Pillars of Eternity Walkthrough – Od Nua

Pillars of Eternity is a game created by Obsidian Entertainment.  This walkthrough covers the game and all of its side quests.  For the full guide click “Pillars of Eternity Guide” in the side bar.  This part of the guide will cover all of the quests surrounding Endless Paths of Od Nua.

For the last part of this walkthrough click here.

Oda Nua is a giant tunnel of basements underneath your fortress.  It is promised underneath it is some demon that haunts everything, someone known as The Master Below.  The format of this guide will be different.  The goal is to kill The Master Below, however what guides you there is a quest called Time and Tide.  Time and Tide is picked up by speaking to Kana who you meet just outside of Caed Nua.  After this you will have to complete The Old Watcher to get to the part where you venture into the actual maze.

The Blade of the Endless Paths

There are four pieces of the blade.  You will find the first piece on Floor 2 in a hut made of skins.

The second piece can be found on the Floor 5.  There will be a secret room that can be opened with a switch.  You will need to enter scout mode to find the switch.

The third peice can be found on floor nine along the south you will find another secret wall.  You will need to enter scout mode to find this switch.

The fourth piece can be found on the Floor 12 along the southern path.  It will be on a Mad Vithrack.

Od Nua Floor 2

As you head south and kill a few xeurips you will notice there is a door that is blocked by a force of energy.  If you want to remove this you will need to talk to the Talking Chair on the ground floor.

Head south into a place where there are some xurips and a hut made of furs.  Inside the hut is a broken hilt.  This will start the quest The Blade of the Endless Paths.  This is a mega sword that will require more parts to build.

head west to fight some spiders.  You will quickly run into the Spider Queen, a floor boss.

You will find a piece of a sword that will begin

If you continue down this way you will eventually reach a floor hatch.  This will lead you outside, a quick way to get out of the basement to restock.

If you’ve talked to the ground floor talking chair person (Sentinel) head to where the energy field once was.  It will now be gone and you can walk through it to reach Floor 3.  Alternatively you can head a bit to the west to a sacrificial alter which will allow you to skip to Floor 5.  However you will still have to cover Floor 4 to proceed further and you will miss out on a side quest.

Od Nua Floor 3

There is a side quest on this floor called Desperate Measures.  Desperate Measures is given by a neutral ogre who asks you to kill his Queen Zallo.

The ogres are much harder to kill than most mobs, so take them carefully.  All of the ogres on this floor have a leash.  A leash means after they hit a certain point they will return to where they came.  With their leash they also will not regenerate health, while you do.

This gives you a definitive advantage in easily killing ogres.  Simply pull them and run away until you see some returning to where they came from, then engage them.

Zallo is particularly tough.  Zallo is a caster that has a cleaving ogre and a druid who will heal her.

You will want to pull the room and only take on two at most a time.  Quickly burn down one using all of your abilities on it and leash the encounter if you are getting low.

Once Zolla is down collect everything on her.  You will need to return her Zolla’s torc to this friendly ogre as proof of your deed.  Once you have done so you will have completed the quest.  You will need to clear the floor of ogres to get to the next floor.  Use the leashing technique to deal with larger packs of them.

You may find a statue on this floor with a hidden wall.  You will need to find Retribution on the next floor and bring it back to this statue to unlock it.

Od Nua Floor 4

There is not too much to this floor.  There is a signet that you will need to pick up for later.  You will find it by following the path sound.  You will go down some stairs and then go to a room that will have only one trapped box to open.  Inside is the signet that you need to pick up.

Continue along the path following the southern route and you will hit the stairs to the next floor. To see something really cool explore south to see the face of the Master Below carved in Adra.

Od Nua Floor 5

Things are about to get interesting.  There is not much to this floor, but it is terribly difficult.  There will be some xurips that you will have to kill.  North will give you access to the grand staircase that will get you quickly out of the area.  It is the last grand staircase in the whole tunnel so it might be worth restocking before going deeper.  Heading west will bring you to the location you could have fallen to if you jumped in the sacrificial pit at Floor 2.

Ahead is Drake.  He is a drake.  He is also a talking drake.  There is no way to really avoid this fight and he is quite dangerous.  Focusing down drake first should be your goal.  Once he is dead you will gain access to Floor 6.

If you’re struggling with this you can use a method called leashing.  With this you can pull an entire group and they will leash back to their primary location.  If you tag them just as they leave some will peel off and you can fight a few separately.  This is a method of pulling you will need to be able to do other floors.

You may notice a hidden wall in the middle of this level.  Go near it with scouting mode on to unlock it and you will be able to find a hidden switch.  Inside is a chest with a piece of The Blade of the Endless Paths.

Od Nua Floor 6

You will feel like the drake was the hardest thing possible, but it will get worse.

You will need to find three different overseer sigils on various floors to get deeper into Od Nua.  This is designed as an experience gate so that you have to get more experience to continue on.

Bloodstone Overseer Sigil can be found on the fourth floor in a small room along the southern bend.

Peridot Overseer Sigil can be found on this floor to the north.

Sapphire Overseer Sigil can be found on this floor to the south.

When you get to the puzzle door you need to place the bloodstone in the sword socket, sapphire in the eye socket, and peridot in the hammer socket.

Once the door is open head down to floor 7.

Od Nua Floor 7

This is the floor that finishes off Time and Tide.  In this area there are four forges that you can choose to activate.  Activating the forge is completely up to you.  To activate the forges simply kill everything and move on.  However that is easier said than done.

Wind blights deal ranged area of effect damage, kill them first.

Fire blights deal splash damage upon death, kill them last.

There are minor, regular and greater blights.  Take note of what you’re fighting.  You may have to leash many of them if they overwhelm.

To get to the end of Time and Tide head towards the south and take the crossroad west.  Go into the room and loot the old copper key.  Move east from here and head south when you get into a room.  Kana will identify that there is a room with a mark of his hero.  Open the door with the copper key.  Inside is a skeleton wizard who is in fact the man you’re searching for.  After killing it you will loot the quest reward from the table in the room.

From here you go back north and head east.  This will be a tough engagement with multiple greater blights.  You may need to leash these.

After this touch the middle post to open the door and move to the eight floor.

Od Nua Floor 8

This level will introduce a new unit these are fampyrs which are sort of like super ghouls.  The fampyr has the ability to take control of one of your heroes so be careful not to accidentally kill your hero.   Leashing will be very valuable here.

As you go through the linear path you will have an option of going over a bridge made of adra.  If you speak the ancient Agewthian you will get a quest to kill off all of the other fampyrs on the floor.  To learn this language you will need to continue the main storyline.  If you did not you will not be able to understand the fampyr and he will attack you.  It is recommended at this point that you leave Od Nua and continue the main quest line so that you can get more quests from here.  You will also need to get this language to progress to the end of Od Nua.  The mission is called Undying Heritage.

The whole floor is nothing but fampyrs.  If you want to work on clearing out the fampyrs for money continue on through the area and kill them.  However if you just want to progress to the next floor kill this fampyor on the hand made of adra and continue from here south to the next floor.

Od Nua Floor 9

Upon entering the floor you will be able to continue straight or turn right.  If you have 10 mechanics you can venture right for the easy way.  Otherwise you will have to go forward for the hard way.

The hard way means crossing a floor covered in spikes in which every single move you take will cost you life.  Take just one hero and move across the spikes.  There are jars on the ground.  Loot the jar that is near the skeleton (but not the skeleton).  Inside it will be a key.  This is a designed trap intended to get you to try it on doors and thus cost your life.  Instead hover towards the east to find another jar that is locked.  Inside this locked jar is another key.  This key will work on the door as well as the previous locked door that required high mechanics.

From here move south along the narrow corridor but be very careful of traps.  One trap can get everyone stuck in place.  This can be absolutely catastrophic.  Make sure to send in a single “dummy” to trigger the traps, someone disposable.  That way when you leash these packs properly you won’t be losing too many people.  If you have a ranger using your animal can be used for fully pulling the packs away from the traps.

Continue north from here and in the next room is going to be the stairs to the next floor.  You can clear the room to the north from bonus gold.

If you head along the southern wall and enter “scout mode” you will find a panel that will unlock a hidden wall.  In here is a chest with a piece of The Blade of the Endless Paths in it.  If you can’t find the switch you may not be high enough level to find it and may have to level up mechanics.

Od Nua Floor 10

This is a very small but very difficult floor.  You can go straight across to get to Floor 11.  However you can also choose to turn right, pick up a key and then go back to the locked door and open it.  Inside the room is a pile of ghosts that you can kill.

Od Nua Floor 11

This is another small floor.  There are giant packs of units, however there is a way to avoid it.

However it also means that you lose out on a potential sword from killing a Dank Spore.  On Floor 12 is the next masters staircase so there’s no real need to return to this floor, unless you want to kill these very difficult to kill mobs for gold that is.

Od Nua Floor 12

This is the Vithrack floor.  Vithrack are sort of a spider-like telepathic set of beings.  They don’t work in a hive mind but they do have a hive mentality.  You should avoid pulling the first set of vithrack directly northeast of you.  There is no way to leash them and the vithrack have the ability to mind control two units each.  With four vithrack that means your entire party can potentially be mind controlled leaving you very vulnerable to death.  So instead pull everything else but it so that you can potentially leash this area later.

After you’ve cleared out these areas head north east and you will find some vithrack who will speak to you.  If you offer to do a quest for them you can bypass a lot of dangerous mobs.  If you decided to kill them you don’t get the quest.

This will give you the quest The Masters Tools.

Head south from here to kill a Mad Vithrack.  The Mad Vithrack will give you your final piece of the Blade of Endless Paths.

Continue heading east and you will run into more vithrack who will talk to you.  Inform them that you have permission and they will let you by.  This will lead you to floor 13.

Od Nua Floor 13

In order to complete The Masters Tools quest you will pretty much need to clear out the entire northern part of this.  Turn left and there is a room with traps that you can loot the machine part.

Move north up the road and you will find the adra shell.

Along the south is a room that will give you the pure adra.  If you continue from here you will reach a wall that has treasure behind it.  In order to access it you have to have either absorbed the knowledge of The Old Watcher or speak a special language.

In order to pass this you need to speak to the ghosts and if you speak the language they will let you into it.

This is also how you get past the door with the Medusa head on it.  If you do not speak this ancient language you will need to continue the main story line and leave Od Nua.

The quest line you will need to do is Undying Heritage.

If you speak it speak to the spirit in the southwest and the spirit to the southeast and they will give you a password for the door.  One person will tell you the loyalty oath, another will tell you it’s corrupted.  Tell the oath in which you are an enemy of Od Nua to get through.

Od Nua Floor 14

This is a fairly simple floor.  You go to the middle of the room and touch the crystal, this will summon the Spirit of Od Nua.  If you have high enough stats you can talk him down and he will send you to the final floor.

If you do not he will attack you and be joined by three other dangerous spirits.  Upon killing or bypassing him it’s off to Floor 15.

There is a grand staircase on this level to allow you to restock on any goodies.

Od Nua Floor 15

This is another pretty straight forward floor.

Head down the linear path and you will find a clickable pile of rocks.  If you choose to simply walk down it one of your team mates will sprain a leg and get a stat decrease until they rest at a hotel.  At the bottom of the rock pile is an adra dragon.  The adra dragon is in fact the Master Below.  When you talk to him you can convince him to leave the place as there isn’t really that much adra left here.  Alternatively you can kill him.  He is a fairly tough to kill so talking him down may be the better way.

If you choose to talk him down you will need to bring an amulet to the Hand of the statue on floor 1.  Once you do this you will need to head out into Black Meadows.  North east you will find a woman.  You will have to kill her which is laughably easy.  This will finish up The Master Below.

Once defeated or once he leaves you can follow the path to the end where you will find a cache of goodies… and a dead end.  Because this is the end of Od Nua.

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Pillars of Eternity Walkthrough – The Gilded Vale

Pillars of Eternity is a game created by Obsidian Entertainment.  This walkthrough covers the game and all of its side quests.  For the full guide click “Pillars of Eternity Guide” in the side bar.  This part of the guide will cover all of the events surrounding the town of Gilded Vale.

For the first part of this walkthrough click here.

Gilded Vale

After you go to the inn you will have had a dream that reveals who you must talk to, a dead person hanging from the tree.

Go to that person and…. talk to the dead person.  What you will have found is that you can communicate to them through their soul.  This person will tell you that what you have isn’t an illness and instead makes you a Watcher.  The person tells you that you should see an old watcher who lives to the east.

After speaking with her talk to Eder.  Eder will tell you about the problems of the area and will eventually offer to join you.  Eder is a tank and will have a familiar knock back ability.

He will tell you that right next to him is an abandoned temple of Eothas.

Buried Secrets

So you should go into the abandoned temple of Eothas.  Once inside a man will give you the Buried Secrets side quest.  He will tell you about how there are remains of some priests inside that he wants you to get.  He also warns you that it is very dangerous inside.

In this room head north and then try to head west and south.  There will be tonnes of enemies on the way.

You will gain a hint that will tell you that the three bells are important.

Now head north to the bells.  You need to find four note pattern from the three bells.  The pattern to get through is Right Middle Left Right.

A door will open leading you downstairs.

When downstairs try to head southeast.

You will find a room with a wheel you can turn.  This will drain water.  Head from this room down the corridor and down the stairs to a fountain.  There is a dead priest there, loot his key.

Use the key to open the locked door.  Continue heading southeast until you hit a fountain with four stone angels around it.  From here head the eastern path for the boss room.

In here is a Skaldr who is stronger than the rest.  He is… the Skaldr King.

Now for the actual quest.  Go south and there will be a dead end with a wall.  Notice on the wall there is a latch you can pull to open up the dead end.  Once inside you will be able to speak to the dead priests and see exactly what happened.

With your evidence go back to the boss room and go up the stair case.

Upon going upstairs there will be another secret door you can open to get a short cut back to the front.

When at the front you can turn in the quest with the guy you got it from.  There are 5 possible outcomes of the quest.

The Smith’s Shipment

Look on your map for the Blacksmith.  Go to it and talk to the smith to pick up this quest.  He will have had some shipment that will have been raided.

Go south into Magran’s Fork.  Head east from here into the Black Meadow.

Once at the Black Meadow follow the path along the north to find a group of bandits next to a broken cart.

Beat them up and loot the cart to get the Smith’s Shipment.

After returning it to the blacksmith he will give you a nice shield and a discount on all future purchases… of which you are unlikely to make many.

Against the Grain

Head to the mill and you will see a bunch of townsfolk outside threatening to kill the miller.

Go inside to talk to the local miller.  He will break down capitalism to you and how a person can’t possibly sell below value, supply and demand, and what not.  He also awkwardly mentions that most of the grain goes to beer and less of it goes to bread.  There is no dialogue option for using less on beer and more on bread.

You are told to go talk to the drunkards who want him dead.  Of course, they are drinking beer.  You can offer them a beer to reconcile, join them against the miller, or kill them.

Once you turn in the quest you will get a cash reward, because the miller of course is loaded rich.  Completing this quest will also unlock a quest to dethrone Raedric (Lord of a Barren Land).

A Mother’s Plea

There is a house to the northwest of the town.  Go inside for the final side quest.  She will tell you that her son was Hollowborn and needs a special witch to the south to help her.

Head south into Magran’s Fork.  Continue heading south to get to Anslog’s Compass.

Go around all of Anslog’s Compass and kill every single xerup in the zone.

Once that is done talk to the witch in the southwest.  She will thank you for killing off of the xerups and offer a cure to you.

She will tell you to go get a fungus from a cave to the north.  Go inside the cave and there will be some mushroom enemies you will have to kill.  Kill them and loot them.

Bring them back to the witch and she will make you a cure.  She will tell you it doesn’t do anything to actually cure anything.  It will make her feel better.

Take it back to the mother and you will have a moral choice.  You can be honest and tell her nothing will cure her child.  Or you can tell her to drink the potion and make her feel better about it working.

Lord of a Barren Land

In order to get this side quest you need to complete Against the Grain.  It will be offered to you upon completion from a stranger.

Head east through the Esternwoods.

From there head east into the keep.

There are three different ways to get into the keep.

If you head to the north you will find a castle wall you can climb if you have high enough athletics.  Alternatively you can use a grappling hook and rope item to climb.

If you head south you will find a sewer entrance that you can pry open if you have a high enough strength.  Alternatively you can use a pry bar to get it open.

As another option you can choose to blitz through the front, which is the longest possible path to getting to Raedric.

For the climbing method once you are up head in and you will find boxes with robes in them.  If you put on the robes and apply stealth you will be able to walk through the area without anyone knowing who you are.  Guards can identify who you are so you will need to dodge them.  Every time you get stopped by the guards you can trick them if you have high enough Perception stat.  As a more safe option you can just kill all of them.

For the sewer method you will have to battle through weaker creatures.

In here you will find a prisoner.  If you offer to help him you will get an unofficial side quest.  There is a witch in the area named Ouya.  Killing her will get you the rusty key and unlock the door.  This will add an additional quest reward to the Barren quest.

For the frontal assault you will have to take on his strongest guards.

Your goal is to get to Raedric’s Hold Sanctuary.

There will be one door that will need to be lock picked.  This one holds Nedmar.  It is very high so you will either need to have high skill or a lot of lock picks.  Either way you have to get in.  If you need more lockpicks you can buy a lot from the blacksmith back in town.

Once inside Raedric will give you a master key to get to Raedric.  If you helped his friend you will also receive another reward.

If you head south into the chapel there are skulls on the wall.  Loot the first one and you will get a gem.

Now head to the Keep Kitchen.  Here you will find a door with insanely high lockpicking required, this is the giant door you will need to unlock to get in.

Now you are at Raedric.  You can choose to work with him or kill him.  If you kill him you succeed and you can turn in the sidequest upon completion.

After he dies how people will act around town will change and there will be unique dialogue options.

Ferry Floatsome

Head south to the bridge.  You will find from a merchant that the bridge has been destroyed.  The merchant informs you that looters have stolen his cargo that has washed up on shore after one of his boats crashed into a rock.  Head south along the path and you will find two guards to kill.

Head down the path and you will be able to talk to these looters.  They will inform you they are just farmers who have found some cargo.  Times are tough.  You will have the option to kill them and collect a reward from the merchant or lie to the merchant about the cargo.

The Old Watcher

Go to Black Meadow and head east into Oda Nua.

Oda Nua is a Portuguese word which means roughly “Naked Ode.”

This is going to be your stronghold eventually.  For now it’s a dump.  As you enter there is a chanter who wants to join your party.  Let him in your party and you will get a new side quest (one so massive it will be it’s own guide).

Navigate through the courtyard to the larger of the two buildings.

Enter inside and once you walk in there will be a talking chair at the entrance.  She explains the history of the area and how the Watcher abandoned repairing the place.

She will open a door for you.  Head into the basement.  Before doing this you can enter the other two rooms for some easy experience (no enemies in those places).

As you journey through the basement killing what’s inside there will be ghosts.  Speaking to each ghost will unlock new speaking options later.  Each reveals a piece of history over the course of a 200 year war.

Go down another level and you will find a locked door.  You will need to unlock it through a lockpick or by skilling it down.  Inside is Maerwald.

Speak with Maerwald and he will tell you what happened to him and what is happening to you.  Eger’s questions will not be answered, nor will Kana.  You will have to talk to both of them to find out what direction they want to take.

Maerwald tells you to go to a new city, so that’s your new main quest.  However Marwald is also crazy and he will eventually attack you.  He is quite powerful.  Upon his death you will gain a new main quest to head to a new city.  You will need to repair the Eastern Barricade.  To do this quickly just navigate the map until the time passes.

 

This concludes The Gilded Vale part of this walkthrough.  The next part will cover the missions and side quests related to Oda Nua.

Pillars of Eternity Walkthrough – Introduction

Pillars of Eternity is a game that was created by Obsidian Entertain via a Kickstarter campaign.  Th game has several dozen hours of gameplay and features so much content that a single guide would not be able to focus in on elements.  For this reason this guide has been split up into various parts. To see all of them click on the “Pillars of Eternity Guide” link on the side bar.

The focus of this guide will be from the beginning of the game to getting to your first town.  All of these guides will cover all of the side quests in the general area.

The Camp

Your convoy stops and forms a defensive parameter around an area as they try to make their way to Cilant Lis.  The leader gives you a female warrior as your side kick to find a cure for a disease you have.

A Moment’s Respite

Head northwest of the camp to find a wolf.  The warrior has a knock down ability, use this to knock down the wolf.  After the wolf is dead move a little more northwest to find a herb on the ground.  Pick it up to complete your first quest.

Return to the camp and turn in the herb to complete the quest.  You will be given another objective.  You will have to go fetch water by the lake.  Head south to find a rag that you can put in the water.

You will be ambushed by two bandits.  Focus each of them down.  As you head back to the camp there will be more bandits there.  Kill them and make your way to the Glanfathan Leader.  With appropriate answers you can avoid the fight and get free experience, with the wrong answers you will have to fight.

Next up you will have a dialogue box with Heodan.  No matter what dialogue you choose Heodan will die.  At this point in the game you will not have enough skills to use any of the options for saving him.

Ruins of Cilant Lis

You will enter a cave in which you will gain a quest objective of escaping the Ruins of Cilant Lis.

If you immediately head northwest you will be able to loot two boxes which will give you some camping supplies and a torch.

There are two potential paths for getting out of Ruins of Cilant Lis.  Head south and you will have your two ways, continuing south or continuing east.

If you go south you will have to deal with a xurip.  These are a small furry creature in the game that will be very common.  If you have the appropriate skills you can negotiate your way past the xurip and gain experience for not killing it.  With enough skills it will temporarily join you as a pet.  But if you don’t you will have to kill it.

Heading further east you can loot a corpse to reveal a semi-sidequest.  You will pick up a gem and instructions on how it works.

For this sidequest head northwest past the puzzle maze, past the braziers and at the end.  Place the gem inside of the wall and it will unlock a door to the east with a few choice items in it.

Continue back south to where you left off and continue east.  You will run into a skuldr whelp.  These are not as easy as the xurip was.  You will find a semi-broken wall.  When you click on it there are two ways to open it.  If you have a lot of strength you can just push the wall down.  However if you do not there was a hammer and chisel that you picked up as an item that you can use to break it down.

Moving into the next room will be more skuldr whelps.  After killing these move north for a final fight and then you are out.

The alternative route is to take the puzzle maze.  Keep in mind that you can do both for the slight bonus gold.  Just northwest of the puzzle maze are six braziers with various markers on them.

Equip your torch that you picked up earlier and light each one of these braziers.  Once they are all lit up head back down to the puzzle maze and two safe paths will be lit up.  Move through the safe paths to get across.  There will be one last fight before you can exit the cave.

Once you exit the cave you will run into an event in which your ally will die.

The Gilded Vale

Head south to get to the Vale Woods.  This is an area that has a very low amount of enemies to fight but a very high amount of resources to gather, so take advantage of that.

Heading south you will run into Nonton.  Nonton will tell you to make sure not to go to a cave to the northwest.  This is a side quest.  If you head east of him you will find there are some enemies there you can defeat for some experience.  They are low on damage and low on health meaning you will be able to solo them.

Once you get here you will find a dwarf begging for help.  Kill the captors and you will gain the side quest “Late for Dinner” the goal of this is to go to an innkeeper, something you will do later anyway.

Head south into The Gilded Vale.  After a dialogue box you will have completed the quest.

If you head towards the inn there is an elf being picked on.  You can choose to fight the bullies or reason with them.  Doing either will give you the option of recruiting Aloth, a powerful wizard.  He is well worth picking up.

Go into the inn to cash in Late for Dinner.  You can also recruit more adventurers here.  Pick up at least one and take a room in the inn.  You will unlock another quest.

Before doing that, knock out the side quest Revenge from the Grave.

Revenge from the Grave

To get this mission take your party of three to the cave in northern Vale Woods.  In it is a bear.  You will need to use your powers and those of your heroes to beat it.  It is not an easy task.

Once inside you will find the remains of a man and see a spirit.  You can talk to the spirit to reveal what actually happened.

Head to Nonton.  He is in the dead man’s home with his wife.  Upon talking to them you can come up with a number of possible outcomes.  It comes down to that you can accept a bribe from them, let them go with the money, or kill them.  Each outcome will effect your reputation in some manner.

Climbing the Wall in Vale Woods

There is a wall in the vale Woods that has the option of climbing it.  There are two ways to climb it.

The first is to have enough Athletics stat that you can just climb up the wall.  Your stats will bypass any need for an item.

The second way is to have a grappling hook and rope item.  This can be purchased at the inn or it can be found south of Gilded Vale.

Upon climbing up you will find a corpse with a powerful item.  No official side quest is given for doing this nor do you get one from this.

 

This concludes the first part of this walkthrough.  The next part will cover the quests and side quests relating to the town of Gilded Vale

Review: Idol Hands

The god game genre has seen very little evolution in the last 30 years.  Ever since Populus every half decade or so someone tries and put out a new god game with a moderate amount of improvements.  But this is really the first time I’ve seen a god game that has taken a step back.

Idol Hands sets you running a village of idiots who are incapable of making decisions yourself.  You have to tell them their supreme destiny.  You sir, you are a farmer.  You sir you are a soldier.  You, you’re the priest.  And then there’s loggers, blacksmiths and the happily unemployed.

They will go out and collect various resources after building their little homes.  Your job is to provide them with flat land to build their facilities.  Each facility will provide a different resource with the exceptions of your soldiers.  Blacksmiths provide iron, lumberjacks provide wood, clerics provide religion, farmers provide food, and your soldiers go to war.

One of the weaknesses in the game is the very limited population cap.  In most of these games you can develop civilizations for an almost endless amount of map.  In this game you are limited to under 100 population total meaning once you max out your population, it’s a matter of spamming the enemy.

You do this with your god powers that require the religion resource.  These include volcano, earthquake, lightning, rain, and meteor.

The game unfortunately becomes very bland over time.  Initially you might get excited believing the game has potential.  But getting to the end game is all too easy.

There is a fairly long campaign but unfortunately it ends up being the exact same match up every single time.  You take on a computer player, the exact same one.  The computer player plays exactly the same way and you beat them in exactly the same way.

Overall this game is pretty weak and leaves me not expecting much from God games anymore.

Review: Offworld Trading Company

From Civ 4 developer Soren Johnson comes Offworld Trading Company.

The game is described as being a 4X game without units, but that’s not entirely accurate.  The game is closer to an economic simulator along the lines of Port Royale, Rise of Venice, or Anno 2070.

The game is based around a dynamic open market.  You buy and sell goods on it.  After you purchase goods an item increases in value, when you sell goods it decreases in value.  With your profits you can buy infrastructure that in turn produces goods.

To keep things interesting the game requires you to have certain resources.  Consumption will draw away some of the necessities of life for your colonists.  Leveling up will require steel and glass.  Transporting goods will require fuel or energy.

As various elements of the game require more of these resources the value will go up, and as they need less the market will flood and lower the price.

Leveling up is an essential part of the game.  You can build so many buildings per level and then you are forced to invest in leveling up.  After Level 5 you are maxed.  After this the only way to build new buildings is by unlocking a black market perk to get a new zone license.

The game is multiplayer and the Black Market is your way of attacking people.  You can shut down buildings by EMPing them.  Or you can cause a mutiny and have a facility begin sending goods to you.  The underground explosion will shut down one building.  But all of these perks cost money that you need to have in hand.  They will scale up in cost over time and although you may be able to hurt one person, you are also taking a small hit yourself which will give you a disadvantage against the other two players.

The way in which you win is all about the money.  The value of your company is decided by your total assets against your debt.  Debt is earned by not being able to supply yourself with your consumptive goods and will automatically draw to your account.  As well there are often auctions being held to try and get goods from the Black Market or new technologies slightly faster.  This also adds to your debt.

Paying off your debt will increase the value of your company.  But money is needed or expansion.  Money is also needed for buying out shares in enemy companies.  Once a company is bought out you gain control of their whole operation and can develop and trade their resources.

Playing the game means balancing off your progress as a company with making sure your value doesn’t fall so low that your competitors can buy you out.

The game is very good.  It does have the early access tag.  The main issue with the game is the balance of it.  The game is set to spend a year in balancing before it makes its official release.  When the time comes it will be worth having in your gaming collection.  Right now though you will have to deal with wonky AI and cheesie play.

Review: Grey Goo

In the future humanity finds a small keyhole.  The keyhole is not large enough to travel through but large enough to send signals through.  The keyhole hits everywhere in the universe.  A probe program is launched to create a probe small enough to go through the keyhole but that can become large enough to compile millions of terabytes of data and send them back to Earth.  The probe was a self-replicating machine.  It would start off microscopic in size and consume resources of a planet to get larger and replicate allowing the probe to travel to more locations and plot more planets.

But in all the time of the probe, not a single intelligent life was found.  Various countries sent out expeditions to try and colonize various planets, but that only ended with humanity going to war with each other.  So humanity created a permanent peace among themselves and stopped the probe.

But the probe didn’t stop.  It continued on with its mission of finding everything in the world.  But now it had one major directive, Consume, Adapt, and Survive.

The probe would eventually find one alien species, but by this point it was no longer reporting back to Earth.  This group called The Beta developed a whole civilization around avoiding the probe.  They found a way to open a hole in the key and teleport to a new planet, hopefully untouched by them.  They named them “The Silent Ones” mainly because of how you could not communicate with them.

A human ship accidentally falls into one of these holes in space to find themselves where The Beta have called their home world.  As the two factions have a very bad first contact, the probe arrives, except now it has a new hankering for destruction.

The game focuses around the conflict of these three factions on the beta homeworld.

The single player campaign focuses on the misunderstandings between the three factions with 15 missions.  Each faction gets 5 missions in which they are the hero protagonist and the other factions are aggressive misunderstanding aliens.

The game plays very similarly to Starcraft 2, but then you get a sense that Command and Conquer was involved.  And it was.  The founders of Petroglyph Studios were involved in the production of the original Command and Conquer game.  What you get is a vastly unique game with very intricate factions and a well polished campaign.

The Beta are a group of aliens that are the only people who can construct buildings anywhere.  They build hubs anywhere and attach buildings to them.  Hubs increase in size and allow for new constructions.

The Alpha have one central structure of which all buildings are built on it.  Like the beta they build attachments.  Unlike the beta they have the ability to teleport their structures anywhere meaning that attachments can be re-used.

Units in both factions are created by using combinations of attachments.  Maybe you will need a Artillery Attachment and a Stealth attachment to get a Howitzer in one faction.  While in another faction you only need your artillery attachment to get your artillery unit.

Each attachment also unlocks a free tech.  The free tech come in one of each category in which you are limited to 1 tech out of 3.  Choosing wisely is important although some fair better than others.

The Goo however work completely different.  The building structure for the goo is a unit, the mother goo.  The mother goo harvests resources and grows in strength.  It can gather resources by sitting on nodes, eating up units and eating up buildings.  After gaining so much health it can split off into one of three units, small, large, and mother goo.  Small goos build light units.  Large goos build heavy units. The mother goo can also sacrifice health to invest in one research point in 5 various categories.

Each size goo also has a unique combat ability.  The mother goo snares.  The small goo heals.  The large goo applies a attack speed decrease.  This makes these structures also very aggressive in nature.

This all sounds too good to be true… and for the most part it is.

The game launched with very bad network problems.  People were disconnecting from games left and right.  The game was region locked so the population in smaller regions just didn’t exist.  As well there appeared to be a unique bug in which a visual effect that people couldn’t see was being applied to every single unit causing additional graphics lag that would carry across the multiplayer connection.

So the game lost its multiplayer community before it ever had a chance to get one.  You are essentially just buying a single player game.

The campaign is only worth about 10-12 hours of pure gameplay.

The game has some real shames.  It is a very beautiful game with a lot of love put in it.  But it didn’t have an authentic beta testing that could have addressed all of the problems they had at launch.  But unfortunately in its current state it is just not worth the price tag.  Wait for a price drop at the summer Steam sale.

Grey Goo Hard Difficulty Campaign Walkthrough

Introduction

Grey Goo is a sci-fi RTS.  With millions of possible planets out there humanity created a system for deciding which planets were habitable and had life on them and which ones were barren or had no life on them.  The probe became known as “goo.”  The probe would replicate using the resources of each planet and forever expand outward in order to create more probes that could discover more planets.  But the experiment was a failure.  The Earth colonization program lead to only war and destruction, so the humans returned to Earth shutting down all of their colonies, and turning off the goo.  But the goo stayed alive and flourished in the universe.  The goo also evolved to form armies with the same goal, plotting the entire universe.  Now more aggressive the goo has sieged the planet of a group known as “The Beta.”  The Beta have been dodging The Goo’s detection for a long time and have developed a technology to move from planet to planet using a resource called Catalyst.  As they opened up a hole in the universe they accidentally let a human ship into their system.  Following the humans was a small bit of goo.  Now the three factions are at war with each other under the biggest galactic misunderstanding in history.

This walkthrough will show you how to get through the campaign on hard difficulty.  The campaign is 15 missions total with 5 sections per faction.

Each mission will introduce some new units and each section will first go through what those units are for and what they counter.  However so you best understand the game this walkthrough also includes an introduction into all the units of the game.  The game is all about hard counters.  A single anti-air unit can wipe out a dozen planes if positioned correctly.  A single anti-tank unit can ambush and quickly wipe out a dozen tanks.  Getting the right unit composition is very important for victory.

The Beta Units

Commando: This is a light infantry unit.  It deals 1/3 the damage of a stalker but only costs one supply.  The big difference is that this unit is only 4/5 the health of a stalker, which means equal supply you are getting a unit that is 1.5x the health of a stalker. This means this unit will act as your front line in an early unit in game.  Due to their slightly higher speed they are often used as early game scouts.

Stalker: This is the first anti-armor unit of the game.  It is faster, has high range, costs far less, has less population, and has similar health to the predator.  The downside to this unit is it has far less damage and far less armor penetration.  It makes for a great early game unit, but the predator will replace it.  If you do not have a tank attachment built, stalkers are your discount replacement for predators.

Predator: Can fire on the move.  As an anti-tank unit this in invaluable for taking out artillery units.  However they are very slow meaning that any strategy revolving around them will be one that is easy to point out.  They are the late game anti-armor unit and all armies will do well to mix in some of them.

Seeker: This non-combat unit is purely used for detecting stealth.  It is the cheapest and fastest to build detection unit in the game.  It also has a superior range to all beta units so it can be used to spot for artillery.  As well it has an invisible upgrade allowing for it to become an ultimate spotting unit.

Cloudburst: This is the ground anti-air unit.  It has exceptionally high range and can fire on the move, downside, it only shoots up.  It is on the pricier side of units however not many are needed to cover against air because of their high range.

Hailstorm: This is the beta artillery unit.  It is the weakest artillery unit in the game.  However it has the most health and is the most armored and has a high armor penetration scale.  This means in an all out artillery war, the hailstorm will come out on top.

Avalanche: This is an anti-building unit.  It deals very very slow damage and will not be that useful in an actual brawl.  However it does have awesome armor penetration allowing it to two shot most armored units in the game.

Guardian: This unit has no damage unless it is placed inside of a wall.  When in a wall it can fire land and air and is the ultimate defensive unit.  Common strategies involve planting walls inside enemy bases and putting these guys in them.  Their damage is very high, but unfortunately they are stationary.

Stratus: This is an aerial recon vehicle.  It will spot enemy units as well as act as detection against invisible units.

Warbird: This is an multi-purpose fighter.  It can provide anti-air support against incoming enemy bombers, or it can take to the ground and deal damage against enemies.  It is one of the fastest units in the game and has one of the fastest rates of fire in the game.  This makes them excellent for quick in and out missions.

Nimbus: Area of effect bomber.  Great against enemy units as it deals splash damage.  It also has an exceptional armor penetration value making it very good against armored units and buildings.  They have far more health than the warbird, but on the downside they are much slower and have a far lower rate of fire.

Hand of Ruk: This is the ultimate unit of the beta.  It is built by laying down a large hub and equipping it with two large factories and one of each attachment.  Upon beginning construction you lose all of those facilities.  Once build the Hand becomes a mobile construction factory able to produce all units in the game.  It has six equippable turret slots that most units can jump into to defend from close range attacks.  The Hand also has a long range nuke that will destroy most units in a single shot.  The downside to the unit is that it is very easily swarmed and has no natural anti-air defenses.

The Human Units

Trident: This unit costs less, has more health, and a higher rate of fire than the revolver, however it has half as much damage.  These units are best used as meat to the grinder.

Revolver: This is a human anti-armor unit.  It is much faster than the gladius, deals about 33% less damage, and half about half of the armor penetration.  If no gladius is available, these can make for a great addition to the army.

Dagger: This is the first detection unit for the humans.  It can be upgraded to become a stealth fighting unit.  It deals very little damage and has very little health.  But it has really good vision meaning it can be used to spot armies.

Gladius: This unit is the ultimate anti-tank weapon.  It is almost identical to the predators in every single way, including its ability to fire on the move.  It has 5 more health and costs half as much making it one of the strongest cost per pound units in the game.

Longbow: An anti-air unit.  Can be upgraded to attack ground targets as well.  Due to its high range the upgrade transforms it into a non-splash artillery.

Howitzer: This is the artillery unit.  It has higher damage than the hailstorm but far less armor.

Lancer: This is an anti-building unit.  After a slight delay it will begin channeling a beam that will deal more damage as it continues to channel.  It makes them very weak in an army but very good at destroying buildings, mother goos, and ultimate units.

Monitor: This is the aerial recon unit.  It can be upgraded to be stealth.  However it has no stealth detection.  In exchange it has very good vision.

Scimitar: This is the anti-air aerial unit.  It is the slowest air unit in the game and deals the least damage.  It can attack ground targets but has low penetration so will be particular bad against buildings and armored units.

Scythe: Aerial bomber.  Deals area of effect damage.  Compared to the Scimitar it is better in every single way in a very massive way.  However it only shoots down.

Alpha: This is the ultimate unit for the human faction.  To build it first build an attachment to a cross.  Now build a large factory on the attachment and build the three other attachments to the available attachment slots.  Once equipped you can build it from this factory, the factory stays unlike the beta ultimate.  The Alpha can fire a laser in a line wiping out anything in its path.  When units get close to it they will deploy an area of effect attack that will knock the enemy back.  The Alpha also has counter-measures to defend itself against air attacks.

The Goo Units

Mother Goo: Deals excessively high damage against buildings.  When they swarm units they snare them in place.  Can climb up mountain clifs.

Small Protean Goo: These goo units can swarm units.  When they kill a unit it provides a healing bonus.  Can climb up mountain clifs.

Large Protean Goo: These units can swarm units.  When they are around units they will provide a slow against those units.  Can climb up mountain clifs.

Drover: This unit is produced four at a time from small protean goos.  They are much faster than other light units but have far less health and have very low range.  However they can attack on the move making them very capable in large packs in the early game.

Strider: They are the weakest anti-armor unit in the game.  However you can build many more of them faster than you can build any other anti-armor unit.  On the downside they cost an even supply so they will not make good in an end game army.

Radiant: This is the only goo detection unit.  Like the dagger it can be upgraded for stealth.  However it does almost double the damage of the dagger making it far better of a harassment tool.

Tempest: This is the goo anti-air unit.  They are capable of walking up cliff faces meaning you can plant them in awkward places to catch your enemies off guard.

Dweller: This unit is essentially a land mine.  It will plant itself in the ground and become invisible.  When units step on it, it deals area of effect damage.  As an added bonus upon being destroyed it transforms into a small proteon goo to finish off whatever units stepped on it.  An upgrade can make it explode into two goos.

Destructor: Arguably the most powerful unit in the game.  They can be upgraded to deal area of effect damage or have a shot that bounces.  They are an anti-armor unit that with upgrades can take on all units and structures.

Crescent: These are an artillery unit.  They deal four times as much damage as the beta artillery unit and twice as much as the human artillery unit.  They are very powerful, however they deal no direct damage.  Instead they attack the ground and whatever units walk on their goo will take damage and be snared.  These are also able to crawl up cliffs and mountains providing for some excellent sniping positions on enemy units and buildings.

Bastion: This unit deals no damage, however with an upgrade it can deal area of effect damage upon death.  This unit will taunt enemy units and absorb damage.  They have extremely high health and are very armored.  On the downside it is very hard to save this unit from dying.

Purger: This is the goo ultimate unit.  Like all of the other goo type units it can swarm enemy units and buildings and deal damage to whatever is inside of it.  It also has an attack that will attack in an area of effect at range.  This area of effect attack is the weakest of all the ultimate units.  The Purger makes up for by having 2000 more health than the alpha and 1000 more health than the Hand of Ruk.  In terms of an ultimate meet up, the Purger always wins.

1. Battle at Hunters’ Valley

The Beta faction have hubs.  The headquarters can attach four possible structures.  There are three hub sizes small (2 structures), medium (4 structures), and large (6 structures).  The factory and large factory are the main ways of producing units.  Factories produce 1 at a time and large factories produce 3 at a time.  If a hub has a factory and an extension it can build the units associated with that extension.  Each extension will also unlock the ability to produce one technology from one group.

The refinery is your resource gathering structure, get down one as your first attachment and select it on the one resource node.

In this mission you will only have access to the factory’s base units.

Commandos are light units with no bonus damage.  They can be used as scouts and to provide consistent damage against all unit types.  In terms of building they are low priority due to their low utility.

Stalkers are your other choice.  Stalkers are anti-heavy units which have much more health.  Because of this microing them will yield better results.  However mixing some commandos in will be useful due to the low rate of fire of stalkers.

Make sure to have at least two factories down to produce units.

Once you have eight or so move northwest with your units.  In the forest you will find units, kill them and then kill units from the forest.  Forests provide cover and make you invisible unless you have detection, or an enemy ventures into the woods.

Continue heading north.  Here you will find another resource.

Add a small hub and attach a refinery to it.  You can also add another factory so you can make more units.

Now head southeast through the zigzag and make sure to go through the forests whenever you can.  This will allow you to get a lot of free kills.  You will notice that there is a base there that is under attack.  The computer AI by default will attack structures.  With a focused unit move in and wipe them out.  You can place your commandos inside the wall pieces (little cylinder pylons) to provide defensive fire.

There is a repair facility here.  Attach a hub to it.  Now this repair facility will become active and you can repair damaged units in it.

Moving north there will be more another resource.  You can setup a hub here and once again split between a refinery and a factory.  The forest here represents a great position to ambush enemies.

As you move north you will find a human faction base.  Destroying the connection pieces will disable the piece temporarily.  Alternatively you can just choose to beast down the base pieces which are far harder to replace.  The mission will end when you have destroyed all base pieces.

2. Battle at Ruk’s Bend

In this mission you will be able to use the tank attachment.  Building attachments also allows you to build a technology from that tree.

Build your refinery and then a factory.  Once the factory is done build up a single wall piece to the northeast near your base.  Load your single commando in there and continue building a second refinery.  The enemy will attack you very quickly in numbers you could not possible defend.

Now lay down your tank attachment on your factory.  Once it is complete begin rallying out Predators.  Go to the Tech tab and select the Predator upgrade from the tech tree to bolster your predator damage.

Lay down a small hub and build a Large Factory to help bolster your numbers.

Once you are stable and have some units head north of your base and snipe the units there using the forest as cover.  This is the first farm and you will gain free units by liberating it.

Next head to the east.  But make sure you have some units left at home base for defense.  There is a base there, destroy it.  Just north of the base is another farm with far more units, kill the units and you will get a group of stalkers.

You can build refineries near two more resource nodes which will allow you to further expand your production and allow you to get more units.  On the downside you will have to build a wall segment near there and man it with a commando.

Heading north (to the northeast corner) you will find another base.  Burst through the wall and move in.  The enemy will have a howitzer so move past enemy units and kill the howitzer.  Move into the base and force it down.  There will be one more farm just north of this base that you need to liberate.

Once you have done this take a group and move along the western side of the map from your base.  There will be some units sitting at a high ground that won’t be visible to you.  You need to go up that ramp and kill all the units in there to eliminate this death trap.

After this continue moving north to find the final base.  It’s an easier one to destroy.  You can attack from the south and use your other army (the one that took out the northern base) to flank it from the east.

Once this last base is destroyed the mission ends.

3. Battle at The Quarry

A bonus objective tells you that you will need to destroy the base.  This is not possible on hard difficulty.

The mission has three “catalyst packaging facilities” that you need to guard.  Each facility is a  small hub that will have a resource near by.  Building refineries and factories on all three points stat is very important.  You will also need to put a wall in front of each facility.  The more wall the better.

At home base build a hangar and a large factory to get out a lot of units to reinforce various zones and to get air units to help deal with multiple flanks.  There are two types of air units one is an air superiority fighter that can attack ground and the other is a fire bomber that deals splash damage.  Either will make for a good choice since their base damage is roughly the same.

Every so often there will be an earthquake.  Look at the health of your small hubs and repair after every earthquake as two earthquakes can destroy a small hub.

You will lose a lot of walls so keep re-building them.

Mid way through add a large factory with an artillery add on.  Send out some artillery units to all of your flanks to help bring down giant clumps of enemies.  After surviving so long the mission will end.

4. Battle at The Trench

The goal of this mission is to build a Hand of Ruk and move it to a certain point.

The Hand of Ruk is the ultimate unit for The Beta.  It is built by building a large hub with two large factories and one of each attachment type.  Unlike the humans you will lose all of these processing facilities as soon as you begin it.  So you can’t be dependent on this giant structure for your unit production, it just has to be extra.  Once you have all attachments on click on the Large Hub to create the Hand.

To start build a wall to the southeast of your base where the Catalyst Geyser (the resource) is.  Defend this point to your last life.  You will want to get an extra refinery built there so you can get some extra income.  You can also build a refinery directly north of the base (you need to follow the path east, north and then turn west instead of going across the river).  The enemy will never attack that point.

With all of these resources make sure to get a medium hub with some large factories, tank attachment and artillery attachment.

When your base is secure you can begin making your Hand of Ruk.  Large hub, two large factories, one of each attachment.  Hit the button and it will begin building…. it takes 5 minutes.  In the mean time begin cranking out the money units.

If you want to get the secondary objective of killing Crescents make sure to lay down a hangar and begin creating aircraft to patrol the map and quickly wipe them out.  Crescents can be particularly nasty for your ground forces so killing them should always be a priority.

Once your Hand of Ruk is complete make sure to have guardians or predators inside.  Note that around it are turret holes that units can jump in.  Now move your Hand of Ruk across the map with your units in tow.

Worth noting the Hand of Ruk can make two units at a time, a mobile unit building.

As well the Hand of Ruk has a literal nuke.  Right click on a unit and it will send a long range nuclear weapon at it wiping out anything in one shot other than buildings and other epic units.  This can be exceptionally powerful while on the move.

Once at the point the mission will end.

5. Battle at Crash Site

This is easily the most difficult mission in the game.  You will start off with a headquarters, a heavily damaged Hand of Ruk and a wall.

Build your refinery and after this begin building Guardians.  Guardians can ONLY be used in turrets.  They will not fire otherwise.  Build enough to fill up your wall.  You can change the wall design in the south so that the bottom piece is at a 45 degree angle instead of straight so that enemies will all get hit by the guardians as they walk by.

Once you have all of this done begin building a factory.

The Hand of Ruk is key in the defense.  Right clicking on a unit launching a nasty nuclear war head.  Use it whenever you can, as in on cooldown.

Once your factory is down build an Air Attachment and get out a Hanger.  With the hanger build a Stratus and send it directly north east of the base.

There are two Light Goo Nests here.  Destroy them using your Hand of Ruk (it’s just in range).

In the mean time build Warbirds from your Hangar and Hailstorms from your Hand of Ruk.  Use the Stratus to spot Light Goo Nests and send the warbirds in to kill them.  There are a select number of anti-air units on the map, watch the video to find out where they are.  You can also watch the video for which ones you should kill with anti-air and which ones you should avoid.

After killing so many of them you will have giant surges of enemies hitting your gate, you need to be dead on with your Hand of Ruk.  You can build a repair facility so that your Hand of Ruk can regenerate health and become useful again.

Eventually the reinforcements will arrive, a Hand of Ruk with units.  Jump the units inside the Hand of Ruk and get it on the move.  Head north.  Make sure to kill all enemies are you move making sure ton ever get overwhelmed.  Head east and north destroying all Mother Goos, Light Nests, and units along the way.  If your other Hand of Ruk is full on health you can move it directly north of your base to wipe out the light nest directly north and make way towards the middle.

The goal is to wipe out anti-air units so that your air units can reign supreme.  Once all air units are out make sure to plant stratus throughout the map and kill all the mother goo.  This process can take a while and can be obnoxious.  But once all mother goo are dead, you win.

6. Battle at The Headwaters

Humans can only have a single base, their headquarters.  You can build crosses to expand the amount of build space of your base.  All human buildings can be teleported into any position along the crosses.  Build a factory so you can start pumping out Tridents.  Tridents are light units.  Make sure to build some Revolvers which are anti-tank units.

When you have 6-7 units move to the east where a Large Protean is.  Before it dies it can transform into destructors.  Around this area is a tech upgrade you can pick up.

Once you grab it you can build a tank attachment.  Build the tank attachments on your factory.  These will allow you to build Gladius.  Gladii (the plural) are exactly the same as the Predator except they have more health and less damage.  They are a literal tank.  Getting out a lot of gladius will be useful as well.  Gladius like predators can attack on the move, necessary for killing some goo units.

Once you have a gladius head north and wipe out the units.  Then head all the way west.

You will gain an Econ upgrade secondary objective.  Add a silo and click on any of the available upgrades to get this secondary objective.

Pick up the tech upgrade to get Artillery Hub.  This will allow you to build a lancer.  The lancer will charge up its attack and deal more damage the longer it attacks, a perfect anti-building and anti-heavy unit tool.

Mother Goos can scale mountains and evade damage.  Hunting them down is a pain… but that’s how you finish the mission.

7. Battle at The Wetlands

This is the easiest mission in the game.  However the secondary objectives are not possible on hard difficulty because of how fast the computer is.  On other difficulties you have to bring your army to wherever the enemy is attacking and defend the units to take control of them.  The enemy will always attack Singleton last so there’s no threat of failing.  As you get new units your army will be much larger and you’ll be able to break the enemy faster.

On hard difficulty you just need to mass up an army and move to the west.  The second group of units to the west is Singleton.  Once you have Singleton activated move him back to your base and it’s over.

8. Battle at The Observatory

To start move your unit to the east and you will find some catalyst crates.  These rectangle boxes will grant you 100 catalyst to give you a strong start.

The enemy will send a lot of enemies at you.  So after you get down your first refinery start working on getting down an anti-sentinel turret.  You will have four anti-air units to start.  You can move them to the geyser (resource) to the northeast of your base to hit air units quickly.

Work your way to expanding your crosses in this direction and getting up a refinery here as well.  Getting down an air attachment is key so you can get some anti-air turrets up to stop the constant harassment of enemy planes.  This will give you a constant supply of income.

Expand your production to have two large factories and a single small one.  Rally you a combination of tanks and tridents.  You will want to get some air pads down and start building an air force.

You can use this airforce to deal with the enemy’s air bombers and ti make strike operations on the base to the northwest of your base.  Air deal very high burst damage so they will go down fast.

Get down a stealth attachment and rally out daggers.  You can create an army of daggers and use it to target down the headquarters to the east.  Without a headquarters they will be unable to re-build anything.

After destroying this base move your army of daggers to the north and have them walk around the most northern part of the map.  When at the HQ have them destroy it, and then all of the other hubs.  With the enemy unable to produce any new units you can just clean up the remainder of the buildings to win.

9. Battle at Mago’s Pass

There is only one unit you will realistically need for this mission, the Gladius.

You will need to make six refineries total to support your expensive tastes.  The enemy won’t challenge too many of them so go ahead and put them all along the west side of the map.

Take your starting force and move into the middle of them map near the north.

Make sure to get down a large number of large factories and pump out those gladius.  Initially you will want just one group but eventually you will want to expand into two groups.  The goal is hunt and destroy, make sure the goo can’t get units.

The Mother goos will spawn randomly from time to time from various points of the map.  Your goal is to patrol with two groups to make sure they can’t get resources to build units.

To make the pathing easier you should break down all of the rocks around the map.  This makes civilians get to their check points faster and will allow you to move around faster.

Eventually you will want to get two air units.  These are only needed for spotting mother goo quickly so that you can wipe them out as they spawn.

10. Battle at The Terminal

The secondary objective of this is to wipe out ten light goo nests.  This is sort of a difficulty slider.  The more of them you kill, the harder it will get.

This will assume you want to kill all of them.

To that extent build up a base at home with three anti-heavy sentinels and as many artillery sentinels as you can afford.  The enemy will come in giant waves of units that you will need to be able to defend.

As well you need to keep your computer ally alive, although he won’t help you very much.  Randomly he can just die to an opening rush so keep an eye out for it.

Other than that you will want to build up a base army with a mixture of units, but mostly you will want to get air units.  You will use the air units to wipe out light goo nests.  Each light goo nest also allows for another resource point.

The enemy will have anti-air all throughout the map but rarely does the AI make new ones.

As you clear the map with your air units it’s time to build… THE ALPHA.

It is never made all that clear how it is made.  You will need to attach four attachments to a large factory.  When you build your large factory you’ll notice that you can only build three.  That’s because the fourth point is being connected to the Cross.  So you have to build your attachment first (connection it to the cross) and attach a large factory to it, and then move your other three attachments in place.  Once this is built you will be able to build The Alpha.

The Alpha (unlike Hand of Ruk) will not take up your unit producing facility, so you can in fact continue to use it and build more alphas once you have completed your first one.

Once your alpha is completed sending it out on the map to go kill.  It has a lot more defensive measures than other ultimate units and can deal damage in a line attack.

The alpha is exceptionally slow moving however so it should be sent out to the northwest corner of the map where most of the enemy are situated (as well as a lot of AA).

You can use the alpha to clean out anti-air nests while your bombers come in to spot the new mother goos and kill them.

It’s a bit tedious but all vs Goo encounters are, you have to track every mother goo and kill every last one.  They can replicate very quickly so eventually you’ll need to have your army split around the map quickly tracking locations and killing them.

11. Battle at The Cauldron

Welcome to Goo 101.  They are a very hard micro oriented faction and because of this the missions themselves are all very easy… however the mechanics of the goo keep them challenging.

In this first mission you will be able to create mother goos, small proteons, and four other groups of units.  Each of these units has their function.  Mother goos when used on an enemy will snare them in place.  Small proteons when used on an enemy will heal.  Your first unit is sort of a close range shotgun unit, however it can attack on the move and uniquely pawns four at a time.  The strider is an anti-armor unit.  The Radiant is a scouting unit.  And then you have your anti air unit, which is unavailable.

To start move your units to the east side of the map.  Here you will find a light goo nest.  Break it open to get a mother goo.

Mother goo is the main production unit of the goo.  It can build small proteons, large proteons, or make more mother goo.  It can also do research.  For this you will only get small proteons and mother goos.  Mother goos also do exceptionally high damage against buildings.  They renegerate health over time but require to take energy from some source.  They can climb over the vent of a geyser to steal the vent.  The vent returns occasionally providing more health.  You can also destroy buildings or destroy units to get energy.

Get as many multiple goos as you can.  When enemies approach use your mother goos to kill them quickly.

To the northwest is a light goo nest.  Upon breaking this open you will gain access to Destructors.  Destructors are the armored unit of the goo and heavy very high damage.

You can flank from the northwest into the enemy base and destroy a few buildings.  Sometimes the AI will just let you kill the HQ.  Persistence is important in hitting them from this direction.  Be careful of the enemy howitzer, they can destroy many goo units at a time.

The mission ends when you can wipe out the enemy HQ.

12. Battle at The Shallows

You will need to destroy Encryptian nodes, which is easy enough.

Expand your mother goos around the map.  Get a research point and invest in stealth radiants.  Now make a pile of radiants and use them around the map to pick off the encryptian nodes.

These are spread through the map and will walk around with an armed guard.  A mother goo can also walk in their path and kill them.

Once they are killed you will need to push the northern fortress.  For this you will want mother goos, destructors, and crescents.

There is also a flanking position you can take from the northwest.  You should break the wall down with your artillery and slowly creep in using your radiants to give increased vision.

The artillery work differently from the other factions.  They apply a damage over time effect to the ground so that any enemy that steps in it takes damage over time.

Once ready to go send a large cluster of mother goos at their base to destroy its components while your artillery and destructors destroy enemy units.

Once everything is destroyed you will have to “hack” their computers by having a Goo sit on the base. Make sure to max out your units here and have tonnes of goos connected to the building.  If one goo dies, the other goo will give you credit.  Make sure to have tonnes of artillery.  Once a goo connects enemies will randomly spawn and you’ll have to survive until the connection can complete.

Once it is done, you win.

13. Battle at The Grotto

The secondary objective is required for bating this mission.

You will start off with radiants and artillery.  Begin by heading to the east.

Use the radiants to provide vision and the crescents to break down the walls.

Production wise it is non-stop mother goos.

You will use your artillery against everything while heading east, then south, and then east, and then south again.

Upon hitting this final south you will unlock a group of destructors and a new tank unit.  This new tank unit will not be able to fire but can absorb a lot of damage.  Send it and the destructors to take out a wall.  Once the Bastion takes too much damage pull him and the destructors back.  The Bastion also acts as a moving wall, so enemies will not be able to see what is behind it.

As you begin to dominate the northwest corner of the map get together an army of destructors, artillery, bastions and anti-air units.  Yes, the enemy will have a lot of air units.

Move directly south and there will be a base here that builds predators (tanks).

Move to the east and there will be a base that builds cloudbursts (but you have no air units soooze…).

Head north again and there will be an air base.

Finally there is one more gate to hit.  Break through and you only have to get a mother goo on a certain point to win.

14. Battle at The Barricades

The goal of this mission is to KILL EVERYONE.  But doing that is easier said than done.

The general strategy of this is to control your own progression against expected outcomes.

So to start build up your mother goos and spread them along the south. You can plant most of your army in front of the gate of the enemy and take whatever comes out heads on… but there won’t be much coming out.

Research radiant stealth tech and build about 20-21 radiants.  Send them to the gate stealthed and bust down a gate piece.

Move to the east and break down a wall here.  Have your radiants focus down the headquarters.

Once it is destroyed move to the middle and destroy the small hub there.  Then move to the west and destroy the two hubs there.  Now that the buildings are inactive and the enemy can’t re-build them focus on getting down the three walls completely.

While you are doing this you can prepare for the next phase of things.  Build a Purger, some destructors, and a lot of artillery units.  You can build the purger faster by creating mother goos and feeding them into the purger.  You will only want to do this when you hit army cap however.  You will also want to get a decent amount of anti-air units scattered throughout the map because the enemy will have air units sent in to wipe out your valuable units.  20-30 anti-air units should suffice.  The enemy will have 4 hangars producing 16 aircraft, so don’t underestimate it.

When you’re all ready break through the second set of walls to the north.  Make sure to break down the ones on the west and not the ones on the east.

Move through the walls and two Hand of Ruks will activate, how to deal with them after.  For now move your army of radiants towards the west and break down one piece of wall to get your units in.  Send your stealthed radiants against the headquarters until it is down.  This will prevent another enemy from re-building their buildings.  After this is destroyed move this army to the east to destroy the walls of an area and wipe out all the hubs there.  This will be the end of the usefulness of these radiants.  You can use them to wipe out scant units, destroy walls, destroy buildings but they should never progress any further north as there is static detection there (and also the only detection of this mission).

Now for the two Hands of Ruk.  They will come at different times, so the first one has to be destroyed very quickly or else the second will show up to reinforce it in time.

Grab a few mother goos with this as well.  When the first Hand of Ruk fires its first missile send your purger up to challenge it.  Use your purger’s ranged attack on it non-stop.  Bring your artillery up and spread them out.  Move your destructors in and spread them out.  You want the missile to do as little damage as humanly possible.  Now also send in your mother goos to attack it directly.  The mother goos will deal excessively high amounts of damage and if any of them can swallow it they’ll gain full energy.

Now the second Hand of Ruk has no units on top of it, it is completely defenseless.  You can technically just kill it with a mother goo and let your purger do other things.  But you want to do it fast, so send in the purger to deal some damage.  You can also produce more artillery to try and wipe out out faster.

Once it is dead, move your anti-air as far forward as possible along the cliffs in the middle of the map.  This will stop the air units in their tracks.

Send your purger directly north down the middle of the map and wipe out the final headquarters, they will now be unable to re-build any buildings.

Destroy the remaining hubs here and then head directly east avoiding all of the guns.  You can take out the hub here without having to deal with any of the guns.  Then move on to the west and do the exact same thing.

Now it’s just a matter of clearing out the remaining buildings.  Use your army and your mother goos to help speed this up.  Once all the structures are down, you win.

15. Battle at The Aperture Device

It’s the final mission of the game and it’s the bad guys, so no happy endings for anyone.

So much like the last mission you really need to race out that Purger.  Build as many mother goos as you can hitting all of the vents along the entire southern half of the map.

There is a human base east of the middle of the map and a beta base to the west of the middle of the map.  Each base will be working on their respective ultimate units.  However in reality they cheat, they will spawn on the map regardless of what you do.  That however doesn’t change how you will play this out.

Make sure to not actually hold any of the points you have to hold.  They will just hold you back.  Instead you will focus on destroying the enemy’s base first, with the purger.  Remember that once you begin purger construction you can feed it mother goos.  You should begin producing mother goos and feeding them to it whenever you can.

Once the purger is made it’s out to destroy.

The human base is the easiest to destroy so kill that first.  Focus on the crosses to wipe out power to various structures.  The turrets all have the no-power upgrade so you will have to destroy them directly.  The fastest way to kill them is to just sit your purger on them while it destroys other things.  Killing off the headquarters will prevent all future unit construction.  However as was stated, the alpha will still spawn randomly.  Killing off the base will delay the first alpha.

Next up to kill the beta base.  This has to be more precise and more careful.  Bring destructors, bastions, crescents and some anti-air units to support your purger.  Wipe out every single wall.  Do not single wall and every single unit.  Once you’ve wiped them out move in and take out the headquarters.  Finish up by killing off the remaining structures.

Saturate mother goos all over the map to collect maximum number of resources.

Every single base will need some artillery, some dwellers (land mines), some destructors, and 2-3 full health mother goos.  You want back up mother goos in case one goes down quickly.  You can also add in some cloaked radiants to help target down some particularly nasty units.

Once you have all of your units in place and a maxed out army activate the 5 minute rounds by attaching a mother goo to all three points.  When you can, focus down the lancers, they are anti-heavy unit units and can get very nasty.

Since all of the enemy units are gone you can try this over and over until you get this.

Once you can survive the five rounds you will get a tonne of reinforcements, which are useless to you at this point.  Move a mother goo to the point noted on the map and finish it off.  Worth noting that the Alpha and Hand of Ruk can arrive even without bases there so if they do you will need to focus your resources and energy in destroying them again.

Concluding Thoughts

Some aspects of the campaign were exceptionally difficult, and others might have just been too easy.  The campaign lacked a lot of balance of progression and struggled to teach how units work or how they are built.  The campaign itself only took me 11 hours to complete, but maybe 20-30 of them might have been spent just trying to figure out game mechanics.

The game did offer many ways of beating each level as many people could come up with completely different solutions to the game.

However with a lack of sales it is unlikely this game will see expansions.  The studio that made this game, Petroglyph Studios just came back from bankruptcy, so it is likely they will be scaling down and moving on to smaller projects.