Tarawa: Gilbert Islands
Protect your position in the Gilbert Islands as you will need support for operations across the mid-pacific.
In Tarawa, you will be facing 26 waves of ground and air units in a desert-style map with tricky building spaces. Four different main paths weave their way into two just before your base, with limited coverage options to handle the enemies efficiently. In order to do this, defense will focus on the last stretch of path before your base.
This guide will cover how to get a Full House, which is a perfect round with all medals and 20 victory points, on the Tarawa level of the iBomber Defense Pacific campaign, played on Veteran difficulty. In addition, this mission guide will cover the secondary objective and hidden target along with a walkthrough video.
Fund for the war effort are at an all-time low. Accumulate as much resources as possible to help.
If you remember the previous mission where we had to end the level with a set amount of funds, this is pretty much the same. Don’t worry about saving up over time because we can just pause the game right as the last enemy in the final wave is destroyed and sell as many towers as needed to satisfy the 300$ secondary objective.
Supply Crates: 6
Victory Points So Far: 240
- 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 2
- Anti-Air lvl 2
Perks used for this mission:
- Greenback II
- Eagle Eye II
- Fast Fingers
Fast Fingers will help with overall damage output in a level that needs it badly while Greenback helps with the limited funds problem. Eagle Eye allows the turrets to more efficiently cover the awkward approaches.
The hidden target should be the grey turret located just to the bottom right of your base.
NOTE: I found this and later forgot which building it was; I’m pretty sure it is the turret, but if someone can confirm this in the comments, I will leave a thank you note for you here.
Turret placement will focus entirely on the last stretch of buildable land before the enemy wave paths reach your base, since they do not really converge at all until this point, which makes placing turrets elsewhere a drain on resources and available firepower. Some bomb turrets to the far left will be necessary while leaving a space open for a comms turret that can boost the vast majority of your other turrets. A pair of flamers will be absolutely necessary as well. Digging in some of your turrets like Machine Guns and the Rockets along the two main angles of approach will help considerably.
A single anti-air turret will suit you quite well for most of the mission. It will need an upgrade to level 2 (max for now) shortly into the level, but it won’t require a partner at level one until the very last wave.
Remember to pause the game right as the last enemy unit is destroyed (turn fast forward off and keep your cursor near the pause button) to sell enough towers to earn the 300$ back you need to satisfy the secondary objective.
Finally, placement is really key here, so don’t forget to check the pictures.
Veteran Difficulty Video Guide
There is a special achievement associated with this mission, Daredevil, which you can acquire by beating the mission without using any upgraded turrets. Since this requires a very different strategy that is more challenging than normal, you can find a separate walk-through for this in the video guide below.