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    FAQ/Walkthrough by erbgor

    Version: 1.41a | Updated: 03/28/00 | Printable Version | Search This Guide

                           Incubation (Battle Isle Phase IV)                                                                                        
                                  Faq/Walkthrough
                            Copyright (c) by erbgor 3/09/00
                                Version 1.41a 3/28/00
    
    
    
    [Content]
    1. About
       1.1 Copyright
       1.2 Introduction
       1.3 About the faq
       1.4 About the game
       1.5 Email
       1.6 System requirements
    2. Tables
       2.1 Enemies
       2.2 Weapons
       2.3 Items
    3. General hints
    4. Faq
    5. Walkthrough
    6. Miscellaneous
    7. Important Links
    8. History
    9. Last words
    ===============================================================================
    [ABOUT]
    [Copyright]
       This Faq/Walkthrough is copyright (c) by erbgor 2000.
       All rights reserved.
       If you want to put this faq on you website, please email me.
       However, you may not in any way make a profit with this faq.
       This faq is currently hosted by
          www.gamefaqs.com
          www.spielewiese.de
          home.planetinternet.be/~twuyts
          vgstrategies.about.com
          DLH.Net
          www.the-spoiler.com
       If you see it somewhere else, please let me know.
    
    [Introduction]
       This is my very first walkthrough. Please bear with me if my english skills
       or my knowledge about Incubation are not sufficient, I did, do and will do
       my best.
    
    [About the faq]
       This is a Faq/Walkthrough for Blue Byte's Win95 game Incubation from 1997.
       The newest version of this faq will always be postet at www.gamefaqs.com.
       This faq assumes that you read the manual and know how to play Incubation.
    
    [About the game]
       Incubation is a turnbased tactic game. It has beautiful graphics, a cool
       atmosphere and a simple gameplay.
       The game isn't very challenging unless you select "hard", but start your
       first game on "easy" unless you're a pro.
       However, the walkthrough is written for "easy".
    [Email]
       If you got any questions about Incubation, feel free to email me at
       erbgor@hotmail.com, but do read the faq first. Hopefully, it will answer
       your question.
       I really appreciate every single email, as long as you don't ask for
       illegal crap such as warez or ROMs.
       You're questions could possibly land in the faq-section. If you wish, with
       name and/or email (If you don't give me permission to do so, I won't.).
    [System requirements]
       Win95/98/98SE
       90MHz Pentium
       16 MB RAM
       2 MB Graphic card
       70 MB free disc space
       2speed CD-ROM
    [Recommended]
       166MHz
       32 MB RAM
       110 MB free disc space
       3dfx accelerator supported (looks good without one, too.)
    ===============================================================================
    [TABLES]
    [Enemies]
       [Al'Coo]
          No data.
       [Cy'Coo]
          Long range fighter. The Cy'Coo can only be defeated in defense mode. Use
          the Sniper Rifle if you got it. They aims in your turn, ergo if you don't
          have any mercs in positions where a merc was in the last round, they'll
          miss for sure.   
       [Dec'Ther]
          Annoying. Those "small", spiderlike creatures are fast and if they get
          close enough, they kill everything in a 3x3 area, including themselves.
          It doesn't matter what weapon you use, even the Light Combat Gun is
          enough. Just do it fast. If there's a group of them and they are not too
          close, use the defense mode.
       [Ee'Ther]
          Those guys are a real pain in the ass. They are "invisible" (use your
          radar to locate 'em), they are decent short range fighters and they are
          fast. That would be ok, but the mean thing about 'em is that they
          regenerate. If you don't take them out in one turn, they have all
          hitpoints again in the next round.
          You'll need heavy weapons or more than one merc.
       [Gore'Ther]
          Big and strong but very slow. Additionally, you can only wound them
          in the back. If you encounter them, use at least two mercs and attack
          from two or more sides. With a decent weapon, you'll only need one shot.
       [Pyr'Voo]
          Strong long range fighter. Take one out at a time. My favourite: Take
          cover and use the minethrower.
       [Ray'Coo]   
          They can jump and they are long range fighters, but they're not too
          strong. You don't see them very often. Warch out for them in mission 3.
       [Ray'Ther]
          Standard, the first enemy you'll see. Fast, but hardly any armor.
       [Squee'Coo]
          Related to the Pyr'Coo. Little better armor, less effective long range
          fighter.
       [Sqee'Ther]    
          If you shoot a Squee'Coo, you "create" those guys. Almost like the
          Ray'Ther, even more harmless.
       [Tr'Yn]
          No data.
       [War'Coo]
          I really don't like those guys. YOU CAN'T TAKE THEM OUT!
          Just keep moving, they have the same aiming-problem as the Cy'Coo.
    
    [Weapons]
       [Light Combat Gun]
          Sucks. Get better weapons as fast as possible. Very bad cooling.
          Modes: 1
          Defense Mode: Yes
          Range: 1-10
          Power: 2
          Exactness: 3%
          Actionpoints: 1
          Bayonet: No
          Ammo: 7
          Equipmentpoints: 10
          Talentpoints: 0
       [Advanced Combat Gun]
          More reliable than the Light Combat Gun. Plus it has a bayonet
          (very helpful).
          Modes: 1
          Defense Mode: Yes
          Range: 1-10
          Power: 3
          Exactness: 3%
          Actionpoints: 1
          Bayonet: Yes
          Ammo: 8
          Equipmentpoints: 20
          Talentpoints: 1 (1 for light weapons)  
       [Standard Assault Rifle]
          An average weapon, standard till you get the Rapid Fire Machine Gun.
          Bayonet.
          Modes: 1
          Defense Mode: Yes
          Range: 1-20
          Power: 4
          Exactness: 4%
          Actionpoints: 1
          Bayonet: Yes
          Ammo: 10
          Equipmentpoints: 30
          Talentpoints: 3 (3 for light weapons)
       [Sniper Rifle]
          As the name says, it is a sniper weapon...good against weak enemies that
          are far away, very good against Cy'Coos in Defense Mode.
          Modes: 1
          Defense mode: Yes
          Range: 1-30
          Power: 4
          Exactness: 20%
          Actionpoints: 1
          Bayonet: No
          Ammo: 15
          Equipmentpoints: 40
          Talentpoints: 4 (3 for light weapons, 1 for technic)
       [Double Fire Assault Rifle]
          Good weapon, but once you can buy it you can also buy the Rapid Fire
          Machine Gun, which is better in every aspect.
          Modes: 1
          Defense mode: Yes
          Range: 1-20
          Power: 6
          Exactness: 5%
          Actionpoints: 1
          Bayonet: No
          Ammo: 15
          Equipmentpoints: 50
          Talentpoints: 5 (4 for light weapons, 1 for technic)   
       [Heavy Machine Gun]
          I don't like that gun at all. Ok, you can kill more than one enemy in one
          shot, but you need two Action Points. Sort of like the Rapid Fire Machine
          Gun in second mode, but worse and you can't switch so you also need two
          APs if you're attacking a single Scay'Ger.
          Modes: 1
          Defense mode: Yes
          Range: 1-20
          Power: 5
          Exactness: 5%
          Actionpoints: 2
          Bayonet: No
          Ammo: 15
          Equipmentpoints: 50
          Talentpoints: 4 (1 for light weapons, 2 for heavy weapons, 1 for technic)   
       [Rapid Fire Machine Gun]
          Oh yeah...my favourite one. It's the standard weapon. Fast, reliable,
          powerful, big magazin, two Fire modes and Defense Mode.
          Modes: 2
             A (default) Attack single enemies. Defense Mode.
             B Attack multiple enemies. Needs two Action points and two Ammo.
          Defense mode: Yes (only fire mode A)
          Range: 1-20
          Power: 6
          Exactness: 10%
          Actionpoints: 1 (2 in fire mode B)
          Bayonet: No
          Ammo: 20
          Equipmentpoints: 60
          Talentpoints: 5 (2 for light weapons, 3 for heavy weapons)
       [Flame Thrower]
          A lot of power, but VERY short range and only 5 Ammmo. Interesting fire
          mode B. Since you can get it very early, you should buy one, but you
          might change later.
          Modes: 2
             A (default) Attack a single enemy (and probably take it out).
             B Create a flame carpet which covers a 3x3 area. Nobody can wlak there
               till the flames are gone, so use that to stop enemies.
          Defense mode: No
          Range: 1-4
          Power: 10
          Exactness: 100%
          Actionpoints: 1 (2 in fire mode B)
          Bayonet: No
          Ammo: 5
          Equipmentpoints: 40
          Talentpoints:  (3 for heavy weapons)   
       [Grenade Launcher]
          Gotta have one of those. The only weapon that shoots over walls. Damage
          area of 3x3.
          Modes: 2
             A (default) Grenadethrower. Damagearea of 3x3.
             B Mines. Damagearea of 3x3.
          Defense mode: No
          Range: 2-20
          Power: 10
          Exactness: 60%
          Actionpoints: 3
          Bayonet: No
          Ammo: 5
          Equipmentpoints: 60
          Talentpoints: 7 (4 for heavy weapons, 1 for technic, 2 for speed)
       [Plasma Gun]
          Weird thing. Seems to kill everything that's in front of you, so be
          careful if you use it. You should at least try it.
          Modes: 1
          Defense mode: No
          Range: 1-10
          Power: 10
          Exactness: 100%
          Actionpoints: 2
          Bayonet: No
          Ammo: 10
          Equipmentpoints: 60
          Talentpoints: 8 (4 for heavy weapons, 3 for technic, 1 for speed)
       [High Energy Laser]
          Would be the ultimate gun, there's only one big problem: It has
          extra-ordinary bad cooling. 
          Still, you should have one of them.
          Modes: 2
             A (default) High damage laser.
             B Paralyzes the enemy.
          Defense mode: Yes
          Range: 1-40
          Power: 10
          Exactness: 90%
          Actionpoints: 1
          Bayonet: No
          Ammo: unlimited
          Equipmentpoints: 70
          Talentpoints: 9 (5 for heavy weapons, 3 for technic, 1 for speed)
       [Multi-Target Destroyer]
          Exotic thing. Give it a shot, but be careful.
          Modes: 2
             A (default) Attacks multiple targets. Damagearea of 3x3.
             B Single, high damaging attack. Damagearea of 3x3.
          Defense mode: No
          Range: 2-45
          Power: 15
          Exactness: 90%
          Actionpoints: 3
          Bayonet: No
          Ammo: 4
          Equipmentpoints: 90
          Talentpoints: 8 (4 for heavy weapons, 4 for speed)
       
    [Items]
       [Scan Module]
          Shows unseen enemies on radar. Useless.
          Equipment Points: 50
          Talent Points: 2 (2 for technic)
       [Long Range Scaner]      
          Shows unseen enemies on radar in a wider radius than the Scan Module.
          Helpful, but if you buy a jetpack, you also get a Long Range Scanner for
          free, so be patient.
          Equipment Points: 100
          Talent Points: 5 (4 for technic, 1 for leadership)
       [Light Stimulants]
          Plus one action point per round in one round per mission. I never buy
          them.
          Equipment Points: 30
          Talent Points: 2 (1 for strength, 1 for health)
       [Strong Stimulants]
          Plus two action points per round in one round per mission. Never buy
          those either.
          Equipment Points: 50
          Talent Points: 3 (1 for strength, 2 for health)
       [Targeting System]
          Doubles exactness of every weapon. Don't waste it on the High Energy
          Laser or exact weapons like it.
          Equipment Points: 60
          Talent Points: 6 (6 for technic)
       [Ammo Pack]
          Doubles ammo per mission. A must-have for every merc.
          Equipment Points: 70
          Talent Points: 3 (1 for technic, 2 for speed)
       [Jetpack]
          Allows the merc to jump over walls. Grab at least one as soon as you
          can.
          Equipment Points: 190
          Talent Points: 7 (3 for technic, 4 for speed) 
       [Flag]
          Every merc in a 7x7 area gets a plus one action points bonus. Also,
          in this area the Defense Mode works in all directions. Grab one
          (I always give it to Bratt.).
          Equipment Points: 100
          Talent Points: 6 (5 for leadership, 1 for speed)
       [Explosion Pack]
          Enable the option to detroy those sewer-like entries of the Scay'Ger.
          Neat, but definitely not a must have.
          Equipment Points: 10
          Talent Points: 7 (3 for technic, 2 for speed, 1 for light weapons, 1 for
          heavy weapons)
       [Light Armor]
          Plus three (front) and two (back). Waste.
          Equipment Points: 10
          Talent Points: 1 (1 for speed)
       [Standard Armor]
          Plus four (front) and two (back). Standard armor. I give this to every
          merc.
          Equipment Points: 20
          Talent Points: 2 (2 for speed)
       [Attack Armor]
          Plus five (front). 
          Equipment Points: 30
          Talent Points: 3 (3 for speed)
       [Heavy Armor]      
          Plus six (front) and four (back). Minus one Action Point. Not
          recommended. Rather get a standard armor and use the Action Point to
          shoot/run away.
          Equipment Points: 50
          Talent Points: 4 (4 for speed)
       [Servo System]
          Plus one Action Point. A must-have.
          Talent Points: 5 (2 for speed, 2 for technic, 1 for health)
       [Small Medic Kit]
          The merc who carries this can restore one hitpoint for one merc per
          round. They gotta be close to them and he has to face them. 
          Equipment Points: 80
          Talent Points: 1 (1 for health)
       [Large Medic Kit]
          The merc who carries this can restore three hitpoint for one merc per
          round. They gotta be close to them and he has to face them. 
          Equipment Points: 160
          Talent Points: 5 (5 for health)
    ===============================================================================
    [GENERAL HINTS]
       [Tune your weak mercs]
          Let the weak mercs do the unimportant killings. This way they easily gain
          few levels without danger.
       [Save often]
          Save often, especially if you try something bold.
    ===============================================================================
    [FAQ]
    This is where your question's gonna be.
    ===============================================================================
    [WALKTHROUGH]
    [Introduction]
       [Before Mission X]
       This is where I'll give you a few hints what to buy.
    [Mission X]
       Objective: What you have to do in order to succesfully end the mission.
       Loss if: The type (and sometimes number) of enemies you'll face in this
       mission.
       Boxes: The number of boxes in this mission(And what you'll find in them.)
       Mercenaries in Mission: How many mercs you can possibly place on the map
       before the mission starts.(How many mercs you will use additionally, zero
       if not mentioned.)
       
       Here you'll find a mission guide. This wil be one way (my way), not the
       neccessarily the best, but one that worked for me.
    
    [Before Mission 1]
       Before you start the first mission, go to transporter Alpha. Buy Advanced
       Combat Guns for Bratt and Maxon. Then start the first mission.
    
    [Mission 1]
       Objective: Kill all enemies.
       Loss if: Corporal Bratt dies.
       Enemies: Ray'Thers
       Boxes: 1(ammo)
       Mercenaries in Mission: 3
       
       Very basic. Move carefully to the only box in this mission, open it
       (ammo) and kill the remaining Ray'thers.
    
    [Before Mission 2]
       Nothing valuable you could buy.
    
    [Mission 2]
       Objective: Reach red square.
       Loss if: Corporal Bratt dies.
       Enemies: Ray'Thers
       Boxes: 1(50 pts)
       Mercenaries in Mission: 3
    
       Wait a turn before you open doors so you have 2 AP's left. Use defense mode
       after you opened it. Before the last door: Send your merc with the Light
       Combat Gun to the box (50 pts) and place the other two in front of the
       door. After you opened the box, place this merc next to the hole. Wait one
       turn, save.
       Now open the door. Kill the first Ray'Ther that you see, and move your merc
       two squares if possible. Move the other merc as far as possible and wait
       one turn.
       Kill the Ray'Ther in front of you. If you only moved one square in your last
       turn, walk another one, always aiming for the red square. Let the Light
       Combat Gun Soldier kill the one Ray'Ther next to him. Wait a turn.
       Kill the Ray'Ther in front of you. There shouldn't be any aliens left.
       If so, go as far as possible. If not, wait another turn. Wait a turn.
       Now move your merc on the red square. As soon as you end your turn you
       won, so there is no reason to not try and kill remaining Ray'Thers if
       possible. Remember that you get full ammo before every mission, and you get
       points for killing.
    
    [Before Mission 3]
       You should at least be able to get an Advanced Combat Gun ofr your only merc
       that still use a Light Combat Gun.
    
    [Mission 3]
       Objective: Lee and Bakee survive 12 turns.
       Loss if: Lee, Bakee and/or Bratt die(s).
       Enemies: Ray'Thers, two Ray'Coos. 
       Boxes: 3(20 pts, ammo, 10 pts)
       Mercenaries in Mission: 3(2)
    
       Have one merc push the barrel towards the hole, then move one to the door
       and one to the boxes(20 pts, ammo). Lee walks towards the center, Bakee
       closes the door next to him.
       Open the two boxes (20 pts, ammo). Move all your mercs CAREFULLY to the
       center (watch out for the Ray'Coos!). Don't forget the last box(10 pts.).
       Get you mercs together and defend yourself till the end of the 12th turn.
       Place your mercs with bajonts next to the hole to save ammo.
    
    [Before Mission 4]
       NOTE: Incubation has a RPG element regarding levels, so you'll have various
       options to buy stuff depending on your play style. Try to get one Sniper
       Rifle and Assault Rifles for the other mercs.
    
    [Mission 4]
       Objective: Kill the Gore'Ther.
       Loss if: Bratt dies.
       Enemies: Ray'Thers, one Gore'Ther.
       Boxes: 3(20 pts, 20 pts, 50 pts)
       Mercenaries in Mission: 5
    
       Move to the second door, open all three boxes (20 pts., 20 pts., 50 pts.).
       Place two mercs with Assault Guns next to the third door and wait one turn.
       Open the door and use defense mode with your two mercs next to the door. Let
       the others take care of the Ray'Thers that come out off the holes.
       In the next room, move one merc to the farest corner and the other to the
       door. Wait a turn.
       Open the door and flee with the merc who opened the door back into the big
       room. This way you can attack the Gore'Ther from two directions and shoot
       him in the back, which is the only way to kill it.
    
    [Before Mission 5]
       Try to get a Flame Thrower, but keep your Sniper Rifle.
    
    [Mission 5]
       Objective: Kill all Scay'Gers.
       Loss if: Bratt dies.
       Enemies: Ray'Thers, Gore'Thers.
       Boxes: 3(10 pts, 50 pts, 20pts)
       Mercenaries in mission: 6
       
       Move all but one merc on the platform, the other merc to the switch. Once
       everybody but one is on the platform, press the switch.
       In the next round, let the mercs on the platform take out the Gore'Thers.
       If you can't kill'em all, you might wanna move your single merc back a bit
       and repeat.
       Once they're all gone, move the mercs (Don't worry about the single merc,
       just leave him where he is for the rest of this misson.) to the most far
       away platform that doesn't have switchs on it. Place one of the mercs next
       to the switch but on the platform.
       Kill the Ray'Ters (use defense mode), and open the door to your right. Lure
       the Gore'Ther between your mercs to kill him (you did this before).
       There's another one in the eastern corner. After you killed him, open the
       two boxes (10 pts, 50 pts). Move the merc you just used to open the boxes to
       the door. Save now, it's gonna get a little tricky.
       There is one Ray'Ther and one Gore'Ther left, and they are guarding the last
       box. If you kill them, the mission is over and you lose the last box
       (20 pts.).
       Lure the Gore'Ther out. Kill the Ray'Ther. Move slow towards your other
       mercs (you know the drill).
       The point is: You do not want the Gore'Ther to attack the "door merc" (He
       will be responsible for the box.), so another merc has always to be closer
       to the Gore'Ther than the "door merc". But be careful that you're not too
       close, the Gore'Ther will most likely take you out in one hit.
       He can move either two squares straight AND attack or move one diagonal AND
       attack.
    
    [Before Mission 6]
       You can't by anything.
    
    [Mission 6]
       Coming soon.
    ===============================================================================
    [MISCELLANEOUS]
    [Violence level]   
       You can set the level of violence in the game. To do so,
          1. Locate and open the file \Incubation\data\user.gcl with notepad.
          2. Locate the line "?_(x)", where x is 1, 2 or 3.
          3. Set x to 
             "1" for no blood.
             "2" for blood when an aliens dies.
             "3" for blood on both sides.
          4. Save.
    
    [Battle Isle 4?]
       The subtitle of Incubation is Battle Isle 4. Battle Isle 1-3 are turnbased
       strategy games also, but they have a completely different story. I'd think
       they just added the subtitle to catch the eye of the Battle Isle 1-3 buyers.
             However, I heard somewhere that BlueByte announced Battle Isle 4, but
       that's only a rumor.
       Look for info @ www.bluebyte.de.
    ===============================================================================
    [IMPORTANT LINKS]
       www.bluebyte.de
          The site of the publisher, BlueByte. There is a link for an english
          version of the site as well.
       www.gamefaqs.com
          You'll always find the newest version of this faq here.
    ===============================================================================
    [HISTORY]
    [Version 1.0]
       First draft. Updates will follow. Walkthrough started.
    
    [Version 1.1]
       Added items to the Miscellaneous section and continued the wakthrough.
       Added Important Links section.
    [Version 1.2]
       Minor changes. Continued walkthrough.
    [Version 1.3]
       Minor changes. Added host list.
    [Version 1.4]
       Minor changes. Added system requirements. Walkthrough is up to mission 5.
    [Version 1.41]
       Added urls to host section.
    [Version 1.41a]
       One of the urls in the host section was wrong.
    ===============================================================================
    [Last words]
       That's it for now. Look for updates at www.gamefaqs.com.
    ===============================================================================