Prima Games eGuides Evolve Official Strategy Guide

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Evolve Official Strategy Guide MAPS

Forest Biome

Creature Inhabitants:

Armadon, Blitzleopard, Crowbill Sloth, Mammoth Bird, Marsh Strider, Phantom, Reaver, Spotter, Trapjaw, Tyrant, Venomhound

Fusion Plant

Potential Map Effect with Hunter Win:

Cargo Ship, Teleport Gates, Clear Skies

Potential Map Effect with Monster Win:

Second Monster, Teleport Rifts, Carnivorous Plants

A Celestial Fission-Electric Type IV power plant provides electrical power to several nearby settlements. Dropped over a naturally occurring thorium deposit, the plant mines and processes the ore it needs to power the steam turbines. Its crew of 22 is needed only to maintain the plant and operate the control systems.

Fusion Plant is a relatively small map, with the big, complex NORDITA facility taking up much of the west side. Many levels of the structure allow a Monster or Hunter to hide if things get hairy in combat. Storage tanks litter the area just to the south, while ship wreckage is the only unnatural thing in the far east. A small fenced-in area to the far north makes a decent location for the Hunters to fight their foe. The Power Relay sits inside the plant on the bottom floor. Multiple entrances along the three levels can be defended with well-placed traps. Once the fight is taken inside, it can get very dangerous.

Refueling Tower

Potential Map Effect with Hunter Win:

Colonists, Sentry Guns, Teleport Gates, Birds, Clear Skies

Potential Map Effect with Monster Win:

Canyon Striders, Radioactive Clouds, Teleport Rifts, Phantoms, Carnivorous Plants

A Rank-Rajat self-repairing “Refuel, Repair, & Resupply” depot sits alone in the forest, tended by its worker crew of 18 engineers and servicemen.

Periodically, vehicles visit for repair and to load up on supplies for their colony.

The big tower that sits in the middle of this map may be the main focus, but the winding river that runs throughout the east and south makes the environment what it is. The Monster can easily hide its tracks as it traverses between the zones. Human corpses lying around the start give the Monster a head start on feeding. The Power Relay sits inside the tower, with three ways in. Defend them all as the Monster attempts to fight its way in.

Weather Control

Potential Map Effect with Hunter Win:

Cargo Ship, Sentry Guns, Birds, Medbays, Fair Weather

Potential Map Effect with Monster Win:

Second Monster, Radioactive Clouds, Phantoms, Mutated Plants, Storms

The bohrium that makes Shear so valuable has environmentally catastrophic effects when mined and brought to the surface, where it can directly interact with the planet’s magnetic field.

The powerful plasma storms that accompany bohrium mining can be prevented through the use of PITRE’s synoptic effector technology, also known as weather control towers.

Like many of the megastructures on Shear, the weather control towers are self-maintaining and self-repairing, allowing the massive, complex tower to run smoothly with a crew of only a few dozen.

Weather Control is highlighted by the weather control towers like the PITRE model SE-402. A big cave in the southeast side keeps Hank from using his annoying Orbital Barrage and gives Goliath a great location from which to pummel some Hunters. Extrasolar Research Institute has facilities on the two far sides, with each having a good location for the Monster to evolve. The Power Relay is located on the central structure. It is relatively open from all sides, with the surrounding equipment giving the Hunters nice perches to sit and wait.

New Calico

Potential Map Effect with Hunter Win:

Armored Turrets

Potential Map Effect with Monster Win:

Armored Minions

The administrative center of NORDITA’s colony on Shear during Phase One of development, New Calico is no longer the largest settlement on the planet. But the town still thrives, boasting several bars, saloons, taverns, and churches. All the comforts of civilization!

Monsters start out in the far south side of the map, with three lanes of entry to the first generator. Protect them all with traps as the Monsters make their initial push, and put more out whenever the opportunity arises. After the first generator has been taken care of, the comforts of town living can be seen as the Monsters move through the right or left path. The power source sits on a circular platform not too far from the second generator. A bridge leading to the power source should be littered with traps whenever minions are incoming. If possible, avoid taking the fight to the ground level, as the minions continue to eat away at the objective above.