Orbits (Lupus) Reel walk-through, completed in 126.6

Reel was one of, if not the most, aggravating levels in Auralux. I could not find a repeatable strategy that would give a good time. Well, then I watched a video by Rabid Addict.

In most levels of Auralux the strategy will be how to get your opponents to attack each other. That isn’t a good approach in Reel. The strategy developed by Rabid Addict uses a different approach to get rid of units of your opponents. That is to get them to voluntarily throw away units on partially capturing other planets. Of course, those partially captured planets are only wasted to the opponent if you can keep them from completing the capture at a later time.


  1. From 0:00 to 0:11, double your initial planet and start sending units out into the vicinity of the orbiting double planet that green is likely to attack. When the green units are close to capturing the planet, you just need to interfere enough to keep that from happening.
  2. From 0:12 to 0:22, capture the top left single planet. I’ve tried this strategy using only the center double planet, but you don’t have enough units to take out both opponents.
  3. From 0:23 to 0:24, usually orange will have done something by now, but when it waits like this you want to get it to wait just a little longer so that it can throw away some of its units in trying to capture an orbiting planet. that is why you need to attack the single planet just between the two orange planets. This may get orange to give up on it long enough to get its sights on the double planet.
  4. From 0:25 to 0:29, the partially captured green planet is just coming to the point where green will try to complete the capture. You need to attack to prevent that from happening. Continually send your units to the partially captured green planet until green gives up and sends its excess units to another planet. If either opponent doesn’t react similarly to how they did in this video, I start over.
  5. From 0:30 to 0:41, as soon as green attacks another planet, you need to redirect all of your units to take out the green planet.
  6. From 0:42 to 0:50, now it is just you and orange. Even though you are both at the same strength, orange has more excess units than you do. What you need is a way to get orange to use up those excess units. To do this, move a mass of units up and away from the action, then start attacking the unoccupied single planet using units from your two planets. Then use your mass of units to attack the orbiting double planet. This should trigger orange to give up on these planets and absorb the excess units into its double planets in an attempt to promote them.
  7. From 0:51 to 1:08, now you need to destroy those double planets. In this video I destroyed the orbiting planet first. Even though that worked out, it may have been a mistake. The center orange double has a single planet that can support it by sending reinforcements. In this video that doesn’t happen and I’m able to destroy it also.

I was fortunate here that orange sends reinforcements just a little late. If they were sent earlier I would have never destroyed the orange double. Since it did send them, it made the remaining orange planet a little weaker and easier to destroy.

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Orbits (Lupus) Roulette walk-through, completed in 1:26.8

Roulette comes down to the planets you capture. You want to stay away from the planets that will get destroyed by the gamma ray burst. After that, in order to get the best time possible, orange needs to attack the green stationary planet and green needs to attack the orange stationary.


  1. From 0:00 to 0:49, 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 0:50 to 1:02, orange has already started attacking the stationary green planet. Now it’s time to get some units to the top where they’ll be used to attack green. Don’t take the units from the planet next to orange, or you could become a target.
  3. From 1:03 to 1:12, as green starts attacking the orange stationary planet, you need to go all in attacking and destroying the green double planets. You need to watch the stationary planet green is attacking and make sure it doesn’t have enough units to capture the planet.

From this point, you just have two orange planets to destroy.

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Orbits (Lupus) Whorl walk-through, completed in 1:48.5

I’ve played Whorl for a long time, and I’ve had some pretty good times. I have always started by capturing planets on the outer wheel. I mean, who wants to be in the center where you are an easy target for both of your opponents? Recently I though I would change and try capturing the center planets, just to see what would happen. I was sure I would be slaughtered. What happened instead was that I came within a couple of seconds of my best time ever. I continued with this approach until I got the time shown in the video below.


  1. From 0:00 to 0:17, capture the inner planets.
  2. From 0:18 to 0:40, I started out just observing what the opponents where doing. I noticed green sending reinforcements out to promote its double on the outer wheel. I didn’t think much of it at the time, but now I think it was the first of two events that enabled the time I got. After observing I captured the double on the outer wheel and the double just inside of it that is passing by.
  3. From 0:41 to 0:46, time to capture the singleton on the outer wheel. At 0:44 orange sends units to its stationary double to promote it. Green, having extra units on its outer wheel planets due to reinforcing them earlier, decides to attack the weakened orange planet. This is the second event that enabled my good time.
  4. From 0:48 to 0:55, promote your double planet on the outer wheel.
  5. From 0:56 to 1:15, here I’m just biding my time. Waiting to see who attacks and looking for targets of opportunity. If you initiate an attack prior to your opponents, it is likely that one of them will attack the planet you just removed units from.
  6. From 1:16 to 1:22, green initiates attacks on orange in two different locations. Since green is attacking and weakening orange, I decide to attack green.
  7. From 1:23 to 1:28, after destroying two green planets, it seems like a good time to even things out a little and go after orange.
  8. From 1:29 to 1:32, at this point I see that I have a chance for a really good time. I wish I could say that I planned this, but it just happened. Here though, I did see that the orange double on the wheel was approaching the green stationary double and destroying the other two planets would have the remaining opponents right next to each other.

From here all that needs to be done is destroy the remaining two doubles, while preventing them from capturing another planet.

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Orbits (Lupus) Wheel walk-through, completed in 2:15.3

Original Approach

The first approach I developed was capturing three planets in a row, as you can see in the video below, capturing these planets isn’t a problem, the problem arises when they come around to the orange station. If the orange station has captured all of its planets, and promoted its double planet, then they will attack my three planets and prevent me from building up enough forces to get a good time, or from winning altogether.

New Approach

After playing my old way for quite a while, I noticed that my best times where when orange would capture two planets on the wheel, then when my three planets came around to its station, it wasn’t ready to attack. The problem was that orange wouldn’t do this very often. I needed a new approach that encouraged orange to do what I wanted. My new approach does just that, it encourages orange to make its initial two captures on the wheel.

There are two variations on this new approach, the first is when purple captures its lower singleton planet. In the video below you can see that after capturing the first planet, use the units generated by that planet to attack the orange top-rear planet, this is to prevent orange from using the two planets that it will have at that time from capturing that top-rear planet. Ideally, what you want to happen is for orange to capture a second planet on the wheel.


The second variation is when purple’s initial capture is the singleton above it. If you use the same approach as in variation #1 above, then purple will quite often use those two planets to capture the singleton on the wheel between your two planets. In the video below you can see that when this happens you should send units from your initial planet to this singleton prior to attacking the orange top rear singleton. Then when the singleton on the wheel gets even with the purple front planet, you redirect the units attacking the singleton on the wheel to the double that is just coming into range of the two purple planets. You can see this in the video below.


Bringing it all together

Once you can coerce orange into capturing two planets on the wheel (or in promoting its double on the wheel), then you need a strategy for which planets to capture and a method to use for destroying your opponents. My strategy is presented in the video below.



  1. From 0:00 to 0:24, here I used variation #2 shown above to coerce orange to capture two planets on the wheel.
  2. From 0:25 to 0:39, next you need to capture the singleton between you and orange. Keep sending units from both of your wheel planets even after capturing the singleton. This is to discourage purple from attacking you.
  3. From 0:40 to 0:52, here I’m trying to promote both doubles, but I mistakenly send the units from the stationary singleton into the singleton on the wheel instead of the double. Sometimes my best approaches are mistakes, as I now try to do this whenever it is an option. Quite often at this point green has already captured that singleton. If that is the case, you don’t have to have that planet for this approach to work. I have many times below 2:20 where I didn’t capture this singleton.
  4. From 0:53 to 0:57, next you need to capture the singleton between your two doubles. After this capture I went into attack mode, I probably should have promoted my other double on the wheel, but this was the first time I had captured the wheel planets in this way.
  5. From 0:58 to 1:20, time to wipe out purple. You’ll notice that I don’t attack purple immediately, instead I’m just sending the units in that direction. I’m trying to give purple every chance to attack the green planet on the wheel.
  6. From 1:21 to 1:42, time to take out green. I used to capture some of the planets I destroyed on the purple and green stations. But, when green and orange are fairly balanced it is best to just destroy the purple and green planets. You’ll notice at 1:31 I attack the green double on the wheel that has been weakened by orange. This is just a target of opportunity. I only go after a planet like this if its been weakened.
  7. From 1:43 to 2:06, now it’s time for orange. Even though I’m attacking orange I notice that green is trying to capture another planet, so I send some units there to prevent that capture.

It isn’t typical to get done destroying orange and only have one planet remaining on the wheel. But you sure can get a better time when that is the case.

There are quite a few situations where I just give up. The situations where I do are presented below.

Continue reading “Wheel”


Orbits (Lupus) Helix walk-through, completed in 1:48.4

With Helix I used to think I needed to promote all of the doubles I captured, believing I needed them at full strength. Now I don’t promote them and instead capture as many planets as possible. My thought with this is to get all the planets captured as quickly as possible, in order to try and get the opponents attacking each other sooner.

I intentionally leave the center planet alone. If I do capture it, the opponents are likely to attack it. And, if its left unoccupied, the opponents will occasionally fight over it, and that is when I get my best times.


  1. From 0:00 to 0:07, I start out with an attack on the double next to green. I have no intention of capturing that planet, but I want green to double up. The reason for this is now greens next move will almost always be to capture the double next to it. If I had allowed its initial capture to be that double planet, then those two planets would most likely capture a planet I want to capture.
  2. From 0:08 to 0:49, the initial captures are almost complete, and this is the first benefit of capturing the planets I did. Orange is moving in between the three green planets and there is no way green can resist attacking.
  3. From 0:50 to 0:59, now all of the planets except the center planet are occupied by someone.
  4. From 1:00 to 1:04, time to start destroying some opponents. You’ll notice that green is making a move to capture the center planet. Occasionally green and orange will fight over that center planet. Orange doesn’t cooperate here.
  5. From 1:05 to 1:17, destroying the green outer planets. If orange had fought green for the center planet, it wouldn’t have had the excess of units it used here to destroy one of my planets.
  6. From 1:18 to 1:27, destroy the last outer orange planet.
  7. From 1:27 to 1:39, first I destroy the orange double and then move my units to the side. What I was trying here was to have orange move to recapture the planet I just destroyed, which they did, What I really wanted though, was for green to then attack orange. Some times that works and then I can just destroy green.

Since green didn’t cooperate, I had to go ahead and destroy them both.

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Orbits (Lupus) Pivot, completed in 19.7 seconds

In Pivot, just like in most if not all of the Auralux Constellations games where you only have one opponent, the path to the best score is to coerce your opponent in to promoting their initial planet.  If you can get them to do this, then you start the game with enough units to destroy their doubled planet.

However, it will take you time to get your units in place and by that time you will not have enough units and you’ll have to wait for their first move to capture another planet


  1. From 0:00 to 0:02, the first move is to deny orange access to the singleton that it is closest to.  You do this by sending slightly more than half of your units. This is also the first move because that planet is further away from you and it will take your units longer to get there.  Your objective is not to capture the planet, it is just to put it under attack to deny it to orange.
  2. From 0:03 to 0:05, you send your remaining units towards the center double planet.
  3. From 0:06 to 0:06, redirect the units you first sent to now attack the singleton that is approaching orange.
  4. From 0:07 to 0:19.7, now that orange has doubled you just need to get your units close to the orange double planet so that when it makes its move to capture another planet, you can be prepared to destroy it.

In this video orange made a move to capture another planet very quickly and because of that was not sending enough units to actually complete the capture.  However, if orange waits long enough, then you not only have to destroy the orange double planet, but you also have to send units to the planet orange is trying to capture.

The video below shows this case.


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