Mutant Monsters Campaign

Mutant Monster is a 18-stage campaign for The Sandbox. In it, the player discovers MutaGem's unique properties on living beings!

**Day 1: Aberrant**

My experiments with energy caused a nuclear disaster so I should help with the recovery of the area... Let's eliminate these creatures before they harm any humans

* You can drown the Aberration in Water or SeaWater. If you are careful enough you can also kill them with Fire, with a bigger Brush. Whatever method you decide to use, be careful not to kill any Humans.

**Day 2: Underground**

Radiation feels the strongest in this area. There's something special over there, below that building... Let's retrieve it for study.

* The conveyor belt and wire are hiding something. Erase it so the laser can reach it
* You need to electrify the factory
* Keep the electricity flowing to gather the gems

**Day 3: DeTox**

While scientists prep the Lab for testing, let´s focus on the real reason I came... Let's start by eliminating the Toxic Waste in this building!

* High temperatures make Toxic Waste melt, which will make it easier for the cleanup machines below to deal with the waste. Remember to turn on this machines with Electro.
* You could also use acid but remember to neutralize it with water afterwards.

**Day 4: Horde**

The MutaGem we retrieved has attracted a horde of Aberrations towards one of the Lab's entrances. Let's deal with them!

* Save the humans from the acid spit of the Aberrations!
* Activate the traps with Electro to kill the Aberrations.

**Day 5: Experiments**

The researchers want to find out if the MutaGem has other interactions. Help them by using the MutaGem on each of these living beings.

* Mutagem is listed on the Minerals Tab.

**Day 6: Unleashed**

Make Haijira fall to the Cold trap and get it back to the base.

* Haijira can be frozen solid for a while, and you can keep it that way if you keep it in low temperatures. Take advantage of the Cold laser to restrain Haijira.
* The Tank to the left has a Push Laser. Open the trap door and push Haijira so that it falls in it.

**Day 7: Restrained**

The MindRay is a tool that will allows us to pacify and control Haijira. Let's move it to the center area and control it with the MindRay.

* The machine on the bottom left is a small Hydroelectric Generator. Use Water in it to turn on the Conveyor belts.
* Once you bring it to the safe area, control Haijira using the MindRay element. The Ray falls from above and passes through most elements. When it comes in contact with a Giant Monster, it will control it.

**Day 8: Boot camp**

Great, now that we tamed it, we can teach it how to fight properly and provide some sort of guidance. Time to Train Haijira!

* Haijira can climb solid elements by pressing the "Up" directional button when beside a vertical surface of at least 5 pixels height.
* Haijira can heal itself by eating Uranium and MutaGem. Every 5 pixels consumed this way, it heals one HP point.

**Day 9: Primal**

Use Haijira's skills to destroy the Mechanical Giant.

* MechaRex seems to have the same skill set as our Haijira! However, unlike Haijira, he attacks by chomping viciously with its robotic jaws.

**Day 10: Crocs**

The MechaRex is said to have come from the swamp nearby. Jones, please investigate the area. Beware of the Crocs!

* Use Jones whip to latch to the poles in the level.
* Release the moving platform, and then latch to it with the whip.

**Day 11: Facade**

Indeed, this abandoned house is just a facade. Arnold, find a way in and destroy any hostiles that get in your way. We need to get to the bottom of this!

* Pay attention to the buttons scattered around the level. They are the key to advancing towards the exit.
* In order to open the last doors, destroy their locking mechanisms using Arnold´s bullets. If you run out of bullets, you can get them at the dispenser in the Crocobot area.

**Day 12: Metamorphosis**

That symbol... this factory belongs to Crimson Cranium, an infamous crime syndicate! Arnold, Jones, destroy this lair any way you see fit.

* You'll need the key if you want to access all the rooms.
* Remember you can swing from the ceiling with Jones's whip.

**Day 13: Double Rex**

Well... the mission was accomplished but we now have a big problem in our hands... We were lucky and only two of them transformed. Go Haijira!

* Uranium and MutaGem heal you on contact. Take advantage of your position to be able to win this 2 vs1.

**Day 14: Defeat the DoomGrub**

The Crimson Cranium has developed and released a new foe: the DoomGrub. The city is in ruins already, we need Haijira to stop it!

* While standing on solid ground the DoomGrub can't attack you from below.
* There is some Uranium for you to heal on top the leftmost building.

**Day 15: Free the DoomGrub**

Time to test our enhanced MindRay with the DoomGrub. We first need to release this one and make the enemy lair into a better place for it.

* Before trying to Mind Control the DoomGrub, make sure you free it by exploding the locking mechanisms keeping its cage closed. Opening the air hatches (using Gas) will also help a lot for the Doomgrub's freedom of movement.

**Day 16: Feeding**

After that fight, the DoomGrub lost many segments. Fortunately, you can eat Uranium to recover it! Be careful though, the DoomGrub hates Water.

* Uranium deposits heal you when you eat them by passing through.
* Avoid water deposits because water is toxic to DoomGrub.

**Day 17: Defrost**

Open the ice containers by touching the levers in the center.

* Use Arnold's bombs from above to get rid of the turrets.
* You cannot control monsters while your mind is occupied with controlling Arnold. Make sure he escapes through the exit after releasing the MechaRex, and before attempting to use the MindRay.

**Day 18: Volcano Lair**

Fill the enemy base with Lava or finish them off with the Doomgrub.

* Eat through vent pipes so that the lava may flow into the chambers.