text:
Adventures of Lolo 2 (Japanese)/Level 3

This chapter discusses the solutions to level 3.

3-1
This level is not too tricky. You need to be a little quick with the shots and maneuvering eggs, though.

 * To start, position the two EFs nearest you at A9 and C11. Go collect the heart at K11 then.
 * Shoot the Gol on I7 and position it on H6, right above the nearby Skull. Shoot that Skull and move it to I4.  Get the hearts on J2 and K4.
 * Go down and left and in a similar process, shoot the Gol on E3 and position it right of the nearby Skull and position that Skull at H3 for safe passage to the last heart.
 * Go left and down, avoiding the Gol's shot if need be, and get the chest.

3-2
There are quite a few possible ways to solve this room as the positioning of EFs can be done a few ways. Here is one of the ways:

 * First, obtain all four unguarded hearts.
 * Go to the three center EFs and position one at D1, A8, and K8.
 * Using your shots, shoot a Snakey and position it at G1, get the heart and shoot the egg again.
 * Position a Snakey at A5, get the heart, shoot the egg again.
 * Position a Snakey at K5, get the heart, shoot the egg again.
 * Position a Snakey at G11. Position the other Snakey at E11.  Get the last heart and get the chest.

3-3
This level isn't too tricky. Trapping the Don is about the only hard part.

 * Push the EF on F9 down one square and then move the one on G9 left one square.
 * Push the EF that's now on F10 left one square and push the EF on F9 down one square.
 * Wait for Don to come to the right and push the EF on E10 down to trap him on F11.
 * Go up and get the heart on G3 and push the EF on G2 up one.
 * Position the Snakey on C5 to A5 and get the heart on A11.
 * Go up and position the Skull on J2 and get the last heart. Go over and get the chest.

3-4
This level isn't too tough. There are a few ways one can distribute the monsters. Here's one way:

 * Get the heart right next to you and trap Don with the EF in the bottom right corner.
 * Shoot the Snakey and position it left of the chest on B4.
 * Get the heart under the Rocky on I6. Shoot and position the Rockey on A6 under the Medusa.  Go down and get the heart on A11.
 * Get the three hearts in the middle of the grass ring then shoot the Gol and position it up on D1.
 * Go up and shoot the Skull and position it on K7. Get the last heart and the chest.

3-5
This level isn't too tough either. The fire from the Gols comes close, but you can avoid it easily.

 * Get the heart above the Skull and then shoot and position the Skull down on G10. Get the heart.
 * Shoot the Leeper and put it above the Medusa on J10. You should wait for the egg to hatch so you can put it to sleep.
 * Shoot the Alma and get the last 2 hearts. Push the Alma over to the right and up into the water.
 * Push the EF on H5 up one. Push the EF on J5 right one.
 * Stand on I4 and wait for the Rocky to face you. Shoot it and push it down and left into the water spot on F6 and keep moving left to cross.  You'll move the EF to block the nearby Gol.
 * Go to A9, push the EF up and make your way to the chest.
 * The level is complete, though if you have not yet cleared Level 1 and gotten the magic egg, you will need to do so to proceed to 3-6.

3-6
This level isn't too tough. There are plenty of rocks to shield yourself from the Don Medusas.

 * Go right and move the EF on D10 to the right one and down one.
 * Get the hearts on D8 and D11.
 * Move the EF on D11 all the way right and next to the Medusa.
 * Shoot the Snakey on F10 and push it up two spaces. Shoot the other Snakey on G10 and push it right two spaces.  Get the nearby heart.
 * Go back left and up, moving the EF on B8 to C6.
 * Go across the breaking bridges and get the heart.
 * Push the EF on F5 down one space to trap the Don.
 * Go right and shoot the Snakeys on H4 and J4 and position them to sandwich the Don on I1. Get the 2 hearts in the upper area and get the chest.

3-7
This one starts out peculiar, but it's not too tough. Just doing things in order is all that's important.

 * You'll need to use the 2 EFs nearest you to get the 2 Leepers and 2 Almas trapped in the area left. A good way to do this is wait for the areas next to the hearts to empty out and inch the EFs left.  Once you succeed, get the 2 hearts.
 * Shoot the Snakey on F8 and move it right into the water and cross over. Move right and shoot the Snakey on J9.  Move it right one square.
 * Go up and shoot the Snakey on H4 and move it left into the water and push the EF left one space.
 * Move the EF on C3 left one space and move the EF now on C4 down one space. Trap Don on the upper wall with the EF.
 * Position the Snakey on D6 on A6 and then get the heart under you. Get the heart on G5.
 * When the Snakey on H4 respawns, shoot and position it up on D1.
 * Go down and right and up through the up arrow for the last heart. Shoot the Gol and push it left into the water.  Cross and get the chest.

3-8
This one is a little bit trickier. You need to be speedy in a few points.

 * Get the heart on A11. Walk right under the EF and shoot the Snakey.  Position it on D9 and move the EF under the egg to the right.  When you're clear, shoot the egg again and then move the EF to I6.
 * Move the EF on H6 up one space and move the EF you have on I6 up to K2 and get the heart on K5.
 * Shoot the Snakey on F3 and position it on D4. Get the heart on B3.
 * Here's a part where you need to be quick. Shoot the Snakey on G7 and move it up to I1.  Go down and left and up to get the heart on G1.  Shoot the egg again and move down to safety.
 * When the Snakey is back on G7, shoot and push it up on G5. Move the EF around to C5 and get the chest.

3-9
This level's not too hard, though it can trick a player at one point.

 * Get the heart on H8 and shoot the nearby Skull and move it right and down into the water on J8. Cross and get the heart.
 * Keep using the monsters to cross left and when the Alma is away, cross there and wait on the grass.
 * Wait until the Rocky is above the heart and stops. When Alma is above you, shoot it and cross upwards.  Get the heart and Rocky will be above you.
 * Here's the tricky part: When the Leeper is above the heart, shoot Rocky and cross, but quickly cross back down.  You do NOT use the Leeper to cross back.
 * Wait for Rocky to come back and use him to cros to the right.
 * Go to the far right and up, shoot the Skull on I3 and move it up. Shoot the Snakey and drop him down one space into the water.  Cross right to get the heart and left to the chest.

3-10
This is the last level in level 3 and it's a little tricky. Getting the top heart is probably the hardest part.

 * Get the heart immediately to your right and move the EF on F8 right 2 spaces underneath Don.
 * Shoot the Snakey on D4 and move it left two spaces. Move the EF on D3 to C2.  Go down and get the heart on B10.
 * Go up and move the EF on H3 right one space.
 * Here's the tricky part: Shoot Snakey and move him down one space, move the EF on I3 up one space and go get the heart on F2.  Go down and get the heart on F5 and hit the egg again.  Take cover behind the hearts and wait for Don to pass.
 * Go down and move the EF under Don and trap him up by the trees. Get the two hearts in the center area.
 * When Snakey is back, shoot and move him to J4. Get the last heart and get the chest.

title: Adventures of Lolo 2 (Japanese)/Level 3


text:
Adventures of Lolo 2 (Japanese)/Level 5

This chapter discusses the solutions to level 5. One thing to take a note of: Every room in level 5 has at least one Alma in it.

5-1
The first level in 5-1 is kind of tricky. You need to time a few things, especially the use of the hole at the end.

 * To start, make your way right and push the EF on H9 to J9.
 * Push the EF on J8 right one. Go up and right and get the heart.
 * Push the EF on J7 down to I11 and push the EF on J6 up to B2. Get the heart along the way.
 * Wait on the grass spot on C2. When the Alma is on the side, move down, turn and shoot it once.  When the Alma below you is away, move down and get the heart and quickly move out of the area.
 * Go back right and down, get the heart on G11 if you haven't done so, and go to the grass area on C9, facing up. This is the tricky part:  Eye the Almas and wait until the rightmost one steps on C8 and shoot it twice.  The other Alma will be walking around.
 * After about 6 seconds, shoot the second Alma and be sure it's stopped on C8. This will cause the first Alma you shoot away to appear on A2.
 * While the Alma is still in the egg, go up to get the last heart.
 * Getting the chest is a little tricky. Go up and left of the trees to try to make the Almas roll so they are closer to each other.  When you've got a clear path, go to the chest.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Adventures of Lolo 2 (Japanese)/Level 5


text:
Adventures of Lolo 2 (Japanese)/Level 14

This chapter discusses the solutions to level 14.

14-1

The first level of the underworld isn't overly tough, but you need to position the snakeys in correct places. You'll also re-use the one that's between the 2 "lakes" a few times.

 * Get the 2 hearts that are in the corners of the lakes for shots.
 * Go down and push the EF above the bottom left Medusa.
 * Go right, push the EF between the snakeys up to block the nearby Medusa from the left.
 * Go left one and push the EF up and then left to block the upper Medusa on the bottom.
 * Get the heart these 2 Medusas were covering.
 * Go back to the bottom, shoot and push the left snakey all the way up and get the heart up top.
 * Go to the snakey between the lakes, push him left one space, walk around and push him up to the tree.
 * Go to the other nearby snakey on the left, shoot him up into the water then shoot the other snakey you pushed earlier to block the top Medusa from the left. Get the heart and go shoot the egg a second time.
 * When the left snakey respawns, shoot and push him down to block the bottom left Medusa on the right.
 * When the snakey between the lakes respawns, shoot and push him right 3 spaces and down to the trees.
 * Go around, between the lakes, and shoot the same snakey (the egg will hatch by now, but don't worry) and push him to the right 3 spaces under the water. Shoot the other nearby snakey right into the water and push the other egg down to block Medusa.  Get the heart and shoot the egg again.
 * This next sequence needs to be done quickly. When the snakey between the lakes respawns, shoot and push him under the Medusa to the right, get the heart, shoot the snakey under the heart and push him above the bottom right Medusa.  Go back and shoot the egg under the other Medusa and quickly get out of the way.
 * When the snakey respawns again, shoot and push him above the Medusa, push the EF right and down to block Medusa from the right. Get the heart and get the treasure chest.

14-2

This is kind of a weird one. Only one real action sequence to worry about.

 * Get the heart that's under the treasure chest for some shots.
 * Shoot Rocky when he's in the upper area and push him next to the water. Get the nearby heart, then cross with the egg to the left.
 * Head to the 2 EFs. Push the left one down 3 spaces and left one.  Be careful of the Don.
 * Push the other one so it's above the previous one you moved.
 * Go over to the Snakey and get ready for an action sequence. You need to shoot and push him to cross the water that's left of the up arrow AND push the EF left so it traps Don above.  Simply maneuver him around the tree.  You should have a second or two to wait for Don.
 * Get the heart in the lower left and move right, past the EF right of the right arrow.
 * Push the EF that's right of the grass 2 spaces right. Make sure the Rocky isn't in the way.
 * Now, here's a tricky sequence: Stand a half space left of the EF and wait for the Rocky to stop.  Move right so he begins pushing you down, but then immediately move left so you won't be next to the Medusa.  Then just inch down and Rocky will move with you so you can get the heart.
 * Move out of the area and work back in so you can get the heart to the right.
 * You'll need to lure the Rocky back into the upper area to get out again, but make sure to lure him back into the lower area using the steps above.
 * Go left and up to where the Leeper is. Put him to sleep in the bottom left of his little area (best way is to stand on the grass and wait a half space under the water).  Get the heart.
 * Push the EF under the up arrow all the way up to block the top left Medusa. Get the heart.
 * Push the nearby EF to block the Don Medusa from above.
 * Use the Snakey to cross back into the lower area again.
 * Eyeball the Rocky on the right, and when he's walking and covering the Medusa, go down and push the last EF by the right arrow up and out to block the Medusa in the top left from underneath. Get the last heart.
 * Use the Snakey to cross back right, just be careful the Rocky isn't in the way. Get the treasure chest.

14-3

This a hard one. This level features directional water that basically circles the entire room. It is a little tedious having to wait for the egg to go all the way around, but at the same time some events need to be timed right while using the egg. The crumbling bridge also seems to serve no purpose...

 * Get the heart up by the door.
 * Shoot the snakey down into the water and ride the egg.
 * Get the 4 hearts. You'll receive a bridge.
 * Use the bridge right on the water next to where you got the 4th heart.
 * Shoot the middle right snakey down a half space and the middle left one down a half space under the left medusa to walk through.
 * Get onto the egg in the water and push the first 2 EFs up a space.
 * Push the third one up so it is lined up with the top medusa on the left
 * Get the 2 nearby hearts.
 * Get back on the egg in the water and push the EF you just pushed up left one space. Go down and push the left EF next to this one, then push this EF so it's to the left of the treasure box.
 * The next events require you to wait for the right timing of the egg on the water. I recommend doing it when the egg is over the heart that's left of the top right medusa.
 * From across the water, shoot the snakey that's above the medusa twice.
 * This is a funky trick you have to do now: Move a half space down and shoot left at the snakey that's the half space left of that medusa.  Your shot actually HITS this snakey.  Shoot him twice. And yes, you actually have to do this in this order, too.
 * Go push the EF that is left of the treasure box across the bridge and leave it a half space left above the right medusa.
 * If you timed the egg right, get on and push the EF down so it covers both spaces of the snakeys you shot off.
 * One snakey will respawn left of the medusa in the top right, the other below the right medusa.
 * The egg should sink by the crumbling bridge.
 * Go to the right and use the other EF to block the medusa and get the 2 hearts.
 * Go back to the left and push the EF right so it's fully over the right medusa.
 * Face down and shoot the snakey that's half under the left medusa twice.
 * Shoot and push the left snakey into the water and wait for the egg to come all the way around. The snakey you shot a little bit ago will respawn.
 * When the egg sinks, wait about 6 seconds. Shoot and push the second snakey left one space.  If you timed this right, the snakey that sunk will respawn under the left medusa while you still have the one in the egg.  Now push this egg into the water.
 * Wait for the egg to go around. Go to the right and shoot the snakey over there up into the water.
 * The 2 snakeys will respawn in the middle. Just repeat the same process in the beginning to get to the lower area on the left.  Get the 2 hearts and get the treasure.

14-4

A little bit trickier here. You'll need to use one Snakey several times and know where to place the bridges. But it's pretty straightforward.

 * Get the nearby heart, shoot and push the Snakey left and under the bottom left Medusa. Get the heart.
 * Go back right and push the EF left and up next to to same Medusa to block from the right.
 * Go right to get the unguarded heart, left of the EF and you'll get a bridge.
 * Go back left 3 spaces and shoot the Snakey under you and push him down, but be careful not to push him into the water. Then push him all the way right, next to the tree, then push him up into the water.  Quickly cross, face left, use your bridge, then cross back.
 * Go back around and push the EF next to the bridge you just made 2 spaces to the right.
 * Using the same Snakey, repeat the process from before and push the EF to block the right Medusa on its left side. Get the heart.
 * Go back left and shoot the Snakey that's next to the heart between the Medusas up to block the upper one from the right.
 * Go across the upper bridge, shoot the Snakey and move him right 1, go around and push him all the way left to block the upper left Medusa from the top. Get this heart.
 * Go back down and using the Snakey from earlier, shoot and push him up 2, and all the way right (next to the EFs), then push the egg up into the water, cross, and push the EF to the right, above the Medusa, then cross back. Get the heart in the top right corner.
 * Using the same Snakey, shoot and push him to situate him over the lower left Medusa.
 * Situate the EF under the top left Medusa. You'll get a bridge.
 * Go across the upper bridge and then down. Use the bridge over the last Snakey.  Push him down one, go around and push him to the right and situate him under the right Medusa.  Get the last heart and the treasure chest.

14-5

This level needs a little bit of speed and remembering where the snakeys originally spawned. I have marked where the action sequence begins, so be sure to familiarize yourself with it, since one screw up will be the end.

BEGIN ACTION SEQUENCE END ACTION SEQUENCE
 * Go down and get the heart. The next sequence needs to be done fairly quickly as there are lots of eggs to push around and shoot.
 * Assume the snakeys are numbered 1-5, left to right.
 * Face the snakey #1, shoot it and push it once space right.
 * Go down, get the heart, shoot and push the snakey #2 2 spaces right.
 * Get the heart above you, shoot snakey #3 under the medusa twice.
 * Go back left, get the bottom left heart, push the egg with snakey #1 right under the medusa's spot.
 * Shoot the egg containing snakey #2, which is now under snakey #1 a second time.
 * Shoot and push snakey #4 2 spaces right.
 * Shoot snakey #5 and push it down to block Don in the corner.
 * Push the egg containing snakey #4 5 spaces to the left (to cover snakey #2's original spot.
 * Get the last heart, go back right and shoot the egg containing snakey #5 a second time, then get away from the Don.
 * Go back left and shoot snakey #4 and push him all the way right next to the EF.
 * One trick I like to do is push the egg a half space down to trap Don in the corner once again.
 * By this time, the snakeys will have respawned right and left of the medusa.
 * Go up and shoot the snakey right of the medusa and push him left as this spot marks the respawn point for the next snakey.
 * Get the heart in the top right corner.
 * The snakey that respawns right of the medusa, shoot and situate him above Medusa between the trees.
 * Go all the way out and up to get that heart on the top, come back down, shoot the snakey blocking your path down and get the last heart under the treasure chest, then get the treasure.


text:
Adventures of Lolo 2 (Japanese)/Level 15

This chapter discusses the solutions to level 15.

15-1

The first level of 15 is a little tricky. Make sure to keep your eye on the Don at the bottom. The Don on the left serves almost no purpose as he gets trapped right away.

 * Go right and down to the 2 EFs. Push the upper EF to the left and block the Don up into the top left corner.
 * Get the left heart and go up and shoot the Snakey and push him under the top Medusa.
 * Go right across the regular bridge and get the heart nearby the right Medusa.
 * Go back and get the heart right of the EF, near the crumbling bridge.
 * Push the EF to the right (be careful of the Don) and then down across the crumbling bridge and trap Don between the EF and tree.
 * Go back up and around, across the other crumbling bridge and push the EF all the way right to keep the Don in place.
 * Shoot the lower Snakey and push him right and stop a half space left of the Don. Tap the EF a half space, go around to push the EF left and shoot the egg a second time.  Push the EF onto the Snakey's starting space.  It will reappear above the Don.
 * Push the EF up across the crumbling bridge (the bridge will crumble into lava now) and push it right across the regular bridge to block the right Medusa.
 * Go left by the desert, shoot and push the Snakey right and up to block the upper Medusa on its right side. Get the 2 hearts quickly and go back down to shoot the egg again.
 * When Snakey respawns, just shoot and push him up to block the same Medusa on the left. Get the heart and go down to the treasure chest.

15-2

This is a tricky one. There's one point where you need to carefully time the Don Medusa's movements too.

 * Go down to the EF cluster. Push the top left one down one space.  Push the one next to you right one space.  Go down and push the lowest one right 2 spaces.  Go up and push the one left one space.  Push the other one all the way up across the bridge and to the right of the top left Medusa.
 * Go back down and situate the other 2 EFs right next to the heart on either side. Get the heart.
 * This is the tricky sequence. Go up and over the Snakey. Eyeball the Don and when he touches the right wall, shoot and immediately push the Snakey down into the water to get the heart.  The Don will just miss you and leave you enough time for the egg to sink.  Shoot and push the Snakey right of you into the water.  Be careful of the Don.  Push the EF right and quickly move up for cover above the EF.
 * Before the Snakey respawns, you need to carefully move up and push the EF that's right of its starting point all the way left and stop above the bridge.
 * Go back right and around to the EF that's in the upper right. Push it down to the left of the Medusa and get the nearby heart.
 * Go all the way around back to the bridge. Push the EF down, stopping by the lower water area.
 * Now, carefully move right and get the heart that's left of the blocked Medusa.
 * Go back left and push the EF through the gap and next to the other EF.
 * Go around again, pushing the EF down to trap Don Medusa in between. Get the heart in the corner.
 * Go back around to the left of Don and push the EF right to trap him in place.
 * Go up and shoot the Snakey, push him left and down across the bridge and then down to the lower left water area. Push him into the water that the EF is over to free it.  Push this EF all the way up next to the water left of the bridge.
 * Wait for the Snakey to respawn then shoot and push him left into the water next to the bridge. Push the EF left to block the upper Medusa.
 * Wait for the Snakey to respawn, shoot and situate him to block the lower left Medusa. Get the heart.
 * Go up to the top right, shoot the Snakey and cross to get the treasure chest.

15-3

Another odd one. The biggest trick is avoiding the Don Medusa on the right side.

 * Push the nearby EF all the way down over the Medusa. Be sure to eye the Don on right.
 * Go right across the crumbling bridge and push the EF right one space and then up under the central Medusa. Again, eye Don.  The bridge will crumble away.
 * Shoot the Skull and push him right to the wall and then maneuver the egg all the way up. You need to time how to evade the Don carefully.
 * Here's a speedy sequence to do: Shoot the other nearby Skull and push him up one space and left one space. Get the heart and go all the way to the left.  Face right and shoot the egg from across the room.  Move up.
 * Shoot and push the Gol facing up to the right, above the Medusa.
 * Go around the tree, push the EF down next to the central Medusa. Watch the Don above.  Get the nearby heart above the Skull.
 * Shoot the other Gol and push him up and to the right to trap the upper Don in the corner.
 * Go left, cross the upper crumbling bridge and get the heart in the top left corner.
 * Go back across the lower crumbling bridge and go over to the Skull. Shoot it twice and wait.  When you see the respawn box appear, quickly go back down and left so you are left of where the Skull will respawn.  The best way to do this is wait for the Don to tap the tree then fire your second shot.  This way, you'll be able to get in safely.
 * Shoot and push the Skull right then down to trap the Don in the lower area. Get the heart above you.
 * Push the nearby EF down out of the tree area and around to block the Medusa on the left side. Go back around the long way and get the last heart.  Then just run up to the treasure chest.  The crumbling bridge is your ticket to the door.

15-4

This is a hard one. The main trick is to keep the Almas synched with running alongside the Dons, since that's your shield from them. Remember how to time the Almas' rolling.

 * Go down and be sure to have Alma roll with the Don. Be sure to move down to get out of the Alma's sight so it doesn't keep rolling.
 * Push the left EF up through the arrow (eye Alma too) and push it all the way up. Get the heart.
 * Push the EF right of the central Skull up against the water.
 * Here comes an action sequence. You can't screw up for a second. The Skull that's on the water's corner, shoot and push him 2 spaces left.  Go push the EF nearby to the left and up one space.  Then push the egg right and up into the water and push the EF left against the wall.  The egg will nearly hatch, but won't if you do it correctly.
 * Shoot the skull by the water's corner up one space and then shoot the central Skull up into the water and push the egg left, next to the upper right Medusa.
 * Here comes the hardest part of the level: Unbalance the upper Alma and Don.  Try to get it in a way so it looks like the Alma is running mostly on the Don's left side.
 * Now, go down to the Skull, shoot and push him under the 2 hearts. You need to time this carefully:  Push the egg up when Alma is left of Don, get the 2 hearts and the Alma will roll at you (still left of Don) and then you run down back across the egg and left.
 * Try to rebalance the Alma and Don at the top as best you can so they run alongside each other. It's tricky, but must be done.
 * Shoot the central Skull and push him right and under the right Medusa. Get the heart.
 * Go back down to the lower right corner, again timing Alma, and push the other EF up and to the left. Push it down across the crumbling bridge and down to block the lower Don on the right.
 * Get the last heart and shoot the Alma. Push the Alma and EF left so you can safely get the treasure chest.

15-5

The last level is mainly hard at the beginning. You'll need to carefully evade the Don Medusa in the top left.

 * Carefully work your way down to the lower left corner and get the heart.
 * Shoot and carefully push the left Snakey up and then right under the Medusa. Get the heart.
 * Here comes the hard sequence: Go around and up to the upper left Snakey.  Push him up to block the Don from the right, get the heart.  Go down to the right arrow.  Wait for Don to be moving left and about one space right of the egg.  Shoot the egg twice so Don will bounce off it right before the shot hits it.  Quicly move right.  You're not done yet.
 * Now, for the second part of the sequence: Go to the lower Snakey and wait about 3 seconds.  Shoot him and move him up to where the Snakey you just shot was. When you see the respawn box appear left of the Medusa, push this egg up to trap Don in the top left corner.
 * Go up and get the heart at the top. Push the EF down and over the Medusa.  Get the heart to your left and the one under it.
 * Go down and right. Shoot the Snakey to trap the Don between the hearts.  Shoot the other Snakey to trap the other Don in the top right corner.  Go back down and shoot the egg twice to free the Don by the hearts and move left for cover.
 * When the Snakey respawns, shoot and push him up and trap the Don on the right wall.
 * Go around, get the heart by the Medusa with the EF over it.
 * Push the EF down to block Medusa from the right and get the last heart. Get the treasure chest.


text:
Adventures of Lolo 2 (Japanese)/Level 16

This chapter discusses the solutions to level 16.

16-1

This level has some directional water. It utilizes the Gols well, too.

 * Go left and get the heart. Shoot and push Snakey up one.
 * Shoot the Gol up to the water's edge, but go around and push him right into the water. The egg will move all the way right.  Push the EF with you all the way right and catch up with the egg.  Get on the egg and push the EF into the little cubby between the trees.
 * Push the other nearby EFs right one space each. Go back to the bottom area before the Gol respawns and get the heart under the Medusa.
 * Go under the Snakey and push him up and left into the area where there's no desert. Eye the Don on the right and when it's safe, push and ride the egg on the water.
 * You'll go up and right. When you near the upper Gol, shoot him and push him right.  Wait for Don to come up and push the egg halfway under him and Medusa.  Go back and get on the egg.
 * Push the EF right one space. Get back on the egg.
 * When the egg reaches the end, get ready for an action sequence: Push the upper EF up and halfway between the Don Medusa and Medusa on the left side.  Get the 2 hearts.  Go down and push the other EF down to block the lower Medusa.  Get the last heart.  Quickly go back to the lower area before the Snakey respawns in its place.
 * Go under the Gol, shoot and push him up into the water like you did with the Snakey. When you come to the top left area, hop off and shoot the Snakey up.  Get the treasure chest.

16-2

This is a harder one because of the way you need to manipulate the Almas and Dons...

 * Push the EF near you right one space and get the heart above you. Then push it to trap Don in the top right corner.  Get the other heart for a bridge.
 * Build a bridge over the top Alma and run right. When the Alma rolls at you, step aside and go into the middle of the grassy area.
 * Eye the lower right Don as you shoot the Alma on the right and cross the water to get the heart on the right. Cross back.  You'll get a bridge.
 * Go above the lower Alma. Shoot it and build the bridge to the left of the egg.  Push the egg down into the water, carefully avoiding the left Don.  Push the lower EF right a half space and get the nearby heart for the third bridge.
 * Build this bridge right of the Alma's respawn point and push the EF onto the bridge.
 * When the Alma respawns, it will be walking into the lower left area. Move the EF onto its respawn point.
 * Here's a tricky part. On the lower right, push the EF down to block the Don.  When the Alma is blocking the lower left Don, you need to grab the heart.
 * Go into the lower left area, pushing the EF across the bridge and under the rock. Stand on the treasure chest.
 * When the lower Don passes by, move the EF under the chest a half space down to trap him against the water. This also keeps the Alma from going under the chest.
 * Here comes the hardest part of the level: You need to get the Alma to be running above the left Don.  You basically need to make it roll at you and time it so it stays above the Don.  I haven't found a very easy way to do this, but when you do get it done, you need to push the 2 EFs left, under the tree and then push the upper one to seal the Don and Alma on the left, with the Alma on the top.
 * Get the lower left heart and push the EF that's half down by the Don all the way down. Push other EF over the Don.
 * Go back up into the middle area. Shoot the left Alma to cross the water and get the heart and cross back.
 * Shoot the Alma that's running freely in the upper area and push him into the water somewhere. (Just to keep it out of the way).
 * Go left and push EF near the Medusa under it. Get the heart.
 * When the upper Alma respawns, shoot and push it into the water space that's left of its starting point and cross left to free the EF. Push it up and left and right of the Medusa.
 * For the last sequence, I recommend staying in the area right of the top Alma's respawn point between the water and tree. Wait for it to respawn and come over.  Shoot and push it up to block the Don.  Get the last heart and go down to the treasure chest.

16-3

Wow. I thought the last one was bad. This one you'll need to be evading the Dons and eyeballing them. You also need to do quite a bit of walking longer ways.

 * Go around the Snakey and above the EF that's above you when you start. Push it down, get the 2 lower hearts in the cluster and push the EF down and under the Snakey.
 * Go up across the bridge and push the EF under the up arrow.
 * Cross back and carefully get the third heart from the previous group.
 * Cross the bridge to the right. One good way to do this is to stand a half space between the EF you pushed, which is above and over the Rock below you.  When the upper Don is right, you can safely pass since the lower one is shielded.
 * Push the EF left of the Snakey down 2 spaces.
 * Carefully shoot and push the Snakey up 2 spaces and right over the tree. Get the heart under the tree.
 * Push the EF down against the wall and right to trap the lower Don in the bottom right corner.
 * Go back left across the bridge and push the EF that's under the Snakey from earlier to the right side. You'll need to push it right, walk around and push it up then right.  Against the tree.  Then push it up 3 spaces.
 * Go back left and to the 3 EFs. Carefully move to the left wall and push all 3 of these right one space.  Get the heart at the bottom.
 * Shoot the central Snakey and move up 2 spaces right and 2 spaces up, into the water. Push the EF through the up arrow and pin the upper Don against the tree.
 * Move down and right and use the EF over there to pin the right Don against the Snakey. Get all 3 hearts in the top right area.
 * Go back to the central Snakey. Shoot and push him up and pin the top left Don against the wall.
 * Go down to the 3 EFs. Push the top one up across the bridge to the top wall so you block the top Don from the left.  Push the lowest one left one space.  Push the last one up and one space above the bridge, but stop there.
 * Go back left and shoot the Snakey holding the Don on the left wall twice. Go right and push the EF to trap this Don between the EF and rock.  Get the top left heart.
 * Go back to the bottom left and maneuver the last EF across the right bridge and left of the Don that's between the EF and Snakey.
 * Shoot the central Snakey and cross the water under the up arrow and get the treasure chest.

16-4

A pretty interesting Skull map. One thing I want to say right up front is the last heart you want to collect is the one 3 spaces left and 1 space up from your initial starting point.

 * Push the EF left of you 1 space left.
 * Get the heart. Push the right EF right and then back left again so you can put it above the up arrow.
 * Get the heart under the exit door.
 * Shoot the Skull that's over the right Medusa twice and very quickly move right.
 * Go around the 2 EFs and push the right one up 1 space and the left one over the Medusa.  The Skull will respawn under this Medusa.
 * Go down and get the heart. Shoot the Skull right of the Medusa from above and push the other EF onto its space.  It will respawn over the Medusa on the left side.
 * Make your way left and push the EFs so you can trap Don on the bottom wall. Remember to avoid getting that heart you need to save for last.  Get the 2 hearts in the lower left.
 * Go into the top right area and shoot the Skull twice and get the heart.
 * Go left, get the heart over the Skull trio.
 * Push the EF in the middle area up and left.
 * Shoot the top Skull in the trio twice and push the EF onto its space. It will respawn left of the Medusa.
 * Go right and around. Push the EF over the up arrow up 2 spaces and left 2 spaces.  Then tap it a half space down (to seal in all the skulls.)
 * Get the last heart.
 * You'll need to inch the EFs to get the bottom left Skulls into a smaller area so you can block the Don guarding the treasure chest. Inch them slightly, leaving no full space open.  When you get it close enough, go around and get the chest.

16-5

The last level in 16 will need you to move the Snakeys around and cross the water. There is no directional water in this level either.

 * Get the heart above you. Shoot and push the top right Snakey into the water left, get the 2 hearts and wait for it to respawn.
 * Shoot the right Snakey down into the water and push the EF to the right wall.
 * Before the right Snakey respawns, go up and shoot and push the top right Snakey into the water left again. Shoot the left Snakey down into the water, but don't cross.
 * Push the EF left 3 spaces and go above the left Snakey's starting point. Wait for it to respawn.
 * Shoot and push the left Snakey down into the water and cross. Push the EF right, next to the other EF on the wall.
 * Put these 2 EFs down next to the bottom right Medusa on both the top and left.
 * Go around the top and push the EF down next to the bottom right Medusa.
 * Go back around to the bottom area. Shoot and push the Snakey next to the 2 hearts.  Get the 2 hearts and push the egg up under the central EF, push it up and cross back on the egg.
 * Here comes an action sequence: Push the top right Snakey into the water left.  Shoot the left Snakey down into the water, cross, push the EF right and under the top right Medusa.  Quickly go over and right of where the left Snakey respawns.  You can't delay.
 * Shoot and push the left Snakey over the bottom left Medusa.
 * Go back to the bottom and use the lower Snakey to push the right EF up and push it left of the top right Medusa. Get the heart and get the treasure chest.


text:
Adventures of Lolo 2 (Japanese)/Level 17

This chapter discusses the solutions to level 17.

17-1

The first level of the big castle requires a lot of manipulation of the alternate respawn points. It is pretty tricky, so follow closely.

 * Get the nearby heart and push the left Gol left above the Medusa. Get the heart over the egg then push the egg left into the water. Push the EF in the top right onto this Gol's starting space.
 * Go back to the top right area. Push the lower Gol down 2 spaces.
 * Shoot and push the upper of the 2 Gols on the left to the right of the top left Medusa, getting the heart on the way.
 * Go to the up-facing Gols. Push the left one left and up under the Medusa. Avoid the Don on the bottom.
 * Get the heart on the left side and push the EF down to trap Don in the lower left corner.
 * Go back to the top right and push the EF right and down between the trees above that little section of water.
 * Here comes a tricky sequence: Go down to the 2 Gols in the middle right area. Shoot the left one and push it left one space, then up and right into that small section of water on the wall. Wait a few seconds, then shoot and push the right one 2 spaces left. If you do this right, the Gol will respawn on the bottom by the water. Quickly move the egg up and into the water on the right wall. Go down to the lower right, shoot and push the Gol down and left over the Medusa.
 * The other Gol will respawn down here. Push it left of the Medusa. Go up to the top right and push the EF down 2 spaces and left 2 spaces.
 * Go to the lower area and cross the water with the Gol to get the heart, cross back. This Gol will respawn in the lower right area.
 * Push the other up-facing Gol to the left of the upper Medusa.
 * Push the Gol right of the lower right Medusa and get the last heart.
 * Push the EF left and down to block the Don that's on the bottom. Get the treasure chest.

17-2

A little tricky. Though with my solution, you can actually have 5 shots remaining before getting the chest.

 * Get the nearby heart to the left. Shoot and push the Snakey down 1 space, get the heart to the left, then push the egg down into the water and push the EF down and to the left.
 * Go back around into the middle area and stand right of where the Snakey will respawn. Shoot and push it left into the water, moving the EF left 1 space. Cross back.
 * Go around, push the EF down and then push it back up and under the top left Medusa.
 * Push the EF above the lower Snakey left 2 spaces.
 * Shoot and push this Snakey down and left of the Don. Get the heart and shoot the egg again. While the Snakey is gone, push the EF you moved a little bit ago down and right, just under the water that's under the right Snakey.
 * When the Snakey respawns, shoot and push it right into the water under the other Snakey. Shoot this Snakey up and cross, getting the 2 hearts in that column (leave the third), then cross back. Get the heart that's between the 2 arrows too.
 * When the lower Snakey respawns, shoot and push it down and pin the Don against the tree. Move the EF right 1, get the heart, push the EF left over the Don. Shoot the egg from above and move left over the EF. You actually don't even need to do it that fast, due to extra shots.
 * When the Snakey respawns shoot and push it left above the bottom left Medusa. Get the heart and shoot the egg again.
 * When the same Snakey respawns, shoot and push it left and up, right of the top left Medusa. Get the last heart.
 * To get the chest, go to the top right, wait for Don to tap the wall, then move down. If you time it just right, you can actually reach the chest just in time. However, to be safer, you can also go down, move a half space left over on the right arrow, and wait for Don to tap the wall again, then get the chest. I recommend the safer way.

17-3

This is a hard one. It not only needs manipulation of the Alma's AI, but also using half spaces around the Don Medusa.

 * Get the heart closest to you. Shoot and push the lower right Gol down and push the EF over the bottom right Medusa.
 * Push the EF in the lower middle area 2 spaces left.
 * Here comes an action sequence: Shoot and push the Gol facing right (next to the treasure chest) up and under the Don Medusa and get the heart that's under the rock. Quickly go down and push the up facing Gol left one space. Face up, shoot the Gol's egg under the Don and move left. Push the other egg a half space over the treasure chest.
 * Push the lower left EF all the way up under the tree, then right and up next to the same tree.
 * Here comes a strange sequence: Stand a half space under the down arrow and wait for the Alma to start rolling left. When it's safe, move down. The Alma should be walking mainly in the lower area of the top right. If this is happening, proceed. If not, keep trying to align it.
 * Here comes a tricky sequence: Go right. You need to time it so the Alma is under the top right Medusa. Shoot and push the Gol left into the water when the Alma is there and push the EF down. * Do NOT get the heart left of this water space.
 * Push this EF down and left next to the bottom left rock. Now push it up to 2 spaces under the tree.
 * If the Alma is still following the behavior of staying in the lower area, try to stand below it so that it goes back into the upper area again.
 * Here comes a tricky sequence: Shoot and push the Gol that's left of the chest under the water space. When the Alma enters the upper area, push the egg up and cross. Get the heart that's closest to the Medusa for shots. Move a space down and wait for Alma to come down next to you and shoot it. Push it left by the water, get the 2 hearts. When the Don is below the EF, cross with the egg and push the EF over the Don. Move it the half space down to keep the Don in place.
 * The half space protects you from the Don. Move left and down through the down arrow. Push the EF right of the tree all the way up by the heart.
 * Walk left and down around the other EF, push it left one space. Shoot and push the Gol by the chest up so it covers Don a half space on his bottom.
 * Push the EF onto the down arrow and then left. Get the heart down below.
 * Wait for Alma to walk in front of the top right Medusa. When it's far enough away, get the heart and run to the chest. You might need to stand below the Alma again to get it to walk up there.

17-4

This one is also quite hard. Knowing when to trap the Dons is key.

 * Go up and get the heart by the left arrow. Push the EF that is left of where you start down 1 space.
 * Go down and push the EF right of the Skull down one space. Shoot and push the Skull left above the Don. Get the heart. Move up along the wall past the EF and shoot the egg again. Immediately move right and down a half space to protect yourself from both Dons.
 * When the Don on the left is up and it's clear, push the EF left and up to trap it in the top corner.
 * Go down and push the EF over the lower Medusa.
 * Go right by the water area and push the EF down across the bridge 3 spaces.
 * Go back left and shoot the Skull and push it into the water directly right, moving the EF 1 space right, over the other EF. Stay on this side of the water.
 * Here comes a tricky sequence: Move the lower EF 1 space right. Move the upper one onto the bridge and move away to avoid the Don. When the Don taps the heart, immediately move right and push the EF 1 space past the heart then walk halfway onto the heart to avoid both Dons. Keep pushing this EF straight up until it's in the same row as the Medusa on the right. Be sure to avoid both Dons when doing this.
 * Move to the upper area by the Snakey. Push the upper EF left and onto the left arrow. Get the heart that's near the treasure chest.
 * Shoot and push the Snakey right one space. Push the EF left of the egg right 2 spaces and down 1 space. When the right Don comes up, push the egg under it to trap it by the rock.
 * Push the EF left of the Medusa right 1 space. Push the other EF under the same Medusa.
 * Go down from here and push the EF to the right of the lower Don. Get the heart. Push the EF in the row over this Don a half space left. Get the heart above the water.
 * Shoot and push the central Skull above the right Medusa, get the top right heart. Push the EF by the tree up a half space to keep this Skull trapped in the top right area.
 * Shoot the lower Skull left of the Medusa, get the heart and shoot the egg again.
 * When the Skull respawns, put it right of the same Medusa and push the EF over the Medusa a half space right to keep the Skull in place.
 * Go back by the lower Don and carefully push the EF over it another half space left. Go around and push it down to trap it in place. Get the last heart and get the chest.

17-5

4 Dons, though they are all fairly well-blocked by hearts and rocks. The top left one is the main one to watch at some points. This is the only level in 17 to have a power too.

Here comes a tricky action sequence: Shoot and push the top left Snakey down 1 space when the Don passes. Before pushing the egg into the water, move under the rock and wait for the Don to pass again. Push the egg down and cross.
 * Don't get the heart below you yet. Instead, go up and get the heart between the trees.
 * Go left and under the top 2 EFs. Push the left one up 2 spaces onto the crumbling bridge and push the right one up and right 1 space. Push the left one across the crumbling bridge and onto the Snakey's spot. It will respawn in the bottom right area. Push the EF right 1 space, move up and around and push the EF left a half space.
 * Go to the lower right area. Shoot the Snakey that respawned down here left and down into the water to get under the 2 EFs. Push the left one up and right and down onto the Snakey's respawn point, 2 spaces left of the rock. It will respawn in the top right area. Push this same EF up one space.
 * Shoot and push the Snakey that's by the lower right under the Don, to trap it between the egg and heart. Get the lower heart. The upper one can shield you from the Don for the next step.
 * Shoot the egg again from the left and move down. Push the EF onto this Snakey's spot. It will respawn back in the lower right just like the first one. Get the upper heart now and push the EF that's on this Snakey's spot up 3 spaces. Carefully move back down left of the rock.
 * Watch the Don on the right as you shoot and push this Snakey across the lower water like before and push the other EF across the crumbling bridge. It will crumble away. Push it right and over the Don to trap it in the bottom right.
 * Go up and trap the upper Don on the right wall with the EF you moved earlier.
 * Get the 2 hearts touching the Snakey in the top right. Go under the Snakey for cover when you take the one left of it. When it's safe, walk left 3 spaces and get the heart above you. Get the heart in the middle of the room if you haven't yet. You should have your hammer power now.
 * Push the EF that's a half space left of the trees left under the rock then right and up to trap the top right Don in the corner.
 * Use the hammer on the rock closest to the middle of the room. It's 1 space right of where you start. This will allow you to do the next step.
 * Shoot and push the Snakey in the bottom right up, left, up and left again so it's in the 2nd row, 1 space above and between the rock and tree. It should hatch soon. Shoot the Snakey up to block the top left Don. Get the heart, shoot the egg again and take cover by the rock. When the Don moves right, get the chest.

17-6

This one isn't quite as hard as the previous rooms, really. Only one small spot you need to time correctly.

 * Get the heart that's 2 spaces under the heart right of you.
 * Go left and over the Snakey. Shoot and push it down and then left, over the Medusa. Get the heart that's over the egg now.
 * Go back up and right to where the 2 Snakeys are. Move under the right one and shoot it twice. Go back down and left of the other one. Wait a few seconds then shoot and push it onto the the spot of the other one. When you see it respawn elsewhere under the chest, move the egg right and trap the Don in the upper corner. Get all the hearts that are in this Don's column.
 * Shoot the Snakey that's over the chest twice. Walk onto the chest and wait for it to respawn. When it does, shoot and push it under the upper Medusa and get the heart under it.
 * Go left and down. Shoot the Snakey that's blocking the bottom left area twice. Get the heart and wait left of its respawn spot. When it comes back, shoot and push it to the right of the bottom left Medusa.
 * Shoot the Snakey blocking the middle area twice. Shoot and push it left of the bottom right Medusa. Get the heart between the Medusas.
 * Go back up and get the heart on the left wall when the Don is away. Shoot the Snakey up and trap this Don on the left wall. Get the last heart and get the chest.

17-7

A tricky one. The ending sequence is the hardest part.

Shoot the Snakey in this area up and over the Medusa. Get the top left heart and shoot the egg again. Get the heart under the EF.
 * Go right and wait for the Leeper to tap the grass, then move right and push the EF down 1.5 spaces. The Leeper will not turn and touch you and this will keep the Don on the right from hitting you. When it's safe, push this EF down and over the lower right Medusa. Get the heart over it.
 * Shoot the Leeper and push the egg to trap the upper Don in the right corner. Wait by the egg to put the Leeper to sleep and to keep the Don there. Get the heart to the left of the Don.
 * Here comes an action sequence: Go to the 2 Snakeys on the right. Shoot and push the lower one right, go around, get the heart, push the egg up and trap the Don there. Shoot the other Snakey and push it down and right of the Medusa. Get the heart on the right. Face up and shoot the egg under the Don again and move left under the rock. Move up to the left of the rock and shoot the other egg again.
 * When the 2 Snakeys respawn, shoot the upper one and push it right and over the Don and trap this * Don in the bottom right corner. Shoot and push the other Snakey left of the Medusa.
 * Go up across the crumbling bridge and push the EF up and to the right of the top left Medusa.
 * Go to the bottom left Snakey. Do not cross the crumbling bridge. Shoot and push this Snakey left and a half space over the bottom left Medusa. Not completely over it.
 * Here comes the hardest part of the level: Go the long way around to the top left Snakey. Shoot and push it left 2 spaces and get the heart. Shoot the egg again. Wait a few seconds and shoot the bottom left Snakey twice. The half space from earlier allows you to do this safely. Immediately go left of the top Snakey. When it respawns, wait a few more seconds. Shoot and push it down across the crumbling bridge and left, just under the water spot left of the heart. The lower Snakey should respawn very soon. Shoot it left into the water and push the other Snakey egg down next to the Medusa. Get the heart and get the chest.

17-8

This room is very tricky in how you need to position the lower Don Medusa at the end. It's all about half space technicalities.

 * Move the EF that's right of you down and over the bottom right Medusa. Get the heart.
 * Go to the lower Snakey. Shoot and push it and trap the Don against the bottom left heart.
 * Move the EF that was over this Snakey right and down and put it a half space left of the Medusa. Do not push it all the way next to it. You'll see why later.
 * Here comes an action sequence: Go up to the upper Snakey. Shoot and push it left and over the Don. Get the heart above it, push the egg down 1 space, push the lower of the 2 EFs up against the top wall to the right of the top left Medusa. Move down and shoot the egg again. Immediately move right of the other EF. Push this EF down and seal the Don next to the rock. Get the heart under the exit door and walk down under where the Snakey's spot is. (to the right of the left arrow)
 * Go across the bridge, push the EF down one space and go back. Wait for the Snakey to respawn. Wait under it.
 * Shoot and push the Snakey up to the top right Medusa. Push it a half space up to get the heart on the left then shoot the egg again. The half space gives you the ability to shoot the egg from the left without getting hit by the Medusa.
 * When the upper Snakey respawns, shoot it down 2 spaces.
 * Go around to the lower area. Shoot the Snakey blocking the lower Don twice and move up over the EF. When Don passes by, push the EF down and trap the Don between the 2 EFs. The half spaces will protect you from this Don later. Get the bottom left heart.
 * Go up and shoot the upper Snakey you moved a little bit ago and push it left. Get the other heart on the left wall and shoot the egg again. Wait under the Snakey's spot.
 * When the Snaky respawns, situate it under the top right Medusa and get the heart.
 * Go left and down to the lower Snakey. Since Don is a half space in, this allows you to safely shoot it and push it up into the water under the treasure chest.

17-9

This is actually one of the easier ones in level 17. Really, no major difficult tricks here. The top left heart is the one to save for last, however.

 * In the stack of 3 EFs above you, push the rightmost one up 1 space.
 * Push the EF by the bridge to the right across it and onto the grass patch.
 * Go left and get the heart between the 2 EFs and push the EF below you down and over the bottom left Medusa.
 * Using the leftmost Skull, shoot and push it up across the bridge and then to the right directly into the water. This is directional water and will carry you 1 space right so you can be over the EF that's on the grass patch.  Push this EF down to keep the horizontal Don trapped under the 2 rocks.
 * Go back and using the same Skull, push it up and into the water spot in the top left to get over the EFs. Do not get the top left heart.  Push the left EF down across the bridge and onto the Skull's respawn point.  It will respawn in the top right.  Push this EF to block the horizontal Don on its left.  Get the heart.
 * Go to the top right above the Skull. Shoot it and trap the vertical Don against the rock below it.  Get the nearby heart.
 * Go back to the top left to the 2 free EFs. Push the right one down and to the right of the top Medusa.  Get the top right heart.
 * Push the other free EF to the right of the bottom left Medusa.
 * With the 2 Skulls, shoot the top one and push it so it covers Don a half space between the trees. Push the other one so it covers a half space above the right arrow.  You'll need this to get back.
 * Get the top left heart and get the chest.

17-10

This is it. The final level of the game. Notice H-A-L spelled in the water, for HAL Laboratory, the makers of the game. Perhaps they wanted to get their name in the level or maybe it's a salute to your efforts. In any event, the level's fairly tricky. This is also the only level in 17 to not feature a Don Medusa.

 * Get the hearts inside the "H", under the Snakey, and above the middle left Snakey.
 * Go down and shoot the bottom left Snakey and cross into the water to get the heart under the "A".
 * Shoot the middle left Snakey and put him under the middle Medusa. Get the nearby heart.
 * Shoot and push the middle right Snakey into the water to get the heart inside the "A". Cross back.  Shoot and push the same Snakey right of the middle Medusa.  Get the heart.
 * Go to the bottom right area. Shoot and push the Snakey up and right to the wall and up into the water.  Push the EF up.  Wait for this Snakey to respawn before proceeding.
 * Shoot the Snakey up and right under the top right Medusa and get the heart. Shoot the egg again.  Before this Snakey respawns, go around to the bottom right Snakey.  Shoot and push it up into the water to push the other EF up and over one space where the right Snakey will respawn.  Go back down and push the right EF all the way up under the top right Medusa.
 * Push the EF left 2 spaces and down 2 spaces. Shoot and push the right Snakey down and left and push the EF left one space.
 * Go back right. Shoot and push the right Snakey up and left of the top right Medusa.
 * Go to the lower right area. Shoot and push this Snakey up and above the central Medusa.
 * Shoot the Snakey that's right of the central Medusa twice.
 * When this Snakey respawns, shoot and push it left of the central Medusa. Get the heart.
 * Go to the lower left. Shoot and push this Snakey right and all the up to the right of the top left Medusa.  Get the heart up top.
 * Move the EF in the middle left and up under the Snakey in the top left.
 * Shoot the Snakey left of the central Medusa twice. Wait for it to respawn.
 * Here comes a tricky action sequence: Shoot the Snakey and push it to the right of the central Medusa, but stop when it covers the bottom half space.  Keep moving up and left.  Push the EF under the top left Medusa, quickly go back and shoot the egg a second time.  The half space on the bottom will allow you to shoot it from the right safely.
 * When the Snakey respawns, shoot and push it left into the water to get the treasure chest. Last puzzle complete!


text: Category:Book:Total Annihilation

title: Category:Book:Total Annihilation


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title: Template:TotalAnnihilationTOC


text: Category:Book:Total Annihilation/Templates


text:
Total Annihilation/The Basics

This chapter will cover the basic information about the game, either for those who want to know more before acquiring it, for those who are interested in information about the game which isn't obvious while playing it, or those who just like to read trivia about computer games. It will not cover the controls, or basic gameplay - it will be assumed that you own a legal copy of the game, or intend to get a legal copy before playing, and so will have the instruction manual, either in paper form or as a PDF. Using these assumptions, it becomes apparent that describing the basic gameplay would be an entirely redundant exercise.

Game history
Total Annihilation was released in 1997 by Cavedog, with most of the inspiration for the game having come from Chris Taylor. At the time that it was released its engine and gameplay concepts were revolutionary, although it never gained the popularity of other games released at the same time, such as Starcraft, because it was not extensively advertised.

In 1999, Cavedog folded and Total Annihilation was acquired by Infogrames, later Atari. In July 2013, Wargaming bought the Total Annihilation franchise from Atari's bankruptcy proceedings. Two expansion packs were released for Total Annihilation, "The Core Contingency" which was much like an expansion pack in the traditional sense, in that it provided new content i.e. maps, tilesets and units.

The second expansion pack was called "Battle Tactics" and rather than featuring new content like traditional expansion packs & The Core Contingency it contained extensive single player missions to try to teach tactics to the player, as opposed to the more crude 'throw more units at the enemy than they throw at you' approach. It was mostly aimed at more experienced players as it assumed proficiency in actually playing Total Annihilation. Unfortunately, most of the experienced player either had small-scale tactics organized already, or had perfected the brute force method and didn't really need them.

Total Annihilation was, for a time, released on the 'Replay' label (and, in-fact, may still be in such a situation) and it's having been released earlier means that copies of the original Total Annihilation are much easier to find than copies of Battle Tactics or The Core Contingency. This means that physical copies of the two expansion packs are rare, and expensive when they do become available, as they are no longer being produced. The game, including its two expansion packs and last patches, has been released on GOG under the title Total Annihilation: Commander Pack.

Backstory
This is mostly covered in the instruction manual, so it will only be briskly covered here. In a large, technologically advanced society, the armed forces decided the to make their weapons, vehicles, 'k-bots' (units, in general) more effective, by reducing the need for controls & life support and reaction times, they would integrate the consciousness of their pilots into the machines themselves.

A rebel group started a violent rebellion to stop this practice, preferring traditional methods of piloting their various machines, and cloning their best pilots to make up for the lost advantages from consciousness-transfer.

This spilled over into a full-blown war, which lasted a very long time and exhausted all the resources of an entire galaxy. Total Annihilation is set in the aftermath of this, with the once-mighty armies slugging it out for final victory using whatever weapons and machines they can scrape together.

The two sides
The government/military forces (the people who support consciousness-transfer) are called the Core, the rebels (the people who don't support consciousness-transfer) are called the Arm. Arm units tend to be smaller, lighter, faster and cheaper than Core units, which favor a "Bigger is Better" philosophy. Each side also has equivalent units, for instance, each side has a basic infantry k-bot, a fighter, and a medium plasma battery. This is discussed further in the Units section.

title: Total Annihilation/The Basics


text:
Total Annihilation/Units

Units of the two factions, Arm and Core, in Total Annihilation.

Relative Nanolathe speeds
Commander > FARK > Tier 2 Construction Vehicle > Tier 2 Construction Kbot > Tier 2 Construction Plane > Tier 1 Construction Vehicle > Tier 1 Construction Kbot > Construction Hovercraft > Tier 1 Construction Plane > Construction Seaplane

Commander
The Commander is a very powerful unit. It is the only unit which wields the D-Gun, which is able to destroy anything it hits. It has more armor than most units in the game and is also equipped with an arm mounted red laser and nanolathe on its right arm. It is able to build basic structures, cloakable, amphibious, and is the only unit which heals itself over time. It also has the unique ability to capture other units. The commander supplies the starting resource storage in its back mounted pack. If the commander is destroyed, this storage and the resources stored are lost. In addition, when destroyed, the commander will detonate with the yield of a nuke. While very strong, the commander is not invincible and can be destroyed quite easily by groups of advanced units and structures. Later in the game, it is best to cloak your commander to keep him hidden, if you can spare the energy. Another way to hide the commander effectively without using energy is to submerge him underwater. This will hide him from radar but not sonar. The nanolathe will function underwater but neither of the commander's weapons do. Submerged, he is vulnerable to torpedos, such as those from subs, cruisers, and torpedo planes.

Level 1 Construction Kbot
Class: Construction Kbot Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Kbot Lab, Punisher, Defender, Sentinel, Dragon's Teeth, Geothermal Powerplant.

Peewee
Class: Fast attack Kbot

Weapon: EMG (Energy Machine Gun)

Comments- The Peewee is a fast, light, and cheap trooper that is useful for scouting and early game battles. However, due to the Kbot's weak attack and defense, it is not the best unit for rough battles, especially against level 2 units. Due to its fast firing rate, it eats up buildings. It's good to deploy against the enemy base early in the game, before strong defenses are in place.

Rocko
Class: Rocket Kbot

Weapon- Rocket Launcher

Comments- A durable Kbot with a powerful rocket, useful for a regular trooper as level 1's go. Its weapon packs a punch, but it is hindered by its slow fire rate, and the low speed of the rocket. However, the Rocko is an all- around good soldier for any early army to have, and the rocket's long range makes for easier early Commander kills!

Hammer
Class: Artillery Kbot

Weapon: Light Plasma Cannons

Comments- The Hammer is a good and strong, albeit slow trooper. It is your first "artillery" of sorts, and its shells travel a good range, and pack a good punch. However, it suffers like the Rocko, in which it is slow, and has a slow fire rate.

Jethro
Class- Anti- Air Kbot

Weapon- Missile Launchers

Comments- Jethro's are really a nice, and vital, addition to any early army. It has good speed, a relatively fast fire rate, and the ability to hit pesky enemy air units which are plaguing your march to the enemy base. However, this comes with the price of weaker armor and weapons than its other launcher counterpart, the Rocko.

Warrior
Class: Assault Kbot

Weapon- Light Plasma Cannon/ EMG (Energy Machine Gun)

Comments- The Warrior is your standard trooper. Pretty much everything about them is just average, which is not a bad thing: it means they don't have any real weaknesses. Plus, the have the nifty feature of having the Peewee class machine gun in one hand, and the Stumpy class cannon in the other. (Well, maybe not as powerful as the Stumpy's) It uses both these weapons in battle, which is pretty cool.

Flea
Class: Fast Light Scout Kbot

Weapon: Extra- Light Laser

Comments: This thing is very fast. Yep, that's pretty much what it has going for it. It makes for an excellent scout, providing there's not some turret it runs into, because if it does, it's toast. Flea's have barely any defense. Less than the Weasel, if you can believe that. Plus, its laser exceedingly weak, so don't go against anything with these, unless you have a massive group of them. Then there would be an infestation of Fleas!

Tier 2
The Arm's Level 2 Kbots are a huge strength that they possess. Nearly every one of them are a superior make. Here is a showcase of the Arm's excellent Kbots.

Level 2 Construction Kbot
Class: Adv. Construction Kbot

Builds: Kbot Lab, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator,

Zeus
Class: Assualt Kbot

Weapon: Heavy Lightning Cannon

Comments: The Zeus is a good Level 2 Kbot which packs a heavy weapon which will easily destroy units. The problem is, in order for this bolt of pure energy to fry an enemy tank, it has to be quite slow, because it has a hard time trying to hit fast units. This comes from the fact it rather slowly moves its arm to aim. But aside from that, this is a worthy, sturdy Level 2 Kbot.

Fido
Class: Assault Kbot

Weapon: Gauss Cannon

Comments: Fidos are really excellent. These 4- legged Kbots are quite fast, sport a accurate and surprisingly long- range weapon, and are able to take a reasonable amount of punishment. There's pretty much no faults in this mechanized "man's best friend", and ranks up with the best Kbots you can have in your army.

Invader
Class: Crawling Bomb

Weapon- Destroying itself for a large explosion

Comments: Yep, if you read the stuff above, that perfectly describes a Invader: a very small bomb on legs. And its explosion is devastating for any unit/ building that is unlucky to be caught in it. However, everything comes with drawbacks, and the Invader is no exception. Invaders move at a amazingly slow speed, so it isn't a very good shock suicide bomber. Also, units with a decent range (ie. Storms, almost anything with missiles) will be able to take this thing out without any loss of life. So what can you do with this thing? Well, there's a few things. First, put crawling bombs in a narrow canal, or a well travelled shipping lane. When a group of ships goes over this crafty guy, simply detonate him at the right time, and the enemy navy will be feeling the hurt. Kamikaze aircraft are a fun and deadly way to use these critters. Load a Valkyrie with a crawling bomb, fly it over to the enemy base, and detonate it for a shower of death! However, this plan requires perfect timing, for it the transport gets hit a couple times, its dead, and the bomb will do next to nothing. Instead, start the self- destruct timer a little before you get to the base, and with good timing, you'll have the bomb blow up right when it gets to the enemy! The same goes for Kamikaze ships! Load a Envoy with about 6 Invaders, and cruise to the nearest enemy seaport. You need good timing for this one, but its easier to do than the air method. With luck, the entire enemy sea base will be a blazing inferno!

Zipper
Class: Fast- Attack Kbot

Weapon- Laser

Comments: A very effective scout Kbot. Zippers are super- fast and have a good, fast laser. Used in groups, they are good for quickly overwhelming a group of heavy units. With their speed, they can dodge most shots, which is good, because their armor isn't very thick. Also great for quickly stopping the sprawl that the enemy AI usually does.

Pelican
Class: Aquatic Kbot

Weapon: Laser, Dual Missiles

Comments: Pelicans are really cool units; very useful, and superior to hovercrafts for what they do. A very competent land unit, they also have the great feature of going out to sea. This is where they start to shine. Their great speed and good weapons makes it possible to inflict huge damage to water based units. And used in groups, they can surround and overwhelm an incoming navy! Although their armor could be a little better, (a flaw that most Arm units have), they can still take some hits before sinking to the bottom of the sea. In groups, these expert swimmers are very competent at water- based land invasions! Except for speed, these guys are better than hovercrafts in every way. Plus, you got to love the way they enter the water, swim, and walk!

Maverick
Class: Gun- Slinging Kbot

Weapon: Heavy Gauss Cannons

Comments: The Maverick K-bot is very effective at taking out anything that isn't air or long-ranged based. His cool weapon has decent range (about a green laser's distance) and takes out units quite quickly and very useful in the campaign and in skirmish. However, with all the power of its sweet weapon, its armor does not compare, and can be killed quickly if you aren't cautious. Otherwise, this expensive and rather long building Kbot is arguably the best Kbot in the game. (Other than the Krogoth, of course, but does that really count as a Kbot? I'd say it's more of a mech.)

FARK (Fast Assist Repair Kbot)
Class: Fast Assist Repair Kbot

Weapon: None

Comments: This nifty unit has a powerful nanolathe that effectively helps build unfinished structures and units, or repair damaged structures and units in record time. However, it cannot start any structures itself. As the name implies this Kbot can move at a good speed and act as an effective healer for damaged units on the front line. His small size allows him to maneuver effectively. A great field medic.

Shooter
Class: Sniper Kbot

Weapon: High Powered Blue Laser

Comment: Behold the wielder of the all- powerful BLUE LASER OF DEATH! All kidding aside, this is the sniper of the game. And snipes he does, as his Blue Laser (of Death) suddenly erupts from his rather long gun, and kills a poor unsuspecting unit instantly from more than a screen away. Plus, it can render itself invisible, just like the commander, making stealth kills even easier! Sounds like God in the form of a Kbot, you say? Well, it's an awesome unit, but it comes with its drawbacks. First, its all powerful weapon has a terrible fire rate, taking many seconds to "load" and fire again. Coupled with its lack of good armor and rather slow movement rate, and this thing is a sitting duck if it just fired, and the enemy is closing in on our sniping friend. So where should the Shooters be, you ask? In the back lines, of course, like any other sane sniper in real life. Its cloak ability is great, if you have the large amount of energy to back it up. And when the Blue Laser (of Death) fires, be prepared for a large energy drain. Wow, these things must have large energy bills at the end of the month :)

Tier 1
The Arm's Level 1 Aircraft are superior to the Core's. Here are the Arm's aircraft:

Level 1 Construction Aircraft
Class: Construction Aircraft

Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Aircraft Plant, Punisher, Defender, Sentinel, Dragon's Teeth, Geothermal Powerplant.

Peeper
Class: Scout

Weapon: None

Comments: Flies fast and has radar. Good for mapping the area and early scouting.

Freedom Fighter
Class: Fighter

Weapon: Missiles

Comments: This fighter is a great swarm unit because they have an almost nonexistent price and can build incredibly fast. They are great in numbers. However, don't use Freedom Fighters against buildings because they have several downsides. Firstly, their missiles are weak and comparatively short ranged. Secondly, they pretty much don't have armor. However, they are good for patrolling your base against Rapier attack.

Thunder
Class: Bomber

Weapon: Bombs

Comments: The Thunder is a decent, cheap bomber. Useful early in the game to keep your enemy occupied. It lacks air-to-air weapons, but a large group of these can take out an enemy base pretty quickly. If you expect enemy fighters, send Hawk or Freedom Fighter escorts.

Atlas
Class: Transport

Weapon: None

Comments: Carries units (one at a time) with clamps under the fuselage. Slow and ungainly. But a fun strategy is to pick up an enemy commander and then self destruct your Atlas at the beginning of the game. That is if you want a very short game...

Tier 2
Arm Level 2 Aircraft are arguably the overall best units of the game. The Adv. Aircraft Plant can build a nice mix of speed, armor, transport, unit-killers, and building-killers.

Level 2 Construction Aircraft
Class: Construction Aircraft

Builds: Aircraft Plant, Moho Mine, Fusion Powerplant, Adv. Radar Tower, Moho Metal Maker, Big Bertha, Vulcan, Retaliator.

Comments: Maneuverable, but not very tough, and slow at building compared to other Level 2 construction units. It does build faster than the Level 1 units, though... plus, you can have an infinite number drifting around working on a single building at a time. It's also interesting as a field medic or for reclaiming hard-to-reach wreckage.

Phoenix
Class: Bomber

Weapon: Bombs/light LIGHT laser

Comments:In addition to a larger bomb capacity than the Thunder the Phoenix also has a light laser that attacks targets that are a threat to the bomber around it(meaning it won't target solar collectors but will fire at enemy fighters and AA defenses)

Lancet
Class: Torpedo Bomber

Weapon: Torpedoes

Comments: Only for use in deep, open water. This aircraft cannot hit land targets or ships moving perpendicular to its current flight path.

Brawler
Class: Gunship

Weapon: Twin EMG cannons

Comments: Think helicopter gunship, but without the rotors. Great for it's "staying power" over the target, as it weaves back and forth spraying EMG pulses. Good for hammering clusters like front line defenses and mopping up after the day is won. NOT for dogfighting. Its armor is OK, but you'll need quite a swarm to take out missile towers. Great for slowing the enemy's attack waves, and for CTRL-#'ing into a group. If you can catch heavy Core units like The Can without air cover, these are your best bet at taking them out.

Hawk
Class: Stealth Fighter

Weapon: Missiles

Comments: Excellent for dogfighting, extremely fast and has no radar signature.

Eagle
Class: AWACS (Radar Plane)

Weapon: None

Comments: Good radar coverage. However, because it is airborne, it makes an inviting target.

Searcher
Comments: Basic scout and your only form of air cover for the fleet until Tier 2 Archer (with Core Contingency)

Crusader
Comments: Good Tier 1 Battleship

Envoy
Comments: Large sea-going transport. Can carry up to 20 units. Because of it's thin armor and slow loading/unloading times, this ship is not suited to landings under fire.

Lurker
Comments: Sub, fair at taking out slow ships. Very slow and has very small LoS.

Adv. Construction Sub
Allows the creation of advanced sea structures

Conqueror
An advanced battleship.

Ranger
Launches unguided missiles not unlike the Merl or Diplomat. Also has a small anti-aircraft missile launcher (like the Defender)

Millennium
Largest of the Arm fleet, this mighty ship has two large guns that can target independently of each other.

Colossus
Floating Air-repair pads

Piranha
Excellent Anti-Submarine platform. Not good for anything else. It can be useful in swarms, though.

Construction Vehicle
Type: Construction

Builds: Solar Collector, Metal Extractor, Wind Generator, Energy Storage, Metal Storage, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T, Radar Tower, Adv. Vehicle Plant, Punisher, Defender, Sentinal, Dragon's Teeth, Geothermal Powerplant.

Jeffy
Fast little unit with a weak laser. Designed for scouting, excels at scouting.

Flash
The flash is tougher than the PeeWee, and is excellent for raiding outlying enemy structures. These are handy backup for Stumpy waves at the beginning of the game, as they can keep enemy units busy with their EMG's, leaving the Stumpies free to fire from a long distance, usually undisturbed.

Stumpy
An excellent all-around unit that has a ballistic shell and medium armor. The acceleration and turn rate is a little low, and so this unit is not well suited to being in the heat of things. However, it is great for shooting from behind hills and wreckage, as well as assisting with raids.

Samson
Anti-Aircraft platform. Also used for supporting ground attacks and a retreating defense.

Podger
Minelayer. Only available at the Tier 1 level. Lays six different kinds of mines, all which are cloakable.

Advanced Construction Vehicle
Builds a lot of stuff. Faster at building than all other construction vehicles except the FARK and Commander. Many consider this the best construction unit in the game. Beware: due to its bulk, it won't fit into all the confines of a typical cramped base.

Spider
The spider is a type of vehicle that is designed to be able to walk up any surface. And it can! However, the spider has no real offensive weapons. It only has a weak laser that "stuns" the enemy. The enemy unit sits there, unable to move or shoot, until the spider is destroyed or it stops being hit with the laser. It is good for capturing units and is rumored to have uses in stunning enemy gunships, which are then blown to pieces by nearby anti-aircraft fire.

Bulldog
The ARM's heavy hitter. Though not as powerful as the CORE Goliath, it still packs a powerful punch.

Merl
A missile launching vehicle that arcs unguided rockets high into the air, only to rain down death and destruction on unsuspecting stationary targets.

Triton
An amphibious tank. Comparable to the Stumpy in firepower.

Construction Hovercraft
Builds:

Solar Collector, Wind Generator, Energy Storage, Metal Storage, Metal Extractor, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, L.L.T., Radar Tower, Geothermal Powerplant, Sentinel, Defender, Dragons Teeth, Guardian, Sonar Station, Tidal Generator, Underwater Metal Storage, Underwater Energy Storage, Underwater Metal Extractor, Floating Metal Maker, Defender - NS, Floating Dragons Teeth, Torpedo Launcher, Stingray, Hovercraft Platform

Skimmer
Class: Scout Hovercraft

Weapon:

Comments: Slow like a hovercraft, weak armor like a scout... bad combination. Not really worth building.

Anaconda
Class: Hovercraft

Weapon: Ballistic plasma shell.

Comments: Not strong enough for land or sea units, but all hovercraft are like that. Good for amphibious landings and bulking up a sea fleet. Not built to be the main invasion force, but to establish a foothold and function as preliminary defense for the new base.

Swatter
Class: Anti-Aircraft Hovercraft

Weapon: Missiles

Comments: Good basic AA hovercraft.

Wombat
Class: Rocket Hovercraft

Weapon: Unguided Rockets

Comments: Merl- and Diplomat-like rockets at the Tier 1 level. Best for shooting immobile and/or unsuspecting targets.

Bear
Class: Transport

Weapon: None

Comments: Holds six units. Large target and not to be used for amphibious landings under fire.

Construction Kbot
Builds:

Solar Collector, Wind Generator, Energy Storage, Metal Storage, Metal Extractor, Metal Maker, Kbot Lab, Vehicle Plant, Aircraft Plant, Shipyard, Light Laser Tower, Radar Tower, Advanced Kbot Lab, Geothermal Powerplant, Gaat Gun, Pulverizer, Dragons Teeth, Punisher, Hovercraft Platform, Viper, Immolator

A.K.
Class: Infantry

Weapon: Red Laser

Comments: Can't hold it's own against the PeeWee. So not worth the effort of building unless you want cheap scouts. However they are extremely deadly in great numbers, as the laser is accurate, and large numbers translate into a high rate of fire, especially while the enemy units are busy auto-targeting your higher-tiered units.

Storm
Class: Rocket Kbot

Weapon: Rockets

Comments: Launches rockets in a horizontal trajectory. Good punch, excellent range, but has a long reload time. It's useful at taking out slow-moving units like Stumpies, especially if you can keep it moving around, making it difficult for the Stumpies' cannons to track.

Thud
Class: Artillery Kbot

Weapon: Plasma Shells

Comments: Excellent fighter, and has a big advantage over the ARM version: It doesn't have to flip any muzzle covers up before it fires.

Crasher
Class: Anti-Aircraft Kbot

Weapon: Guided Missiles

Comments: Good at shooting down basic aircraft and assisting with fighting retreats. Not for close-in fighting or "standing your ground" with.

Adv. Construction Kbot
Builds:

Kbot Lab, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw, Krogoth Gantry

Pyro
Class:

Weapon: Flamethrower

Comments: A flamethrower unique to the Core, the Pyro is excellent at taking out immobile defenseless structures. An added plus is that it's flame will not harm your units. However, it cannot hit moving targets, and it's armor is weak. Best used for mopping up, or perhaps for the initial rush on enemy defenses.

The Can
Class:

Weapon: Green Laser

Essentially a giant slab of armor with two stubby legs. Virtually unstoppable, the Can is one of the Core's most powerful and yet vulnerable units. Extremely slow and unable to hit distant targets, any unit with even a slightly greater speed and range of fire, can, in theory kill a Can without being hit once. However, with its heavy armor and The Green Laser of Doom, the Can will effectively annihilate anything in its slow and merciless path. Proper use of the Can is often a key part to an effective Core strategy. Care must be taken to provide them support, in the form of long range and aerial defense. When mixed in with a larger force of many small units, they are easily worth their "bang for the buck."

Roach
Class: Kamikaze Kbot

Weapon: Self-Destruct.

Comments: See ARM Invader

Spectre
Class: Radar Jammer

Weapon: None

Comments: Jams radar nearby to prevent enemy from tracking you with radar

Freaker
Class:

Weapon:

Comments:

Morty
Class: Mortar Kbot

Weapon: Plasma shells

Comments: Good mobile unit with good weapon and excellent reload time. Good at circumventing LLT defense---it can hit them from out of their attack range, and even fire over hilltops, compounding its advantage. Excellent in groups. The best way to stop these is counter-attack, as they can destroy defenders without getting into range.

Dominator
Class:

Weapon:

Comments:

Voyeur
Class: Radar Kbot

Weapon: None

Comments: Good for raiding parties and temporary radar. If used with jammers this unit can use it's radar and still not be seen by enemy radar!

Sumo
Class:

Weapon:

Comments:

Gimp
Class:

Weapon:

Comments:

Parasite
Class:

Weapon:

Comments:

Decoy Commander
Class:

Weapon:none

Comments:want to fool your enemies. then this is the unit for you. try building lots of these units to confuse your opponent. this is a very handy unit during multiplayer games. However, in skirmish mode it is even better because while the AIs may have trouble figuring out which commander is real, all of their decoy commanders say "Decoy Commander" when your cursor is over them.

Necro
Class: Resurrection Kbot

Weapon: None

Comments: Can bring wreckage of friendly and enemy units back to life: on your side! Good for rebuilding an army (if you have a second army of Necros) and reclaiming deep in enemy territory (the Necro can't be seen on radar)

Weasel
Class:

Weapon:

Comments:

Instigator
Class:

Weapon:

Comments:

Raider
Class:

Weapon:

Comments:

Slasher
Class:

Weapon:

Comments:

Spoiler
Class:

Weapon:

Comments:

Leveler
Class:

Weapon:

Comments:

Advanced Construction Vehicle
Builds:

Vehicle Plant, Advanced Radar Tower, Fusion Power Plant, Moho Mine, Intimidator, Doomsday Machine, Silencer, Fortitude Missile Defense, Air Repair Pad, Cobra, Fortification Wall, Toaster, Cloakable Fusion Reactor, Moho Metal Maker, Targeting Facility, Buzzsaw

Crock
Class: Amphibious Tank

Weapon: Ballistic plasma shell

Comments:this is a great unit for assembling surprise attacks on enemy coastlines. sneak in close and bombard the enemy coast with shells. the downside of this is that they cannot fire underwater and just one lurker/submarine can wipe out an entire raiding party.

Reaper
Class:

Weapon:

Comments:

Deleter
Class:

Weapon:

Comments:

Mobile Artillery
Class:

Weapon:long range plasma shells

Comments:this is a fantastic unit for bombarding enemy defenses from a great distance. even missile kbots have to close the gap before firing on this baby! although guardians can still fire on it and other long range structures.

Goliath
Class:

Weapon:

Comments: The biggest, baddest, most butt-whupping-est land unit in the game, besides the Krogoth. This huge slab of metal has a big gun with an impressive refire rate and splash damage. The ultimate in conventional base-cracking units, a dozen or two will flatten front line defenses. Combine with Pyros to double the damage to anything stationary!

Informer
Class:

Weapon:

Comments:

Diplomat
Class:

Weapon:

Comments:

Krogoth
The ultimate unit to many commanders, the Krogoth comes equipped with 2 anti-air rockets, 2 cannons located in the arms, and an Annihilator laser (blue laser of death) that is found on its head. (Extreme weapon and reload rate of 4 seconds) In addition, the Krogoth has massive armor (able to withstand seven nuclear missiles), extreme range (V-launch missiles and Annihilator Laser). The only downsides to this great unit are its high cost, long building time, and semi-slow movement (minor disadvantage). Having just one Krogoth will add a tremendous boost to your base's defense, to say nothing about it's offensive capabilities. A Krogoth is extremely powerful, and hard to kill. The best defense against one is to destroy it while it is being built (think mass bombers). Otherwise, large numbers of guardians are effective in an open area, since the Krogoth must close in in order to utilize its Annihilator laser. The Krogoth might be extremely powerful, but its large cost and slow build time severely inhibit its effectiveness (thank goodness). A more conventional mix of forces may not inspire the dread in opponents, but usually is more cost-effective. A single target is easier to kill than forty spread out units.

title: Total Annihilation/Units