Guides Archive

0

Trenched Europe Trainyard map guide

Featured in this guide

 

Breakers, Mortar Turrets, Grenade Launchers

Double Fine’s quick tips

 

Map layout

  • Defend the Train Station
  • Heavy Attacks from the city
  • Aerial attacks from the water
  • Sneak attacks from the tunnel

Recommended trench loadout

  • Engineering or Assault Chassis
  • Explosive Weapons

XBLAFans gold medal advice


Trainyard can be completed in multiple ways. The only requirement is that players will need to bring flak turrets or flak machine guns to take care of the aerial attacks from B and C, however there will be no aerials until wave 7 so focus your emplacements elsewhere. Other than that, using Mortars to take care of D or using grenade launchers work fine, and shotgun turrets and machine guns will make easy work of A. Use shotgun turrets at the exits of D and A combined with dampening emplacements for safety, and setup two flak turrets in the center.

If you’re using an assault chassis, you’ll have less options here, and it’s strongly recommended you bring machine gun turrets to deal with both land and air enemies; for the engineering chassis, be sure to make up for the lack of support emplacements with mortar turrets. Despite Double Fine’s tips, we recommend just sticking with the Woodruff. Manage each side, using grenade launchers to take down Breakers and other crowded up fodder and machine guns to clear the skies and this will be an easy gold.

Wave breakdown


Wave 1: Spawn D: Breakers

Wave 2: Spawn D: Resistors

Wave 3: Spawn D: Breakers

Wave 4: Spawn A: Resistors

Wave 5: Spawn D: Breakers; Spawn D: Tommys

Wave 6: Spawn A: Resistors; Spawn D: Tommys

Wave 7: Spawn B: Aerials; Spawn C: Aerials

Wave 8: Spawn A: Blitzers then Spawn A: Blitzers; Spawn A: Resistors

Wave 9: Spawn D Big Willie then Spawn A: Breakers

Wave 10: Spawn B: Aerials; Spawn C: Aerials

Wave 11: Spawn A: Aerials; Spawn B: Aerials; Spawn C: Aerials; Spawn D: Aerials

Wave 12: Spawn D: Breakers; Spawn D: Blitzers

Wave 13: Spawn D: Blitzers then Spawn C: Aerials; Spawn D: Aerials; Spawn A Blitzers

Wave 14: Spawn D: Tommys; Spawn A: Resistors

Wave 15: Spawn A: Breakers; Spawn D: Blitzers; Spawn D: Big Willie then Spawn B: Aerials; Spawn C: Aerials; Spawn D: Breakers

Dos and don’ts

 

Do

  • use the grenade launcher frequently
  • watch for aerials halfway through the mission
  • apply dampeners to stop blitzers

Don’t

  • stray deep into A or D
  • waste bullets on breakers

Click here for more Trenched Walkthroughs and tips and Tricks

0

Trenched Europe Refinery map guide

Featured in this guide


Burst Transmitters, Mine Layers

Double Fine’s quick tips


Map layout

  • Defend two key structures
  • Frequent gas attacks
  • Protect your emplacements

Recommended trench loadout

  • Mine Layer
  • Sprinting Biped Legs

XBLAFans gold medal advice


XBLAFans recommended layout

  • Engineering Chassis (Honeychurch recommended, purchase at store if available)
  • Mine Layer emplacement, Shotgun emplacement
  • Sprinting Legs
  • Machine Guns

Getting gold

The Refinery is fairly simple as all four paths can be watched by the player at the same time. This level introduces Burst Transmitters that will destroy non-camouflaged emplacements. The level also features gas attacks that will limit player and emplacement vision. We recommend using the dampening generator-shotgun turret combo at A and D close to the bases but not within the Tommy’s range to practically guarantee its safety. Clean up with your guns if there are too many. No enemies will spawn at A or D until wave 8, but there will be a ton of Tommys at ?A on that wave so be prepared by then.

In the meantime, your focus should be on B and C. Burst transmitters will be a constant nuisance, if you can afford it you’ll want two mine layers on each side followed with another shotgun-dampener combo. Ideally, from the conduit you’ll want a mine layer, then a dampener, then another mine layer, then a shotgun turret. This ensures your shotgun’s protection as the Burst Transmitters will take their time removing the dampener first. Upgrade the mine layers enough and the shotgun turret will hardly even be used. Use collection prongs to pick up scrap as you likely won’t have time to get from A to D constantly. Make sure to take out the gas worms quickly so no tubes sneak past your defenses or worse, destroy them.

Wave breakdown


Wave 1: Spawn C: Resistors

Wave 2: Spawn B: Resistors

Wave 3: Spawn B: Burst Transmitters; Spawn C: Burst Transmitters

Wave 4: Spawn C: Tommys then Spawn B Tommys

Wave 5: Gas; Spawn B: Resistors; Spawn C Resistors

Wave 6: Spawn B: Burst Transmitters; Spawn C: Burst Transmitters

Wave 7: Spawn B: Big Willie then Spawn C: Big Willie

Wave 8: Spawn A: Tommys; Spawn A: Tommys; Spawn A: Tommys

Wave 9: Spawn B Tommys; Spawn C: Tommys; Gas then Spawn A: Blitzers

Wave 10: Spawn D: Tommys; Spawn D: Tommys; Spawn D: Tommys

Wave 11: Spawn B: Burst Transmitters; Spawn C: Burst Transmitters then Spawn D: Tommys; Spawn A: Resistors

Wave 12: Spawn B: Resistors; Spawn C: Resistors then Spawn B: Tommys; Spawn C: Tommys; Spawn A Blitzers

Wave 13: Gas; Spawn B: Burst Transmitters; Spawn C: Burst Transmitters

Wave 14: Spawn A: Tommys then Spawn C: Tommys then Spawn B Tommys

Wave 15: Spawn B: Burst Transmitters; Spawn C: Burst Transmitters then Spawn B: Big Willie; Spawn C: Big Willie; Spawn A: Tommys; Spawn D: Tommys

Dos and don’ts

 

Do

  • use mine layers if you have an engineering chassis
  • thoroughly cover A and D
  • stop burst transmitters ASAP

Don’t

  • let Big Willie destroy your emplacements if not using mine layers
  • leave the gas worms alone

Click here for more Trenched Walkthroughs and tips and Tricks

0

Trenched Outfits guide

Hunter Jacket
For the man who treats killing Tubes as a sport.
Unlock method: Awarded for 150 personal shotgun kills.
Trench Armor
We really should build the trenches to better shield the pilot.  Unfortunately, this is your best option.
Unlock method: Awarded for 150 personal grenade launcher kills.
Battle Shirt
In an attempt to save on fresh water, Battle Shirts will only be washed once a month.  It’s probably best for everyone if you have another outfit on hand.
Unlock method: Available from the start.
Anchor Shirt
The Anchor shirt is perfect for showing off your Mobile Trench Brigade pride on casual Fridays.
Unlock method: Unlocked in the shop at Rank 3.
Aviator Jacket
When the Air Force was shut down, many pilots signed up for the Mobile Trench Brigade. Unfortunately, the skill set did not transfer over as the piloting controls are inverted.
Unlock method: Awarded for 3500 emplacements deployed across Regiment.
Bomber Jacket
Made from 100 cotton plants, the Bomber Jacket’s interior lining is so soft you’ll never want to take it off!
Unlock method: Awarded for 150 personal artillery kills.
Chemical Jacket
A Chemical Jacket is recommended for those at risk of repeated exposure to Monovision discharge.
Unlock method: Awarded for Regiment collecting 175,000 scrap.
Standard Uniform
The standard Mobile Trench Marine outfit.  Practical, stylish, manly.
Unlock method: Available from start.
Military Coat
Standard military issue.  A practical, durable, yet fashionable coat that says, “I mean business…and don’t I look good in this coat?”
Unlock method: Unlocked in the shop at rank 3.
Dress Uniform
The Dress Uniform is standard attire for the MTB Winter Ball. Unfortunately, the festivities have been canceled the past few years due to lack of female participation.
Unlock method: Awarded for 17,500 Regiment weapon kills.
Field Officer Jacket
This is the jacket that Field Officers wear.
Unlock method: Awarded for 350 Regiment mission victories.
Flak Jacket
Able to withstand the force of an atom being split in half, then split in half again…100 more times.
Unlock method: Unlocked in the shop at Rank 5.
Ghillie Suit
Originally designed to allow snipers to hide in tall grass, the Ghillie Suit doesn’t succeed as well at hiding a man in a giant walking trench.
Unlock method: Awarded for 150 personal sniper cannon kills.
Overalls
Overall, these Overalls provide the best overall coverage over all parts of the body.
Unlock method: Unlocked in the shop at Rank 2.
Radio Jacket
The radio mostly just picks up static now, but every once in a while you can hear the squeal of a tube coming through.  Sometimes that’s all the motivation you need.
Unlock method: Awarded for 150 personal broadcaster kills.
Raz Sweater
Experimental clothing developed by the mysterious Psionic Weapons Division. Specifications, warnings, and instructions for use are all classified.
Unlock method: Awarded for 25,000 scrap collected.
Regiment Coat
A coat fit for a Queen.  Well, technically it’s fit for a marine, but the Queen would love it!
Unlock method: Unlocked in the shop at Rank 7.
Ripped Shirt
This shirt comes pre-ripped and distressed; perfect for pretending you don’t care about how you look!
Unlock method: Awarded for 14,000 Regiment emplacement kills.
Special Forces Jacket
The bullets may be fake, but there’s still no way you can wear this without looking like a complete badass.
Unlock method: Awarded for 150 personal Machine Gun kills.
Tuxedo
Fine enough for both the most debonair espionage as well as a night at the opera.
Unlock method: Unlocked in the shop at Rank 10.

 

 

0

Trenched Pacific Farnsworth map and boss guide

Featured in this guide

 

Gungnir, Repair Crane, Tripod Legs

Double Fine’s quick tips


Map layout

  • Defeat Vlad!
  • Be ready for anything!

Recommended Trench loadout

  • Moxie (Note: the Sunglasses hat or Ripped shirt satisfy this condition; no idea if it means anything)

XBLAFans gold medal advice

 

XBLAFans recommended loadout

  • Karlsson Chassis
  • Gungnir x2
  • Machine Gun Turret and Repair Crane Emplacements

Getting gold: Defeat Vladamir Farnsworth within 200s (3 minutes and 20 seconds).

This boss is really fun to run around in, to dodge the attacks of, to play it like a Devil May Cry game, but the best way to beat Farnsworth quickly is to sit in the back with the most powerful weapon in the game and a repair crane and enjoy the fireworks. If you’re quick enough, hit Farnsworth’s red spot the very second it starts up with two Gungnir shots and Tier 1 is done. After that, setup camp in the back (on that high rock next to the huts where the mission started) and entrench. Farnsworth will fire his electromagnetic cannon of death which somehow spews scrap all over the place. Take the hit and absorb the scrap, then place a repair crane on the rock directly next to you (not too far or it won’t work) and a machine gun turret to keep intermittent tubes off of you.

Tier 2 will require quick eyes and quick aim, the moment the red flashes take the shot, both barrels blazing then wait for the next opportunity. The first two tiers should go quickly, just be sure to get the first shot off on Tier 2 when it emerges from the water. Tier 3 will by far be the most difficult; not because you’re faced with massively damaging attacks or tons of tubes, but because you have to be super quick. Red tube-sacks will descend from Farnsworth’s body after each laser attack and are the key to destroying him. You must destroy the first one the moment you can or there’s a good chance you won’t get the gold here. After destroying that sack, you should be able to get the last two after the next laser firing without one in between. Speed and accuracy is key here, so bring your A-game and two Gungnirs and you should be good to go. Note: after the cutscene before Tier 3 starts, you will be un-entrenched if you were so before! Why is unclear, but be sure to re-entrench to gain the quickload effect.

Boss breakdown

 

Tier 1: The smallest dome of Farnsworth’s massive tube, it fires red bursts of energy at the poles placed around the shore to activate them, causing damage to any trenches caught in their area of effect.
Vulnerability: Normally the weapon area on Farnsworth is shielded, when unshielded it glows red- shoot it then.

Tier 2: Slightly more dome-age here, and three more shielded areas. Again firing the red bursts of energy at the poles to begin with, then following up with a small aimed laser- after the thin laser, which clearly points out the area of affect, a large, painful laser is emitted from Farnsworth’s eyes. This Tier comes with Aerial tubes.
Vulnerability: Normally the weapon area on Farnsworth is shielded, when unshielded it glows red- shoot it then. Only difference is now there are three areas to shoot.

Tier 3: Full frontal Farnsworth this time, bringing with it the previous red-glowy-ball attacks activating the coils, the guided laser, and a painful close-range smashing attack with the beast’s new limbs. After the second tube-sack-dropping, the electromagnetic space cannon will fire again. Expect more aerials.
Vulnerability: Tucked under Farnsworth are three tube sacks. Then blue, they are invulnerable, but as with the previous tiers when he goes to activate the red coils, they will become exposed and drop to just-above the water level. Take them out then.

Between Tiers: Farnsworth fires the massive electromagnetic cannon from space, so watch the ground for attack points and pick up the massive amount of scrap that comes with the blast.

Dos and don’ts

 

Do

  • stare directly at the place where Farnsworth will be at all times
  • place the repair crane quickly before Farnsworth comes back
  • entrench/quickload

Don’t

  • miss
  • move

Click here for more Trenched Walkthroughs and tips and Tricks

0

Trenched Pacific Drydock map guide

Featured in this guide

 

Arty, Sniper Cannons

Double Fine’s quick tips


Map layout

  • Defend three sections of the Ship
  • Artillery Tubes detected
  • Protect the perimeter

Recommended Trench loadout

  • Long Range Weapons

XBLAFans gold medal advice


XBLAFans recommended loadout

  • Karlsson Chassis
  • Deadly Rain Artillery Cannon
  • Machine Guns
  • Quickload/Sprinting Legs

Ah, another symmetrical mission, how they are so fun and manageable. So for Drydock, it’s important to focus the early emplacement game on the A and D conduits. Setup two machine gun turrets, followed by dampeners. Having the Karlsson means a expensive emplacements, so for the first half of the game the trench will be defending the center. The Deadly Rain artillery cannon has MIRV, which means it’ll drop grenades as it flies through the air. That means arc it high and predict the path of the tubes to get the most out of this cannon; efficient use of the Deadly Rain will result in easy victory here on Drydock.

After placing your MG turrets and dampeners on each side, place two MG turrets on the small square corners of each side platform (right in front of the ramp) so they can cover the mid and the sides at the same time. Lastly will go a dampener in the center where B and C converge followed by an MG turret behind it. There’s a good chance your dampeners will be destroyed periodically by burst transmitters, so watch them and upgrade the left and right-most MG turrets, then work your way to the middle. This mission’s pretty easy as long as you keep the sides secure and don’t let Arty’s shell the ship.

Wave breakdown


Wave 1: B and C Tommys

Wave 2: A Resistors followed by C Resistors

Wave 3: B Resistors the D Resistors

Wave 4: A Knobs, B Tommys

Wave 5: Blitzers on B and C then Blitzers on A with Resistors

Wave 6: A Burst Transmitter, Resistors on B

Wave 7: C Resistors D Burst Transmitters

Wave 8: B Resistors with Jacob, C Resistors with Jacob

Wave 9: Arty on C

Wave 10: D Tommys then A Tommys

Wave 11: C Resistors with Jacob, then B Resistors with Jacob

Wave 12: D Resistors D Knobs followed by A Resistors and Knobs

Wave 13: C Resistors B Tommys, C Resistors with Burst Transmitters

Wave 14: C Blitzers and Arty B Arty and Blitzers

Wave 15: C Resistors with Jacob A Resistors A Tommys

Wave 16: D Bertha, followed by A Bertha

Wave 17: C Arty, A Tommys, B Jacobs and Blitzers, C Jacobs and Blitzers followed by B Arty

Dos and don’ts

 

Do

  • hold the center down with your trench
  • keep the side emplacements upgraded as the game goes on
  • fire artillery early in waves to weaken incoming hordes

Don’t

  • let burst transmitters destroy your large investments
  • quickload too often
  • have MG turrets with no dampeners

Click here for more Trenched Walkthroughs and tips and Tricks

0

Trenched Light Emplacements guide

Although capable of generating a high rate of fire on both ground and aerial enemies, this turret is about as powerful as a wet noodle.
Unlock method: Awarded for completing Pylon.
An improvement over the Makeshift Machine Gun.  This weapon will blast ham-fisted size chunks out of a standard Monovision foe.
Unlock method: Chance to get from Hospital or Port loot.
Soldiers in the field have reported feeling ‘mildly uncomfortable’ by its girth.
Unlock method: Chance to get from Sphinx or Village loot.
A weapon so steadfast and true you can almost entirely rely on it to mow down Tubes.
Unlock method: Chance to get from Volcano or Farnsworth.
Little more than a large steam pipe and a loading mechanism, this weapon still packs a punch.
Unlock method: Awarded for completing the tutorial.
Military Grade version of the Makeshift Shotgun Turret.  Loaded with a  heavier shot, it hits with the power of one million fists.
Unlock method: Chance to get from Airfield or Trainyard loot.
Doubly reinforced, the improvements in the Advanced Shotgun have made the barrel twice as long as its predecessor allowing it to pump larger loads into the enemy.
Unlock method: Chance to get from Hospital or Port loot.
Designed by W. Brenneke, this weapon is the terror of the Tubes.  This massive slug thrower will cause any Tube assault to quake in their pointy appendages…and then be vaporized by the massive bullets.
Unlock method: Chance to get from Power Plant or Drydock loot.
Loaded with special anti air ammunition, this dual barrel machine gun will tear through aerial enemies like ten hot knives through butter.
Unlock method: Awarded for completing Beach.
This weapon spews death from the ground.  Unfortunately, they are permanently pointed skywards and can’t see enemies on the ground.
Unlock method: Chance to get from Oasis or Hospital loot.
This weapon’s massive anti-air shells were each hand crafted by Commander Woodruff himself.  His nimble robot hands inserted over 10,000 pellets into each bullet allowing for maximum damage to anything in the air.
Unlock method: Chance to get from Village or Power Plant loot.

Next up Trenched Heavy Emplacement Unlock Guide

Return to the Trenched XBLA walkthrough

 

 

 

0

Trenched Broadcasters guide

Fries Tube circuitry with concentrated radio waves. Close range, high damage, minimal side effects.
Unlock method: Awarded for completing Pylon.
Features a greater output signal and better cooling coils than the Light Broadcaster,  also comes with a complete subscription to “Mr. Static” magazine.
Unlock method: Chance to get from Hospital or Port loot.
In physics, the wavelength of a sinusoidal wave is the spatial period of the wave.  It is usually determined by considering the distance…blah blah, egg head speak is so boring.  In short this weapons causes those Tubes to explode when they die.
Unlock method: Chance to get from Sinkhole loot.
This is a simply a trench mounted disruption tower that causes the Tubes to slow down when they make contact with the beam.  The harmonics of the Soprano Saxophone were used in the creation of this weapon.
Unlock method: Chance to get Sphinx or Village loot.
This fearsome broadcaster is the most powerful available, none of this pansy slow down or explosion stuff, just straight face melting.
Unlock method: Chance to get from Village or Power Plant loot.
Created accidentally when Prof. Min flipped a table in a fit of rage and smashed a slow broadcaster into a explosion broadcaster. This weapon will both slow and explode any unfortunate tube that wanders into its beam.
Unlock method: Chance to get from Drydock or Volcano loot.

Next up Trenched Artillery Unlock Guide

Return to the Trenched XBLA walkthrough

 

 

 

0

Trenched Pacific Village map guide

Featured in this guide

 

Volt Droppers, Aerials, Machine Guns, Biped Legs, Engineering Chassis

Double Fine’s quick tips


Map Layout:

  • Defend the Three Huts
  • Bombers Inbound

Recommended Trench loadout

  • Anti-Air Weapons
  • Sprinting Biped Legs

XBLAFans gold medal advice

 

Strongly Recommended players: 2+

Note: 3 players would make this a breeze.

XBLAFans recommended loadout

Turret Trench: (Solo Recommended)

  • Selker Chassis
  • Sprinting Legs
  • Machine Guns (one flak, one standard)
  • Flak & MG Lights, Mine & Mortar Heavies

Gun Trench:

  • Karlsson Chassis
  • Sprinting Legs
  • Flak Machine Guns (x3), Machine Guns/Long Range Weapons (Sniper + MG combo)
  • Dampener Emplacement, any light

Getting gold

Village presents one of the few levels that’s nearly impossible solo because there’s so much distance to cover and the enemies spawn so close to the objectives. This gold guide assumes the cooperation of at least two players. Getting gold here requires a very strict synergy: Gun Trench places a dampener on both sides of B (one covering the left-mid path, one covering the far left and A path), one for E and one for D. Keeping those dampeners close to B and D are essential to bait the Burst Transmitters so they don’t destroy your larger investments (flak/MG turrets). Gun Trench should also stay near the center where his/her range will best be taken advantage of. Use the rocks to avoid the Snipe Tuner, leave it for last. When the Volt Droppers show up, focus all fire on them, don’t let them bomb any objectives, especially on the last round.

Turret Trench is the squirrel of Village, running back and forth placing Flak turrets (one left, one mid, one right, all behind a dampener) and upgrading dampeners. Placing MG Turrets is doable, so is Mortars or Mine Layers, but there isn’t much scrap to go around on Village (or there probably is but it’s hiding under the water, which is beautiful) so focusing on flak placements and dampener upgrades is absolutely essential. While Gun Trench stays central for the most part, Turret Trench needs to run the field cleaning up after turrets and taking out the enemies that Gun Trench isn’t focused on. With all the aerial enemies, it’s easy to let a resistor or two slip by, and it’s Turret Trench’s job to catch them, especially when the sonic worms come up. Keep the upgrades steady and the coverage smooth and Village gold will be yours.


Wave breakdown


Wave 1: C Aerials

Wave 2: D and B Resistors

Wave 3: A Burst Transmitters and D Burst Transmitters and C Sniper

Wave 4: E Tommys, C Aerials and Worms at defend hut B

Wave 5: A Resistors, B Resistors

Wave 6: B Aerials x2

Wave 7: D Aerials x2

Wave 8: A and B Aerials with E Resistors, then C Sniper with B and D Aerials

Wave 9: A Volt Dropper

Wave 10: E Resistors folowed by Tommys, then Worms in middle hut and D Burst Transmitters

Wave 11: A and B Resistors, D and B Resistors

Wave 12: A and E Aerials, B amd D Aerials

Wave 13: E Blitzers x2, Tommys on D and Dniper on C

Wave 14: A and E Aerials, then D Burst Transmitters, When worms in middle near B and B

Wave 15: B Volt Dropper, B Resistors, D Resistors, C sniper, D Volt Dropper

 

Dos and don’ts

 

Do

  • watch the skies
  • pay close attention to the Wave Breakdown
  • bait burst transmitters
  • stick to your role
  • immediately remove sonic worms

Don’t

  • worry about expensive emplacements
  • let volt droppers get a chance to bomb
  • place emplacements too close to the base

Click here for more Trenched Walkthroughs and tips and Tricks

0

Trenched Europe Pylon map and boss guide


Featured in this guide

 

The Pylon, Resistors, Tommys, Tripod legs, Sniper, Artillery, Karlsson Chassis.

Double Fine’s quick tips

 

Map layout

  • Destroy the Pylon
  • Keep your Distance
  • Target Areas where exposed

Recommended Trench loadout

  • Tripod Legs
  • Artillery Cannons

XBLAFans gold medal advice


Goal: Defeat the Pylon within 40s.
Defeating Pylon in under 40s at-level (which is level 4 or so) is nearly impossible, especially solo. However, in the interest of simply surviving, many tactics can be employed.

Turtle: Setup shop in the back of the map with the Woodruff and dual snipers. Build a repair crane as quick as possible to keep yourself alive. Tier 1 and 2 can be taken care of safely from back here, just use Tripod legs with quickload to ensure each tier is dealt with swiftly. On tier 3, run up under the boss, there you’ll only have to worry about the Tubes as his energy-pults won’t hit you.

Mass Offensive: Dual artilleries, mid-field, quickload legs and the Karlsson Mk 1 will get the job done here. Ignore the Tubes unless the trench is about to die, and build a repair crane behind the trench. Fire away all day and don’t move. Be careful though, Tier 2′s inhale is magnetized, so all artillery shots will be dragged into the shield if not aimed carefully during that inhale.

Getting Gold:

The best way to do this is to come back later with bigger gear. Once you’ve got two Gungnirs, getting this boss in 40s is no problem. However, if your aim is to get this on the first try, you’ll need four players following the Mass Offensive strategy described above. Standard Artillery Cannons are recommended here, also purchasable in the shop at this point.

Boss breakdown


Tier 1: Resistors come from B and C to attack your Trench and emplacements. After every wave of Resistors, the Pylon will do an inhale attack that damages any Trenches caught in it while pulling them towards the Pylon. Entrenching with Tripod legs does not stop the Trench from being sucked in or damaged.
Vulnerability: The boss is fully exposed and susceptible to all forms of direct damage.
Tier 2: Resistors from A, B, C and D will attack your Trench and emplacements. After every wave of Resistors, the Pylon will launch landmines into the sky, scattering about the field. They can do serious damage to your trench and are full of scrap so destroying them is a priority. After the landmines, the Pylon will fire blasts for a few seconds that are pretty damaging; strafe to avoid them.
Vulnerability: The face/body is shielded, so aim for the legs. Be careful not to waste shots on the legs that have been destroyed.
Tier 3: Tommys and Resistors come from A, B, C and D. All the while the Pylon will catapult massive balls of energy that collide with the ground, then rocket in a straight line towards the back of the map dealing massive damage to trenches and emplacements. Follow their trajectory to avoid them.
Vulnerability: The boss is fully exposed and susceptible to all forms of direct damage.

Dos and don’ts


Do

  • keep your distance for the most part
  • bring the big guns
  • quickload at all times

Don’t

  • worry about dodging
  • bring an engineering chassis
  • worry about emplacements
  • use shotguns

Click here for more Trenched Walkthroughs and tips and Tricks

0

Trenched Artillery Cannons guide

The old standard.  In service since the beginning of WW1, this venerable weapon is still a formidable ally on the battlefield.
Unlock method: Awarded for completing Airfield.
Firing a larger shell re-enforced with old discarded car parts, this cannon packs quite a punch.
Unlock method: Chance to get from Trainyard or Refinery loot.
Named for its shells that explode into smaller bomblets, covering a larger area.  This wicked gun leaves a lasting impression on those dirty Tubes.
Unlock method: Chance to get from Refinery or Pylon loot.
This beastly weapon fires a massive shell capable of vaporizing low level Tubes in one shot.  It also makes really pretty explosions.
Unlock method: Chance to get from Oasis or Hospital loot.
As the shell travels through the air it drops tiny bomblets, raining a line of destruction giving any Tube a bad day.  Just like the bird that inspired its name, this bugger has a tendency to drop on your head and make a mess.
Unlock method: Chance to get from Sinkhole loot.
Developed in Spain before it was overrun by Vlad’s forces.  BU-47 is a terribly powerful weapon capable of clearing an area of Tubes.
Unlock method: Chance to get from Sphinx loot.
The raw power of this weapon is unparalleled.  It’s as if the skies were torn in two, only to be sewn back together by bolts of lightning.
Unlock method: Chance to get from Village loot.
This fully packed Mirv shell will rain a line of death upon those Tubes.  Operator Warning:  Use of this weapon has been linked to memory loss and dyslexia.
Unlock method: Chance to get from Power PLant or Drydock loot.
Created from plans found in a hidden compartment inside a hidden sarcophagus in a hidden tomb in Egypt, this devastating cluster weapon was forged using dark rituals from forbidden texts.
Unlock method: Chance to get from Drydock or Volcano loot.
Improving on the hidden plans found in Egypt, Commander Woodruff modified The Prince to make it even more powerful.  Using MIRV weaponry, Woodruff took The Prince and made him a King.
Unlock method: Chance to get from Farnsworth loot.
This specially designed launcher fires a short wave disruption shell which causes prolonged damage to any Tube who wanders through the area.
Unlock method: Chance to get from Port, Sinkhole or Sphinx loot.
This cannon flattens everything in an area.  Everything.  Nothing escapes.  It even makes pancakes flatter.
Unlock method: Chance to get from Volcano or Farnsworth loot.

 

Next up Trenched Hats Unlock Guide

Return to the Trenched XBLA walkthrough

 


Page 20 of 24« First...10...1819202122...Last »
Proudly Hosted on the Caro Cloud Hosting