Incubation: Time Is Running Out/Walkthrough

Game is divided to areas. Each of them has a location where you can arm up, and some missions you need to pass.

For winning some of the missions you get a commendation. Since its not clear how to achieve them, if you get one not mention in this guide, remember to add it here. If you do, also write how many kills you get and how many turns the mission took.



Supply Shuttle Alfa
It's a place to change game difficulty. Drag mouse to the screen bottom and set it with a. Game is mentioned to be played at third difficulty level, but some could lower it in later missions when getting kicked to hard.

Get armed at the shuttle and proceed to your first mission

Mission 1: Secure the Halls
Remember to see the tips before starting, they describe game mechanics. Try out the Guard Mode, your soldiers would shoot during enemy moves.


 * Rounds : 4.5 (ended during enemy turn)
 * Kills : 10
 * Points:130

Mission 2: Enter Another Hall
Order in which soldiers shoot during a guard mode is actually the same as they moved during your turn. If you want to experience a soldier, move him first. Lesson learned: enemies are not able to open doors - remember it in the following missions.

Remember to search equipment box


 * Rounds : 12
 * Kills : 19
 * Points:157
 * Equipment Points: 50

Battlefield
On deserted battlefield you can find a sniper rifle and a flame thrower. But your soldiers are not skilled enough to use any of them. Following are two rescue missions, from which you must select only one. Rescued soldiers will join your team, the ones from other mission are lost. First one (3a) gives you Casso. On the second you will get Lee and Bake and this one is easier.

There are monster spawns on both missions, which makes potential number of enemies unlimited. Be sure to arm advanced guns, bayonets does not make your gun hot. And you will need any fire power you can get.

Mission 3a: Way to the Power Station
This one is quite challenging. You need to get lost soldier and purse through the streets, while unnumbered enemies follow you from all directions. Use barrels to block their route. Remember that Ray'Ther's (the little ones) have exactly 6 actions. It would be best if they end their move exactly on your bayonet.


 * Rounds : 80
 * Kills : 378 (unlimited)
 * Points: 1234
 * Equipment Points: 60

Mission 3b: Street Fight Area
Join with Lee and Bake, and guard the streets for 12 turns. Easy, easy to say. The enemies crawls out from the sewers and buildings around you. Even if you block some paths with barrel and doors (do it), your group will be split. The problem lays in the defend mode lack of decisions. Soldiers would try to defend their companions but if they shoot to the other side of map, they would probably miss and they would not have ammo for defending them selves.

There is Ray'Coo near center sewer. You need to show him yourself, but keeping him unable to shoot you (step back, close doors, hide behind other enemy). If he can he will shoot you but if he can not, he will spend whole turn for a jump near you for an easy bayonet hit.


 * Rounds : 12
 * Kills : 55 (unlimited)
 * Points:256
 * Equipment Points: 50

Mission 4: Portal
Easy one. Enemies from sewers in the first room are limited. Take them out before proceeding foreword. As noted in briefing, Gore'Ther can not be killed from front, event flamer does not hurt him. But he has only two action points, and turn towards the nearest enemy. Knowing that his left armor is weaker than right one, you can smash him just in doors from the room he waits.


 * Rounds : 22
 * Kills : 40
 * Equipment Points: 90
 * Points:220
 * Commendation: One

Mission 5: Enter the Power Station
Arm yourself before this mission, you are not able to reequip for next 3 missions. Another easy map. Use doors and platforms to trick Gore'Thers. Care About Ray'Thers hiding behind corners.


 * Rounds : 26
 * Kills : 15
 * Points:142
 * Equipment Points: 80

Mission 6: Find Doctor Reich
New enemy shows up, a Cy'Coo. Not moving, he only shoots position where you stared round. Snipe him with long range rifles using defend mode. Be care foul about damaged bridge-boards. They collapse if any two person stand on them. It could be useful for dealing with enemies but gives no experience. It also could block you from getting some place, like on this to your objective Dr Reich. You need to quickly rush towards bridges on this map, and set quickly set some soldier to defend them. Otherwise approving Ray'Thers can cut you off your exit path.


 * Rounds: 26
 * Kills: 34
 * Points: 202
 * Equipment Points: 220
 * Commendations: One
 * Upgrade: +1LW +1HW

Mission 7: Escort Doctor Reich
You enter a map followed by two Gore'Ther, and there is five Cy'Coo sniping you from towers. If you use a switch it will bring towards you platforms full of enemies enemies, but it will not take them back, if using again. This could be a surprise if you played a |remake and expect similar behavior. You could go a hard way, just use the switch and smash all the new enemies leaving Gore'Ther and Cy'Coo for dealing later. You can also run from Gore'Ther and sniping Cy'Coo's and use switch when whole area is secured. In both methods be sure not to place two units on damaged bridge. Also because of Cy'Coo's not to leave soldiers where they stand where they started the turn. If you have a flame thrower, every thing is lot easier. You can use it to block Gore'Ther path with flames. This will give you a comfort situation two shoot Cy'Coo's and probably Ray'Thers waiting on platforms.


 * Rounds: 31
 * Kills: 23
 * Points: 169
 * Equipment Points: 200
 * Commendations: Two
 * Upgrade: +1BF

Power Station Supply Base
It is first time you could recruit new soldiers. Take care of starting points of each following map. You can not send more soldiers than allowed and you probably want to have as much as possible.

Again you need to select which path you will go. A is quite harder, but more profitable.

Mission 8a: Advance to Fort
If you want 6 soldiers, there is a special place on the wall in the center point of map. Place there a sniper with some armor he will be under fire till he clears Squee'Goo around, getting very little aid from the rest of squad. Send a flamer for that help if you have one.

Guard sewers or rush quickly forward and protect from behind the doors. Ray'Thers are crawling out only till turn 10. You should easily keep your line that long.


 * Squad size: 6 (one on the wall in the center of the map)
 * Rounds: 24
 * Kills: 53
 * Points: 259
 * Equipment Points: 200

Mission 8b: Lead the Second Attack Path
Lazy one but Ray'Thers are coming out with no end so you can experience your soldiers for free.


 * Squad size: 6
 * Rounds: 33
 * Kills: 79
 * Points: 337
 * Equipment Points: 200

Mission 9a:Way to the Fort A
Having a flamer you can stop one of the Gore'Thers pushing you and easily trick out them both with just two soldiers. The rest could go slowly or rush to the sewer entrances, it not matter since the enemies stop coming out on turn 8.


 * Squad size: 6 (+Harvey)
 * Rounds: 22
 * Kills: 38
 * Points: 214
 * Equipment Points: 200

Mission 9a:In Front of the Fort
Do not turn around and follow up. Try to reach center sewers before Ray'Thers surround the area. Use flamer for blocking their paths. Just blow the first entrances you find, there is still unlimited number of enemies in the following ones.


 * Squad size: 5 (+Harvey)
 * Rounds: 59
 * Kills: 327
 * Points: 1081
 * Equipment Points: 200
 * Commendations: One

Mission 11: Conquer the fort
You got a super duper robot on your side, be careful it hits 3x3 area on each shoot killing anything even your soldiers there. Do not care of ComBot movement path. Just block left way with it, it still can shoot over the roofs. Move your squad to blow all sewers, when ComBot clears anything stupid enough to peer out.


 * Squad size: 5 (+Harve + ComBot)
 * Rounds: 59
 * Kills: 327
 * Points: 1081
 * Equipment Points: 200
 * Commendations: One

The Fort
To sad, Harvey does not to join our team, but the Fort gives us some new toys for wiping tears.