Circuit

Walls (Cetus) Circuit walk-through, completed in 35.7 seconds

While your object in Circuit is the same as the other games where you only have one opponent, the method of getting there is quite different.  In Circuit, you want to immediately double your planet and then use an attack through the walls on the only planet that your opponent can try to capture.  This will normally get them to double the initial planet.

 

Walk-through

  1. From 0:00 to 0:20, this is the initial doubling of your planet and then attacking the singleton that orange has access to.  You must attack continuously or else orange will eventually try to capture that planet.
  2. From 0:21 to 0:26, when the walls come down, you want to leave your initial attack now heading towards the singleton it was aimed at.  But now you want to start sending your units into the vicinity of the center triple planet.  This is the planet that orange will most likely attack next.
  3. From 0:27 to 0:33, now you want to redirect all of your units to attack and destroy the orange planet.

From this point you need to send all of your remaining units to the center triple planet to prevent orange from capturing it.

 


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Mill

Force (Bootes) Mill walk-through, completed in 21.6 seconds

Like most of the other games where you only have one opponent, your objective with Mill is to coerce your opponent to double their initial planet.  If you can do that, you should get a very good time.

 

Walk-through

  1. From 0:00 to 0:05, send slightly more that half of your units to the double planet above the orange planet.  These units will be blocked by the force, but that is what we want.  Then send your remaining units to the double planet just below orange and continue sending units as they are produced.
  2. From 0:06 to 0:14, when orange doubles, redirect all of your units to a position near orange.
  3. From 0:15 to 0:21, when orange moves to capture an adjacent planet, attack and destroy its double planet.  As in this video, you may have to send some of your units to the planet orange was attacking to prevent its capture.

 


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Asset

White Holes (Virgo) Asset walk-through, completed in 0:16.6

The approach for Asset is easy, use your attack to try to force your opponent to double their planet.  Then when they do, accumulate as many units as possible and position them to attack when the opponent attempts to capture another planet.

 

Walk-through

  1. From 0:00 to 0:04, send slightly more than half of your units to the double adjacent to orange,  Then send the rest of the units to the adjacent singleton.  Orange now has two good options and two bad options. It can attack one of the planets you are attacking, and sometimes it will. It can attack the singleton accessible between the two planets you have under attack, or it can double up its initial planet.  Anything other than doubling the initial planet is cause to start over.
  2. From 0:05 to 0:11, now that orange has doubled up, redirect all of your units to be positioned next to orange and keep sending all the units you produce.
  3. From 0:12 to 0:16, as soon as orange makes the move to capture an adjacent planet, you need to attack and destroy.

If orange waits and builds up enough units that it will actually capture the planet it attacks, you can redirect some units to that planet and hope that you have enough units to both prevent the capture of the planet and destroy its double planet. The longer orange waits, the less likely this is.

 


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Phases

Walls (Cetus) Phases walk-through, completed in 2:07.0

To get a really good time in Phases you need several things to happen.  First you need an approach where you initially capture as many planets as possible.  Your opponents being sluggish and not capturing as many planets as possible certainly helps.  Second, you need to develop a feel for when the walls will change and time how you pre-position units.  Third, you need luck in how your opponents attack each other. And lastly, you need patience so you initiate your final attack at the correct time.

All of these are shown in the video.

 

Walk-through

  1. From 0:00 to 0:36, initially you just want to capture your three planets to build up your forces.
  2. From 0:37 to 0:42, after capturing all of your planets, if at least one of your opponents hasn’t captured their double planet, you can attack that planet through the wall to try to prevent them from capturing it.  In this case I attacked the orange double planet and was lucky that green didn’t attack its double planet soon enough to capture it.
  3. From 0:43 to 1:03, now you can capture  the three remaining singleton planets. Then get as many units out as possible.
  4. From 1:04 to 1:18, you want to keep getting the units off of the three singleton planets, all of these units will be put to good use later on.
  5. From 1:19 to 1:24, now you want to build up your units on your bottom double planet in preparation for when the walls change.
  6. From 1:25 to 1:45, green and orange are going to attack, and will usually attack each other in some way.  The best for a low score is what happens in this video where they each end up capturing the double planet in the others box. While they are doing that, you want to get the units you previously peeled off and position them inside of greens box, then after green destroys and captures the orange double planet, you want to send all of your units into the orange box.  Do not attack any planet, you are sending them to a point beyond the wall, so when the wall comes down, they will end up boxed in with orange. Additionally you need to get the units off of your top two planets, these will be used for attacking the singletons later on.

You are now set up with enough units to destroy your opponents, all you need to do now is wait till they attack each other and then you can clean up what is left.

 

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Vise

White Holes (Virgo) Vise walk-through, completed in 2:34.2

There are 2 key components in my approach to Vise.  They are, you must trigger both white holes, if one of your opponents triggers a white hole, it’s game over.  The other is destroying your opponents triple planets as soon as possible.  A frontal attack will not lead to a good time, you need to send your units behind enemy lines and destroy the triple that is driving his advance.

Walk-through

  1. From 0:00 to 0:33, you want to double your initial planet, and deny green the singleton closest to the white hole. After capturing the singleton you have two objectives, get more units in the vicinity for the eventual trigger of the white hole, and get green to start promoting their triple planet.
  2. From 0:34 to 0:50, trigger the white hole on greens side and get the units ready to take out greens triple planet right after it is promoted.
  3. From 0:50 to 0:57, you have been getting units off of your double planet to use for an attack on orange.  The units are prepositioned so your attack can be on the orange triple planet.  This attack will encourage orange to send reinforcements to the triple planet, then when your units are directly over the white hole, you attack and trigger the white hole.  Using this approach makes it less likely that orange will also attack the white hole when it detects your attack on the white hole.
  4. From 0:58 to 1:17, in this phase you just need to get as many units of possible off of your double planet, and promote the triple planet you captured.
  5. From 1:18 to 1:37, this is the preparation for and taking out the orange triple planet.  You’ll notice that at 1:21 I attack the green double planet.  Although it doesn’t get the desired effect in this case, sometimes it prompts green to send units from its singleton to reinforce the double.  This has two positive affects when it occurs.  First, green is less likely to attack my triple planet so I can start sending those units over to the orange side, and second green will eventually use those units against orange.

How the game proceeds from here is hard to tell.  In this video I felt I had enough units to take out the orange double planet.  Other times I promote the newly captured triple planet.


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Escape

Force (Bootes) Escape walk-through, completed in 1:54.6

My tendency when playing Escape was to capture the moving singleton prior to it escaping.  It took me quite a while to break this tendency, but it was a good thing I did.  Now I make sure to capture and promote every planet I can, then attack the moving singleton to prevent the opponents from capturing it.

The next move in my progression to a good time, was using the force to my advantage.  You can attack through the force and affect your opponents, even though there is no chance that you’ll actually touch them.  I use one of these attack to pin an opponent’s units to their singleton.  Then, I continually attack/release against the other opponent’s most distant double planet.  The attack gets the opponent to send reinforcements, then when the attack is released, that opponent will use those units to attack the pinned opponent.

When this works correctly and you release the pin at the correct time, you’ll end up with each opponent having captured a planet on the other opponents side of the board.  This really increases your chance for a good score.

 

Walk-through

  1. From 0:00 to 0:28, these are the initial captures.
  2. From 0:29 to 0:37, this is the attack on the orbiting singleton to prevent an opponent from capturing, then when it moves inside the ring you can capture it.
  3. From 0:38 to 0:45, you need to build up your units on both singletons so you can pin one opponent, while attacking the other.
  4. From 0:46 to 0:47, this is the attack on greens most distant double planet.
  5. From 0:48 to 1:09, this is the attack to pin the orange units on its singleton, this also gets orange to send reinforcements that will then be pinned. When green sends reinforcements you need to release the attack, then when green uses those units to attack orange, you need to reinitiate the attack.

How this plays out from here depends on how you opponents attack each other.  In this case I attacked green just prior to the singleton entering the ring, then picked up reinforcements within the ring for the final phase.


 

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Recoil

Gamma Rays (Perseus) Recoil, completed in 23 seconds

The path to a good time in Recoil is to coerce orange to promote its initial planet.  If orange captures a nearby planet you will need 100 units each to destroy those two planets.  If you can get orange to double its initial planet instead, you will only need 100 units to destroy that planet.  The approach I developed to coerce orange into promoting its initial planet is shown in the video below.

 

Walk-through

  1. From 0:00 to 0:10, the initial moves are to send slightly more than half of your units towards one of the double planets adjacent to orange, then send the rest of your units against the other double planet.  This doesn’t guarantee that orange will promote to double, but you have limited the options.  Now orange can only promote or attack the singleton directly above its initial location.  Occasionally orange will attack one of the doubles you are attacking, but that shouldn’t happen often.
  2. From 0:11 to 0:16, when orange promotes its planet, you want to redirect your units and keep them nearby, while continually sending more reinforcements.
  3. From 0:17 to 0:23, eventually orange will try to capture one of the adjacent double planets, when it does you need to immediately destroy its double planet and if necessary send units towards the planet it was attacking to prevent it from capturing the planet.

 

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