Planetary Launch Terminal

**Planetary Launch Terminal** is the final major sector in Mindustry, guarding the Interplanetary Accelerator that marks the end of the campaign. It is an attack map and the only tech tree map with the highest threat level of **eradication**. Access to this sector requires the completion of Desolate Rift, Extraction Outpost, Nuclear Production Complex, Overgrowth, and Salt Flats, as well as researching the Bryde, Spectre, Launch Pad, Mass Driver, Impact Reactor, and Exponential Reconstructor.

## Details

The Launch Terminal is the most heavily fortified out of all other tech tree sectors, with everything in a late-game base: Surge Walls, Spectres, Meltdowns, and even two Foreshadows. Defenses around the ocean area are way weaker, with only a set of five Ripples, making an aquatic attack ideal. The Interplanetary Accelerator lies in the centre of the map, guarded by a set of four Meltdowns.

While no Naval Units from the enemy can spawn in waves, the enemy base has a small unit factory setup that constantly spews out Rissos and Minkes.

## Strategies

* The defenses on the ground are extremely high-level and difficult to deal with, heavily encouraging a naval assault on the ocean to the north-east corner. The Ripple nest that covers that area has only one Parallax for anti-air and should be sniped first with Horizons.
* Once the nest is clear, the tier 4 naval units are highly recommended to destroy the enemy Core. The only turrets you are forced to engage with on the naval route are two Foreshadows and Thorium ammo Spectres.
	+ Aegires and Sei are very bulky units that can together form a deathball with self-healing and point-defense capabilities. A group of 4 each can be made before the guardian arrives and will easily curbstomp the Core.
	+ Bryde can outrange the Spectres but will die in one shot to Foreshadow bullets. Support from Aegires or a maxed-out army will be needed for this to work. Once the Spectres are down a swarm of just tier 2 units can win assuming that they all pivot around the adjacent Meltdown.
* When attacking on the ground path, use Horizons to clear out exposed infrastructure like pumps and power lines. The turrets here are designed to take down tier 5 units but Spectres will have trouble with mass Air Units.
	+ Anything covered by a Meltdown will be completely immune to swarms, but their low range means that they are easily swerved around.
	+ The Arkyid can walk at full speed across shallow waters, pass walls, and heal off attacking buildings, making them an ideal attacking unit.
	+ The Quad has solid damage output and can take the place of the Horizon for harassment if you only build a few. They can also head for the Core and attack once enough of them are made.
* At this point, you should only be relying on your Core and supporting launch pad inputs to capture sectors. An ideal Core schematic should include Spectres that take down every tier 3 unit and below, as well as unit factories and reconstructors.
* The instantly-active naval unit factories in this sector will harass any buildings you have on the coasts. It is adjacent to the Core and is guarded by all of its defenses. As it cannot be destroyed early, your buildings should have constant Ripple and anti-ground coverage so that they do not destroy valuable blocks.
* If time runs out and the guardian comes, load Surge Alloy into turrets that can hold them. Surge Alloy ammo in Swarmers and Cyclones deals massive base damage and can hit multiple times on large units with their lightning. The Toxopid is extremely strong against ground defenses and units and will easily crush lesser bases.
* Due to the significant space, ores, and water here, you can use this sector as a production and export capital to help you with the bases threatening Impact 0078 and Nuclear Production Complex. Quickly eliminate the two bases next to this sector so that you do not lose it, as reclaiming this sector in Survival mode will be far more difficult with forced waves.