SpaceXYZ Operation Terraforming and unlock Planet Y Guide
This SpaceXYZ Operation Terraforming and unlock Planet Y Guide gives you the exact prep, build choices, and in-run actions that let you reliably defeat the giant landworm (Operation Terraforming) and unlock Planet Y.
Must have beaten wave 100 on Planet X before Planet Y unlocks.
Operation Terraforming is a special one-time battle that pits your ground forces against a massive terrestrial worm with three health infusions.
The single most important things: very high infantry damage & attack speed, enough HP + regeneration to survive the worm’s one-shot purple slime, and the ability to quickly add population (deploy many troops) at each infusion point.
Prep checklist (before you start)
Research
Max or stack Infantry Damage as high as possible. This scales multiplicatively and is the main damage engine for the worm.
Max Infantry Attack Speed to the highest safe level you can afford. Faster rate = faster damage on the worm’s health bar.
Optional: increase Infantry HP/regen research if you struggle with survivability during test runs.
Base / Combat upgrades
Raise Hit Points and Hit Point Regeneration heavily; these are more important here than the Wave Emitter. Target values used in the successful run:
~450 HP and ~30+ regen pre-battle; later raised to ~600 HP and ~40+ regen during the fight.
Ignore Wave Emitter for this boss; it contributes little to damaging the landworm. Focus resources on infantry and survivability instead.
Upgrade Submachine Gun / offensive towers only a little—your infantry do the main damage.
Agents / Special skills
Bring single-target or random drill style agents that spawn additional damage sources (for example, the “blue thorny” that launches drills). These help but are secondary to infantry scaling.
Choose any skills that allow rapid troop deployment or that boost unit damage temporarily.
Population slots
Make sure you can raise the population cap quickly (have population upgrade options and minerals ready to increase cap by big jumps when infusions arrive).
Boosts
Double resources at the start of the Operation is the strongest boost to use—gives you immediate buying power to spam troops.
The +5 minute timer is useful but less critical. Missile aid showed negligible effect in the tested run. Use double resources first.
Recommended army composition
Guard / Space Warrior — primary core unit. Cheap, uses one slot, ground type (best to spam early).
Marine / Trident / Hellfire — fill remaining slots with a mix of higher damage infantry as the round progresses and unit cost rises.
Keep a heavy early count of Guards to trigger the first mineral infusion quickly, then replace/add stronger units later.
Overdrive / Area board choices
Pick options that increase unit damage and base damage heavily. Even though HP matters here, damage wins the fight faster and prevents the dangerous slime phase.
Step-by-step fight plan (what to do during the battle)
Pre-start (the minute before fight)
Spend minerals to push damage, attack speed, HP, and regen up to the pre-battle targets (aim for ~450 HP, ~30 regen).
Increase population cap once to have room to deploy many guards immediately at wave start.
Position any agents / skills you plan to use.
The fight (general flow)
Spam Guards immediately until you’ve nearly depleted your minerals. Guards are cheap and multiply your early DPS, and they trigger the first infusion quickly.
When the worm’s health bar reaches the first arrow (infusion point), buy another population cap and refill your army with a mix of Guards, Marines, Tridents, Hellfires.
After each infusion, hold down Infantry Damage and Infantry Attack Speed research buttons to rapidly pump those stats while your units chew on the worm. These two research buttons multiply your overall DPS and are the core of the strategy.
Between infusions, if your HP is low, spend a small amount to bump HP and regen so your troops don’t wipe from the worm’s slime attacks. Target the post-infusion peak numbers: ~600 HP and ~40+ regen.
Repeat deploy/pop cap → spam troops → hit research for damage/speed at each infusion. By the third infusion your infantry damage should be astronomical and will burn the worm down.
Important behavioral tips
Time the population increases so you can immediately refill after each infusion; the faster you bring units back in, the faster the bar drops.
Don’t waste minerals on the Wave Emitter or heavy single towers—these contribute little to killing the worm quickly.
If you have resource doubling, use it to buy one big initial spam of infantry and to fund the early research pushes.
Target numbers and benchmarks used in the tested run
Infantry Damage: pushed to 400–450% early, then ramped well past 1500% by the final infusion through continuous research presses.
Infantry Attack Speed: raised to ~250–275% in the run. Higher attack speed improves per-second damage dramatically.
HP / Regen: pre-battle ~450 HP / ~30 regen, then post-infusion buffed to ~600 HP / ~40+ regen.
These are approximate values from the recorded successful run; if you are lower, compensate with even higher infantry damage and attack speed or use double resources.
Why this works
The landworm is defeated faster by sustained massive ground DPS than by tower walls or wave emitters. Infantry damage scales parabolically via research, meaning repeated investment compounds quickly and outpaces static defenses.
The worm has three health infusions; each time you can rapidly reflood the field with units and push research, you exploit that parabolic scaling and melt the next health slice before the worm can one-shot you with purple slime.
