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Ammo: 5
Equipmentpoints: 60
Talentpoints: 7 (4 for heavy weapons, 1 for technic, 2 for speed)
[Plasma Gun]
Weird thing. Seems to kill everything that's in front of you, so be careful if you use it. You should at least try it.
Modes: 1
Defense mode: No
Range: 1-10
Power: 10
Exactness: 100%
Actionpoints: 2
Bayonet: No
Ammo: 10
Equipmentpoints: 60
Talentpoints: 8 (4 for heavy weapons, 3 for technic, 1 for speed)
[High Energy Laser]
Would be the ultimate gun, there's only one big problem: It has extra-ordinary bad cooling.
Still, you should have one of them.
Modes: 2
A (default) High damage laser.
B Paralyzes the enemy.
Defense mode: Yes
Range: 1-40
Power: 10
Exactness: 90%
Actionpoints: 1
Bayonet: No
Ammo: unlimited
Equipmentpoints: 70
Talentpoints: 9 (5 for heavy weapons, 3 for technic, 1 for speed)
[Multi-Target Destroyer]
Exotic thing. Give it a shot, but be careful.
Modes: 2
A (default) Attacks multiple targets. Damagearea of 3x3.
B Single, high damaging attack. Damagearea of 3x3.
Defense mode: No
Range: 2-45
Power: 15
Exactness: 90%
Actionpoints: 3
Bayonet: No
Ammo: 4
Equipmentpoints: 90
Talentpoints: 8 (4 for heavy weapons, 4 for speed)
[Items]
[Scan Module]
Shows unseen enemies on radar. Useless.
Equipment Points: 50
Talent Points: 2 (2 for technic)
[Long Range Scaner]
Shows unseen enemies on radar in a wider radius than the Scan Module.
Helpful, but if you buy a jetpack, you also get a Long Range Scanner for free, so be patient.
Equipment Points: 100
Talent Points: 5 (4 for technic, 1 for leadership)
[Light Stimulants]
Plus one action point per round in one round per mission. I never buy them.
Equipment Points: 30
Talent Points: 2 (1 for strength, 1 for health)
[Strong Stimulants]
Plus two action points per round in one round per mission. Never buy those either.
Equipment Points: 50
Talent Points: 3 (1 for strength, 2 for health)
[Targeting System]
Doubles exactness of every weapon. Don't waste it on the High Energy
Laser or exact weapons like it.
Equipment Points: 60
Talent Points: 6 (6 for technic)
[Ammo Pack]
Doubles ammo per mission. A must-have for every merc.
Equipment Points: 70
Talent Points: 3 (1 for technic, 2 for speed)
[Jetpack]
Allows the merc to jump over walls. Grab at least one as soon as you can.
Equipment Points: 190
Talent Points: 7 (3 for technic, 4 for speed)
[Flag]
Every merc in a 7x7 area gets a plus one action points bonus. Also, in this area the Defense Mode works in all directions. Grab one
(I always give it to Bratt.).
Equipment Points: 100
Talent Points: 6 (5 for leadership, 1 for speed)
[Explosion Pack]
Enable the option to detroy those sewer-like entries of the Scay'Ger.
Neat, but definitely not a must have.
Equipment Points: 10
Talent Points: 7 (3 for technic, 2 for speed, 1 for light weapons, 1 for heavy weapons)
[Light Armor]
Plus three (front) and two (back). Waste.
Equipment Points: 10
Talent Points: 1 (1 for speed)
[Standard Armor]
Plus four (front) and two (back). Standard armor. I give this to every merc.
Equipment Points: 20
Talent Points: 2 (2 for speed)
[Attack Armor]
Plus five (front).
Equipment Points: 30
Talent Points: 3 (3 for speed)
[Heavy Armor]
Plus six (front) and four (back). Minus one Action Point. Not recommended. Rather get a standard armor and use the Action Point to shoot/run away.
Equipment Points: 50
Talent Points: 4 (4 for speed)
[Servo System]
Plus one Action Point. A must-have.
Talent Points: 5 (2 for speed, 2 for technic, 1 for health)
[Small Medic Kit]
The merc who carries this can restore one hitpoint for one merc per round. They gotta be close to them and he has to face them.
Equipment Points: 80
Talent Points: 1 (1 for health)
[Large Medic Kit]
The merc who carries this can restore three hitpoint for one merc per round. They gotta be close to them and he has to face them.
Equipment Points: 160
Talent Points: 5 (5 for health)
===============================================================================
[GENERAL HINTS]
[Tune your weak mercs]
Let the weak mercs do the unimportant killings. This way they easily gain few levels without danger.
[Save often]
Save often, especially if you try something bold.
===============================================================================
[FAQ]
This is where your question's gonna be.
===============================================================================
[WALKTHROUGH]
[Introduction]
[Before Mission X]
This is where I'll give you a few hints what to buy.
[Mission X]
Objective: What you have to do in order to succesfully end the mission.
Loss if: The type (and sometimes number) of enemies you'll face in this mission.
Boxes: The number of boxes in this mission(And what you'll find in them.)
Mercenaries in Mission: How many mercs you can possibly place on the map before the mission starts.(How many mercs you will use additionally, zero if not mentioned.)
Here you'll find a mission guide. This wil be one way (my way), not the neccessarily the best, but one that worked for me.
[Before Mission 1]
Before you start the first mission, go to transporter Alpha. Buy Advanced
Combat Guns for Bratt and Maxon. Then start the first mission.
[Mission 1]
Objective: Kill all enemies.
Loss if: Corporal Bratt dies.
Enemies: Ray'Thers
Boxes: 1(ammo)
Mercenaries in Mission: 3
Very basic. Move carefully to the only box in this mission, open it (ammo) and kill the remaining Ray'thers.
[Before Mission 2]
Nothing valuable you could buy.
[Mission 2]
Objective: Reach red square.
Loss if: Corporal Bratt dies.
Enemies: Ray'Thers
Boxes: 1(50 pts)
Mercenaries in Mission: 3
Wait a turn before you open doors so you have 2 AP's left. Use defense mode after you opened it. Before the last door: Send your merc with the Light
Combat Gun to the box (50 pts) and place the other two in front of the door. After you opened the box, place this merc next to the hole. Wait one turn, save.
Now open the door. Kill the first Ray'Ther that you see, and move your merc two squares if possible. Move the other merc as far as possible and wait one turn.
Kill the Ray'Ther in front of you. If you only moved one square in your last turn, walk another one, always aiming for the red square. Let the Light
Combat Gun Soldier kill the one Ray'Ther next to him. Wait a turn.
Kill the Ray'Ther in front of you. There shouldn't be any aliens left.
If so, go as far as possible. If not, wait another turn. Wait a turn.
Now move your merc on the red square. As soon as you end your turn you won, so there is no reason to not try and kill remaining Ray'Thers if possible. Remember that you get full ammo before every mission, and you get points for killing.
[Before Mission 3]
You should at least be able to get an Advanced Combat Gun ofr your only merc that still use a Light Combat Gun.
[Mission 3]
Objective: Lee and Bakee survive 12 turns.
Loss if: Lee, Bakee and/or Bratt die(s).
Enemies: Ray'Thers, two Ray'Coos.
Boxes: 3(20 pts, ammo, 10 pts)
Mercenaries in Mission: 3(2)
Have one merc push the barrel towards the hole, then move one to the door and one to the boxes(20 pts, ammo). Lee walks towards the center, Bakee closes the door next to him.
Open the two boxes (20 pts, ammo). Move all your mercs CAREFULLY to the center (watch out for the Ray'Coos!). Don't forget the last box(10 pts.).
Get you mercs together and defend yourself till the end of the 12th turn.
Place your mercs with bajonts next to the hole to save ammo.
[Before Mission 4]
NOTE: Incubation has a RPG element regarding levels, so you'll have various options to buy stuff depending on your play style. Try to get one Sniper
Rifle and Assault Rifles for the other mercs.
[Mission 4]
Objective: Kill the Gore'Ther.
Loss if: Bratt dies.
Enemies: Ray'Thers, one Gore'Ther.
Boxes: 3(20 pts, 20 pts, 50 pts)
Mercenaries in Mission: 5
Move to the second door, open all three boxes (20 pts., 20 pts., 50 pts.).
Place two mercs with Assault Guns next to the third door and wait one turn.
Open the door and use defense mode with your two mercs next to the door. Let the others take care of the Ray'Thers that come out off the holes.
In the next room, move one merc to the farest corner and the other to the door. Wait a turn.
Open the door and flee with the merc who opened the door back into the big room. This way you can attack the Gore'Ther from two directions and shoot him in the back, which is the only way to kill it.
[Before Mission 5]
Try to get a Flame Thrower, but keep your Sniper Rifle.
[Mission 5]
Objective: Kill all Scay'Gers.
Loss if: Bratt dies.
Enemies: Ray'Thers, Gore'Thers.
Boxes: 3(10 pts, 50 pts, 20pts)
Mercenaries in mission: 6
Move all but one merc on the platform, the other merc to the switch. Once everybody but one is on the platform, press the switch.
In the next round, let the mercs on the platform take out the Gore'Thers.
If you can't kill'em all, you might wanna move your single merc back a bit
Equipmentpoints: 60
Talentpoints: 7 (4 for heavy weapons, 1 for technic, 2 for speed)
[Plasma Gun]
Weird thing. Seems to kill everything that's in front of you, so be careful if you use it. You should at least try it.
Modes: 1
Defense mode: No
Range: 1-10
Power: 10
Exactness: 100%
Actionpoints: 2
Bayonet: No
Ammo: 10
Equipmentpoints: 60
Talentpoints: 8 (4 for heavy weapons, 3 for technic, 1 for speed)
[High Energy Laser]
Would be the ultimate gun, there's only one big problem: It has extra-ordinary bad cooling.
Still, you should have one of them.
Modes: 2
A (default) High damage laser.
B Paralyzes the enemy.
Defense mode: Yes
Range: 1-40
Power: 10
Exactness: 90%
Actionpoints: 1
Bayonet: No
Ammo: unlimited
Equipmentpoints: 70
Talentpoints: 9 (5 for heavy weapons, 3 for technic, 1 for speed)
[Multi-Target Destroyer]
Exotic thing. Give it a shot, but be careful.
Modes: 2
A (default) Attacks multiple targets. Damagearea of 3x3.
B Single, high damaging attack. Damagearea of 3x3.
Defense mode: No
Range: 2-45
Power: 15
Exactness: 90%
Actionpoints: 3
Bayonet: No
Ammo: 4
Equipmentpoints: 90
Talentpoints: 8 (4 for heavy weapons, 4 for speed)
[Items]
[Scan Module]
Shows unseen enemies on radar. Useless.
Equipment Points: 50
Talent Points: 2 (2 for technic)
[Long Range Scaner]
Shows unseen enemies on radar in a wider radius than the Scan Module.
Helpful, but if you buy a jetpack, you also get a Long Range Scanner for free, so be patient.
Equipment Points: 100
Talent Points: 5 (4 for technic, 1 for leadership)
[Light Stimulants]
Plus one action point per round in one round per mission. I never buy them.
Equipment Points: 30
Talent Points: 2 (1 for strength, 1 for health)
[Strong Stimulants]
Plus two action points per round in one round per mission. Never buy those either.
Equipment Points: 50
Talent Points: 3 (1 for strength, 2 for health)
[Targeting System]
Doubles exactness of every weapon. Don't waste it on the High Energy
Laser or exact weapons like it.
Equipment Points: 60
Talent Points: 6 (6 for technic)
[Ammo Pack]
Doubles ammo per mission. A must-have for every merc.
Equipment Points: 70
Talent Points: 3 (1 for technic, 2 for speed)
[Jetpack]
Allows the merc to jump over walls. Grab at least one as soon as you can.
Equipment Points: 190
Talent Points: 7 (3 for technic, 4 for speed)
[Flag]
Every merc in a 7x7 area gets a plus one action points bonus. Also, in this area the Defense Mode works in all directions. Grab one
(I always give it to Bratt.).
Equipment Points: 100
Talent Points: 6 (5 for leadership, 1 for speed)
[Explosion Pack]
Enable the option to detroy those sewer-like entries of the Scay'Ger.
Neat, but definitely not a must have.
Equipment Points: 10
Talent Points: 7 (3 for technic, 2 for speed, 1 for light weapons, 1 for heavy weapons)
[Light Armor]
Plus three (front) and two (back). Waste.
Equipment Points: 10
Talent Points: 1 (1 for speed)
[Standard Armor]
Plus four (front) and two (back). Standard armor. I give this to every merc.
Equipment Points: 20
Talent Points: 2 (2 for speed)
[Attack Armor]
Plus five (front).
Equipment Points: 30
Talent Points: 3 (3 for speed)
[Heavy Armor]
Plus six (front) and four (back). Minus one Action Point. Not recommended. Rather get a standard armor and use the Action Point to shoot/run away.
Equipment Points: 50
Talent Points: 4 (4 for speed)
[Servo System]
Plus one Action Point. A must-have.
Talent Points: 5 (2 for speed, 2 for technic, 1 for health)
[Small Medic Kit]
The merc who carries this can restore one hitpoint for one merc per round. They gotta be close to them and he has to face them.
Equipment Points: 80
Talent Points: 1 (1 for health)
[Large Medic Kit]
The merc who carries this can restore three hitpoint for one merc per round. They gotta be close to them and he has to face them.
Equipment Points: 160
Talent Points: 5 (5 for health)
===============================================================================
[GENERAL HINTS]
[Tune your weak mercs]
Let the weak mercs do the unimportant killings. This way they easily gain few levels without danger.
[Save often]
Save often, especially if you try something bold.
===============================================================================
[FAQ]
This is where your question's gonna be.
===============================================================================
[WALKTHROUGH]
[Introduction]
[Before Mission X]
This is where I'll give you a few hints what to buy.
[Mission X]
Objective: What you have to do in order to succesfully end the mission.
Loss if: The type (and sometimes number) of enemies you'll face in this mission.
Boxes: The number of boxes in this mission(And what you'll find in them.)
Mercenaries in Mission: How many mercs you can possibly place on the map before the mission starts.(How many mercs you will use additionally, zero if not mentioned.)
Here you'll find a mission guide. This wil be one way (my way), not the neccessarily the best, but one that worked for me.
[Before Mission 1]
Before you start the first mission, go to transporter Alpha. Buy Advanced
Combat Guns for Bratt and Maxon. Then start the first mission.
[Mission 1]
Objective: Kill all enemies.
Loss if: Corporal Bratt dies.
Enemies: Ray'Thers
Boxes: 1(ammo)
Mercenaries in Mission: 3
Very basic. Move carefully to the only box in this mission, open it (ammo) and kill the remaining Ray'thers.
[Before Mission 2]
Nothing valuable you could buy.
[Mission 2]
Objective: Reach red square.
Loss if: Corporal Bratt dies.
Enemies: Ray'Thers
Boxes: 1(50 pts)
Mercenaries in Mission: 3
Wait a turn before you open doors so you have 2 AP's left. Use defense mode after you opened it. Before the last door: Send your merc with the Light
Combat Gun to the box (50 pts) and place the other two in front of the door. After you opened the box, place this merc next to the hole. Wait one turn, save.
Now open the door. Kill the first Ray'Ther that you see, and move your merc two squares if possible. Move the other merc as far as possible and wait one turn.
Kill the Ray'Ther in front of you. If you only moved one square in your last turn, walk another one, always aiming for the red square. Let the Light
Combat Gun Soldier kill the one Ray'Ther next to him. Wait a turn.
Kill the Ray'Ther in front of you. There shouldn't be any aliens left.
If so, go as far as possible. If not, wait another turn. Wait a turn.
Now move your merc on the red square. As soon as you end your turn you won, so there is no reason to not try and kill remaining Ray'Thers if possible. Remember that you get full ammo before every mission, and you get points for killing.
[Before Mission 3]
You should at least be able to get an Advanced Combat Gun ofr your only merc that still use a Light Combat Gun.
[Mission 3]
Objective: Lee and Bakee survive 12 turns.
Loss if: Lee, Bakee and/or Bratt die(s).
Enemies: Ray'Thers, two Ray'Coos.
Boxes: 3(20 pts, ammo, 10 pts)
Mercenaries in Mission: 3(2)
Have one merc push the barrel towards the hole, then move one to the door and one to the boxes(20 pts, ammo). Lee walks towards the center, Bakee closes the door next to him.
Open the two boxes (20 pts, ammo). Move all your mercs CAREFULLY to the center (watch out for the Ray'Coos!). Don't forget the last box(10 pts.).
Get you mercs together and defend yourself till the end of the 12th turn.
Place your mercs with bajonts next to the hole to save ammo.
[Before Mission 4]
NOTE: Incubation has a RPG element regarding levels, so you'll have various options to buy stuff depending on your play style. Try to get one Sniper
Rifle and Assault Rifles for the other mercs.
[Mission 4]
Objective: Kill the Gore'Ther.
Loss if: Bratt dies.
Enemies: Ray'Thers, one Gore'Ther.
Boxes: 3(20 pts, 20 pts, 50 pts)
Mercenaries in Mission: 5
Move to the second door, open all three boxes (20 pts., 20 pts., 50 pts.).
Place two mercs with Assault Guns next to the third door and wait one turn.
Open the door and use defense mode with your two mercs next to the door. Let the others take care of the Ray'Thers that come out off the holes.
In the next room, move one merc to the farest corner and the other to the door. Wait a turn.
Open the door and flee with the merc who opened the door back into the big room. This way you can attack the Gore'Ther from two directions and shoot him in the back, which is the only way to kill it.
[Before Mission 5]
Try to get a Flame Thrower, but keep your Sniper Rifle.
[Mission 5]
Objective: Kill all Scay'Gers.
Loss if: Bratt dies.
Enemies: Ray'Thers, Gore'Thers.
Boxes: 3(10 pts, 50 pts, 20pts)
Mercenaries in mission: 6
Move all but one merc on the platform, the other merc to the switch. Once everybody but one is on the platform, press the switch.
In the next round, let the mercs on the platform take out the Gore'Thers.
If you can't kill'em all, you might wanna move your single merc back a bit
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Other files from this game:
- Incubation editor by System on 14/03/2006, 06:30
Savegame Editor' - Incubation document by System on 14/03/2006, 06:30
- Incubation cheats by System on 09/03/2006, 09:50
- Incubation FAQ by System on 09/03/2006, 09:50






