Earth 2150 by J Sepulveda phoenix_risen49@yahoo.com Legal Information: This is mine. If you want to use it for your own personal access, that's fine. If you want to post it somewhere, ask me first and I'll probably okay it. Never charge anyone for access to this guide. Currently posted on gamefaqs.com, neoseeker.com, and dlh.net. ************************* I. Version History II. The Armies A. Eurasian Dynasty 1. Concept 2. Units 3. Equipment 4. Buildings B. United Civilized States 1. Concept 2. Units 3. Equipment 4. Buildings C. Lunar Corporation 1. Concept 2. Units 3. Equipment 4. Buildings III. Game Concepts and General Information IV. Walkthroughs A. Eurasian Dynasty B. United Civilized States C. Lunar Corporation V. Codes ************************* I. Version History 4/21/2005 - Initial version. Partial walkthrus for ED and UCS. 4/29/2005 - 1.1 *UCS walkthru almost complete *Tables added for UCS and LC units, structures, and equipment *More information on all three armies' units and weapons *Grammar and spelling check 5/13/2005 - 1.2 *Began LC walkthru up to Kamchatka *Tables added for ED units, structures, and equipment *Minor corrections on ED equipment and weapons II. The Armies A. Eurasian Dynasty 1. Concept The Eurasian Dynasty is the least advanced of the three armies. In fact, much of their technology is actually based on modern technology: helicopters, large cannons, and treaded tanks are the basis of the army. The strength of the ED is exactly that: they can kick ass and take names in a straight fight. A Pamir will take down a Tiger or Lunar any day. The ED gets some really impressive nuke-based weapons late in the game, but fielding them is extremely expensive. 2. Units N = no shield equippable S = 600 PSU shield M = 1200 PSU shield L = 1800 PSU shield All HPs are for level 0 experience Equipment costs are added to chassis base cost Chassis HP Shield Armor Speed Base Cost Gruz 1800 S 0% 19 800 ZK Taiga 450 SML 0% 18 400 MI 27 Boyar 900 SML 0% 36 400 ZT 100 Siberia 600 SML 0% 18 500 ZT 101 Siberia 675 " " 19 " ZT 102 Siberia 750 " " 19 " TT 100 Pamir 180 N 75% 21 300 TT 110 Pamir 210 " " 25 " TT 120 Pamir 240 " " 25 " Tank HT 400 Kruszchev 900 SM 75% 16 1200 HT 500 Kruszchev 1050 " " 17 " HT 600 Kruszchev 1200 " " 17 " HT 800 Ural 600 SML 25% 16 1200 HT 900 Ural 750 " " 17 " TK 100 Caspian 450 S 0% 21 500 TK 110 Caspian 600 " " 25 " TK 111 Caspian 750 " " 25 " TL 70 Volga 900 SML 25% 18 800 TL 80 Volga 1050 " " " " ZT 200 Minelayer 600 SML 25% 18 500 ZT 210 Minelayer 675 " 50% 19 570 ESS 30 Irkutsk 300 S 25% 21 300 ESS 40 Irkutsk 375 " 25% 25 " ESS 50 Irkutsk 450 " 50% 28 " ESS 200 Leviathan 900 SML 75% 17 1000 ESS 300 Leviathan 1050 " " 18 " MI 106 Cossack 240 N 0% 36 350 MI 107 Cossack 300 " " " " MI 140 Grozny 300 S 25% 36 450 MI 150 Grozny 375 SM " " " MI 200 Han 600 SM 50% 25 1300 MI 210 Han 750 " " " " MI 300 Thor 375 SML 25% 25 1000 MI 310 Thor 450 " " " " Fake TT 60 N 0% 19 50 Fake ZT 60 N 0% 18 50 Fake HT 60 N 0% 17 50 Ukraine - This is the transport helicopter. You'll be using this to ferry units and credits from your temporary mission base to your main base and back. The Ukraine needs a Landing Zone built in the mission base in order to arrive, but it can stay after the LZ is destroyed in an emergency. It will carry up to 10 of any unit and 5000 credits. If the Ukraine is destroyed, another will automatically be built and deployed to the main base area after a short delay. Gruz - The Gruz is a constructor unit, which means that it builds all the structures you'll need. If you lose your only Gruz and don't have a VPC, you're screwed. It also does some other useful things, like dig trenches and tunnels, build bridges, and act as a damage magnet if you're feeling daring. During the campaign, if you save every unit you possibly can you'll pile up a bunch of these. Taiga - Taigas form the support structure of the ED. Though they can be lightly armed, they're not really worth the trouble. Instead, Taigas are best used in their Repairer capacity. Also, they are the only unit that can move containers from Mines to Refineries and Transport Bases. Boyar - These are supply helicopters. Boyars must be assigned to Supply Depots, and will then carry ammunition produced at the depot to units and buildings that run out of ammunition. Boyars have no armaments and little armor. Siberia - The Siberia is essentially the combat version of the Taiga. It can be armed with just about every non-cannon weapon and is the second combat unit you'll be using in the campaign. Pamir - Pamirs are the first combat unit and the mainstay of your military for a very long time. They can take hits like lighter units can't and have a tendency to survive. Their weakness is that the standard 105mm Cannon Pamir is unable to attack air targets. Kruszchev - The medium tank for the ED with a heavy hardpoint. Ural - A heavier tank, this time with two heavy weapon hardpoints. Caspian - Caspians are a rather unique tank built at the WPC that can run on either land or water. It's not a substitute for a navy but it will ford any body of water without a bridge. Volga - After the moderate success of the Caspian, Volgas were adapted to carry heavy mount weapons. Just like the Caspian it can travel over land or water with equal ease. Minelayer - These are useful in specific areas. Mines are invisible to all enemy units (except Minelayers) and completely harmless to your own. The downside is that after they run out of mines, they can't be reloaded. Your Minelayers can also be used to detect enemy mines and destroy any that the Minelayer is directly next to. Obviously, mines can only affect enemy ground units or air units that choose to land. Irkutsk - The Irkutsk is the first aquatic unit you'll use. As such, it's a light ship with one hardpoint that should be used in packs, not singles. Leviathan - The Leviathan is appropriately named as the ED battleship. The ESS 200 has two weapon hardpoints and the ESS 300 has three. Unusually, you can choose to build either 200s or 300s even after you have researched the upgrade - this allows you to build either large or pocket battleships at your discretion. Cossack - Cossacks are the lightest air unit of the ED. They are fast but poorly armed and armored. Cossacks make excellent scouts but have an unfortunate tendency to blow up. They can outrun rockets in a straight flight. Grozny - The Grozny is almost exactly the same as the Cossack except: it has 25% armor instead of tinfoil; it can carry a Rocket Launcher as well as 20mm; and it gains more HP as it gains levels. Hold off on creating a permanent air force until you have researched these. Thor - Thors are the lighter bomber unit. They're just as powerful but not quite as durable as the Han. The Thor can also be equipped with a Container Hook much like the Taiga's Carrier, allowing it to move mineral containers from distant Mines to Refineries without ground travel restrictions. Han - Finally, the Han is the heavy bomber. It's big, slow, tough, and extremely powerful when loaded with nuclear bombs. Defend against enemy interceptors with 20mm fighter escorts. Fake Units - These are cheap versions of the Pamir, Siberia, and Kruszchev. They can't take a punch but they will swell your ranks and look impressive on the battlefield. Despite their mock weapons fake units can't shoot anything. All fake units become available immediately after you research the real thing. Tank - You can never research the Tank, but you will come across six of them during the Arctic 2 mission. They are much more powerful than Pamirs and will serve admirably as the mainstay of your ground forces until you get more powerful chassis. The Tank comes equipped with two 105mm Cannons. Lenin - You have zero control over the Lenin during the campaign. It shows up every once in a while to move credits between Transport Bases and the Spaceport. No data, but it's nice to know what it's called. 3. Equipment * = can mount standard weapon on top + = does not refer to physical damage; see weapon description AA = can target air or ground units STS = mounted on ground units and can only fire on ground units and structures STA = mounted on ground and can only fire on air targets Numbers under weapon base stats refer to ammo upgrades Weapon Damage Range Ammo Target Cost 20mm Chaingun 15 6 100 AA 200 17 6 " " " 19 7 " " " 21 7 " " " 2x 20mm Chaingun 23 6 200 AA 200 26 6 " " " 29 7 " " " 32 7 " " " Helicopter 20mm 15 7 100 AA 300 17 7 " " " 19 8 " " " 21 8 " " " 2x Helicopter 20mm 23 7 200 AA 300 26 7 " " " 29 8 " " " 32 8 " " " 105mm Cannon 25 6 60 STS 300 27 7 " " " 30 7 " " " 33 8 " " " 2x 105mm Cannon 38 6 120 STS 300 41 7 " " " 46 7 " " " 50 8 " " " 120mm Cannon* 50 8 40 STS 700 55 9 " " " 60 10 " " " 65 11 " " " 2x 120mm Cannon* Rocket Launcher 20 8 50 AA 300 22 8 " " " 24 9 " " " 26 9 " " " 2x Rocket Launcher 4x Rocket Launcher Helicopter Rocket 2x Heli Rocket Heavy Rocket 40 10 30 AA 600 44 11 " " " 48 11 " " " 52 12 " " " 2x Heavy Rocket 3x Heavy Rocket Heli Heavy Rocket 40 10 40 AA 600 44 11 " " " 48 11 " " " 52 12 " " " 2x Heli H Rocket Laser 60+ 5 16 STS 300 2x Laser 90+ 5 16 STS 300 3x Laser 120+ 5 16 STS 300 Heavy Laser 120+ 6 16 STS 700 2x Heavy Laser 180+ 6 16 STS 700 4x Heavy Laser 240+ 6 16 STS 700 Ion Cannon 100+ 7 1 STS 300 2x Ion Cannon 100+ 7 1 STS 300 Heavy Ion Cannon 500+ 7 1 STS 600 2x Heavy Ion Cannon 500+ 7 1 STS 600 Bomb Bay 300 1 3 ATS 600 600 " " " " 800 " " " " 1200 " " " " 2x Bomb Bay Ballistic Rocket 1500 32 1 AA 2000 2000 37 " " " 2500 47 " " " 5000 77 " " " Banner N/A 200 Noise Generator Repairer N/A 200 Carrier 1 N/A STS 100 Container Hook 1 N/A ATS 100 Shield 600 PSU Shield 1200 PSU Shield 1800 PSU 20mm Chaingun - A very basic weapon available to all the armies. It's light, has high ammo capacity, and can attack air as well as land targets. On the other hand it's very weak compared to later weapons. The 20mm only fires in straight lines, which means that your units must have a direct line-of- sight on the enemy. If you're using a mob assault only the front tanks will be able to fire. 105mm Cannon - This is the basic weapon your default Pamirs will be equipped with. It's powerful against ground targets and buildings, but useless against flying foes. The 105mm also fires only in straight lines. 120mm Cannon - Essentially it's an upgrade of the 105mm Cannon taking advantage of a heavy weapon mount. Note that it uses 120mm shells instead of 105mms, so you'll have to do more research for maximum damage. Rocket Launcher - Basically an upgrade of the 20mm Chaingun. It's heavier, deals more damage, requires frequent reloads, and can be mounted on Pamirs. The Rocket Launcher is also available to all three armies. Default rockets are dumb-fire, but upgrades create guided rockets can track targets with greater accuracy. Unlike 20mms and 105mms, Rocket Launchers can fire in arcs over friendly units, hills, walls, etc. Heavy Rocket Launcher - Just like the regular Rocket Launcher, only with less ammo and more damage. It can only be mounted on hardpoints capable of supporting a heavy weapon mount, essentially large tanks and defensive structures. Laser Cannon - Unlike other weapons, the Laser Cannon deals no damage. It heats the target until fuel and ammunition inside the target explode. Very useful early on, it becomes less so after the invention of shields. A 3x Laser will kill many units in a single hit. Lasers are useless against buildings. As an energy weapon, Lasers recharge their ammo over time instead of being rearmed by the Supply Depot. Heavy Laser Cannon - Like the standard Laser but much more powerful. If your enemies are fielding shielded tanks bust out this thumper to put some holes in 'em. Ion Cannon - Ion Cannons don't deal damage either, but will incapacitate units and buildings. Disabled units and buildings have blue static around them and can be captured by any Repairer unit. Ion Cannons are blocked by shields and recharge their own ammo. Upgraded Ion Cannons recharge faster. Heavy Ion Cannon - It's the Heavy Laser principle applied to Ion Cannons. Very useful to compensate for enemy shields, especially the LC. Bomb Bay - Fly directly over the target with your bombers and drop stuff on their heads. Powerful, but only holds a few bombs at a time before you have to fly home to reload, and you have to pause directly over the target before the bomb falls, leaving you vulnerable. Difficult to use against mobile enemies. Nuclear Bombs are more fun than a barrel of irradiated monkeys. Ballistic Rocket Launcher - Don't lump these in with standard Rocket Launchers and Heavy Rocket Launchers. Ballistic rockets fire in parabolic arcs up into the atmosphere over impressive range. You don't have to worry about seeing the enemy as long as you know roughly where they are. The disadvantages are extremely low ammo, expense, build time, the rocket hang time that limits your ability to hit moving targets, and the fact that these mobile artillery are completely unable to defend themselves. For all that, there's nothing more fun than wiping out your opponent's entire base with three well-placed nuclear rockets. Banner - Banners can be very powerful when used correctly, but they are difficult to manage. Every Banner mounted on either a building or a unit extends an aura around it that increases the experience level of all weapons by two. It does not grant the corresponding HP increase to units. Banners are not cumulative. Repairer - This fixes the damage inflicted on your units. It can only be loaded on a Taiga. Repairers can also capture enemy units disabled by an Ion Cannon or help friendly disabled units recover. Upgraded Repairers can perform field upgrades on your units or repaint them to show up as a different color on the minimap, an option I find less than useful. Noise Generator - Reserve this equipment for fighting in multiplayer. It prevents enemy units from being able to receive orders, but the isolated tank will still fire on enemies around it. Since the AI just shoots whatever it sees first anyway the Noise Generator doesn't have much effect unless you're playing a human opponent. Shield Generator - Another technology available to all armies, shields prevent energy weapons from having any effect on the physical structure of units and buildings. Since energy weapons are fairly devastating, this is very important later in the game. After a shield is exhausted energy weapons will affect the target normally. Shields recharge on their own over time. Shields take up a separate slot from weapons or equipment. All buildings can equip all sizes of shield. 4. Buildings Structure HP Armor Hardpoints Power Cost Power Plant 2400 0 0 N/A 500 Vehicle Production 3000 0 2 50 1000 Weapon Production 3000 0 1 50 2000 Supply Depot 2400 0 1 50 1500 Mine 2400 0 1 50 1000 Refinery 3000 0 0 50 1000 Transport Base 0 Small Tower 300 25% 1 0 400 Large Tower 900 50% 1 20 1000 Pillbox 1200 75% 1 20 1200 Research Center 2400 0 0 50 1000 Headquarters 3000 0 1 50 1500 Radar 750 0 0 50 1500 Tunnel Entrance 750 0 0 0 1000 Landing Zone 0 0 0 Power Plant - Power Plants both produce and transmit power to structures near them. Unlike the UCS and LC, you'll have to place one for each of your building clusters. Fortunately, they're simple, relatively cheap, and small. Vehicle Production Center - This structure builds all the noncombat vehicles: Gruzs, Boyars, Transports, and Repairers. There won't be much use for it, but it is absolutely necessary for the support structure for your army. VPCs have two weapons hardpoints. Weapons Production Center - The WPC builds every unit that has a weapon attached, both land and air (water units are built at the Ship Yard). You'll be visiting often. WPCs have one weapon hardpoint. Supply Depot - These structures provide ammo for all your units and armed buildings using ballistic weapons. To get the ammo to those in need, each Supply Depot must have at least one Boyar assigned to it. The Assembly Point referred to on its status screen indicates where the Boyars will wait between orders. Supply Depots can be set to serve one tank, a few tanks, or many tanks with the Fast/Average/Slow button. Early in the game keep it on Slow, but as tanks become more expensive and powerful late in the game you may progress to using the faster settings. Doing so requires a field of depots and a flock of Boyars, though. Air attack units such as the Cossack must fly back to a Supply Depot to rearm themselves. Supply Depots have one weapon hardpoint and, as a free bonus, resupply themselves with virtually no wait. Ship Yard - The Ship Yard must be located on a body of water (duh) and builds all the aquatic units. Ship Yards have two weapons hardpoints. Mine - A Mine must be built over every mineral field you plan to use. It will tap all the minerals under it and for one square in any direction. Mines produce containers worth 250 each that must be transported to a Refinery or Transport Base by a Taiga. The Mine will also show how many credits are left to be mined. Mines have one weapon hardpoint. Refinery - A Refinery converts the containers of a Mine into immediate cash. This will show up in the cash reserves without any input from you. Credits can then be spent on buildings, units, upgrades, research, or be moved to the other base on the Ukraine and used. Transport Base - Unlike Refineries, Transport Bases convert Mine containers into credits to be sent to the Space Port in the main base with no input from you. This is the key building of the campaign, and many missions will require a certain amount of credits to be sent to the Space Port in this fashion. Credits will accumulate until 2000 are waiting, then a transport will automatically show up to take them to the Space Port. You can also click the Call Trn button to send whatever credits remain to the Space Port; you'll probably have to do this at the end of most missions. Small Tower - Small Towers are light defensive structures. They can be mounted with most weapons and are independently powered, so they won't shut down when the Power Plant is destroyed. Small Towers have one weapon hardpoint. Large Tower - More powerful than Small Towers are Large Towers. They can mount any weapon, including heavy mount weapons. Large Towers depend on Power Plants and will not function without power. Large Towers have one weapon hardpoint. Pillbox - Pillboxes are heavily armored gun emplacements. They are exactly like Large Towers except that they have more HP and stronger armor. Pillboxes have one weapon hardpoint. Wall - Walls are cheap ways to prevent ground units from moving through a given square. You can order a Gruz to build a line of walls instead of one square at a time. Walls can be destroyed with enough firepower. Bridge - On mission maps with rivers or valleys you wish to cross the Gruz can build a bridge. Clicking the bridge icon brings up a display of all the potential places where a bridge can end on the map. Choose one foundation point and the another across the obstacle to be bridged. Both narrow and wide bridges cost 50 per square, but using wide bridge makes your Gruz build two squares wide instead of one. Tunnel - Tunnels can only be dug if the unit is already underground thanks to a Tunnel Entrance (see below). Tunnels are free to construct. Narrow tunnels are one square across and wide tunnels are two squares. You cannot tunnel through bedrock. Flat Terrain - This is the remedy for trenches (see below). A Gruz can flatten a trench's sides to make it passable, though it's quite likely you'll get stuck somewhere in the process and another Gruz will have to flatten around you before you can move. Sometimes you can also use this to make normal rough terrain safe for building structures. Trench - A Gruz can dig a trench in a line that will block ground units from passing over the tall sides. See Trenches under Concepts for more info. Research Center - One Research Center is required to conduct research. Up to two more can be built for extra speed, usually in the main base. Building more than three doesn't provide any extra benefit. Missile Control Center Silo Headquarters - A Headquarters will automate research, unit design, structure weapons upgrades, or base defense. Each Headquarters can only be used for one of these purposes at a time. Noise Generator Radar - The UCS Shadow Generator makes their units invisible. The ED radar makes them visible again so you can hurt them a lot. Tunnel Entrance - Tunnel Entrances allow units to enter the underground. The ED version is fairly slow and tends to bottleneck your forces, so build multiple TEs if you plan to move large forces underground. TEs can be built from either above or below ground, but they are vulnerable both above and below ground while under construction; don't count on coming up in the middle of the enemy base by burrowing under. TEs can also be used by enemy units. Landing Zone - The LZ is essential to call the Ukraine from the main base. If it is destroyed before the Ukraine arrives onscreen, the Ukraine will return to the main base. If the LZ is destroyed while the Ukraine is waiting above it, the Ukraine will remain there until it is sent to the other base but will not be able to return. If more than one LZ is built, one LZ must be designated as the Active one. Space Port - The Space Port is the only structure that cannot be built. It automatically exists in the main base. The Space Port receives credit transfers from Transport Bases, lumps them into 10000 credit units, and sends them to the spacedock where they are used to construct Project EXODUS. B. United Civilized States 1. Concept The UCS occupies the middle ground on almost all fronts in this conflict. The units are moderately fast, moderately powerful, and moderately priced. As such, while they tend to not excel in any one area, they can hold their own in most situations. For this reason they're my favorite army, and the one I'm most skilled with. 2. Units N = no shield equippable S = 600 PSU shield M = 1200 PSU shield L = 1800 PSU shield All HPs are for level 0 experience Equipment costs are added to chassis base cost Chassis HP Shield Armor Speed Base Cost Mammoth 1800 S 0% 19 800 Harvester I 600 SML 0% 17 700 Harvester II 750 " 50% 18 " Harvester III 900 " 75% 19 " Harvester IV 600 SML 0% 16 1000 Harvester V 750 " 50% 16 " Harvester VI 900 " 75% 16 " Condor 900 SML 0% 36 400 Tiger I 240 N 75% 17 200 Tiger II 270 " " 18 " Tiger III 300 " " 19 " Spider I 450 SML 0% 18 300 Spider II 525 " " 19 " Spider III 600 " " 19 " Panther I 900 SML 75% 17 600 Panther II 1050 " " 18 " Panther III 1200 " " 19 " Jaguar I 1200 SML 50% 16 900 Jaguar II 1350 " " " " Minelayer I 600 SML 25% 18 500 Minelayer II 675 " 50% 19 570 Grizzly III 3600 SML 75% 800 Shark I 300 S 25% 21 300 Shark II 375 " " 25 " Hydra I 900 SML 50% 17 1000 Hydra II 1050 " 75% 18 " Hydra III 1050 " 75% 18 " Gargoyle I 240 N 25% 36 600 Gargoyle II 270 S " 36 " Gargoyle III 300 S " " " Bat I 375 SM 25% 25 1000 Bat II 450 " " " " Dragon I 600 SML 50% 25 1500 Dragon II 750 " " " " Albatross - This is the UCS version of the Ukraine, exactly the same in all respects except it doesn't make the annoying propeller sound as it approaches. Mammoth - The UCS constructor unit, like the Gruz in every respect. Builds structures, digs trenches and tunnels, and builds bridges. Tends to pile up in your main base. Harvester - Harvesters are the means the UCS uses to extract minerals. Each one pulls the minerals out of the ground and then carries them to either a Refinery or Ore Transport Base for processing. The advantage of this system is that there need be no structure built over the field itself. If you can tolerate a long wait time you can mine any field on the map from a single Refinery. A Harvester carries 500 minerals at a time. Harvester IIIs mine faster. Harvester IV - These are exactly like normal Harvesters except that they can fly, making it easier to mine remote mineral fields. Harvester IIIs cannot be field upgraded to Harvester IVs because IVs are considered a different chassis. Condor - Condors are supply transports and exactly like Boyars in all areas. Tiger - Tigers are the basic combat unit of the UCS. They are light and maneuverable and carry many basic weapons including the Repairer. They cannot carry heavy mount weapons or shields. Learn to love them because you'll be using them a lot. Many missions provide you with free Tigers. Spider - Spiders are slightly less capable Tigers that have exactly one advantage: they can mount Shield Generators. Spiders are primarily meant to be a support chassis with Repairers, Banners, and Shadow Generators, but can also mount light weapons. A few missions provide free Spiders. Panther - Panthers are the medium tank for the UCS. They can carry any heavy mount weapon and a Shield Generator. Jaguar - Jaguars are the heaviest tank in the UCS army. Each one is a very expensive investment, so guard them carefully and keep them supplied. Jaguars can mount one standard weapon, one heavy weapon, and a Shield Generator. They are slightly less hardy than Panthers but make excellent assault vehicles. Minelayer - Just like the ED Minelayer, it can lay a set number of mines as well as detect and destroy enemy mines within one square. Basic Minelayers start with 10 mines, Minelayer IIs have 20. Grizzly - Like the Tank you can never research or build Grizzlies, but you will capture three of them during Kurshatov FZ. Grizzlies enjoy an absolutely unique resistance to Laser fire above and beyond even what buildings can withstand. As such they are excellent fodder for the front when facing a stream of ED Lasers. Your captured Grizzlies come armed with a Heavy Rocket Launcher and standard Rocket Launcher each. Shark - The Shark is the basic naval unit for the UCS. It only has one weapon hardpoint, but they're quick to build and maneuver. Hydra - Hydras are the UCS heavy bombardment battleship. It's big, slow, and expensive; treat it exactly like a Jaguar. Hydra Is have one weapon hardpoint, IIs have two hardpoints, and IIIs have three hardpoints. Gargoyle - The lightest UCS air unit. It can carry either a 20mm Chaingun or a Rocket Launcher, and is best used to provide cover for ground units or to escort heavier bombers. Like the Cossack, they tend to explode if left unattended, so watch them carefully to prevent the enemy from sneaking up. Also useful for scouting. In a straight flight without altitude change a Gargoyle can outrun a pursuing rocket from an enemy launcher. I recommend only equipping Gargoyles with 20mm because of higher ammo capacity and Bats are better for rockets. Bat - Bats are the middle UCS air unit and the first true bomber. They have great range with their Rocket Launchers and are excellent for taking out antiair defenses so the Gargoyles can sweep in. Unfortunately, Bats are very slow and only moderately armored, and so can be quickly dispatched by enemy air units. They also run through rockets quickly, meaning that a good bit of game time is spent flying them back and forth from the Supply Depot. Bats can also be armed with Bomb Bays, but I recommend reserving these for Dragons. Dragon - Dragons are a significantly better chassis than Bats but cannot equip any weapon except the Bomb Bay. I'm not particularly fond of bombing because you have to get directly over the target, meaning that either there are few antiair defenses below and you can use your existing air force or there are few defenses at all and you can use your army to mop up. Dragons are much too large an investment to sacrifice to AA weapons. 3. Equipment * = can mount standard weapon on top AA = can target air or ground units STS = mounted on ground units and can only fire on ground units and structures ATS = mounted on air units and can only target ground units and structures STA = mounted on ground and can only fire on air targets Numbers under weapon base stats refer to ammo upgrades Weapon Damage Range Ammo Target Cost 20mm Chaingun 15 6 100 AA 200 17 6 " " " 19 7 " " " 21 7 " " " 2x 20mm Chaingun 23 6 200 AA 200 26 6 " " " 29 7 " " " 32 7 " " " Gargoyle 20mm 15 7 100 AA 200 17 7 " " " 19 8 " " " 21 8 " " " 2x Gargoyle 20mm 23 7 200 AA 200 26 7 " " " 29 8 " " " 32 8 " " " 2x Grenade Launcher 60 6 80 STS 300 66 6 " " " 72 7 " " " 80 7 " " " 3x Grenade Launcher 90 6 120 STS 300 99 6 " " " 108 7 " " " 120 7 " " " 2x Heavy Grenade 120 9 120 STS 600 132 9 " " " 144 10 " " " 160 10 " " " 4x Heavy Grenade 184 9 240 STS 600 203 9 " " " 221 10 " " " 246 10 " " " Sm Rocket Launcher 20 8 50 AA 300 22 8 " " " 24 9 " " " 26 9 " " " 2x Sm Rocket 30 8 76 AA 300 33 8 " " " 36 9 " " " 40 9 " " " 4x Sm Rocket 40 8 100 AA 300 44 8 " " " 48 9 " " " 52 9 " " " Rocket Launcher* 40 8 50 AA 300 44 8 " " " 48 9 " " " 52 9 " " " 2x Rocket Launcher* 61 8 76 AA 300 67 8 " " " 73 9 " " " 80 9 " " " 4x Rocket Launcher* 80 8 100 AA 300 88 8 " " " 96 9 " " " 104 9 " " " Heavy Rocket 40 10 30 AA 600 44 11 " " " 48 11 " " " 52 12 " " " 2x Heavy Rocket 61 10 44 AA 600 67 11 " " " 73 11 " " " 80 12 " " " 3x Heavy Rocket 80 10 60 AA 600 88 11 " " " 96 11 " " " 104 12 " " " Gargoyle Rocket 20 8 20 AA 300 22 8 " " " 24 9 " " " 26 9 " " " 2x Gargoyle Rocket 40 8 40 AA 300 44 8 " " " 48 9 " " " 52 9 " " " Bomber Rocket 40 10 40 AA 600 44 11 " " " 48 11 " " " 52 12 " " " 2x Bomber Rocket 80 10 50 AA 600 88 11 " " " 96 11 " " " 104 12 " " " Plasma Cannon 100 7 50 STS 300 2x Plasma Cannon 200 7 100 STS 300 Heavy Plasma Cannon 200 8 50 STS 600 2x Heavy Plasma 400 8 100 STS 600 2x Heavy Plasma* 400 8 100 STS 600 Bomb Bay 400 1 3 ATS 600 600 " " " " 800 " " " " 1200 " " " " 2x Bomb Bay 400 1 5 ATS 600 600 " " " " 800 " " " " 1200 " " " " Banner 8 AA 200 Repairer 1 STS 200 Shadow Generator I 5 AA Shadow Generator II 10 " 1000 Shadow Generator III 15 " " Shadow Generator IV 15 " " Radar AA 200 SDI Laser 10 3 STA Shield 600 PSU 100 Shield 1200 PSU 200 Shield 1800 PSU 400 20mm Chaingun - Exactly like the ED version in all respects. Grenade Launcher - Very similar to the ED 105mm Cannon, the Grenade Launcher is devastating against ground targets and helpless against air targets. Heavy Grenade Launcher - Just like the Grenade Launcher, but more powerful and more exclusive. Rocket Launcher - Exactly like the ED versions in all respects. Note that Small Rocket Launchers can be loaded on heavy hardpoints for more damage - these are called "Rocket Launchers" on the table. Upgraded Rockets get better tracking ability. Heavy Rocket Launcher - Exactly like...you get it. Upgraded Heavy Rockets also get better tracking. Plasma Cannon - This is the UCS energy weapon. It can deal huge amounts of damage to unshielded opponents and can even chew through shields fairly quickly. The downside is that it can't target enemies in flight. Like the Laser, Plasma Cannons recharge over time. Bomb Bay - Bomb Bays can only be equipped on the Bat and Dragon bombers. You have to fly right over the target, but damage is impressive. Payload isn't; you only get 5 shots at most before the long, slow flight home for a reload. Banner - Yep, it's a pretty flag that makes people rally. Weapons gain two experience levels when they are within range of a Banner mounted on either a unit or building. Repairer - Not really a weapon but important nonetheless. Fixes your units and structures, captures disabled units and structures, and mounts on either a Tiger or Spider. The Repairer II can repaint friendlies or perform field upgrades on existing units to bring them up to cutting-edge technology, but it costs credits to do so. Shadow Generator - This unusual device creates a fog of war around it that prevents the enemy from seeing your units as long as all lights are turned off. Shadowed units have a gray haze over them. The tech tree works funny for this one: SGs I, II, and III can be mounted on Shadow Towers and have the range listed above. SGs II, III, and IV can be mounted on units, but act like one level below their rating, i.e. SG III on a Spider is the same as SG II on a Tower. Hence, there's no way to put SG IV on a Tower; it's only meant to act like SG III on a unit. Radar - You receive Radar after researching Shadow Generator I. It doesn't do anything worthwhile in the single-player campaign because you never fight another UCS enemy, but if you were to do so it would make shadowed enemies visible. SDI Laser - The SDI Laser comes equipped on any SDI Defense Center you build. It will shoot down nukes and only nukes that target a spot within its radius. Ammo regenerates like all energy weapons. Shield Generator - Protects units and buildings from assault by energy weapons. The size of the unit limits the size of the generator that can be attached. After the shield is exhausted energy weapons do damage as normal. It's possible to equip Shield Generators on flying units, but doing so is ludicrous since they can only be hit by energy weapons if they land. 4. Buildings Structure HP Armor Hardpoints Power Cost Power Plant 3000 0 0 N/A 1500 Energy Transmitter 150 0 0 N/A 100 Vehicle Production 3600 0 1 50 1000 Weapon Production 3000 0 1 50 2000 Ship Yard 3600 0 0 50 1500 Supply Depot 2400 0 1 50 1500 Small Tower 300 25% 1 0 400 Large Tower 900 50% 1 20 1000 Fortress 3000 75% 4 50 3000 Plasma Control 2400 0 0 50 1500 SDI Defense Center 1500 0 0 50 1500 Research Center 3000 0 0 50 1000 Headquarters 2400 0 2 50 1500 Shadow Tower 900 0 0 50 1500 Teleport 1500 0 0 50 1500 Tunnel Entrance 1500 0 0 0 1000 Landing Zone Power Plant - Like the ED, the UCS relies on nuclear power plants that transmit power for a range around them. Unlike the ED, UCS power plants are pretty expensive, larger, and are harder to take down. They also take slightly longer to build. UCS Power Plants are capable of upgrading themselves with extra reactors built around the plant to increase its output more than you'll probably need. Energy Transmitter - Power Plants may be similar, but the ED has nothing on the Energy Transmitter. When a UCS player brings up the energy grid (F9) you can see both yellow lightning bolts (current power distribution) and gray lightning bolts. The gray are potential areas of expansion by means of transmitters. Their range is smaller than a full-blown plant, but you can build 15 Energy Transmitters for the price of one Power Plant. Instead of building new Power Plants in every one of your bases and fortifications, you can simply extend the range of one or two plants with transmitters. The downside is that transmitters are pretty easy to take out, but they are also easy to replace. Vehicle Production Center - Just like the ED. It builds all noncombat vehicles. Weapons Production Center - Just like the ED. It builds all combat vehicles. Ship Yard - Builds all aquatic units. Must be built on the coast. Aerial Supply Depot - Responsible for making ammunition for your combat units and armed buildings. At least one Condor must be assigned to carry ammo to units and structures. Aerial units will resupply themselves by flying back to the supply depot on their own. If a Supply Depot is armed, it rearms itself with no wait. Refinery - Refineries take the ore from Harvesters and give you cash on the barrelhead in whatever base you happen to be at. Simple. Ore Transport Base - Similar to the ED Transport Base, the Ore Transport Base accepts donations from Harvesters and sends them to the Spaceport in the main base in 2000 credit chunks. Remember to Call Trn at the end of every mission, and make sure the transport shows up and is heading back to the main base before you actually close up shop. Small Tower - Small Towers are small defensive emplacements. They power themselves and will continue to fire after the plant goes down. Small Towers cannot mount heavy mount weapons and have one weapon hardpoint. Large Tower - Large Towers are the Small Towers' big brothers. They can take more punishment, but must be constantly supplied with power from the Power Plant. Take that away and they fall strangely silent. Large Towers can mount heavy mount weapons and have one weapon hardpoint. Fortress - This is the most impressive dedicated defensive structure in the game. It's big, but it carries two heavy weapons hardpoints and two standard weapons hardpoints. The downsides are that it is very expensive, presents a large profile to enemy attackers, and the entire thing goes down if the Ion Cannons get through. Very annoying, that. Other than those small glitches, it will stop enemy mobs cold. Plasma Control Center - Reagan's Star Wars finally comes to life. The PCC must build at least one and up to four plasma cannons around itself to be useful, not unlike Power Plant extra reactors. Each cannon must charge for a (long) period of time, then can be directed to fire at any point or structure on the map. Expect some hang time as the plasma bolt goes through a parabolic arc somewhere in the ionosphere before it heads back down on target. Damages an area around the target spot. SDI Defense - If it is built and powered it'll stop ED nukes from hitting your base for a small radius around it. In theory. I haven't tested it out yet and I'm not really anxious to. Wall - Exactly like the ED, but substitute Mammoth for Gruz. Bridge - Still the same. Tunnel - Yep. Flat Terrain -. Trench - One more time. Research Center - These make research possible. Just like the ED, you can build up to three Research Centers for maximum efficiency. It doesn't make the research itself cheaper, only somewhat faster. Don't build the extras in the mission base, because you'll lose them at the end of the mission and never get them back. Research costs are only deducted from credit reserves in the region the Research Centers happen to be in. Plasma Control Center Plasma Cannon Headquarters - Like the ED version, Headquarters allow certain functions of the game to be automated so that you, the player, don't have to worry about them. Each Headquarters can only do one of the following at a time: manage research, design units, structure weapons upgrades, and base defense. SDI Defense Center Shadow Tower - It's a structure with a Shadow Generator attached. See the Shadow Generator equipment for more details. Teleport - An oddly pointless structure, the Teleport seems insanely useful at first glance. It will move any unit that steps onto it to a Teleporter at the other end, then move them back. All sorts of fantasies about flanking the enemy emerge. Unfortunately, the Teleporter quickly bottlenecks large groups. Also, it allows enemy units to use it just as easily as your units do, meaning that your forward base can suddenly become a highway into your power and supply infrastructure. Furthermore, you have to get a Mammoth in to build another end before it's useful, and the fact that a Mammoth and a fragile structure-in-progress have to be safe largely on their own means that the forward location probably wasn't that great anyway. Teleports require power from a Power Plant. Tunnel Entrance - Similar to the ED Tunnel Entrance, this moves units underground and back. Because it uses teleporter technology, though, it's much faster and the bottleneck effect is lessened. TEs are vulnerable both above and below ground during construction, limiting the number of places you can bring your units up. And, of course, enemy units have no trouble using it if they can restrain themselves from blowing it up first. TEs use self-generated power. Landing Zone - Landing Zones provide a place for the Albatross to arrive. For more information, see the ED LZ entry. LZs require no power. Space Port - Exactly like the ED version except it doesn't look as stupid. It takes the credit shipments from mission Ore Transport Bases and lumps them into 10000 credit groups for shipment to the spaceship construction. Once credits leave for the spaceship, they're gone permanently. C. Lunar Corporation 1. Concept The LC represents the bleeding edge of technology in this new world. The tradeoff for this is that their units tend to be quite expensive and rather fragile. Unlike the ED or UCS, you probably won't manage much carryover between missions with this army. On the other hand, you might not need it. 2. Units N = no shield equippable S = 1200 PSU shield M = 2400 PSU shield L = 3600 PSU shield All HPs are for level 0 experience Equipment costs are added to chassis base cost Chassis HP Shield Armor Speed Base Cost Phobos 30 N 25% 28 350 Mercury 900 SML 0% 36 400 Lunar m1 240 S 0% 28 100 Lunar m2 270 " " 32 " Lunar m3 300 " " 36 " Moon m1 300 SML 50% 21 300 Moon m2 375 " " 25 " Moon m3 450 " " 28 " Crater m1 750 SML 75% 19 1200 Crater m2 900 " " " " Crater m3 1050 " " " " Crusher m1 600 SM 50% 18 1200 Crusher m2 750 " " " " Crusher m3 900 " " " " Crion 750 SM 0% 15 1200 Meteor m1 180 N 25% 36 400 Meteor m2 240 " " " " Meteor m3 300 S 25% " " Thunderer m1 600 SML 50% 25 1500 Thunderer m2 750 " " " " Fang 600 N Jupiter - The Jupiter will transfer up to 10 units and 5000 credits between the main base and the mission base. Just like everybody else. Phobos - This is the LC support unit. It can't mount weapons, but it can use Detectors, Regenerators, and Shield Rechargers. Mercury - Just like the Boyar and Condor, the Mercury carries ammo from the Supply Depot to whoever needs it. Lunar - Lunars are the most basic LC combat unit. They are VERY light and tend to die quickly in pitched combat, one after another. They can only carry a few standard mount weapons. On the other hand, they're pretty cheap and often provided by missions. Moon - Moons are the first LC unit you might actually want to go into combat in. They carry the same weapons Lunars do, but can take a hit or two in a pitched fight. Crater - Craters are the heavy tanks for the LC. They carry heavy weapons and don't die easily. You might also get to preserve them for several missions with carryover. Crusher - These are the two-hardpoint tank for the LC. It's not quite as tough as the Crater but has more firepower. Meteor - Meteors are the LC's light air unit. They're fast and maneuverable, but drop like flies if not carefully managed during attacks. Thunderer - For heavy bombing runs, substitute the hardy Thunderer for Meteors. I recommend using an Air Sonic Cannon and leaving the Rocket Launchers to the Meteors. The disadvantages are short range and inability to attack air units, meaning you'll have to escort them with Meteors to keep them from being picked on. Crion - This is your reward for fully researching weapons. The Crion can only equip the Plasma Cannon, but it's a decent tank with high regeneration and good maneuverability. Even ammo regeneration is acceptable. The UCS and ED have nothing on this mobile artillery. Fang - You'll begin the campaign with the Fang, an alien tank with rapid regeneration and a devastating energy weapon that ignores shields. The Fang is studied in several missions by LC scientists. The Fang's energy bolts can disable units and buildings assuming they survive more than a few shots (this would be useful if you had a Repairer to capture disabled units), but it must be stationary to fire. It will quickly amass maximum experience if you depend on it early in the game. Don't let the Fang get killed because in the LC campaign you are piloting it - if it's destroyed you die, too. 3. Equipment * = can mount standard weapon on top AA = can target on air or ground targets STS = mounted on ground units and can only fire on ground units and structures ATS = mounted on air units and can only fire on ground units and structures Numbers under weapon base stats refer to ammo upgrades Equipment Damage Range Ammo Target Cost 20mm Chaingun 15 6 100 AA 200 17 6 " " " 19 7 " " " 21 7 " " " 2x 20mm Chaingun 23 6 200 AA 200 26 6 " " " 29 7 " " " 32 7 " " " Meteor 20mm 15 7 100 AA 200 17 7 " " " 19 8 " " " 21 8 " " " 2x Meteor 20mm 23 7 200 AA 200 26 7 " " " 29 8 " " " 32 8 " " " Rocket Launcher 20 8 50 AA 300 22 8 " " " 24 9 " " " 26 9 " " " 2x Rocket 30 8 75 AA 300 33 8 " " " 36 9 " " " 40 9 " " " 3x Rocket 40 8 100 AA 300 44 8 " " " 48 9 " " " 52 9 " " " Meteor Rocket 20 8 20 AA 300 22 8 " " " 24 9 " " " 26 9 " " " 2x Meteor Rocket 40 8 40 AA 300 44 8 " " " 48 9 " " " 52 9 " " " Heavy Rocket 40 10 30 AA 600 44 11 " " " 48 11 " " " 52 12 " " " 2x Heavy Rocket 61 10 45 AA 600 67 11 " " " 73 11 " " " 80 12 " " " 4x Heavy Rocket 80 10 60 AA 600 88 11 " " " 96 11 " " " 104 12 " " " Air Heavy Rocket 40 10 40 AA 600 44 11 " " " 48 11 " " " 52 12 " " " 2x Air H Rocket 80 10 60 AA 600 88 11 " " " 96 11 " " " 104 12 " " " Electro Cannon 30 5 10 STS 300 2x Electro Cannon 46 5 10 STS 300 Heavy Electro* 80 6 10 STS 600 2x Heavy Electro* 123 6 10 STS 600 Sonic Cannon 60 4 5 STS 300 2x Sonic Cannon 60 4 5 STS 300 Heavy Sonic 60 5 10 STS 600 2x Heavy Sonic 60 5 10 STS 600 Air Sonic 120 5 6 ATS 600 2x Air Sonic 120 5 6 ATS 600 Plasma Cannon 1000 12 1 STS 600 Banner AA 200 Detector AA 200 Shield Recharger m1 AA 200 Shield Recharger m2 " " Regenerator m1 AA 200 Regenerator m2 " " Regenerator m3 " " 20mm Chaingun - Exactly like the UCS and ED versions in all respects. Rocket Launcher - Ditto. Heavy Rocket Launcher - One more time. Electro Cannon - The Electro Cannon is the LC energy weapon. It is moderately strong, certainly better than a Rocket Launcher, but it lacks the punch and range of either the Laser or the Plasma Cannon. It also can't fire at airborne targets. The Electro Cannon, like all energy weapons, is blocked by shields and recharges itself over time. Heavy Electro Cannon - Same as the standard Electro Cannon, but bigger and badder. Sonic Cannon - The Sonic Cannon generates an unfocused shockwave of energy around the unit that damages everything it touches. It has relatively short range and you must literally plunge the unit into the enemy's ranks for maximum effect, but they do make for very dramatic last stands. Sonic Cannons are energy weapons and therefore recharge and are blocked by shields. Heavy Sonic Cannon - Second verse, same as the first. Plasma Cannon - This one's a little tricky because it doesn't show up on the research tree. After you research both 2x Heavy Sonic Cannon and 2x Heavy Electro Cannon it should appear on the standard research screen. The Plasma Cannon can only be mounted on the Crion and takes a while to reload, but it's the LC's answer to ED nukes and UCS Offensive Plasma Cannons. Don't confuse it with the UCS energy weapon of the same name. SDI Defense Banner - A snazzy flag with a big star on it that makes your units feel patriotic and better able to kill things. All of your weapons within range of a Banner gain two experience levels. Detector - The Detector slightly increases a unit's sight range and also renders UCS units under a Shadow Generator visible. Shield Recharger - The UCS and ED have to sit around to recharge their shields after a fight. The LC is apparently easily bored. They invented this equipment to help recharge shields faster. Just mix one Shield Recharger with several damaged units and wait a shorter time than you would have to otherwise. Regenerator - Similar to the Shield Recharger, only for actual damage. All LC units and structures regenerate over time, but the Regenerator speeds the process up a bit. Shield Generator - Shield Generators protect your units and structures from the ravages of Plasma Cannons and Lasers. They are essential later in the game. LC shields are stronger than ED and UCS variants because of superior technology. 4. Buildings Structure HP Armor Hardpoints Power Cost Main Base 6000 0 4 100 3000 Laser Wall 600 0 0 10 100 Solar Power Plant 3000 0 0 N/A 700 Solar Battery 3000 0 0 N/A 700 Research Center 2400 0 0 50 1000 Headquarters 3600 0 1 50 1500 Mine 2400 0 0 50 1500 Supply Center 3000 0 1 50 1500 Weather Control 1500 0 0 50 1500 Defender 900 25% 2 0 700 Guardian 1800 50% 2 30 1100 Main Base - This is the heart of any LC base. the Main Base builds all units, combat and noncombat, plus it mounts four (count 'em!) weapons hardpoints. If it gets blown up, you won't be able to mount a counteroffensive with new units, but you were probably dead anyway if this behemoth got killed. Don't confuse this structure with the main base area, separated from the mission base map. Laser Wall - Laser Walls are much more expensive than ED and UCS vanilla Walls. Instead of putting up one Wall at a time, plot a line and a number of Laser Walls will be lowered from orbit at points along that line. Laser Walls are connected by laser beams to adjacent Laser Walls and this beam cannot be broken by ground units. The enemy can still destroy the Wall structure itself, though. To activate or deactivate a given beam, click on one of the two Walls holding it and then the other. Solar Power Plant - The LC is much smarter than the UCS and ED. They realized that it's stupid to put your power source right next to the defenses, because then the power will go down and the defenses will be crushed. Instead, the LC can beam power to their units and structures anywhere on the map as long as they still have either a powered battery or a producing Solar Power Plant. Solar Power Plants must have solar cells built around them to be productive. During daylight hours (watch the clock in the upper left corner), the cells will collect solar energy and beam it to friendly structures. Power not currently required by structures is automatically sent to Solar Batteries. Solar Power Plants produce no power without solar cells or during the night. Solar Battery - Solar Batteries are the logical solution to the problem of using solar power at night. Batteries charge during the day with excess energy produced by Solar Power Plants up to 100%, and discharge during the night to keep structures functioning until sunup. At the time of construction all Solar Batteries begin with a 25% charge. Without Solar Batteries the base will completely shut down at night. Mine - The LC is the most technologically advanced army, so it dispensed with the measures used by both the ED and UCS for mineral collection. Build a Mine on top of the mineral field and it will slowly process all the minerals within one square of the Mine. Mines convert minerals directly into credits for your use. Ore Transport Refinery - The Ore Transport Refinery works like the LC Mine except it transfers the credits produced to the Space Port in 2000 credit chunks. Hit Call Trn at the end of every mission to nickel-and-dime your way to victory. Research Center - One Research Center makes research possible, two makes fast research possible, three makes the fastest research possible, and four makes wasting credits possible. Aerial Supply Center - Exactly like the UCS and ED versions. Set Mercuries to transport the ammo to units and buildings. Defender - Defenders are the lighter base defense for the LC. They are independently powered and will keep firing when all power has been lost. However, they are a bit fragile. Defenders have two standard weapons hardpoints. Guardian - Guardians are heavily armored base defense. They are dependent on the power infrastructure to keep firing. Guardians have two weapons hardpoints. Headquarters - See ED and UCS versions. SDI Defense Center Weather Control Center - Can provide a number of useful weather effects depending on map conditions. Landing Zone - Acts exactly like the LZ for the ED and UCS for the Jupiter. Space Port - Accepts ore shipments from Ore Transport Refineries, bundles them into 10000 credit shipments, then dispatches them to the spaceship construction site. III. Game Concepts and General Information Before I say anything else, there are two main strategies to winning any mission that involves destroying enemy bases, and there are a lot of missions where killing enemy bases is either required or so extraordinarily helpful that it might as well be. Those strategies are: BLITZKRIEG: Before the mission, load the transporter with combat units, preferably air units because they have no restrictions on movement. Upon arrival immediately start searching the map for the enemy base. When you find it, restart the mission and send your air units directly there. Destroy any buildings in progress and any combat units you can find. If you have the muscle, gut the base. Follow up with ground units from the transporter. You see, the enemy has to build up forces the same way you do. If you can strike with carryover units before the AI can put up defenses, you can take out the base quickly and with minimal injury. Also, using this strategy can net you the mineral fields of the enemy at almost full capacity, either for the Transport Base or cash reserves. Keep in mind that your enemy often has starting equipment far surpassing your own. ATTRITION: This strategy works best after you discover Repairers. Instead of attacking, just sit back in your base. Secure any resource fields you need and wait out the enemy. It will constantly send units to harass you, which you can blow up to deprive it of its resources. Eventually, the AI will exhaust its mineral fields and start heading for yours. You know this has happened when Harvesters start showing up, or LC Refineries start dropping from the sky, or Gruzs won't stop trying to build Mines over your fields. At this point, the enemy forces have peaked and will not be able to replace their lost units, whereas you can always run away and repair to fight again. Be advised that this strategy takes longer and doesn't have the resource bonus, but it is generally safer. The next section is basic information about the game that should have been covered in the manual better than it actually was. - Main Base: During the campaign there is never any need to build a VPC or WPC in the mission area. Instead, build units in the main base and ferry them in the transport. - Experience: weapons gain experience by killing enemy units, indicated by the dark bar under the HP and ammunition bars for every armed unit and structure. More experienced units have better damage and HP. Experienced armed structures have higher damage but no additional HP. - Event Jump: Your aides will often give verbal alerts when certain events happen, like completed production of units or sightings of enemy units. Hit to immediately jump to the location of the last announced event, then again to cycle through other recent events. Eventually the jump clock expires so you won't be able to do this for old events. - Carryover: At the end of every mission, pull all the units you can and any spare credits and bring them to the main base in the transport. Units that carry over like this can be shipped out to the next mission, saving the cost of reconstructing an army. Carrying over units also maximizes opportunities for accumulating experience. - Pickups: In missions that have existing tunnel complexes, there are often spinning icons underground for your units to find. Dollar signs are worth 10000 CR cash. Laptops give information and are sometimes mission objectives. Blue cones denote computer cores and are often mission objectives. Spiky boxes with blue static fields will give any unit shields. Crates resupply units with ammunition (very useful in underground combat) and respawn. Radios sometimes appear aboveground and give information or objectives. I still don't know what red and black cages or spinning Xs do. - Cycling: In many missions, there is a certain minimum amount of credits that must be mined and sent to the Space Port. The only way the game will recognize this for the objective is if the credits are sent by a Transport Facility automatically. You can also subvert the objective by using the transport unit. Use the Give 2000 Credits button on the Transport facility, then wait for the automatic transport to take them to the Space Port. Cut over to the main base, wait for the automatic transport to deliver, then use the Take 5000 Credits button. Move those credits back to the mission base with the transport unit. Check the objective and you'll see that you've gained 2000 toward your goal for the mission. Keep this in mind if your mineral field runs short because you overcashed it. Remember that the credits must be made up to the space program in the future or you'll still lose the game. - Trenches: Gruzs and Mammoths can both dig trenches. The steep walls on either side of the trench cannot be crossed by any ground unit, but it is possible for ground units to go down the middle of the trench. They are also no barrier to air units. Trenches can be used to great effect as a defensive measure if the ends are closed by the environment or other trenches. Be very careful when trenching in anything other than straight lines on flat surfaces because it's quite easy for the digger to get stuck in the process and you'll need another one nearby to flatten terrain underneath it before it can move again. Unlike building walls, digging trenches is free. - Automining: If you can leave a Transport Base with a Transporter, Harvester, or an LC Transport Base directly over a mineral field at mission's end without any enemies or armed enemy structures, the miners will automatically send the credits to the Space Port. The End Mission button will give you a report on this possibility before you confirm the mission end. This doesn't work if you use a Refinery; you have to sit there and ferry them all to the main base manually. - Command Queue: You can set up any unit with a series of orders to follow without further input from you with the command queue in the lower right corner of the screen. Hit to start recording, then issue all commands in the order you want them executed, then again to close the list. To execute the queue hit . You can also use to start the unit moving as soon as you start issuing commands instead of waiting for the key. This is very useful for setting up a base with a construction unit or setting units to complicated patrol routes. Though the UCS and ED run parallel to each other, the LC uses a few things that are absolutely unique to them and totally confusing to me when I first played. - LC Construction: Unlike the UCS and ED, the LC does not have a constructor unit. Instead, click the Build tab on the control panel at the bottom of the screen. Structures will be assembled in orbit and slowly lowered into the correct position. If you want to cancel construction, go back through the Build tab and right-click. Just like the ED and UCS structures are extra-vulnerable during construction, LC structures are extra-vulnerable as they are being lowered. If any units (including air units) happen to be underneath the structure as it is lowered they are crushed. - LC Power: The LC electrical grid has unlimited range on the map, so there are no building restrictions. It is based not on nuclear fusion reactors but solar power. Solar Power Plants must build solar cells to generate power during the daytime and generate no power at night. Solar Batteries must be built to ensure a nighttime power supply. Batteries charge up with the excess power generated during the day and discharge whatever power is needed during the night. They will continually lose power if Solar Power Plants are not providing enough to keep the base going. Solar Cells start generating power about 6:40a, hit peak at 9a, then start dropping at 3:30p until zero power at 7:40p. - LC Flight: All LC units have antigravity capability to one level or another. This means that even ground units can float above water, so the LC has no need for aquatic units of any kind. - LC Regeneration: All LC units and buildings regenerate lost HP and shields over time. The Regenerator and Recharger equipment make this faster, but even units without these will recover from mortal wounds eventually. Point is: always withdraw wounded units so they can recover and fight again, vastly improving their effectiveness. The rest of these are tactical points/opinions I hold about the game. - Air Units: Air units are the key to the easiest way into any enemy base. Most AI bases are built around the principle of land-based attack, with mountain ranges and gullies providing barriers and defensive structures covering only the land and sea approaches. Use air units to attack from unexpected avenues and take out the enemy power plants so ground units can sweep in and finish the job. Use long-range rockets to take out antiair defenses. I recommend using max of four 20mm fighters and two or four bombers so you can easily select damaged units and withdraw them during firefights. - Water Units: I have never found a use for water units in the campaigns. They require thousands of credits in research plus a Ship Yard to produce but they can't actually storm the enemy base. They can't be carried over into the next mission with the transporter, so any resources invested in building a fleet are lost forever at mission's end. Furthermore, they can't even be used on many maps. Spend your credits on air units. - Research: Only research technology you plan to use. If you're never going to use Spiders or Crions don't waste the credits and time researching them. Stick to technologies you like and know how to use. - Shields: After you discover Shield Generators you will be able to build them on every single one of your structures through the Building Upgrade screen (F3). You probably don't need shields on every one of your buildings, so upgrade carefully. If you're facing the ED, remember that Lasers don't damage buildings and Ion Cannons only disable them. On the other hand, if you're facing the LC or UCS, their energy weapons can be very dangerous to structures so defenses and the power grid should all have some sort of protection. - Tunnels: The UCS and ED can build Tunnel Entrances to enter the subterranean depths. While this could add an interesting dynamic, it usually doesn't. Tunnels can be used to bypass enemy defenses and arrive in otherwise inaccessible locations with ground units, but the upper location must be secured before a tunnel exit can be constructed. In addition, tunneling takes a long time, even with two or three Mammoths/Gruzs working alongside. The exception to the "useless tunnel" rule is that some maps have valuable pickups or even mission objectives underground. In any case, if you do explore underground, do so with a constructor unit so you can burrow to new rooms if necessary. Lacking a constructor, LC units can't tunnel but are free to use enemy TEs if opportunity allows. - OVermining: Many missions require you to mine a certain amount of credits for the Spaceport and give you an End Mission after that number is reached. If you're not in immediate danger, don't end the mission until the mineral field is completely empty, and remember to Call Trn before you leave. This nickel-and-diming will serve you well. - Main Base Mining: At the beginning of the campaign the main base area has access to a mine with about 70000 credits under it. Once it's exhausted all spending cash must be provided by mission Refineries. - Constructed Upgrades: Over time, you will be able to research upgrades to weapons and chassis. Old units will not upgrade themselves, but all new units have the upgrades at no additional cost. The UCS and ED Repairers are capable of performing field upgrades, but other than that you are stuck with the old units until they die and you replace them. Therefore, in any mission where you can research a weapon or chassis that you are currently using, don't build any until the research is complete. You will get stronger units for the same cost. The exception is ammo upgrades which are automatically applied to every unit regardless of when it was made. - Luring: The AI reacts very predictably to invasions. As soon as any of your units attacks a base structure, all the combat units in the area immediately descend to remove the threat. Therefore, if you attack with one unit and quickly run away, you can lure the enemy into a trap. Make sure that your bait unit has a bolt hole through the trap mob and that your trap is strong enough to actually stop the defenders. Once this is done, use your experienced units' superior range to whittle down any Towers or armed buildings for a slow but simple win. - Gutting: Every time your units attack a base, each member of the mob chooses its own target and keeps shooting until it runs out of ammo, kills the target, or dies. These targets are chosen largely by the order that they move into the unit's field of view. Therefore, if you let your units pick their targets, they will waste time on Harvesters and Transporters while air units and turrets pick them off. Instead, send your units to gut the base and render it harmless first, then set them free to raze it. First, kill the combat units you lure into the open. Second, take down defensive towers directly in your path. Alternately, kill the power sources for larger Towers and kill Small Towers and Defenders with concentrated fire to minimize losses. Then focus on the power infrastructure to stop any armed buildings from firing; this also stops production. Finally, kill units and structures related to mining: Transporter Taigas, Harvesters, Refineries, etc. This prevents the enemy from sucking up any more of the resources you can claim as victor. After that, the base is helpless and can be destroyed as you wish. IV. Walkthrough Format A. Army 1. Mission Location OBJECTIVES: All the Goals provided throughout the mission. These must be satisfied to complete the mission successfully. Sometimes it is possible to continue the campaign even though you lost a given mission. TRANSPORT: Outlines what units should be loaded in the Ukraine/Albatross/ Jupiter before the mission begins so they can be dispatched with all speed. Set this up BEFORE you click on the globe to select a mission. Any time I write , , or means that you may substitute the combat unit of your choice. RESEARCH: All the researches available during this mission. Some missions have research overlap with others because you can choose which mission to take first. ENEMIES: The enemy base locations and types of units. MISSION: The mission walkthrough itself. A. Eurasian Dynasty 1. Ural OBJECTIVES: -Find deposits -Provide your base with 20000 CR -Construct Landing Base -Fly two Ore Transporters to battle zone TRANSPORT: Transporter Taiga x2, Pamir x3 RESEARCH: TT 110 Pamir ENEMIES: LC base on west side of map, several LC patrols of 20mm Lunars. MISSION: Congratulations, it's your very first Eurasian Dynasty mission. After the mission starts, you will be taken to the mission base, which for now consists of three more Pamirs and a Gruz. A few seconds in, your briefing will appear to give you an idea of what you need to do (change the tab at the top for more explicit instructions, and you can return to this screen later under Menu->Goals). Group the Pamirs and Gruz and head west. Cross a bridge and follow the path around the mountains to discover a mineral field. Build a Mine that fits the field, a Transport Base facing it, a Power Plant near them, and a Landing Zone a little bit away so you have room to move. As soon as the LZ is completed, send the Ukraine there with either the Ukraine's To Mission button or the LZ's Call Trn button. When it shows up, set the Taigas to working the Mine and Transport Base. Sit there long enough and you'll finish the mission. Load all the mission units back into the Ukraine and click the globe. Also on this map are a number of LC patrols and an LC base. If you explore south of the southern bridge and into the center of the map you'll see them. This is bad because your superiors will order you to destroy the LC, which is a lot of work and definitely not worth it. Therefore, don't explore at all. Keep all your units in your own base and you won't have to deal with the extra objective. If you accidentally trigger the objective you can either reload the autosave or Menu->Restart the mission. If you do decide to take down some LC sissies, remember to build combat units in your main base and ferry them to the mission instead of building a WPC in the mission base. 2. Arctic OBJECTIVES: -Track down enemy troops -Find the enemy base -Destroy the enemy base TRANSPORT: Transporter Taiga x2, Pamir x6, Boyar x2 RESEARCH: TT 120 Pamir MI 106 Cossack 2x 20mm Chaingun, Helicopter Chaingun 20mm Bullet x3 ENEMIES: UCS base centered on north side of map, UCS patrol in southeast corner. Lots of 20mm and Rocket Tigers and Towers. MISSION: This mission will see your first actual combat. Head east along the coast with the Gruz in the lead to act as a damage magnet. You'll encounter a handful of UCS Tigers that should be easily crushed with concentrated fire. Keep going east until you hit a small pond, then north to find a mineral field. Set up your base: Power Plant, Mine, Refinery, Supply Depot, and LZ. Be very careful not to move north of the mineral field or the UCS units will spot you, and you don't want that yet. Bring in the Taigas and Boyars and set them up, then group the Pamirs and go east, then south. You should run across a number of UCS Tigers. Crush them and search for a rotating artifact that looks like a radio. Collecting this gives you access to a bonus mission. If you still have a decent military, head up north to assault the base. Build reinforcements if you need them in the main base and bring them over, transferring extra credits from your Refinery if they're piling up. When you are ready, follow the chasm up north to the rear of the UCS base. You'll be facing Large Towers, which need electrical power to function. Take out energy transmitters to prevent them from firing. As soon as you appear, the UCS will muster all its Tigers and bring them back to attack you. Kill them with concentrated fire and be willing to take some casualties. After you are relatively safe, knock out the Power Plant. Now all the Large Towers are helpless, but the Small Towers will still be able to fire so be careful. Sweep south and west, destroying all structures, until you get mission success. Pull out all units, drain the mineral field, and siphon the credits to your main base with the Ukraine before you end the mission. 3. Arctic 2 NOTE: This mission is only available if you captured the radio artifact in the first Arctic mission. I also recommend you do this one after Kamchatka so you have Repairers already when you begin. OBJECTIVES: -Get to the Russian Base -Search for useful information in the tunnel systems -Locate the central computer in the tunnel systems -Provide your base with 50000 CR TRANSPORT: Repairer Taiga x2, Transporter Taiga x2, Boyar x2, Pamir x4 (x6 w/o Repairers) RESEARCH: ZT 100 Siberia, ZT 101 Siberia, ZT 102 Siberia 2x 105mm Cannon 105mm Bullet x3 Repairer ENEMIES: Three UCS bases in the northwest, northeast, and southeast corners of the map. Ground units will be Rocket and Grenade Tigers; expect Gargoyles from the southeast base. Harvesters will also appear regularly. Raids will be relatively constant. MISSION: Move the Gruz and Pamirs west and north into the center of the walled area. Build a Tunnel Entrance somewhere out of the way and an LZ. Set the Pamirs to clearing rubble so you have some space to breathe and get the Ukraine in as soon as you can. Have the Gruz go underground to explore when the TE is up. Send it north to the intersection, then west to find a laptop (objective #2). Now go east, follow the turn, and tunnel through the small blockage to find the central computer and two $s. The computer core lets you move the six Tanks that are sitting close to where you entered. Click them all and Change Script to a Battle Unit so you can fight with them. Send everyone back up top. The core also gave you control of the structures on the surface, but they are all badly damaged and unpowered and won't last long without immediate repairs. Put up two Power Plants to power all the existing structures, then complete the wall around the base with the Gruz. Leave an opening between the Pillboxes on the west side. Mass your attack units and send them west to the mineral field, then north to a smaller field. You'll want to mine both of these dry, but the UCS will try sapping the northern one first. After the wall is up build a Mine on each of the fields and power for both with a Transport Base between them. Start the Taigas running on the north field first. By now all your combat units should have been transferred to the mission area. Keep a handful back at the central base including some antiair 20mms and send the rest to protect the north mineral field. After the UCS runs through its own minerals they will start looking at yours. Each base will send units to attack you and Harvesters to try to steal your minerals, but you should be able to fend them off as they will only attack through the gap in the western wall. Gargoyles might appear too, so be ready with your 20mms in one group for emergencies. You can equip the Supply Depot and VPC with weapons if you like, but it's not necessary. After a while the UCS units will stop coming because they have totally run out of cash. It's up to you whether to take out the bases or not. You'll suffer casualties unless you're very careful, but it is worth a hefty chunk of experience. Remember to lead with your new heavily-armored Tanks and fire from maximum range when taking out armed buildings and Small Towers. Other than that, you should be able to just wait until the minerals are depleted in both of your fields. If you do take out the bases, you can end the mission as soon as you hit the minimum for the objective and let the Taigas do the rest automatically. 4. Kamchatka OBJECTIVES: -Escort Construction Vehicle to our Western Base -Construct three Research Centers -Secure Laser Prototype TRANSPORT: Transporter Taiga x2, Boyar x2, Pamir x4, 20mm Taiga x2 RESEARCH: ZT 100 Siberia, ZT 101 Siberia, ZT 102 Siberia MI 107 Cossack Rocket Launcher 105mm Bullet x3 Repairer ENEMIES: The LC will build a base over your old one in the southeast corner. There will be some raids on your new base, especially if you do not defend the mineral field. Ground units will be Rocket and 20mm Moons and Lunars, with 20mm Meteors as air support. MISSION: The start of this mission seems very intimidating but it's not really risky. Select all three Taigas and move them through the east wall, then send them to the western base directly. Have the Gruz follow them closely. If any of the units exit the base to the west they will be destroyed by approaching LC forces. You need the Gruz to survive and the Taigas to be cannon fodder for it. You'll still encounter the LC as you cross the bridge; there's literally nothing you can do about it except hope. The LC will eventually stop following you, but by that point the Taigas will be gone and the Gruz will be heavily damaged. If you are extremely lucky or skilled you can save one of the Taigas by letting the Gruz take more damage from trailing Moons, but it's not worth reloading over. Once the Gruz arrives, immediately build the three Research Centers behind the other structures and an LZ in the middle of the open area (the one south of the mineral field, not the no-man's-land between the turret walls). The enemy will send tanks to attack, so let the Large and Small Towers take them out. Set up a Mine and Refinery on the mineral field. When you get a chance, build a wall north of the Mine and a Small Tower or two; otherwise the LC will flank you with Meteors and tanks approaching from the beach later. Get your research going on Repairers, the Siberia, and Cossacks. Cossacks are flying Faberge eggs, but they are a necessary first step for your air force. By now your superiors will have informed you that you need to go back to the old base, now overrun with the LC, and explore underground to find a Laser unit. Build up to the unit limit (set for each mission and visible on the WPC status screen). The LC is using Meteors, so build some antiair 20mm Siberias or Cossacks. Remember: don't build Siberias until you have completely researched them in order to get the most for your production credits. When you are ready, assemble your mob and head back the way you came. Have the Gruz (repaired by now, right? Right?) follow so you don't have to waste time later waiting for it to trundle to the site. You'll run into a few units on the way but should take them out in short order. Make sure your antiair are grouped together for quick selection and countermeasures because your Pamirs are helpless against Meteors. Approach the base from the west to prevent your Boyars from taking damage while reloading your units. Some LC tanks may run into the wilderness when they take damage; follow them and kill them. If left alone too long, they can regenerate and become a threat. As soon as your tanks have cleared the northern part of the LC base, let the Gruz build a TE in a safe spot within the walls and go down. The Laser Siberia should show up on the map on its own. Change Script and get it back to the western base. Drain the mineral field, evacuate your units, transfer the credits, and end the mission. 5. Leviathan OBJECTIVES: -Destroy robots with new Laser weapon -Locate LC base and destroy it TRANSPORT: Boyar x2, Repairer x1, 20mm Siberia x3, Laser Siberia x1, Pamir x3 RESEARCH: Laser (after test), 2x Laser, 3x Laser ENEMIES: The LC base is at the east edge of the map. It is defended by Electro Moons. There will be one attack shortly after the test is completed. MISSION: At first you can only control the Laser Siberia. Send it north and west to the small enclosed area with six disabled robots. Kill them. You will get a message that the LC has arrived in the area, gain control of all the structures and units, and be able to research Lasers. The LC will attack immediately, so be ready with the Laser Siberia and Pamirs and call in reinforcements with a shiny LZ. Get all your carryover units together and loaded and move east to the LC base. Kill everything. Build a Mine and send a Transporter Taiga to the LC mineral field if you really want to maximize your profits, then let it run automatically after you leave. 6. Canada OBJECTIVES: -Find main computer and copy project data -Destroy enemy base TRANSPORT: Grozny x4 (or Cossacks), Transporter Taiga x4, Repairer Taiga x2 RESEARCH: no new advances ENEMIES: Three enemy bases, all of which are revealed to you when the mission begins. Surface enemies are generally 20mm Gargoyles and Plasma Tigers. Underground you will face Panthers armed with Plasma Cannons. Lots of them. MISSION: Set up your base to the southwest near the mineral field. You'll want two Mines here so you can pull the minerals out and send them home. This mission is an opportunity to really set aside a chunk of change for EXODUS. The enemy is massing forces for raids at three points on the map: south of your base, west-southwest, and east-southeast. Use your air force to knock them out, then send them to the west base. If you're fast enough the UCS won't have defenses over their mineral field yet. You can hover just to the west and kill all the Harvesters, starving him. There are scattered Sharks east of this base, northwest of the east base, and at the center of the map that you can also mop up. For now, that's all you need to do above ground. The next part is tricky. Your initial objective is only to find the enemy computer core, and you are told that you can use the underground tunnels to get to it. This is true. The core is under the southern enemy base. The downside is that the underground of this map is infested with patrols of Plasma Spiders and Panthers, and you don't have shields yet. The only weapon with enough punch to take down Panthers quickly is the Triple Laser, so build at least six of them if you plan to play by the mission's rules. Also bring down a Repairer and get ready for a long crawl. Have fun. Still here? Good. No one says you have to play by the rules at all. Build a TE east of the field and send a Gruz down. You'll see tunnels to the north, but don't burrow into them. Instead, start a long mission and burrow straight south. Then cut east into the tunnel system below the southern enemy base. If you stray from your path into the surrounding tunnels, your Gruz will be killed. It might be killed anyway so save often. Also, autodestruct the TE to make sure that roaming Panthers won't come up into your base and wreak havok. You should be able to find the core and a laptop that reveals the entire underground map. You can spend a little time hunting down the few pickups underground, but there is nothing worthwhile. Write this Gruz off because it's not worth the recovery effort. Now that you have the computer data, you are commanded to destroy the enemy bases. The first one is starved and no longer a threat - use your air force to kill the power and let the army clean up. The east base has a large force of Gargoyles, so lure them out of the defense grid by hovering over the coastal plain to the west. Knock them down to size, then gut the power and let the tanks mop up again. Now that the first base has been cleared you can build another Mine over its old field. There is another field at the southern tip of the west peninsula you can also exploit. Allocate Refineries and Transport Bases as you see fit. The southern base is a bit harder, mostly because you have to take it down entirely with air and naval forces. It is also holding a large naval force just to the north and a flock of Gargoyles. By now the mineral field east of this base is probably empty, so the Harvesters will provide easy targets. Attacking them will draw out the Gargoyles and a few Rocket Tigers - proceed with caution and repair when necessary. After the defenders are down take out the Research Center. There is one more mineral field just west of the center of the map that you can exploit, but you will have to build a bridge to reach it. Also, you cannot end the mission and automine unless you clear out all the Panthers and Spiders underground first - that's just not worth it at all. Wait out your mining ops and pull the Transporters back before you leave. 7. Alaska OBJECTIVES: -Destroy enemy base -Supply base with 100000 CR TRANSPORT: Tank x6, x4 RESEARCH: MI 140 Grozny 2x Rocket Launcher, 3x Rocket Launcher Helicopter Rocket Launcher, 2x Helicopter Rocket Launcher Medium Defense Building ENEMIES: There are three UCS bases on this map. The first is over the large mineral field, the second is in the southern central part of the map, and the third spans from the northern central area to the northwest corner. You'll see lots of Rocket and Grenade Tigers plus 20mm Gargoyles, but the main threat is the Rocket Small Towers lining two long corridors. MISSION: Get comfortable, because no matter what this will be a long mission. You get started with two Cossacks, a Gruz, and an LZ near a small mineral field with a recon report on a large mineral field to the north. Call the Ukraine and get the Gruz started on building a Mine and Refinery on the small field. Don't build anything else here because this won't be your base. When the transport arrives send all the tanks in to destroy the UCS base over the large field. There will only be one or two Rocket Tigers and some structures equipped with Rockets. Take it out quickly because if you wait to assemble your entire army the base will be much better defended. Keep the Ukraine pulling in your units, combat first, then support. You'll need at least 6 Transporter Taigas to finish the mission as quickly as possible. After the field is secured send the Gruz north and build three Mines over it with as little overlap as possible. Two Transport Bases should be all you need. Also put up two Supply Depots, at least two Power Plants, and a second LZ (I find that the first one always gets destroyed by a Gargoyle I didn't see coming). I also built a wall around most of my base, but I think this was a waste of resources. Empty the small field first into your Refinery for cash, then get the extra pair of Taigas onto the large field. Once you are set up enemy units will start trickling in for the entire mission. Be ready for attacks from both the southwest and northwest passages. Don't try to follow these back for a counterstrike because both passages are lined with Rocket Towers that will whittle down your forces. It's also not worth scouting with the Cossacks because this will entice entire flocks of Gargoyles to descend on your base. Set up the small field Mine with a 20mm but don't bother equipping the others. Let the ground units do the fighting and repair them frequently to keep them alive. There's a lot of experience to be had on this map if you play it right. Once the small field is drained, abandon that base entirely and pull your units back closer to the Mines. Wait out the mission. If you want to, you can tap the large field with another Refinery, but it can be risky because there are a limited number of minerals under the field. Specifically, it's worth about 166K, and 100K of that must go to the Transport Base or you'll never be able to finish the mission. Drain the field completely and Call Trn before you evacuate. 8. Japan OBJECTIVES: -Destroy main enemy base to the South -Destroy enemy base in the West -Destroy enemy base in the Southeast TRANSPORT: All available Cossacks and Groznys, then Tanks. RESEARCH: TK 100 Caspian, TK 101 Caspian, TK 111 Caspian ESS 30 Irkutsk, ESS 40 Irkutsk ENEMIES: From the mission goals, you know there are three LC bases on this map and their approximate locations. What they don't tell you is that the West base will attack with mostly Electro Moons and some Rocket Meteors and the Southeast base will use mostly Rocket Meteors with some Electro Moons. I'm not sure what the South base uses because I kill it quickly, but I think it leans toward Electro tanks. The Electro Cannons the LC uses run through your Pamirs pretty quickly and will continue doing so until you discover Shield Generators. MISSION: The first part of this mission is heavily reliant on speed. Unload the Ukraine, group whatever units you have, and send them south along the corridor to the largest base as soon as they have disembarked. Use the air force to provide cover for your Tanks and Pamirs, especially against Meteors. Take out the base power before you get too close to the Guardians and you should be okay. It is very important to handle this quickly because if you allow this base to grow it will become much more difficult to take down. Killing this base also gives you access to its rich mineral field, but you don't have the units to defend this satellite mine as well as your original base. Keep pumping carryover units into the mission with the Ukraine and build Groznys up to the limit. The other two bases won't be nearly so easy. The West base is protected by mountains and a beach, and the Southeast base is waterlocked. This means you must use either water or air forces to take them out. The designers thoughtfully provided you with a Ship Yard that will be destroyed unless you dedicate many units to protecting it. In any case, my aversion to water units still applies: even if you research them, they won't be able to completely take out the bases and you will have to resort to air units anyway. Thus, this is the mission where you grow proficient with your air force. Take down the west base first, if only because it's closer to your repair and supply facilities. Whittle down the enemy's power structures from the mountain range between your bases. Your air force should consist of at least four units: the two Cossacks from Alaska and at least two Groznys. Using 20mms or Rocket Launchers depends on your style. After the power is down, kill the rest of the base. If you haven't already, now is the time to take advantage of the abandoned mineral field to the south. You'll probably have to scrape LC Refineries off it. Set it up with a Transport Base. Repeat this strategy for the Southeast base, only with more care. There's usually a large empty area of land just north of the base where you can assemble your air force before attacking, but move a Repairer to the southern coast as close as you can get it so the choppers don't have to fly all the way back to the base to get fixed up. The enemy will foolishly devote resources to land units that you can take down from the sky, then move and kill off Mines and solar cells to starve them. Even though the mineral field was probably close to empty, this will help you finish them off. Take it slow and preserve your now-experienced air force. When they're all dead, check the south field and make sure it will automine after you leave. 9. Great Lakes NOTE: I recommend doing New York before the Great Lakes because you can put the Gargoyles liberated there to work here. An air force is very necessary for this mission or else the Plasma Cannons will shred you. OBJECTIVES: -Destroy enemy Research Complex -Search alien base TRANSPORT: Grozny x4, Transporter Taiga x2, Gargoyle x4 RESEARCH: MI 150 Grozny ENEMIES: There are two bases on this map: one in the northeast corner revealed to you at the beginning of the mission and another in the middle of the southern edge of the map. The enemy will field many Plasma Tigers and Spiders as well as 20mm Gargoyles. Every building will be armed with either a Rocket Launcher or Plasma Cannon. And you STILL don't have shields. MISSION: Your objective for this mission is to destroy the three Research Centers spotlighted at the beginning of the mission. To do this, you'll have to take out all of the enemy units and most of the base just to get close enough. Then the second stage kicks in and you have to get a Gruz into this base, but we'll talk about that later. Send your new Pamirs and Gruz south to the mineral field. Along the way you'll pass four 20mm Small Towers, but you can run them safely with minimal damage and your tanks might even take one out on their own. Call in your air force ASAP at the LZ. Have the Gruz set up the usual: two Mines, a Transport Base, two Supply Depots, two Power Plants, and another LZ closer to your base of operations. As soon as your air force starts arriving, send them south and east along the coast to a bridge. Dodge around the Fortress here and cut off its Power Plant and defending Small Towers, then start killing off the Plasma Spiders assembled here. If you wait on this they'll kill your LZ and migrate to your base, becoming a much larger problem in the long run. After this is done, ignore the Fortress (it's helpless and won't be fixed) and fly due north to the edge of the map, then east. Try to knock down a few Harvesters and defending Gargoyles before you head back to base for repairs. Don't let your units fly over the base to return. Just keep chipping away at this base for the rest of the mission - the Power Plants are located on the northern border and next to the Refineries. This base will continually build Gargoyles to oppose you, so keep swatting them down as you crawl through. You won't have to worry about the second base to the south much until after you've incapacitated the northeast one. As you're taking it apart, a large flight of Gargoyles may attack from the west. If you're not expecting this it can be very painful. Counter it by either taking this base out early (difficult, and not really a priority) or by sweeping down after you render the first base harmless to kill off the Gargoyles and Harvesters. There are two muster points that this base uses to collect Gargoyles and Plasma Tigers - one west of your base on a plain and the other to the southeast, both of which you should clear out before you head for the base itself. After the Research Centers go down, you get a new objective to investigate an underground alien base. You can do this one of two ways: 1) send a Gruz into the northeast base after it is defenseless and down the UCS TE, or 2) build a TE in your own base and tunnel north to the bedrock, then west around it and northeast to the objective. The second one is totally safe and can be initiated before the base goes down but takes a LONG time. If you send your Gruz down the enemy TE, go to the southern chamber and tunnel west to bypass the bedrock and reach the base. The only thing here is a black cone (alien computer core?), so snag it and head for home. Make sure you also pump out whatever minerals are left in the two enemy bases and the extra field west of the southern base. 10. New York OBJECTIVES: -Saving data on GOLAN IV - East -Saving data on GOLAN V - West -Saving data on GOLAN VI - South TRANSPORT: empty RESEARCH: no new advances ENEMIES: Rocket and 20mm Towers throughout the map, Grenade and Rocket Tigers, and several 20mm Gargoyles (more on these later). MISSION: This mission is totally different from anything you've faced before. You have exactly one unit, a Caspian that has been modified to be completely defenseless. If you get attacked at any point in the mission, you have two options: 1) run away or 2) die. Woohoo. However, you can use the tunnel systems to get around to your objectives. There are no UCS combat units in the tunnels, though Harvesters do use them to get from mineral fields to Refineries. Therefore, you are safe below until you start leading Tigers down after you. Also, the enemy has no naval units at all, but the air force will follow you over the water and won't be fooled by the go-down-one-hole-and-come-up-another trick. You can survive this mission without Neo taking any damage at all. Your first target is in the middle of the map. Go west-southwest along the water, staying clear of the coasts and the Towers on them. There are two beaches protected by WWII-era landing blocks, but they won't stop one small unit. Go to the west beach and south to the UCS TE. Underground, go northwest through a triple corridor and you'll reach the first computer core. Before you go back above, travel back east along the north edge of the system until you find a small blind U-turn to the north. At the end of this passage is a laptop that will show you the entire tunnel system on this map. Go back up the same TE you came down. Retrace your path back to the LZ, then go south to the corner of the map. Keep your distance from the Towers. Swing west and you'll find another TE near a mineral field. Use it and find the computer core near the mainframe panel to the northeast and return. Back up top, follow the west edge of the map north to a bridge, then use the TE overlooking the sea. Go north and use another TE, then dodge northwest quickly to the last TE. You will probably be leading a few Grenade and Rocket Tigers from the main UCS base in the north, so move quickly. There is a laptop in a southern branch of the tunnel soon after you enter in a room with three green columns, but I have no idea what it does. If you didn't grab the other laptop in the first tunnel, this one will still do absolutely nothing. Just before you grab the last core, save your game and slow it down as much as possible. The reason is that as soon as you snag it and fulfill your objectives, all the mobile enemy units on the map will become yours. Quickly look over the main UCS base on the north edge of the map and send any freshly converted Gargoyles to your LZ. If you wait, they will be destroyed by all the Rocket Launchers attached to buildings in this area. This is an excellent opportunity to flesh out your air force at no cost to you. You also have an important choice here: if you completed this mission quickly (as in under 10 minutes) you will only gain about four Gargoyles. If you choose to wait around in a safe place for another hour, you can liberate ten or more. Remember that time is precious. The rest of the new units will probably be destroyed by Towers. There is absolutely no point to rescuing Harvesters because you can't use them, but you can salvage a Mammoth and a few Tigers if you are willing to build bridges to the LZ for them. It's not really worth the time. Rescue Neo and your new Gargoyles and go home. 11. Amazon -N- OBJECTIVES: -Provide your base with 100000 CR TRANSPORT: RESEARCH: TL Volga 70, TL Volga 80 MI 150 Grozny Heavy Rocket Launcher, 2x Heavy Rocket Launcher, 3x Heavy Rocket Launcher Guided Rocket 25%, Guided Rocket 50%, Guided Rocket 100% Heavy Defense Building ENEMIES: MISSION: B. United Civilized States 1. Ural OBJECTIVES: -Find deposits -Provide your base with 20000 CR TRANSPORT: Harvester x3, Mammoth x1, Tiger x3 RESEARCH: Tiger II ENEMIES: Some Pamir patrols MISSION: The first mission is easy. It's not even necessary to actually engage in combat. As soon as you enter, send the Mammoth north and build a Refinery and Power Plant next to the mineral field. After those go up and the Harvesters start rolling, send a Mammoth up north to where the mountains are closest and dig a trench across the gap. The idea here is to prevent enemy units from being able to roll close enough to your base to fire on your units. If the Mammoth gets stuck, use the other one to flatten the terrain around it until it can get moving. Once the north trench is completed, do the same for the south end of the valley. After these two trenches are complete, your base is completely safe from the enemy and you won't have to deal with them. Empty the mineral field and pull out all the units. Set the Harvesters to mining the field in your main base. 2. Arctic OBJECTIVES: -Defend base for two days (time remaining) TRANSPORT: empty RESEARCH: Tiger III 2x 20mm Chaingun Grenade Launcher ENEMIES: Enemy base in the southwest corner. Expect 20mm Taigas, Rocket Siberias and 105mm Pamirs from due south and west. Late in the mission you'll see Cossacks. There's a mass of 50 Double 105mm Pamirs on the east edge of the map, but they won't attack until the end. MISSION: This mission is all about fortification. You'll have to move quickly at the start, so slow the game down. There are four groups of 20mm Tigers on the map: one next to the WPC and the other three stationed with Small Towers to the south, east, and west. Pull all of them back, group them together, and switch them to Hold Position. Very soon after you arrive, your Small Tower outposts to the south will fall. Block the approaching horde with your starting troops; it'll be dear losses, but there's no help for that at this point. The west outpost will drop a little later as an attacking squad drives through. Avoid building new defenders until you've researched the Tiger II and Double Chaingun upgrades. You can use the two Mammoths to help defend your base by erecting either walls and towers. Enemy tanks often target walls in their initial charges, ignoring your troops momentarily and letting you take the advantage. Watch out for Cossacks, because they have slightly longer range than your towers and can take them down without a scratch if you can't interrupt with Tigers. The other option is to surround your base with trenches. It's possible, but it takes a full day if you know exactly what to do and longer if you have to figure it out. Block all sides and close the ends off so the enemy tanks can't come down the middle and up the inside slope. If you're trying this route, save often. If you're successful, you'll see enemy tanks start piling up along the outside edge of the trenches. The enemy will always seek out any available weak spot, so keep the Tigers roving to block ferreting tanks and Cossacks. Instead of building walls around your entire base, you can choose to only trench the four approaches to your plateau marked by your Small Towers at the beginning of the mission (west, south, and two east) but I haven't tried this and it seems very risky. That's pretty much it for the mission. Sit back and wait for the enemy to come to you. Build up to the unit limit after you've finished the research. Tigers won't be enough in the end and you should supplement them with Small Towers with Double Chainguns for extra defense. Try to limit Small Towers to the minimum effective number since you won't be able to recoup this investment at the end of the mission. There will be constant attacks from the south and west, but preserve units by pulling heavily damaged tanks back. At the end of the mission, shortly after the clock expires, your base will be attacked by the mass of Pamirs on the east edge of the map. If it's at all possible these will invade your base and make a mess of your evacuation. Trenches will block them, but you have to cover all four sides. Even if they can't enter the base the Pamirs will sit on the cliff and shoot down on the WPC and Power Plant. When you finish the two days you receive a message and 5000 credits and it will now be possible to build an LZ. You should evacuate as many units as possible for their valuable experience; also, this mission has a higher unit limit than the next few so the troops can carry over for immense effect. At the same time, you're facing down an army of Pamirs, so you'll be bleeding out as well. 3. Stanford Lab OBJECTIVES: -Test tunnel entry -Test teleport TRANSPORT: empty RESEARCH: no new advances ENEMIES: none MISSION: This should barely count as a mission at all. Command the test Tiger to move to the Tunnel Entrance in front of it. Hit to make sure it safely arrived underground, then move it back through the TE to the surface. It blows up and takes the TE with it. Now switch to the second Tiger and move it through the Teleport. When it comes out, it blows up itself, the Teleport, a Research Center, and a Power Plant. Flog your researchers and move on; there's literally nothing else you can do here. For now. 4. Arctic 2 NOTE: You don't have Repairers yet, so be careful with carryover units. Leave any units less than 75% health in your main base so you can fix them later. OBJECTIVES: -Find deposits -Provide your base with 30000 CR TRANSPORT: Harvester x1, Condor x2, Tiger x7 RESEARCH: Gargoyle I, Gargoyle II, Gargoyle III Gargoyle Chaingun Sm Rocket Launcher, 2x Sm Rocket Launcher, 4x Sm Rocket Launcher 20mm Bullet x3 Grenade x3 ENEMIES: Enemy base dead center on map. Expect the usual 20mm Taigas, 105mm Pamirs, and Cossacks. MISSION: Your first base is in the northeast corner of the map next to a very tiny mineral field. You'll need a great deal more to fulfill your objectives, so for now just drain it all into the Refinery for cash. Start scouting with the Mammoth west along the north edge of the map. Pass a V at the north middle border and keep going until you reach a crevice in the northwest corner running southwest. Go due south and you should see a much larger field. The disadvantage here is that the enemy base is immediately to the east, so you have to be very careful not to provoke them while you're vulnerable. Set up the Power Plant, Ore Transport Base, Supply Depot and new LZ. Move units here as they arrive and pull the Harvesters over when they finish at the original base. The first base will soon fall to an attack by Cossacks. You can choose to try to defend it, but it's not worthwhile. Defending the new base is relatively easy. The east approach will be used by most of the invading ground forces, but you should also watch the back entrance to the west and the north approach. Sit back, keep your defenses up with Small Towers against aerial attack, and wait it out. It's quite easy to set up trenches on all three approaches at the narrow points so that no ground units can touch you at all - the ED will only send a handful of Cossacks at you in pairs once you take down the force that destroyed the original base. 5. Baikal NOTE: Because of an oddity about research, either take Stanford Lab 2 first or make sure you leave one advancement uncompleted at the end of this mission. OBJECTIVES: -Establish communication with the robots -Destroy all ED forces TRANSPORT: Mammoth x1, Harvester x3, Condor x2, Tiger x4 RESEARCH: Spider I, Spider II, Spider III Harvester II Gargoyle Rocket Launcher, 2x Gargoyle Rocket Launcher Repairer ENEMIES: Small enemy base in the center of the west map border. Air assaults will include both Cossacks and 20mm Groznys, land forces will add Laser Siberias to the familiar 20mm Siberias and 105mm Pamirs. MISSION: When the UCS retreated from this region as the ED advanced, they left behind some Trojan robots to be captured. With their (minor) help, you're going to take the region back. The robots are sitting in a small enclosure in the ED base, and a few minutes into the mission they'll activate on their own and go wild attacking the base. They'll be crushed quickly, but you can order them to concentrate fire for maximum damage. This is the mission where you finally get Repairers and can bring all your troops back from the near-dead, but the enemy has Repairers as well and will do all it can to recover from repeated attacks. Point is, kill things, don't wound them. Enemy repairers will cluster to repair a single building or even each other, which makes them much more effective. They should be high on your target priority list. As for actually running the mission, set up your base is on the middle of the east border, northeast of the LZ. Don't try to defend the LZ, just grab your shiny Rocket Tigers and head for the field. You can choose to send the minerals to either a Refinery or Ore Transport Base at your discretion. This is the first mission you'll face Laser enemies. Lasers, especially the Triple Laser, will be the bane of your ground forces' existence until you discover Power Shield technology. For now your units can take a hit or two, but Triple Lasers will kill a Tiger in one hit. Take out Laser defenses from the air to be safe. There are two approach corridors to this base: west and northwest. Trench one of them for defense and let the enemy come to you. Expect one or two waves of ground units and three or four flights of helicopters. Every tank or helicopter you blow up means your enemies are down resources, until they eventually run out altogether. When there are no more attacks, make your way over to the enemy base and start whittling down enemy Small Towers and units. If the unit limit permits, build four Gargoyles and practice with air force tactics. If it doesn't permit, kill a few of your Tigers to make room - yes, it's that important. Avoid the Large Towers and 20mm-armed buildings until you take the power grid down. When the defenses finally drop, just mop up with air and ground units for experience. If the mission doesn't end when the base dies, check the southwest corner of the map for stray Repairers. Pull out everyone and everything - there's lots of valuable carryover on this mission. 6. Stanford Lab 2 OBJECTIVES: -Test tunnel entrance -Test teleport -Destroy Test-Robot TRANSPORT: empty RESEARCH: no new advances ENEMIES: none MISSION: It's back to the lab again for another experiment. Grab the test Tiger and order it down the TE, then bring it back up. This time it doesn't explode, which is an improvement. Now send it to the teleport. It arrives safely, but malfunctions and starts attacking the Power Plant. You get a new objective: kill the busted Tiger. To kill your new enemy, find the three other Tigers near the research centers and switch them to a Battle Unit script. Now you've just got to get over to the other side of the river. You're supposed to use the TE to go below, then tunnel to the other side and build another TE, which costs 1000. On the other hand, you can build a bridge across the river for half that price. Just click the Narrow Bridge option under the Mammoth's defense tab and pick an anchor point on your side of the river, then the other straight across. Bring the security forces across and scrap the rebel. Don't end the mission yet. The game gave you 5000 credits so you'd have enough to build the TE. You can use the rest of the credits for research with the centers provided on the lab map. This is why it's important to leave some research over from the last mission - otherwise these credits will be wasted. Switch off your centers in the main base to burn through the mission map's resources faster. End the mission when you hit zero. The mission Mammoth can't build an LZ, so you can't carry over these units. Remember to turn on the research center in your main base when you finish. 7. Alaska OBJECTIVES: -Destroy all ED forces TRANSPORT: Gargoyle x4 RESEARCH: Large Tower Guided Rocket 25%, Guided Rocket 50%, Guided Rocket 100% ENEMIES: 10 105mm Pamirs. Really. That's it. MISSION: All you have to do for this mission is kill off the Pamirs that have attacked your base. You can't do anything with the base because it's already doomed by the time you get there. Fortunately this small enemy group has absolutely no antiair capability, so you can bring your shiny Gargoyles in to kill them all at zero risk for some experience. You'll notice some artifacts spawning in the base; these are ammo crates since you don't get any support infrastructure for this mission. Be careful when rearming Gargoyles because they are vulnerable when they land. When the tanks are all dead, evacuate your air force and bring the free 10000 credits with you. There's no way to prevent the transmission of the stolen plans. 8. Japan OBJECTIVES: -Find plans -Destroy hacker base TRANSPORT: Mammoth x1, Harvester x3, Condor x2, x3 RESEARCH: Minelayer I, Minelayer II Shark II, Hydra I, Hydra II, Hydra III Repairer II ENEMIES: Cossacks, Groznys, Rocket Pamirs, 20mm and Laser Siberias - you know, the usual stuff. Enemy bases due north of your south base, dead center on map, and north center, with a spare Shipyard in the northwest. MISSION: If you played through the Eurasian Dynasty missions you know about Neo, the super-secret yet vulnerable spy that can take over enemy units. This time you'll be on the other side of the equation and you'll see how much it sucks. You start with three Tigers at an LZ. Immediately call the transport. In a minute Neo will zap these Tigers and take control of the two on the right, which will kill the third. Preempt this by siccing the two potential traitors on each other so they'll be softened up when they turn and help them along with the spare. The transport will be able to rescue this one before a group of ED tanks arrives and smashes the LZ. Granted, losing one more Tiger isn't much at this point, but I don't like letting Neo win. After Neo's performance your superiors will order you to eliminate him as well. Switch to the other LZ. Mark this one as Active, then send the Albatross to the main base and call it here before it arrives. While you're waiting, set up your research: the Repairer upgrade is the highest priority, followed by Large Towers and then the rocket tracking upgrades. This mission gives you the Shark chassis for free with the option to upgrade your navy, but I discourage that for reasons stated above. Minelayers are nice, but I don't find myself using them often. After the Albatross shows up and unloads, set up your base just west of the LZ. The mineral field south of the LZ should be funnelled into an Ore Transport Base. By this point you should be up to two Aerial Supply Depots and four Condors if you've been carrying over your Tigers. There's another very small mineral field to the northwest that makes an excellent spot for a Refinery - use Energy Transmitters to power it. This is the first mission where you can put a navy to use and in honor of the occasion you've been granted the basic Shark chassis for free. If you want to use the navy you're free to, but you won't be able to carry over the ships you build to the next mission. Ever. After you've had a few minutes to prepare, Rocket Pamirs and Laser Siberias will start rolling into the base through the tiny north gap. It's fairly easy to defend. When you finish researching the Repairer upgrade, build a new Repairer and tell it to upgrade any existing Repairers so they can all do field upgrades, then start working on upgrading all of your Tigers to better specs. There won't be many enemy attacks; for the most part they'll stay home until you show up, then assault in droves. Watch out for more Lasers this time around, which can kill a Tiger in two hits. To compensate, focus on using your Gargoyles more for luring them out and taking down defenses. When they start taking damage, bolt for your ground support. The first base due north of yours is defended by lots of air units and Rocket Pamirs, which makes it dangerous for your air force when you first arrive. Whittle them down and start killing off the structure defenses: a line of towers on the south approach and the three power plants. Use the ground forces to mop up and move the air force northeast to find a developed but undefended mineral field. Scrape the ED and their detritus off and you can use it for your own with enough Energy Transmitters. The bigger problem is the base at the center of the map that protects Neo. You know the location of his Headquarters from the mission briefing, and the stolen plans are conveniently sitting next to it for you to collect. The only defenses immediately around the HQ are several Laser and 20mm Small Towers that shouldn't be too much trouble, but attacking them brings down all the enemy forces from the northwest. Withdraw and repair as necessary; enemy helicopters won't. Be careful not to attack the Research Center next to the HQ until you've made preparations. When you destroy it, Neo will attack and convert all your units to use against you. You can minimize the damage by moving most of your units to the main base where they will be safe or simply holding them in the Albatross. Whatever unit(s) you use will be lost, and since the area is only accessible from the air that means losing one of your highly experienced Gargoyles unless you build a sacrificial lamb. After you receive Neo's press release and the units switch over, you can unload the Albatross and finish the mission. Grab the plans by landing on top of them and you'll be able to leave. Unfortunately they're useless. (Actually, if I cheat to destroy the base and grab the plans very early on they're not corrupted, but I don't see any change in the game later or understand why they become corrupted). 9. Great Lakes OBJECTIVES: -Destroy enemy forces TRANSPORT: Condor x2, Harvester x2, Gargoyle x4, x2 RESEARCH: Harvester III Plasma Cannon, 2x Plasma Cannon ENEMIES: The LC base is northeast of map center and will send Rocket and Sonic Moons and 20mm Meteors your way. There is a satellite mining colony along the east edge of the map. MISSION: This is the first time you face the Lunar Corporation in combat. You'll have to build an LZ at the start of the mission, but you have enough time and resources to import defenses before you start seeing combat. The first raid arrives shortly after the Albatross and should be easily repulsed with the aid of the Small Towers. Ostensibly the purpose of this mission is to test the Plasma Cannon, but it's not an actual requirement. You have to research it yourself. Unfortunately, now that you've finally got an energy weapon the LC will be using shields, somewhat dulling your cutting-edge technology. When you've got your army prepared, move north-northeast to the coast. LC units gather here before they move on your base, and you can take them out before they become a threat. Move east with a few units and scrape LC mines off a third mineral field before they suck up too much. Wresting this field reduces the LC to meager resources, making the rest of the mission extremely simple. Because the path to their base curves down from the north, they have virtually no defenses to the south. Let your air force fly over the water and take out the power structures. Remember that to kill the power for the LC you have to take down both Solar Power Plants and Solar Batteries. Without resources the LC won't field many units and the base should be an easy kill. In its death throes, the LC will send you a message that they are surrendering all their structures and units to you and are seeking alliance negotiations - not that they give you anything useful. Make sure all your units are at full ammo and extract them. If you moved quickly to kill the satellite mine, you can leave one Harvester behind with an Ore Transport Base to funnel 300000 (!) credits to your spaceship. 10. Kurshatov FZ NOTE: Again, leave at least one desirable tech advance unresearched until Stanford Lab so you can take advantage of the free credits there. OBJECTIVES: -Find Prototype -Destroy ED base TRANSPORT: Mammoth x1, Harvester x3, Gargoyle x4, x2, 5000 credits RESEARCH: Panther I, Panther II, Panther III Heavy Grenade Launcher, Double Heavy Grenade Launcher Fortress ENEMIES: Small enemy bases on the mineral field north of your LZ, east of map center, and far north. There are only a handful of 105mm and Rocket Pamirs with Cossacks and 20mm Groznys for air support. MISSION: This mission runs slightly differently from what you're used to. You don't have control of the LZ at the start, just six Rocket Spiders. Move them east to descend to the lake, then west to the mineral field. There are two Mines and Refineries here protected by Small Towers and a few Pamirs that will sweep down from the north as you attack. The Spiders are mostly doomed because they can't rearm, so don't sweat it. As you're attacking, the LZ comes online. Call the transport and the backups should arrive just as the Spiders gasp their last. Let the Gargoyles sweep over the mountains and knock out the base. Kill the power first so that the Mines don't hog all the minerals. You have to provide your own startup funds for the base. Keep it bare-bones because there's no profit to be made here: Ore Transport Base, Power Plant, and an Aerial Supply Depot. Send your air force north to clear a small group of Towers and Pamirs, then east to the ED base. Draw out the Groznys for a slaughter, then circle and kill the power. The prototypes you're looking for are on the east platform, but you can't do anything with them yet. Head for the north border of the map and kill the last ED structures. There is an ED Tunnel Entrance here that you can use if you restrain yourself from blowing it up; in that case you'll have to build your own. Underground, you can find some ammo crates to the northeast. The activation device is in the southeast. As soon as you pick it up, the Grizzlies come under your command. Change Script to a Battle Unit so you can use them in combat. After you secure the Grizzlies you'll be ordered to destroy the ED base. Since you already did that, you immediately win the mission. Extract everything. 11. Stanford Lab 3 OBJECTIVES: -Test Teleport TRANSPORT: empty RESEARCH: no new advances ENEMIES: none MISSION: This is the last time, I swear. All you have to do is test the teleport both ways to get the mission complete. Use the lab's credits for whatever research is left over from the last mission. 12. India OBJECTIVES: -Secure area during our negotiations with LC -Protect LC unit TRANSPORT: Mammoth x1, Harvester x3, Gargoyle x4, x2 RESEARCH: Harvester IV Heavy Rocket Launcher, 2x Heavy Rocket Launcher, 3x Heavy Rocket Launcher Heavy Rocket 25%, Heavy Rocket 50%, Heavy Rocket 100% ENEMIES: One base located when you arrive, the other directly south of the LC base with two walls of towers blocking the way in. 20mm Groznys, Rocket Pamirs, and Laser Caspians are the cannon fodder this time. MISSION: You're provided with Plasma Spiders this time, which should be more useful than the Rocket Spiders from Kurshatov FZ since the ED doesn't have shields yet. The LC will send an Electro Moon down to negotiate. You must protect this unit and the UCS delegate Minelayer without the ability to move them until negotiations are completed. Get your LZ moving as quickly as possible. There will be attacks on the negotiations soon after you arrive and the Plasma Spiders aren't enough by themselves. Laser Caspians can take out your unshielded units in one hit; counter with Laser-immune Grizzlies, Gargoyles, or defensive structures. Tap the mineral field since you're already here. After a few minutes negotiations will be completed and you can move both the Moon and Minelayer. Your new objective is to escort the Moon back to the LC base in the north. Pull them back into your base and start plotting a course through the ED emplacements. Use your air force to scout ahead: there are Towers and Pillboxes all over the passage to the first base that have to be disabled. You'll get a message from Neo again, but he doesn't seem to do anything except threaten. The first base serves as the mineral source for the ED, so if you can halt mining in the west you should stop them from producing units. Keep your ground forces close by to clear defenses after your air force kills the power so the ED can't build new Power Plants. By now you should have no trouble destroying 20mm defenses and Power Plants with the UCSAF. However, it's unlikely you'll be able to drain much of this mineral field because the LC seems to drop Mines on it pretty quickly. After the first base goes down, repeat the performance for the second. Without resources they won't be able to build new units, making this a quick kill. Make sure you take out _all_ the towers before you send the Moon back to its base just to be safe. 13. Madagascar OBJECTIVES: -Defend LC base -Annihilate ED forces -Secure artifact with Power Shield technology TRANSPORT: Gargoyle x4, x5, Repairer x1 RESEARCH: Harvester V Heavy Plasma Cannon, 2x Heavy Plasma Cannon, Stack Heavy Plasma Cannon ENEMIES: One large ED base on the northeast corner of the island spewing 105mm and Rocket Pamirs, Laser Caspians, and 20mm Groznys. MISSION: With your new alliance to the LC come some responsibilities. You are dispatched to Madagascar to defend the LC base here against encroaching ED forces. In this mission, as in any alliance, you and the LC have shared vision. The game provides you with a few Rocket Tigers and Plasma Spiders to start, plus an LZ and TE. Ignore the TE for now and set up your base on the northwest mineral field. The air force is again critical in this mission because it gives you the necessary mobility for the fantastic distances involved. Don't worry about the LC base, they've got more than enough defenses to handle themselves until you cripple the ED. Bring in the army for ground crew while the Gargoyles start chipping at the west side of the ED base. Attacking the west side is preferable because this is the location of the ED mineral field; without it they won't be able to replace Power Plants and destroyed units. Don't let your Gargoyles get bogged down destroying Pillboxes, just gut the power and Small Towers and move east. After the ED base goes down the LC offers you Power Shield technology as a reward. To collect it send a unit down your TE and follow the tunnels to the spot underneath the LC base. Your target is the blue computer core and collecting it will complete your objectives. There are also six artifacts southwest of the core that can impart shields to your units, but they won't work on Tigers. 14. Australia OBJECTIVES: -Destroy ED base and all ED units TRANSPORT: Harvester x3, Gargoyle x4, Repairer x1 RESEARCH: Bat I, Bat II Bomber Rocket Launcher, Double Bomber Rocket Launcher ENEMIES: One large ED base at the center of the south border. In addition to Rocket Pamirs and Laser Caspians you'll be facing Minelayers, Kruszchevs, and even possibly Urals. MISSION: You're working with the LC again, this time to attack an ED base - not much different from last time. Unload your transport and set up a minimalist base with an Ore Transport Base since you won't need the credits. Group your Gargoyles and fly them southeast to find a Minelayer. Yep, the ED has mined the approach from your base and the only way to get ground units in without losing a few is to lead with a Minelayer that can detect and destroy them. However, you don't want to have a lot of units on the field for reasons that will become clear. Send all your units except for the Harvesters, Repairer, Gargoyles, and maybe a couple of Tigers back to the main base. Taking the base apart with your Gargoyles is really pretty easy because by now they should be experienced enough to take out any 20mm emplacements without getting scratched. Even the Groznys the ED occasionally throws at you won't really be a problem if you kill them quickly. The only potential difficulty is preventing ED tanks from leaving their base to attack your almost-defenseless one. Blast them as they cross the minefield and be advised that they can sometimes go straight north instead of northwest. Killing the ED Mines is your priority. Eventually the LC will get its act together and attack. When this happens, pull back all your units into the Albatross. For some reason the ED defensive structures won't fire on the LC so they can destroy the base slowly but surely. While they're doing that, though, you'll get a message from Neo and he'll turn all your units against you. If they're in the Albatross he doesn't get anything. Pull the Gargoyles back out to clear any stray Minelayers and help tear down the base and leave one Harvester on the field. When you complete the objective the field is clear of enemy units and the Harvester will credit your main base with about 150K credits for the project. If you were interested, yes it's possible to kill LC units and structures, and no there aren't any apparent repercussions. I'm not sure what happens if you destroy the entire LC base after the mission is complete but I doubt it has any effect. 15. Egypt OBJECTIVES: -Destroy ED forces -Destroy LC forces TRANSPORT: Gargoyle x4, Harvester x3 RESEARCH: no new advances ENEMIES: Large enemy base in the southeast corner fielding Rocket Pamirs, Laser Caspians, 105mm and Ion Kruszchevs, and a fully functional navy. LC base in the northeast corner with Sonic, Rocket, and Electro Moons and Craters and 20mm Meteors. MISSION: It's time for another joint ED-bashing mission. You're in the southwest corner of the map, the ED is in the southeast and must cross the river, and the LC is in the northeast corner guarding the bridge. To really take this mission by storm takes some planning. First, get over your joy of being provided with three Plasma and four Rocket Panthers. The order of business while the Albatross is in transit is to set up the usual Power Plant, Ore Transport Base, and Aerial Supply Depot x2. Arm the depots with rocket launchers and put up a Fortress on the northeast corner of your base. When the Albatross arrives disembark the Gargoyles and get the Harvesters flowing, then cram the Panthers back into the Albatross and send them home with 5000 credits. You should now have only the Harvesters, Gargoyles, a Mammoth, and maybe a Repairer on the mission map. With the base under construction send the Mammoth north-northwest into a valley with a long east-west tomb. You should see two mini-sphinxes and two obelisks in front of it. Put in a TE here and send the Mammoth down. The tomb tunnels are obvious but surrounded by bedrock; to crack into them burrow southwest to the end of the passage. While the Mammoth is digging send the Gargoyles northeast to the LC base. First sever two squares from the bridge near the map border to prevent the ED from having any possibility of launching a ground assault across the river. Yes, they could repair it with a Gruz, but they don't do that. ED units will start attacking - focus on taking out the Caspians and Groznys, the Kruszchevs are a bit beyond the capabilities of Gargoyles. After the immediate assault is over it's time to stab your partner in the back. Destroy all three LC Refineries - yes, I'm serious. When they try to rebuild, blow them up before they hit the ground. Eventually they'll stop trying. This is the first mission you can see the ED Ion Cannon. It won't be much of a threat to you because the ground forces are stopped with the bridge broken, but if you allow ED tanks through you'll see just how annoying it can be. Retrofitting all your buildings with shields isn't cheap, but only a few shots are necessary to hobble your entire base. Your units won't get off much easier. Meanwhile your Mammoth should have managed to break into the Pharaoh's tomb. Down here are a total of nine spinning $s worth a total of 90K free credits. The first one is just down the hall from your entry point, then go northeast to the room just east of your TE through the bedrock. Grab two pickups here and head east to the crossroads. Get three more in the south burial chamber, then take the north path and work your way northwest through the warren to get the last three. Take your Mammoth back up and send it to the Albatross. Take a look down south toward the ED base. Watch for the LC to make an attack against the ED fortifications and get crushed. After this happens you have a few minutes to move your units back to the Albatross to protect them (including the Harvesters). You guessed it: Neo sends you a message and captures all your units on the map. If everyone's already in the main base or Albatross he doesn't get anything. Unfortunately that's not enough; a few minutes later the LC claims that you double-crossed them and that the alliance is severed. In theory this is because your combat units captured by Neo attacked the LC, but it takes place even if Neo doesn't get any units and even if you didn't take out the LC's Refineries. There is nothing you can do to prevent Neo's attack or the cancellation of the alliance. Oh well. Now that Neo is behind you it's time to pull in your units from the main base. Your main weapon is still going to be your air force unless you choose to rebuild the bridge to the LC base. Also build two new Rocket Bats for long-range aerial assaults. Defense shouldn't be a major issue because the LC has no resources since you destroyed the Refineries and the ED exhausted their offensive drive on the LC early on. I recommend starting with the ED base because they're closer and therefore much easier for your Bats and Gargoyles to resupply, plus you can stop them from draining the field and secure some extra resources for yourself if you move quickly. Take out the navy first, as for some reason they don't try to escape if you engage them from outside their range with the Rocket Bats. Let the Bats handle antiaircraft defensive emplacements. You can choose to gut this base and then mop it with ground forces later after it's helpless or take it down entire with the air force. If you choose to rebuild the bridge and bring ground forces down, watch out for mines on the approach between the LC and ED - sweep thoroughly with a Minelayer to take them out. After the ED is toast head for the LC. They're completely broke and shouldn't provide much of a challenge. If necessary move your army to the north central island with the mineral field so your air force can retreat to cover and repair if the LC units start dogging you. After both bases go down you can evacuate everyone and send all the resources to your spaceship. 16. Mozambique OBJECTIVES: -Destroy ED forces -Destroy Neo's HQ TRANSPORT: Gargoyle x4, Repairer x1, Harvester x1 RESEARCH: Jaguar I, Jaguar II Shadow Generator I, Shadow Generator II, Shadow Generator III, Shadow Generator IV ENEMIES: Enemy base 3/4 up the west border primarily minding its own business. Expect most of your attacks to come from the base on the north central border: 20mm Cossacks and Groznys and 105mm, Laser, and Ion Kruszchevs. The west base may field some Thors for target practice. MISSION: Neo's little stunt in Egypt was the final straw. Now your superiors want him dead and it's your job to make it happen. Boy, this sounds like a great idea. Your base this time is located in a valley between two severe cliffs. Two pairs of Teleports link your valley to the tops of the cliffs. First things first: autodestruct the Teleport and Energy Transmitter on the west cliff. There's nothing up here that you want to get to and it will serve as a passage into your base for enemy tanks. On the east cliff is a mineral field you'll want to tap, but this is also a target for enemy tanks. For now set up a Power Plant, Ore Transport Base, and two Fortresses to defend the field. Don't depend on Energy Transmitters because they get blown up too easily. Feel free to retrofit the Fortresses with Plasma Cannons since the ED still doesn't have shields and aircraft won't approach from this direction. Don't start mining the field yet; with Neo on the map you should know better. I had a few problems operating the Teleports on this mission. When the ED attacked I switched off the west cliff Teleport so they couldn't transport down, but after I turned it on it never worked again. Instead I built a TE in the valley and tunneled east, then built another TE. As for the base itself, set up a trench across the north approach to block all tanks, two Aerial Supply Depots, and a few extra towers with AA 20mms or Rockets. The only thing you have to worry about actually hitting your base is aircraft because tanks are blocked by the trench to the north, the cliff to the west, and the Fortresses and cliff to the east (turn off the Teleport when they approach). Send the Spiders home and leave only the UCSAF and a Repairer on the map. As soon as they disembark send the Gargoyles north to a small cul-de-sac guarded by ED Small Towers. Blow the towers and the Tunnel Entrances they're protecting. This stops the north ED base from being able to dispatch units underground, giving you a bit more warning if you watch the west and east approaches. Don't try to stop the Kruszchevs with the UCSAF - Gargoyles can't deal damage fast enough and Bats aren't good with moving targets. Neo will steal your units twice during this mission. I can't pinpoint the time to any particular event, but the second one did happen just after a large mass of white (north base) tanks assembled on the west cliff. All I can say is to save often in different files until it happens, then reload and store your units in the Albatross. I'd estimate that the two events are separated by about a game day. As soon as Neo's second event triggers it is safe to move all your units into the mission area. Now that you are feeling confident send the UCSAF northwest to the first enemy base. Usually there's a crowd of Repairers or combat units outside the gates that make for easy pickings. Swing west to the map border to break through Small Towers easily and use the gap to get at the base's soft underbelly. Keep Bats hammering the front gates and their defensive structures from range. Don't bother destroying the entire base, just gut it for now. Turn your attention to the base at the north border of the map now. Most of the defenses are along the east edge, so approach from the west with air units. For some reason the ED lined a sheer cliff that's impassable to ground units with Lasers that are helpless against your Gargoyles and Bats. Look for a Headquarters surrounded by Small Towers and wipe it out to satisfy the "kill Neo" objective with 96.8% certainty. Now just tear the two bases apart. This can take a while simply because the distances involved you down as the UCSAF flies back and forth to rearm. To save time flatten your trench and send the army to destroy the west base. After all the structures go down you'll receive a message that Neo's body hasn't been found. If you've been truly diligent about sending resources to Project Mars this mission will provide the last minerals you need to finish the spaceship. Leave a Harvester for automining and you should satisfy the limit sometime in the next mission. On the other hand if you aren't particularly close to your goal, don't worry too much because you've still got three more missions that will provide minimum 300K to your coffers. 17. Andes OBJECTIVES: -Provide your base with 10000 CR TRANSPORT: Harvester x6, Gargoyle x4 RESEARCH: Dragon I, Dragon II Offensive Plasma Cannon Bomb Bay I, Bomb Bay II Plasma Bomb II, Plasma Bomb III, Plasma Bomb IV SDI Laser ENEMIES: MISSION: It's time to get your act together. You're here because you haven't been sending enough resources to Project Mars. If you can't get enough resources to it between here, Columbia, and Achimania, you lose. The mission only requires 10k, but you'll want to overmine to go beyond that. Incidentally, don't be afraid of the alarmist weather report you receive at the beginning of the mission; the real clock is the one at the top of the screen in your main base, and no matter what the video tells you there are still that many days remaining before the earth explodes. C. Lunar Corporation 1. Ural OBJECTIVES: -Find deposits -Provide your base with 20,000 CR TRANSPORT: Rocket Lunar x5, Fang RESEARCH: Lunar m2, Lunar m3 20mm Bullet x3 ENEMIES: Large ED base on the north border of the map fielding 105mm Pamirs and 20mm Taigas and defended by Small Towers. MISSION: First one's always easy, but this will be slightly harder than the ED and UCS versions because there's no way to avoid combat. Luckily you're provided with the Fang, an alien vehicle offered by the UCS to the LC as a good-faith present. Why they didn't keep it for themselves is a mystery. In any case, this is the personal vehicle of YOU, the general, so if it gets blown up the campaign ends because you're DEAD. You can leave it on a mission after it ends, but then you lose it. You may notice that the LC only requires 500k minerals, while the ED and UCS both needed 1m. The reason is that the LC is free to mine all of the moon with impunity, but the moon lacks certain heavy metals that can only be extracted on earth. For those who were interested. From the TB head due northwest to find the mineral field. Drop an Ore Transport Refinery, Solar Power Plant, Solar Cells, and Solar Battery for now. Don't explore, just keep mining. Eventually you'll get a message that enemy troops are in the area and you should prepare defenses. To be clear, "defenses" an Aerial Supply Center (1500) plus a Mercury (400) or two. That's 2000 credits that would be much better served in your main base for research. Units you build can be constructed in the main base and ferried over in the Jupiter. Instead, I choose to use the Fang as a damage magnet and lead defender. As long as it doesn't move, it's not threatened in any way by the ED forces because of its rapid regeneration. Two shots from the Fang will kill a Pamir, three will kill a Taiga. The Lunars will die very quickly if you allow them into combat, so keep them back for support fire. The Rocket Lunars will run out of ammo quickly, but whether to build an Aerial Supply Center or just send them to the Jupiter when they run out is up to you. The Fang's ammo replenishes itself over time. As long as the Ore Transport Refinery stays functional the minerals keep flowing the the main base. Even after the End Mission globe appears you can keep overmining if you're patient for a full 30,750 CR. Pull the survivors out and go home. 2. ACME-Laboratory OBJECTIVES: -Conclude all tests -FANG must return to main base TRANSPORT: Fang x1 RESEARCH: no new advances ENEMIES: nothing to speak of MISSION: The mission's actually just a demonstration of the Fang's abilities and mostly observation-only. After the Fang arrives and disembarks send it next to the Moon to the northwest. Set the spectator camera and watch as the LC tests the Fang's speed, regeneration, and power. After the last test send it home in the Jupiter to make the End Mission button appear. 3. Himalaya OBJECTIVES: -Provide your base with 20,000 CR TRANSPORT: Fang x1, Lunar x6 RESEARCH: Meteor m1, Meteor m2, Meteor m3 2x 20mm Chaingun, 2x Meteor Chaingun Guided Rocket 25% Defender ENEMIES: A steady stream of 105mm Pamirs, 20mm Taigas, and Gruzs throughout the mission. Yes, Gruzs. MISSION: Unlike Ural, this time defenses will be a constant problem. You also get access to several important researches like the Defender and Meteor. I don't actually recommend building Meteors for this mission because Lunars are much cheaper and the air element isn't necessary, but research them after the Double Chaingun, Defender, and Rocket 25%. You start with a small base and three 20mm Lunars. Build a TB immediately and pull the Jupiter in with the Fang for backup - Lunars will be dropping like flies throughout this mission. They're cheap, speedy little buggers, but have no armor and will get pulverized by a couple of 20mms or a single 105mm. Also build 3-4 Lunars to supplement starting forces and another Mercury. Drop a couple of Ore Transport Refineries on the mineral field. First you'll see a Gruz invading to build a Mine on your territory. Take it out with the Lunars, but don't pursue. Shortly afterward you'll be visited by a few Pamirs that will show you just how quickly those Lunars will explode. If you didn't build extra Lunars and the Jupiter hasn't arrived yet the Pamirs will quickly crush existing defenses and move on your buildings. Beat back the attackers and set up a defensive line with Laser Walls on the northwest opening. Drop the laser beam (by selecting one Wall and clicking on the next one) when enemies attack so you can defend it. Fang may hit level 10 experience in this mission if you're keeping it on the front line. Research but don't build Meteors; you don't need them for this defensive mission. Mine the field up to the limit and overmine if you feel comfortable continuing to defend. 4. Arctic OBJECTIVES: -Deliver Alliance documents to the UCS base -FANG must return to main base TRANSPORT: Fang x1 RESEARCH: no new advances ENEMIES: One large enemy base at the center of the map, 20mm Small Towers all over the place, 105mm Pamirs, Rocket Siberias, and 20mm Cossacks. MISSION: This one's odd because it's addressed to an LC contact within the ED named Igor Burkov instead of your main general. That doesn't mean much though because you still must use the Fang if you're going to satisfy the mission requirements. All you have for the mission is a TB on the south edge of the map - no startup funds. Pull in the Jupiter and drop off Fang for the messenger run. The UCS base that is your goal is in the northeast corner of the map, but the land routes in the way are blocked by ED walls and tanks. There are actually two walls: to the northwest from your TB and on the west border of the map. Cut a hole through the northwest one and get ready to run. There's absolutely no way to dodge the damage you'll be taking as the Cossacks and Pamirs descend, so just keep moving northeast. Ignore the buildings as much as possible until you hit a line of 20mm Small Towers backed up by Pamirs. Blow up one or two of the towers so you can bolt through and keep running northeast. Get inside the UCS base and the Gargoyles, Tigers, and structure weapons take out the ED troops following you. This fulfills objective #1. Sit in the UCS base long enough to regenerate your HP to full because you're dashing back. Make sure the Jupiter is waiting for you at the TB before you run back again. The ED will have replaced the lost units and will be chasing you again - move fast. Climb into the Jupiter and the pursuing units will back off. Return the Fang to the main base and end the mission. 5. Kamchatka OBJECTIVES: -Destroy the ED Research Center TRANSPORT: Fang x1, Mercury x2, Lunar x7 RESEARCH: Moon m2, Moon m3 2x Rocket Launcher, 3x Rocket Launcher ENEMIES: You should very be used to 105mm Pamirs, 20mm Siberias, and 20mm Cossacks by now. The bases are on the west and south borders of the map. MISSION: Get moving quickly because your mission forces won't be able to hold their ground for long. There are five Rocket Lunars, but even with 25% Rockets they have quite poor accuracy. Worse, a Gruz invades your base early on and without resupply facilities they'll waste all their ammo missing it and then taking out any structures in progress, leaving you defenseless. For now just sit in the base and watch your enemies roll in. There are three ground approaches: over the bridge to the south and two passes to the west and southwest. Blow a section out of the bridge and block the passes with Laser Walls and Defenders. Let the Lunars retreat when they take damage so they can recover. Remember that the Fang can't fire at Cossacks. You can choose to win this mission with either the army or the air force. For the ground war, wait until the Moon and Rocket Launcher upgrades are completed - Lunars are just too fragile. Alternately you can build four 20mm Meteors and use them for surgical strikes to weaken the base before mopping with the Lunars and Fang. Either way your target is the south base. There are many Cossacks defending it, but drop those and a few 20mm Small Towers and the air force is completely safe. Wipe out the structures and you'll get mission complete. Taking out the west base for experience is entirely optional. Make absolutely certain that all your combat units are at full ammo before you leave this map! 6. Canada OBJECTIVES: -Meet up with UCS convoy at northern base -Escort the UCS convoy to the southern base. 66% must make it through. TRANSPORT: Fang x1, Meteor x4, x5 RESEARCH: Air Rocket Launcher, 2x Air Rocket Launcher Guided Rocket 50% ENEMIES: One enemy base at roughly the 9:30 position on the minimap guarded by 105mm Large Towers and 20mm Cossacks, plus a few 20mm Small Towers posted along your route and scattered 105mm Pamirs. MISSION: 7. ACME-Laboratory 2 OBJECTIVES: -Complete all tests TRANSPORT: empty RESEARCH: 1200 PSU Generator ENEMIES: none MISSION: You're back at the lab to test the Tenebre II, based on the Fang vehicle. This time you don't have to do anything at all, just watch the Tenebre run the tests. After it destroys the first UCS drone robot it explodes - there's nothing you can do to prevent this. V. Codes So you wanna cheat. Well, it ain't hard, and here's how. To open the cheat entry line, just hit , type any of the following, then again. i_wanna_cheat Activates cheat mode. Must precede any other codes. ai.allmissions 1 Unlocks all missions at the next mission select armageddon Meteor rain on screen fireworks Place mines on screen x-mas_pack Repair, reload, and shield selected unit or structure see_you_next_life Kill selected unit or structure the_hammer_of_thor Kill all enemy units on screen bad_time_bad_place Damage all units and structures on screen massacre Destroy all units and structures on screen eagle_eye Reveal area on screen let_be_darkness Hide area on screen no_more_secrets Show entire map, but structures and units don't appear on minimap no_one_hides Show all units, but they won't appear on minimap dirt_cheap_research Research costs less time_is_relative Research goes faster einstein 1 Instant research for all players help_me_please!!! 1 Instant research for player only i_hate_limits X Increase mission unit level to X i_love_this_game X Get X credits