"iBomber Defense Pacific" Level Guide: Tinian (Veteran)

Updated on February 28, 2019
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The three enemy wave paths, all ground.
The three enemy wave paths, all ground. | Source

This guide will cover how to get a Full House, which is a perfect round with all medals and 20 victory points, on the Tinian level of the iBomber Defense Pacific campaign, played on Veteran difficulty. In addition, this mission guide will also cover the secondary objective and hidden target along with a walkthrough video.

Tinian - Bombardment

Protect your position in the Mariana Islands.

In Tinian you will be facing 30 waves of exclusively ground units, (no air for a nice change) which come from three paths that originate from opposite portions of the map, and stay separate for the vast majority of their length until forming together right outside your base at the center. Survival here will depend on making full use of the two pieces of high ground as firing bases.

Secondary Objective:

Setup a strong communication outpost to greatly help the war effort.

You will need to construct 6 separate comms towers (upgrades don't count for extra) by the end of this level. Don't worry about this until the last wave, building only a couple towers for your turrets, then place the remaining ones you need right as the last few enemies are destroyed, before you complete the level. There should be enough funds from the killing of the final wave to facilitate this strategy, but you can optionally sell some turrets to do this.

Supply Crates: 6

Victory Points So Far: 340 (20 unspent)

  • Machine Gun lvl 3
    X2 Power vs Flamed Specialization
  • Cannon lvl 3
  • Bomb lvl 3
  • Flamer lvl 3
  • Comms lvl 3
    Increased interest specialization
  • Rocket lvl 3
    Faster rockets specialization
  • Anti-Air lvl 3

The southern small hut, hidden target in Tinian.
The southern small hut, hidden target in Tinian. | Source

Perks used for this mission:

Ironback II, Eagle Eye II and Phantom Strike.
Eagle Eye is needed once again to facilitate your turrets covering multiple paths simultaneously and needing to rotate quite often to face new, fast moving or heavily armored targets. You will need every extra second of time spent damaging the enemy to succeed here, while Ironback keeps the significant damage your turrets will be seeing here from becoming too much of a pocket book drain. Finally, like is often the case in the final missions, Phantom Strike is also quite valuable to offset limited/poor firing positions.

Hidden Target

There are two small straw huts on this map, one to the top left and the other near the bottom left. The bottom left straw hut is your hidden target here in Tinian.

Click thumbnail to view full-size
Wave 6 turret placement in Tinian.Wave 12Wave 18Wave 24Beginning of wave 30.Placing comms at the end of wave 30 for the secondary obj.
Wave 6 turret placement in Tinian.
Wave 6 turret placement in Tinian. | Source
Wave 12
Wave 12 | Source
Wave 18
Wave 18 | Source
Wave 24
Wave 24 | Source
Beginning of wave 30.
Beginning of wave 30. | Source
Placing comms at the end of wave 30 for the secondary obj.
Placing comms at the end of wave 30 for the secondary obj. | Source

Turret Placement

As mentioned above, turret placement will focus almost completely on building up the 2 hills that sit near your base, since their range boost along with phantom strike and the optimal placement of said hills means the guns placed here will be worth far more defensively than anywhere else. Hold off on building a bomb turret for a while, opting to instead use your growing supply of long range turrets to clear as many crates as possible when you have the opportunity to do so.

Bombs will have to wait until you have a substantial amount of weaponry on these hills, and the turret itself should be placed as out of the way as possible where it can also be shielded by a companion Machine Gun for protection. This is because there are no good spots for these squishy buildings that are safe from enemy fire except for some of the spaces on the hills, which should absolutely be reserved for your other guns.

Flamers, one for each path is also a necessity, two of which can be placed on the hills, but a third for one of the top two paths, needing to be placed off the hill (to save room for the other guns) at a good vantage point.

The final two building points to mention is to first, make sure you have a lvl 3 comms on each hill in the last third of the level, then second, work on 3 dug in Rockets, one for each approaching path. In a pinch, remember you can reposition the rocket turrets if one oncoming path needs some extra ordinance to keep your base safe. For the secondary objective, as mentioned above, wait for the last few enmies of wave 30 to be almost dead, then pause the game and use the funds from that wave and selling any towers if necessary, to place the remaining lvl 1 comms you need.

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