pull out another Soldier. You may actually be able to beat this level by taking over the TP before you get 400 SP. In this case its best to wait till you can. This one extra Soldier will pay off in the next few levels.
Once you've captured the xeno TP, you win this level. Level up as needed. You'll now also be able to start getting things from the Requisition Tree. Get Operational Command and Specialist Adaptations. Raise the same Talents for your SK and Soldiers. Your Engineer should put a point in Direct Shot and equip the Vent Manifold gear.
Level 3: Deck 14 Power Relay Grid (A.K.A The level that shall not be named) Starting SP 720 Average RP awarded 90, XP 100
This level went through several changes in the Alpha Phase. It drove a few members of the test group insane, the rest were already nuts so there was no damage to them. Getting a low Turn Count score here will largely depend on an bit of luck. The Power Relays that you must turn on are random if they work or not. The first one always works, its the other nine that bring the fun. A total of seven must be turned on. If luck is with you, it can be done by turn 5.
Turn 1: Send your Engineer up to the next TP to capture it. If you position yourself just right, on the next turn you'll be able to get to the next Power Relay. Send your Captain and Soldier to the left. Use CS then OW and put it as far left as you can. Use CC. Move your new Scout to the right. The Scout has a great Talent called Overdrive. It gives a boost to MP.
Turn 2+: Move your SK and Soldier to the relay and activate it. Now pull out your other Soldier and move him up to the relay and activate it. Then move him up to the left to the crates. Pull out another Scout and move him up to the Soldier. Move you Engineer to the right relay and activate it. Move your lower Scout to the one on the right and activate it. As you work your way to the Power Relays, a fairly obvious path becomes clear. You'll keep you Captain and Soldier together for the first two they come across on the left side. You'll bring your Engineer and Scout back together to have them work the right side of the map. Your second Soldier and Scout can go after the upper two relays. A good play on this level will have you beating it by turn 8.
From Requisition Tree select Scout 1, Battle Suit Adaptations, and Soldier 1. Level up as needed.
Your SK should equip the Champion Command armor.
Soldiers should upgrade to Heavy Leviathan gun and Respec to get a point into grenades.
Engineer should upgrade to Leviathan armor.
Scout should put point in OD 2. Upgrade weapon to Longsight Rifle and equip the Ocular Scanner.
Level 4: Alien Vessel Counter Attack Starting SP 260 Average RP awarded 179, XP 120
This level requires you to wait a few turns and then kill the xeno champion. Move as quickly as possible up to the closed door and set up your defense there. Have one Soldier guard each side with OW. Don't forget to use you special buffs. When the door finally opens, put your Captain and the Major in the center of the xenos, move everyone else in and concentrate all your attacks on the champion. You'll most likely beat this level in 6 turns.
From the Requisition Tree select, Engineer 1 and 2, Scout 2, Soldier 2, and Born Leader. For level up, SK should put 1 point in PN, upgrade with Targeting Module gear.
Soldier's should put 1 point in Burst Fire, upgrade armor to Leviathan Armor.
Scout should put 1 point in CF, upgrade to Leviathan Ranger armor.
The Engineer should do a Respec here to put a talent point in Sentry Turret. This Talent is one of the best in the game I think for Engineers and once its maxed out, the sentries themselves are just as deadly as a high level Soldier with BF and OW maxed.
Level 5: Bomb Escort Starting SP 185 Average RP awarded 175, XP 168
For this level your goal is to get the bomb to the right spot and blow the xenos to pieces. The bomb has only 4 MP but you can give it a boost with PN. There are two paths you can take, left or right. If you move quickly, a turn score of 6 should be easily achieved. Left side seems to be the quicker one. Once you get the bomb where it needs to go, you win the level and complete the tutorial of the game. There are two secondary objectives in this level, one is in the far left, the other is to the far right. The right side one is a little easier to get. Head all the way to the right side and go up. You'll come to a section where you can then send the bomb and some Templars to cover it up to the left. The right path leads to a xeno TP you can capture with the Engineer.
For you final Requisition Tree before you start the main game I recommend the following,
Heavy Suit Adaptations, Melee Specialists 1, Heavy Infantry 1, 2 and 3, and Hydra Specialist 1.
For leveling up your SK should put 1 Talent point in WW 1.
Soldier's should put 1 Talent point in BF 3. Equip a Heavy Gauntlet for gear.
Engineer should put a Talent point in ST 2. Equip a Snub Revolver for your weapon.
Scout should put Talent point in OD. Equip a Heavy Gauntlet for gear.
When you Deploy, you'll be on the bridge of the Righteous Fallen. This is where you'll come in between missions. You'll be able to chat with the Major to get new missions. You can also talk to a few other Templars to learn some neat history and what's going on right now with the new colonies. Talking to the Major will give you a choice of where to go next. There's trouble on Galantia Cross and the vessel that was attacked in the opening scenes may have survivors on it. I choose the Ferarai Lance mission.
Ferarai Lance Missions
You'll have two options to choose from on how you start this group of missions. The first will be to hold your position for 12 turns near an airlock. The second will be to march across an open deck. I suggest doing the holding mission. This will allow you to get out all your Templars and some extra ones like a Hydra.
Ferarai Lance: Boarding (hold 12 turns) Starting SP 480 Average RP awarded 84, XP 114
Things got a little mixed up during boarding and your squad is all separated. While this seems like a bad thing, it actually works out to your advantage for getting all of the secondary bonuses. I'll map out the first few turns to get you set up and then begin waiting.
Turn 1: Move Engineer to TP and capture it. The lower right corner Soldier you'll move down to heat shield. The top Soldier you'll move to upper shield. Move your Scout to heat shield above him. Use Overdrive then move out to right. Move your Captain downwards. When he has used all of his MP, use PN on him and move him one space, then use WW and move again.
Turn 2: Move lower right Soldier towards TP and use him to cover that side. Move upper Soldier down towards the right. Move Engineer up and set up a Sentry Turret. Move Scout to Engineer. Captain down and to the right for the next heat shield. Get a Hydra and move him up towards the Engineer\Scout.
Turn 3: Move Captain towards TP. Move upper Soldier down to another heat shield. Move the Engineer\Scout,Hydra up and to the right. Dropped another Sentry Turret. If you've move the Scout far enough, you be on a little bridge that goes to a xeno TP. You may need to use a Scan. The last heat shield will be over there too.
Turn 4: Move Engineer to TP and begin to Capture it. Move Hydra, Soldier, and Scout to bridge and set up your defense. Check on Captain and lower Soldier, kill any xeno you can with them.
Turn 5: From here on out its a waiting game to get to Turn 12. Move the Engineer to the last heat shield, capture the xeno TP when you can. Try to keep everyone alive. Use the Sentries and Soldier's BF and OW to lay down a defense zone. The Hydra can also help with this. As you build up SP over the next few turns, you could spend it on more Templars or Upgrades to the TP's or Minor Medtech kits if any Templars need healing. Just do whatever you can to make it to turn 12 and you win this level. As an extra word of advice, pulling out another Engineer towards the end will pay off later, but you don't have to.
Ferarai Lance: Boarding (march)
You'll have to make it to the lower center of the map. Along the way are Heat Shield nodes to activate for a secondary objective. There are 6 total and each one is worth 5 points. Your squad will start out broken up. Your SK and a Scout are on the far left. One Soldier and Scout will be in the middle, and your last Soldier will be far right.
Turns 1-4: Begin moving everyone down towards the center. Move slowly and use the Scout Scanning Talent to plot your course. Your SK and Scout will be going down the left side, the center Soldier and Scout can go straight down towards a heat shield from them. The far right Soldier should be moving down and to the right to find a heat shield.
Turns 5-8: Keep moving your SK and Scout down the left side, they'll come across two heat shields. They first you see easily and the second is straight down from that. Your center Soldier and Scout should keep moving down and to the right. The far right Soldier will keep going downward from where he was.
Turn9+: This is where things get tricky. Your SK and Scout should be able to make it to the Orange zone and get the heat shield next to it, which will most likely be the fifth you've gotten so far. The last one is all the way on the lower right side. Getting it though will cause you to have to back track to get everyone to the Orange zone. If you want to beat or at least make the Turn Count, I suggest not going for it. You'll probably be low on health, overheating, and have too many enemies to fight off.
For Requisition you choose Scout 3 and Sniper 1. Level up as needed.
Captain should equip Adept-Ocular gear.
Engineer should put talent point in Capture and equip Prescience Sense gear.
Soldier's should put talent point in BF 3 and equip a Heavy Gauntlet or Ammo Rack for gear.
Hydra, if you got one, should equip Vent Manifold and Blast Plate gear and Respec to put skill point into Strength and Gunnery.
Airlock Chambers Starting SP 260 Average RP awarded 84, XP 114
This level has you running down a large airlock corridor trying to open and shut doors at the same time. If your lucky you can split your Templars into two groups for this but you'll take heavy damage and may lose one or two. Keeping the group together can keep everyone alive but will take longer. The controls to open the next door is always on the left and the ones to close the doors behind you are always on the right. PN, WW, and OW really help with this level. Your Captain does good on the Left while the Scout does good on the Right. Keep a Soldier with them for protection at all times. The xenos will swarm you constantly. I'll give a few tips for the first few turns, after that you just have to run the gauntlet downwards.
Turn 1: Move one Soldier straight down and the Captain behind him, move the other Soldier down to the right and the Scout behind them. Use the Captain to open the door and then use CC on both groups. Have each Soldier use CS then set up your OW ahead of them. The Captain should use PN and move down, then use WW and move. Scout should use OD to move further in.
Turn 2 : Move you Captain and Soldier with him down to the left side switch. Move the other Soldier and Scout down and to the right to start heading towards the side switch. The scout should be able to reach it and close the door.
Turn 3: You Captain and Scout should be able to get to their switches. Flip them, begin moving back to the main hallway and down towards the next room and set of switches. This will be the basic pattern to follow to get to the last door. Beating the level within 12 turns is possible.
Secondary Objectives: If you go left and then up from the first switch on the left, you'll find a Medkit stashed away. The Captain can make a run for it alone while the Soldier hold next to the switch and puts OW on the hole in the deck to shoot xenos. From the second switch on the right side, go right and down to reach some computer banks and get the data for another bonus. You'll need to keep your Scout and Soldier together as much as possible to cover each other. The Scout can get a little ahead using OD but should be safe if you're lucky. This increases your total turn count but can be worth it. Special thanks go to gundamgoth for helping find these.
For Requisition choose Soldier 3 and 4. Level up as needed.
SK should put a point in WW 2.
Soldier's should go for BF 4 and equip X Jacket Ammo for gear.
Scout should go with Talent point in CF and equip an Overlay Scanner for gear.
Ferarai: Power Relay Grid (A.K.A Return of the level that shall not be named!)
Starting SP 260 Average RP awarded 84, XP 114
If you didn't skip the tutorial you may be having a sudden case of deja vu. Another level of power switch flipping! This one though is very different and will require some serious thinking ahead. This time around the games creators decide to add some method to their madness, or maybe it was the other way around.
Turn 1: You'll start off with your Captain, Soldier, and Engineer. Move your SK towards the Capacitor on the right, use PN and move, the use WW and move. You just got the secondary objective. Move the Engineer to the TP and capture it. Move the Soldier to the bottom left side of the TP.
Turn 2: You'll now be able to bring out some extra Templars. First pull out another Engineer. Next pull out your Scout. Put him up in one of the green squares above the TP. Engineers are the only ones that can flip the switches in this level. Move the Engineer as far to the left as possible and bring the Soldier next to him. Use your buffs and set up OW. If the Engineer can, drop a Sentry Turret. Move the first Engineer to the power node switch and flip it to send power West. Move him as far as you can then straight up and drop an ST in the center. Set up OW to the right. Bring your SK up to the Engineer.
Turn 3: Move the Soldier\Engineer to the left switch. Flip it and send power North. Move SK, Scout, and Engineer up towards next switch.
Turn 4 : Move Soldier and Engineer up towards power switch. SK and his group should reach the power switch there going to this turn. Wait there.
Turn 5+: Move the Soldier and Engineer on the left to the switch and send the power East. They will then go up to the left across a bridge and then right towards another switch. The group at the center switch should then send the power North and then move up towards another switch. When they reach it, they'll send the power back West. The Soldier and Engineer on the left will send it North. It's a good idea to use PN on the Engineer with your Captain now. He'll be best able to race up to the upper left and trigger the final switch. It's possible to beat this level by turn 9, and you should have enough SP to pull out another Scout or Soldier.
For Requisition, choose Stealth Operative 1, Neptune Specialist 1, and Battlefield Leader. Level up as needed.
SK Talent point in Slash 3. Equip the Heavy Plasma Sidearm and Broadblade.
Soldier's Talent point in OW 2. See if you can swap some gear around to get Warpath armor.
Ferarai: Atmo Reentry Starting SP 640 Average RP awarded 144, XP 169
You've rescued the scientists that were trapped on the ship. Now it's time to high tail it out of there. If you can reach an airlock with all the survivors alive you'll get a really good bonus. The Chief scientist must survive. Completing this level will bring you to the end of this campaign.
Turn 1: You'll be told to get to one of two airlocks to escape. If you go the the right, you'll come across a secondary objective on the way. It at the far right just be fore you get to the airlock. A set of computer banks will have some data to extract. First move your Engineer down through the hallway and place a Sentry in the center. Set up OW back to the top. Now move the survivors down. You'll find a TP. Move your Captain and Soldier down next. End Turn.
Turn 2: Move your Engineer down again and set up a Sentry to the right side. Set up OW to cover the right. Move your Captain and Soldier down to the right. Bring all the survivors as close down as you can. Keep an eye out for xenos at the top. Move your Scout down to the left side again.
Turn 3: Move all the survivors closer. Move Engineer to TP and capture it.
Turn 4+: Pull out a Neptune to help with the defense. Move all survivors closer. You should be able to start everyone moving down the right side towards the airlock. It's going to take a few turns, but you should be able to manage. Try to keep the survivors in the center leaving your Captain and Soldier to clear the path while your Scout, Neptune, and Engineer guard the rear.
Congratulations on beating the Ferarai Lance campaign. You'll be back on the Righteous Fallen. Go to the Requisition tree and select the following,
Hydra Specialist 2, Precision Fire 1, and Captain 2. Level up as needed. For now just put you Talent point in the ones list below as you go through the game. I'll let you know when you need to change.
Your SK should focus on his Slash Talent until later when he can get Bladeweave.
Soldier's should focus on BF and later RC.
Scouts should focus on OD and CF.
Engineers should focus on ST and Capture.
Respec the Attributes\Skills of the Neptune to follow the path I list at the beginning of this guide.
Ferarai Lance: Boarding (hold 12 turns) Starting SP 480 Average RP awarded 84, XP 114
Things got a little mixed up during boarding and your squad is all separated. While this seems like a bad thing, it actually works out to your advantage for getting all of the secondary bonuses. I'll map out the first few turns to get you set up and then begin waiting.
Turn 1: Move Engineer to TP and capture it. The lower right corner Soldier you'll move down to heat shield. The top Soldier you'll move to upper shield. Move your Scout to heat shield above him. Use Overdrive then move out to right. Move your Captain downwards. When he has used all of his MP, use PN on him and move him one space, then use WW and move again.
Turn 2: Move lower right Soldier towards TP and use him to cover that side. Move upper Soldier down towards the right. Move Engineer up and set up a Sentry Turret. Move Scout to Engineer. Captain down and to the right for the next heat shield. Get a Hydra and move him up towards the Engineer\Scout.
Turn 3: Move Captain towards TP. Move upper Soldier down to another heat shield. Move the Engineer\Scout,Hydra up and to the right. Dropped another Sentry Turret. If you've move the Scout far enough, you be on a little bridge that goes to a xeno TP. You may need to use a Scan. The last heat shield will be over there too.
Turn 4: Move Engineer to TP and begin to Capture it. Move Hydra, Soldier, and Scout to bridge and set up your defense. Check on Captain and lower Soldier, kill any xeno you can with them.
Turn 5: From here on out its a waiting game to get to Turn 12. Move the Engineer to the last heat shield, capture the xeno TP when you can. Try to keep everyone alive. Use the Sentries and Soldier's BF and OW to lay down a defense zone. The Hydra can also help with this. As you build up SP over the next few turns, you could spend it on more Templars or Upgrades to the TP's or Minor Medtech kits if any Templars need healing. Just do whatever you can to make it to turn 12 and you win this level. As an extra word of advice, pulling out another Engineer towards the end will pay off later, but you don't have to.
Ferarai Lance: Boarding (march)
You'll have to make it to the lower center of the map. Along the way are Heat Shield nodes to activate for a secondary objective. There are 6 total and each one is worth 5 points. Your squad will start out broken up. Your SK and a Scout are on the far left. One Soldier and Scout will be in the middle, and your last Soldier will be far right.
Turns 1-4: Begin moving everyone down towards the center. Move slowly and use the Scout Scanning Talent to plot your course. Your SK and Scout will be going down the left side, the center Soldier and Scout can go straight down towards a heat shield from them. The far right Soldier should be moving down and to the right to find a heat shield.
Turns 5-8: Keep moving your SK and Scout down the left side, they'll come across two heat shields. They first you see easily and the second is straight down from that. Your center Soldier and Scout should keep moving down and to the right. The far right Soldier will keep going downward from where he was.
Turn9+: This is where things get tricky. Your SK and Scout should be able to make it to the Orange zone and get the heat shield next to it, which will most likely be the fifth you've gotten so far. The last one is all the way on the lower right side. Getting it though will cause you to have to back track to get everyone to the Orange zone. If you want to beat or at least make the Turn Count, I suggest not going for it. You'll probably be low on health, overheating, and have too many enemies to fight off.
For Requisition you choose Scout 3 and Sniper 1. Level up as needed.
Captain should equip Adept-Ocular gear.
Engineer should put talent point in Capture and equip Prescience Sense gear.
Soldier's should put talent point in BF 3 and equip a Heavy Gauntlet or Ammo Rack for gear.
Hydra, if you got one, should equip Vent Manifold and Blast Plate gear and Respec to put skill point into Strength and Gunnery.
Airlock Chambers Starting SP 260 Average RP awarded 84, XP 114
This level has you running down a large airlock corridor trying to open and shut doors at the same time. If your lucky you can split your Templars into two groups for this but you'll take heavy damage and may lose one or two. Keeping the group together can keep everyone alive but will take longer. The controls to open the next door is always on the left and the ones to close the doors behind you are always on the right. PN, WW, and OW really help with this level. Your Captain does good on the Left while the Scout does good on the Right. Keep a Soldier with them for protection at all times. The xenos will swarm you constantly. I'll give a few tips for the first few turns, after that you just have to run the gauntlet downwards.
Turn 1: Move one Soldier straight down and the Captain behind him, move the other Soldier down to the right and the Scout behind them. Use the Captain to open the door and then use CC on both groups. Have each Soldier use CS then set up your OW ahead of them. The Captain should use PN and move down, then use WW and move. Scout should use OD to move further in.
Turn 2 : Move you Captain and Soldier with him down to the left side switch. Move the other Soldier and Scout down and to the right to start heading towards the side switch. The scout should be able to reach it and close the door.
Turn 3: You Captain and Scout should be able to get to their switches. Flip them, begin moving back to the main hallway and down towards the next room and set of switches. This will be the basic pattern to follow to get to the last door. Beating the level within 12 turns is possible.
Secondary Objectives: If you go left and then up from the first switch on the left, you'll find a Medkit stashed away. The Captain can make a run for it alone while the Soldier hold next to the switch and puts OW on the hole in the deck to shoot xenos. From the second switch on the right side, go right and down to reach some computer banks and get the data for another bonus. You'll need to keep your Scout and Soldier together as much as possible to cover each other. The Scout can get a little ahead using OD but should be safe if you're lucky. This increases your total turn count but can be worth it. Special thanks go to gundamgoth for helping find these.
For Requisition choose Soldier 3 and 4. Level up as needed.
SK should put a point in WW 2.
Soldier's should go for BF 4 and equip X Jacket Ammo for gear.
Scout should go with Talent point in CF and equip an Overlay Scanner for gear.
Ferarai: Power Relay Grid (A.K.A Return of the level that shall not be named!)
Starting SP 260 Average RP awarded 84, XP 114
If you didn't skip the tutorial you may be having a sudden case of deja vu. Another level of power switch flipping! This one though is very different and will require some serious thinking ahead. This time around the games creators decide to add some method to their madness, or maybe it was the other way around.
Turn 1: You'll start off with your Captain, Soldier, and Engineer. Move your SK towards the Capacitor on the right, use PN and move, the use WW and move. You just got the secondary objective. Move the Engineer to the TP and capture it. Move the Soldier to the bottom left side of the TP.
Turn 2: You'll now be able to bring out some extra Templars. First pull out another Engineer. Next pull out your Scout. Put him up in one of the green squares above the TP. Engineers are the only ones that can flip the switches in this level. Move the Engineer as far to the left as possible and bring the Soldier next to him. Use your buffs and set up OW. If the Engineer can, drop a Sentry Turret. Move the first Engineer to the power node switch and flip it to send power West. Move him as far as you can then straight up and drop an ST in the center. Set up OW to the right. Bring your SK up to the Engineer.
Turn 3: Move the Soldier\Engineer to the left switch. Flip it and send power North. Move SK, Scout, and Engineer up towards next switch.
Turn 4 : Move Soldier and Engineer up towards power switch. SK and his group should reach the power switch there going to this turn. Wait there.
Turn 5+: Move the Soldier and Engineer on the left to the switch and send the power East. They will then go up to the left across a bridge and then right towards another switch. The group at the center switch should then send the power North and then move up towards another switch. When they reach it, they'll send the power back West. The Soldier and Engineer on the left will send it North. It's a good idea to use PN on the Engineer with your Captain now. He'll be best able to race up to the upper left and trigger the final switch. It's possible to beat this level by turn 9, and you should have enough SP to pull out another Scout or Soldier.
For Requisition, choose Stealth Operative 1, Neptune Specialist 1, and Battlefield Leader. Level up as needed.
SK Talent point in Slash 3. Equip the Heavy Plasma Sidearm and Broadblade.
Soldier's Talent point in OW 2. See if you can swap some gear around to get Warpath armor.
Ferarai: Atmo Reentry Starting SP 640 Average RP awarded 144, XP 169
You've rescued the scientists that were trapped on the ship. Now it's time to high tail it out of there. If you can reach an airlock with all the survivors alive you'll get a really good bonus. The Chief scientist must survive. Completing this level will bring you to the end of this campaign.
Turn 1: You'll be told to get to one of two airlocks to escape. If you go the the right, you'll come across a secondary objective on the way. It at the far right just be fore you get to the airlock. A set of computer banks will have some data to extract. First move your Engineer down through the hallway and place a Sentry in the center. Set up OW back to the top. Now move the survivors down. You'll find a TP. Move your Captain and Soldier down next. End Turn.
Turn 2: Move your Engineer down again and set up a Sentry to the right side. Set up OW to cover the right. Move your Captain and Soldier down to the right. Bring all the survivors as close down as you can. Keep an eye out for xenos at the top. Move your Scout down to the left side again.
Turn 3: Move all the survivors closer. Move Engineer to TP and capture it.
Turn 4+: Pull out a Neptune to help with the defense. Move all survivors closer. You should be able to start everyone moving down the right side towards the airlock. It's going to take a few turns, but you should be able to manage. Try to keep the survivors in the center leaving your Captain and Soldier to clear the path while your Scout, Neptune, and Engineer guard the rear.
Congratulations on beating the Ferarai Lance campaign. You'll be back on the Righteous Fallen. Go to the Requisition tree and select the following,
Hydra Specialist 2, Precision Fire 1, and Captain 2. Level up as needed. For now just put you Talent point in the ones list below as you go through the game. I'll let you know when you need to change.
Your SK should focus on his Slash Talent until later when he can get Bladeweave.
Soldier's should focus on BF and later RC.
Scouts should focus on OD and CF.
Engineers should focus on ST and Capture.
Respec the Attributes\Skills of the Neptune to follow the path I list at the beginning of this guide.
Galantia Cross missions
This part of the game also gives you a choice on how to proceed. I like to choose Deploy to Capital. The other choice is is to wait and take a Dropship. If you choose this mission it does have an effect on a later level. The bridge in the Great Pipeline will be destroyed. The Dropship mission is simple. You'll have to kill some xenos and wait for their leader to show up then kill them.
March from Galantia Starting SP 310 Average RP awarded 119, XP 95
This is a very straight forward level. Before you start it, you may want to do a quick Respec on your Soldiers to put one point into RC. This along with using PN from the Captain will give a big boost to your speed and help you beat this level quicker. You'll be given an extra Scout for this level. You can keep them or Swap them out. March up the center and take the path to the right. Keep going up and through the center to the orange zone. Try to keep everyone together. Make use of the Soldiers OW to help protect your squad. Trying to keep one Scout+Soldier in front and the others in the rear makes a good combo for laying down a cover zone of fire.
For Requisition after the battle choose
Neptune Specialist 2 and Leader in the Ranks 1. Level up as needed.
Siege at Tundeer Starting SP 800 Average RP awarded 84, XP 114
You'll be asked to recapture a lost Town. There will also be another TP in this level to capture and although it's fairly easy to beat the turn count, you may want to hang around to get all of your Templars out on the field to get XP. Also if you've never pulled out a Hydra Templar before, you're given one this level. Respec your main Soldier to get 4 points into RC. Make sure to reset your skills also to put 6 points into Tactics. This will make a huge difference in beating this level quick.
Turn 1: Begin moving everyone in. If you have MP boosting Talents, use them after you used up all your MP. The Soldier\Hydra\Engineer you'll want to send towards to TP. The Captain you need to move towards to right to get to the Guard house and shut the gate.
Turn 2: The Captain should be able to make it to close the gate. Move him back out with any MP he has left. You'll keep sending him down to the right side by himself the next few turns to get to the West Gate house. The Soldier\Hydra\Engineer should be able to move down to the left side of the TP and begin capturing it.
Turn 3: Keep moving your Captain down and to the right. The Soldier\Hydra can begin moving down to the left towards the upper East gate house while the Engineer deals with the TP. You should be able to take control of it this turn.
Turn 4: Pull out a Scout. Move him and the Engineer down to the left. Move the Soldier\Hydra towards the East gate. Keep moving the Captain down and to the right. You should be seeing a buildings edge. You want to keep going down to the right side of it to a narrow hallway that leads to the West gate house. You can also can also pull out another Scout and send him to meet up with the Captain or pull out another Soldier and send him to meet up with the group on the left. If you want till turn 5, you can pull out your Neptune. The choice is yours here.
Turn 5: By this turn you Soldier\Hydra should be able to close the West gate. The Scout\Engineer should be down by a small bridge which leads to a building with two secondary objectives inside. Your Captain should be at the East gate house and in position to close it next turn.
Turn 6: The Scout should be able to move into the building. He'll spend the next few turns in here getting the bonuses. The Captain should make it in to close the gate and be able to move back out. Everyone should be regrouping with the Engineer and moving down to the right.
Turn 7: The Captain should make it to another building with a bonus inside. The others should be moving downwards and setting up a forward defensive line. You can't it yet but there's a xeno TP down there.
Turn 8: Everyone should be close enough to the xeno TP. Your Captain should be able to make it out to the left to regroup with them. The Scout will get the other bonus in the room then move out with what MP he has left.
Turn 9+: Everyone should be the TP. Try and put everyone on the left side of it and have the Engineer drop a Sentry Turret. To the lower left is the last gate house. Over the next few turns send someone in there to get the last bonus and then hit the last switch to close the last two gates. You can also try to capture the TP and wait to bring more Templars out over the next few turns.
For Requisition after the battle choose,
Melee Specialist 1 and 2, Paladin 1, and if you've got enough Healer 1. Level up as needed.
Great Pipeline Starting SP 235 Average RP awarded 124, XP 124
This is another fairly straight forward level. The goal is to get to the right side of the map and cross a bridge. There will be one bridge in the middle to cross and just above it is a small building that houses a lift that can also take Templars straight across but only one per turn. Your Scouts can easily cross on their own. You'll want to send the others through this lift to help speed them along. The Xenos will be hot on your tail the whole time. The Soldier and Hydra will be very useful and will most likely be overheating halfway through. Just keep heading for the far bridge.
I recommend Precision Fire 2 and Close in Fire 1 for Requisition. This will give you the Boosted Reactor Gear which will greatly help in the next level. Equip it on your Hydra and Engineer.
Extermination by Fire Starting SP 800 Average RP awarded 84, XP 114
This level requires you to take a Hydra to several xeno pods that have fallen. There are several TP's in this level. The first is in the South by the pod. The second is East of your starting position from the second pod. The last is in the upper left corner of the map. If you would like to go over the Turn Count, this is a good level for pulling out other Templars just for XP.
Turns 1-3: You'll be given a squad with your best Soldier, Engineer, Hydra, and Scout. Move your Captain to the Hydra and use Pressing Need to give him an MP boost. If your Soldier has Rallying Charge, use it also on the Hydra. Move the Hydra, Engineer, and Scout to the South towards the Xeno pod there. All you need to do with the Hydra is get him down by the pod. He'll flame it and then you can begin moving him back up to the Captain\Soldier. The Captain and Soldier can guard the front and just wait for everyone to come back from the South. The Engineer and Scout can go down to capture a Xeno TP just across a bridge. Dropping Sentry Turrets on both sides of the bridge is a good tactic here because xeno will come later to attack the TP once you capture it.
Turns 4+
By now the Hydra should be back with the Captain\Soldier. The Scout should also be on his way back. The Engineer should have destroyed the Xeno TP and be ready to capture it for Templar use on turn 5. Once he does, he can begin going up to every one else and start heading for the right side to find another TP. If you send The Hydra straight up, you should get to another pod with one move by using PN\RC. You'll then want to keep going up and to the right. The Scout should be moving to the right side to find some ordnance caches and the second Xeno TP. This will be where you want to try and get your Engineer. When you can, pull out a Paladin. This will start helping you through the rest of the game. They should be a Templar that you always bring out when you can. As you go up to the right with your Hydra who should be in the lead, you'll see a path up the the left. This leads to an abandon fort which will count as a secondary objective. You'll want to try sending the Soldier towards it if you want it, however you should also be within walking distance of the last pod. This level can be beaten by turn 7 in most cases. Going for the fort will most likely take till turn 10 but you'll still get a good bonus overall, at least 20%. If you want to try capturing a second TP I suggest having every one gather by it and wait for the Engineer to get there. It is possible to get it and still come in under the turn count. A third TP is in the upper left corner just above the abandoned outpost. Choice is yours. This is the final level of the Galantia Cross. You'll be back on the Righteous Fallen afterwards.
For Requisition I suggest you go with Engineer 3, Stealth Operative 2 and 3, and Captain 3.
I would also suggest Respecing the Paladin, you'll want Talent points in Battlefield Medic (3) and Enhancers (2). Paladins make great melee warriors. Focus on Strength, Medic, then Warrior and Fortitude. You may also want to increase tactics as several talents are based of it.
March from Galantia Starting SP 310 Average RP awarded 119, XP 95
This is a very straight forward level. Before you start it, you may want to do a quick Respec on your Soldiers to put one point into RC. This along with using PN from the Captain will give a big boost to your speed and help you beat this level quicker. You'll be given an extra Scout for this level. You can keep them or Swap them out. March up the center and take the path to the right. Keep going up and through the center to the orange zone. Try to keep everyone together. Make use of the Soldiers OW to help protect your squad. Trying to keep one Scout+Soldier in front and the others in the rear makes a good combo for laying down a cover zone of fire.
For Requisition after the battle choose
Neptune Specialist 2 and Leader in the Ranks 1. Level up as needed.
Siege at Tundeer Starting SP 800 Average RP awarded 84, XP 114
You'll be asked to recapture a lost Town. There will also be another TP in this level to capture and although it's fairly easy to beat the turn count, you may want to hang around to get all of your Templars out on the field to get XP. Also if you've never pulled out a Hydra Templar before, you're given one this level. Respec your main Soldier to get 4 points into RC. Make sure to reset your skills also to put 6 points into Tactics. This will make a huge difference in beating this level quick.
Turn 1: Begin moving everyone in. If you have MP boosting Talents, use them after you used up all your MP. The Soldier\Hydra\Engineer you'll want to send towards to TP. The Captain you need to move towards to right to get to the Guard house and shut the gate.
Turn 2: The Captain should be able to make it to close the gate. Move him back out with any MP he has left. You'll keep sending him down to the right side by himself the next few turns to get to the West Gate house. The Soldier\Hydra\Engineer should be able to move down to the left side of the TP and begin capturing it.
Turn 3: Keep moving your Captain down and to the right. The Soldier\Hydra can begin moving down to the left towards the upper East gate house while the Engineer deals with the TP. You should be able to take control of it this turn.
Turn 4: Pull out a Scout. Move him and the Engineer down to the left. Move the Soldier\Hydra towards the East gate. Keep moving the Captain down and to the right. You should be seeing a buildings edge. You want to keep going down to the right side of it to a narrow hallway that leads to the West gate house. You can also can also pull out another Scout and send him to meet up with the Captain or pull out another Soldier and send him to meet up with the group on the left. If you want till turn 5, you can pull out your Neptune. The choice is yours here.
Turn 5: By this turn you Soldier\Hydra should be able to close the West gate. The Scout\Engineer should be down by a small bridge which leads to a building with two secondary objectives inside. Your Captain should be at the East gate house and in position to close it next turn.
Turn 6: The Scout should be able to move into the building. He'll spend the next few turns in here getting the bonuses. The Captain should make it in to close the gate and be able to move back out. Everyone should be regrouping with the Engineer and moving down to the right.
Turn 7: The Captain should make it to another building with a bonus inside. The others should be moving downwards and setting up a forward defensive line. You can't it yet but there's a xeno TP down there.
Turn 8: Everyone should be close enough to the xeno TP. Your Captain should be able to make it out to the left to regroup with them. The Scout will get the other bonus in the room then move out with what MP he has left.
Turn 9+: Everyone should be the TP. Try and put everyone on the left side of it and have the Engineer drop a Sentry Turret. To the lower left is the last gate house. Over the next few turns send someone in there to get the last bonus and then hit the last switch to close the last two gates. You can also try to capture the TP and wait to bring more Templars out over the next few turns.
For Requisition after the battle choose,
Melee Specialist 1 and 2, Paladin 1, and if you've got enough Healer 1. Level up as needed.
Great Pipeline Starting SP 235 Average RP awarded 124, XP 124
This is another fairly straight forward level. The goal is to get to the right side of the map and cross a bridge. There will be one bridge in the middle to cross and just above it is a small building that houses a lift that can also take Templars straight across but only one per turn. Your Scouts can easily cross on their own. You'll want to send the others through this lift to help speed them along. The Xenos will be hot on your tail the whole time. The Soldier and Hydra will be very useful and will most likely be overheating halfway through. Just keep heading for the far bridge.
I recommend Precision Fire 2 and Close in Fire 1 for Requisition. This will give you the Boosted Reactor Gear which will greatly help in the next level. Equip it on your Hydra and Engineer.
Extermination by Fire Starting SP 800 Average RP awarded 84, XP 114
This level requires you to take a Hydra to several xeno pods that have fallen. There are several TP's in this level. The first is in the South by the pod. The second is East of your starting position from the second pod. The last is in the upper left corner of the map. If you would like to go over the Turn Count, this is a good level for pulling out other Templars just for XP.
Turns 1-3: You'll be given a squad with your best Soldier, Engineer, Hydra, and Scout. Move your Captain to the Hydra and use Pressing Need to give him an MP boost. If your Soldier has Rallying Charge, use it also on the Hydra. Move the Hydra, Engineer, and Scout to the South towards the Xeno pod there. All you need to do with the Hydra is get him down by the pod. He'll flame it and then you can begin moving him back up to the Captain\Soldier. The Captain and Soldier can guard the front and just wait for everyone to come back from the South. The Engineer and Scout can go down to capture a Xeno TP just across a bridge. Dropping Sentry Turrets on both sides of the bridge is a good tactic here because xeno will come later to attack the TP once you capture it.
Turns 4+
By now the Hydra should be back with the Captain\Soldier. The Scout should also be on his way back. The Engineer should have destroyed the Xeno TP and be ready to capture it for Templar use on turn 5. Once he does, he can begin going up to every one else and start heading for the right side to find another TP. If you send The Hydra straight up, you should get to another pod with one move by using PN\RC. You'll then want to keep going up and to the right. The Scout should be moving to the right side to find some ordnance caches and the second Xeno TP. This will be where you want to try and get your Engineer. When you can, pull out a Paladin. This will start helping you through the rest of the game. They should be a Templar that you always bring out when you can. As you go up to the right with your Hydra who should be in the lead, you'll see a path up the the left. This leads to an abandon fort which will count as a secondary objective. You'll want to try sending the Soldier towards it if you want it, however you should also be within walking distance of the last pod. This level can be beaten by turn 7 in most cases. Going for the fort will most likely take till turn 10 but you'll still get a good bonus overall, at least 20%. If you want to try capturing a second TP I suggest having every one gather by it and wait for the Engineer to get there. It is possible to get it and still come in under the turn count. A third TP is in the upper left corner just above the abandoned outpost. Choice is yours. This is the final level of the Galantia Cross. You'll be back on the Righteous Fallen afterwards.
For Requisition I suggest you go with Engineer 3, Stealth Operative 2 and 3, and Captain 3.
I would also suggest Respecing the Paladin, you'll want Talent points in Battlefield Medic (3) and Enhancers (2). Paladins make great melee warriors. Focus on Strength, Medic, then Warrior and Fortitude. You may also want to increase tactics as several talents are based of it.
Rychart Prime missions
Patrol Route (A.K.A Parade) Starting SP 260 Average RP awarded 90, XP 100
A simple level that requires you to defeat some cultists causing trouble. Paladin Nyra from the Fallen joins you. She'll be helpful for healing. I suggest keeping the Captain and Nyra near where they start. Use one Soldier to guard the North and they other and the Scout to guard the South. Try to keep everyone with range of Nyra so she can heal as many as possible when need. The Goal for this level is six turns and you should make it without trouble. There are at least 2 secondary objectives. Straight to you left and also down are two buildings that cultists come out of. Send a Templar in there to get the bonuses.
I recommend for Requisition Scout 4 and Sniper 2. Level up as needed.
Rychart Prime: Dessert Command Center
This is just a small safe zone to talk and get the background story on the Cult. You'll also be given a choice to go to the Tactics Net level or the Kaldun level and take out a hive nest.
Trench Warfare Starting SP 235 Average RP awarded 97, XP 102
Before deploying, make sure your Captain and Scout have the Switch Kit gear for a boost to MP. Check to see if you can put 4 points into Captains PN, make sure Scout has OD at least giving 5 MP, make sure Soldier has RC 4. With these it's possible to beat the level in 3 turns.
Turn 1+: Send your first Scout to the left through the middle of the trench. He'll be getting all the Transmitters in the center. He should be able to sprint through without a problem. Send your second Scout straight up and your Captain behind him. They will take the upper path to the left to get the North Transmitter. Make sure to use their MP boosting Talents. If you use PN and RC on the Scout, you can move him to the first transmitter, then use OD to move again. On turn 2 he should be within three spaces of the second one. Don't forget also to use PN and WW on the Captain for his run North. You'll also see down over to the left is a small building. Go to that and get another bonus. Your Soldier\Hydra\Nyra can go with the First Scout to cover him. Another way is to send them down and then to the left to draw the attention away from the trench. Keep moving to the left each turn and you should beat this level by turn 6 if your lucky.
For Requisition I suggest Cannonier 1. If you have enough point left over select something else, I went with Soldier 5. Level up as needed. I also Respec the Captain to have 4 points in WW, 1 in PN, and the rest in Slash.
Drayan Core Starting SP 640 Average RP awarded 125, XP 145
This level is an all out battlefield. You'll be moving down to the lower right side of the city capturing TP's on the way and trying to disable some anti-aircraft guns. Your starting TP should be fine leaving it alone. If any enemies go near it, it's usually later and you can just boost its HP.
Turns 1-5: The first TP to capture is easy to get to. Go to the right and then down. The first anti-aircraft gun is near it also. The building for it is down to the left of the TP. For about 2-3 turns enemies will appear from the bottom and top stairwells. Afterwards they will come from the top and the left. After you capture the TP, leave a Sentry Turret to protect it. Put in the right side of the TP it can defend the top side. Pull out some more Templars. I like to go with my Neptune, and then next turn my other Soldier. They can help with the Sentry Turret. Everyone else should be moving to the right past the gun. There will be another building that you should send a Scout, Soldier, and Nyra up to it's doors to get a secondary objective. Come back out and go around up to the right and you'll find another sets of doors with another bonus hidden inside.
Turns 6+: The second TP will be down to the right along with the next building on the right side of it hiding the anti-aircraft gun controls, your Captain is best suited for getting this one. His grenades will allow him to kill the 3 cultist quickly. When you get this last TP, the gate will open and all you have to do is send one Templar through it to win the level. You'll want to be sending one Scout to the gate and wait for it. Because of all the TP's you'll end up having, this is a good level to stick around and pull out as many Templars as you can. It's possible to beat the level in 8 turns, waiting an extra one to pull out one more Templar doesn't hurt much.
For Requisition I suggest Sniper 3 and 4.
Almost everyone should get a level. Continue as you have been. Talents like Rallying Charge, Overdrive, Grenades, Burst Fire, really help in the next level. Consider doing a Repsec to get maximum benefit from these.
Drayan Palace Starting SP 260 Average RP awarded 138, XP 115
This is another long battlefield to fight through. The first thing you notice is the sentry guns the cultist have in place. They're tough to take down and can kill a Templar in one turn. Move everyone up just in to doorway to take out the first two. The ones on the side won't be able to shoot. Up to the right is a control switch to open the next door. This is what you'll do the entire level. Battle room by room to get to switches and open the next door. You'll be going upwards in a zig zag as you move.
The second switch will be straight above the door you opened. When you trigger it, a doorway will open to a courtyard you must battle through. A third switch will be all the way at the top just up from the next door. Once you go through this next room and come out into another open area, you'll be able to go to the door into the Palace. It's a tough battle getting there and most likely Templars will be overheated and low on HP. Be very careful.
For Requisition I go with Captain 4 and Blademaster 1. This lets me give my Captain the awesome Bladeweave Talent. Combine it with WW and your Captain becomes a Turbo Ginsu Xeno killing machine. Respec your Captain! Level up any one that gained one.
Extermination Protocol Starting SP 800 Average RP awarded 300, XP 255
Before you deploy, you may want to Respec your Engineer to have a few points in Heat Sink. It helps a lot in this level as your squad moves around the map. By keeping him near the TP, he can burn off heat from Templars as they pass by.
Turn 1: It seems simple at first, kill the the Lich. Doing so requires you to take down three energy generators spread throughout the level. First send your Engineer up to the TP and capture it. Use his last 2 AP to shot at the Goliath. Next move your Captain up to the Goliath and then Nyra next to him. Have Nyra use her Inspiration and Warding Fire buffs and then attack. Have Captain attack then, if you lucky you can kill the Goliath and the other xeno nearby. Move Scout next to Engineer on right and then bring Soldier up to Scout. The Scout will be able to hit the Lich and the Soldier should be able to hit one of the other xenos. Set up OW.
Turn 2: Pull out a Neptune or Soldier, they may be in range to attack the Lich with out moving. Kill it and any other xenos left. Your Engineer should deploy a Sentry Turret below them, use it to cover the bottom left side. Then move up towards the upper right side of the TP. There will be a Red Square you want to put another Sentry Turret in. Keep the Engineer near the TP for the rest of the level until its time to go after the last Tower. I suggest moving your Captain\Neptune\Soldier\Scout as a unit to take out the Towers. The Reactor Jolt ordnance come in really handy and you can get at least 3 to start off with.
Turn 3+: It doesn't really make a difference which Tower you go after first, depending on how I had to move my Templars the first 2 turns, I go after which ever one I'm closest too. The Scout can get in range of the Towers but still also be close enough if you need to pull him back to help defend the TP. Continue moving around until you've destroyed all the Towers and killed the Lich the last time. This is the final level of the Rychart Prime missions.
Note: A secondary objective is located up from the Tower on the right side of the level.
For Requisition I suggest Engineer 4, Defensive Perimeter 1&2, Precision Fire 3, and Healer 2.
Level up as needed.
A simple level that requires you to defeat some cultists causing trouble. Paladin Nyra from the Fallen joins you. She'll be helpful for healing. I suggest keeping the Captain and Nyra near where they start. Use one Soldier to guard the North and they other and the Scout to guard the South. Try to keep everyone with range of Nyra so she can heal as many as possible when need. The Goal for this level is six turns and you should make it without trouble. There are at least 2 secondary objectives. Straight to you left and also down are two buildings that cultists come out of. Send a Templar in there to get the bonuses.
I recommend for Requisition Scout 4 and Sniper 2. Level up as needed.
Rychart Prime: Dessert Command Center
This is just a small safe zone to talk and get the background story on the Cult. You'll also be given a choice to go to the Tactics Net level or the Kaldun level and take out a hive nest.
Trench Warfare Starting SP 235 Average RP awarded 97, XP 102
Before deploying, make sure your Captain and Scout have the Switch Kit gear for a boost to MP. Check to see if you can put 4 points into Captains PN, make sure Scout has OD at least giving 5 MP, make sure Soldier has RC 4. With these it's possible to beat the level in 3 turns.
Turn 1+: Send your first Scout to the left through the middle of the trench. He'll be getting all the Transmitters in the center. He should be able to sprint through without a problem. Send your second Scout straight up and your Captain behind him. They will take the upper path to the left to get the North Transmitter. Make sure to use their MP boosting Talents. If you use PN and RC on the Scout, you can move him to the first transmitter, then use OD to move again. On turn 2 he should be within three spaces of the second one. Don't forget also to use PN and WW on the Captain for his run North. You'll also see down over to the left is a small building. Go to that and get another bonus. Your Soldier\Hydra\Nyra can go with the First Scout to cover him. Another way is to send them down and then to the left to draw the attention away from the trench. Keep moving to the left each turn and you should beat this level by turn 6 if your lucky.
For Requisition I suggest Cannonier 1. If you have enough point left over select something else, I went with Soldier 5. Level up as needed. I also Respec the Captain to have 4 points in WW, 1 in PN, and the rest in Slash.
Drayan Core Starting SP 640 Average RP awarded 125, XP 145
This level is an all out battlefield. You'll be moving down to the lower right side of the city capturing TP's on the way and trying to disable some anti-aircraft guns. Your starting TP should be fine leaving it alone. If any enemies go near it, it's usually later and you can just boost its HP.
Turns 1-5: The first TP to capture is easy to get to. Go to the right and then down. The first anti-aircraft gun is near it also. The building for it is down to the left of the TP. For about 2-3 turns enemies will appear from the bottom and top stairwells. Afterwards they will come from the top and the left. After you capture the TP, leave a Sentry Turret to protect it. Put in the right side of the TP it can defend the top side. Pull out some more Templars. I like to go with my Neptune, and then next turn my other Soldier. They can help with the Sentry Turret. Everyone else should be moving to the right past the gun. There will be another building that you should send a Scout, Soldier, and Nyra up to it's doors to get a secondary objective. Come back out and go around up to the right and you'll find another sets of doors with another bonus hidden inside.
Turns 6+: The second TP will be down to the right along with the next building on the right side of it hiding the anti-aircraft gun controls, your Captain is best suited for getting this one. His grenades will allow him to kill the 3 cultist quickly. When you get this last TP, the gate will open and all you have to do is send one Templar through it to win the level. You'll want to be sending one Scout to the gate and wait for it. Because of all the TP's you'll end up having, this is a good level to stick around and pull out as many Templars as you can. It's possible to beat the level in 8 turns, waiting an extra one to pull out one more Templar doesn't hurt much.
For Requisition I suggest Sniper 3 and 4.
Almost everyone should get a level. Continue as you have been. Talents like Rallying Charge, Overdrive, Grenades, Burst Fire, really help in the next level. Consider doing a Repsec to get maximum benefit from these.
Drayan Palace Starting SP 260 Average RP awarded 138, XP 115
This is another long battlefield to fight through. The first thing you notice is the sentry guns the cultist have in place. They're tough to take down and can kill a Templar in one turn. Move everyone up just in to doorway to take out the first two. The ones on the side won't be able to shoot. Up to the right is a control switch to open the next door. This is what you'll do the entire level. Battle room by room to get to switches and open the next door. You'll be going upwards in a zig zag as you move.
The second switch will be straight above the door you opened. When you trigger it, a doorway will open to a courtyard you must battle through. A third switch will be all the way at the top just up from the next door. Once you go through this next room and come out into another open area, you'll be able to go to the door into the Palace. It's a tough battle getting there and most likely Templars will be overheated and low on HP. Be very careful.
For Requisition I go with Captain 4 and Blademaster 1. This lets me give my Captain the awesome Bladeweave Talent. Combine it with WW and your Captain becomes a Turbo Ginsu Xeno killing machine. Respec your Captain! Level up any one that gained one.
Extermination Protocol Starting SP 800 Average RP awarded 300, XP 255
Before you deploy, you may want to Respec your Engineer to have a few points in Heat Sink. It helps a lot in this level as your squad moves around the map. By keeping him near the TP, he can burn off heat from Templars as they pass by.
Turn 1: It seems simple at first, kill the the Lich. Doing so requires you to take down three energy generators spread throughout the level. First send your Engineer up to the TP and capture it. Use his last 2 AP to shot at the Goliath. Next move your Captain up to the Goliath and then Nyra next to him. Have Nyra use her Inspiration and Warding Fire buffs and then attack. Have Captain attack then, if you lucky you can kill the Goliath and the other xeno nearby. Move Scout next to Engineer on right and then bring Soldier up to Scout. The Scout will be able to hit the Lich and the Soldier should be able to hit one of the other xenos. Set up OW.
Turn 2: Pull out a Neptune or Soldier, they may be in range to attack the Lich with out moving. Kill it and any other xenos left. Your Engineer should deploy a Sentry Turret below them, use it to cover the bottom left side. Then move up towards the upper right side of the TP. There will be a Red Square you want to put another Sentry Turret in. Keep the Engineer near the TP for the rest of the level until its time to go after the last Tower. I suggest moving your Captain\Neptune\Soldier\Scout as a unit to take out the Towers. The Reactor Jolt ordnance come in really handy and you can get at least 3 to start off with.
Turn 3+: It doesn't really make a difference which Tower you go after first, depending on how I had to move my Templars the first 2 turns, I go after which ever one I'm closest too. The Scout can get in range of the Towers but still also be close enough if you need to pull him back to help defend the TP. Continue moving around until you've destroyed all the Towers and killed the Lich the last time. This is the final level of the Rychart Prime missions.
Note: A secondary objective is located up from the Tower on the right side of the level.
For Requisition I suggest Engineer 4, Defensive Perimeter 1&2, Precision Fire 3, and Healer 2.
Level up as needed.
Rubic 5 missions
This campaign is a nice little trip out to hidden Startrader base. You'll never see them, but there are plenty of xenos. The first two levels are pretty easy. There's not a whole lot to do except survive.
Infiltration Site Starting SP 800 Average RP awarded 97, XP 97
You'll start off with your Captain and two Scouts. You don't really need the Scouts so if you want, you can swap them out for someone else. Straight up from where you start is a switch marked by orange zones. Move up to that, it'll take a least two turns, and flip it. The game will show you where to go next. Go left then up the stairs and when everyone is at the orange zone, you'll get a Soldier and Engineer. Your then told to go down to capture a TP. Once you've got this one, you go on to a second one below it. Capture that one and you win the level. See, pretty simple huh.
I go with Pistoleer 1 and Blademaster 2. A point in Honing is a good idea for the bonus you get from using it. Arc Fire can also be useful with a point or two in it. Level up as needed.
Drop Shaft Starting SP 960 Average RP awarded 95, XP 95
This level is a pure sprint to the goal. You rush up and capture a TP, the go up and to the left to a switch on the wall to activate the lift down. You start with your Captain, 2 Scouts, and an Engineer. You'll be able to bring out two more Templars once you get the TP. Finishing in about 7 turns is fairly easy. You won't need everyone on the orange zone to complete the level, just most of them have to be close. When you get near there, move the Templars that are far away first and then move someone on to an orange square. Many levels in the game are like this, you may have already noticed it yourself by now. The biggest tip for this level is that by turn two, your Engineer should be close to the TP, make sure to drop a Sentry Turret. The xenos will go for those first before a TP in most cases. The xeno will attack from the left and down from the right. Have the Sentry cover the area down right, while every one else defends the left side.
I select Captain 5 and 6 for Requisitions. Level up as needed.
Tunnel Complex Starting SP 960 Average RP awarded 122, XP 122
This level is gonna take some time, but beating the turn count is doable. You'll get a chance to pull out a lot of extra help if things go well. You may even want to hang around to pull everyone out, but that will make it tough.
Turn 1: You need to move you Engineer up to the top right corner of the TP if you have enough MP. If not, don't worry. Capture the TP, move your Soldiers by the Engineer. Move the Captain towards the right hallway to reveal some of the map.
Turn 2: Use RC on the Soldiers\Engineer. Move the Soldiers all the way to the left. Set up OW. Drop a Sentry Turret in the corner of the TP and set it to guard the lower right side. There will be a door that you can't see down there, unless you move someone over, then move the Engineer to the left where he'll be able to drop another Sentry Turret on the next turn. You should be able to do it on a spot just below some arrows pointing up. This gun will guard that direction. Move the Captain a little more to the right and then back towards the TP. Now pull out some more Templars. Pull out another Engineer. Send them to the Soldiers on left to get to the next TP.
Another good tactic this turn is to send your Captain and Engineer to the right to capture the TP on that side also. This will give you 3 TP's total by turn 4 if your lucky. While everyone is making their way to the last on in the center, you'll be racking up SP to get more Templars out or buy supplies.
Turn 3+: From now it's a battle to capture TP's to open up the lock doors in the level. As you do the game will tell you where to go next. Your first TP should be safe with the Sentry Turret you left by it. If you need to, upgrade its HP. If you captured the TP on the right, it will get attacked by xenos a lot. Upgrade it, but just do the cheap one. You want to keep them long enough to build up SP so the when you get the last one, you can call out extra Templars there. Once you get the last TP, move everyone as quick as possible to the extraction point.
For Requisitions I select Cannonier 2 and Stealth Operative 4. Level up as needed.
Artifact Vaults Starting SP 960 Average RP awarded 122, XP 122
This level will go by almost quicker than you can blink. You have to recover three artifacts and then get to the orange zone.
Turn 1: Move you first Soldier over to the left side of the TP. The move the Captain over that way and up a hallway. Remember to use his MP boosting Talents after he has moved. Move the Engineer to the TP and capture it. The second Soldier send to the right side and set up OW to cover the corner where xeno will appear.
Turn 2: Move you first Soldier one spot away from the TP, he should be standing next to a yellow square. Pull out a Scout and move him in front of the Soldier. Pull out another Scout. Buy 2 Reactor Jolt kits. Have Soldier use Rallying Charge on himself so they all get an MP boost. Send first Scout to the left past the hallway and then down a little. He'll be moving towards an artifact. If you move just a little at a time you should see where it is and make it there by using the Reactor Jolt. The second Scout send up to the left up a hallway, use the second Reactor Jolt on them. Send Captain up as far as he can go. Send Engineer over to right and drop a Sentry with the other Soldier. Move the first Soldier towards the first Scout to cover him.
Turn 3+: The Scouts and Captain should be able to get to the artifacts and begin moving back. It's now a race to the extraction zone. Kill if you need to, but always move first. With luck you'll have this level beaten by turn 5.
To get the secondary objective on this level, send the Soldier and Engineer up the far right hallway. There will be another artifact there to get.
For Requisition I select Stealth Operative 5. Make sure to equip the Blitz Kit gear for your Scout. Level up as needed.
Detonation Site Starting SP 960 Average RP awarded 214, XP 142
This is the last level here and it's a tricky one. You'll have have to wait 6 turns for an Engineer to show up so you can take the first TP. Then you go down to a door and capture a second TP to the right. This opens up a whole bunch of doors so you can get into a large area and find a spot to place a bomb. Once you've done that, it's race time back to the extraction point in the upper left side of the map. There's a few things you can do to make this one go a little in your favor.
1: A Scout with high Stealth and MP is a must.
2: Put your Captain down by the first door while waiting for your Engineer. He will act as a decoy to draw xenos away from the first TP while your Soldiers guard it.
3: On the right side of the TP is a spawn point. If your Soldier has a gun with the range, he never needs to move from his starting point to place OW on it. The Soldier on the left can move away towards the hallway he's facing to get in range of the spawn point there and cover it.
4: Depending on if you taken a lot of hits, you may want to pull out a Paladin. I suggest not pulling out anyone else, except a Scout when you get the first TP, until you've captured the second TP. This is most likely where they'll be needed most. However you never know what those pesky xeno will do to you.
5: Reactor Jolt kits help when it's time to make a run for the extraction zone because your Soldiers will most likely be overheated and can't use RC.
6: Sentry Turrets are best placed on the run by the Engineer as he's making his way down. When he first shows up, just move him to the lower left of the TP and capture it. On his next turn move as far down as he can go and drop a turret. For the next few moves go straight to the second TP. After you've captured it and begin moving the Engineer back out to the extraction zone, drop a second sentry in the center of the long hallway to cover your retreat.
7: Your Captain will be the first through the door, you'll see the second TP to the right and a door to the left. You'll want to place your Captain there and wait for the Engineer to capture the second TP. Just below this door is another. This is where you'll want the Scout to be when it opens. You'll go in and down to a orange zone to place the bomb. Move slowly because there could be a lot of xenos on the other sides of the doors and they'll kill you quickly if they gang up on your Captain or Scout.
Follow these tips and you should beat the level in about 15 turns.
For Requisition I select Cannonier 3, Suppressor 1 and 2. Level up as needed.
Infiltration Site Starting SP 800 Average RP awarded 97, XP 97
You'll start off with your Captain and two Scouts. You don't really need the Scouts so if you want, you can swap them out for someone else. Straight up from where you start is a switch marked by orange zones. Move up to that, it'll take a least two turns, and flip it. The game will show you where to go next. Go left then up the stairs and when everyone is at the orange zone, you'll get a Soldier and Engineer. Your then told to go down to capture a TP. Once you've got this one, you go on to a second one below it. Capture that one and you win the level. See, pretty simple huh.
I go with Pistoleer 1 and Blademaster 2. A point in Honing is a good idea for the bonus you get from using it. Arc Fire can also be useful with a point or two in it. Level up as needed.
Drop Shaft Starting SP 960 Average RP awarded 95, XP 95
This level is a pure sprint to the goal. You rush up and capture a TP, the go up and to the left to a switch on the wall to activate the lift down. You start with your Captain, 2 Scouts, and an Engineer. You'll be able to bring out two more Templars once you get the TP. Finishing in about 7 turns is fairly easy. You won't need everyone on the orange zone to complete the level, just most of them have to be close. When you get near there, move the Templars that are far away first and then move someone on to an orange square. Many levels in the game are like this, you may have already noticed it yourself by now. The biggest tip for this level is that by turn two, your Engineer should be close to the TP, make sure to drop a Sentry Turret. The xenos will go for those first before a TP in most cases. The xeno will attack from the left and down from the right. Have the Sentry cover the area down right, while every one else defends the left side.
I select Captain 5 and 6 for Requisitions. Level up as needed.
Tunnel Complex Starting SP 960 Average RP awarded 122, XP 122
This level is gonna take some time, but beating the turn count is doable. You'll get a chance to pull out a lot of extra help if things go well. You may even want to hang around to pull everyone out, but that will make it tough.
Turn 1: You need to move you Engineer up to the top right corner of the TP if you have enough MP. If not, don't worry. Capture the TP, move your Soldiers by the Engineer. Move the Captain towards the right hallway to reveal some of the map.
Turn 2: Use RC on the Soldiers\Engineer. Move the Soldiers all the way to the left. Set up OW. Drop a Sentry Turret in the corner of the TP and set it to guard the lower right side. There will be a door that you can't see down there, unless you move someone over, then move the Engineer to the left where he'll be able to drop another Sentry Turret on the next turn. You should be able to do it on a spot just below some arrows pointing up. This gun will guard that direction. Move the Captain a little more to the right and then back towards the TP. Now pull out some more Templars. Pull out another Engineer. Send them to the Soldiers on left to get to the next TP.
Another good tactic this turn is to send your Captain and Engineer to the right to capture the TP on that side also. This will give you 3 TP's total by turn 4 if your lucky. While everyone is making their way to the last on in the center, you'll be racking up SP to get more Templars out or buy supplies.
Turn 3+: From now it's a battle to capture TP's to open up the lock doors in the level. As you do the game will tell you where to go next. Your first TP should be safe with the Sentry Turret you left by it. If you need to, upgrade its HP. If you captured the TP on the right, it will get attacked by xenos a lot. Upgrade it, but just do the cheap one. You want to keep them long enough to build up SP so the when you get the last one, you can call out extra Templars there. Once you get the last TP, move everyone as quick as possible to the extraction point.
For Requisitions I select Cannonier 2 and Stealth Operative 4. Level up as needed.
Artifact Vaults Starting SP 960 Average RP awarded 122, XP 122
This level will go by almost quicker than you can blink. You have to recover three artifacts and then get to the orange zone.
Turn 1: Move you first Soldier over to the left side of the TP. The move the Captain over that way and up a hallway. Remember to use his MP boosting Talents after he has moved. Move the Engineer to the TP and capture it. The second Soldier send to the right side and set up OW to cover the corner where xeno will appear.
Turn 2: Move you first Soldier one spot away from the TP, he should be standing next to a yellow square. Pull out a Scout and move him in front of the Soldier. Pull out another Scout. Buy 2 Reactor Jolt kits. Have Soldier use Rallying Charge on himself so they all get an MP boost. Send first Scout to the left past the hallway and then down a little. He'll be moving towards an artifact. If you move just a little at a time you should see where it is and make it there by using the Reactor Jolt. The second Scout send up to the left up a hallway, use the second Reactor Jolt on them. Send Captain up as far as he can go. Send Engineer over to right and drop a Sentry with the other Soldier. Move the first Soldier towards the first Scout to cover him.
Turn 3+: The Scouts and Captain should be able to get to the artifacts and begin moving back. It's now a race to the extraction zone. Kill if you need to, but always move first. With luck you'll have this level beaten by turn 5.
To get the secondary objective on this level, send the Soldier and Engineer up the far right hallway. There will be another artifact there to get.
For Requisition I select Stealth Operative 5. Make sure to equip the Blitz Kit gear for your Scout. Level up as needed.
Detonation Site Starting SP 960 Average RP awarded 214, XP 142
This is the last level here and it's a tricky one. You'll have have to wait 6 turns for an Engineer to show up so you can take the first TP. Then you go down to a door and capture a second TP to the right. This opens up a whole bunch of doors so you can get into a large area and find a spot to place a bomb. Once you've done that, it's race time back to the extraction point in the upper left side of the map. There's a few things you can do to make this one go a little in your favor.
1: A Scout with high Stealth and MP is a must.
2: Put your Captain down by the first door while waiting for your Engineer. He will act as a decoy to draw xenos away from the first TP while your Soldiers guard it.
3: On the right side of the TP is a spawn point. If your Soldier has a gun with the range, he never needs to move from his starting point to place OW on it. The Soldier on the left can move away towards the hallway he's facing to get in range of the spawn point there and cover it.
4: Depending on if you taken a lot of hits, you may want to pull out a Paladin. I suggest not pulling out anyone else, except a Scout when you get the first TP, until you've captured the second TP. This is most likely where they'll be needed most. However you never know what those pesky xeno will do to you.
5: Reactor Jolt kits help when it's time to make a run for the extraction zone because your Soldiers will most likely be overheated and can't use RC.
6: Sentry Turrets are best placed on the run by the Engineer as he's making his way down. When he first shows up, just move him to the lower left of the TP and capture it. On his next turn move as far down as he can go and drop a turret. For the next few moves go straight to the second TP. After you've captured it and begin moving the Engineer back out to the extraction zone, drop a second sentry in the center of the long hallway to cover your retreat.
7: Your Captain will be the first through the door, you'll see the second TP to the right and a door to the left. You'll want to place your Captain there and wait for the Engineer to capture the second TP. Just below this door is another. This is where you'll want the Scout to be when it opens. You'll go in and down to a orange zone to place the bomb. Move slowly because there could be a lot of xenos on the other sides of the doors and they'll kill you quickly if they gang up on your Captain or Scout.
Follow these tips and you should beat the level in about 15 turns.
For Requisition I select Cannonier 3, Suppressor 1 and 2. Level up as needed.
Leo Major missions
Leo Major (Where's Nyra)
This set of levels has you going off to find Nyra. She had gone to investigate the signal that the scientists from the Ferarai Lance had discovered. These will be a little tough, but can be played through pretty quickly if your careful.
Dread Falcon Starting SP 235 Average RP awarded 96, XP 111
You start off on Nyra's ship which is in orbit. You'll have two Scouts and a Soldier. If you want to beat the level quickly, I suggest keeping both Scouts. Send your Captain and one Scout to the right. Send the Soldier and other Scout straight down and then to the right. You'll have been shown the terminals you need to get to. On the way will be some secondary objectives that are easy to get. One will be to the right side where your Captain and first Scout are going. The Scout should reach it first. You'll then want to send the Scout up to the orange extraction zone, don't go on a orange square till you ready to finish the level, just stand right next to it. You Captain will keep going to the right to reach a terminal. After that, go all the way to the right to reach another secondary objective marked by some orange squares.
Your Soldier and other Scout will continue down towards the other terminals. The Scout will be able to reach the second one by turn 3, he can then go all the way to the right to get the last one. Make sure you go back over the steps you crossed. If you just go straight to the right, you'll reach a dead end and have to back track. Your Soldier you'll send to another secondary objective spot that will be seen easily to get two Reactor Jolt kits. These use should use to help boost your speed. Xenos will start appearing by turn 3, but you should be able to hold them off. Once you've got to the last terminal and retrieved the data, you can move the Scout that's been waiting onto an orange spot and beat the level. Make sure your Captain has also reach the third secondary objective before you do. With luck you'll beat this level by turn 5.
For Requisition I go with Defensive Perimeter 3. Level up as needed. Don't forget to Respec your Engineers to get as many point in Sentry Turret as you can.
Leo Drop Zone Starting SP 260 Average RP awarded 108, XP 123
This level requires you to secure the drop zone and kill 36 xenos in 8 turns. There will be a TP just up from where your Engineer and one Soldier start. A Scout will also be in range. The others will be spaced out around a crashed dropship. You can either bring everyone to the TP area and defend it until you kill the required number of xenos, or just send up the Engineer, Scout, and Soldier. Make sure the Engineer has the Sentry Turrets talent to use those to kill and defend the TP. There will be two stacks of crates with supplies that are secondary objectives to get. There is a small trench above the TP where xeno will spawn that you can attack. The other members of the team should patrol around the crashed ship to find the spawn points to quickly kill as many xeno as possible. There are two straight to the right of the ship and one down from it.
For Requisition I go with Suppressor 3. Level up as needed.
Southbound Trail Starting SP 310 Average RP awarded 144, XP 125
You've picked up the trail to where Nyra has gone and have to make your way through a valley. You'll keep going South and to the right once you pass another crashed ship. From there keep going down and to the right. There will be a big open area and you should see to the right what looks like some panels in the wall. Send a Templar over there to get a secondary objective. Going straight down from there is where you need to get to end the level. The xeno will be coming at you from front and behind so make sure to cover yourself with OW. You start with two Soldiers and two Scouts. Keep at least one Scout. They should be able to make a run for the end area in about 8 turns. This is a level where you only need to get one Templar to the end. If you want, I recommend switching out the other Scout and second Soldier for a Hydra and Neptune.
For Requisition I go with Suppressor 4 and Blademaster 3. Level up as needed. Now is a good time to Respec the Neptune that has been waiting. Suppressing Fire is one of their best talents and proves very useful from now on.
Traitor's Bunker Starting SP 640 Average RP awarded 176, XP 161
This the final level for this campaign. It will be a very tough battle against not only multiple enemies, but a race to disable an FTL generator before it sends 5 signals. If it does, you lose. You'll start out with a fairly large squad. Don't swap out anyone. The main key to beating this level is dividing up the tasks at hand by Templar class.
Turn 1: Your Soldiers you should move first and bring everyone around them to use Rallying Charge on. Next move your Engineer straight down towards the last pillar on the left. Drop a Sentry Turret and set it to cover the area behind a barricade. Every one else should move in down as far as they can go.
Turns 2-4: Move the Engineer to the TP and capture it. Move everyone else in as far down as they can go and kill all the enemies in the room to clear it.
Around turn 3 Xenos may start arriving from the outside. They may go for the first TP, I suggest at least a 5 point HP upgrade. They'll mainly focus on coming in and going after your first Sentry Turret.
Turn 5+: By now you should have cleared the first room, captured the second TP and be moving into the next room. This room will fill up with enemies for at least 3 turns. Every one should be focused on eliminating them as quickly as possible. The Engineer needs to be moving as fast as he can down to the FTL generator. Once he gets there, he'll be able to open two doors that are on the left and right of the second room. Your Captain and Scout will be the best choices to go through the doors as they should both have high MP point because of Talents and Gear. Go through the doors and downwards to the right on both sides to find the power generators. Every one else should be heading toward the FTL to destroy it once the force field is down. Two doors will open on its side allow you to attack it. There will be a secondary objective in the lower right corner. Also on the way down you'll see some pipes on the left, hidden under them is another stash of supplies.
For Requisition I go with Cannonier 4 and 5 if you can get it . Level up as needed.
This set of levels has you going off to find Nyra. She had gone to investigate the signal that the scientists from the Ferarai Lance had discovered. These will be a little tough, but can be played through pretty quickly if your careful.
Dread Falcon Starting SP 235 Average RP awarded 96, XP 111
You start off on Nyra's ship which is in orbit. You'll have two Scouts and a Soldier. If you want to beat the level quickly, I suggest keeping both Scouts. Send your Captain and one Scout to the right. Send the Soldier and other Scout straight down and then to the right. You'll have been shown the terminals you need to get to. On the way will be some secondary objectives that are easy to get. One will be to the right side where your Captain and first Scout are going. The Scout should reach it first. You'll then want to send the Scout up to the orange extraction zone, don't go on a orange square till you ready to finish the level, just stand right next to it. You Captain will keep going to the right to reach a terminal. After that, go all the way to the right to reach another secondary objective marked by some orange squares.
Your Soldier and other Scout will continue down towards the other terminals. The Scout will be able to reach the second one by turn 3, he can then go all the way to the right to get the last one. Make sure you go back over the steps you crossed. If you just go straight to the right, you'll reach a dead end and have to back track. Your Soldier you'll send to another secondary objective spot that will be seen easily to get two Reactor Jolt kits. These use should use to help boost your speed. Xenos will start appearing by turn 3, but you should be able to hold them off. Once you've got to the last terminal and retrieved the data, you can move the Scout that's been waiting onto an orange spot and beat the level. Make sure your Captain has also reach the third secondary objective before you do. With luck you'll beat this level by turn 5.
For Requisition I go with Defensive Perimeter 3. Level up as needed. Don't forget to Respec your Engineers to get as many point in Sentry Turret as you can.
Leo Drop Zone Starting SP 260 Average RP awarded 108, XP 123
This level requires you to secure the drop zone and kill 36 xenos in 8 turns. There will be a TP just up from where your Engineer and one Soldier start. A Scout will also be in range. The others will be spaced out around a crashed dropship. You can either bring everyone to the TP area and defend it until you kill the required number of xenos, or just send up the Engineer, Scout, and Soldier. Make sure the Engineer has the Sentry Turrets talent to use those to kill and defend the TP. There will be two stacks of crates with supplies that are secondary objectives to get. There is a small trench above the TP where xeno will spawn that you can attack. The other members of the team should patrol around the crashed ship to find the spawn points to quickly kill as many xeno as possible. There are two straight to the right of the ship and one down from it.
For Requisition I go with Suppressor 3. Level up as needed.
Southbound Trail Starting SP 310 Average RP awarded 144, XP 125
You've picked up the trail to where Nyra has gone and have to make your way through a valley. You'll keep going South and to the right once you pass another crashed ship. From there keep going down and to the right. There will be a big open area and you should see to the right what looks like some panels in the wall. Send a Templar over there to get a secondary objective. Going straight down from there is where you need to get to end the level. The xeno will be coming at you from front and behind so make sure to cover yourself with OW. You start with two Soldiers and two Scouts. Keep at least one Scout. They should be able to make a run for the end area in about 8 turns. This is a level where you only need to get one Templar to the end. If you want, I recommend switching out the other Scout and second Soldier for a Hydra and Neptune.
For Requisition I go with Suppressor 4 and Blademaster 3. Level up as needed. Now is a good time to Respec the Neptune that has been waiting. Suppressing Fire is one of their best talents and proves very useful from now on.
Traitor's Bunker Starting SP 640 Average RP awarded 176, XP 161
This the final level for this campaign. It will be a very tough battle against not only multiple enemies, but a race to disable an FTL generator before it sends 5 signals. If it does, you lose. You'll start out with a fairly large squad. Don't swap out anyone. The main key to beating this level is dividing up the tasks at hand by Templar class.
Turn 1: Your Soldiers you should move first and bring everyone around them to use Rallying Charge on. Next move your Engineer straight down towards the last pillar on the left. Drop a Sentry Turret and set it to cover the area behind a barricade. Every one else should move in down as far as they can go.
Turns 2-4: Move the Engineer to the TP and capture it. Move everyone else in as far down as they can go and kill all the enemies in the room to clear it.
Around turn 3 Xenos may start arriving from the outside. They may go for the first TP, I suggest at least a 5 point HP upgrade. They'll mainly focus on coming in and going after your first Sentry Turret.
Turn 5+: By now you should have cleared the first room, captured the second TP and be moving into the next room. This room will fill up with enemies for at least 3 turns. Every one should be focused on eliminating them as quickly as possible. The Engineer needs to be moving as fast as he can down to the FTL generator. Once he gets there, he'll be able to open two doors that are on the left and right of the second room. Your Captain and Scout will be the best choices to go through the doors as they should both have high MP point because of Talents and Gear. Go through the doors and downwards to the right on both sides to find the power generators. Every one else should be heading toward the FTL to destroy it once the force field is down. Two doors will open on its side allow you to attack it. There will be a secondary objective in the lower right corner. Also on the way down you'll see some pipes on the left, hidden under them is another stash of supplies.
For Requisition I go with Cannonier 4 and 5 if you can get it . Level up as needed.
Moklumnue Prime missions
Moklumnue Prime
Someone heard! A huge fleet of Terrox xenos are descending upon the planet. You'll have to fight through several levels to help save as many as possible. The battles from here on out will be big and push you to the limits.
Prime Drop Zone Starting SP 960 Average RP awarded 119, XP 149
The Starport has fallen and you need to reclaim it. The first step is getting there. You'll start in the lower left corner and need to force you way to the first TP. You'll then need to capture two more on the map.
Turns 1-3: Swap out your Scout for a Hydra and start moving him straight up. Through out the level he is going to be on a one man mission to exterminate xeno pods and rescue some citizens trapped on the far right side. He'll keep going up and across a bridge to get on the other side for the next few turns Move everyone else to the right and bring them together and use Rallying Charge. You'll be moving them up through the trench to the first TP killing xenos on the way for the next few turns towards a building that has the first TP.
Turns 4-7: By now your Engineer should be able to make it to the door on the left of the building and open it. Drop a Sentry Turret inside and kill any xenos you can. Everyone else should be on the outside standing guard and killing any xenos in range. The next few turns will be spent capturing the TP and then bringing out another Templar. I suggest another Engineer. Your Hydra should also be on the other side now and will continue to follow the trench, on the outside of it, down to the lower right side. Along the way will another pod and a cache of supplies.
Turns 8-9: By now the Hydra should have reached the second pod. You'll see to the right some walls, go in there to get some supplies. You'll then move the Hydra up and then to the right into a trench. Everyone else is going to move up from the first TP to capture a second one that is on the other side a small trench. It will be straight up and a little to the left. Drop at least one Sentry Turret and make sure to use Rallying charge.
Turn 10+: With luck you should have made it to the second TP and captured it. You will then begin moving everyone to the right towards a third TP. Your Hydra should keep moving to the right. He'll reach a building in the next few turns. Go up to the doors but do not open them now. Just wait and guard them. You may also want to bring out a Scout from the first TP and send him to help the Hydra. Before you finally capture the last TP, open the doors to find some people trapped in there. They'll be worth 5 point apiece if they survive. Some xeno may make it to the first TP. Upgrade it with extra HP if needed. You can also bring out more Templars if you have the SP for them. You should be able to beat this level by turn 14 if your lucky.
For Requisition I go with Engineer 5 and Neptune Specialist 3
Starport Breach Starting SP 960 Average RP awarded 142, XP 139
For some this is their favorite level, for others, not so much. You start in control of 5 human defenders and have to try and keep them alive until the Templars arrive. If can can get them to the end of the level, you'll get 5 points for each ones that survives. The goal of this level is to capture TP's along the way as you move up the map. The first TP is fairly easy to get too. You should it by turn 5.
Turns1-3: If you look closely you'll see that every human is either on a green square or close to one. Your best chance for survival is to make sure everyone is on a green square and hope for good attacks. At turn 3 the gates will blow open and the Templars will walk through. Move at least one Soldier over to the left and bring any surviving humans to them. Use Rallying Charge on them. Move your Engineer up to wards the barricade and drop a Sentry Turret behind it. Move all other Templars out and kill any xenos you can.
Turns 4-7: Move everyone to the TP and begin capturing it. You should have it under control by turn 7. Kill any xeno and protect any of the gate guards that are left.
Turns 8-10: Pull out another Engineer and begin moving everyone to the second TP. Drop Sentry Turrets as you go to cover you and draw the xenos attention. Your first TP only has room for one Upgrade. Try and wait as long as possible and then give it the best HP upgrade you can. You won't lose the level if it's destroyed, but the SP you get from it helps as you move along. If your lucky, you can get the second TP by turn 9, but most likely won't get it till turn 10.
Turn 10+: Now just race up to the top and capture the third TP. You may to pull out a Paladin to heal those that need it. The last TP will be a battle to get to. Once you've captured it move everyone to the orange zone to beat the level. You should be able to beat this level by turn 14 or 15.
For Requisition I go with Heavy Infantry 4 and Precision Flames 4.
Orbital Defense Battery Starting SP 1280 Average RP awarded 190, XP 162
This is another long level and once again an extra Engineer is going to be the best thing that helps in this one.
Turns 1 and 2: Pull out an Engineer and Soldier. Move everyone together towards the TP in the upper left. Make sure to use MP boosting talents.
Turn 3: You should be able to get both Engineers to the TP this turn and capture it. Once you do, some extra Faction Soldiers will be dropped down on the left. Use them to take out a spawn point and then move them back to the first TP to keep them safe for the rest of the level.
Turn 4: Now you'll split your group up a bit. Send one Engineer to the left to activate the gun. Drop Sentry Turrets as you go and make sure one is near it. Your Captain, Soldier, and other Engineer will start going right towards the next TP. Send Your Scout up from the first TP to find a door into the building there. Inside to the right will be a supply cache with 400 SP point. You should reach it on turn five.
Turn 5: Pull out a Neptune at the second TP, he'll stay there to guard it. Move the Left Engineer towards the gun, once he reaches it, start moving him back towards the second TP. Ideally you want to be able to get him back with the group going to the third TP. Reactor Jolt kits can help with this. Move the other group towards the third TP. Your Scout you'll want to move out and down back towards the first TP to get into another building with a supply cache. Keep him moving down and look to the right to see the door when you get near it.
Turns 6-8: If your lucky you'll have one group at the third TP now and your other Engineer should have activated the first gun. Work on capturing the third TP, keep working your Scout downward to the doors, and the other Engineer should be moving back to regroup with the others. By turn 8 you should have the third TP in your control and can activate the second gun. You may also want to pull out a Paladin to heal anyone that needs it.
Turn 9+: By now you should be ready to make the final assault on the last TP all the way to the right. Your group at the third TP will be in perfect position to go that way. Keep trying to get the other Engineer over there also. Your Scout can also just hang out in the building or go out through a door just below the ones you came in and go right to meet up with everyone. You could also send him back to the first TP to guard it. With three TP building SP you'll be able to bring out some more Templars as you go. Beating this level around turn 16 should be easy.
For Requisition I go with Soldier 6, Leader in the Ranks 2, and Defensive Perimeter 4.
Prime: Starport Vault Starting SP 1200 Average RP awarded 248, XP 238
You start out in the vault and need to find the source of the energy beam. You'll have a Scout and Engineer backing you up at first.
Turn 1: Move Engineer up to upper right side of TP and capture it. Move Captain and Scout up.
Turn 2: Pull out Neptune and Soldier move them up and move Captain with them. Move Scout up going a little to the left. A trigger event should go off revealing the source of the energy beam. You'll want to move the Scout over the next few turns up the left side of the War Worm all the way to the top to find some supplies. Move Engineer up to the right. You'll see some spawn points, drop a Sentry Turret. Set up OW to protect Everyone from the enemies you'll be facing.
Turn 3: Keep moving Captain, Neptune, and Soldier towards the War Worm. Keep you Scout going up. Move your Engineer up a little and over to the right side where you find some more supplies the next turn.
Turn 4: You should be in range to begin attacking the War Worm. Your Scout you'll want to start moving to the right where in a few turns you'll find more supplies. If you want to try, a xeno controlled TP will be straight up from where your Engineer finds the supplies. You could try sending him up or just keep him where he is for the moment..
Turn 5+: With luck you'll defeat the War Worm for the first time on this turn. You'll actually have to attack two more time to really kill it. It will popped up randomly in other areas, two are on the left, two are on the right. You'll need to rush there as quick as possible to attack it. Ideally you want to be saving SP up to get a Paladin out to heal everyone. The med kits you found won't last. With a little bit of luck beating this level in 12-14 turns is possible.
For Requisition I go with Blademaster 4, Engineer 6, and Master Engineer.
Someone heard! A huge fleet of Terrox xenos are descending upon the planet. You'll have to fight through several levels to help save as many as possible. The battles from here on out will be big and push you to the limits.
Prime Drop Zone Starting SP 960 Average RP awarded 119, XP 149
The Starport has fallen and you need to reclaim it. The first step is getting there. You'll start in the lower left corner and need to force you way to the first TP. You'll then need to capture two more on the map.
Turns 1-3: Swap out your Scout for a Hydra and start moving him straight up. Through out the level he is going to be on a one man mission to exterminate xeno pods and rescue some citizens trapped on the far right side. He'll keep going up and across a bridge to get on the other side for the next few turns Move everyone else to the right and bring them together and use Rallying Charge. You'll be moving them up through the trench to the first TP killing xenos on the way for the next few turns towards a building that has the first TP.
Turns 4-7: By now your Engineer should be able to make it to the door on the left of the building and open it. Drop a Sentry Turret inside and kill any xenos you can. Everyone else should be on the outside standing guard and killing any xenos in range. The next few turns will be spent capturing the TP and then bringing out another Templar. I suggest another Engineer. Your Hydra should also be on the other side now and will continue to follow the trench, on the outside of it, down to the lower right side. Along the way will another pod and a cache of supplies.
Turns 8-9: By now the Hydra should have reached the second pod. You'll see to the right some walls, go in there to get some supplies. You'll then move the Hydra up and then to the right into a trench. Everyone else is going to move up from the first TP to capture a second one that is on the other side a small trench. It will be straight up and a little to the left. Drop at least one Sentry Turret and make sure to use Rallying charge.
Turn 10+: With luck you should have made it to the second TP and captured it. You will then begin moving everyone to the right towards a third TP. Your Hydra should keep moving to the right. He'll reach a building in the next few turns. Go up to the doors but do not open them now. Just wait and guard them. You may also want to bring out a Scout from the first TP and send him to help the Hydra. Before you finally capture the last TP, open the doors to find some people trapped in there. They'll be worth 5 point apiece if they survive. Some xeno may make it to the first TP. Upgrade it with extra HP if needed. You can also bring out more Templars if you have the SP for them. You should be able to beat this level by turn 14 if your lucky.
For Requisition I go with Engineer 5 and Neptune Specialist 3
Starport Breach Starting SP 960 Average RP awarded 142, XP 139
For some this is their favorite level, for others, not so much. You start in control of 5 human defenders and have to try and keep them alive until the Templars arrive. If can can get them to the end of the level, you'll get 5 points for each ones that survives. The goal of this level is to capture TP's along the way as you move up the map. The first TP is fairly easy to get too. You should it by turn 5.
Turns1-3: If you look closely you'll see that every human is either on a green square or close to one. Your best chance for survival is to make sure everyone is on a green square and hope for good attacks. At turn 3 the gates will blow open and the Templars will walk through. Move at least one Soldier over to the left and bring any surviving humans to them. Use Rallying Charge on them. Move your Engineer up to wards the barricade and drop a Sentry Turret behind it. Move all other Templars out and kill any xenos you can.
Turns 4-7: Move everyone to the TP and begin capturing it. You should have it under control by turn 7. Kill any xeno and protect any of the gate guards that are left.
Turns 8-10: Pull out another Engineer and begin moving everyone to the second TP. Drop Sentry Turrets as you go to cover you and draw the xenos attention. Your first TP only has room for one Upgrade. Try and wait as long as possible and then give it the best HP upgrade you can. You won't lose the level if it's destroyed, but the SP you get from it helps as you move along. If your lucky, you can get the second TP by turn 9, but most likely won't get it till turn 10.
Turn 10+: Now just race up to the top and capture the third TP. You may to pull out a Paladin to heal those that need it. The last TP will be a battle to get to. Once you've captured it move everyone to the orange zone to beat the level. You should be able to beat this level by turn 14 or 15.
For Requisition I go with Heavy Infantry 4 and Precision Flames 4.
Orbital Defense Battery Starting SP 1280 Average RP awarded 190, XP 162
This is another long level and once again an extra Engineer is going to be the best thing that helps in this one.
Turns 1 and 2: Pull out an Engineer and Soldier. Move everyone together towards the TP in the upper left. Make sure to use MP boosting talents.
Turn 3: You should be able to get both Engineers to the TP this turn and capture it. Once you do, some extra Faction Soldiers will be dropped down on the left. Use them to take out a spawn point and then move them back to the first TP to keep them safe for the rest of the level.
Turn 4: Now you'll split your group up a bit. Send one Engineer to the left to activate the gun. Drop Sentry Turrets as you go and make sure one is near it. Your Captain, Soldier, and other Engineer will start going right towards the next TP. Send Your Scout up from the first TP to find a door into the building there. Inside to the right will be a supply cache with 400 SP point. You should reach it on turn five.
Turn 5: Pull out a Neptune at the second TP, he'll stay there to guard it. Move the Left Engineer towards the gun, once he reaches it, start moving him back towards the second TP. Ideally you want to be able to get him back with the group going to the third TP. Reactor Jolt kits can help with this. Move the other group towards the third TP. Your Scout you'll want to move out and down back towards the first TP to get into another building with a supply cache. Keep him moving down and look to the right to see the door when you get near it.
Turns 6-8: If your lucky you'll have one group at the third TP now and your other Engineer should have activated the first gun. Work on capturing the third TP, keep working your Scout downward to the doors, and the other Engineer should be moving back to regroup with the others. By turn 8 you should have the third TP in your control and can activate the second gun. You may also want to pull out a Paladin to heal anyone that needs it.
Turn 9+: By now you should be ready to make the final assault on the last TP all the way to the right. Your group at the third TP will be in perfect position to go that way. Keep trying to get the other Engineer over there also. Your Scout can also just hang out in the building or go out through a door just below the ones you came in and go right to meet up with everyone. You could also send him back to the first TP to guard it. With three TP building SP you'll be able to bring out some more Templars as you go. Beating this level around turn 16 should be easy.
For Requisition I go with Soldier 6, Leader in the Ranks 2, and Defensive Perimeter 4.
Prime: Starport Vault Starting SP 1200 Average RP awarded 248, XP 238
You start out in the vault and need to find the source of the energy beam. You'll have a Scout and Engineer backing you up at first.
Turn 1: Move Engineer up to upper right side of TP and capture it. Move Captain and Scout up.
Turn 2: Pull out Neptune and Soldier move them up and move Captain with them. Move Scout up going a little to the left. A trigger event should go off revealing the source of the energy beam. You'll want to move the Scout over the next few turns up the left side of the War Worm all the way to the top to find some supplies. Move Engineer up to the right. You'll see some spawn points, drop a Sentry Turret. Set up OW to protect Everyone from the enemies you'll be facing.
Turn 3: Keep moving Captain, Neptune, and Soldier towards the War Worm. Keep you Scout going up. Move your Engineer up a little and over to the right side where you find some more supplies the next turn.
Turn 4: You should be in range to begin attacking the War Worm. Your Scout you'll want to start moving to the right where in a few turns you'll find more supplies. If you want to try, a xeno controlled TP will be straight up from where your Engineer finds the supplies. You could try sending him up or just keep him where he is for the moment..
Turn 5+: With luck you'll defeat the War Worm for the first time on this turn. You'll actually have to attack two more time to really kill it. It will popped up randomly in other areas, two are on the left, two are on the right. You'll need to rush there as quick as possible to attack it. Ideally you want to be saving SP up to get a Paladin out to heal everyone. The med kits you found won't last. With a little bit of luck beating this level in 12-14 turns is possible.
For Requisition I go with Blademaster 4, Engineer 6, and Master Engineer.
Righteous Fallen missions
Righteous Fallen: Red Alert
The ship is under attack. You'll fight through several levels on it and then the Narvidians Hive Ship.
Deck 7: Alta Sector
You must hold off the Narvidians for 12 turns and have at least 3 working TP's left. It will be mostly random which direction they attack from over the course of this level. At some point they will start attacking near the center TP. They will mostly avoid the TP's and come after you. Any TP that does come under attack should be given the best HP upgrade it can. You should fall back to where your Captain starts at. You'll be given plenty of SP to start with, and having 6 TP's you'll get plenty more each turn. You should be able to bring out all the Templars you have so far and then some.
Sentry Turrets, Soldiers, and Neptunes will be some of the best things for this level. The OW Talent really helps.
For Requisition I go with Captain 6 and Pistoleer 1. Level up as needed. Honing is a great little way to boost your attacks. Put a point or two into it. Remember that if you pulled out any new Templars, you'll want to do a Respec on them to get them set up how you want.
Righteous Fallen: Bridge
You've regrouped at the bridge and have to hold it for 8 turns until the leader of the Narvidians shows up. You'll be spread out but can quickly move every one to the lower left side near the doorway. There will be a stash of supplies near your Scout, and some by your Neptune. The Major and Nyra will join you in this battle and their skills will be most helpful. Just keep everyone by the door until the leader shows up and then have everyone attack. You should be able to kill it without a problem. The supplies include Assault Overflow Kits. Save these for the leader if possible. In the center of the room will be two Red Squares, these are perfect for your Scout to move between hitting enemies with Crippling Fire. This helps slow down the advance of the Narvidians greatly and gives you time to defend and prepare for the leader.
For Requisition I go with Cannonier 4 and 5. Level up as needed. Equip the best gear you can. Make sure Talents like Sentry Turret, Crippling Fire, Rallying Charge, Suppressing Fire, and any that boost MP are maxed out if possible.
Hive Ship: Outer Hull
This level is a maze of doors that have to be opened to proceed. There is a specific pattern you can follow to get the one you need open, not all of them need be. I'll do this in a Step by Step style,
First pull out a Neptune and Paladin. Move them to your starting Templars. Use RC to give everyone a MP boost. Use any buffs the Paladin has, Battlefield Enhancers is great. You want to move down towards the pillar below you to open up the door to the far right. You Captain, Soldier, and Scout should be able to do this. Move your Neptune and Paladin as far to the right as you can.
Second, now that the door is open, you'll want to be moving everyone to the right. The Scout needs to go right and up to reach the next pillar to open the next door. Also down from this door is another pillar that must be destroyed to open a door you need to go through on the far right. It will take a few turns to get to these. I suggest sending the Paladin for the lower pillar. You may by turn 4 have enough SP to pull out another Scout, while it's not needed, you can. You can also save up more SP and deploy someone else like another Soldier or Neptune to guard the TP. The Narvidians will mostly avoid it and it can be kept safe with just an HP upgrade.
Third, once you have the second door open. You'll start bring your Scout back down and then send him all the way to the right and then up. You should be able to open the third door before he gets there so you know where to go. The pillar you really want to get first is up and to the right. To the right from this third door is a pillar that will open the door where your Paladin is if you want to bring him out that way. It's just as easy to walk him up and around. Your Captain, Soldier, and Neptune will be going straight down and to the left to and then to the right. This is where the final doors will be that you have to go through. With luck you should have this level cleared by turn 10.
For Requisition I go with Defensive 1 and 2, and Pistoleer 2. Level up as needed, equip new weapons and gear.
Narvidian Core
This level requires you to capture 5 TP's to open the doorway to the final battle with the Hive Mind. You'll start off with your Captain, Soldier, Engineer, and Scout.
Turn 1: Move Scout to Red Square and attack the closest Narvidian to him right next to the first TP. Move your Engineer to the spot between the barricades then move your Soldier down and then the Captain. Use Rallying Charge and then move the Engineer to the right and drop a Sentry Turret in the Green Square. Attack with it once and then set up an OW above the TP. Move you Soldier in and attack if you can, set up OW, then move in the Captain.
Turn 2: Move the Engineer next to the TP and begin capturing it, you should be able to take it down with one hit. Kill any remaining Narvidians and move everyone, except Engineer, to the right side.
Turn 3: You should be able to take control of the TP. Then move everyone to the right in a group.
Turns 4-6: Your group on the right should now start moving all the way to the right over the next few turns to reach another TP. Pull out another Engineer and a Neptune and begin moving them to the left. On the left side a little bit down is another TP. They'll be going for that one. It will take several turns to reach and capture both TP's so just be patient and move as a group to cover each other taking down the enemy as you go.
Turns 7-9: With luck you should capture both TP's on this turn. Just hold your position for turn 8 when you can pull out more Templars. On the right side I suggest a Paladin. The group on the right will then be going down to the right to get to another TP. The group on the left should just hold position until you can pull out another Soldier or Neptune and then start moving down and to the left where the will be another TP. You'll find it down to the left from some conduit that looks like Tetris blocks is the best way I can describe them. Again it will take several turns to reach them and capture them. Move together and you should be able to keep safe.
Turns 10+: By now you should have the third TP on the right side. Take the time to get everyone together as they may be a little split apart. Your group on the left should be in range of the TP there. If they can get that one in the next few turns you'll beat this level and go on to face the final boss. With luck you'll have this done by turn 12.
For Requisition I go with Deep Operative 1,2,3, and 4. Level up as needed.
Hive Mind
This is it Templar, the final battle. The game will tell you the two possible ways of defeating the Hive Mind and show you all the weak point to go for. It's up to you to choose how to tackle this monster. You'll have plenty of time to try, but if your lucky, you can do it by turn 6. Here's how,
Turn 1: Pull out a Neptune and move him behind the Captain. Next pull out a Paladin and put him behind the Neptune. Now pull out an Engineer and put them below the Paladin and behind the Soldier. If the Paladin has it, use Battlefield Enhancers, next use Rallying charge from the Soldier. Move everyone straight to the right towards the first Hive-worm. If anyone has the range to attack it do so.
Special note: Your Scout may be able to move to a Red Square in the upper right side by the Hive-worm. Placing them there is a very good idea.
Turn 2: Keep moving everyone to the right on the other side of the Hive-worm. Choose carefully who attack it next as you'll most likely be able to kill it and get the Hive Mind to come out. You'll want to use everyone you can to attack it. Most likely your Engineer and Neptune will be the ones best suited to killing the worm, everyone else will be in perfect range for the Hive Mind.
Turn 3: Nyra pops up on the other side of the map on this turn. She'll have a Soldier with her and together the should be able to walk up to an energy conduit and start attacking it. The Hive Mind should still be out. Move your Captain up to it to attack. Move your Engineer down towards the lower Red Square and put a Sentry Turret in it. Move your Neptune in range and attack the Hive Mind. Your Paladin you want to start sending up to the next Hive-worm.
Turn 4: Move your Paladin and attack the worm. Move your Scout in range of the worm and attack. Move Engineer up to Red Square and place a Sentry Turret, then finish moving towards worm. Move Neptune up towards the worm. On Nyra's side pull out a Hydra or Neptune and move them to attack the energy conduit. You may get lucky and destroy it with just them which will allow Nyra and the Soldier to go up and begin attacking the next one.
Turn 5: Move your Engineer into the Red Square, this will boost his range allowing him to attack the worm. Attack with the Paladin, move the Neptune into range and attack with him. You may be able to kill the worm with this. You can then move the Scout back into range of the Hive Mind, if not attack the worm and you should kill it. You can then attack the Hive mind with your Captain, Soldier, and sentry guns. Nyra and her squad should be able to destroy the second energy conduit.
Turn 6: With luck you should be able to kill the Hive Mind this turn. Attack with everyone in range. Just in case, Nyra and her squad should start moving towards the Hive-worm to the left of them and your Paladin should be moving towards the energy conduit above the Hive Mind. Your Scout and Neptune should be able to get in range to not only attack the Hive Mind this turn, but be in range of the energy conduit also.
For Requisition just go with whatever you feel like. You've just beat the game and if you choose too, can begin a Replay. You'll start over at the second level of the Tutorial.
Good luck and thanks for playing.
The ship is under attack. You'll fight through several levels on it and then the Narvidians Hive Ship.
Deck 7: Alta Sector
You must hold off the Narvidians for 12 turns and have at least 3 working TP's left. It will be mostly random which direction they attack from over the course of this level. At some point they will start attacking near the center TP. They will mostly avoid the TP's and come after you. Any TP that does come under attack should be given the best HP upgrade it can. You should fall back to where your Captain starts at. You'll be given plenty of SP to start with, and having 6 TP's you'll get plenty more each turn. You should be able to bring out all the Templars you have so far and then some.
Sentry Turrets, Soldiers, and Neptunes will be some of the best things for this level. The OW Talent really helps.
For Requisition I go with Captain 6 and Pistoleer 1. Level up as needed. Honing is a great little way to boost your attacks. Put a point or two into it. Remember that if you pulled out any new Templars, you'll want to do a Respec on them to get them set up how you want.
Righteous Fallen: Bridge
You've regrouped at the bridge and have to hold it for 8 turns until the leader of the Narvidians shows up. You'll be spread out but can quickly move every one to the lower left side near the doorway. There will be a stash of supplies near your Scout, and some by your Neptune. The Major and Nyra will join you in this battle and their skills will be most helpful. Just keep everyone by the door until the leader shows up and then have everyone attack. You should be able to kill it without a problem. The supplies include Assault Overflow Kits. Save these for the leader if possible. In the center of the room will be two Red Squares, these are perfect for your Scout to move between hitting enemies with Crippling Fire. This helps slow down the advance of the Narvidians greatly and gives you time to defend and prepare for the leader.
For Requisition I go with Cannonier 4 and 5. Level up as needed. Equip the best gear you can. Make sure Talents like Sentry Turret, Crippling Fire, Rallying Charge, Suppressing Fire, and any that boost MP are maxed out if possible.
Hive Ship: Outer Hull
This level is a maze of doors that have to be opened to proceed. There is a specific pattern you can follow to get the one you need open, not all of them need be. I'll do this in a Step by Step style,
First pull out a Neptune and Paladin. Move them to your starting Templars. Use RC to give everyone a MP boost. Use any buffs the Paladin has, Battlefield Enhancers is great. You want to move down towards the pillar below you to open up the door to the far right. You Captain, Soldier, and Scout should be able to do this. Move your Neptune and Paladin as far to the right as you can.
Second, now that the door is open, you'll want to be moving everyone to the right. The Scout needs to go right and up to reach the next pillar to open the next door. Also down from this door is another pillar that must be destroyed to open a door you need to go through on the far right. It will take a few turns to get to these. I suggest sending the Paladin for the lower pillar. You may by turn 4 have enough SP to pull out another Scout, while it's not needed, you can. You can also save up more SP and deploy someone else like another Soldier or Neptune to guard the TP. The Narvidians will mostly avoid it and it can be kept safe with just an HP upgrade.
Third, once you have the second door open. You'll start bring your Scout back down and then send him all the way to the right and then up. You should be able to open the third door before he gets there so you know where to go. The pillar you really want to get first is up and to the right. To the right from this third door is a pillar that will open the door where your Paladin is if you want to bring him out that way. It's just as easy to walk him up and around. Your Captain, Soldier, and Neptune will be going straight down and to the left to and then to the right. This is where the final doors will be that you have to go through. With luck you should have this level cleared by turn 10.
For Requisition I go with Defensive 1 and 2, and Pistoleer 2. Level up as needed, equip new weapons and gear.
Narvidian Core
This level requires you to capture 5 TP's to open the doorway to the final battle with the Hive Mind. You'll start off with your Captain, Soldier, Engineer, and Scout.
Turn 1: Move Scout to Red Square and attack the closest Narvidian to him right next to the first TP. Move your Engineer to the spot between the barricades then move your Soldier down and then the Captain. Use Rallying Charge and then move the Engineer to the right and drop a Sentry Turret in the Green Square. Attack with it once and then set up an OW above the TP. Move you Soldier in and attack if you can, set up OW, then move in the Captain.
Turn 2: Move the Engineer next to the TP and begin capturing it, you should be able to take it down with one hit. Kill any remaining Narvidians and move everyone, except Engineer, to the right side.
Turn 3: You should be able to take control of the TP. Then move everyone to the right in a group.
Turns 4-6: Your group on the right should now start moving all the way to the right over the next few turns to reach another TP. Pull out another Engineer and a Neptune and begin moving them to the left. On the left side a little bit down is another TP. They'll be going for that one. It will take several turns to reach and capture both TP's so just be patient and move as a group to cover each other taking down the enemy as you go.
Turns 7-9: With luck you should capture both TP's on this turn. Just hold your position for turn 8 when you can pull out more Templars. On the right side I suggest a Paladin. The group on the right will then be going down to the right to get to another TP. The group on the left should just hold position until you can pull out another Soldier or Neptune and then start moving down and to the left where the will be another TP. You'll find it down to the left from some conduit that looks like Tetris blocks is the best way I can describe them. Again it will take several turns to reach them and capture them. Move together and you should be able to keep safe.
Turns 10+: By now you should have the third TP on the right side. Take the time to get everyone together as they may be a little split apart. Your group on the left should be in range of the TP there. If they can get that one in the next few turns you'll beat this level and go on to face the final boss. With luck you'll have this done by turn 12.
For Requisition I go with Deep Operative 1,2,3, and 4. Level up as needed.
Hive Mind
This is it Templar, the final battle. The game will tell you the two possible ways of defeating the Hive Mind and show you all the weak point to go for. It's up to you to choose how to tackle this monster. You'll have plenty of time to try, but if your lucky, you can do it by turn 6. Here's how,
Turn 1: Pull out a Neptune and move him behind the Captain. Next pull out a Paladin and put him behind the Neptune. Now pull out an Engineer and put them below the Paladin and behind the Soldier. If the Paladin has it, use Battlefield Enhancers, next use Rallying charge from the Soldier. Move everyone straight to the right towards the first Hive-worm. If anyone has the range to attack it do so.
Special note: Your Scout may be able to move to a Red Square in the upper right side by the Hive-worm. Placing them there is a very good idea.
Turn 2: Keep moving everyone to the right on the other side of the Hive-worm. Choose carefully who attack it next as you'll most likely be able to kill it and get the Hive Mind to come out. You'll want to use everyone you can to attack it. Most likely your Engineer and Neptune will be the ones best suited to killing the worm, everyone else will be in perfect range for the Hive Mind.
Turn 3: Nyra pops up on the other side of the map on this turn. She'll have a Soldier with her and together the should be able to walk up to an energy conduit and start attacking it. The Hive Mind should still be out. Move your Captain up to it to attack. Move your Engineer down towards the lower Red Square and put a Sentry Turret in it. Move your Neptune in range and attack the Hive Mind. Your Paladin you want to start sending up to the next Hive-worm.
Turn 4: Move your Paladin and attack the worm. Move your Scout in range of the worm and attack. Move Engineer up to Red Square and place a Sentry Turret, then finish moving towards worm. Move Neptune up towards the worm. On Nyra's side pull out a Hydra or Neptune and move them to attack the energy conduit. You may get lucky and destroy it with just them which will allow Nyra and the Soldier to go up and begin attacking the next one.
Turn 5: Move your Engineer into the Red Square, this will boost his range allowing him to attack the worm. Attack with the Paladin, move the Neptune into range and attack with him. You may be able to kill the worm with this. You can then move the Scout back into range of the Hive Mind, if not attack the worm and you should kill it. You can then attack the Hive mind with your Captain, Soldier, and sentry guns. Nyra and her squad should be able to destroy the second energy conduit.
Turn 6: With luck you should be able to kill the Hive Mind this turn. Attack with everyone in range. Just in case, Nyra and her squad should start moving towards the Hive-worm to the left of them and your Paladin should be moving towards the energy conduit above the Hive Mind. Your Scout and Neptune should be able to get in range to not only attack the Hive Mind this turn, but be in range of the energy conduit also.
For Requisition just go with whatever you feel like. You've just beat the game and if you choose too, can begin a Replay. You'll start over at the second level of the Tutorial.
Good luck and thanks for playing.
Stratos Missions
Stratos: Central Airlock
Your worst fears are coming true. Sensors are reading xenos every where. Human life signs can not be found. As you dock and enter through the central airlock, signs of fighting are all around. The main gate is sealed and you must override the locks by taking control of three xeno TP's. You just have to take control of them once. It doesn't matter if you lose them. With luck it should only take about 13-15 turns to beat this level. Just moving steady and watching out is all you need to do here.
Start by moving your Captain to the East lock control, then move over your Engineer and Soldier. The Soldier should use CS and then RC. Have your Captain open the gate and move your Engineer and Soldier into the room. Drop a sentry turret to help clear out the xenos. Once you captured the TP, move every one out and start going to the West one.
Also on the first turn, you'll want to pull out a Neptune or a Hydra and move them down with your Scout to cover the South gate. There are also two secondary objectives that you Scout should be able to get to before to many xenos come. You'll hold this position until you take the Western TP and are ready to go after the North one and get to the main gate. The xenos for the most part will leave the TP's alone. If you need to just to hold on a little longer, just give them a +5 HP upgrade. By the time your ready to go after the last TP, it will help to pull out another Engineer. Pull out any other knights you can when you have the SP.
Stratos: Defense Relay
The xeno infest this entire level. What's worse is that the defense system is on their side. Massive turret guns are targeting you as you move around. You'll need to try and shut some down by destroying power nodes as you move along and fighting the guns themselves. The nodes randomly destroy a gun but should at least take a few out on your path if your lucky.
Turns 1-5
Start be sending your Scout towards the power node on your left. Your Captain\Soldier\Engineer need to start heading for the first xeno TP next to the gun above them. Place a sentry turret after you move to help draw away the xeno once you've captured the TP. If you stay on the lower left side of it, you'll be just out of range of the big gun. Your Scout will need to start coming back towards the TP after the first power node is destroyed. He'll be moving up the left side through a small pathway that will lead him to another node. After he destroys this one, again go back towards the TP. By turn 4 you should have the TP and be able to pull out another knight. A Paladin is the best choice because you'll need healing soon after fight the first gun. Don't forget to also destroy the power node next to the TP.
Turns 6-11
After destroying the first gun, you'll start making your way upwards towards another xeno TP and two more guns. If you're lucky, you won't have to fight the guns, but be prepared too if needed. Taking the next TP and destroying the next power node are your goals over then next few turns. Again make sure you drop a sentry turret to help keep xeno away and if needed to help destroy the big guns. Pull out a good heavy hitter from your squad like a Hydra or Neptune when you can.
Turns 12+
The bridge on you left is going to be your final battle. With luck you'll not need to fight the guns or just one of them. You may have a few knights that are overheated, waiting a turn or two before going across might be a good idea. After you get past the last guns it will be a race to the extraction point.
Stratos: Elevator Complex
You've reach the main elevator deck. To continue onward, you'll need to activate three switches all on the same turn and each on is on one of the three decks. The first four turns will be the important ones to get you set up, after that, it's all up to luck and skill, but your pretty skilled by now right
Turn 1
You'll want to bring everyone together to use RC and CS. Send a Scout, Soldier, and your Engineer to the left side to start going after a xeno held TP. Drop a sentry turret along the bottom as you go, this will help act as a decoy. Getting the TP will help you by allowing you to get some ordnance out to your troops if you need it. There is another TP on deck three but by the time you reach it, you'll be ready to win the level. The last switch you need is right next to it. You'll want to move your Captain down to the orange panel and send him to deck 3.
Turn 2
Keep moving everyone to the TP, drop another sentry turret. Send you other Soldier to the Captain.
Turn 3
Send your other Scout to deck 2 this turn. If you manage to destroy the TP so that you can capture it next turn, begin sending your Soldier back and have him meet up with the Scout on deck 2 asap.
Turn 4+
With luck you'll take over the TP this turn. Resupply you Engineer with more turrets and begin sending him to meet up with everyone on deck 3. Keep you first Scout near the TP and wait for the time to go to the control panel. There's some crates near it with some med kits, get those when you can.
On deck 2 when the Soldier makes it to the Scout, begin moving them up and to the left to get to the next control panel.
On deck 3 when the Engineer gets there, begin moving everyone up and to the left. You'll come to a bridge guarded by a big gun that you have to get past. Down to the left side is another TP and the final control panel. Once you have one person next to each panel on the same turn, you can click on them to beat the level. You'll be given a choice of where to go to next.
Stratos: Research Hall
This is one of the choices you get to make at the end of the last level. Your here to rescue survivors if there are any to be found. This will be a long level to play through so be careful and go steady.
Turn 1
Move you Engineer down to the TP and take it. Move everyone else down to the first bridge.
Turn2
After getting the TP, move Engineer and Captain to the right to go after another one over the next few turns. Make sure to use RC from one of the Soldiers before everyone breaks up. Your Soldiers will begin moving down the bridge to start their search.
Turn 3
Pull out a Hydra or Neptune to help defend the bridge on the far left. The Soldiers will keep moving down and to the left to reach a door and switch.
Turns 4-8
The Soldiers will go through the door and to the right through another. IN the next room they'll find some crates with supplies. Down from these crates is another door they must go through and keep going down and then to the left. They'll come to a set of double doors that are locked and a open room below. You want to wait here a few turns because they'll most likely be oeverheated and need to cool down. Behind the doors are the survivors. The open room has data banks in it.
Your Captain and Engineer should have the next TP within these turns. Once you have it, begin sending the Captain down the bridge. When you can, pull out a Scout to send with the Captain. When your Captain and Scout get to the bottom of the bridge, they'll go to the right and start going through some set of doors. Always keep going down and to the right. Set up some turrets in the spots shown in the photo.
Turns 9-11
Your Captain and Scout will eventually come to some crates with supplies. Once you have these, move to the left side and go through a door that will have you meet up with the Soldiers. Your Engineer should start moving back to the first TP once the turrets are set up to guard the second one.
Turns 12+
By now you should have everyone in position and be ready to open the doors. The xeno will really start coming now. Use the supplies you've gotten, you MP boosting talents like RC and move everyone back to the extraction zone. Don't forget to get the data from the one room. If you want to try for the other one, I would suggest getting the data first, then opening up the room with the survivors. Use any SP you've built up to get other knights out or supplies you may need. Good luck and run fast.
Stratos: Reactor Core
The place is falling to pieces around you, but your motto is leave no xenos alive even though the impending explosion will do that for you. You have three xeno TP's you need to destroy. Depending on what route you took after the Elevator level, you may or may not have some big guns to fight on this level. If you don't have to fight them, you can try to split into to groups and go down both sides of the map at the same time. If not, it's best to just pick a side and work you way to the other. You most likely won't beat the turn goal this way, but it is the safest way to get everyone out alive. The thing that helps here the most is having a second Engineer with both of them having three point in their Heat Sink talent. They'll need to keep each other cool and your other knights like your Soldiers so you can keep using RC and CS.
Turns 1-5
Get the first TP and get another Engineer on the second turn. Decide whether to split up or stay a group and begin moving towards the xeno TP's. If you split up, send the Captain, Soldier, and one Engineer down one side, send everyone else to the other.
Turns 6-11
By now you should be at the first xeno TP. Capture it as quick as possible and get ready to move on to the next one.
If you stayed as one group, pull out a Paladin when you can before you start going to the next TP. You may also need to upgrade the first TP to help protect it.
If you split up and are attacking both TP's at once, pulling out some other heavy hitters like a Neptune or Hydra before you go after the last TP is wise. A healer doesn't hurt either.
Turns 12+
By now you should either be going after the last TP on your list depending on how use tackled this level. Had you split up, everyone will be coming together. If not, you swinging up and around the other side of the map. On the lower right side is some crates with supplies, get them if you can. Again you'll probably not make the turn goal for this level, but if you do congratulations.