Uranus
LEVEL 20: Oberon Platinum Mine
Game Info Basics Walkthrough Robots Weapons Game Info Game Info

DIFFICULTY:  Intermediate

MAIN THREATS:  The Hulk robot-makers in Red Access, by and far, are the biggest threat.  The massive quantity of Gophers is simply obnoxious by comparison.

ROBOTS:  C1D C2D MDH SUH CLH ML VD PLM GR


This level is the one I always have trouble with on the higher difficulties; no matter how well I do with the Hulk RM's, I almost always lose at least one life.  (It is possible to survive (with over 100 shields even!), but very, very difficult.)  The great quantities of Gophers here only add to the frustration, as does the guarantee (on higher difficulties) of running out of energy working on the first section.

That having been said: GET THE GOPHERS FIRST!  If you set off one or more of the two Gopher robot-makers in the first section, you'll suddenly have GR's swarming about dropping Proxy Bombs everywhere.  So, clear the Gophers and ML's that the level starts with first, doing your best to avoid the RM trigger points for now (and keeping an eye out for the bright blue Gopher that has the BAK), and then start working on the robot-makers.

Robot Maker #1:

ML

Trigger:  Nearest curved tunnel exit

Robot Maker #2:

GR

Trigger:  Nearest curved tunnel exit

The robot-maker with ML's is farthest from the tunnel to the next area (directly across from the starting point), and has a trigger in the upper tunnel nearest it.  The trigger for the Gopher RM (near the connecting tunnel to the Blue Door area) is much closer, above one of the adjacent cubes.  If you're low on Energy, I suggest doing the Gopher robot-maker first, as Gophers usually drop Energy Boosts when destroyed.

Robot Maker #3:

ML

Triggers:  Side tunnels approaching Blue Door

Robot Maker #4:

GR

Triggers:  Side tunnels approaching Blue Door

The final pair of robot-makers (the Gopher RM next to the Blue Door, and the Lifter RM near the connecting tunnel) is triggered by heading either straight toward the Blue Door from the connecting tunnel, around the left side of the pillar there, or by heading toward the Blue Door through the long side-tunnel with Concussion 4-packs.  Backtracking through the connecting tunnel opens a nearby door with a Vulcan Driller behind it, while backtracking through the Blue Door activates two doors in the ceiling adjacent to the pillar (one on either side of it); one has some ML's and the other has another VD.

Through the Blue Door, there are three doors and an upper tunnel; the doors all eventually go to the same place (the Yellow Door), while the tunnel is a dead end with some C2D's.  Stay alert for signs of the Missile Platforms—there are 4 of them in this area, and if you don't find them, they'll find you.  There are some C2D's as well, and several C1D bombers, one of which is bright yellow and drops the YAK when you toast it.  The EC is in the final room of this area (after dealing with all those Gophers, you'll need it), and there is a bot trap on the opposite side with 2 VD's (activated by backtracking through the short passage to the Yellow Door).

The last area before the Red Door is multilayered, with C1D's, a PLM, and a MH right in front of the Red Door.  One of the C1D's is bright red and has the RAK.  Note the location of the Exit, and head warily through the Red Door.

As mentioned, the Red Area here is rather difficult.  To either side of you are PLM's and several C1D's; sitting dormant for now, on either side of the room, are the MDH/CLH robot-makers I mentioned.

Robot Maker #5:

MDH CLH

Triggers:  Backtrack from reactor room or hostage room

Robot Maker #6:

MDH CLH

Triggers:  Backtrack from reactor room or hostage room

Since they are both triggered at the same time, it is difficult to take out both sides without getting killed, and may require several lives to finish them off.  (On Ace and Insane level, it is nearly impossible to do on one life; I say nearly because I did manage to do it once, but only after hours of practice.  A good method is to use QL4s and Concussions simultaneously; this way, no matter whether it's a CLH or a MDH, it only takes one shot to destroy each, thus giving you time to spin around and kill the robot behind you, and so on.)  Keep in mind that the hostages are just above the Red Door, and thus it would be suicidal to get them after the reactor has blown without extinguishing the two robot-makers.

The Reactor area has some more of those C1D bombers, as well as two Super Hulks at the Reactor; these can usually be eliminated from the safety of the grate looking into the room (from a distance, of course).   Once you've taken care of the RM's, grabbed the hostages, and gotten rid of the Hulks, blow the reactor and high-tail it out of there!


SECRET PASSAGES

  1. In the ceiling near the connecting tunnel in the first room; has one Quad Laser.
  2. In the ceiling, just in front of the first beige-colored wall in the second area; contains a Smart Missile.
  3. In the ceiling in the short passage to the Yellow Door; has 2 Shield Boosts.

TRIGGERED PASSAGES

  1. In the wall near the ML robot-maker; has one VD.  Triggered by backtracking from the second room.
  2. In the ceiling just beyond the connecting tunnel in the second room; has one VD.  Triggered by backtracking from the Blue Door.
  3. In the ceiling on the other side of the pillar from the above passage; has 2 ML's.  Triggered by backtracking from the Blue Door.
  4. In the wall just before the Yellow Door; has 2 VD's.  Triggered by backtracking from the short passage to the Yellow Door.
  5. EXIT: On the lowest level of the Yellow Area.