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.



  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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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.



  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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White Holes (Virgo) Debit walk-through, completed in 1:46.5

Debit taught me the value of paying attention to what your opponent wants to do on their first move.  For the longest time my first move was to capture the double planet on greens side, just next to the white hole.  Then I actually noticed that green didn’t want that planet, it wanted the double planet right next to its initial planet.

This observation led me to take that one with my first move and my times improved dramatically.  Before this I had never finished in less than 2 minutes, now I regularly do.


  1. From 0:00 to 0:36, this is the initial capture of the double planet next to green, then capturing the singleton next to it.  The objective here is to get these captured and build up some units for when green doubles their planets.  The green planet you want to destroy first is its initial planet.
  2. From 0:37 to 0:45, destroy and capture the green double planet.  You don’t want to promote either of these to double planets.  If you do promote them they are a more attractive target for green later on.
  3. From 0:46 to 1:03, trigger the white hole and use these units to capture the two planets that the top orange double planet is most likely to capture.
  4. From 1:04 to 1:14, peel of some units to use for triggering the remaining white hole.  You need to position the units so you can attack a point beyond the white hole, then when the units are right over the white hole, you attack and trigger it.  If you attack the white hole from a distance, orange is likely to attack it as well.

From here on out, you just need to destroy the remaining planets as best as possible.

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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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Walls (Cetus) Influx walk-through, completed in 2:43.7

My strategy for Influx took a while to develop, but is rather simple.  You want to force your opponents to battle over the top half of the board, while you dominate the lower half.  In my approach there are two planets that are key, you have to capture these two planets to get a really good time.  Those planets are the double planet next the orange triple planet and the singleton just above that double planet.

While capturing these planets doesn’t guarantee a good time, I don’t see how you can get a good time without them.


  1. From 0:00 to 0:21, double up your initial planet and launch an attack on the double planet next to orange.  The problem here is orange really wants that double planet.  There are four moves that orange can make, only one of them is good for us.  If orange does anything but capture the singleton directly above its triple planet, then I restart the game.
  2. From 0:22 to 0:42, At 0:28, I attack the orange singleton in an attempt to get orange to send reinforcements from its bottom triple planet, it didn’t work in this case but occasionally it does.  What we want is to get as many orange units towards the top of the board as possible.  This not only gets them away from you, but it gets them into position to battle green.  Finally you want to capture the two remaining singletons on the lower left of the board.
  3. From 0:43 to 1:02, move your units in to position to capture the orange triple planet just after it promotes itself.  Before the walls go up at around 1:03, you want to have captured the lower left triple planet and start the process of doubling up the planet next to it.
  4. From 1:03 to 1:24, In this phase, before the walls come down, you want to capture the bottom singleton and the double planet just above it.  You also want to have promoted any of your planets to the max possible.
  5. From 1:25 to 1:45, you want to bide your time and not attack too quickly.  If you attack too quick your opponents will respond by attacking you.  At 1:30, I do a short attack on greens top double planet.  The attempt here is to get green to send reinforcements towards the top of the board and away from me.
  6. From 1:46 to 2:06, you need to destroy greens triple planet.  My approach is to slide my units past the green singleton, then attack and capture the green triple.

How it goes from here on out determines how good of a score you have.  You not only need to destroy as many of your opponents as possible before the walls come back up at 2:28.  You also need to make sure that when the walls do come up, your units are in the correct location to destroy the remaining opponents.

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Polarity Walls (Cetus) walkthrough, completed in 2:42.4

I played Polarity for a long time before I developed the approach presented here. Initially I was trying to build up forces as fast as possible, attack the correct foe and hope that my opponents would attack each other. To be honest, this approach relied heavily on hope.

I had discovered early on that you could affect an opponent by attacking them even though a wall was in the way. Even though you could never engage them, they would react as if you could. Even knowing this for quite some time, it took a while before I developed my current approach that relies heavily on this. Before this approach, I couldn’t break 3 minutes, now I can regularly get below 3 minutes and if things go right I can get quite a bit below.


  1. From the 0:00 to 0:19, first assembly your units next to the wall, then attack the orange planet, through the wall. The attempt here is to coerce orange to send reinforcements. When orange does send the reinforcements, immediately quit attacking and move all the units to the initially captured planet. After you quit attacking the newly reinforced orange planet, orange finds that they have an excess of units at the planet, and initiates an attack on another planet. This is crucial, if orange doesn’t initiate this attack, they will end up attacking and destroying the center planet.
  2. From the 0:20 to 0:41, start out getting as many units as possible to prepare for taking over the orange planet. For the first few seconds, send units from both of the planets, even though those from the lower planet are stopped by the wall. The units blocked by the wall are critical in being able to capture the top right planet after taking it from orange. The initial attack on orange is to get it to react, then when the attack is removed, the orange units will snap back and be absorbed into the planet in an attempt to promote it. Then re-initiate the attack and destroy orange. The final part of this phase is getting the units that are in the crook of the wall and bringing them to where they can be used in capturing the planet.
  3. From 0:42 to 1:10, just promote the triple planet and build up units.
  4. From 1:11 to 1:23, preposition your units evenly between the two singleton planets in preparation for the next phase.
  5. Starting at 1:25, attack orange, then green’s singleton planets. This is the key to the whole approach. These attacks are stopped by the walls, but orange and green keep sending reinforcements. This has three positive affects, first they aren’t attacking your planets, they aren’t capturing other planets, and all the units they are stockpiling will eventually attack each other.
  6. At 1:41, this is in preparation for the walls going down, so you can remove the attacks and keep your units from being wiped out.
  7. At 2:09, once again pin the orange units by attacking its singleton planet through the wall. This is to keep it from attacking your top right triple planet.

From here you are in good shape to just clear up the remaining opponents as best as possible.

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Supernovas (Hercules), Castles walk-through, completed in 1:31.2

When playing most of the games in the Hercules constellation, the supernovas are just distractions, and should usually be ignored.  That isn’t the case with Castles.  My approach used to be to trigger the supernova next to one of my opponents and then immediately wipe out as many of the opponent’s planets as possible.  I could get a good time, but the problem with the approach was that the other opponent could really build up their forces.

The new approach is to trigger an opponents supernova just for the purpose of weakening them, and then immediately attempt to trigger the supernova of the other opponent before they can expand to any new planets.  At this point the second opponent can be wiped out, then you only have the original weakened opponent left.


  1. From 0:00 to 0:30, capture your initial planets and build up some units.
  2. From 0:31 to 0:41, attack the orange back planet (I attack which ever opponent hasn’t promoted their double planet).  When the units get close, redirect the attack to the supernova.
  3. From 0:42 to 0:58, attack the green supernova and after triggering it, destroy the two green singleton planets (if green had already promoted its double planet then it would be the first one to attack). Then leave enough units to destroy the double planet later.
  4. From 0:59 to 1:12, attack the orange supernova, while this attack is going on, attack the green planet, then remove your attack in an attempt to get it to promote itself.

From here on out it’s just destroy the remaining planets as best as you can.



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