Voxel Turf

Voxel Turf

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How to get the Speed Run achievements
By ACuteLittleCrab
A guide with tips and tricks as well as a general walk through on how to give yourself the best shot at completing the Speed Run achievements.
   
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Introduction / Initial Settings
For this guide we will be focusing on completing the "Space Race" and "Speed Run!" achievements for Voxel Turf. They have an 8 hour and 16 hour time limit respectively and can be difficult to achieve if you get distracted during your run, but that's what we're here to help you with.

To start, you'll want to setup your initial settings.
1) Easy difficulty. Harder difficulty will make fighting bandits and doing missions harder which will hamper you. If you want to play on a harder difficulty I would advise just playing a separate game from your speedrun one unless you REALLY want to challenge yourself. Note you will have to be CRACKED at the game.
2) Do the Turf gamemode. Strategy is definitely doable but again you'll be making things harder for yourself, you'll have more AI factions and they'll be more aggressive.
3) Keep basically everything else the same. You may be tempted to change the map size, but I wouldn't recommend it. Too small and things may not have room to spawn, too big and congratulations, you just added more work for yourself to 100% the game. Reducing hills may cause dungeons to not spawn, too many hills and you may not have terrain to build on flat land (building on hills is more expensive). Any of the advanced settings will disable achievements so don't touch them.
General Goals / Information
Before we start there is some information that you should be aware of and milestones you should be aiming for before others. To start, here are the requirements for each achievement:

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Space Race: Unlock and place the Space Program special building within 8 hours of starting a new game.

To unlock the Space Program, you need to meet the following requirements:
City office population: 4,000
City industrial population: 4,000
Player office population: 2,500
Player industrial population: 2,500
The hardest of these criteria to hit is the city office population of 4,000. In order to increase office population, you 1) need office supply (created by building, duh, office buildings) and 2) office demand, created from overall industrial and commerce population. Of these, industry population is far simpler and easier to build up so keep that in mind.
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Speed Run!: Unlock and place all special buildings, hold all control points (including the military base), have no surviving AI factions, complete all the mission achievements and have conquered all 5 dungeons, have all bandit bases captured, have at least 10 bases, have less than 100 aggression, positive money and cashflow, within 16 hours of starting a new game.

Now that may seem like a lot to do, but believe it or not unlocking the Space Program is probably the biggest "main" step in all of this, and that's already the focus of the shorter speed run.
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Of these two achievements, the first is harder in my opinion. Reason being is as you're advancing through the game shooting for the space program, you're already doing a good portion of the second achievement, if not outright completing some sections. The space program, on the other hand, is more or less a pure money driven achievement and takes the most effort to reach out of any of the others.

THUS, during the first section of the playthrough, while you may peel off to do extra stuff every now and then (farming for silver/gold weapons/upgrades, getting control points), your PRIMARY FOCUS is getting your income/cash up as fast as possible since that's what's going to gatekeep you unlocking the space program.
Early/Mid Game
All right, you're in the game. No time to dawdle, let's get started. Our main focus is going to be to racketeer and purchase as many buildings as possible, as fast as possible.

First thing you'll do when spawning is open up your inventory and grab the Charmer upgrade. This gives 20% extra reputation, and the more reputation we have the more protection rackets we have. Next, find the helipad and B-line there. Grab that heli and keep her close, that's your heli now. She's your lifeline. Get used to controlling her because she will be 99% of your transportation from here on out.

From there, do the basic starting missions (establish a base, establish a protection racket, first two mechanic missions, maybe the first griever mission if you sneak in a couple of bandit hideouts/missions and have 5 dogtags).

Get yourself a starting loadout with enough ammo. I like to run Assault Rifle w/ Armor Piercing and Scope & around 1,200 ammo, Sniper Rifle with Armor Piercing and Scope with around 125 ammo, and Shotgun with Scope (we want explosive shot on our shotgun, you're wasting money with armor piercing) with around 100 ammo. Use your credits to telebuy as much as you can to start so you don't waste your normal money.

Use whatever reputation and money you have to establish protection rackets and buy properties. If you're buying a property, buy properties that other gangs are racketeering. I wouldn't advise doing city expansions of your own at this time because you're mainly going to be racketeering since it takes a while to build up enough capital to make a lot of purchases, so you're going to want your bases to be within the city instead of in the wilderness.

After each mission or set of missions, spend your reputation and cash on new buildings.

Now we're going to dive into the main mission loop. The main three repeatable missions you're going to take advantage of are the final Schemer mission (rob the bank) and the two final Anarchist missions (lower the safety designated 4 plots, and kill 50 CDF). I like to do these three in tandem because they feed into each other. You rob the bank and get 3 stars. You go to each of the designated plots and kill CDF until the safety is low enough. By the time you're done with the four plots, you've maybe got another 20 or less CDF to kill to complete that mission. Wrap it all up, run away to the hills, and turn all three of them in. Rinse and repeat. More on this later.

However you need to work your way up to those three missions with the Schemer and Anarchist. The lead up to these missions are easier versions of them. Once you unlock the final version of these missions, I would recommend taking a break and trying to get some silver (or if you're lucky, gold) weapons/upgrades. The easiest way to do a quick check for them would be to go to the special buildings and plop down any that you can. Each of the special buildings not only gives you permanent bonuses, they also have secret containers. See the Easter Egg hunt guide for information on where each of the containers are. Included in these containers are chances for weapons and upgrades to spawn.

Failing that, choose a bandit camp to grind. I recommend the 2x3 plot that's an abandoned warehouse/factor. There's a lever to enter the front door, and on the main floor to the right there will be a large collection of bandits, several with rocket launchers. Luckily there is a fence that blocks their line of sight, so you can slowly pie off the corner and headshot the bandits one by one. If you do it just right to where they don't have proper line of sight on your, you can take them out one by one with taking aggro. However, if a rocket goon aggros you they'll likely blow up the fence and the rest will likely aggro as well, so be ready with healing and a reloaded assault rifle and shotgun. Once they're dead, repeat the process with the bandits on the balcony. They will all be standing in front of the elevator behind/beside the glass plane. You can slowly walk into the middle of the main floor or down the balcony and again take them out one by one. Once they're dead, flick the red and green levers by the elevator and go to the basement. There will just be 2-3 bandits in here, defeat them and you'll start capturing. Flick the yellow lever and there will be several chests to loot, along with one more chest by the elevator and green switch. If you're nearby a store you can sell the loot there for cash, if not just telesell so they're not taking up the chest slots (I'm pretty sure if you leave loot in the chests it will make it so other loot can't spawn there later). Once you're done, get far enough away from the bandit base and abandon it to reset it and possibly level it up. Bonus tip, if you have a goon or three you can have them follow you and then have them wait within the boundaries of the plot, outside of the factory. You don't need to kill at the bandits to capture, just have more allies (including yourself) within the plot than there are enemies.

The reason we want to do this is it makes the Anarchist missions MUCH easier. A normal assault rifle with piercing rounds takes about 1 and a half mags to kill a single CDF cruiser. A silver/silver assault rifle takes slightly less than one mag, and a gold/gold takes less than half a mag. Trust me when I say that when you're getting swarmed by 7 cruisers at once that makes a HUGE difference.

To wrap up the Schemer/Anarchist mission loop, here are some final tips.
1) Keep your helicopter close. Once you get to about halfway busted you should be diligently making sure you're close to your helicopter, if not inside of it. Once you're 3/4th you NEED TO BE IN YOUR HELI NOW. Yes I know you're a gamer and I know you can probably handle it but this is about consistency and steady progress. You only need to be in your heli for a few seconds to reset your capture progress, and failing to do that and loosing out on $600,000+ of rewards when you were almost done really sucks.
2) Do the mechanic missions in tandem. After the first two, you will have to 1) capture a CDF van, 2) capture a CDF heli, and 3) capture a tank. These add more complexity and risk, but you're going to have to do them anyway and they have very good payouts. Better to do them early and kickstart your income. You can do these missions while you're doing the easier, preliminary verisons of the Schemer and Anarchist missions. For the van, you need to be at 3 stars and drive in a car to get the vans to spawn. They will be still in a roadblock at first but once you get near them their driving AI will start and they will act like a normal CDF cruiser. Try to slow them down by getting in front of them and driving headon or by allowing yourself to get pinned so they stop so you can hijack them. Once you get the SWAT out of the van, you're good, you can GTFO and get back to your heli and return once you're done with the other missions, the van will still be there. The heli is easier, do the three missions and at the end when you're going to the hills to loose the cops, fly to the skybox with the heli following you. Get yourself positioned above them (if they refuse to cooperate you may need to descend and reascend). Simply hop out of the heli and fall down on top of their heli and enter. The tank is the same process as the van, except way risker because you need 5 stars and there's a bunch of tanks sniping you like they're Shroud. Don't go into open areas like the outer fields or the soccer field, try to figure out where a tank is and keep a building between you and it until it fires or gets itself stuck in it's own crater like a goober. Charge the tank and try zig-zagging (sometimes they'll miss). If this fails you'll survive the first shot but your car won't. Either get to cover again or try to hijack if you're close enough. Once you have the tank, again you can disembark and get back to your heli, don't waste time driving the tank around.
Mid Game Continued
3) Once you've lowered the security of the 4 locations, I recommend killing the rest of the CDF in the outskirts of the city, close enough to the roads to spawn CDF. It speeds up the process a lot, once the CDF spawn they'll B-line towards you in a straight line in the middle of the field making them easy targets. Plus, you're right next to the hills to loose them. The main danger you need to be careful of is the fact that the police are a bunch of wackos when you're on 5 stars and will drive crazy fast and take crazy turns, and will oftentimes hit your heli and send it tumbling a little ways away. Be cognizant of where your heli is at all times, especially if you don't have a gold assault rifle/gold armor piercing.

During the downtime of waiting for these missions to reset, you can squeeze in other missions/objectives. I recommend grabbing all of the control points to get their juicy bonuses if you haven't already. They're all pretty easy except for maybe the prison and the military base. A sneaky tip is to again bring some goons and have them hang out on the outskirts of the plot, and even send several goon assaults once you're dwindled the bandit's numbers (if you do this you basically don't have to go underground or take out the main building for the military base, you'll just outnumber the guys hiding). Otherwise, I would do the bandit elimination missions as they are easy, fast, can pay well for the higher tier ones, and they give you a bunch of dog tags for the griever turn ins, which also pay well. The cop missions can also be good but bear in mind that you will have to fight tanks so make sure you have a good assault rifle.

For character upgrades, focus on health, attack, and defense in unison (you get diminishing returns). These make clearing the dungeons later much much easier. Acumen in general should be avoided unless you're doing an actual real speedrun, and allure isn't necessary expect for maybe a few points to unlock the second perk slot right away (reason is the control points will give you a bunch of allure to unlock all of the good perks anyway). After Charmer, get Negotiator (get this one ASAP) > Blood and Money (for the lifesteal) > Bullet Hell > Blastproof/HP Boost. Once you're getting close to racketeering all the buildings that already exist drop charmer and replace it with one of these perks. At that point you'll be maxed at 100 reputation anyway and you're wasting a perk slot at that point.

By the time you've done a cycle or two of the Schemer/Anarchist missions, it's time to really set your sights on the Space Program. You'll be building Industry and Office buildings in tandem. I prefer the Smelter and the Tall Office Building. If you're playing with different lotpacks you may have different lots that are more efficient (like the Utilities Pack), feel free to use those. Industrial population creates the demand for Office supply. You can see the current demand in the very bottom right of the map screen. Once you have enough demand for office to fill up a building (600 for the tall office building) build one. Until them, keep spamming industry buildings. The reason I say this is office buildings give each other a desirability boost if there's several close together which increases their income, so it's a slight optimization. Additionally you can place down a single canal to give the offices a "near water" bonus and some parks as well. Offices don't care about commerce so don't bother with that.

Keep focusing on all of this until you can build the space program. Once you do, congratulations, if you did it within 8 hours you have your first achievement. Now onto the next one.
Late Game
Now that you're here, if you were stressed a little bit before you can take a little bit of a breather. As I said before, if you're on pace this section is easier than the first. From this point, you can pretty much work on any of the objectives in any order since you already should have a good power base established.

In general, I would build whatever buildings to unlock all the special buildings. You can do this passively while you do other objectives. Once you have them all unlocked and place you don't need to worry about money anymore, dump all your cash and income into upgrading your bases to level 3 to have fast recharging goon waves. Additionally, send your goon waves to capture the far-off bandit camps to save you time in the future, or save up around three of them to instantly nuke a competing gang.

Speaking of gangs, as you're progressing you should take one out every now and then so you can let your aggression cool down between each annexation. Don't worry, they're pushovers at this difficulty. If you have three base attacks ready, you can literally declare way, launch an attack on their control points, continue doing what you're doing, and then 2 minutes later open up the diplomacy screen again and take over their bases.

Completing all the mission achievements are straightforward, you need to do each Griever, Schemer, Anarchist, Cop, Racing, Ambulance, and Mechanic mission. Note that the cop missions won't spawn until you do the mechanic missions. Here are some tips for the racing and ambulance ones:

Racing can be frustrating because of the physics and how devoid of any rational thought the other racers are. They don't take into consideration the fact that the other cars, especially yours, exist in the same physical realm and they will straight up obliterate you. They also have mastered the dark arts and are able to apply supernatural gravitational force onto their cars such that they can take corners on a dime without rolling themselves into the upstairs window of the surrounding buildings. Either that or they're all Japanese downhill racers.
Do your best to make sure you're not on the inside corner of a turning AI unless you're going slow enough not intersect their turn or you're going fast enough that you think you'll slip by. Try not to make any contact with the AI cars because the drivers have deemed fit to coat their entire car with slime and will completely absorb all your momentum and make you stick to their car if you so much as clip them. If you're in a part of the city where there are undeveloped lots you're taking turns around, you can shortcut a little bit into the grass. Don't shortcut too far however, if the game thinks you're skipping sections of the race it will make you go back. In general, keep the pedal to the metal unless there's an AI induced travesty happening in front of you, setup wide so you can carry your speed through turns, and try not to touch the AI cars.

For the ambulance missions, they're simple pick up and drop off missions, however a trick to make them easier/faster is the fact that you only need to 1) be at a stop and 2) barely be in the plot to count as pick up or drop off. If you're coming up to a plot that either has an empty space within the plot or an easily destroyed block like a fence or a hedge, ram into that shiz at full throttle. You gotta stop anyway, why not use the terrain.

The dungeons will be the biggest time sink after the missions. If the final griever mission glitched and let you complete the mission before killing McBlasty, you can start the mission from the Schemer to buy the blue key and to get the location for the blue dungeon. You will have to find the other dungeons manually. They all spawn in the hills and will have a rock spire/monolith marking their location. There are 5 in total, Blue>Green>Orange>Red>Purple. Completion of each dungeon will drop the key needed for the next one. They increase in difficulty from each one, but if you've been following the levelup/bandit engagement advice previously in the guide you should do fine. Bring plenty of healing. In all of the rooms that have bandit spawns, there will also be a chest. Loot any chests you find until you manage to get gold weapons/upgrades. Once you have those looting is just wasting your time unless you're desperate for some healing.

Once you've completed up to this point all that's left is to clean up the bandit camps. Max out your bases so your base assaults refresh quickly and fly around and capture bases from one side of the map to the other while your goons do the opposite side.

Congratulations, you have now completed arguably the most prestigious achievements in the game!