Radar

- | 10 | 42

## Overview

* **Radar** is the third map of the **Arc Islands**.
* It is technically the last map in the game, that can be played in the usual campaign mode, since the next (and last) map, The Last Stand, is a **Survival** map.
* It's a revised version of a map in the prequel, featuring three enemy spawnpoints - two for ground ones and one specified for airborne ones.
* There are time limits before waves 3 & 6, one minute each
* Four Simo Units can be found at the four peripherial paths of the map. These are the same as the ones from the Roboticist perk
* There is a Rolfinator at northen east.
* The resources given are 500 in the beginning & 400 after each wave, for a total of 4100 after wave 9.
* The bases given are:
	+ 10 in the beginning;
	+ 8 after waves 1 & 2;
	+ 5 after waves 3 & 4;
	+ 3 after waves 5 & 6, for a total of 42 (after waves 7 to 9 no new bases are received)

## Enemies

### Wave 1

* 3 x Walker Warrior
* 3 x Mutator
* 2 x Spitfly

### Wave 2

* 4 x Rhino
* 1 x Spore Keeper
* 6 x Screamer Matriarch
* 5 x Spore Pod
* 1 x Spitfly

### Wave 3 (1:00 Time Limit)

* 8 x Walker
* 6 x Heavy Pup
* 2 x Bliskeblaske

### Wave 4

* 3 x Spore Keeper
* 3 x Spore Keeper
* 1 x Spitfly
* 1 x Bliskeblaske

### Wave 5

* 6 x Spore Keeper
* 4 x Soaker
* 30 x Spore Pod

### Wave 6 (1:00 Time Limit)

* 1 x Mutator
* 10 x Heavy Pup
* 2 x Screamer
* 10 x Walker
* 1 x Soaker
* 5 x Bliskeblaske

### Wave 7

* 8 x Screamer Matriarch
* 1 x Screamer
* 2 x Soaker
* 1 x Spore Keeper
* 1 x Healer
* 4 x Spitfly

### Wave 8

* 6 x Screamer
* 10 x Walker
* 1 x Soaker
* 60 x Spore Pod

### Wave 9

* 5 x Jumper
* 2 x Spore Keeper
* 10 x Heavy Pup

### Wave 10

* 5 x Screamer
* 1 x Mutator
* 2 x Screamer
* 10 x Heavy Pup
* 40 x Spore Pod
* 5 x Spitfly

## Notes & tactics

* There are eight short passageways at four orthogonal directions. To build a reliable labyrinth to extend the enemy route as far as possible, a general idea is to let them pass as many of these passageways as possible.

* **Weapons**
	+ Drone Launcher - with it you can safely deal damage with less need of aim or movement and is a relatively safe weapon. However, it cannot destroy balls of Mutators & Spore keepers and cannot quickly draw damage. Effective mainly vs the ground enemies.
	+ Weapons, capable vs air enemies are good, e.g. REX, Plasma rifle, Sniper rifle

* **Towers**
	+ Anti-Air - the **most needed tower** in this map against the hordes of Spore Pods and other air enemies. While it does have alternatives like Violators, Rockets & Focus +/- Range spire, the Anti-air has unmatched efficiency vs air lumes.
	+ Burst towers like Lightnings & Violators can do good job, like in the previous two maps of Arc islands, since they aren't too reliant on how long enemies are in their range.
	+ Focus is good vs most enemies, although it will not track them for very long, since the four squares are small for forming a killzone.
	+ Range Spire boosts well many towers, e.g. Focus(es) to track the enemies further and Anti-Airs can cover the entire map.
	+ The Gatling and ACP can do some job, although they 'd appear kinda' limited, since there are no weak enemies.
	+ Mine dispensers (AR/Rupture) can help as a cover vs the ground enemies, though they aren't very much needed.

* **Perks**
	+ Core Guardian/Long Range Superiority/Steady Aim can help with some weapons like the Drone Launcher and accurate ones like the Plasma rilfe, Sniper rifle & Nailgun.
	+ Tactical Juxtaposition is effective with many weapons, e.g. Drone Launcher & Plasma rifle.
* Wave tactics
	+ Wave 1 - The Mutators are top targets. This wave is potentially the most dangerous, since the Mutators can boost the Walker Warriors a lot. The rest of the waves are generally less risky. Focus (set to least health in this wave) and/or Anti-air are good options for a start, although neither is a must. Some weapons, that can do good job vs the Mutators are the Plasma rifle, the Gatling laser, and, in particular, the Drone launcher. Any kind of burst damage is preferrable and explosive weapons are capable of destroying mutator balls at a relative ease. Potentially helpful towers are the Slow Field Dispenser and Violator. The slow fields can help for dealing with the incoming enemies by putting some close to their spawn point, or some can be put near the core to weaken the attack of the Walker Warriors in case they reach it. Violators, set to LEAST HEALTH can help with hunting down the Mutators.
	+ Wave 2 - An Anti-Air becomes more needed from this wave on. The Screamers Matriarch may manage to get to the core, but kiting is good vs them (including the Simo units), while the Rolfinator is also very effective.
	+ Wave 5 - it is highly recommended to have at least one Anti-Air against the Spore Pods. Feel free to invest you resources on them as ground enemies can be taken down easily with weapons alone. Pretty much all weapons can do good vs easy wave like this. Fast weapons and the Drone Launcher are effective vs Soakers. If Spore Keepers get to the core, you can simply keep them there and focus on deflecting their projectiles, as they're the only way Spore Keepers damage the core.
	+ Wave 8 - it is recommended to enhance the anti-air defences, since this is the wave, where the air enemies are the most.
	+ Wave 9 - Jumpers are top targets. They can be executed with concentrated fire and/or to be forced to go into the killzone (or to alternative longer path). Dual-base walls are usually a non-must here.
	+ Wave 10 - top target is the Mutator, although the enemies that he can boost are generally safe ones.

## Video playthroughs with links, towers, modes & results

* [link] - with 6 Friendship lasers & 3x Anti-air; 5 Feats of strength; undamaged core
* [link] - with 4x Focus, Anti-air & Mind control spire; 5 Feats of strength; undamaged core
* [link] - with 9 Lightnings & 4x Anti-air; 5 Feats of strength; undamaged core