![]() ![]() Further below you can find a “safety zone” box drawn in one of the pictures, where you can safely drop bombs close to your final stretch line, without hurting your turrets: a good emergency procedure for potential leaks. This allows you to put off further funding for the wall and your actual damage-dealing turrets. AA placement is covered separately below.Īs you finish off the last of your crates, you will want to start reserving as much of your money for those comms while using the bombs you will now have as spares to weaken the enemy waves. Upgrading and digging in the MG turret closest to your base will help with defense, along with the first comms being placed close enough to boost the top bit of your wall. The first half of the mission, turret-building-wise, will require being as conservative as possible with your spending, getting a pair of Bomb turrets (one level 3 and one level 2) to break open crates ASAP, and starting to work towards 4 fully upgraded comms towers with about 200 credits saved around the time you hit wave 25. There will be one crate currently close enough to be worked over by your turrets a bit in between waves, which can eventually be finished by a single bomb if not with the turrets themselves. Starting off, you should build the first line of turrets as seen in the picture to the right, to start taking out the early waves, with a bit of money left over for a bomb turret to work on the crates. This mission can be split into two distinct stages based on the overall strategy you are following at each given one, more or less divided evenly between the first and last 25 waves. Considering the length of the level itself, sitting at around 30 minutes with fast-forward active most of the stage, you’re saving yourself a lot of time in the long run as well. One painful part of this mission-and the reason you have to have your plan set in concrete before attempting the full house-is that when things do go wrong, they usually only manifest into unstoppable problems in the last few waves of this level, when you are faced with hordes of super armored tanks, even if the mistakes were made very early in the level. It can be easy to lose track of what turrets go in which spaces considering the mostly featureless terrain, and mistakes can prove costly. This helps A LOT, especially having said image open in a window while you play the game, or at least sketched on a piece of paper. The first step to success on veteran difficulty is to draw out or visualize the maze you will use, which can be easily done in paint if you want to come up with your own design, or alternatively saved from one of the images in this guide if you plan on following the maze I created here. Yellow lines mark the placement of comms used. Purple lines mark the safe zone for the other more vulnerable turrets. Maze Visualization: Red lines make up your wall towers, primarily MG turrets with flamer positioning marked with blue lines. Those only apply to the campaign missions. Either way, do not worry about your victory points or what not here. Your perks and upgrades do not carry over to the bonus missions, although you will have all turrets available at max level. These will all be easily handled with a couple of bomb turrets. There are a fair bit of crates evenly spaced on the battlefield, a couple of which you’ll need to remove for your own turrets to be placed later. Gather all the supply crates in the area. It helps to have played other mazing tower defense games for these bonus missions, however if you have, keep in mind that iBomber Pacific’s strategies continue to apply here: carefully spending every dollar and only using a small portion of the overall space you have to maximum effect. Creating your own mazes becomes a necessity, at an already challenging level of difficulty considering the waves you’ll face. ![]() ![]() Here in the first bonus stage, you are not only presented with a totally new concept to iBomber Defense. Repairing your Turrets and the Heat Map. ![]()
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