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brianbrian25
06-27-2007, 01:26 PM
This is a guide to Xeno Tactic. I don't really know where to start off, but-
The link to Xeno Tactic is-http://www.xgenstudios.com/play/xenotactic
(http://www.xgenstudios.com/play/xenotactic)
Xeno Tactic is played as a turret defense game, such as onslaught. Mouse controls everything. The game has a built in auto save so you can keep playing the levels you have unlocked. The game has six levels, each getting harder every time.

You start out with some money. When you get to two lines of Xenos, you'll start getting lots of money to spend. Before you start spending like crazy, use this strategy. Buy ONLY vulcan turrets (buy different ones later on) and create some maze shape. By the time you end up getting to two lines, create some maze starting with a large diagonal line. Remember, the Xenos (bad guys) only need one 'square' to walk on. Once you have enough money, upgrade the ends of the 'maze'. Shown here-
http://img165.imageshack.us/img165/312/untitledvq5.png
Continue building on the vulcans, ocasionally buying SAM's in the back. If there are walls in the way, use them as a advantage. Remember, the up goes down and left goes right on two lines of Xenos. Some of the Xenos are flying, but by the time you get to those Xenos you can destroy them because of the many lines of turrets.
Vulcan Turrets

Vulcans, at $5, are the cheapest way to create the maze of your choosing. They do 10 damage, but have an extremely short range (which almost never improves) and a long cooldown between shots. Use it for the basic maze, but don't rely on level 1 vulcans to do any sort of reasonable damage during later waves, even over long distances.

Upgraded vulcans, however, can be somewhat useful. Their range still stays at 60, but their power doubles with each upgrade. Early upgrades are rather cheap, as well. If you're planning on using a vulcan to actually do damage, upgrade it to at least level 3, if not level four. A level four turret only costs $50 to get up to speed, which is a rather cost-effective way to lay the smackdown on enemies. It's fully upgraded version has a massive range of 180, three times that of the other versions. In addition, it deals out a massive 400 damage with each shot. It's also tied for the cheapest turret to get up to full, with $200 for a fully upgraded vulcan. However, its rate of fire seems to get even worse, so make sure that any sniper towers are located centrally so that they never have to fall silent.


Plasma Turrets

Plasma turrets have a slightly longer range than vulcans and have a rather fast rate of fire, making them excellent point-defense turrets. They are best placed along areas where they will have plenty of chances to shoot at enemies, and unlike vulcans, they can shoot 3 squares away, so it can fire over other turrets. It can also hit air.

The major downside to plasma turrets is the cost. The turret itself is in the middle area in terms of cost and early upgrades (absolutely VITAL for getting any decent amount of damage) are relatively inexpensive (and worth it), but the later upgrades cost an arm and a leg (toenails and all) to get. The final upgrade costs over $250, which more than doubles the cost of the turret. However, unlike other upgrades (all of which increase firepower by 90%), the final upgrade adds 20 extra range (up to 90) and adds a MASSIVE 400% to shot power. It's a monster investment, but a well-placed fully upgraded turret can easily be the most power weapon in your arsenal.

SAM Turrets

Not including highly upgraded versions of other turrets, the SAM turret has the longest range of any turret. It has a long cooldown and does relatively little damage per shot, and thus is one of the worst 1-st level turrets. It's rather cheap at $20, though. They are the obvious choices when you've got an unused area that is within easy range of enemy lines. The main advantage of SAM turrets is their splash damage, allowing their slow rate of fire to do quite a bit of damage, though spread over a small area.

Upgrading SAM turrets is an excellent cost-effective way to spend money. Early upgrades cost from $20-$40, and each upgrade adds to range, power, AND splash radius, by 5, 100%, and a little, respectively. When upgraded, they can wreak havoc on any tightly grouped enemies, and can potentially be the most powerful turrets you have. Just remember that they purely act as support, so don't expect them to stop invasions on their own. They cannot hit air.

DCA

The DCA is purely meant to be used against air units. Considering that air units only pop up in about 1 out of every 10 waves (and that they cost so much), they can seem to be rather useless. The main fault in this is that air units are quite possibly the worst enemies you will ever face, and they pass over your other turrets without much trouble. Other turrets will stop the first 1-2 waves of air units, but it is absolutely imperative that you have a few of these by wave 20. Place them near the center so that they can fire on both lines of air units when they are the most bunched up, so that the splash damage (if applicable) can be used to its greatest effect. It fires up to 4 missiles at up to 4 different targets at once, though level 1 turrets have an extremely small range and do very little damage for their cost. The rate of fire is also quite decent.

Upgraded DCAs are capable of the highest damage per second of any turret. Upgrades improve power and range, and from upgrade 3 onwards, splash is added and improved. Three or four centrally-placed highly-upgraded turrets can stop virtually any air assault, so long as you have vulcans and plasma nearby to pick off any survivors. DON'T SKIMP ON THESE. Air units are one of the nastiest units in the game, and the mission 5 boss air units can be impossible to stop without a generous application of DCA missiles.

Freeze Turrets

Freeze turrets aren't terribly important for earlier missions, but they become absolutely vital later on. Freeze turrets are rather expensive to place, but the slow-down on enemies is an EXCELLENT way to keep enemies in range of your most powerful turrets for as long as possible. They are somewhat similar to vulcan turrets in range and their power is absolutely horrible, but the slowdown spreads to affect any enemies in the area and has quite a decent effect on enemy speed. If you're creating a specific area where you plan to brutally destroy anything, freeze turrets can double or even triple the effectiveness by keeping them in the killing zone for as long as possible. Spread them out along your killing zones so that enemies are always affected. In addition to this, SAM sites are greatly improved, since enemies group up quite tightly when affected. It can also hit air, so it can be quite effective for keeping air units in range of your DCAs for even longer.

They are also the cheapest units to upgrade, contrary to their initially high price tag. Each upgrade costs $25 ($50 for the final upgrade) and increases slow and power. the power upgrades are rather paltry, but the extra slowdown is an excellent and cheap way to spend money. I'm not quite sure if the splash, slowdown effect, or both are affected by the upgrade, but it's still a useful upgrade. Due to the lack of inflation, they're also one of the cheapest units to get to max.

Sonic Turrets

To be honest, I'm not much of a fan of sonic turrets. they affect any enemies immediately adjacent to them and hit all of them simultaneously, with a chance to stun. Each upgrade slightly increases the chance to paralyze (up to 20%), but the short period of the paralysis and the small chance makes it really only useful to deal out damage. the damage it deals is decent, but the huge cost to upgrade makes each turret a huge investment. It's best used with freeze turrets and powerful turrets nearby to take advantage of the paralysis. Only use them on double-back spots of your killing zones. They can get quite powerful when highly upgraded, but again, they're not a turret that you're going to want any more than 1 or 2 of.


Well, hopefully this strategy works for you. I'm keeping it a bit short for now because I have to get off now. Good luck playing!

Woolfenstien
06-27-2007, 02:08 PM
You might want to have the ones circled in red as Sonic towers or whatever they're called. However, just vulcans will suffice for the 1st level.
Also, try and place the specialised anti-air turret in the exact centre of the map; this will obliterate the air aliens.

salsport
06-27-2007, 05:33 PM
nice example, it'll give people an idea what the maze stratagy is

upgrading the valcan turrets cost $10 to $20 for to fisrst upgrade, i think them a second time would be around $20-$40 more or less maybe we should have a list of upgrade costs

is there a limit on how much u can upgrade them btw?

Fearful Ferret
06-27-2007, 06:13 PM
Well, I've managed to get to mission 5, and I love this game. But I can't get past it. I was on the last wave when the boss flying dudes showed up and took away my last health.

That was annoying.

And that strategy is all right for earlier, but vulcans really don't have the damage per second needed to make much of a difference in health. I've used over a hundred to create the longest maze possible with as much doubling back as possible so that they pass many turrets at least twice, and it still was unable to stop reasonably well-armored enemies.

I'll just write a little guide as well. Because I want to.


Vulcan Turrets

Vulcans, at $5, are the cheapest way to create the maze of your choosing. They do 10 damage, but have an extremely short range (which almost never improves) and a long cooldown between shots. Use it for the basic maze, but don't rely on level 1 vulcans to do any sort of reasonable damage during later waves, even over long distances.

Upgraded vulcans, however, can be somewhat useful. Their range still stays at 60, but their power doubles with each upgrade. Early upgrades are rather cheap, as well. If you're planning on using a vulcan to actually do damage, upgrade it to at least level 3, if not level four. A level four turret only costs $50 to get up to speed, which is a rather cost-effective way to lay the smackdown on enemies. It's fully upgraded version has a massive range of 180, three times that of the other versions. In addition, it deals out a massive 400 damage with each shot. It's also tied for the cheapest turret to get up to full, with $200 for a fully upgraded vulcan. However, its rate of fire seems to get even worse, so make sure that any sniper towers are located centrally so that they never have to fall silent.


Plasma Turrets

Plasma turrets have a slightly longer range than vulcans and have a rather fast rate of fire, making them excellent point-defense turrets. They are best placed along areas where they will have plenty of chances to shoot at enemies, and unlike vulcans, they can shoot 3 squares away, so it can fire over other turrets. It can also hit air.

The major downside to plasma turrets is the cost. The turret itself is in the middle area in terms of cost and early upgrades (absolutely VITAL for getting any decent amount of damage) are relatively inexpensive (and worth it), but the later upgrades cost an arm and a leg (toenails and all) to get. The final upgrade costs over $250, which more than doubles the cost of the turret. However, unlike other upgrades (all of which increase firepower by 90%), the final upgrade adds 20 extra range (up to 90) and adds a MASSIVE 400% to shot power. It's a monster investment, but a well-placed fully upgraded turret can easily be the most power weapon in your arsenal.

SAM Turrets

Not including highly upgraded versions of other turrets, the SAM turret has the longest range of any turret. It has a long cooldown and does relatively little damage per shot, and thus is one of the worst 1-st level turrets. It's rather cheap at $20, though. They are the obvious choices when you've got an unused area that is within easy range of enemy lines. The main advantage of SAM turrets is their splash damage, allowing their slow rate of fire to do quite a bit of damage, though spread over a small area.

Upgrading SAM turrets is an excellent cost-effective way to spend money. Early upgrades cost from $20-$40, and each upgrade adds to range, power, AND splash radius, by 5, 100%, and a little, respectively. When upgraded, they can wreak havoc on any tightly grouped enemies, and can potentially be the most powerful turrets you have. Just remember that they purely act as support, so don't expect them to stop invasions on their own. They cannot hit air.

DCA

The DCA is purely meant to be used against air units. Considering that air units only pop up in about 1 out of every 10 waves (and that they cost so much), they can seem to be rather useless. The main fault in this is that air units are quite possibly the worst enemies you will ever face, and they pass over your other turrets without much trouble. Other turrets will stop the first 1-2 waves of air units, but it is absolutely imperative that you have a few of these by wave 20. Place them near the center so that they can fire on both lines of air units when they are the most bunched up, so that the splash damage (if applicable) can be used to its greatest effect. It fires up to 4 missiles at up to 4 different targets at once, though level 1 turrets have an extremely small range and do very little damage for their cost. The rate of fire is also quite decent.

Upgraded DCAs are capable of the highest damage per second of any turret. Upgrades improve power and range, and from upgrade 3 onwards, splash is added and improved. Three or four centrally-placed highly-upgraded turrets can stop virtually any air assault, so long as you have vulcans and plasma nearby to pick off any survivors. DON'T SKIMP ON THESE. Air units are one of the nastiest units in the game, and the mission 5 boss air units can be impossible to stop without a generous application of DCA missiles.

Freeze Turrets

Freeze turrets aren't terribly important for earlier missions, but they become absolutely vital later on. Freeze turrets are rather expensive to place, but the slow-down on enemies is an EXCELLENT way to keep enemies in range of your most powerful turrets for as long as possible. They are somewhat similar to vulcan turrets in range and their power is absolutely horrible, but the slowdown spreads to affect any enemies in the area and has quite a decent effect on enemy speed. If you're creating a specific area where you plan to brutally destroy anything, freeze turrets can double or even triple the effectiveness by keeping them in the killing zone for as long as possible. Spread them out along your killing zones so that enemies are always affected. In addition to this, SAM sites are greatly improved, since enemies group up quite tightly when affected. It can also hit air, so it can be quite effective for keeping air units in range of your DCAs for even longer.

They are also the cheapest units to upgrade, contrary to their initially high price tag. Each upgrade costs $25 ($50 for the final upgrade) and increases slow and power. the power upgrades are rather paltry, but the extra slowdown is an excellent and cheap way to spend money. I'm not quite sure if the splash, slowdown effect, or both are affected by the upgrade, but it's still a useful upgrade. Due to the lack of inflation, they're also one of the cheapest units to get to max.

Sonic Turrets

To be honest, I'm not much of a fan of sonic turrets. they affect any enemies immediately adjacent to them and hit all of them simultaneously, with a chance to stun. Each upgrade slightly increases the chance to paralyze (up to 20%), but the short period of the paralysis and the small chance makes it really only useful to deal out damage. the damage it deals is decent, but the huge cost to upgrade makes each turret a huge investment. It's best used with freeze turrets and powerful turrets nearby to take advantage of the paralysis. Only use them on double-back spots of your killing zones. They can get quite powerful when highly upgraded, but again, they're not a turret that you're going to want any more than 1 or 2 of.


Well, there's the turret guide. I'm too tired to write any more. I might do one for different maze strategies later. Sorry for hijacking the thread. I guess I got a bit carried away. Anyone want to nominate me for newbie of the year?

Hey, look, I got logged out while typing this. Heh.

brianbrian25
06-27-2007, 07:44 PM
The vulcan towers held me to the third level.

You don't need to be called the noob of the year.

Scornic
06-28-2007, 12:35 AM
I was at level 45 on mission 5 when the planes cam ein and flew right over as my turrets shot at the blobs. Unfortunatley 4 air turrets all upgraded to yellow only killed about 4 planes.

Woolfenstien
06-28-2007, 09:28 AM
The plasma turrets are possibly the best turrets in the game. You can pretty much stem any attack with around 6 of them, fully upgraded. I've managed to beat level 5 using a quarter of the map using them.

Just keep around 4 DCAs in the centre, to take down the air aliens that the plasma turrets don't get.

Also, the vulcan turret, when fully upgraded, is great to use as a final barrier between empty land and the entrace to your 'base', however, it's only good for one or two enemies, because of the cooldown rate.

crowen
06-28-2007, 09:43 AM
The turrets are by far the best, a system that has worked for me (untill about wave 8 of level 6) is just buy the regular 5$ turrets and create the maze technique like first stated, then as you progress, simply replace one or two of those 5$ turrets as you go along with plasma, (you dont have to create the maze right away you just have to get it far enough along to double them back onto the plasma turrets, then upgrade the hell out of them keeping several of the DCA (for air xenos in the middle as stated) once you upgrade the Plasma's 6 times (290 for the last time) you will get the red BFG turret, which cant be upgraded anymore (but doesent need to be) with 6 or 7 of those spread through the maze you can sit back and watch the carnage, by then youll be near end of level tho.

Also the two mutating slug things and the two big ass choppers in the last waves of level 5 I still ahve not beat, but I have more then enough life to live through them, if you look the choppers I dont think CAN be beat unless you over prepare for them, they have well over 20.0934859 in life, I didnt get a good look at it cause it was constantly depleting but by the time they got to my base I had them down to 10.048498 something,
level 6 im afraid im stuck on tho, right around the 8th or 9th wave im overwhelmed....

Any ideas???

Woolfenstien
06-28-2007, 10:22 AM
The turrets are by far the best, a system that has worked for me (untill about wave 8 of level 6) is just buy the regular 5$ turrets and create the maze technique like first stated, then as you progress, simply replace one or two of those 5$ turrets as you go along with plasma, (you dont have to create the maze right away you just have to get it far enough along to double them back onto the plasma turrets, then upgrade the hell out of them keeping several of the DCA (for air xenos in the middle as stated) once you upgrade the Plasma's 6 times (290 for the last time) you will get the red BFG turret, which cant be upgraded anymore (but doesent need to be) with 6 or 7 of those spread through the maze you can sit back and watch the carnage, by then youll be near end of level tho.

Also the two mutating slug things and the two big ass choppers in the last waves of level 5 I still ahve not beat, but I have more then enough life to live through them, if you look the choppers I dont think CAN be beat unless you over prepare for them, they have well over 20.0934859 in life, I didnt get a good look at it cause it was constantly depleting but by the time they got to my base I had them down to 10.048498 something,
level 6 im afraid im stuck on tho, right around the 8th or 9th wave im overwhelmed....

Any ideas???Get the plasma turrets clumped together, around halfway through the maze (don't cover the whole playing area with a maze!). Once the hoards are getting near the exit, sell a turret far away from them, and build one over the exit closest to the enemies. They'll turn back, allowing you to have a second pop at them.

I managed to beat level 5 with around 13 health remaining.

Also, get your DCAs upgraded fully before level 45! You'll need them against the giant flying things.

crowen
06-28-2007, 11:34 AM
Get the plasma turrets clumped together, around halfway through the maze (don't cover the whole playing area with a maze!). Once the hoards are getting near the exit, sell a turret far away from them, and build one over the exit closest to the enemies. They'll turn back, allowing you to have a second pop at them.

I managed to beat level 5 with around 13 health remaining.

Also, get your DCAs upgraded fully before level 45! You'll need them against the giant flying things.

Yea, had 4 DCAS near middle, up to 4th upgrade, and had a clump of plasmas up to 5th upgrade and several spaced through the maze at 3rd or 4th upgrade, I use the sell / rebuy technique to turn them around (thats how I got to level 40) tried 5 or 6 times and every time they get me round level 50, they just come to fast and what pisses me off is ill get the mutating slug thingys, then a horde of the quick bastard spiders LoL, so by then my turrets are too busy, I also found that a few of the missle launcher turrets for ground crews are quite helpful when upgraded and sparsed throughout stage, because with their high firing range I can place them several rows apart and get great coverage, also made use of a couple of the freeze turrets as well, I know if I could scrape by the middle levels there of 50 -60 Im sure Id get enough cash to upgrade everything to full and make a break for it, but alas....keep dieing at no higher then 51, oh well...ill keep trying

Woolfenstien
06-28-2007, 12:14 PM
Put the freeze turrets near your clumps of plasma turrets. This slows 'em down, and lets you get more damage on them before the run away.

brianbrian25
06-28-2007, 12:42 PM
The plasma turrets are a bit annoying, but they work. They aren't really fast, and when the bad guys get there it shoots so slowly they're gone and it doesn't do that much damadge.

salsport
06-28-2007, 02:58 PM
ur wrong, the plasma turret does a good amount of dmg, and it's faster taht the valcan turret, mybe ur thinking of a differnt turret, the only problem is that they cost $25 to place

crowen
06-29-2007, 08:33 AM
Got to level 83 on 6 finally LoL, watched a couple google videos to get some Ideas, Found out also that the fully upgraded missle turrets, do some extreme splash damage and are good paired with some freeze turrets and Plasmas. Gonna keep trying different combos and routes and will post some screenshots when I get there. WHOOOO Its just so addicting

Neoray
06-29-2007, 10:51 PM
Thats pretty cool that you have a guide.

brianbrian25
06-30-2007, 02:34 PM
ur wrong, the plasma turret does a good amount of dmg, and it's faster taht the valcan turret, mybe ur thinking of a differnt turret, the only problem is that they cost $25 to place

Really? For me it's freaking slow. Maybe I put too many vulcan turrets.

And looking at the post above me... um... [no comment].

Bat WomAn
07-01-2007, 07:31 PM
yea combos are good this game is very addicting but im on number five i get to about 46 or 47 then i die but im trying some new stuff so i should get it soon

ace 101
07-01-2007, 10:59 PM
LEVEL 50!


http://img213.imageshack.us/img213/8730/noooodh3.png

This is a perfect example of the importance of Vulcans. They may not be strong but they alone managed to get me to level 50 without dying. They managed to sheild me long enough to build some higher defences.

And when people say the plasma is useful. It has a limit. It must be placed along with a freeze. Or alternately...

http://img223.imageshack.us/img223/4344/editws9.png

NOTE: Always place a few in the top at the back and at the bottom. Preferabally make some of these vulcans into red snipers. Once you get to level 50, You will be getting an attack from the bosses. Also. Make sure that all of those DCA's are FULLY upgraded. Because you got 2 Big flying bosses on their way.

crowen
07-02-2007, 08:14 AM
You dont really need freeze with plasma, I have beaten five with just vulcans, Plasmas, and DCAs, I noticed in your pictures your route is way to open, start out by directing both sides into a smaller are, then go with an up and down method, ( i will post some screen shots in a few, gotta go beat it again)

Bat WomAn
07-02-2007, 08:34 AM
yea i noticed ace 101's was too open also

crowen
07-02-2007, 09:12 AM
http://i35.photobucket.com/albums/d162/dfeola/2.jpg

The start of the maze, as you see on 2 with only 1 plasma

http://i35.photobucket.com/albums/d162/dfeola/20.jpg

Sorry about the long skips but here is level 20, here you can see upgraded plasmas and a few DCAS, I will be replacing those vulcans to bring alot more DCA's into the middle, the 1 life lost was from a rouge chopper, usually I get em all but one slipped through my fingers. Notice the maze forming more.

http://i35.photobucket.com/albums/d162/dfeola/40.jpg

here is level 40, now at this point is where you start having to alter the maze back and fourth forcing them back through again and again towards the higher level plasmas, and you can see where i did that near the middle, leaving me to just sell one near the bottom exit and block the way all the way towards the right, once again for some reason my dcas werent working, usually Im still at 20 life by this point but no biggie.

http://i35.photobucket.com/albums/d162/dfeola/50.jpg

And this is the final, you can see the seriously altered maze forcing these last 2 little buggers to walk through the long way past all the upgraded plasmas again and again till death, unfourtantly during wave 48 I screwed up the alteration, usually I wait till there right at the exit then block it again forcing them through, well I accidently clicked one square to left and they i was dropped to 2 life, but once again no biggie since these 2 will never get through being funneled back and fourth, usually I can finish this level with 18 to 20 life left, (minus 2 for the impossibly difficult choppers.) i did destroy them once, I did this maze quick just to show the method, but really instead of randomly placed plasmas the best method is to place them in a line maybe 6 to 8 on the stage stretching vertically and horizontally, this should fix the giant chopper problem beating them about 3/4 past. Also defiantly plan your maze to be able to be altered. and make sure your clicking right spot or youll end up like me LoL. Good luck

markal
07-03-2007, 02:44 PM
Hiya all, just 2 show off and let every1 know i got 2 lvl 78 on mission 6, go me, lol! :cool:

Anyway, i was wonderin if any of u had any idea how i might complete it... its dam hard.:( I found if u wana do well u need plaenty of well upgraded stuff... spechially plasma turrets fully upped, as they seem 2 be most effective as an alround weapon. By the way if u r doin mission 6, u got any idea how 2 kill the big stuff at lvl 50ish?...:confused: i've only managed 2 kill the slugs so far, and the spawned stuff as a result is causin me 2 last significantly less time.:mad:

Good tip is 2 make sure u dont let any enamies get away near the beginin, as if u do then ur in 4 a rough ride bout lvl 50 or so, u wont get past 60 if ur less than 10 life after lvl 50 slugs and air raders... its annoyin.;)

Good luck, and if any1 finds a solution plz mail me!

salsport
07-03-2007, 11:13 PM
does anyone ever read through every post in these threads anymore, because u should RLLY read the old posts

read every post before posting

DragonBlood87
07-04-2007, 03:32 PM
Turret upgrades:

Vulcan Turret: $5, 60 Range, 10 Damage
Vulcan Turret 2: $15, 60 Range, 20 Damage
Vulcan Turret 3: $10, 60 Range, 40 Damage
Vulcan Turret 4: $20, 60 Range, 80 Damage
Vulcan Turret 5: $50, 60 Range, 160 Damage
Vulcan Tower: $100, 180 Range, 400 Damage
(Total cost to fully upgrade: $200)

Plasma Turret: $25, 70 Range, 5 Damage
Plasma Turret 2: $10, 70 Range, 10 Damage
Plasma Turret 3: $20, 70 Range, 18 Damage
Plasma Turret 4: $35, 70 Range, 34 Damage
Plasma Turret 5: $70, 70 Range, 65 Damage
BFG Tower: $290, 90 Range, 320 Damage
(Total cost to fully upgrade: $450)

Missile Turret: $20, 90 Range, 8 Damage
Missile Turret 2: $15, 100 Range, 16 Damage
Missile Turret 3: $35, 110 Range, 32 Damage
Missile Turret 4: $60, 120 Range, 64 Damage
Missile Turret 5: $110, 130 Range, 128 Damage
Missile Tower: $160, 140 Range, 256 Damage
(Total cost to fully upgrade: $400)

DCA: $50, 60 Range, 20 Damage
DCA 2: $30, 60 Range, 40 Damage
DCA 3: $50, 65 Range, 80 Damage
DCA 4: $75, 65 Range, 160 Damage
DCA 5: $125, 70 Range, 320 Damage
THW Tower: $310, 75 Range, 480 Damage
(Total cost to fully upgrade: $640)

Freeze Turret: $50, 50 Range, 10 Damage
Freeze Turret 2: $25, 50 Range, 15 Damage
Freeze Turret 3: $25, 50 Range, 20 Damage
Freeze Turret 4: $25, 50 Range, 25 Damage
Freeze Turret 5: $25, 50 Range, 30 Damage
Zero Tower: $50, 75 Range, 40 Damage
(Total cost to fully upgrade: $200)

Sonic Turret: $30, 40 Range, 10 Damage, ?% chance to paralyze
Sonic Turret 2: $25, 40 Range, 20 Damage, 6% chance to paralyze
Sonic Turret 3: $50, 40 Range, 40 Damage, 10% chance to paralyze
Sonic Turret 4: $100, 40 Range, 80 Damage, 13% chance to paralyze
Sonic Turret 5: $185, 40 Range, 160 Damage, 15% chance to paralyze
Hypersonic Tower: $355, 40 Range, 320 Damage, 20% chance to paralyze
(Total cost to fully upgrade: $745)

morwin
07-06-2007, 02:46 AM
Hi all
I can't get past lvl 78/79 on mission 6 too
I use the "alternate paths" trick to get the tougher aliens on and on around the fully upgraded plasmas and it seems the only to finish them from lvl 50/60 on.

To kill the 2 big flyers of (lvl 50?) i upgrade two freezer turrets just next the dca, towards and centered on the doors, they can slow them down a lot and having 6/8 well placed 5th level dca can bring them down.

Also i think it's important to get all the "boss monsters" beacuse they give a lot of money: a full plasma turret can make the difference

I've tried to make a maze with a short way to the "killing zone" for one door and a longer for the other door to avoid the mass get through in the maze, but maybe could be useful to mass them and use sonic turrets and sams?

any idea?

Tony.jaa
07-06-2007, 01:52 PM
There is another example to make alternatvie door.(I call it "Trap door")
http://img511.imageshack.us/my.php?image=xenotrapzw2.png
I sold 6 DCAs in the middle of map after LV49 to upgrade my plasma gun,
cuz most of my money is gone by some bugs in a game :(

morwin
07-06-2007, 08:26 PM
ok, i got to lvl 93.:o
there's some 20-30 flyers with 100k hit points; you can't kill them with 12 full DCAs and full freeze turrets near the dcas. Actually, my dcas didn't even bring down one of them.:rolleyes:
Therefore, i can be almost sure of the fact that level 6 is impossible..
:mad:

trajanx
07-14-2007, 01:41 AM
I think it might be impossible to beat too, but .. WOW 92?? That's amazing.

Also, a comment on the level 5 solution posted with all the screenshots.. That is awesome stuff there. I think though that the poster and others who have problems with level 5 are missing one hugely important tactic. Upgraded Vulcan and Plasma turrets _vastly_ increase in value at max level. By which I mean, damage (per second) per gold, as well as range. You probably know this but it's _extremely_ important to focus on that fact.

Practical result? Never, ever, ever, have more than one Plasma or Vulcan turret that you are upgrading. Don't start a whole bunch, upgrade them half way, and then wait before maxing. Start one. Max it. Start another. Max it. Use level 1 vulcans as filler. Once I realized this, level 5 was a snap. I built the giant maze as always, but aside from once or twice at the early part, I never had to switch paths. And I finished with loads of life to spare.

The other turrets don't necessarily follow the same upgrade rule. And remember, when I say value, I don't mean damage, I mean damage (per second) per *gold* spent. Bang for your buck.
-- The DCA tops out in value at level 5. At level 6 you get more damage, but at a much lower value. You should only max out your DCAs when you are out of room in the middle to build more.
-- The Freezer damage increases linearly. Probably still a good idea to max this, however, since you want to minimize the amount of space used so you can fit in more plasma/vulcans
-- The Sonic increases in value with each level, so you should max it. paralyzation power actually peaks (per dollar spent) at level 2, or possibly level 1. But I find their real usefulness is in splash and coverage..
-- The missiles increase in value per level, but they're value is still pretty atrocious. The only redeeming part is, of course, their splash and range, but I never use them. (not affecting air is another problem they have)

[ note -- for this analysis I'm estimating that plasma fires three times each time a Vulcan fires. I assume the Sonic and Freezer fire at the same rate as the Vulcan, and the Missile fires at one half. Lastly, I never bothered to estimate the DCA fire rate since it doesn't really matter for the value calculation.. and its tricky and probably useless comparing it to the other turrets.. the comparison is pretty obvious ]

trajanx
07-14-2007, 01:58 AM
Question for the experts.. especially for anyone who has made it to wave 80 or higher. I was roadblocked at wave 49 (mission 6) but better use of DCA made it a fairly easy run to 72 on my first shot. But I don't think I'm going to be able to get much further than the low or mid-80s without another major tactic shift.

So.. what main turrets do you use for your damage? I've been using (maxed) plasmas, loads of them, with good placement. I strategically throw in maxed freezers, too. Then lots of DCA (I got that down now). But I'm questioning my use of plasma turrets, maxed, vs. vulcans..

What I like about plasmas is (1) they just, *look* effective, (2) they fire quickly, so maybe _slightly_ better vs fast moving enemy?, (3) they have good range, but its small enough that they focus fire, which is sometimes preferrable.

What I *don't* like about Vulcans is (1) they just don't *look* that effective, because of the slow rate, (2) the slow rate might make them slightly worse vs. flyers?, (3) they have huge range, but I worry they will waste shots on weaker units near the spawns -- which would die anyway before they got to the end of my maze -- instead of focusing on the big baddies. C.f. plasma, which I can put a little toward the back of my maze and their targets will naturally be the enemies that survived to reach them, and need heavy power..

Numerically, though .. they are about equal damage per dollar (2.00 vulcan, 2.13 plasma) taking into account fire rate, BUT.. the vulcan range is obviously double. Which translates to *four times* the area coverage of a plasma. So the numbers say you ought to max out vulcans.

What do you guys do? I'm thinking, maybe the trick is to put the plasmas up near the start of the maze (but far enough back that they use their full range without wasting any) and then build only vulcans in the back, despite my intuition that they just seem weaker. Another advantage of the plasmas, of course, is that they do more total damage per turret even if they are roughly equal in value, so for cramming the most fire power in one single area the plasma is a better unit..

morwin
07-15-2007, 06:29 AM
I don't use either plasmas or vulcans in mission 6; they may be good until level 50-60, but when aliens get to 40k hit points they start being useless.
I used only SAMs, at the corner of an L-like short corridor along with only one freeze turret, to make easier to amass the waves in shorter groups. SAMs are good, maxed, their missiles exploding area is huge, so if you make the aliens group you can have a great damage per second rate.
Freezer turrets are essential for flying aliens as you can't kill them if they're not slowed, at higher levels.
DCAs at max level are a lot better than at level 5: from level 1 to level 5 they fire, then wait for their missiles to hit, then fire again. Maxed, they fire continuously. This, combined with the +5 range, gives a lot more damage than i thought at start, i think much more than double.
I'm now trying a strategy with just sonic, dcas and freezers; anyone knows if sonics can affect flying?

p.s.: i still think mission 6 is impossible anyway

trajanx
07-15-2007, 03:28 PM
I finally gave into temptation and cheated to give my self infinite cash and several hundred life.. I considered two different plans.. one is the simple back and fourth zig zag i've used before. It gives a path length of around 190 and fits in around 95 guns (I forget the exact numbers, I worked it out).

The other one, which I actually went with, was an-uber zig zag, maybe I'll post a shot tonight. The basic idea is have a path where they are constantly forced to go back and forth while they move along the path. Eg, take a standard U shape corridor, but then make each side wider, and insert little road blocks making them zigzag up the U and then zig zag back down. The result is a slightly shorter total path (because you can't fit as many lanes of this in, even though each indivudal lane is lnog) and slightly fewer guns since its less space efficient. I got something like 85 guns and a 170 path length.

But the advantage is that it creats dozens of *PRIME* sonic placements, I mean loads of them. I maxed those all out, then laid in five short strips of maxed DCAs, one in the middle, and one in front of each entrance/exit (I didn't want to put more in the middle b/c it would dilute my land fire power. Then I turned everything else into maxed plasmas, with a fairly substantial number of maxed freezers, spread so most areas of the grid were covered one. In the extreme corners, I did use a couple max vulcans and SAMs, only since plasma coverage there was low and the extra range would help.

I went with plasmas as the main kill weapon because I though the sonics would give me all the splash damage I needed and since money was no object at all in this scenario, the plasmas were clearly better than the vulcans, since they give twice the damage per turret. I also didn't think the vulcan's range would matter much, since I expected that towards the end of the map, my maze would be close to full of enemies anyway, so there would never be lack of a target.

Well. It got me to around the mid 90s. I think I had a couple break throughs before that, boss units from the 89/90/91 wave. There were two each with a million HP and I got them down to around 400k by the end, but that was it. After around 94 it just got worse. I was killing a lot, still, but there were *immense* numbers of units pouring out. The final waves got through pretty badly -- and let me tell you, the sonics were amazingly effective at making the whole thing take forever..

I ended up winning but only because I had given myself the extra health.. I lost around 60, almost all of it in the final few waves. The final land bosses, for example, had 2,000,000 hp each and I could only do about 600,000 per pass through the maze. I didn't have a reversal system in place to make them run through again, but it wouldn't have helped -- it would have taken at least 3 run throughs, and there's no way I could pull off even given how many units were still pouring through, who would have shotcutted to the end while I was dealing with the bosses.


CONCLUSION:
(1) SAMs might be the way to go, which I *never* would have guessed. What the previous poster said is dead on, he's much smarter than me. Plasma will get you to wave 70 or so, but after that its a war of volume, and you need to be able to do epic splash damage. All the same though.. each rocket has to hit over 6 enemies to make it as effective as a plasma. So maybe the trick is to put lots of same in the front and center (mixed with sonics, DEFINITELY sonics, and freezers and enough DCA) and then load the back of your maze with plasma, since units that get there will be more spread out and generally fewer, so you're less likely to have SAMs consistently hitting over 6 targets per shot.

(2) My maze and tactics could have been better but I still lost by 60 life. And remember that I used unlimited funds. Every single turret on the map was completely maxed out from the start. There is no way to win this game. None. Period. The challenge, if you are into it, is to see how high a wave you can surivive.

(3) I don't think this is spoilers, since its impossible to reach anyway without cheating, but what happens if you win? Nothing. You get put back to the main screen it says "congratulations" on top. That's it.

(4) I really wish I could find an e-mail for the author, instead of just his website.. The game should be rebalanced, just a little, to make it winnable. Our friend above made it to the early 90s which blows me away, but the difficulty just goes up exponentially, the last 10 waves are impossible to completely destroy. The last 5 waves you will hardly kill anything at all (or, you do, actually, but they split, and split, and split, so the more you kill the more actually get through).

Fearful Ferret
07-15-2007, 09:34 PM
Well, I Used the tactic of making a long maze with 5 centrally placed plasmas and 3 central DCAs on mission 5, and it literally blew me away just by how effective it was. I never even lost 1 health, and I only had to use the switchback method once, and that was with the slug offspring from right before the end. Not even the flying bosses gave any trouble.

I'd highly reccomend just maxing out a few turrets and making sure that they fire at what they need to hit. And maxed DCAs are absolutely amazing: fast rate of fire, no problem with range (so long as placement is good), and once they warm up to shoot all 4 missiles (they shoot one missile, then 2, 3, and then 4 from there on out), they do nearly 2000 damage per salvo. With splash damage. Here's me killing the flying boss dude.

http://img166.imageshack.us/img166/6408/winnahxy7.png

Time for mission 6...

EDIT: Well, the same strategy got me to wave 78. Pretty good for a first try. The flying guys put the main chinks in my health, but the mass numbers of enemies were the ultimate killers. I'm gonna go for a neat little freeze/SAM/sonic/BFG tactic I tested in mission 5 on my next try.

http://img72.imageshack.us/img72/4373/losahgb3.png

trajanx
07-16-2007, 07:10 PM
Said it before but.. mission 6 is most definiltey unbeatable. I've tried three times now, using unlimited cash. The best I've done by the very end was to lose a mere 49 life. I think with a little bit more effort I could pull that down to 40, maybe 35 tops. But keep in mind, thats after spending over 40,000 gold. After 100 waves, you actually have well under half that to spend.

Here's the first attempt, just showing the path. I replaced all the white turrets with a mix of DCA, Freezers, and strongly favoring plasmas (all maxed of course). You can see pretty easily where the "reverse" switch is, although right up until after wave 100 is unleashed, its either unnecesary or impossible to use because of crowding:

http://i202.photobucket.com/albums/aa206/straypup/172plus25sharedpath95guns.jpg

That really didn't get me past 80 or 90 or so before I had pretty devastating damage. I reworked into what I think is a better situation. Should have taken a better screenshot, oh well. The main addition is sonics and a more zig-zagging path. This cost me 60 life by the time everything was dead:

http://i202.photobucket.com/albums/aa206/straypup/Cannotbebeat.jpg

The last one I managed to get down to 49 life lost. Most of that was to the last two waves of flyers. I think with more DCA I could have stopped the second to last wave entirely. The final air wave, #100, is unstoppable, however. Probably around 30-35 beasties with over 100k life each, and your maze at that point is swamped with land critters, so the only thing firing is your DCA. I don't know that I killed a single one of them. My only other losses were to the level 90 and 98-ish land bosses (2 in each wave) which have 1 million and 2 million life respectively. However, it was very close -- many of the huge waves got to the very end before being killed, so adding more DCA and losing ground firepower isn't a great option.

Here's that path. Yellow are plasma, light blue freezers, dark blue are DCA, red are missiles, circles are sonics. I didn't use a single vulcan. The idea here was SONIC, to slow but mostly for the massive splash damage. Same for the missiles. I realized that from waves 90-100 the maze is simply completely filled with critters, and plamsas just don't cut it. I put them at the very back, so they would focus their fire on the toughest bosses and where splash damage would be less useful since there would be fewer enemy.

http://i202.photobucket.com/albums/aa206/straypup/SonicPath49lifelost.jpg

(obviously, after I took the screen shot, I upgraded everything to max.. just kept like this to show what each turret type is).

Anyway, a challenge to anyone who can beat this game with just 20 life. Go ahead and cheat for the gold but 20 life is the max. Heck, do it with 30 and I will worship your genius :)

moopa
07-17-2007, 07:22 PM
Hmmm, i love xgenstudios, and i just played Xeno Tactic, and i accept your challenge :D . I'll use the money cheat only, and try to beat mission 6 with only 20 lives... wish me luck. Oh, and by the way, how do you upload a pic, i tried the insert picture button, but it keeps askin for an url. I wanted to see what you think of my layout.

trajanx
07-18-2007, 12:44 PM
I uploaded my screenshots to photobucket.com and then pasted in the image codes from there, its probably the easiest way. You can use the image button in the forum, too, but you have to have the pictures hosted somewhere.

Good luck with the challenge!

moopa
07-18-2007, 04:48 PM
Thx, i can get really close to the end, heres my layout:
http://i203.photobucket.com/albums/aa267/Entow/ultyxeno.jpg

That was my first layout, the red units are the important ones, and all the white ones i figured i could interchange with different turrets depending on the enemies outcoming (of course all maxed, picture is just for color difference). This layout worked pretty well, but lacked badly in air defense (especially later levels). If you have any suggestions to change my layout, post em, and ill try it. About 5 land aliens passed, and 15 air by lvl 90.

Alternately, i have also made another layout:
http://i203.photobucket.com/albums/aa267/Entow/soniccity.jpg

This layout i took from your advice on splash damage, and i may add, it works extremely well, i can get all the way to lvl 80 with no life gone, but once again, the dam flying aliens was my downfall, i thought i had enough THW towers, but the wave at lvl 85 (i think) took me down to 15-17 life, then the wave at lvl 93 killed me... but at least NO land aliens got in, lol. so back to the drawing board.

Final layout that im trying at this moment... as im typing... :
http://i203.photobucket.com/albums/aa267/Entow/sonicaltered.jpg

As you can see, i stuck with the sonics, since NO enemies passed last time, and i added ALOT of THW towers for those damn flying pricks. if it goes well, im hoping that all that gets through is a few boss aliens that have the million hp, and maybe a few lucky aliens.


P.S. sorry if the pictures are messed up, its my first time uploading em, and tell me any alterations to my layouts you think would be good.
Entow

Gobuchul
07-18-2007, 05:57 PM
Winning with the money cheat is easy ^^
See the shots for details.
5 of the level 100 air mobs leaked and I killed everything else with the switching tower tactis. Level 100 is the only level where mobs leaked...

Air leaks:
http://img515.imageshack.us/img515/2133/100gz9.th.jpg
http://img515.imageshack.us/my.php?image=100gz9.jpg

Last mob standing:
http://img360.imageshack.us/img360/6481/wonma6.th.jpg
http://img395.imageshack.us/my.php?image=woniu4.jpg

Sorry i dont know how to post the images full size, just visit imageshack...


I had about 47 level 6 DCAs (mainly the big blob in the center) a few more would have been nice, maybe.
All the other turrets were SAMs. I used the vulcans for the switching tower tactics (the white ones)
Absolutley no need for life cheating....


Without the money cheat I got to level 93.
In my first try i had only ONE SAM and put everything else in DCAs. Maybe you dont believe me, but one SAM is enough to get to level 93. But you dont kill land units fast enough to make enough money to build many DCAs.

In my next try, I tried to build as many SAMs as possible (and still have enough DCAs for killing the lvl 93 air mobs)
On level 93 i had 14 level 6 DCAs and 7 SAMs.
14 DCAs are way too little. I killed only about 5 or 6 of the level 93 mobs.
The SAMs also not enough. They killed the mobs not fast enough. I think the trick to beat this game is a perfect balance between anti-air and and anti-ground turrets. But well, maybe its really not possible to beat the game. And yes, SAMs are the only way do deal enough damage in the late levels.

Here a little tuorial for DCA building without having leaks:
Level 7: 1 lvl 1
Level 14: 1 lvl 3
Level 21: 1 lvl 5
Level 28: 1 lvl 6, (1 lvl 3)
Level 35: 1 lvl 6, 1 lvl 5 (maybe lvl 6 possible)
Level 42: 2 lvl 6, 1 lvl 5 (maybe lvl 6 possible)
Level 49 (air boss): 4 lvl 6 (maybe plus one lvl 6 freezer)
Level 51: 4 lvl 6
Level 58 (air boss): 5 lvl 6
Level 65: 6 lvl 6
Level 72: 7 lvl 6 (1 leak)
Level 79: 9 lvl 6 (4 leaks)
Level 86: 10 lvl 6 (10 leaks)
Level 93: 14 lvl 6 (more then 5 leaks, estimated 15 leaks.)

On the air boss levels luck is needed. When they spawn on the outer border of the spawning area (far to the left/right or top/down) they might leak, because not all of you turrets can fire at them. But when they spawn central the stated amount of DCAs are enough to take them down.

Well this are my 2 cents.
HTH and good luck!
Gobu

Minimoose
07-18-2007, 10:10 PM
Hold on! There is a money cheat?

Gobuchul
07-19-2007, 03:59 AM
No, there is no such thing. We used the cheat engine, well at least I did ^^

trajanx
07-19-2007, 01:48 PM
Gob, you are a genius. I bow before you.

I thought I'd take another stab today after a few days break but checked the forum first. My idea was maybe a little similar to yours .. ditch the long winding path, have a fairly shorter path, and then fill up all the extra space I gain with butt loads of DCA. I also figured the other trick would be to sell off a bunch of turrets and quickly replace with DCA right before the final couple air waves, then use switchbacks to hold the land dude in place.

Tell me though... one SAM to get to 93?! Do you just constantly force the little guys to run back and forth and back and forth?

Gobuchul
07-19-2007, 02:30 PM
Yes, when you dont use the money cheat, you have to start with the switching tower tactic very early in the game.

zamistro
07-20-2007, 11:20 AM
Would someone please post a screen shot of how they defeat Mission 4? Also, how do I do money cheat?

uclabcd
07-22-2007, 12:05 PM
Hi guys, I've had a dozen attempts on level 6 by now. I have got to level 90 but, I realize that I will lose in the next flying alien attack. Here is what I did...

http://img.photobucket.com/albums/v326/GrumpyFF11/untitled.jpg

I have not used any cheats and just made mobs pass back and forth through my maze. Since money was limited, at the earlier levels, I concentrated on vulcans in the center to kill both ground and air units.

For the first 60 levels or so, I essentially killed everything using one single sonics turret (and level 1 vulcans). I've added two additional sonics because it was just taking forever to kill. I used to have some SAMs, but in my prevoius attempts (like others have stated) I found that I needed all the DCA's possible to make sure I get through the flying aliens starting around level 70s. I just didn't have the money or room in the middle to add SAMs. By the end, Sonics are essentially always firing off hitting mobs anyways and do more damage while paralyzing mobs. When you have a billizon mobs running around, sonics can hit a lot of mobs at the same time.

I got to the 80s twice before I tried adding Freeze turret to slow down the flying aliens for the DCA's. This helped me get to level 90 right now, but I know there is possibly no way I can survive the next flying wave.

Having just finished reading this thread, I don't know how I would be able to get through that final wave without money cheat, but I'll try again. I just know that you will need absolutely perfect DCA and Freeze turret placement.

Fyre Bird
07-26-2007, 02:50 PM
Where do I find the cheat engine?
Is it free?

Alex the Researcher
07-27-2007, 04:52 PM
2uclabcd - have you use only sonic towers from the beginning? I've try, but big bosses pass them without much damage. And its take a long time to take out all monsters (long time = not enough $ to upgrade or buy new towers in time :().
Plasma is optimal vs. bosses, rockets/sonics vs. mobs and DCA's - vs. air... but! One time I've passed to lvl. 79 with only plasma towers (BFG towers, of course ;)).

uclabcd
08-01-2007, 11:55 PM
2uclabcd - have you use only sonic towers from the beginning? I've try, but big bosses pass them without much damage. And its take a long time to take out all monsters (long time = not enough $ to upgrade or buy new towers in time :().
Plasma is optimal vs. bosses, rockets/sonics vs. mobs and DCA's - vs. air... but! One time I've passed to lvl. 79 with only plasma towers (BFG towers, of course ;)).

I did not use sonic towers from the beginning. I use one single sonic tower (singular) and concentrated money on building a long maze with vulcans. Bosses were pretty easily downed just by long rows of vulcans for the first 40-ish levels. Bosses do take a while but it doesn't really matter because they go down eventually. It's more important to concentrate your money on DCA's. In fact, my last run I didn't have anything except vulcans for the first few dozens level.

I got to the 80s many times with just one sonic before I realized the importance of DCA's. I tried upgraded vulcans and plasma which were essentially useless. The bosses are never an issue. The other ground units were even less of an issue. You really just need something for some type of area attack crowd control and its fine. The only issue were those damn flying aliens.

I've gotten to level 93 easily each time with this philosophy. The problem was that I would fill the center with 15 fully upgraded DCA's and most of flying aliens gets through barely scratched. If I was close and killing a few ground mobs faster might helps, I would.

elricz
08-02-2007, 02:45 PM
I have compiled some statistics on the alien waves in an Excel spreadsheet (http://zapicm.googlepages.com/Xeno.xls), added some graphs and a template to design labyrinths on "paper". I had to cheat to get the data, currently my record is on wave 63 on level 6.

cozad
08-03-2007, 08:20 AM
Your spreadsheet is very good elricz :-) I played this game quite afew times and the higest I have made it to is level 93 on mission 6. I think the game is impossible to complete, but might be possible to get pass 93.

So im working out different ways to get past that flying wave. Its hard because once your in the 80s your not killing the mobs fast enough to get money to make dca's and freeze turrets.

Olliekr
08-07-2007, 09:23 PM
Yeh. very Handy Spread sheet! nice to know that if all goes PERFECT by the end you can get 16972$ to attempt to take down that last wave of Flyers.

@191320 HP each for 20 of em.. Each DCA6 does 480*4 missiles = 1920 / volley or basically 100 volleys to kill ONE.. You Could theoretically build 26 level 6 DCA if you ignore every thing else.. SO with 26 DCA's *1920 dmg = 49920 Dmg / volley
Or 76.65 Volleys to kill all 20 of them before they get through..(3826400 hp)

I dunno.. thats alot of shooting. and Odds are your only going to have 15-20 Full DCA's, because if you don't have ground pounders, you are not going to kill the ground units to get your gold to build the DCAs.. or the Freeze turrets to get you the 76 Volleys you need.. or 99 of you have 20 DCAs.

The more I see the more I have to agree this game is not beatable with out cheating. You MIGHT get past 93, but that last wave, you just dont get enough gold to make enough Towers.

Alex the Researcher
08-08-2007, 01:03 PM
May be some secret in the game? And I wonder... Did someone of developers pass mission 6?

demonon
08-09-2007, 03:59 AM
I think the only way to win this game (with out the money cheat)
is to concentrate on allot of DCA. Atleast 30 or something.
And that is if you have freeze turrets.
And then build SAM turrets.
Just let those monsters walk up and down.
After lvl 98 you should sell those DCA's and replace them with more SAM turrets.

I think the game also takes several hours to complete this way...

kakashirev
08-10-2007, 12:45 AM
Demonon, this game is IMPOSSIBLE. you simply CANNOT GET to level 98 of level 6, EVEN WITH the money cheat.

demonon
08-10-2007, 05:50 AM
I swear...
If I someday meet the autor of this game, I'm gonna kill him.

@kakashirev:
Gobuchul won this game with the money cheat.. (and no life cheat)
And I'm gonna try to make a cheat so that every monster has 1 hp or so...

caKeZ_n_gIrLz
08-10-2007, 05:48 PM
Bushra, this is for you.

1124

Fyre Bird
08-10-2007, 06:51 PM
What is this picture?
An explanation would be helpful.

Also, this isn't a very good tactic, Unless you cheated your health.

Olliekr
08-10-2007, 11:10 PM
OK it MAY be possible, if you can get past the level 93 air wave without any looses to life. then you can get to 100, loose 19 life.. all you have to do is kill 1 of the Flyers on that level. the ground Units are going to die in time, yes Slow, as you'll have to flip em back and forth but they sould not get through whatever happens. The only thing that you sould loose life to at all is the flyers. its just a matter of getting past level 93 without loosing any.

demonon
08-11-2007, 03:32 AM
The game is possible!
Buy enough DCA and some SAM turrets.
At lvl 98 just kill one Flying monster.
Then just replace all of them with SAM turrets.
And let the monsters walk back and forth untill they are all dead.
It IS possible.
I'm just to lazy to try.

caKeZ_n_gIrLz
08-14-2007, 11:07 AM
What is this picture?
An explanation would be helpful.

Also, this isn't a very good tactic, Unless you cheated your health.

Sorry, was being lazy:

http://forums.xgenstudios.com/showthread.php?t=102975

dudefolife4
07-05-2008, 06:14 AM
this is me i got to level 92 it was hard
http://forums.xgenstudios.com/C:\Documents and Settings\all\My Documents\My Pictures

Recoiller
08-02-2008, 01:02 PM
Hmmmm, I make it to wave 86 each time without cheat.
My tactic seems to be rather different to most of you here.

My main wonder is if Xeno Tactic can be finished without the cheat. And otherwise, who made it past wave 86 without cheat and how.

I'll try to put some images with my setup in my next post.

uzy5o
08-02-2008, 09:15 PM
This game is impossible. No matter how good your anti-air is, you'll lose at least 18 life on level 100. Which means you can only lose 1 life on level 93. Which is clearly impossible.

I've reached level 93 on v1.1 and level 100 on v1.3. The basic strategy is to create three paths for the ground units, so you can clump them together. Build 4 SAMs to blast the ground units. Build 1 plasma for killing bosses. Everything else goes to anti-air defense, which is DCAs supported by a few freezers.

Recoiller
08-02-2008, 11:24 PM
This game is impossible. No matter how good your anti-air is, you'll lose at least 18 life on level 100. Which means you can only lose 1 life on level 93. Which is clearly impossible.

I've reached level 93 on v1.1 and level 100 on v1.3. The basic strategy is to create three paths for the ground units, so you can clump them together. Build 4 SAMs to blast the ground units. Build 1 plasma for killing bosses. Everything else goes to anti-air defense, which is DCAs supported by a few freezers.

Crap, I hoped that was not the case. I think I have a similar strategy. I create 2 paths which I can 'open up' so that all units clump together. I also use 4 SAMs but no plasma. Rest is DCAs without freezers.
Can you show your map? and may I ask how many hours you think you spend? I'm rather possitive that I spend over 250 hours playing this game which is maybe a bit sick if I think about it. :(

Does anybody know if there will be a new version and maybe a port to Mac (Download) or even better iPhone/iPod?

jsonchiu
08-03-2008, 06:03 AM
My map: http://forums.xgenstudios.com/showthread.php?t=102975&page=2 on my second post.

I spent like one and a half month before reaching lvl 100 (v1.3),
and I have yet to pass lvl 93 in v1.0 because I'm still not efficient with the scarcity of gold (especially much wasted on vulcans).

uzy5o
08-03-2008, 05:16 PM
Here's my maze: http://www.youtube.com/watch?v=GE2Bvds7s14

Weezy
08-24-2008, 03:04 PM
Wow! Nice guide It really helped me.

Undead Hillbilly
12-07-2009, 01:02 PM
I know mission six is the topic of almost all the posts on Xeno Tactic, but I wanted to share my builds for missions 3 through 5. I don't enjoy tackling levels where I am required to juggle so I have instead focused (obsessed, perhaps) on beating mission 5 with a perfect score while never resorting to juggling. I have had a lot of fun creating my basic build for mission 5, then fine-tuning it game after game until I got it working just as good as I can manage. A lot of work went into this one, but it's not perfect. I find it will beat mission 5 with no lives lost and no juggling about 80% of the time. Here it is:

http://www.youtube.com/watch?v=YCiodo_MRWA

Sorry about the watermark. I tried some trial versions of a couple of SWF to Video converters, and I couldn't get the other program to work right. This one worked, but left a big watermark.
Like I said, it works perfect about 4 out of 5 times. The other time, one of the boss fliers from level 49 will slip by. This will lose me much needed cash and I won't be able to upgrade the final plasma cannon in time so that one of the slug spawn from level 48 that is still on the screen by the end of level 50 will also slip by. So worse case scenario, you end with 18 lives.
I haven't seen any other posts about mission 5 detailing a non-juggling strategy, but I figure someone else must have done it too. I would love to see another build that works, or refinements on mine.

For missions 3 and 4, it's easy to beat them with non-juggling builds, so I started working on aesthetics. I came up with these simple builds that I find very aesthetically pleasing due to their simplicity and symmetry.

http://www.youtube.com/watch?v=35aQ1zIx7M8
http://www.youtube.com/watch?v=aKOv9GZOyzc

Anyone else have a build they like for reasons beyond pure functionality?