Mission in Space: The Lost Colony strategy guide.

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Mission in Space: The Lost Colony is one of the newest strategy games on Kongregate, and one of the most awesome. It has surprisingly deep strategy for a game that is seemingly quite simple. An it just got an impossible badge too. All the more reason to try this game!

I was slightly surprised that there wasn’t a strategy guide, or even a topic, about this game yet. So I decided to write one. It’s still a work in progress, but I hope it can help some players.

It took me a while, but I did manage to get the impossible badge after retrying the last few levels a number of times. Most missions are quite doable once you get the hang of the game. Especially with a sufficiently high level. The hardest missions are probably 9 and 12.

Strategy Guide

Skills
Taking the right skills is the most important part of doing well in this game. Not all skills are born equal. Luckily you can reset as often as you want, to try out different configurations.

Taylor Sprint is a nice skill, but only with the ‘quick and alert’ upgrade. The game calls Taylor a scout, and that is his ideal role. As a result he will spend most of his turns on alert, making an unupgraded sprint not very useful, but a fully upgraded sprint invaluable. He’ll be just as fast on alert as your other characters are normally. The shotgun synergizes perfectly with this. With upgraded shotgun and sprint he can operate compeletely on his own without any trouble. Use his movement to position yourself so that enemies will just be unable to reach you, then take them out with the shotgun next turn, for only 1 AP.
Self-control may seem like another good synergy with this, but it is in fact very bad. The shotgun never misses, so enemies close to you are not a problem. Do not take this skill. Ever.

Farro The game calls him a specialist, but I generally use him in mostly the same role as Taylor, as a scout, because he can handle himself well even away from the group. Unlike Taylor though he’s also a very good protector, because of his base skill (5 instead of 10 ammo used per shot). He’ll never run out of ammo, and can spend his AP a lot more efficiently because he hardly ever has to reload. So he’s very useful as a rearguard, or to escort weaker party members. His most obvious and best purchasable skill is Sentinel. It’s an expensive skill, but well worth it. Once you have sentinel you’ll rarely want to take Farro out of alert state. It’ll make him much better both as an escort and as a scout.
The flamethrower doesn’t sound too impressive, until you realize that it can take out acid pools. An extremely useful ability on later missions, if you want the medals (which require you to do missions quickly). He can burn out a path for him and the other troops to follow.
Sharp Eye looks good on paper, but it’s pretty mediocre. You’ll want to position your troops so that you fire at 100% accuracy, and sharp eye doesn’t change that. In alert state during the alien turn it allows you to waste slightly fewer shots, but Farro already has infinite ammo, so who cares.

Woods His default skill is pretty bad. I don’t think I’ve used it even once during the entire game. Accuracy simply is not that important. The same goes for the ‘Cry of Self-Control’, except that it is even more useless because it’s so situational. His third war cry, called, rather originally, ‘War Cry’, is ok, but not more than that. The range is quite low, so usually it’ll only be a 1 AP bonus. Good, but there are better skills. So only take this once you already have quite a lot of levels and have run out of better skills for your other units. His other two skills improve his war cries, so obviously only take those once you have War Cry. Neither impress me much though. I generally keep War Cry as an emergy backup, if I find myself suddenly under attack with too few AP. So being able to use it more often is not that important. And even upgraded the range is still pathetic.
As a result, on lower levels Blake is a support character without support skills. Not the best character. Keep him with the group and use him to snipe out aliens to conserve the ammo and AP of the more important members. This role doesn’t change much at higher levels, but once you have War Cry he at least can occasionaly do something that isn’t completely generic.

Blake Blake, like Woods, is a support character. Unlike Woods though, he has a few awesome skills. His base skill is ok, but nothing special. Regeneration is downright bad. If you want the medals, you want to avoid getting hit, not heal away damage. Quickness and Shield more than make up for it though. Speed is very important in this game, and that 1 extra point can really matter. Shield is even more invaluable. Shields protects against acid. I’ll repeat that. Shield protects against acid. Especially Taylor is badly addicted to Shield, because he has a lot of movement but no way to clear acid puddles himself. Without the shield, he’d get stuck more often than not.
Both upgrades for his programs are very good. Longevity is most important. It allows you to end put up shield and not just cross acid puddles, but end your turn in them. And faster activation means more uses, no explanation required there.

Pierce It took me a while to start to appreciate Pierce. His bombs initially seemed more trouble than they were worth, I always ended up blowing up myself. But once you get the hang of using them they are very good. And they complement eachother nicely, because you can use the magnetic bomb on aliens close to you, where with the explosive bomb you would just end up blowing yourself up. It’s important to note that you can place a bomb on one turn and trigger it later. So you can preemptively place bombs at spots where aliens are going to appear.
The bomb trigger uprade is nice, but nothing special. High-Tech explosives is where the money is at though. His default bomb supply is a bit on the low side, and high-tech explosives nicely solves this. Plus it makes triggering free, which is no small bonus.
The upgrades to magnetic bomb I wouldn’t take. You don’t need a bigger radius (in fact, it may be bad. You can’t use them close to yourself anymore), and you don’t need a longer effect either. By the time those 2 turns have passed you should be long gone.

Global Upgrades Not as important as they seem. The extra light and detector range are more luxuries than necessities. If you have spare skillpoints, by all means, take them. But you don’t require them. The armor upgrade is another one that is pure luxury. You aim should be to avoid damage, not mitigate it. The two ammo upgrades are much better, even required at later levels. Without the damage upgrade you won’t be able to 2-shot aliens on hard, so you need it. And the ammo upgrades saves a lot of reloading. Not one of the first skills to take, but not one of the last either.

General Strategy
By hovering your mouse over an alien you can see their range. Use this to see if you need to go to alert or not. Aliens that you can not see can not reach you, even without upgraded detection. The only exception are holes in the wall though. Be careful around those. Aliens may suddenly appear out of them, and can travel 3-4 tiles even if they did not show up on the radar at all the turn before.
It’s tempting to just always put your units on alert mode, and that’s certainly the easiest way to do the mission. But not the fastest. If you want those medals, you have to move fast. So use alert as sparingly as you can. That’s still quite a lot, I rarely do not have at least 2 party members on alert. Remember, alert also saves AP.

Acid puddles are major obstacles on later levels. They can force to you stand still for 2 turns. Not good. So learn how to deal with them. There are 3 ways. You can use Blake’s Shield ability and walk over them. You can use Farro’s flamethrower to blow them up, and you can use Pierce’s bombs to blow them up. Enemies killed by flamethrower or bomb won’t produce acid puddles in the first place. So do not hestitate to use these abilities liberally. Keeping your momemtum is very important. The faster you move, the less time the aliens have to catch up with you.

Another method of dealing with acid puddles is to avoid getting them in the wrong places. This isn’t always possible, but when confronted with the red aliens, always try to position your troops such that he’ll die in a harmless place, instead of in the middle of the path.

The final method is to just shrug it off and eat them. On the last few levels, you are allowed some damage even for a diamond medal (gold on normal). Sometimes eating an acid pool for 10 damage is preferable to having your troops badly positioned, or stuck for 2 turns.

Mission specific strategy

Mission 9 The second hardest mission in the game, in my opinion. Those elevators really ruin your day. I finally managed to get the diamond medal when I get my strategy right. The trick is to send Taylor to an elevator on the first turn. That way he can start clearing aliens and make the landing safe for you other guys. Don’t send him to the elevator nearest to you though, it’s badly positioned. Instead send him to the elevator to your left. With sprint and a movement bonus from Blake you can just make it. Start the mission with a war cry from for extra skillpoints. You should have this upgraded so it lasts 2 turns. This gives Blake 8 AP, enough for 4 Quickness programs, on all party members but himself. Send Taylor the elevator, put him on alert. Send Woods to the right elevator as well, put him on guard just outside it. Pierce can pick up the receiver and also head to the right. The idea is that Taylor will clear the upper floor, Woods protects the lower one, and Taylor can take the elevator up as soon as it’s back.

Send Farro and Blake to the left. Not the middle elevator, but the far left elevator. Put neither on alert. Sometime come in through the hold behind you and hit you. In that case just restart. You can have Pierce drop off a bomb at the entrance of that hole before picking up the receiver. That way if aliens do spawn you can blow up easily (if you have magnetic bombs, use those).

On your second turn, Farro will probably meet a lot of aliens in the narrow corridor to his left. Flamethrower them! Have Blake follow him. Use his movement program on himself so he catches up. Upstairs take Taylor out of the elevator and let Woods call it. Farro can clear the aliens in his room, then try to move towards the middle room.

Third turn, Farro will probably have to flamethrower again. No problem! Flamethrower, removing any acid, then run him forward, out of the way of blake, and in range of the hole in the wall, and finally put him on alert. His job this mission is done. Send Pierce up, and then start moving Woods to the middle elevator.

Next few turns, try to clear up as many aliens as you can with Taylor, while safely getting Pierce to the target. Try to move towards the middle, though you’ll probably have to guard pierce. You should be able to send both Blake and Woods up on the 5th turn. Woods on alert, to distract a few aliens. One up, blake needs 2 full turns to reach the target, so he can’t take any detours and he can’t stop for acid puddles. Use shield if you have it, and a warcry for that vital extra AP (shield + 2 shots for 1 dead alien). You might still fail if you have bad spawns, but you should make it with a few tries at most.

Mission 12
under construction.
Without a doubt the hardest mission the game. Especially the challenge, that only allows using 30 skill points. I’ll write a detailed guide on this mission soon. One of the reasons it’s so hard is because it requires a quite different playstyle from the other missions. Taylor is now a support character, Pierce a front-line fighter. Another major difficulty is the ranged attack the boss has. Learning how to dodge that is vital for keeping your received damage low.

Any additions or suggestions are welcome. If you have your own awesome strategies, I’d like to hear them!

 
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I actually found Mission 12 + its challenge not that bad compared to some of the earlier missions. The main goal is just getting all your characters to the middle of the level unharmed and quickly, then it’s pretty straightforward.

Good guide so far though! :)

 
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Originally posted by y0ttabyte:

I actually found Mission 12 + its challenge not that bad compared to some of the earlier missions. The main goal is just getting all your characters to the middle of the level unharmed and quickly, then it’s pretty straightforward.

Good guide so far though! :)

I agree. Pretty helpful guide,

 
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For challenge VI I think you make a youtube video instead. Every time I lose its because one of my people don’t have enough MP left to get out of range of The Thing’s acid cannon. I tested to find that the acid cannon’s range is 5 and it can’t target someone without line of sight. If you have any strategies around this please comment!

 
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Yes! I beat it in 7 turns with no damage! All I had to do was calm down and take my time. For others who are having trouble don’t be afraid to put 4 or even 5 people on alert state at a time and if you need to go within the acid cannon’s range make sure you can get your guy back out before the turn is over. Remember, 8 turns is plenty of time for this mission. You have to start killing it on turn 5 because any later and you can’t get dimond. I started to attack on round 4 this time and it was easy from there. If you try to blitzkrieg it and attack on round 3 (which is what I usually did) YOU WILL LOSE!

 
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Yeah I struggled as well with the final mission until I got out of the mindset of the previous missions. Taking it slowly is the right idea. The level starts with a ridiculous number of aliens, but they seem to spawn at a much higher rate than other levels. So if you take it slow, you will kill most normal aliens before engaging the boss, making your life a lot easier. Of course don’t be too slow, or you won’t be able to kill the boss in time. But basically first position all your guys, then engage the boss.

At first I too thought the boss attack was not limited by line of sight. But he does’t attack if he has no sight. If he has some sight, he attacks, and seems to attack for full damage. But you can hide behind a corner as long as you are hidden completely.

Remote bombs are best for taking hitting the boss from a safe distance. They have the biggest range. So keep pierce mobile, not on alert, and keep him in the front.

 
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Yup, cool game I wish it had the graphics engine of XenoSquad.
Everytime I launch Mission in Space, I keep telling you “oh no, not this game again” but 2 hours later I find myself still trying to win a mission.

 
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Nice strategy guide :)

Here’s a video walkthrough showing the diamond medal being earned on mission 12 with only 30 skill points invested (challenge VI) :
Video on youtube

Of course this isn’t a precise how-to, but you can see which skills are chosen and the general behavior of the troopers. Try placing your troopers like shown on the video on turn 1, this can be helpful, especially for the bomb.

Hope this helps ! If you want another video of another challenge or diamond medal, don’t hesitate to ask.

 
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@ StormAlligator: Will check out the video. Thanks for the link!

Originally posted by Wicky3d:

Mission 9 was actually very easy. There’s a third elevator in the deep left which you may have missed. That one puts you right next to the western receiver.
Taylor sprints to the eastern elevator with movement and takes it on the first turn. He cleans out the upper east level.
Farro leads his teammate with receiver into the lower left room to the third elevator.
Pierce uses a bomb on the 2 baddies in the right room where Taylor went upstairs, then heads back to the middle elevator. He’s totally alone upstairs, so he helps secure the left (3rd) elevator entrance, before Farro’s group goes up.
Indeed Farro doesn’t even have to take the elevator, only his mate with the receiver goes up and finds the room already cleaned by Pierce upstairs.

That was quite easy, 0 damage and even 1 turn faster than needed on the second try. But mission 10 with the labyrinth map and acid everywhere, this one really makes me fail badly.

You just described the exact strategy I used in the OP. But you can’t do it 1 turn faster than required that way. You do not have enough move points for that even with boosts. Unless boost the guy carrying the transmitter on the first turn and send him ahead of farro. But that is, well, suicide.

Mission 10 is pretty easy. You start at bottom-left. Send Taylor to the top left, Farro to the top-right (so diagonally), with 1 guy carrying a bauble behind each. Send pierce to the bottom-right. He’s protected by Farro the first bit, and can handle himself for the last bit with his bombs.

 
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Just watched the video. The skill selection was pretty identical to mine. I think I didn’t take sprint/shotgun but took the medic casting speed upgrades instead. Otherwise identical.

Throwing that bomb on turn 1 is very smart. I hadn’t thought of that. I can’t believe how much that helps. My first move with the lieutenant is slightly different though. I put him 1 move back, not on alert, and let the enemies come at me. Then I just flamethrower them all to their doom. Because I’m not on alert I end up 1 move further at the end of my turn, with less ammo used. So that part I did better than the video.

Combine those two tricks and the mission might almost be easy.

One other minor thing is that I |think the video should have placed its troops a bit further forward on turn 4 (after attacking the boss for the first time). You have to stay out of his sight, but pierce could have moved forward without risk. If the boss had spawned way back no one would have been able to reach it on turn 5 to hurt it. Though I suppose that’s an acceptable risk. There’s no shame in having to retry once or twice.

 
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Dude you are playing on NORMAL.

I was talking about HARD difficulty. On hard difficulty there are a lot more aliens. More importantly though, you only have 7 turns for the diamond medal. So you will not be doing it one turn faster than needed, because that would be 6 turns.

 
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This is quite useful, still stuck on Mission 12 on Normal (I take long breaks when I lose), working out a strategy.

I am also pissed off that something happened to Mission 11 when I got most of my guys in the elevator after the 4 panels have been pressed and suddenly, I can’t control any of my troops. I had to force myself to lose 2 turns (and eventually lost the game).

 
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Originally posted by Diadem:

Dude you are playing on NORMAL.

I was talking about HARD difficulty. On hard difficulty there are a lot more aliens. More importantly though, you only have 7 turns for the diamond medal. So you will not be doing it one turn faster than needed, because that would be 6 turns.

Now I have corrected this little mistake and beat Mission 9 in 5 turns with 0 damage taken on HARD !!
That would be even 2 turns faster than needed, and this time under diamond!

Here’s the video:
http://www.youtube.com/watch?v=cwvNKXHUKY8

 
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Very nice.

I did not know you could drop down those receivers. That makes the mission a lot easier.

 
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Originally posted by Diadem:

Very nice.

I did not know you could drop down those receivers. That makes the mission a lot easier.

It’s hard to see at the lower left hand corner… happened to me, and watch one of StormAlligator’s walkthrough makes it easier to handle that and lvl 10.

 
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StormAlligator pls can we have more missions?

One “endless mode” mission where you fight for highscore would be nice, even if only 7 people won the impossible badge. But we 7 are booooored :)

I guess I could write some more strategies to help others in the meantime. Here’s a good one, did you know it that you can skip “quick and alert” and “sentinel” skills to invest those points into power lights I and II?
Power lights is very useful, when you can light the corridors so far ahead, that you can estimate every aliens movement range?
First, you let them come and line up in front of you like sheep, just 1 hex so they can’t hurt you. Then you can blast them all away with a single flame/bomb. And storm ahead to kill even more aliens.

While “Alert” mode is useful, Defensive fire often misses. You’ll spend precious AP on the next turn to reload. The path in front of you will be filled with puddles of acid. These are two major disadvantages, but on the other hand, it’s much faster to have power lights so you can skip the “Alert” mode alltogether. If you do this, you can beat every diamond challenge with 2 turns under requirement. (if you don’t count the lowish missions where you don’t have the full team yet)

 
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After the impossible badge I came back to the turorial level with 78 skillpoints racked up, and this time I completely PWN3D the level for 38 turns long :)

 
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Originally posted by StormAlligator:

Nice strategy guide :)

Here’s a video walkthrough showing the diamond medal being earned on mission 12 with only 30 skill points invested (challenge VI) :
Video on youtube

Of course this isn’t a precise how-to, but you can see which skills are chosen and the general behavior of the troopers. Try placing your troopers like shown on the video on turn 1, this can be helpful, especially for the bomb.

Hope this helps ! If you want another video of another challenge or diamond medal, don’t hesitate to ask.

i’ve follow your walkthrough for challenge VI, then very thx :)
you can help me with mission 8 (hard), i go out of turns everytime.. i think something i do wrong, i not understand how reduce the turns.
i like your game, continue to make games ;)

 
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Anyone got any general hints for Level 11 Diamond? Found it pretty hard so far, tougher than all the challenges and the last mission, it’s all I need for the Impossible badge.

 
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Originally posted by vaccine:

Anyone got any general hints for Level 11 Diamond? Found it pretty hard so far, tougher than all the challenges and the last mission, it’s all I need for the Impossible badge.

I sent Taylor to the bottom left control; her speed can quickly pass through the area with little trouble, though if you’re not careful, you may get hit once or twice. Still, if you get crowded there, use your shotgun.

Farro & somebody else (I use Woods, he’s the closest to Farro) to the bottom right. Farro can handle himself so you can keep Woods on alert near 2-3 vents while Farro go for the switch (get the alert upgrade, so you can keep him on alert).

You (LT.) should go for the top right switch, like a mix of Taylor and Farro, he’ll survive most assaults, and doesn’t even need a shield, move him to the right opening to start him off. Flamethrow if they crowd you.

Blake & Pierce go for the top left side, since Pierce will be 1st to go out, put him on alert and position him near the 2 openings and if you have time, plant around some explosives or magnetic bombs. Blake should just rush to the switch, you’ll meet little resistance (around 1 hole to fend off, if you position Pierce at both points, they’ll try to rush him instead of Blake).

If you do this right, you’ll be able to finish within turn 13-15, more often than not, it’s Farro/Woods that will reach back the center last.

 
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i’ve follow your walkthrough for challenge VI, then very thx :)
you can help me with mission 8 (hard), i go out of turns everytime.. i think something i do wrong, i not understand how reduce the turns.
i like your game, continue to make games ;)

then no one have gain challenge VI? (mission 8 hard)

 
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I sent taylor and farro to the top, and the rest down. Just rush like hell with farro and taylor, and make sure you have sentinel for farro.

 
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Bumping to get that shit of the front page.

 
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Anyone willing to make a video walkthrough for the diamond/challenges? There’s just waay too many aliens popping up and I haven’t had any luck passed the early stages on hard mode. Do I also have to be a certain level?

 
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I love this game and think Xenosquad looks worse. It’s bright, open, and subpar, blurry 3D just doesn’t compare to well-made, crisp 2D graphics.

1) Taylor is a “she”.

I use Woods’s Cry of Focus quite regularly. The main case when accuracy is lower than 100 is when an alien pops out from behind a corner. So if you’re going around a corner, you might not deal enough damage to an alien behind it before it hits you. With Cry of Focus, you will kill it in time unless it’s an explosive alien. With the cry in effect, you can stay on alert right next to a ventilation shaft.

Also, in these corner cases that a Cry of Self Control would help you, Cry of Focus will do the job 95% of the time. It does almost the same thing, except it doesn’t make you resistant to attacks. Does anyone know what’s the base chance an alien hits me with an attack of opportunity ? Can Taylor be hit if she has the Control skill plus the cry of control ?

Woods in general is a badly designed character. Aside from Cry of Focus, his cries are too situational to be valuable for the whole team at a time, with the added condition to be close.

Pierce’s inherent ability (+3 scanner range) is the worst, hands down. An alien that’s far away is a harmless alien. Second, even if you DO detect something far away, the situation will change before you get there, aliens move fast and there are no doubt some vents on the way you won’t detect.

3 turns for magnetic bombs is good when you want to block ventilation shaft. Mostly in mission 11. I took 16 turns on Hard, though, so I need to optimize the path a little better.