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This level set covers the first 10 levels of the game.

Level 1 - They will be baaing![edit]

Easy does it

Grunts approach on a simple plane in small numbers. Try to hit a few when they're near the top, and bull rush those that reach it.

Don't worry about a low score on this map - you aren't expected to get more than 200,000 points. However, one good tactic in getting a high score on this grid is to let the grunts approach the top and do a combined bomb and bull-rush. The second wave can use a jump pod combined with a bull rush.

Level 2 - Lovabull[edit]

Preparing a jump and bull rush

Grunts approach in massive numbers. Move off to the side, and kill a few grunts to maintain your power zone - when most of them reach the top, plough through them.

Repeat a few times, and you should have a high score for the next levels.

Level 3 - Memories of Basingstoke[edit]

A squashed version of The Oval

This is your first circular level, and the first time enemies will shoot bullets. Try to keep grunts alive until they reach the top, killing a few to keep the power zone.

When you hear the enemy shoot a bullet, try aiming your fire at it to push it back.

Level 4 - Pasture[edit]

Careful with the blind spot on the left

Grunts shoot bullets a bit more.

The angle may make it hard to see some incoming enemies on the left hand-side.


Level 5 - The Oval[edit]

Nice and clear view

Grunts shoot bullets.

Follow normal tactics; farm grunts as they reach the top.

Level 6 - Kernighan & Ritchie[edit]

Covering a blind spot

As above, follow the same tactics.

There are marginal blindspots at the extreme bottom, and possibly at the top. As such, the safest location is near the middle, but you might not get the highest score.

Level 7 - Delta V[edit]

Raking refuge on the side

Grunts may traverse columns more quickly than normal, but this doesn't change anything too much.

Blind spots are in the bottom corners.

Level 8 - Unbelievabull[edit]

Ready for the second bull rush

Large numbers of grunts which travel down the grid quickly later on in the map. This is suitable for bull-rush attempts, and as such, you should get a massive score on this level.

Level 9 - Cube: Still Not For Yiffing[edit]

The fox is a distraction

You encounter your first flower. You can use it to fill your power zone if you want, but don't be surprised when it detaches.

The Ewige Blumenkraft award can be obtained most easily on this level. In general, stand still in one location, and use your aimed shot to prevent the first flower from growing too far. However, the caveat is that the power grid drains quickly at the start of the level, and as such you may have to dispense a bomb against the grunts that reach the top. Further waves should pose no problem when reaching this award.

Level 10 - No U[edit]

Keeping the power zone alive with the two flowers

As with Level 9, follow the same tactics.