Large Mobile Enemies
Large
Gray 4-Track
| Type 1 | Type 2 |
| Strength: 8 Points: 800 Weapons: 4 missiles |
Strength: 32 Points: 800 Weapons: 4 missiles |
Habits: Roves the level at random, likes to spin when not moving forward. Pauses briefly before launching a spray of 4 missiles at you.
Mitch's advice: Beware when he pauses. If you can't roll out of the way of his fire, move back. You may fit between the missiles as they spread apart.
Large Orange Spinner
| Type 1 | Type 2 |
| Strength: 15 Points: 2500 Weapons: spray of shots |
Strength: 15 Points: 2500 Weapons: spray of small plasma |
Habits: When pausing, his head rotates a full 360 degrees, spraying shots in your direction. Shooting him can sometimes interrupt his shot spray.
Mitch's advice: A taker of many lives, especially when in groups. Try very hard to squeze between his shots. Retreat if needed. Lobbing nukes over walls is always a good idea too. When fighting this guy, don't forget about any stray Small Orange Tanks.
Large
Brown Tank
| Type 1 | Type 2 | Type 3 |
| Strength: 16 Points: 2500 Weapons: repeating large plasma |
Strength: 32 Points: 2500 Weapons: repeating large plasma |
Strength: 48 Points: 2500 Weapons: repeating large plasma |
Habits: Moves slowly, and completely obvilious to you. Generally fires a long stream of large plasma shots in a single direction. On rare occasion he will slowly turn while firing.
Mitch's advice: You basic big dumb bad guy. A lot of work to kill, but worth the points if you have the time. It's safe to stand right next to him.
Large
Yellow Cruncher
Strength: 16
Points: 2500
Weapons: 1 shot and 2 missiles
Habits: Moves around at average speed, and fires fairly
frequently in your direction. His missile launch makes a
distinctive "crunch" sound.
Mitch's advice: Missiles travel over buildings, so don't leave one behind. Never use a lift near one - his missiles will take you out when you land. Also note that missles accelerate over time. Watch missles as they fly past you- their speed and spread will tell you how far away the Cruncher is.
Flying
Red Boss
Strength: 10 Nukes
Points: 5000
Weapons: 4 large plasma and frequent missiles
Habits: Flys randomly in a large area. Must be destroyed before a
level is completed.
Mitch's advice: Large. Big. Huge. You'll know him when you see him. Try to land a nuke exactly in his center hole - that will destroy him instantly
[no photo] Flying Black Boss
Strength: 16 Nukes
Points: 5000
Weapons: 4 large plasma and a steady stream of missiles
Habits: The hardest enemy in the game. Behaves like the Flying
Red Boss, only meaner. Appears on the last level.
Mitch's advice: Again, you'll know him when you see him. Try to land a nuke exactly in his center hole - that will destroy him instantly. Oddly, he seems to be optional to finishing the last level.
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