Eufloria Guide Written by Doubleored Copyright 2011 Marshall Myers This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I would be grateful for Tips, suggestions and hints to this guide can be directed at kidelectro @ g m a i l . c o m. If I add them, I'll make sure to give credit where it's due. ===Table of Contents=== I. Basics II. Controls III. Asteroids A. Energy Core B. Energy C. Strength D. Speed IV. Trees A. Dyson Tree B. Defensive Tree V. Units A. Seedlings B. Flowers C. Mines VI. D-pad Abilities A. Beacon B. Terraforming C. Flower Power VII. Types of Asteroids A. Producers B. Staging C. Feeding VIII. Game Types A. Story Mode B. Skirmish Mode C. Dark matter Mode IX. Walkthrough Version History Version 0.6 - initial version. Contains basic gameplay, unit and ability guides. Version 0.65 - Minor Typo Corrections and made some sections easier to read. ====I.Basics==== Eufloria is a PC port to PS3 where it was formerly know there as Dyson. It was developed by Alex May, Rudolf Kremers, and Brian Grainger. Eufloria is a unique and seemingly simplistic strategy game where you take over asteroids and thereby increase your empire. Although it seems simplistic at first, there is a lot of strategic depth to the game that requires measured doses of patience and aggression. The A.I. is pretty good most of the time, and employs such tactics as feinting, decoys, and brute force in an attempt to draw you off-sides. I have seen the A.I. attack with 600+ units, only to withdraw as soon as you move your defensive force, turn around and attack a different force in an attempt to split up or wear down your forces. ====II. Controls==== A. Controller L2/R2 - Zoom out and in respectively D-pad - Is contextual but if an asteroid is selected it contains asteroid abilities: Up = Terraform, Right = Beacon, Left = Dyson Tree Improvement, Down=Pollination (the later two are only visible if there is a flower present at the asteroid.) Right Analogue - Selects asteroids, flowers & mines Left Analogue - Contextual depending on what you're doing. If nothing is selected it moves the map. Triangle - Contextual depending on what you're doing. If an asteroid is selected and a flower/mine is mature enough, Triangle will pluck it. This also works if you have the unit selected directly. (more covered in movement) Circle - Cancels the selected action or selection. Square - Contextual. When using the beacon ability, this cancels that beacon completely. X - Primarily used to start moving units, but also to lock in choices (The OK button!) **Movement** There are several ways to move units in the game depending on your needs. Wheel Method - With a planet selected, pushing X creates a green arrow. Use the Left Analogue stick to choose another planet within range - the green arrow will show the route the units will take. Push X again - this then allows you to use the left analogue in a circular motion to select how many units you want. The D-pad at this point changes and allows you to filter for specific units; Up is for high energy, right for speed, & left for strength. This method will also let you send mines. Once you have the number of units you want to send, hit x one more time to ok the choice. The units will begin moving immediately. X + left analogue - With an asteroid selected (Ex: Asteroid A), press and hold X. Use the left analogue stick to select another asteroid (Ex: Asteroid B)(again, the green arrow will show the route) and then release X. All seedlings at asteroid A will immediately start traveling to Asteroid B. Note: This does NOT work on flowers or mines. Those must be moved either individually or through the wheel method above. Tip: This method is great if you have a staging planet where all your good seedlings gather. Scouts - This is similar to the wheel method, but with another asteroid selected hit the Triangle button to send 1 seedling only. ====III. Asteroids==== The core of the gameplay is determined by the asteroids you control, and there are several important stats to be aware of. A. Energy Core Once an asteroid is under control by you or someone else, this stat measures how overall tough the asteroid is to capture when attempting to take (or keep) it from an opponent. The higher the number, the longer it will take seedlings to capture it. The length of time this takes is directly related to how high the energy core is, and how much energy (health) the attacking seedling has. How the capture process works is: invading seedlings begin shooting at a tree. Once the tree is destroyed (see energy below) the tree count will go down by one but the root of the tree will still be visible. Seedlings then begin burrowing down through this root to the core of the asteroid thereby lowering the energy core number. The more energy a seedling has, the more damage they will do to the energy core. The core will attempt to regenerate, so the number may fluctuate up and down. Once the core hits 0, then the asteroid flips to the victor. All remaining structures become the victor's, and a new dyson tree will begin growing in the old tree's space. An asteroid that is not under the control of someone (no trees) will not have an energy core number; however the moment a tree is planted then it will have this stat. Ideally, you want to attack an asteroid with seedlings that come from a high energy/strength asteroid, so that they will capture it more quickly. B. Tree Slots/Unit Cap Each asteroid has a number of slots that can be used for trees. Four is the most common. Each tree that is planted will take one of these slots, so if you have a asteroid with 0/4 slots, and you plant a Dyson and a defense tree, then the asteroid will show 2/4.A asteroid will continue to produce seedlings until it is considered full. This happens if it has 40+ seedlings there. To get the asteroid producing seedlings again, move some units away from the asteroid. As long as the asteroid has seedlings below the full cap, it will continue to produce seedlings. See VII. Types of Asteroids on why this is important. Core stats These are all core stats of a asteroid and thus effect whatever units are grown at that asteroid. The bar goes from 1-200 though it's rare to find a asteroid below 10. Asteroids with high amounts in all three core stats make very powerful units. C. Energy The energy of an asteroid is how much damage things can take before they die. This affects everything grown at that asteroid, from seedlings, flowers, mines, and even the tree's themselves. This is arguably the best stat to have, because things with a really low energy won't last very long at all, but things with a high energy can take a lot to kill - especially if attacked by units with a low strength. This stat has a visible effect on units as things grown from a high energy asteroid will be bigger than units grown from a lower energy asteroid. Energy also determines how much damage a unit does when attacking the core of an asteroid during capture. The higher the energy, the more damage the core takes from that unit. When terraforming an asteroid, if you can't decide on what stat to increase, energy is always a good deal if the asteroid is below 100. At the moment, I'm not sure what affect this stat has on defensive trees, other than determining how much damage they can take before being destroyed. It may determine the AoE on the projectiles explosion. Energy is represented by the color yellow. D. Strength This determines how much damage a unit does, and how strong defensive trees explosive petals are. Strength is a smidge below energy as far as importance but most of the time you want to have both as equally strong if you can manage it. Having a score around 100 is generally good. Strength also has a visual effect on units. For example, a seedling will have a longer pointed barb, and really high scores will have multiple barbs extending from the nose of the unit. Strength is represented by the color red. E. Speed Speed effects how fast a unit moves. Really fast units will zip and orbit asteroids quickly, move between asteroids quickly, as well as move to intercept attacking units quicker. Speed also effects how quickly the barbs from defensive trees travel, thus really fast units can often outrun a defense trees' explosive petals. Speed falls just below energy and strength in importance, but don't neglect it too much. If you have high energy/strength units with a really slow speed, then they won't be very quick to move to defend one of your asteroids if it's under attack. If you have a mass of seedlings, then having a good mix can be nice because the very quick ones will arrive first to distract the enemy, buying time for your slower more powerful seedlings to arrive. Still, choosing the correct staging asteroid can help mitigate the speed factor by having your units in a better position to defend in the first place. Speed is represented by the color blue. ====IV. Trees==== A. Dyson Trees This tree forms the backbone of your empire, and will be the tree you grow the most. They produce seedlings, which forms the vast bulk of your army. The energy of the asteroid effects how strong the tree is which means it will take more damage to destroy it during capture, and the three core stats of the asteroid affect the overall effectiveness of seedlings the tree will grow. To plant a Dyson Tree, you will need at least 10 seedlings at the asteroid and an available tree slot. The seedlings will then dive into the asteroid, and the Dyson tree sapling will begin to grow on the surface. The sapling begins to produce seedlings a few seconds after being planted, however the tree will mature over time - growing branches and getting taller. A mature Dyson Tree creates seedlings much faster than a sapling. When gaining control of a neutral asteroid, plant a few of these trees first so they can start maturing right away. Dyson trees can be upgrading by pollinating them with a flower. Upgraded Dyson trees will then begin producing more powerful seedlings. B. Defensive Trees These tree's produce petals that look very pretty, until an enemy attacks. When that happens the tree releases the petals into the air where they will chase after an enemy unit for a very short time before exploding, damaging all units within the explosion radius. Like Dyson Trees, it takes 10 seedlings to plant one, and they start off as saplings and will mature over time. The petals of Defensive tree's are directly effected by the strength and speed of the asteroid their on. Energy may increase the Area of Effect of the petal explosion, but I'm not sure. High strength asteroids can cause petals to kill several seedlings at once, while high speed will easily chase down and hit targets before exploding. If you want a defensive powerhouse asteroid for these trees, choose one that has a high strength/speed, though favor strength first. You can pollinate a defensive tree with a flower, and it will produce one mine. If that mine dies, the defensive tree will immediately start growing another one. ====V. Units==== A. Seedlings Seedlings are the first unit you will have access to, and they form the vast bulk of your army. You will use these guys throughout the game. Their abilities directly correlate to the asteroid they were grown on, and they will be affected visually by those core stats. High energy seedlings will be bigger than low energy seedlings. High Strength seedlings will have larger 'noses' or 'barbs' at their front, and high speed seedlings will have more wings. Seedlings, while being a base unit, remain important throughout the game because they are the only units that can capture other asteroids (as explained in Energy Core). High energy not only makes these guys tougher to kill, but also lets them capture asteroids quicker (by reducing the core faster). Seedlings, as well as Flowers and Mines have stats that match the asteroid at the moment they were produced. This means that if you produce seedlings at a asteroid with low energy then terraform that asteroid to have a higher energy, newly formed seedlings will be visibly larger than the older ones produced at that asteroid. Seedlings produced from a pollinated Dyson Tree pack a much better punch than normal seedlings. Their stats are still based on the asteroid they are grown from, but they have a multiplier in effect. Other than this fact, these seedlings perform the same functions as normal seedlings - so be careful when planting new Dyson trees or even capturing an enemy planet - and never use these guys to terraform! B. Flowers Once you have the ability, a mature Dyson Tree will occasionally produce a flower. These flowers can be 'plucked' by selecting them and pressing Triangle. Once they're free depending on the abilities you have you have two choices. Pressing down on the d-pad will make the flower pollinate a defense tree. Pressing left on the d-pad will make the flower pollinate a Dyson tree. In either case, when you do this the flower will fly down and settle at the base of the tree. This is the only function flowers perform so generally you want to use them so you can have access to mines and improved seedlings. There is an achievement however you can get if you have 10 flowers orbiting an asteroid (Gardener). Unlike seedlings, flowers can be selected individually. They can be flown to other asteroids where they can pollinate the trees there. This is useful if Dyson trees on a crappy asteroid create flowers and you'd like to improve the trees located at a much better planet. At the moment, I'm not sure what triggers a Dyson Tree to grow a flower, or if it's just a certain percentage - which seems to be fairly low. C. Mines Mines are powerful units, and you can have one mine PER pollinated defense tree. This means that if an asteroid has 2 defense trees that have both been pollinated by a flower, both of those defense trees will grow a mine. That tree will not grow a new mine until the current one is destroyed. Mines are grown from pollinated defense trees and are 'plucked' much like flowers are. Once plucked, they will orbit the asteroid until you send them elsewhere. Don't let the name of this unit fool you; mines are more like roving death-dealing gun platforms. Much like flowers, you can target mines individually to give them move orders, which is useful if you want to send one ahead of your main seedling attack force. Like all your units, the effectiveness of your mines directly relates to how high the 3 core stats are of the asteroid they are grown from. Since they are single units, their health is much higher than a seedling of the same energy score, thus really high energy mines can soak up a lot of damage before being destroyed. Much like seedlings, you want to use mines that come from an asteroid with good scores in the core stats, or at the very least ones that have high energy/strength or energy/speed. Mines only attack enemy seedlings and mines, they will not attack enemy trees and thus you must still rely on seedlings to capture enemy asteroids. One other thing to note, mines move slowly - even if they come from a high speed asteroid - though speed still effects how fast they move. In other words, if you have an asteroid with a high speed stat, seedlings from that asteroid will move much faster than the mine. ====VI. D-Pad Abilities==== A. Beacon Seed The Beacon ability allows you to assign what asteroid seedlings go to once they are released from a Dyson tree. This makes it possible to create staging and producing asteroids, and cuts down on micro-management a little. A set Beacon seed will only affect newly produced seedlings, not flowers, mines, or seedlings already present at the asteroid. You can tell what asteroid a beacon is set on by following the blue line (no blue line means no beacon). Each asteroid has the ability to set a beacon, so you can have several asteroids sending new seedlings to one asteroid. To use this ability, press right on the d-pad while you have the asteroid you want to set selected. Then use the right analogue stick to select the asteroid you want new seedlings to go to and press X for ok. The blue line will show the route the seedlings will take. Note: asteroids that are full will not produce any more seedlings until you move enough units away from the asteroid to fall below the 40 seedling mark. B. Terraforming This ability allows you to 'feed' or sacrifice seedlings on an asteroid in order to improve 1 of its 3 core stats. You can improve 1 stat by as much as 100, with each seedling you feed to the asteroid counting as 1. Thus you can feed a maximum of 100 seedlings to an asteroid if the stat will allow it (you can't feed a stat past 200.) Because you can only choose one stat to increase, you'll want to look at the current stats to decide. Generally I find energy to be the most useful in MOST situations, but not all. If your strength and speed are both above 100 (the bar is filled to 50%+), then go energy. If you have a high energy but low strength/speed then you might benefit more by improving the worst stat. It depends on your play style really; if you want a more mobile force go speed, if you want a slow but strong force go strength. Generally, I find striking a balance works well with units. If you find an asteroid that has high stats already, improve the lowest one. Some asteroids have horrible all around stats, and thus aren't worth terraforming at all. These can either be staging or feeder asteroids (see below). To use this ability, while an asteroid is selected push up on the d-pad. The d- pad then changes, allowing you to pick what stat to terraform. Up is Energy, right is Strength, and down is Speed. Once chosen, if your not happy with your choice push O to cancel, otherwise push right on the d-pad to increase the number of seedlings to feed to the asteroid and push left to decrease that amount. You can't go below +1 however, so the minimum you can feed is 1. The absolute max is 100, so if you do 20 and then a few minutes later do another 20, you've improved the stat by a total of 40 and you have 60 left. Once you lock in your amount by pushing X you can't go back and cancel or downgrade the amount, so make sure you're comfortable with the amount you choose before hitting ok. If this is the first time an asteroid has terraformed, then the terraforming flower takes about 10 seconds to grow before seedlings will start flying into it. All seedlings at the asteroid will then fly towards the terraforming flower (which can be seen by zooming in on the asteroid) and fly into the bulb (either yellow, red, or blue). This makes your seedling count at the asteroid effectively 0, meaning they won't contribute to the defense of the asteroid if attacked. Once the requested amount of seedlings have been fed to the asteroid, any remaining seedlings will go back to their normal orbit patterns which means you can go from 0 to 14 seedlings immediately. Really massive swarms of seedlings will hardly be affected by terraforming a stat by 100. If the swarm is 200+, not all the seedlings will feed themselves, so some will still defend. If you've set the amount to be terraformed but there are no seedlings at the asteroid, then new seedlings produced at that asteroid will automatically feed themselves *unless* there is an active beacon set somewhere else, in which case the beacon will take precedence and new seedlings will immediately start flying towards the designated asteroid. This can be useful if you don't want to sacrifice good seedlings and instead want to use ones from a 'feeding' asteroid, since the quality of the seedling you're feeding to the asteroid doesn't matter in this case. This allows you to prepare a staging asteroid for attack AND terraform at the same time! C. Flower Power If you have the ability to improve Dyson trees and/or create mines, the D-pad will display these choices ONLY if you have a flower at that asteroid. Choosing down on the D-pad causes the flower to pollinate a defensive tree at that Asteroid. Choosing left on the d-pad causes the flower to pollinate a Dyson tree at that asteroid - creating an improved Dyson tree. If you have the flower itself selected, the same choices above will appear on the D-pad. You won't get these options if there are no valid targets at the asteroid to pollinate - no trees of the correct kind, or all the trees have already been pollinated. ====VII. Type's of Asteroids==== A. Producers Producing asteroids are ones that have great stats. You want to continually produce seedlings from these asteroids to use during your conquest of the map. To do this use the Beacon Seed ability to have newly formed seedlings immediately move to this staging asteroid. If you want to make sure these have the max defensive force but still produce seedlings, make sure there are no more than 39 seedlings there. Usually a producing asteroid has two great stats and one mediocre or ok one. If you can, use seedlings from a feeding asteroid to terraform your producer. Tip: You can produce seedlings for your attack force AND terraform at the same time! Make sure the beacon for this asteroid is set - newly grown seedlings will fly away without feeding themselves. You can then move seedlings from a feeding planet to this asteroid. New seedlings at your producer will be grown with the improved stats without being wasted. B. Staging A staging asteroid is one that has really bad stats, but is in a position near your front lines or close enough to your producing asteroids which allows you to quickly fall back to defend them. You don't want staging asteroids producing many seedlings, so keeping these asteroids at or near the full cap isn't detrimental. These asteroids also make great candidates for massing defense trees (Although admittedly the defense trees won't be very good). When choosing a good staging asteroid, pay close attention to the radius of its influence. If the circle touches another asteroid, then units can fly in one jump to that asteroid. Otherwise they will take the quickest route available to them. A staging asteroid doesn't have to be 1 jump away from your good asteroids, but if it's more than two jumps away then you'll want to make sure that at least some of your units are fast enough to quickly fly to an asteroid if it's in trouble. (So, even though speed isn't the most important stat, don't neglect it!) Don't forget to change your beacon seeds if you use a new staging asteroid, or use the X + Right Analogue move method. C. Feeding Feeding asteroids are much like staging asteroids in that the asteroid has horrible stats that are not worth terraforming. The difference is that feeding asteroids are strictly used to produce seedlings so that you can then feed them to good asteroids you wish to terraform. This way you don't sacrifice good seedlings. When terraforming, the stats of the sacrificing seedling do not matter, thus it's much preferred if you use bad seedlings for this purpose. One more thing to remember is that seedlings arriving at the terraforming asteroid will begin to sacrifice themselves if the terraforming is still actively occurring. Thus, don't start terraforming an asteroid unless you have plenty of feeder seedlings to satisfy the requirements, otherwise you might find the defensive force you just moved there sacrificing themselves instead of fighting off enemy seedlings. ====VIII. Game Types==== A. Story Mode This is the main single-player mode of the game, and it is required to play in order to unlock skirmish maps and dark matter mode permanently. Story mode takes place over 5 chapters, each containing 5 stages for a total of 25 stages. It tells a simple story, but along the way you will learn how to navigate and use the controls, as well as slowly gain new abilities and units. B. Skirmish Mode There is no story here, just select a map and try to conquer it. There are a total of 10 maps, and they are unlocked by playing through story mode. C. Dark matter Mode This mode is nearly the same as story mode, but it's much more difficult. The graphics of the game change so that everything is a negative of the normal story mode. ====IX. Walkthrough==== *Overview* The guide will take the following form: xx(stage number) - (stage name) Objective: Enemies: Overview: Artifacts: Guide: *Chapter 1* 01 - (stage name) Objective: Learn how to move and grow Dyson Trees Enemies: none Overview: Movement tutorial Artifacts: none Guide: None really, just follow the on-screen instructions and you'll finish within 3 minutes. 02 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 03 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 04 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 05 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: *Chapter 2* 06 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 07 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 08 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 09 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: 10 - (stage name) Objective: Enemies: Overview: Artifacts: Guide: *Chapter 3* 11 - (stage name) Objective: Conquer the stage Enemies: Overview: Artifacts: Guide: 12 - One Hundred Objective: Conquer the Sector Enemies: Four factions - Greys, Blues, Yellows, and Oranges Overview: You start on a asteroid in the middle of the map with 1 defensive tree and 100 seedlings. Each asteroid here can only have 1 tree, so seedlings are a very precious resource you can't squander. You're asteroid starts off with Energy and Speed between 80-90, and strength of 170-180. All other factions start with 100 seedlings and three asteroids under their control. One has a defense tree and the other two has one Dyson Tree each. Artifacts: The artifact is located on a asteroid on the upper right of the map. Guide: This level can be highly frustrating due to the A.I. behavior, and the slight randomness in the map. Some of the asteroids here are randomized, and you'll notice this right away if you restart the map several times - most notably the asteroid to the upper right of your starting one (your core asteroid) will change. This stage requires a little more luck starting off than skill for my taste, as you could be completely mobbed within a few seconds by multiple A.I.'s who normally would shoot at each other but instead will shoot at you. Due to the randomness of some maps, some of the A.I.'s also might start off with really nice *empty* asteroids next to them, meaning they will be able to slowly field seedlings that are far superior to yours. In this case, you could be feeling great about your chances and then a small force of 20 seedlings decimates your force of 60+ and kills your defense tree - which is very important to keep here! The A.I. is probably the most frustrating, since they will take advantage of weakly defended asteroids and your movements. The best advice when starting off is to pace yourself. This map requires equal parts of aggression and patience. Starting off, you may want to restart the map until the asteroid to your upper right is in range of yours. If it is, generally it spawns with very good stats and bonus - it's empty! So, send 40 seedlings and plant a Dyson Tree. If this asteroid is good, defend it the best you can. The asteroid to your immediate left belongs to the Greys and contains their defense tree. The other asteroid to the lower left and down from yours also belongs to the greys and has their Dyson Trees. Although you may want to go on the offensive right from the start don't. There are 4 factions on this board, and although they do fight each other, they will also take advantage of any weakness they detect from you. I've had situations where there have been two factions fighting over my core asteroid. What we want to do here in the beginning is move very slowly. If you can take the asteroid to your upper right then good. Defend this asteroid with the max you can and still produce seedlings, and send new ones to your core asteroid. Defend your defense tree at all costs! If you lose it, it's best to start over! Why? Because we want to create a mine unit - they are deadly here and worth way more due to the low seedling count. Defend your two asteroids as best you can, and hopefully your lone Dyson tree will produce a flower sooner rather than later. Luck plays into this too unfortunately. Once you finally get a flower, send it to your defense tree and pollinate it. You're new mine will start growing immediately! Once you have your mine, it will move slow but it will decimate anything that comes at it due to its high strength. Send it to the Grey asteroid below your core world. Hopefully it will wipe out some defending seedlings for you and then you can send a small force of 20 seedlings to capture the asteroid. Keep your mine with them to take care of any defenders that may show up. This is the crux of the strategy here - send your mine in first to soften or destroy any resistance, then send in a small force to capture the asteroid. Move slowly, only when you feel comfortable that your seedling count doesn't drop to low. Never drop your core asteroid below 50 seedlings unless it's absolutely necessary. If that first asteroid you took has really nice stats (Mine had high energy and strength) then slowly build up a force of those units to guard that asteroid, and move your weaker ones off. Once you have about 30+ of the good units guarding their home asteroid, you can set the beacon to your core asteroid. Unfortunately, when you capture an asteroid from an enemy you will automatically build a new Dyson Tree, so this is the reason why we want to protect our defense tree at all costs. Sometimes heavy fighting on an asteroid can cause it to go neutral and you'll get a choice of what tree to plant if you can stay there, but this is hard to pull off and can be costly if you don't have a good reserve force. Still, if you manage to do it then take advantage of it - mines pay dividends here. There is an asteroid on the left side of the map, about one asteroid down from your starting position that has 'lost' seedlings from your empire. If you're lucky it's still intact and can help bolster your defenses. Sometimes the enemy factions have already decimated them and controls it instead - so always send in your mine first! If you can afford the seedlings, it's also a good idea to send scouts as well. If you come across a asteroid that has a defense tree, ignore it for now and focus on eliminating enemy asteroids with Dyson Trees *unless* that faction can produce mines of its own - then it might be worth attempting to remove their defense tree. Otherwise, once you've halted their very meager seedling production, send in very strong seedlings to get rid of the defense trees when you can. If you manage to gain control of half the map then you're in a very good position and can rest a little easier - but don't slack. Seedling production is still 1 per asteroid, so you won't be able to quickly replace large losses. This stage makes you value every seedling you control - even the ones with bad stats. Remain conservative and you will be victorious. One other thing is that at this point, it also may be ok to do some conservative terraforming - but do so only when you won't put everything you've gained at risk. Cherry pick which seedlings sacrifice themselves too, don't waste good seedlings because in this map it will take you a while to get a return on the investment. If you are trying for a low play time, terraforming here is not necessary at all so it's completely up to you. 13 - (stage name) Objective: Enemies: Overview: Guide: 14 - (stage name) Objective: Enemies: Overview: Guide: 15 - (stage name) Objective: Enemies: Overview: Guide: *Stage 4* 16 - (stage name) Objective: Enemies: Overview: Guide: 17 - (stage name) Objective: Enemies: Overview: Guide: 18 - (stage name) Objective: Enemies: Overview: Guide: 19 - (stage name) Objective: Enemies: Overview: Guide: 20 - (stage name) Objective: Enemies: Overview: Guide: *Chapter 5* 21 - (stage name) Objective: Enemies: Overview: Guide: 22 - (stage name) Objective: Enemies: Overview: Guide: 23 - (stage name) Objective: Enemies: Overview: Guide: 24 - (stage name) Objective: Enemies: Overview: Guide: 25 - (stage name) Objective: Enemies: Overview: Guide: