Surge

Shockwaves (Taurus) Surge walk-through, completed in 1:14.9

This uses the same strategy as used in a previous post on Surge. The difference in this video is orange waits a very long time before it promotes its initial planet to a double. Because of this delay, orange doesn’t have enough units built up before the shock wave reaches my planet. Because of this orange doesn’t attack my planet, which leaves enough units to capture both top single planets prior to the shock wave passing.

These single planets are critical after the shock wave passes. They produce enough units to enable destroying both the orange and green double planets just as the shock wave is passing over them and their defenses are weakest.

Walk-through

  1. From 0:00 to 0:21, send your units to capture the double directly in front of one of your opponents. Even though this video shows the first capture is on the green side, this approach works either way. When those units are about halfway to capturing the double planet, start sending and continually send units towards the double planet directly in front of orange. As soon as your units capture the double in front of green, start sending units from both of your planets to the double planet in front of green. When the double in front of orange is almost captured, stop sending from the planet in front of green. You need to leave this planet strong enough to withstand an attack from green.
  2. From 0:22 to 0:26, start sending units from your initial planet to a spot near your planet in front of green. These will be useful in thwarting an imminent attack. Once green attacks, use these units to reinforce your planet only after the red strength indicator shows up. If you apply these units to the planet too soon, they will go towards promoting the planet instead of reinforcing it.
  3. From 0:27 to 0:33, use units from your top planet and your green side single planet towards capturing the remaining single planet on the green side.
  4. From 0:34 to 0:45, when it becomes obvious that orange isn’t going to attack your single planet on its side, use those units to capture both top single planets. I tried to promote the top double planet. There wasn’t enough time left to complete the promotion, and it wasn’t really necessary.
  5. From 0:46 to 1:05, as the shock wave passes your planets start positioning your units in front of both of your opponents.

When the shock wave starts uncovering your opponents use the, use the units you’ve massed on each side to destroy both opponents.


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Roulette

Orbits (Lupus) Roulette walk-through, completed in 1:17.0

This is the same strategy as used in a previous post on Roulette. The key to getting a better time using the same strategy comes at 0:53 when green attacks and destroys the leading orange planet on the wheel. This shortened the end game by not having orange planets to clean up at the end.

Walk-through

  1. From 0:00 to 0:50, the initial captures. You need to capture three planets in a row on the wheel, then skip a planet and capture another. The planet you are skipping is one that will be destroyed by the gamma ray burst.
  2. From 0:51 to 0:59, here I used attacks on the green stationary planet in an attempt to get it to  double and prompt an attack from orange. That was unsuccessful, but when green attacks the leading orange planet on the wheel, it prompts orange to attack the green stationary planet.
  3. From 1:00 to 1:05, with the attacks currently underway and the gamma ray burst destroying other planets, we come out after the burst with only two green double planets and the orange stationary planet remaining. During this time it is important to get as many units as possible to the top for the final phase.

After the gamma ray burst, you need to destroy the two green double planets as quickly as possible. I was hoping that green would be successful in destroying the orange planet. That came very close to happening, but didn’t quite, so I had to finish it off at the end.


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Ghetto

Speed (Monoceros) Ghetto walk-through, completed in 1:54.9

The path to a good time in Ghetto is through faux attacks on your opponents so that you can move their units off of a planet where they are likely to attack you. The single planet adjacent to each opponents triple planet is a collection point for units coming from the triple. If you allow too many units to collect there, they are likely to attack you.

 

Walk through

  1. From 0:00 to 0:02, double your initial planet.
  2. From 0:03 to 0:21, capture one of your adjacent single planets.
  3. From 0:22 to 0:32, capture your other adjacent single planet.
  4. From 0:33 to 0:42, capture your remaining single planet.
  5. From 0:43 to 0:52, capture one of your double planets.
  6. From 0:53 to 1:04, capture your remaining double planet.
  7. From 1:05 to 1:09, promote both of your double planets. If at any time during this process one of your opponents sends units into the slow area, start over.
  8. From 1:10 to 1:12, build up units on one of the single planets just below your initial planet.
  9. From 1:13 to 1:15, which opponent you attack depends on how many units the opponent has accumulated on the single planet adjacent to their triple planet. In this video green has accumulated quite a few, so I attack the green double planet.
  10. From 1:16 to 1:18, when green sends units to defend its double planet, stop the attack on green and start attacking the orange double planet.
  11. From 1:19 to 1:22, when orange sends units to defend its double planet, stop the attack on orange and send your units down near the orange triple planet.
  12. From 1:23 to 1:30, orange is again staging units on its single planet. Attack the orange double planet units those units move to defend it.
  13. From 1:31 to 1:33, after orange defends its double planet it’s time to begin your attack. First take out the orange triple planet.
  14. From 1:34 to 1:35, attack the green double planet to try to keep green from accumulating too many units on its single planet. In this video, green attacks the bottom orange planet, which is a very good thing.

At this point, it/s time for your all out attack. You need to get your units down on the green side as quick as possible and take out the green triple. While doing that your can use your mass of units on the orange side to destroy those planets as well.


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Bounty

White Holes (Virgo), Bounty walk-through, completed in 1:40.2

This is a slight modification of a previous post on Bounty. The main difference is you don’t want to waste time capturing green’s initial planet after destroying it. Capturing this planet delays your ability to trigger the white hole and it is the white hole that gives you the units you need to destroy your opponents.

Walk-through

  1. From 0:00 to 0:30, you want to capture the two lower planets next to green (this also works against orange, I just always do it this way) and build up your units to prepare for taking out the green double planet.
  2. From 0:31 to 0:37, take out the green double planet. After destroying the double planet send a few units to attack the remaining green planet. You are trying to degrade green enough that it won’t try to capture the unoccupied double planet prior to purple attacking it.
  3. From 0:38 to 0:45, promote your right most double planet.
  4. From 0:46 to 0:49, if purple still hasn’t attacked green, start sending units from your initial planet to the unoccupied double planet. You are trying to get green to leave this planet alone unit it is attacked by purple.
  5. From 0:50 to 0:59, promote your remaining double planet, then mass some units on your right most double.
  6. From 1:00 to 1:01, use an attack on the purple planet adjacent to orange to prompt orange to attack.
  7. From 1:02 to 1:09, after orange attacks, draw your units back and then attack the top orange double. You are trying to get orange to send reinforcements to this planet. When orange sends reinforcements, draw your units back.
  8. From 1:10 to 1:16, when orange attacks purple again, attack and trigger the white hole.

From here you just want to use the units from the white hole to destroy all the remaining planets in the best way possible.


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Cloister

White Holes (Virgo) Cloister walk-through, completed in 1:32.4

This is a modification of a strategy used on a previous post on Cloister. In addition to moving your opponents units around via attacks through the walls. You will also be denying your opponents what they want using the same type of attacks.

 

Walk-through

  1. From 0:00 to 0:20, capture the double immediately below you and start attacking the single planet adjacent to orange. You want orange to double its initial planet. If orange attacks the same planet you are attacking, start over. When orange does double its initial planet, redirect your units to the single planet within the walls.
  2. From 0:21 to 0:35, when the walls come down, you want to capture both of the single planets near the white hole. As you are doing this, use units from you initial planet to attack the top right single planet above green. You want green to capture the bottom center planet.
  3. From 0:36 to 0:48, promote  both of your double planets.
  4. From 0:49 to 0:55, start sending units from your two double planets to the top right single planet above green. At the same time, use your units within the walls to attack the bottom green single planet. What you are trying to do here is get green to send reinforcements to that planet.
  5. From 0:56 to 0:57,when green sends reinforcements, redirect your cloistered units to the single planet on the green side. Continue capturing the top right single planet.
  6. From 0:58 to 1:09, when the walls come down attack and trigger the white hole.

At this point use the units from the white hole to attack and destroy your opponents double planets within the walls. You want to leave enough units on each side so you can attack and destroy the double planets outside the walls when they come down. Use the last units from the white hole to destroy the bottom green single planet.

When the walls come down, use units from your top planets to destroy the top orange single planet and attack and destroy both bottom double planets.


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Escape

Force (Bootes) Escape walk-through, completed in 1:29.3

This is an improvement on the strategy used in a previous post on Escape. The main improvement is in timing. If you time releasing the pins correctly, it is possible to get your opponents to attack each other effectively enough that a really good time becomes possible.

Walk-through

  1. From 0:00 to 0:27, these are the initial captures.
  2. From 0:28 to 0:36, attack the orbiting single planet to prevent an opponent from attacking it. Then when it moves inside the ring you can capture it.
  3. From 0:37 to 1:00, alternately use your units to attack the single planets of your opponents. You are trying to get your opponents to send reinforcements to their single planets where your continuous attacks will pin those units.
  4. From 1:01 to 1:02, when the orbiting planet gets even with your opponents single planets, release the pin on one of your opponents by redirecting all of your attacking units against just one opponents single planet. In this video I redirect all of those units against green.
  5. From 1:03 to 1:03, when the orbiting planet is coming through the wall of force, redirect all of your units to the orbiting planet. This will release the pin on your other opponent, in this video that is green. What you are trying to do here is get your opponents mass of units to attack the other opponents right most double planet and you want them to do it without their mass of units running in to each other when they cross.
  6. From 1:04 to 1:12, keep sending all of your units to the moving planet, so they can escape through the wall of force.
  7. From 1:13 to 1:19, when your units escape the wall of force, wait for your opponents to attack each other. The one that attacks first is the one you are going to attack. The key here is attacking your opponent in such a way that they destroy the planet they are attacking, but they don’t capture the planet.

If this goes correctly and you can destroy your first opponent before they capture the planet they are attacking. And, if this prompts your second opponent to attack the planet the first opponent captured on their side, then all you’ll need to do is destroy both planets of your remaining opponent.


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Shelter

Gamma Rays (Perseus) Shelter walk-through, completed in 1:05.3

This is the same strategy I used on a previous post on Shelter. While editing the video for that previous post I realized that that by changing the strategy for the end game it should be possible to destroy both opponents when the first gamma ray burst comes through. That is what happens in this video.

Walk through

  1. From 0:00 to 0:09, send slightly more than half of your units to the double planet adjacent to green. Then continually send your remaining units to the double adjacent to orange. When one of the planets sends its units to capture another planet, start sending all of your units to the double planet adjacent to the other opponent.
  2. From 0:10 to 0:16, this part is a little tricky. You want to finish the capture of the double planet you sent all of your units to, in this video that is the one adjacent to orange. While that is being captured, send units from you initial planet to the side opposite of the double you are capturing. In this video that calls for sending the units to the green side.
  3. From 0:17 to 0:24, start attacking the center planet. What you are trying to do is to remove that planet as an option for both of your opponents. If you have to, retreat and attack again as is done in this video. Usually when green gives up on capturing that planet it will send units from both of its planets to capture a planet on the gamma ray line. In this video it partially captures two planets which is even better.
  4. From 0:25 to 0:28, keep attacking the center planet. Now that green has given up on it, you want orange to attack and destroy the green planet just below the center one you are attacking.
  5. From 0:29 to 0:52, mass your units on both the orange and green sides to prepare to attack your opponents double planets. You are going to use the attack and release method to get them to absorb their extra units in an attempt to double their planet.
  6. From 0:53 to 1:05, now you want to degrade all of your opponents and any partially captured planets. Don’t attack their planets directly, instead send your units to a point past their planet so you can destroy the units around their planet. Also, send enough units to the partially captured planets so they won’t have enough to reconstitute a planet after the gamma ray burst.

I believe this is either the fastest time possible on Shelter, or very close to it. But I’ve thought that on other levels only to find that a different strategy would make a better time possible.


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