Guides Archive

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Iron Brigade Rise of the Martian Bear DLC guide

Welcome back to the regiment, marine! That’s right, our very first big guide is back for the DLC nearly a year since the original release. Five new levels, two new survival levels, and over 50 pieces of loot and we’ve got the how-to to all of it. Big thanks to our Andrew Crews, Ryan Reynolds, Shawn Saris and his friend Tyler for helping us get through this challenging installment of Iron Brigade DLC. The DLC is currently available for 400 MSP and you can check out our review if you’re not sure you whether or not you should be jumping back into this game after it’s been so long.

For those of you who are diving back in or already have, we’ve got level guides to each of the five levels including what loot is acquired on those levels (so you don’t have to check the loot-specific guide) and strategies for getting gold medals (though they aren’t necessary for achievements this time around) and of course a wave breakdown for each. On top of that we’ve got the traditional loot guide complete with images for all the weapons, chassis and emplacements including all the stats and unlock locations. Lastly we have our guides to both survival maps, both of which provide quite a bit of a challenge. On top of that, each level and survival level have videos accompanying them, so do feel free to check those out if reading is too much work for you (the link can be found in the actual page if you want both). Without further a do, enjoy your guide to the Rise of the Martian Bear!

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Shank 2 Guide – Character Unlocks

Shank Characters:

Our full Shank 2 Guide will be launching next week. In the meantime, please enjoy this guide to the unlockable character skins which we will be updating throughout the week. 

Shank

Pros

  • +10% Health

Unlocked by default

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Iron Brigade Martian Bear guide – Weapon loot

Machine guns


Unlocked in the store, Mars Landing

Unlocked on Swamp Survival 5
Unlocked in the store, Swamp
Unlocked in Settlement, Cathedral

Unlocked in foundry, Swamp Survival
Unlocked on Swamp Survival 25

Shotguns


Unlocked in shop, Mars Landing
Unlocked in Cathedral, Settlement Survival
Unlocked in Swamp, Mars Landing

Unlocked on Settlement Survival 5

Unlocked on Swamp Survival 10
Unlocked in Mars Landing, Settlement

Unlocked in Foundry, Swamp Survival

Snipers


Unlocked in Swamp, Mars Landing, Settlement

Unlocked on Settlement Survival 10
Unlocked in Shop, Swamp, Mars Landing

Unlocked on Swamp Survival 15
Carpet Bomber
Unlocked in Cathedral
Unlocked in Settlement, Foundry, Swamp Survival

Grenade launchers


Unlocked in Shop, Swamp

Unlocked in Foundry, Cathedral, Swamp Survival
Unlocked in Foundry, Cathedral, Settlement Survival

Unlocked in Mars Landing, Settlement

Unlocked on Settlement Survival 15

Artillery


Unlocked in Shop, Swamp, Mars Landing
Unlocked in Cathedral
Unlocked on Settlement Survival 25

Unlocked in Settlement, Foundry, Settlement Survival

Unlocked in Mars Landing, Settlement, Foundry
Unlocked in Foundry, Cathedral, Settlement Survival

Unlocked on Swamp Survival 35

Broadcasters


Unlocked in Shop, Mars Landing, Settlement, Foundry

Unlocked in Foundry, Cathedral
Unlocked in Shop, Swamp

Unlocked in Cathedral
Unlocked on Settlement Survival 35
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Iron Brigade Martian Bear guide – Hats, jackets and paintjobs

Hats

Robot Helmet: Swamp and Settlement Survival
Blackmore Flat Cap: Swamp and Settlement Survival
Space Cap: Mars Landing, Settlement, Foundry, Cathedral, Settlement Survival
Cowboy Hat: Wave 50 Swamp Survival Loot
Brain Bucket: Swamp, Settlement, Settlement Surival
Space Dome: Shop
Fez: Settlement Survival 50
Welding Goggles: Shop
Welding Mask: Shop
Sombrero: Cathedral, Swamp Survival

Jackets

Robot Costume: Swamp and Settlement Survival
Mandolier: Swamp and Settlement Survival (Rare)
Space Suit: Shop
Bare Vested: Swamp Survival 45
Smoking Jacket: Settlement Survival 45
White Tuxedo: Shop
Bulletproof Armor: Cathedral, Settlement Survival

Paintjobs

Flannel Paintjob: Shop
Maize and Blue Paintjob: Settlement Survival
Psychic Swirl Paintjob: Settlement Survival 40
Diamond Plate Paintjob: Swamp Survival 40
Zebra Paintjob: Swamp Survival (Rare)
Cheetah Paintjob: Settlement Survival (Rare)
Polka Dot Paintjob: Swamp Survival (Rare)
Striped Paintjob: Settlement Survival (Rare)
Martian Camo Paintjob: Shop
Magenta Paintjob: Shop
Neon Green Paintjob: Shop
Neon Orange Paintjob: Shop
Kilt Paintjob: Swamp Survival

Weapons - Back to HubEmplacements & Chassis

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Iron Brigade Martian Bear guide – Emplacement and Chassis Loot

Chassis

Unlocked in Mars Landing, Settlement, Foundry
Unlocked in Swamp, Mars Landing, Settlement
Unlocked in Settlement, Foundry, Cathedral
Unlocked in Swamp, Mars Landing, Settlement
Unlocked in Settlement, Foundry, Cathedral
Unlocked in Mars Landing, Settlement, Foundry

Light emplacements

Unlocked in Shop, Swamp
Unlocked in Mars Landing, Settlement, Foundry
Unlocked on Swamp Survival 30
Unlocked in Shop
Unlocked in Foundry, Cathedral
Unlocked in Shop, Swamp, Mars Landing
Unlocked in Settlement, Foundry, Swamp Survival
Unlocked on Settlement Survival 30

Heavy & support emplacements

Unlocked in Mars Landing, Settlement, Settlement Survival
Unlocked in Foundry, Cathedral, Swamp Survival
Unlocked on Settlement Survival 20
Unlocked in Shop, Swamp, Mars Landing
Laser Turret
Unlocked in Cathedral
Unlocked on Swamp Survival 20
Unlocked in Shop, Swamp, Mars Landing
Unlocked in Foundry, Cathedral, Settlement Survival

Cosmetics (Hats, Jackets and Paintjobs)Back to HubWeapons

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Iron Brigade Martian Bear level guide – Cathedral

Video guide

Loot

Weapons: The Perforator, Blastasaurus Rex, Carpet Bomber, Spud Slinger, The Duke, Ursula, Lilypad, Boo Boo Ray, Heavy Laser
Other: Super Shredder Turret, Massive Mine Layer, Laser Turret, Cluster Mortar Turret, Woodruff V, Karlsson V, Space Cap, Sombrero, Bulletproof Armor

Double Fine’s quick tips

Map layout:

  • Defeat the Bear!
  • Keep the tubes under control
Recommended Trench loadout:
  • Repair Crane

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

  • Anything high damage
  • Karlssons
  • Quickload/Fortify

SHOOT IT IN THE MUSTACHE!!!

Seriously, just shoot this thing. Bring Karlssons, bring quickload/fortify, and just shoot it in the face. You can try to stop the tubes from going into the little towers and healing him, you can try shooting the flying compartment he jettisons, but it doesn’t matter. Just shoot him in the face. Fortify after every mini-cutscene because it’ll un-fortify you, then get back to shooting him.

Too easy. In fact, you don’t need anything after this, we guarantee it. Just shoot it in the face.

If you’re trying to farm the level for loot, just place the repair crane like the game suggest, then have your way with the level.

Back to HubOn to Swamp Survival

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Iron Brigade Martian Bear level guide – Foundry

Video guide

Loot

Weapons: Topiary Trimmer, Sod Off, Super Indirect Sniper, Spud Slinger, The Duke, Ferromagnetic Hurlant, Shock Cannon, Lilypad, Massive Broadcaster, Boo Boo Ray
Other: Knockback Shotgun Turret, Super Shredder Turret, Ironclad Flak Turret, Massive Mine Layer, Cluster Mortar Turret, Selker V, Woodruff V, Karlsson V, McGarry IV, Space Cap

Double Fine’s quick tips

Map layout:

  • Escort the Double Deuce.
  • Good luck!
Recommended Trench loadout:
  • Skill (Cowboy Hat)

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

Weapons
  • Snipers
  • Machine guns
  • Artillery
Emplacements

  • Machine guns (everywhere!)
  • Dampeners
  • Mine layers

This is one of the most entertaining levels in the DLC, so enjoy it! Foundry is divided into one set of eight waves and one set of ten. The first set occurs outside with A filtering all sorts of enemies through the brush and Martian trees, and B sending enemies single file down a slot car track.

The first stage is very straightforward. All you should place this first set of waves is a machine gun turret on either side of the base. You can upgrade them if you feel like you need more firepower (or if you have lower level loot still) but don’t go all out. At most, a dampener and two machine guns (upgraded once, MAYBE twice if you need it) should be all you place here. Beyond that, SHOOT STUFF! Seriously, these early waves are very fun because of how enemies come at the base, just optimize splash damage. If you can’t bring Artillery, then bring a grenade launcher, you’ll need something with splash here at least. Also, beware aerial enemies.

The second stage is a lot more dynamic. Once the second stage starts, two waves show up at A & B still, so don’t run on past them and die for it. Once you get to wave 3, or rather before it, and the McKinley stops moving, place a line of machine guns right in front of it from the left ramp all the way to the right ramp and upgrade them as much as possible. Yeah. Do it. This strategy is very thorough and ensures all aerials and noids are completely irrelevant, as they should be, the jerks.

After the awesome gun defense is set up, you’ll want dampeners on both sides as well as a Mine Layer for both D and F as Breakers will show up a few times there. From there, players should watch for Artys and Amps, and overall enjoy their experience on this level because it’s fun! Mostly because you get to mad drop machine guns. Who doesn’t want to do that?

Wave breakdown

Wave 1: B: Resistors, S: Snipe Tuners
Wave 2: A: Cathys (x3), B: Tommies
Wave 3: A: Resistors, S: Aerials, A: Tommys, Resistors
Wave 4: A: Blitzers (x3), B: Resistors & Jacbos, Blitzers
Wave 5: S: Noids, B: Tommys, A: Tommys, S: Snipe Tuners
Wave 6: B: Bertha & Knobs, S: Noids & Aerials,
Wave 7: A: Blitzers (x3), B: Blitzers, Resistors
Wave 8: A: Knobs (x2, Cathys, B: Willie & Jacobs, A: Resistors & Tommys

Wave 1: B: Resistors & Tommies, S: Noids
Wave 2: B: Aerials, D & F: Tommies
Wave 3: D: Breakers, C: Noids, E: Breakers
Wave 4: D & E: Blitzers, F: Tommys
Wave 5: F: Arty, E: Resistors & Jacobs
Wave 6: C: Aerials (x2) D: Cathys, Breakers,
Wave 7: D: Blitzers, F: Burst Transmitters, Snipe Tuners
Wave 8: C: Aerials, F: Noids, C: Noids, Aerials, E: Resistors & Jacobs,
Wave 9: F: Arty, E: Burst Transmitters, D: Tommys,
Wave 10: D: Breakers, E: Amplifier, C: Aerials, F: Amplifier, E: Blitzers, Resistors & Jacobs

Do

  • Do what you must to defend in the early game
  • Bring an Assault if you want

Don’t

  • Waste too much money early
  • Bring flak, just use machine guns

Back to HubOn to Cathedral

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Iron Brigade Martian Bear level guide – Settlement

Video guide

Loot

Weapons: The Perforator, Hirsch Fusor, Annihilatrix, Super Indirect Sniper, Super Shocker, Ferromagnetic Hurlant, Shock Cannon, Massive Broadcaster
Other: Knockback Shotgun, Ironclad Flak Turret, Ironclad Repair Crane, ALL Chassis, Space Cap, Brain Bucket

Double Fine’s quick tips

Map layout:

  • Defend the three Cannon Pieces
  • Watch your back!
  • Distract Tubes with Decoys
Recommended Trench loadout:
  • Machine Guns
  • Long Range Weapons

XBLA Fans gold medal advice

Recommended players: 3

XBLA Fans recommended loadout

Weapons
  • SNIPERS!
  • Machine guns
Emplacements
  • SNIPERS AGAIN!
  • Machine guns
  • Shotguns
  • Dampeners
  • Repair crane
Trench
  • Sprinting Legs

Settlement. The single most difficult map in all of Iron Brigade history. Yeesh.

Settlement is huge, the largest ever, and it shows. Everyone will be wearing a hat for the most part, with one person sticking to Green and Blue, one person at Orange, and one person roaming. We heavily advise players not to use an Assault class or Fortify/Quickload as mobility is an incredibly important part of this map for many reasons. Let’s talk about what’s new and what to expect.

This map features Cathys, a new enemy which behaves much like Knobs but they go for players instead of towers. Ultimately they’re the most annoying thing in the universe, and, along with the massive abundance of knobs on this map, warrant a profuse employment of machine guns. Double machine guns at least at both blue and green, triple at orange (upgrade these things) just to make sure that Knobs, Cathys and let’s not forget Aerials and Noids are dealt with constantly. This is just pure base defense, we’re talking about survivability round-to-round. Supplement these machine guns with dampeners. You may not want to upgrade them, the ramps/pathways at Green and Blue are small and knobs will likely take them anyways, but orange will need upgrades for sure.

We can’t stress enough how serious it is to keep these machine guns running throughout because as a player you will likely spend lots of time hunting down Jacobs, Artys, Volt Droppers and trying to reach other players who have gone down. If you typically find yourself dying and don’t play carefully, or you don’t have a Mark V/IV (DLC version, basically) chassis you should consider a repair crane.

Beyond that, Volt Droppers are super powerful and painful here. Their damage hasn’t been altered, but since each base represents 1/3rd of your health, the VD ends up doing three times as much damage to your overall base health. That means sniper turrets, sniper rifles, sniper… snipe everything! Seriously! It’s wise to bring an engineering chassis (Selker) for almost exclusively sniper turret placement and damage control on turrets after Knobs and other jerks.

A HUGE piece of this map is the Decoys. There’s a million ways to work these, but we can’t give you solutions for everything so we’ll give you our strategy and suggestions worth exploring as well. Both of the decoys must be used, the one near Orange should be used on wave 12 or the Artys will destroy your bases. Activate it at the start of the wave then rush the Artys. If the decoy survives, great, if not, no worries. The other Decoy at green should be activated on the last wave. This one can be done with some finesse, if you have scrap place some machine gun turrets there to help deal with the mass of knobs and aerials that are going to rush that decoy. Beyond that strategy, you can have both of them HEAVILY defended and activate them long before those crucial boss waves, giving you more room for damage during boss waves. We don’t recommend activating them to counter VDs as they will hit your base anyways.

Good luck. This level is hard. Expect to lose on your first try even with our strategy. You need good loot, there’s two ways about that.

Wave breakdown

Wave 1: B: Tommies (x2)
Wave 2: A & B: Cathys, B: Cathys
Wave 3: D: Aerials & Noids
Wave 4: A: Resistors & Jacobs, B & C: Resistors
Wave 5: B & C: Cathys & Blitzers D: Aerials,
Wave 6: D: Noids, C: Tommies,
Wave 7: A: Resistors & Jacobs, Aerials
Wave 8: B: Bertha, Knobs, Cathys, C: Knobs
Wave 9: C: Tommies, D: Aerials,
Wave 10: Volt Dropper, D: Aerials, A & C: Cathys,
Wave 11: B: Resistors & Jacobs, A: Cathys, B: Cathys,
Wave 12: B: Arty & Jacobs (x2), D: Noids
Wave 13: C: Tommies, B: Tommies, A: Tommys,
Wave 14: B: Cathys & Knobs (x2)
Wave 15: A: Tommies & Arty, B: Bertha & Jacobs, Cathys, D: Noids & Aerials, Volt Dropper

Do

  • SNIPERSSS!!!
  • Heavily protect orange
  • Build a repair crane if needed

Don’t

  • Die in the middle of no where
  • Activate decoys without a reason
  • Bring artillery, it’s useless here

Back to HubOn to Foundry

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Iron Brigade Martian Bear level guide – Mars Landing

Video guide

Loot

Weapons: Master Blaster, Crater Creator, Standard Pistol, Hirsch Fusor, Annihilatrix, Spurt Rifle, Super Shocker, Smasher, Shock Cannon, Massive Broadcaster.
Other:  Knockback Shotgun Turret, Massive Flak Turret, Ironclad Repair Crane, Ironclad Sniper Turret, Ironclad Mortar Turret, Selker V, Honeychurch IV, Hamer IV, McGarry IV, Space Cap

Double Fine’s quick tips

Map layout:

  • Defend the Crash Site.
  • Protect your emplacements!
Recommended Trench loadout:
  • Explosive Weapons
  • Ionized Collection Prong

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

Weapons:
  • Snipers
  • Grenade Launchers
  • Shotguns
Emplacements:
  • Shotguns
  • Mine layers
  • Mortars

Here we are on Mars! Everything’s so red and pretty, right? Let’s get down to brass tacks. The big key to Mars Landing is defending two central locations: where A and B collide, and where C and D collide. All throughout the base from B to the end of C’s path will need shotguns. Resistors will line up along the ship if they get through, so it’s important to keep the damage on them and spread evenly. The reason we’re taking shotguns here instead of machine guns for core base defense is the lack of draw for most of the map, machine guns won’t have much time to layer on damage due to lots of map obstructions, so it’s better to have the damage high and concentrated.

Beyond base defense there are those tricky situations, yes? Breakers and Amplifiers pour out of B, so it’s important to put a mine layer on B the round before or during the first Amplifier (Wave 8). Eventually, one should go on A as well (near the base) and at the collision of C and D, and along D where the Tommys fire from (just across the open space behind the base, you’ll notice a break along the ledge). A mortar between A and B, and overlooking C (in the aforementioned open space) makes for great extra damage, but isn’t necessary if you don’t have the scrap.

There aren’t THAT many Jacobs on this map, but do be sure to take them out. Luckily there’s no Knobs or aerials, so shotguns are incredibly potent here and we encourage bringing things that do tons of damage. There’s not much room to damage enemies before they get to the base unless you bring snipers, so be sure to bring things with shock if you have any. Always search out and destroy burst transmitters and Amplifiers as they’ll be a big issue here, but for the most part this map shouldn’t be too tough as long as your base defenses are potent.

Wave breakdown

Wave 1: A: Resistors, C & D: Blitzers,
Wave 2: D: Resistors & Tommys,
Wave 3: D: Snipe Tuners, C: Resistors, A: Resistors,
Wave 4: C: Breakers, Blitzers, A: Resistors,
Wave 5: D: Tommys, C: Resistors & Jacobs,
Wave 6: C: Burst Transmitter, D: Snipe Tuners,
Wave 7: C & D: Breakers, A: Breakers, D: Blitzers
Wave 8: B: Amplifier, Burst Transmitters C: Resistors
Wave 9: B: Breakers (x2) C: Resistors & Jacobs (x2)
Wave 10: D: Snipe Tuners, Tommys, C: Resistors
Wave 11: D: Big Willie & Jacobs, A: Resistors
Wave 12: C & A: Blitzers, B: Breakers
Wave 13: B: Amplifier, Burst Transmitters, D: Tommys, A: Resistors,
Wave 14: A, B & C: Burst Transmitters, D: Resistors
Wave 15: B: Amplifier, C: Willie & Jacobs, A: Willie & Jacobs, B: Amplifier, A: Resistors

Do

  • Lay several shotguns along the base
  • Build early coverage on D for Tommys
  • Stop Amplifiers and breakers at B

Don’t

  • Run too far from the base
  • Over-protect B, one mine layer is fine
  • Upgrade mortars, level 1 will suffice

Back to HubOn to Settlement

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Iron Brigade Martian Bear level guide – Swamp

Video guide

Loot

Weapons: Death Drizzler, Standard Pistol, Annihilatrix, Spurt Rifle, Pitching Machine, Smasher, Standard Laser
Other: Ironclad Shotgun Turret, Massive Flak Turret, Ironclad Repair Crane, Ironclad Sniper Turret, Ironclad Mortar Turret, Selker V, Honeychurch IV, Hamer IV, McGarry IV, Brain Bucket

Double Fine’s quick tips

Map layout:

  • Defend the Ship.
  • Defend the Fueling Station.
  • High density of aerial threats.
Recommended Trench loadout:
  • Anti-Air

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

Weapons:
  • Machine guns
  • Sniper rifles
Emplacements:
  • Flak
  • Machine guns
  • Dampeners
  • Mine layers/Snipers

Welcome to the Rise of the Martian Bear DLC! Yaay, new stuff, new enemies, new maps! Swamp is a very fun map, but you’re probably a little (or a lot) rusty, so don’t worry if you fail the first time. This map luckily is pretty straightforward.

First of all, AERIALS. AIR… STUFF! Just about every wave has either Aerials, Noids (a new enemy which chases you via air and shoots you to pieces), a Volt Dropper or some combination thereof. If this is your first run through, you’ll need some flak turrets for base defense close to both Green and Blue (make sure they can cover the whole area around the bases). Later on, machine guns will be enough, but not the first time. Double dampeners at the dirt ramp between Green and Blue (D), on the bridge (B), and at Blue (C) will be necessary along with heavy machine gun support. It’ll take some time to setup, but eventually the double-damp and machine gun combos should give you enough space to start upgrading.

From there, decide if you want to use mine layers to help deal with the large waves or sniper rifles for dealing with Volt Droppers. This is largely based on your own weapon loadout. If you aren’t equipped to shoot the VD down yourself, we strongly suggest bringing sniper turrets. If you can, then feel free to use mine layers to help with Burst Transmitters and Willies. The idea here is to bring weapons that compliment your emplacements, don’t be missing range OR damage, you’ll need an even spread of both.

Early on you’ll probably take hits from the VD and from resistor groups (if you build Flak first, which you should) and that’s okay, just make sure to keep your Flak protected with machine guns. After machine guns, add damps, then more machine guns and your base should be secured, along with your gold medal.

Wave breakdown

Wave 1: B: Resistors, Tommys
Wave 2: A: Aerials (x2)
Wave 3: A: Aerials, B: Noids (x2)
Wave 4: B: Resistors & Jacobs, Noids
Wave 5: C: Jacobs & Resistors, A: Aerials
Wave 6: C: Tommys, B: Blitzers, Aerials, D: Blitzers
Wave 7: D: Resistors, A: Noids, B: Aerials,
Wave 8: Volt Dropper, A: Noids, Aerials, Noids
Wave 9: A: Noids, C: Tommys, D: Resistors & Jacobs
Wave 10: B: Arty, C: Resistors
Wave 11: B: Knobs, C & D: Burst Transmitters
Wave 12: B: Blitzers & Noids, C: Resistors, D: Blitzers
Wave 13: B: Resistors & Jacobs, C: Resistors & Jacobs, D: Resistors & Jacobs
Wave 14: A: Aerials, Noids, Aerials, B: Aerials,
Wave 15: Volt Dropper, D: Big Willie, A: Noids, B: Big Willie, Aerials

Do

  • Use dampeners on the bridge to affect below as well
  • Remember to collect scrap from under the bridge
  • Focus the bridge

Don’t

  • Build flak to hit the Volt Dropper, it won’t work well
  • Leave blue or green for too long

Back to HubOn to Mars Landing

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