Gunbound Asate FAQ Created by Smashnuke (8/18/04) Newest version at: GameFAQs.com --------------------------- 1)Introduction --------------------------- Gunbound is a online shooting/strategy game. You play as one of 18 tanks, out to destroy all opposition. You have various weapons, items, and tatics to either kill or 'bunge' your opponent. This guide will give you various stratiges for the ASate mobile to destroy anyone who gets in your way! For even more strategies with Sate, check out chloromethane's guide. It gives you some general strategies for the situations you might run into. --------------------------- 2)Table of Contents --------------------------- 1)Introduction 2)Table of Contents 3)Death from Above: The Asate - Vital Statistics - The Shots - Rules of Distance - Tricks of the Trade 4)How to shoot your opponent 5)Mobile Specific Strategies 6)Map Specific Strategies 7)Closing --------------------------- 3)Death from Above: The Asate --------------------------- =========================== Vital Statistics =========================== Name: A. Sate (commonly shortened to Sate) Appearance: A yellow floating bowl thingy which your avatar rides in. Hovering above this is a satellite which is the business end of this bot. The satellite is guided by a tracer fired from the 'nose' of the bowl. Chassis: Shield - Strong vs Mage, A. Sate, Aduka 2/SS, Frog, Knight shots - Weak vs Boomer, Ice, Nak, Turtle shots, and hammer item slot - Neutral to all other shots Weapon Type: Laser - Strong vs Boomer, Ice, Grub, Turtle, Frog, Dragon - Weak vs Mage, A. Sate, Lightning, JD - Neutral to all other mobiles Health: approx 750 Shield: 200 Shield Regen: 25 ============================ The Shots ============================ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shot 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Delay: 730 + 10 for each second you take to fire Angle: 40 degrees, all true Damage: 120 damage on a direct hit Notes: A tracer is fired, and wherever the tracer lands, a green laser will fire from the satellite. Note how low the satellite is: this is the lowest position for it. A good way to clear a shot if you get stuck in a hole, due to Sate's low firing point, and test shots. However, stick with the second shot for damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shot 2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Delay: 880 + 10 for each second Angle: Same as shot 1 Damage: 100 for one laser on a perfect hit. The shot consists of 3 lasers, but the spreading will usually get you 275-300 on a perfect hit. Notes: The satellite flys off the screen, and will fire 3 lasers where the tracer lands. These lasers are fired left to right, so if your firing right, land your shot on their backside or middle for full damage. The lasers will spread over long range, and can even spread to the point where only one can hit in very distant shots. Also note that both the tracer and the lasers are affected by tornadoes, making this a hassle due to a heavy downwards angle of the shot. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Special Skill ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Delay: 1280 + 10 for each second Angle: Shot 2's angle with 5 degrees max and min taken off Damage: Usually 75 per laser, with 6 lasers fired, meaning 450 depending on how close to the center and their bot type (Excellents on boomer are very easy) Notes: The satellite is the same as shot 2. A green ball is shot, and upon reaching the destionation, the satellite will move over the spot where the shot landed. The satellite fires 6 lasers straight down, moving slightly to the left and right as the attack progresses. Upon finishing, the satellite returns to its normal position. Note that the satellite only moves horizontally, so firing on someone on a high elevation from a low elevation causes screwiness. Also, the SS is denied any weather effects unless the opponent is actually INSIDE the weather or the side to side movement causes the satellite to move into the weather, regardless of wether the tracer went through one. If you were firing shot 2 from one of the extremes, you will need to adjust your position or angle for this shot due to the narrower angle. UPDATE: This shot cannot be used until your fourth turn. After firing, you will have to wait another 4 turns until the SS can be used again. ============================== Rules of Distance ============================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Melee/Close Range ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is what I consider right on top of your opponent to about full 87 from Boomer. Here is where you want to be most of the time. Shot 2's lasers stay bunched up and Good Shots are easily dealt. Your main threats here are Nak, Turtle, and Raon. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Medium Range ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Slight damage drop from Melee, but you can still deal some nice damage. 2 lasers will hit, with the third missing or tapping them for like 25 damage. You tend to mess up the opponent's angle more at this range. Watch out for Boomer and Mage since they have easier access to their SS. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Long Range ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Avoid this range. Your shots tend to spread too much, making only 1 laser hit, 2 if your lucky. Only stay here in large games if the opposing team is bunched up. In 1vs1 situations, tele over to your opponent. Any bot except Bigfoot can beat Sate here. ============================== Tricks of the Trade ============================== - Your shots spread heavily at long range, so tele close to your opponents to ensure you get max damage per shot. - Never hit the left side of the mobile, due to how the lasers fire. The shots always hit to the left of the tracer and move to it. You can SG pointing left but not pointing right. Try to drop it right on their head for best results. - If you see someone in a Thunder weather,you can put them in one HELL of a hole with your SS. Not only will you deal an Excellent Shot, but they will be stuck in a thin hole and may damage themselves trying to make a shot. - If the level or land damage allows it, try to get directly beneath your opponent and do a 0-power shot 2 or SS. Since they are between the path from the satellite to the tracer, they take the damage. In Tag mode, you could start with primary Bigfoot and dig down then sideways, then tag to this to unleash hell. Just make sure you dont go down too far or you could have your satellite in the earth :P - If firing to the left, shooting in front of them will make a nice hole. It isn't as big as what bunge bots can do, but it gets the job done when you can bunge the opponent easily. It's much harder to get a bot dropped into the hole a correct shot to the left can do, but it is possible to dig under them a bit by firing from the right. More than likely, you'll only do that if you attempt a shotgun into them - Watch out for tiny ledges, due to the low firing point. If you have no choice then use your shot 1 to clear a hole and deal less to yourself. - Sate is heavily offensive, so make your set-up that way too. Bring a tele always, just in case your stuck in long range (where Sate can only do around 150 max unless you SS) or get caught on the verge of bunging. Duals can easily do 500 or more, so pack one of those. For the last 2 item slots, you could go Dual or Dual + (since that's all that seems to be in games nowadays -.-') or go for one of the Power-up items (good just incase you need over 250 but a dual would be overkill on your delay) or a bunge shovel. Heal items are a bad idea since the percentage is only applied to your green bar. - AVOID. NADOS. LIKE. THE. PLAGUE. Your shots will be affected twice, once for the tracer, and once for the laser(s). Only fire into one if someone is inside it (aka Free Nado Bonus!). If you have no choice, fire so that the tracer goes past the bot by a good distance, and pray you tag him for the Hurricane Bonus. ------------------------------ 4)How to shoot your opponent ------------------------------ Sate is a strong bot when used correctly. However, I tend to see a lot of players blow more holes into the land than holes in the opponent's HP. Ok, first off a visual represntation of how the lasers fire... V <-Satellite that fires... | /| /|| <-...fricken laser beams based on where the... / || / / | / | | / | |o<-...tracer lands. 1 2 3 Imagine a line going from the satellite straight down to Sate, and a line going from the tracer to the satellite. The smaller this angle is, the closer the lasers will bunch together, and vice versa. AFAIK, your shooting angle does nothing to affect this. Feel free to e-mail me if it does, and make sure you provide proof. I'll go through 4 spots on this bot. All this assumes about 3 mobile-widths of distance away from the mobile. 2 ----- 1>(ooo)3 4 1: This is where a lot of people screw up. If you hit here, the first 2 lasers will put a hole in front of the bot, and the 3rd laser will clip. The only good thing about this shot is that you might dig enough of a hole under them to get under and tapshot. Keyword: Might. You also might just blast yourself on said tapshot. 2: This is the best spot in general to shoot, and what you should be aiming for when shooting to the right (if you plan on dealing damage). At worst, the first laser will hit slightly behind, and the other 2 dead on for angle screwage and 250 damage. At best this will hit for full damage. 3: This is the shot usually done when shooting to the left. It will do effective damage, but if you're really close to a Turtle or Trico make sure you don't give it a shotgun angle on accident. If you lob it here when you're shooting from the right, take off a minimal amount of power for full damage. 4: This isn't so much of a damage shot as it is a bunge shot. The first laser will blow a hole out underneath the opposing bot, the next laser hits directly under, and the same for the 3rd laser. Best used as a first shot against bots with small angles and poor climbing (Bigfoot and Turtle come to mind). Most of the time, however, it's best to get to the the killing. Still, know you have this option when you want to bunge. For the SS vvv <-Satellite going back and forth ||| ||| <-fricken laser beams \|/ o <-opponent Basically, just lob it on top of your opponent, and watch as said opponent gets owned. Remember, the satellite has to move into a weather mid-attack to get a force or thunder, and only gets it for the shots in those weathers. You still get 6 thor lasers, thankfully. ------------------------------ 5)Mobile-Specific Strategys ------------------------------ All of these are considering 1v1, all item conditions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Armor ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: **** If you get caught in long range, teleport over to it. Fire quickly and use your superior delay to win. You might not be able to do as much damage, but you can lap it if you play wisely and can consistently hit. Save your heavy offenses for Thor or a Lightning. Try to give it hard shots or force it into fake angle to give you as much of an edge against this tough opponent. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *** Get as close as possible and pound away. From far away, it can hit you with a SS which will take out your shield and then some if it hits dead on, potentially doing 500 damage (along with killing your regen :< ) You are both strong against each other's attacks, so it will be a bit drawn out in close range. Dualing or SSing with Thor is your best finisher (you can use either without Thor if the Mage is at about 1/3rd HP) Update: With the early SS out of the picture, this bot becomes a bit easier to manage. Usually by the time SS activates, both shields will be long gone. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nak (aka Assbot) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: ***** Nak's second shot will give you hell, taking off up to 300 damage and digging a hole. Try to stand back a bit, and play carefully. Don't tele into long range because his shot one is stronger than your one (then again, what isn't) and it could still still nail you with a good shot 2 if the wind allows it. One of Sate's toughest opponents. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Trico ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *** Another melee monster, so be wary of getting up close, instead hanging back a bit. You will be able to outdamage it, due to it being organic, so just keep hitting it and dump a dual or SS on it at about half HP to leave it crying. If you get too far back, expect either A) your angle to get screwed with constantly or B) a massive pounding if they can nail the 3-in-1. Also, don't mess around because Trico has good delay, too. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bigfoot ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *1/2 Don't give him a chance to bunge you, and you should easily outdamage. At long range, the damage is slightly in your favor provided you can keep your lock on, and Bigfoot's damage can't hold a candle to Sate's in melee situations. Yes, you can actually outdamage him in long range. Be careful if he gets you a good hole, though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boomer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: ***** This is going to be one fast fight, and it is going to be a close one. He's Organic-Hit, your Shield-Laser. End result: You deal massive damage to each other. In melee range, it's a coinflip, as with the SS update you have no way of easily taking off a large amount of its health. In any longer range, pray the first shot is missed then teleport ASAP for your best chance at survival. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Raon Launcher ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: **** Raon's Shot 2 update makes this fight much harder, as a baby-generated hole is something you don't like. Thankfully, you have decent climbing, so unless they dual you straight off you can climb out and turn the poor climbing of the babies to your advantage. Otherwise, standard Sate tactics apply. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lightning ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *** Be careful: This thing's shot 1 could take your entire shield in one shot. It can also pull the same tactics as you, such as getting under you and hitting you from below. If there is a lot of land above your heads, you should have the advantage because you can dig through the land faster. Also know that he can easily outdelay you even with 2 (even though if you move fast you should avoid being lapped), and can create erratic holes with some good shots. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JD (aka Cake) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: ***1/2 A potential disaster for Sate because of the holes it can put him in. Beware if he is firing into the wind, as a vertical hole is something you do NOT want as a Sate user. Your low shot 2 delay should prevent lappage if you get in its face, but save your power moves, as one shot 2 followed by a 2-1 Dual+ is going to make you waste a turn getting out. If he does this enough, he could get enough pokes in with shot one to get him the Ending Bonus. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A.Sate ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: **** Don't let him pull any of the tricks I've mentioned. If there are more players and a nado comes up, shoot at an opponent that isn't behind a nado, and make him waste time if he REALLY wants to attack.Don't stand in thunderbolts, and if you plan on getting close, get to the right side as most Sate users tend to mess up shots to the right. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ice ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *** This guy's loaded on HP, and can do long range much better, so get over to it with a well placed Teleport. Note that when it has a half bar, a Dual won't be enough unless Thor or Force is out, so strike with one more shot 2 then SS finish. Ice can't deal a lot of damage, but it can lower Hit defense. In Score this carries over from life to life so if you die go for a non-Hitter (aka not Nak, Boomer, Ice, and Turtle) as your already weak against them due to being Shield type. Watch out for Ice players that carry 6 bandaids, as those guys can live forever (well... at least until a power weather comes up... hehehe). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turtle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: **** Try to force this thing to move as much as possible, as each second gives it 12 instead of 10 delay. Avoid situations that give it an easy shotgun, as you can easily lose over 275 health from it. As long as is forced to lob its shots, it hopefully won't be able to do full damage. Don't bet on this at long range, as the streams will come together, and Dual+ could easily screw your angle. Pick a good spot close to it where it has to lob and send yourself over. Thankfully, your laser typing helps against his massive defense. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Grub ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *1/2 You the Grub won't be makeseing so much money gold when Sate gets over to you and pounds you with its superior damaging shots. Just be careful for that SS if it gets you in a hole, as it is capable of 500-1000 damage easily. If it just throws its shot 2 into your face shotgun-style, this is the easiest mobile to beat. If it rolls it to you, expect a tougher fight, but still easy. If it uses Thunderbolts, expect some trouble, as these things can generate a thin hole perfect for Grub and anything but for Sate. If it does get you in one, shot 1 one of the walls, then shot 2 there to make a slope away from you, then high angle for it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Aduka ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: ** Do what you usually do (if it isn't obvious, teleport up close), and start attacking with 2. You start out easily outdamaging it in a shot 2 duel. Just be careful if a Thor weather comes up. If you think you can deal enough damage to kill it, load up Dual or SS and hit it. If you miss, at least you won't pump Thor's level. If you hit but fail to kill and it can shot 2 and lap, prepare to be hurting because Thor will probably be a good level and can take around 250 a shot. Hopefully your Shield type chassis will keep you alive to finish it off. This guy isn't really a threat in 1vs1, but you do have to be careful in multi-Aduka games, long games, and on maps with loads of Thor weathers. Also, note that you're neutral to his electric-type 1, but strong to his laser-type 2 and SS. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dragon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: **** Get into middle range. If you try to get close, you'll get obliterated by shot 2, and the 1 will beat you in long range. Being very large, shot 2 should hit completely, and its low life will allow you to end it quick. Another option is to bunge him with shot 2 if he's on a thinnish piece of land. You can also try to use delay to your advantage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Knight ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: ***** You're screwed. This thing can easily take off 275 HP, even though it uses Laser type weapons! It also has all the projectiles sent right at the tracer in a reverse cone fashion, so it does just as well at long range as in close range engagements. Taking away Pwny's angle is hard as hell too, as it has the same range as Boomer but all true. And unlike Dragon, he can actually take a few hits and live.You have the bunge and delay advantage, so pray that you are on a level that allows for an easy bunge. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kalsiddon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *1/2 Without the tapshot, this guy is melee bait. Sate is a melee bot. You can figure it out from there. As long as you can keep him out of the 80+ angle ranges, he can't even get 200 on you. Being huge also means it's very easy to get all 3 lasers to hit. If you let him have a shot, it's going to fricken HURT, however, so try to keep his angle screwed as much as possible, and stay as close as possible. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J.Frog ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: *** A very fast bot that can mess you up badly... if given the chance. Get right in this thing's face with super-effective shot 2s. Use a 1 if you think it is about to lap, and use a power move at 1/2 health. Avoid other ranges: at mid it will screw your angle a ton and can set up a bad situation for your low firing point, and you know about long range. ------------------------------ 6)Map Specific Strategys ------------------------------ These strategies are usually for team games. You can use the above strategies for 1vs1 because you don't have to deal with anyone else, and usually in team games someone is in close already. These games are in matches where all items are on. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cave (A and B) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is usually a good map for Sate, as everyone is bunched together in the middle. Just pick the closest opponent and open up a can on him. If you're stuck near a Nak, stand on a different opponent if possible or tele to the dragon head on either side. You want A Side for Sate, as there are more offensive weathers. B is a nightmare: 4 Ignorances and a Nado for good measure will stop your heavy offenses. If you see a large amount of Ignorances coming, fire off a power item other than the SS, because that can still be used during Ignorance (Item Lock). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dummy Slope ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side If an opponent spawns on your island, target him first. If one of your opponents is on an island right next to you, send some firepower over while avoiding the edges so a Cake can't yank you off the map. If the spawn is split (white on one half, red on the other) and you get stuck far away, you should try to fire on the 2 mobiles that are closest for some respectable combined damage. Do NOT tele to an enemy island or you become a prime double team target. - B Side A brutal map for Sate. If need be, start with 2 to dig a hole through the roof so you have a shot. If you can, teleport out of said hole. If not, expect a rough game due to the bunge factor and all the land in your way. Be ready with a bunge shovel if you can drop someone, otherwise dual(+) on power weathers. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Miramo Town ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side You will most likely start with an opponent in middle range, so he will probably be your first target. If the enemies are farther, then get to teleporting. Try to land in a spot that doesn't hinder a teammate that already has a target. The Bigfoot dig strategy is meant for this level, so use that if you want in tag. - B Side If you spawn in the middle, pray to whatever diety you believe in that you go early. The middle of this map is one of the thinnest pieces of land in GB. The usual 'Get close and terrorize' strat applies, just make sure to stay on thick land. Bunge shovel the middle if someone gets caught there, and use power items for killing people on the left and right. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Adiumroot ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side First thing's first: check what the wind is because it ain't changing. As usual, fire on the closest opponent. In long range, you might want to fire normally. A missed SS will just about dig through the entire level, and shot 2 can pound the land and give long range specialists a tough choice on their landing should they die. - B Side Pray you spawn low. No matter what this map is hell for Sate, due to the amount of land you must dig through. Just getting a shot will take priority :/ You are just going to have to wing it here. Thankfully, once you DO get a shot, you also get some offensive weather to go with it, and also the awesome fact that you're practially in melee range the entire game. Well, awesome until that Nak decides he wants a piece of you >:P ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Metropolis ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side This industrialized level is a good application of Sate's underground abilities. You can use the lower platforms to unleash some heavy firepower on those above. Bunges are really easy here, so use a bunge shovel for some added land damage. You should still be firing on the closest opponent, but teleport to the higher portions of the map if noone is nearby (or you can hold your ground and destroy a lot of land). There are plenty of chances to get a big attack in, and there are enough thunderbolts that one might spawn on someone just in time for your SS. - B Side The battle here starts out straightfoward, but it can become a bungefest in a hurry. If you want to do 0-power tapshots, know that you will be on a piece of land that can be broken by Turtle shots.Turtle. Fricken. Shots. Make sure you have a teleport and a bunge shovel at least. There are enough offensive weathers to insure that you get a good chunk of your payload out, at the very least. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cozytower ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side The best starting spot is probably in a tower with an opponent. If you spawn next to a tower with 2 opponents, you can spread your damage between them with shot 2. Try to stay on either the towers or the cat statues, as these 2 positions give you the best range of angles, the least chance of being bunged through land damage, and it's where everyone will eventually flock to to not get bunged. - B Side Everyone hates this map. Sate hates it a lot. It is manageable if you get a target on a pillar next to you, but if you are forced into long range you are in trouble. Your teleport has to be dead on: Nail the side of a pillar and you're dead. Bunging is actually quite hard as well unless there is a Cake or the opponent insists on staying on the edges. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sea of Hero ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side Be careful if you spawn in the middle area, as your tracer is very low compared to the mobiles up on high. Shoot the closest guy as usual, and don't be afraid to teleport to a lone opponent to duel him 1vs1. If you're on high, you need to be careful because the lower bots will be farther away from the satellite than usual. Don't try shooting from high locations to anywhere past the sword in the middle, unless you -like- sucky damage. - B Side Very straightfoward action here. Attack the closest enemy as usual. Bunges don't happen that much, and there are plenty of offensive weathers. Power items are what you should be using, along with a teleport so you can get in their face ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Meta Mine ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side Very standard level with sharp edges. The 1vs1 strategies can be applied here as long as you don't make yourself a DT target or hinder a teammate. If you dual based on weather, then you need to loosen up a bit for this level because 1 Thor is all there is for the offensive weathers. - B Side Everyone hates this level (hell, everyone hates B sides in general), and Sate is no exception. On the bottom levels, your satellite floats under the upper portion, making your shots really weird (don't use your SS). On the upper areas, you need to avoid the small landmasses in the middle as they float over pipes on the lower level. Fire on someone on high and pray you don't shoot them down or the next few turns are going to go to waste trying to reestablish a lock. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nirvana ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side This is much like Miramo except for the fact that it is much easier to bunge someone. Apply all the Miramo strats, but be ready to tele if a bunge seems imminent. Also note that the weather here is not as offensive as Miramo is. - B Side You need to stay in the middle levels so you can be safe while dropping shots onto opponents. Some bots will be able to drop stuff onto you if you stay high, and you have to dig through a lot of land and risk a bunge if you get caught in the low areas. Make sure you aren't accidentally going to fire on a teammate if you go for trick shots. (And yes, 95 percent of the GB community hates this map as well) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dragon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side This is one of those levels that is probably going to require a teleport at some point, as players spawn far apart. The best scenario is you get someone in mid range and you aren't stuck in triple team position. If the opponents are far away, teleport close to one. In a triple team position, try to get them on one side of you and take the closest guy down as much as you can, teleporting to the middle or to your team if it gets too hairy. Don't get fooled by the weather spawns: you aren't going to be close enough to apply them effectively. - B Side I think that B means bunge. This map consists of 2 dragon heads and a bunch of small chunks of land. The upper part is high enough that someone will probably be INSIDE of Thor within a couple of activations. Teles are good here, along with the usual. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stardust ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Side Most players hate this level, but Sate can make good use of the lower levels. If someone near you attacks and blows a hole through the thin upper level, drop down and use the 0-power shot 2 under someone for max damage. You can destroy the land if they join you, so don't worry about that. Avoid the ends, as you can't use the 0-power tactic and you become very susceptible to a bunge. - B Side A bad map for Sate due to the large towers. They may seem harmless, but your lasers will plow into them. Try to get someone in your area, otherwise be ready to teleport no matter what. Lots of Thors mean you get plenty of offensive chances. Save your SS for when there is a pillar between you and the target and no teleport is available. ------------------------------ 7)Closing ------------------------------ Version History: Version 1.0 - 8/18/04 - Submitted to GameFAQs Version 1.1 - 8/26/04 - Few misc. changes, added DLH.net, gave approx. HP count (only the green bar). I still need some avatar suggestions Version 1.2 - 3/11/05 - Added difficulty ratings and some more mobile tips,added map specific strats Version 1.3 - 8/24/05 - Added the WC mobiles and cra.. err maps. Fixed the header I copied from my Air Ride FAQ :P Version 1.4 - 8/22/07 - Changed a couple of things (mostly about the SS change), Added in an ASCII representation of how the lasers fire. Disclaimer: This FAQ is copyrighted 2004-2007 to Robbie Smith A.K.A. Smashnuke This is for personal use only, you may not put this in your site or use it to make a profit. If you wish to use this FAQ on your site, contact me at me e-mail or IM me and I will consider it.Do not distribute this document, or alter it in any way, shape or form. It can be printed out for personal use only. You can NOT use this document without my permission on your site. If you find the FAQ on a site other than - GameFAQS - DLH.net - Neoseeker or have something to add, please contact me at: robbiethewhiz1@alltel.net Thanks to: Softnyx - for making the game ijji - For hosting the NA version GameFAQs - for posting the FAQ chloromethane - His Sate FAQ is great for some more Sate info. Check it out.