Video guide

Loot

Weapons: Topiary Trimmer, Sod Off, Super Indirect Sniper, Spud Slinger, The Duke, Ferromagnetic Hurlant, Shock Cannon, Lilypad, Massive Broadcaster, Boo Boo Ray
Other: Knockback Shotgun Turret, Super Shredder Turret, Ironclad Flak Turret, Massive Mine Layer, Cluster Mortar Turret, Selker V, Woodruff V, Karlsson V, McGarry IV, Space Cap

Double Fine’s quick tips

Map layout:

  • Escort the Double Deuce.
  • Good luck!
Recommended Trench loadout:
  • Skill (Cowboy Hat)

XBLA Fans gold medal advice

Recommended players: 2+

XBLA Fans recommended loadout

Weapons
  • Snipers
  • Machine guns
  • Artillery
Emplacements

  • Machine guns (everywhere!)
  • Dampeners
  • Mine layers

This is one of the most entertaining levels in the DLC, so enjoy it! Foundry is divided into one set of eight waves and one set of ten. The first set occurs outside with A filtering all sorts of enemies through the brush and Martian trees, and B sending enemies single file down a slot car track.

The first stage is very straightforward. All you should place this first set of waves is a machine gun turret on either side of the base. You can upgrade them if you feel like you need more firepower (or if you have lower level loot still) but don’t go all out. At most, a dampener and two machine guns (upgraded once, MAYBE twice if you need it) should be all you place here. Beyond that, SHOOT STUFF! Seriously, these early waves are very fun because of how enemies come at the base, just optimize splash damage. If you can’t bring Artillery, then bring a grenade launcher, you’ll need something with splash here at least. Also, beware aerial enemies.

The second stage is a lot more dynamic. Once the second stage starts, two waves show up at A & B still, so don’t run on past them and die for it. Once you get to wave 3, or rather before it, and the McKinley stops moving, place a line of machine guns right in front of it from the left ramp all the way to the right ramp and upgrade them as much as possible. Yeah. Do it. This strategy is very thorough and ensures all aerials and noids are completely irrelevant, as they should be, the jerks.

After the awesome gun defense is set up, you’ll want dampeners on both sides as well as a Mine Layer for both D and F as Breakers will show up a few times there. From there, players should watch for Artys and Amps, and overall enjoy their experience on this level because it’s fun! Mostly because you get to mad drop machine guns. Who doesn’t want to do that?

Wave breakdown

Wave 1: B: Resistors, S: Snipe Tuners
Wave 2: A: Cathys (x3), B: Tommies
Wave 3: A: Resistors, S: Aerials, A: Tommys, Resistors
Wave 4: A: Blitzers (x3), B: Resistors & Jacbos, Blitzers
Wave 5: S: Noids, B: Tommys, A: Tommys, S: Snipe Tuners
Wave 6: B: Bertha & Knobs, S: Noids & Aerials,
Wave 7: A: Blitzers (x3), B: Blitzers, Resistors
Wave 8: A: Knobs (x2, Cathys, B: Willie & Jacobs, A: Resistors & Tommys

Wave 1: B: Resistors & Tommies, S: Noids
Wave 2: B: Aerials, D & F: Tommies
Wave 3: D: Breakers, C: Noids, E: Breakers
Wave 4: D & E: Blitzers, F: Tommys
Wave 5: F: Arty, E: Resistors & Jacobs
Wave 6: C: Aerials (x2) D: Cathys, Breakers,
Wave 7: D: Blitzers, F: Burst Transmitters, Snipe Tuners
Wave 8: C: Aerials, F: Noids, C: Noids, Aerials, E: Resistors & Jacobs,
Wave 9: F: Arty, E: Burst Transmitters, D: Tommys,
Wave 10: D: Breakers, E: Amplifier, C: Aerials, F: Amplifier, E: Blitzers, Resistors & Jacobs

Do

  • Do what you must to defend in the early game
  • Bring an Assault if you want

Don’t

  • Waste too much money early
  • Bring flak, just use machine guns

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