Fortress at Brooban's Isle Walkthrough
Your island sits in the south-east corner of a map that is mostly sea. You have the Commander, a Shipyard, a Construction Ship, a Crusader, a Skeeter, a Zeus and three Jethros. Core holds the islands in the two northern corners and Brooban's Isle in the middle, with 89 units on Medium: five Warlord battleships, seven Punishers, eight Torpedo Launchers, 13 Rapiers, 12 Crocks and more. You win when the Commander captures the Silencer missile silo on the isle. You lose if the Commander dies or the Silencer is destroyed.
The Commander can walk through water only up to a depth of 35, and the sea between the islands is deeper, so it has to be carried. Build a fleet whose guns outrange the isle's, sink the two Warlords in the isle's bay with submarines they cannot shoot, and fly the Commander in with an Atlas. Several Core groups move only when one particular unit is attacked, and most hunt only certain types of your units. What you build, and what you attack, decides which of them come.
The Battlefield
Water covers about four fifths of the map. Your island is in the south-east corner, and two smaller islands lie along the south edge to the west. Brooban's Isle, in the middle, is a high plateau shaped like a C. It wraps around a deep bay that opens to the west. The Silencer stands on low ground on the bay's south shore, 191 pixels from a Fusion Power Plant.
Blue numbers mark the plan and red letters mark Core's groups. The map shows the Medium set-up; hold the pointer over a unit to read its orders.
2 geothermal vents
- 1Your start. Deposits worth 223, 223 and 122 lie around the Commander.
- 2Your Shipyard. Build the Adv. Shipyard beside it.
- 3The north end of your island. Sentinels here stand between the Commander and the Crocks.
- 4The Rangers' first firing line. From here they reach three Torpedo Launchers south of the isle, the Gaat Gun at (2330, 2438) and the Punisher at A, and stay outside the Punisher's 1200.
- 5The second firing line. From here the Rangers reach the Pulverizer, the Gaat Gun at (2580, 2105) and the Punisher at (2630, 1710), which cannot reach them.
- 6The mouth of the bay, where the Lurkers go in. It is close to the Warlord at C.
- 7The Silencer. Land the Commander beside it and capture it.
- AA Punisher. When it is attacked, the two Warlords at D set out.
- BTwo Warlords that wait until they are attacked. Their guns cover the Silencer.
- CA Warlord. When it is attacked, three Titan torpedo bombers on the north-west island set out.
- DTwo Warlords. Once A is attacked, they hunt only Big Berthas, Guardians, Milleniums, Conquerors, Colossi and Fusion Reactors.
- ETwelve Crocks that set off at 30:00.
- FTwo Enforcers that set off at 16:00.
- GAt 30:00 a Hive carrier sails here from the north-west and waits.
- HTwo Searchers that attack your Shipyard at 7:30.
Core's Timetable
These are the moves that matter on Medium, counted from the start of the mission.
| Time | What happens |
|---|---|
| From the start | Two Snake submarines patrol north of the isle, between (329, 1150) and (3187, 1237); the second starts at 0:41. |
| 3:00 | Two Finks and an Avenger fly to (1705, 4004) and then patrol between there and your start. |
| 5:00 | Two Searchers start a patrol across the sea south of the isle, from the east edge to (298, 2303). |
| 7:30 | The two Searchers at H attack your Shipyard. |
| 10:00 | Three Rapiers and two Titans from the north-west island fly to (766, 1682) and patrol from there to (3432, 1981), straight over the isle. |
| 11:40 | A Snake leaves the bay for (461, 2792), then patrols from there to (2967, 1463). A second follows at 13:20. |
| 16:00 | The two Enforcers at F sail down the west edge to (226, 4493). Then they attack your Metal Extractors, Wind Generators, Shipyards and Commander, in that order. |
| 30:00 | The 12 Crocks at E set off to attack your Big Berthas, Fusion Reactors and Guardians, then your Commander. The Hive sails to G. |
| 30:30 | Four Avengers attack your Fusion Reactors, Wind Generators, Aircraft Plants and Adv. Aircraft Plants. |
| 44:05 | Three Rapiers attack your Commander. |
The Plan on Medium
Build the Island (0:00 to 16:00)
- Put Metal Extractors on the three deposits around 1 and fill the island with Wind Generators. The wind here runs from 600 to 3500.
- With the Construction Ship, build Tidal Generators beside the island, then an Adv. Shipyard next to 2.
- Keep the three Jethros by the Commander. From 3:00 an Avenger and two Finks patrol over your start. A Jethro does 83 damage to aircraft, and an Avenger has 202 hit points.
- At 7:30 the two Searchers from H attack your Shipyard. Your Crusader outranges their missiles, 660 against 590. Build a second Crusader.
- Before 16:00, put two Torpedo Launchers off the west side of your island and keep the Crusaders with them for the Enforcers. Do not build on the two islands to the west yet: the Enforcers gather near them and go for Metal Extractors first.
Ready for 30:00
- Build Sentinels at 3 and keep the Commander behind them. Unless you own a Big Bertha, Fusion Reactor or Guardian, the 12 Crocks come straight for the Commander. A Sentinel's laser reaches 430, beyond the Crock's 320.
- Put Defenders among your Wind Generators for the four Avengers at 30:30.
- Build no Big Berthas, Guardians, Fusion Reactors, Milleniums, Conquerors or Colossi in this mission. They are what the Crocks and the Warlords at D are ordered to hunt.
Strip the Isle (from 30:00)
- Build Rangers at the Adv. Shipyard. Their rockets reach 1300 and do 500 damage, and their missiles do 108 damage to aircraft out to 710. Take them with the Crusaders to 4, with a Peeper overhead for sight. Sink the Torpedo Launchers at (2965, 2588), (2779, 2816) and (2029, 2896), then destroy the Gaat Gun at (2330, 2438) and the Punisher at A. That wakes the two Warlords at D, but their orders name none of the units this plan builds.
- Move to 5 and destroy the Pulverizer at (2624, 1952), the Gaat Gun at (2580, 2105) and the Punisher at (2630, 1710). Aim well clear of the Silencer: a Ranger rocket's blast is 96 across.
Clear the Bay
- Build six Lurkers at the Shipyard and send them around the west of the isle. On the way, sink the Torpedo Launcher at (1317, 2906) and the two Snakes on patrol there.
- Set the Lurkers to hold fire as they pass C, then go in at 6. A Warlord has no weapon that can hit a submarine. Sink the Shark at (2172, 1639) first, because its torpedo does 600 damage to a Lurker. Then sink the two Warlords at B: each has 6140 hit points, or 18 Lurker torpedoes.
Capture the Silencer
- With the Rangers, sink the two Searchers on patrol south of the isle. Their missiles do 80 damage to aircraft.
- Two more Punishers reach the Silencer: (1744, 2384) on the south-west of the isle and (1575, 1661) on its northern arm. Build an Aircraft Plant inside your Defenders and bomb both with Thunders.
- Keep the Commander at home for the three Rapiers that come for it at 44:05.
- Build an Atlas, fly the Commander to 7, land it beside the Silencer and order the capture. The Atlas has only 150 hit points, so fly it only through a cleared sky.
What Changes on Hard
- You start with only the Commander, the Shipyard, the Zeus and three Jethros. There is no Construction Ship, so build one first.
- Core has 127 units instead of 89: 19 Rapiers, 11 Punishers, 11 Torpedo Launchers, nine Warlords, nine Gaat Guns, nine Titans, seven Snakes, seven Avengers, three Sharks, three Enforcers, three Cans and six Diplomats. The L.L.T. and the Pulverizer are gone.
- Four Warlords wait in the bay, with three Sharks that each wake when one of them is attacked.
- Six Diplomats wait until attacked, four of them beside the Silencer. Their rockets reach 800 and do 500 damage. Another Punisher stands at (2642, 1935), next to the Silencer.
- A Punisher at (1869, 1505), on the isle's northern arm, is guarded: attacking it sends nine Rapiers from the north-east island after your Atlases, Hulks, Milleniums, Brawlers, Adv. Aircraft Plants, Aircraft Plants and Commander. If you attack it, have Defenders ready around your Aircraft Plant and Commander.
- Attacking A sends four Warlords from D instead of two, and attacking C sends six Titans instead of three.
- The air patrol at 10:00 is six Rapiers and three Titans. The bay's Snakes leave at 10:00 and 15:00, three Enforcers sail at 16:00, and six Avengers attack at 30:30.
- When the Silencer is attacked, it is ordered to target your Big Berthas and Fusion Reactors.
- Core keeps all the income of its Fusion Power Plant, Geothermal Powerplant and two Moho Mines, against 70 percent on Medium.
Which Units Beat Theirs
| Core unit | Its threat | Your answer |
|---|---|---|
| Punisher | Plasma cannon, 320 damage, range 1200 | Ranger: rockets reach 1300; six hits destroy one |
| Warlord | 6140 hit points; cannon 270 damage at 1250, laser 180 at 810 | Lurker: the Warlord cannot shoot back at it |
| Torpedo Launcher | 400-damage torpedoes at 400 | Rangers from 1300: four rockets each |
| Gaat Gun | Laser, 180 damage at 400, 1200 hit points | Rangers: three rockets each |
| Crock | Amphibious tank, 1144 hit points, plasma cannon 127 at 320 | Sentinel: laser 180 at 430 |
| Enforcer | 3150 hit points, cannon 180 at 660 | Crusaders (660) with Torpedo Launchers (400 damage), or Rangers |
| Snake | Submarine, torpedo 370 at 400, 590 hit points | Lurkers (two torpedoes) or Crusader depth charges (range 410) |
| Titan | Torpedo bomber, 375 hit points, 780-damage torpedo | Ranger missiles (108 to aircraft), Defenders (97) |
Metal and Energy
Metal is scarce. Surface metal is 3, so extractors need deposits. Your island has three, worth 223, 223 and 122. The two islands to the west have one each, worth 223, at (1416, 4984) and (184, 5016), and the far one also has a geothermal vent at (104, 4968). Core's Moho Mines sit on the two deposits in the north. Rocks give 150 metal on your island and 400 on the middle island of the south edge.
Energy is easier. The wind runs from 600 to 3500 and the tidal strength is 33, so Wind Generators and Tidal Generators both work well. Turn the surplus into metal with Metal Makers, at 60 energy for each metal.
Traps
- Losing the Silencer loses the mission. It has 2560 hit points. The Fusion Power Plant next to it explodes for up to 2000 damage within 258 when it is destroyed, and the Silencer is inside that circle. Leave the plant alone.
- Attacking the Warlord at C sends three Titans after your Construction Ships, then your Milleniums, Conquerors, Colossi, Hulks, Lurkers, Piranhas, Torpedo Launchers and Sonar Stations.
- The Crocks' list ends with your Commander, so they always come in the end.
- The Hive at G explodes for up to 2500 damage within 278 when it dies. Sink it from range or leave it.
- Meteors fall in this mission, as the briefing warns. Each does up to 100 damage within 50 pixels.
- A Searcher's missiles and Core's Avengers can bring down an Atlas carrying the Commander. Clear them first.