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BUT, the alien can cancel the fear. So the trick is to kill one thief, then make the group cross an area covered by the alien, hope their fear will vanish, and then kill, and then alien, etc, and all this until you get 50 thieves with all groups.
Yep, it's hard. Good luck
1- you can kill more than one thief with one trap, just be careful with timing ;
2- each time you kill the leader thief of a group, others thieves from this same group will flee slower ;
3- the alien will use his tech to cancel fearfrom the thieves, so use it wisely ;
4- at the end of the first row, just before the U turn, you can see a blue antenna in the middle of the "square". It activates the UFO above, which will kill all thieves in this zone. For a max efficiency, kill the leader thief of the first group, then kill a normal thief from the second group, use the alien on the second square to cancel fear, then kill another normal thief (still from the second group) and if your timing is good, use alien ship to wipe all thieves at once.
This bonus isn't so hard but you'll certainly have to try many times. Good luck.
- The thieves come in 10 Groups of 6 thieves each. You need to kill 5 from each group on average. Since you don't have time to really micro-manage your calming zones, that means you need to kill 2-3 at a time with a well timed trap and then pick off a few singles after they pass the calming zone.
- IMPORTANT: Death tells you that killing the leader of a group slows it down. You can use this to bunch groups together to take advantage of hitting more guys with a single trap. For example, this is especially useful for getting the most benefit from the UFO. Take out the leader of Group 1 with the very first trap and completely ignore Group 2. Group 1 will travel slightly slower and Group 2 will catch up to them at the UFO area, where you can kill all 11 remaining thieves with the UFO trap. This gives you some wiggle room with letting a few thieves go from later groups.
- The final centre square of an area is great for taking out 2-4 guys at once as they all funnel together to go into the next area. If you initially drop your calming alien in area 3, then you can take out half of Groups 3 & 4 with the last square of areas 1 and 2. After they're calmed down, pick off two singles from each group in the later half of the maze and you should be 22/24 or better for the first 4 groups.
- Then try using then 2nd last square to get two kills from Group 5 and Group 6 as they funnel out of the first two areas. After that, same as with 3 & 4, pick off two singles or try using the second last squares of later zones for some double kills.
- For the later groups, do the opposite - pick off a single before they hit your calming square and try to get 3 with the last square of the later zones and then a single after they've panicked. This is another part of the level where it *might* help to pick off the leaders of Group 7 and Group 9 so that 7 & 8 as well as 9 & 10 bunch together for the last few zones where you may be able to maximize damage from the last square funnel effect.
- Sometimes, if a Group gets spread out enough then you can kill the leader without panicking the last guy. This is especially true when they go from the UFO area around the bend to the final four zones. Which means you can sometimes kill three singles from a group - the leader, then a middle guy, then the last guy. Keep your eye out for these chances. They're basically a free kill.
- Semi-rare occurrence: Sometimes a panicked thief will run backwards into the calming zone. If this happens, he'll keep going backwards and you can find him loitering in the first few areas for a free kill.