Universe at War - Earth Assault Universe at War: Earth Assault FAQ/Walkthrough by Baruraga Version 1.0 ----------------- Table of Contents ----------------- Campaign Walkthrough [CW000] Prelude 1 [CW001] Prelude 2 [CW002] Novus 1 [CW011] Novus 2 [CW012] Novus 3 [CW013] Novus 4 [CW014] Novus 5 [CW015] Novus 6 [CW016] Novus 7 [CW017] Hierarchy 1 [CW021] Hierarchy 2 [CW022] Hierarchy 3 [CW023] Hierarchy 4 [CW024] Hierarchy 5 [CW025] Hierarchy 6 [CW026] Masari 1 [CW031] Masari Global Campaign [CW03X] Masari 2 [CW032] Masari 3 [CW033] Masari 4 [CW034] Masari 5 [CW035] Masari 6 [CW036] Masari 7 [CW037] Masari 8 [CW038] Masari 9 [CW039] Factions [FA000] Hierarchy [FA010] Structures [FA011] Units [FA012] Research [FA013] Hardpoints [FA014] Masari [FA020] Structures [FA021] Units [FA022] Research [FA023] Novus [FA030] Structures [FA031] Units [FA032] Research [FA033] Patches [FA034] Global Scenarios [GS000] Heroes [GS010] Structures [GS020] Modules [GS030] Version History [VH000] -------------------- Campaign Walkthrough [CW000] -------------------- Most missions take place on maps available in skirmish and multiplayer, although the mission versions often differ in notable ways. Each mission has limits on which structures and units may be produced by the player, as well as how many research suites may be activated. If you are not able to perform research during the campaign, the game has not been patched to the latest version. The methods presented in this walkthrough are not the only ways to finish the missions. They do reliably complete the missions on all difficulty levels. The difficulties are Easy, Normal, and Hard. On Easy, the enemy benefits from only 75% of the resources it collects, takes 50% longer to build, and deals 50% damage. On Normal, the enemy has no handicap or advantage in these areas. On Hard, the enemy gains an extra 30% from its resource harvesting, has building times cut to 75%, and does 50% extra damage. The nature of the campaign missions renders most of these bonuses irrelevant except damage. (In skirmish games and global scenarios, Hard enemies have only a 15% resource boost, 90% building times, and 10% more damage, but enjoy better build orders and AI than Normal or Easy enemies.) =================== Prelude 1: Training [CW001] =================== Summary: This mission requires basic unit commands and introduces the use of abilities. Map: Washington D.C. Initial Assets Resources: 0 Structures: None Units: Col. Randal Moore [must survive] Marine Squads (6) Flamethrower Squads (2) Limits Structures: None Units: None Research: N/A Walkthrough: The first objective is, "Secure the Capitol Building and rescue the President," but it is the last to be achieved. March your army east with Moore in the lead and kill the Lost One. Continue to see 2 Lost Ones who run away, then continue east to the roadblock. The next objective, "Use Colonel Moore's Grenade ability to destroy the fuel tanker," appears. You now have access to the Grenade ability and should use it liberally. Grenade the tanker to complete the objective, kill the Lost Ones, and move east. Kill the next 2 Grunts and march on, killing Lost Ones and Grunts as you go. When you reach the human turrets, a new objective appears: "Help defend the checkpoint." Kill the 6 attacking Grunts to clear it. 3 Humvees are now under your control. There is a Spitter Turret to the north on which you should use Grenade. Kill the Grunts past the turret. Several Lost Ones will dart in, take some shots, and run away. Try to run over them with Humvees. March east to find a couple Grunts and 3 Reaper Drones. Another hero, Sgt. Woolard, arrives with reinforcements of 3 Tanks, 2 Rocketlauncher Squads, and 2 Flamethrower Squads. March your force east to the radiation, turn south, then proceed northeast. 2 Brutes Leap off buildings to attack you, so kill them. Continue northeast to a Reaper Drone and a transport that is dropping Lost Ones. Destroy the Reaper and a few Lost Ones; the transport will leave on its own. Proceed east and kill the 3 Grunts to complete the first objective and the mission. ============================= Prelude 2: Commander in Chief [CW002] ============================= Summary: This mission introduces basic base commands and leads into the main story. Map: This map is not available outside the campaign. Initial Assets Resources: 0 Structures: None Units: Gen. Randal Moore [must survive] Presidential Ambulance [must survive] Marine Squads (5) Rocketlauncher Squad Limits Structures: None Units: Marine Squad Flamethrower Squad Rocketlauncher Squad Humvee Tank Apache Research: N/A Walkthrough: The starting objective is, "Escort the President to Fort McNair." Keep the ambulance in the rear, but do not leave it far behind the troops. Head west through Lost One opposition. Watch for Lost One bombs and run away if one is set. Turn south when you reach the building just north of a small parking lot. Grunts start appearing along with the Lost Ones on this road. Move the ambulance past the gates to complete the objective. You now have control of the human base. It contains an Infantry Barracks, Motor Pool, and Airfield along with several turrets. You also take control of 4 Apaches, 3 Tanks, and 4 Humvees and are granted 7,500 resources. A new objective, "Escort Sergeant Woolard to Fort McNair," is assigned. He and his pair of Tanks and Humvees appear in the north and head for the fort. Send your Apaches to assist him. Begin building whichever units you like. The objective is cleared when Woolard reaches the fort. A Habitat Walker and 3 Saucers appear in the north along with a new objective, "Make your last stand at Fort McNair." Your Earth weapons won't do much against the Walker. Meanwhile, forces of Grunts, Lost Ones, and Brutes will appear to the east and attack the fort, so concentrate your defenses there. Run over Lost Ones with Humvees. Keep your heroes alive and away from the Walker until a cutscene activates. You now control Mirabel and Viktor and get an objective: "Defeat the alien Walker." Use Sniper Attack on one of the Walker's crown hardpoints, then attack the Saucers. 9 Ohm Robots stream through a portal. Have them attack the Saucers 4 Dervish Jets enter. Finish off the Saucers and concentrate fire on one hardpoint, then the socket beneath, then the coolant node. 6 Antimatter Tanks arrive, then 3 Amplifiers. Continue focusing on the Walker. When one coolant node is destroyed, do the same to another hardpoint. Destroy 2 coolant nodes to complete the objective, the mission, and the Prelude. =========================== Novus 1: Base of Operations [CW011] =========================== Summary: This is an introduction to the bottom tier of Novus tech and the flow network. Map: Middle East Initial Assets Resources: 20,000 Structures: Command Core Flow Generator Flow Conduits (many, unpowered) Black Hole Generator (unpowered) Units: Mirabel and Viktor [must survive] Constructors (4) Limits Structures: Flow Generator Flow Conduit Recycling Center Robotic Assembly Units: Constructor Ohm Robot Research: 0 Walkthrough: "Build a Flow Conduit in the highlighted area" is the first objective. Build the Conduit in the circle that appears. This completes the objective and powers the Flow Conduits spread across the map. Now 2 circles appear along with an objective, "Build Recycling Centers in the highlighted areas (0/2)." Build 4 Recycling Centers to complete the objective and get rich. The last base-building objective is, "Build Robotic Assemblies within the power radius (0/2)." Build 5 Robotic Assemblies and produce Ohm Robots ceaselessly until you hit the pop cap. Activate the Radiation Shielding patch (do this in every Novus mission). Ohms cannot capture neutral buildings in this mission even though there are such structures on the map. A new objective, "Reinforce and defend the supply locations," is assigned. 2 Lost Ones, 1 Grunt, and 1 Detection Drone appear in the north. Flow your Ohms there and destroy them. 3 Lost Ones, 2 Grunts, and 1 Detection Drone then appear in the east. Eliminate them. 3 Lost Ones, 3 Grunts, and 1 Detection Drone appear in the south. Annihilate them to complete the objective. The next objective is, "Defend the base." Saucers begin spawning all over the map and attacking your Flow Generator. They spawn infinitely until the Generator is destroyed, then fly off the map. It is not possible to save the Flow Generator. You recieve new orders: "Rebuild the Flow Generator in the highlighted area." Do so to complete the objective and power the Black Hole Generator, which begins charging its Black Hole. 2 Habitat Walkers now enter the map from the south, teleport in Grunts, and march on your base. Kill the Grunts with your Ohm Bots. Each Walker already has 2 coolant nodes exposed, making it easy to destroy them with Ohms and Mirabel. Alternatively, wait for the Black Hole Generator to charge then drop a Black Hole on them. Either way, destroying the Walkers completes the "Defend the base" objective and the mission. ================================ Novus 2: Horror in the Heartland [CW012] ================================ Summary: This mission introduces the Variant and Hacker, as well as numerous Hierarchy units. Map: Midwest Initial Assets Resources: 0 Structures: None Units: Mirabel and Viktor [must survive] Hackers (2) Variants (4) Limits Structures: None Units: None Research: 0; Multitasking is already enabled Walkthrough: "Investigate the glyph to the west" is the first objective. March west and make sure the Variants are set to Weapons On. Keep Mirabel in the lead since she has health regeneration, but be sure to pull her back before she is destroyed. Slaves stream out of farm buildings to attack you, so kill them. Reach the glyph and destroy the Defiler (the humans may do this for you) to trigger a cutscene and complete the objective. Human allies will assist you from now on, mostly ineffectually. 2 Defilers attack from the north. Lock them down and destroy them. The next objective, "Disable the sentient holding pens (0/3)," is given. Three circles appear, one for each pen. Mirabel must stand in each circle. Go to the southernmost pen first, then the westernmost, then the northernmost. Reaper Drones and Slaves are scattered around the map, and Hierarchy transports fly in Grunts, Defilers, Brutes, Lost Ones, and Phase Tanks. The pens themselves are guarded by Lost Ones and Grunts while Defilers stand inside, creating slaves. Since the fog of war is lifted on the pens, you may be able to use Sniper Attack on the Defilers from a distance. Novus transports will fly in replacements for lost units. When you clear the objective, the next appears. "Escort a Hacker to the Detection Drone." A Hierarchy base is revealed to be east of the northernmost pen. A narrow path guarded by several Lost Ones and 2 Spitter Turrets leads to it. Use your Hackers to take control of the turrets, which are the major threat. Kill the Lost Ones, then relinquish control of one Spitter Turret and destroy it. Move one Hacker east to the Detection Drone to complete the objective and the mission. ============================= Novus 3: Pieces of the Puzzle [CW013] ============================= Summary: This mission introduces more tech, Vertigo, and the Novus virus. Map: Eastern Siberia Initial Assets Resources: 10,000 Structures: Command Core Flow Generator Flow Conduits (many) Novus Portal Piece Transport [must survive] Units: Mirabel and Viktor [must survive] Vertigo [must survive] Constructors (3) Ohm Robots (5) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Robotic Assembly Aircraft Assembly Units: Constructor Ohm Robot Blade Trooper Corruptor Research: 1 Walkthrough: There is only one objective: "Use Vertigo to bring all seven portal pieces back to the base (0/7)." The first piece is highlighted on the minimap, but do not collect it. Have Vertigo and Mirabel kill the Reaper Drones east of your base while your Constructors build 3 Recycling Centers and 3 Robotic Assemblies, then 2 more Recycling Centers, 2 more Robotic Assemblies, and an Aircraft Assembly. As soon as the Robotic Assemblies come up, have them start producing Ohms. Upgrade one with a Blade Trooper Assembly and build those as well. Build 3 Corruptors from the Aircraft Assembly. Flow your infantry to the northwest, near the Reaper Drone. There are several Gravitic Turrets in the area, Glyph Carvers summoning both Gravitic and Spitter Turrets, and an Arrival Site teleporting Glyph Carvers and Monoliths. Destroy them all. Keep flowing infantry to the north and clear it of turrets, then clear the entire map of Hierarchy forces. There are a few Lost Ones and Saucers in addition to the Reapers and turrets. Meanwhile, return Mirabel to your base, research Computing 1, and have your Constructors cover the map with Flow Generators and Conduits. When the map is clear, return your infantry to the base and have Vertigo Upload the first portal piece and Download it near the Novus Portal Piece Transport to secure it. When the second piece appears, have Vertigo do the same. The third piece then appears, so collect it. When that is done, a cutscene occurs. The fourth and fifth pieces appear and 3 Habitat Walkers enter the map from the north. They begin teleporting Grunts and marching for three spots in the river. Have your Corruptors infect the Walkers; these particular Walkers do not bring in units when infected. Kill any units they produced before infection with your infantry. Have Vertigo collect the fourth and fifth pieces, then the sixth and seventh when they appear. Keep him clear of the Habitat Walkers as they are equipped with Arc Turrets. Secure all the pieces to complete the objective and the mission. ====================== Novus 4: The Road Home [CW014] ====================== Summary: This mission stresses the importance of vehicles and neutral structures. Map: Turkestan Initial Assets Resources: 10,000 Structures: Command Core Flow Generator Novus Portal Piece Transport Units: Mirabel and Viktor [must survive] Constructors (3) Field Inverters (3) Ohm Robots (3) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Home Portal [must survive] Robotic Assembly Vehicle Assembly Aircraft Assembly Units: Constructor Ohm Robot Hacker Variant Antimatter Tank Corruptor Research: 2 Walkthrough: The starting objective, "Use Constructors to begin building the Home Portal within six minutes," means you need to amass 20,000 resources. This is very easy, but you should build an army as well, so do not start building the Portal until the timer is low. There are 8 Hydraulic Pumps spread around the map. Send your Ohms to capture them. There are 4 pairs of Military Laser Turrets. Capture those once the Pumps all belong to Novus. Have your Constructors begin building Recycling Centers and Vehicle Assemblies as well as expanding the flow network to nearby resource piles. You should get 5 Recycling Centers and 3-5 Vehicle Assemblies. Research Nanotech 2 and activate the Optimized Collection patch. Produce mass Antimatter Tanks. When the timer reaches about 1:30, Reaper Drones appear along with a new objective: "Protect the sentient villages. At least one village must survive (4 remaining)." The captured Military Laser Turrets can complete this objective by themselves. When the timer is low, begin building the Home Portal to complete the first objective. A new objective, "Protect the Home Portal at all costs," is assigned. The Portal is very fragile, so put the 3 Field Inverters in Shield Mode and stand over it while Mirabel and a few Antimatter Tanks remain nearby to defend. Hierarchy forces start coming in from the north, starting with 2 Grunts, 5 Lost Ones, a Brute, and a Defiler. Next an Assembly Walker enters, prompting a new objective: "Destroy the Assembly Walker." Antimatter Tanks can take it out easily; destroy all three crown hardpoints and their sockets, then the left and right shield generators, then the core. Use Vent Core liberally. There is also a Habitat Walker east of the Assembly Walker, so destroy that to curtail Grunt reinforcements. When the Assembly Walker explodes, a new objective, "Destroy the Hierarchy Base," is assigned. The base consists of an Arrival Site and a Detection Drone east of the Habitat Walker. Destroy them to complete the remaining objectives and the mission. =============== Novus 5: Uplink [CW015] =============== Summary: All the Novus tech not seen in previous missions is available. Map: South Africa Initial Assets Resources: 7,000 Structures: Command Core Flow Generator Flow Conduits (2) Recycling Center Robotic Assembly Vehicle Assembly Units: Mirabel and Viktor [must survive] Constructors (4) Dervish Jets (3) Field Inverters (2) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Robotic Assembly Vehicle Assembly Aircraft Assembly Science Center Redirection Turret EM Destabilizer Units: Constructor Ohm Robot Hacker Blade Trooper Variant Antimatter Tank Amplifier Field Inverter Corruptor Dervish Jet Research: 3 Walkthrough: Mirabel wants to "Build a Science Center and an Aircraft Assembly," so do so. Build 4 more Recycling Centers and 2 or 3 more Vehicle Assemblies. Upgrade 1 Vehicle Assembly with a Wave Amplifier and the others with Inversion Processors, then start producing Field Inverters and Amplifiers. Upgrade the Aircraft Assembly and build a couple more Dervishes. Use your air force to destroy attacking Saucers and patrol the area north of the base, where you will extend the flow network for resource gathering. Groups of Grunts and Phase Tanks appear there. Build a few Hackers. Construct Redirection Turrets around your base, especially in the northwest corner. Saucers attack there regularly, so post a Shield Mode Field Inverter and a Hacker there. Produce an Ohm Robot and capture the nearby Novus Repair Bay. Research Computing 3. While you are doing this, General Moore appears with a new objective: "Help General Moore rescue the pinned aircraft (0/4)." The minimap highlights 4 areas where Gravitic Turrets hold human helicopters in place. Each area is guarded by a small force of Saucers, Phase Tanks, and Grunts. March a force of Field Inverters, Amplifiers, and Hackers out to take care of this objective, adding to this army as it travels. Destroy all the turrets to complete the objective. "Defeat the Walkers guarding the Material Uplink (0/2)" is the next objective. There are 3 bridges leading to the Uplink in the west. Each is guarded by 2 Spitter Turrets and a Monolith. Have your Hackers take control of the turrets and march your Field Inverters and Amplifiers across. Destroy the 2 Assembly Walkers to complete the objective. "Escort Mirabel to the Material Uplink" is the next step. Send Mirabel there to complete the objective and the mission. =================== Novus 6: Blindsided [CW016] =================== Summary: This mission stresses the Constructor's repair capability. Map: This map is not available outside the campaign. Initial Assets Resources: 10,000 Structures: None Units: Mirabel and Viktor [must survive] Limits Structures: None Units: None Research: 0 Walkthrough: The first objective, "Escort Mirabel to a Hierarchy communications terminal," should be delayed. There is a prison cell immediately south of Mirabel containing 3 Blade Troopers and 3 Ohm Robots. Shoot the cell door to add them to your force. Just east of Mirabel is a junction with a Reaper Drone guarding another cell. Destroy the Reaper and the cell door. There are another 3 cells of this kind for a total of 15 Blade Troopers and 15 Ohms. There are also 3 cells containing 4 Constructors each for a total of 12. Free them all. The remaining guard junctions contain 1 Reaper Drone and 1 Brute each. The central junction contains the communications terminal, a Hierarchy Outpost you should capture, and a Manipulator. The Manipulator is a Hierarchy unit which is unique to this mission. Kill it. In the north, there are two ring junctions with Walkers stationed as turrets inside them. On the left is a Habitat Walker and on the right is an Assembly Walker with Mass Drivers. Use Sniper Attack to take out the Mass Drivers. The Hierarchy Outpost's Pulse Scan makes this easier. From there you can take the time to Sniper attack the Walkers to death, or you can move Mirabel into range and attack regularly. Once the target Walker is concentrating its fire on her, bring up Constructors to repair her and march Ohms to attack the Walker. When both the Walkers are gone, return to the center and divide your forces into three groups. Each should have 4 Constructors and some escorts. Finally, move Mirabel into the objective circle. After the cutscene, the objective is, "Use Constructors to repair the ship's power cores (0/3)." Dispatch one group to each core and send Mirabel to the dormant Material Uplink in the southeast. Repair the cores while your combat units hold off the increasing Hierarchy forces. When all 3 cores are repaired, the objective "Move Mirabel to the Material Uplink" appears. Since she is already there, the objective and the mission immediately end. ==================== Novus 7: Under Siege [CW017] ==================== Summary: The full arsenal of Novus is unleashed. Map: Middle East Initial Assets Resources: 40,000 Structures: Command Core Flow Generator Flow Conduits (many) Recycling Centers (2) Robotic Assemblies (2) Units: Mirabel and Viktor [must survive] The Founder [must survive] Vertigo [must survive] Constructors (4) Antimatter Tanks (2) Field Inverters (2) Amplifiers (2) Dervish Jets (3) Limits Structures: Command Core Flow Generator Flow Conduit Recycling Center Robotic Assembly Vehicle Assembly Aircraft Assembly Science Center Redirection Turret EM Destabilizer Black Hole Generator Units: Constructor Ohm Robot Hacker Blade Trooper Variant Antimatter Tank Amplifier Field Inverter Corruptor Dervish Jet Research: N/A; however, several researchable capabilities are granted automatically, including Advanced Flow, Viral Contagion, and Multitasking. Walkthrough: "Hierarchy invasion in 60 seconds" is a warning rather than an objective. Vertigo Uploads Mirabel automatically. Fly him and his Dervishes to the base and Download Mirabel. Build a Science Center, an Aircraft Assembly, and 3 Vehicle Assemblies. Convert The Founder to Performance Mode, move him to the resources northeast of the base, and use Network Tap. Build 3 more Recycling Centers near him and add Flow Conduits to piles. Upgrade the Vehicle Assemblies with Inversion Processors and a Wave Amplifier, then build and upgrade 2 more while producing Field Inverters and Amplifiers. While you are building, the 60 seconds expire and the next objective appears. "Defeat the incoming Assembly Walkers (0/2)," who come in from the west and southwest with Grunt and Defiler escorts. Infect the Walkers with Corruptors to slow them down. Infect the Defilers as well, and produce a couple Hackers if there are very many of them. Use your Field Inverters and Amplifiers to take out the Walkers. Note that vehicles can use the flow network in this mission. Erect Redirection Turrets around your base when the Constructors finish their tasks. Build the EM Destabilizer if you wish. Once these Walkers are destroyed, a new objective is assigned. Habitat Walkers enter from the west and south along with their objective, "Defeat the incoming Habitat Walkers (0/2)." They are armed with Radiator Artillery they seem not to use. Infect and destroy them. Your forces should be at the pop cap by now, barring a few losses against this wave. Build the Black Hole Generator if you wish. The next objective, "Defeat the incoming Science Walkers (0/3)," appears after the Habitat Walkers are destroyed. These Walkers are outfitted with Cascade Reactors. The top priority is to destroy one Cascade Reactor on each to prevent the use of Radiation Cascade. Infect them and use your Field Inverters and Amplifiers to attack the Reactors. The Walkers may use Radiation Cascade on your troops, so spread them out to minimize damage. Once Radiation Cascade is nullified, destroy the Walkers one by one. With the army you have, you can concentrate on the core directly instead of destroying the horn sockets first. Take out all 3 Science Walkers to complete the objective, the mission, and the Novus campaign. ============================== Hierarchy 1: Ancient Directive [CW021] ============================== Summary: This mission introduces the Hierarchy basics, including outfitting a Walker. Map: Sahara Initial Assets Resources: 10,000 Structures: None Units: Orlok [must survive] Grunts (15) Limits Structures: None Units: None Research: 1 Walkthrough: Research Assault 1 and note the first objective, "Assault the first Novus base cluster." March east then north to reach it. A large number of Ohm Robots is in your way. Use Siege Mode on particularly dense clusters. The base consists of a Flow Generator, a Robotic Assembly, a Vehicle Assembly, and an Aircraft Assembly. Destroying the Flow Generator alone satisfies the objective. The Vehicle Assembly produces Antimatter Tanks until it or the Flow Generator is leveled. The next objective, "Assault the second Novus base cluster," is assigned. March west past more Ohms and a few Antimatter Tanks. The layout of the second base is the same except it has a Science Center. Again, destroy the Flow Generator to complete the objective. When you go far west enough, a Habitat Walker and Grunt reinforcements arrive along with an objective, "The Habitat Walker must survive." Outfit the Walker with Plasma Turrets and Weapon Accelerators, then spend the rest of your resources on Grunts. March west in accordance with the new objective, "Assault the third Novus base cluster." 3 Blade Troopers and 3 Antimatter Tanks are in the way, so destroy them. The base contains more Ohms and Antimatter Tanks. This base has a Nanocenter. Level buildings to complete the objective and the mission. Since the Walker appears when you pass a certain point, it is possible to do this mission faster by marching west at the beginning instead of east and using your starting force to attack the third base while the Walker tramples the second and first Flow Generators. This is very dangerous on Hard difficulty. ============================= Hierarchy 2: Restless Natives [CW022] ============================= Summary: This mission introduces Hierarchy resource collection and much of the tech tree. Map: Gulf Coast Initial Assets Resources: 7,000 Structures: Arrival Site Units: Orlok [must survive] Glyph Carvers (2) Monoliths (3) Grunts (6) Lost Ones (6) Limits Structures: Arrival Site Spitter Turret Units: Glyph Carver Monolith Habitat Walker Detection Drone Grunt Lost One Research: 2 Walkthrough: The first several objectives are an introduction to the Hierarchy tech tree. It is not necessary to do them in order or to wait for Orlok to assign them. They are: "Use Glyph Carvers to summon a Reaper Drone," "Summon a Detection Drone," "Summon a Habitat Walker," and "Summon a Spitter Turret." Start by summoning 2 Reaper Drones and teleporting another Glyph Carver. Send 1 Reaper north to the cow herds. You may have to micromanage this Reaper to collect all the cows. Summon a Habitat Walker and 2 more Reapers. Summon the Detection Drone and place 2 Spitter Drones at the western exit of your base, then upgrade them. When the Habitat Walker drops, outfit it either with Plasma Turrets and either Weapon Accelerators or Armor Plating. March it west along with your Lost Ones and Grunts. There is a human installation with an Infantry Barracks and Motor Pool pumping out units. Take out any human units and destroy the structures. By this time, the objective "Destroy the southern missile base" will have appeared. Move your reapers into the area you just cleared of humans and build a few Spitter Turrets to guard them. Research Assault 1 and Mutagen 1 and summon in 2 more Habitat Walkers and as many Reapers as you need to reach 7. March your Walkers and Grunts west to the missile base, which is guarded by a few infantry Squads, 2 Tanks, and 2 Antimatter Tanks, possibly along with other units being produced elsewhere on the map. Take them out and trample the base, although it fires a missile before you can finish. Your objectives change to, "Destroy the western missile base" and "Destroy the northern missile base." The bases are guarded by a few Amplifiers, Antimatter Tanks, infantry squads, and Tanks each. March your Grunts, Lost Ones, and Walkers (which should all be fully outfitted by now) to the bases and crush them with the Walkers to complete the objectives and the mission. It is possible to finish this mission with Monoliths alone. If you do this, be aware that Dervish Jets will swarm into the map and attempt to take out your Monoliths. They will leave eventually, freeing you to complete the mission. ============================= Hierarchy 3: City of the Gods [CW023] ============================= Summary: This mission stresses the healing aspects of radiation and introduces basic Masari elements. Map: Atlatea Initial Assets Resources: 0 Structures: None Units: Orlok [must survive] Grunts (7) Lost Ones (5) Defilers (3) Limits Structures: None Units: None Research: 0; several researchable capabilities are available, including Plasma Weapons and Phase Modules. Walkthrough: The first objective is, "Destroy the first transmitter." March north, keeping the Grunts and Lost Ones ahead of the Defilers. Use Project Radiation and Bleed Mode to heal your infantry. Kill the 6 Disciples in your way and destroy the transmitter. More objectives, "Destroy the second transmitter" and "Destroy the third transmitter," appear. March south then west, killing Disciples as you go. Reinforcements of the same composition as your initial detachment are flown in to your west. Meet up with them and march north through more Disciples and a Conqueror. Now a Knowledge Vault and 2 Machinae boosted by 2 Architects come online to the west, prompting a new objective: "Destroy the Masari Machinae." Send your Lost Ones to bomb the Machinae while the rest of your army continues north. The second and third transmitters have Disciples and a Conqueror guarding each bridge. Clear out the units and destroy one of the transmitters. March Orlok with the Grunts and Defilers south to the area where the transport arrived earlier. Leave Lost Ones behind and destroy the last transmitter when Orlok reaches his destination. Masari forces spawn across the map along with a new objective, "Move Orlok to the transport." The transport flies in to drop off reinforcements; send Orlok there to complete the objective and the mission. ======================== Hierarchy 4: Pure Energy [CW024] ======================== Summary: This mission encourages the use of various special abilities. It also allows control of Walkers beyond the Habitat Walker. Map: Altiplano Initial Assets Resources: 7,000 Structures: None Units: Orlok [must survive] Purifier [must survive] Reaper Drone Grunts (3) Lost Ones (18) Limits Structures: Arrival Site Spitter Turret Gravitic Turret Units: Glyph Carver Monolith Habitat Walker Assembly Walker Detection Drone Science Walker Grunt Lost One Saucer Defiler Research: 3 Walkthrough: The first objective is, "Post a scout on the ridge." Research Assault 1, then Quantum 1, then Mutagen 1. Meanwhile, march east (with the Purifier in the rear) to find 3 Hydraulic Pumps guarded by a few Ohm Robots. Kill the Ohms, capture the Pumps, and send a Lost One to the circle to complete the objective. You can now see the plain below. The next objective, "Destroy the Novus weapon crates (0/4)," can be advanced by Orlok's Siege Mode or by sending in Lost Ones. Send one Lost One per crate and Phase it when it meets resistance, then set a bomb next to the crate. The Lost One will not survive. Once the crates are gone, this objective is cleared and the next, "Escort the Purifier to the Material Uplink," is introduced. March east and 3 Corruptors come to attack the Purifier. Destroy them. Nufai sends you 5 Saucers, which you can use to repair it. The Saucers fly over a Field Inverter and a few Ohms, so destroy that Novus force to be safe. Continue east. There are 3 Variants at the bottom of the slope. Some may be using mirages, so have Orlok trample any suspicious objects or livestock. Farther east are a few Ohms and 3 more Hydraulic Pumps you can capture. March north to the Uplink. The Purifier may require micromanagement to negotiate the terrain. Get it to the Uplink to complete the objective. You take over Nufai's base and get 2 new objectives, "Defend Nufai and the Purifier while Nufai activates the Material Uplink" and "Destroy the Novus Base." Nufai's base has an Arrival Site, a Habitat Walker, an Assembly Walker, a Detection Drone, 3 Grunts, 3 Defilers, 5 Spitter Turrets, and 3 Gravitic Turrets. The Hydraulic Pumps and Reaper Drone should have given you ample resources, so fully outfit your Walkers, start producing units, and head west immediately. Teleport in a Glyph Walker to summon a third Walker. The Novus base to the west has Redirection Turrets, so use Defilers, Saucers, and Lost One bombs to take them out. The Novus forces consist of Ohm Robots, Blade Troopers, Antimatter Tanks, Amplifiers, Field Inverters, Dervish Jets, and Mirabel and Viktor. Mirabel flees the map, however. Destroy the important Novus structures (not the Flow Conduits, Recycling Centers, or Redirection Turrets) to complete the objectives and the mission. =========================== Hierarchy 5: A Living Prize [CW025] =========================== Summary: This mission emphasizes Slaves, gives you control of Brutes, and introduces many new Masari elements. Map: This map is not available outside the campaign. Initial Assets Resources: 0 Structures: None Units: Defilers (2) Limits Structures: None Units: None Research: 0 Walkthrough: 2 objectives promptly appear, "Destroy the nearby Masari resistance" and "Use the Defilers to enslave the nearby primitives." Activate Bleed Mode and march northeast to the human village. Cover the villagers in radiation and send the resulting Slaves south to destroy 4 Disciples and 2 Inquisitors. The next objective, "Destroy the barricade force generator," can be quickly completed with the number of Slaves available in the village. The next objective, "Find the Masari leader," is assigned. March your Slaves across the bridge and destroy the 3 Guardians around the village, then move in your Defilers to enslave the villagers. March the Slaves northeast and kill the 4 Disciples in the way. 8 Grunts and 2 Brutes are now flown in and 2 new objectives are added, "Use your Brutes to destroy the Masari turrets" and "Secure the landing site for Commander Orlok." Gather your units into an army. March north and kill the 6 Disciples. Have your Brutes Leap onto the cliffs and Charge the Guardians to destroy them quickly. Proceed north and kill 5 Disciples with your infantry while the Disciples create more Slaves in the northern village. Eliminating the Disciples clears the objective. Orlok, 2 Saucers, and 2 Brutes are dropped in by a transport. March west and take out the Conqueror and 2 Disciples. Continue and use the Grunts, Slaves, and Brutes to remove the next Conqueror and Disciples while Orlok and the Saucers kill the Inquisitor. West is another Masari bridge, but the mechanism is on the other side. Fly the Saucers across and destroy it. March west to a Masari outpost consisting of a Skirmisher Portal, Machina, 3 Guardians, and 1 Sky Guardian. Charge the turrets with Brutes and destroy the remaining buildings. March north into the defile. There are Sky Guardians on either side as well as elsewhere in this area, so be careful with your Saucers and try to destroy the turrets from range. Move north past the turrets and Prince Zessus appears. He runs to Orlok and Teleports, so try to keep as many troops near Orlok as possible. The destination is a field surrounded by Guardians. Charge them immediately. Leave the field and Zessus returns, then repeats the Teleport into another Guardian trap. Destroy the turrets, then kill Zessus to complete the "Find the Masari leader" objective and the mission. =============================== Hierarchy 6: Overriding Command [CW026] =============================== Summary: The full arsenal of the Hierarchy is unleashed barring Kamal and Nufai. Map: Arecibo Initial Assets Resources: 7,000 Structures: None Units: Orlok [must survive] Glyph Carver Habitat Walker Grunts (6) Lost Ones (4) Brute Limits Structures: Arrival Site Spitter Turret Gravitic Turret Matter Conduit Units: Glyph Carver Monolith Reaper Drone Habitat Walker Assembly Walker Detection Drone Science Walker Grunt Lost One Brute Saucer Defiler Phase Tank Research: 6 Walkthrough: There are several ways to approach this mission given the options available, and any of them can fail on occasion. This is probably the hardest mission in the game. As soon as the mission begins, sell your Habitat Walker and turn your troops back. The starting battle is unwinnable. The first objective, "Build an Arrival Site," appears. An area is highlighted, but summon the Site north of there, closer to the human facilities. March your troops to the facilities and secure them. This area provides the bulk of your resources and will be periodically attacked. When the Arrival Site drops, the objective is completed and a new one, "Escort Orlok to the transmitter and activate it," is issued. Teleport another Glyph Carver and start summoning Reaper Drones until you have all 7. Build a few Spitter and Gravitic Turrets to secure your Arrival Site and Reapers. Allied Masari units cluster around Orlok and can be hurt by the radiation from upgraded Spitter Turrets, so keep him away from those. Summon 2 Assembly Walkers and research Assault 3. Outfit the first Walker with Cost Optimizers and a Defiler Pod, then start summoning in a large number of Saucers and a few Defilers. Summon a Detection Drone, then a Science Walker, then the Material Conduit. When Assault 3 is available, outfit the Assembly Walkers with Mass Drivers and Plasma Turrets, then cancel the Assault suites and research Mutagen 4. Build 3 Cascade Reactors on the Science Walker when Mutagen 4 finishes, then cancel Mutagen 4 and research Quantum 3. You should now have Mutagen 3 and Quantum 3. Build Range Enhancers on the Science Walker. The enemy guarding the dish consists of a Habitat Walker, an Assembly Walker, and a Science Walker along with Grunt and Lost One escorts. Enemy transports periodically fly in Grunts, Lost Ones, Brutes, and Phase Tanks. There is an enemy base in the north consisting of an Arrival Site, a Detection Drone, and a large number of turrets. Do not attack this base. March your army, barring Orlok, towards the dish and take out the enemy Walkers. Have your Saucers repair your Walkers and your Defilers attack the enemy ground forces. Use Radiation Cascade when you can hit an enemy Walker with it. Clear the dish of enemies, then rebuild your forces. Sell your Reapers and Glyph Carvers and replace them with combat units. Send Orlok to the transmitter. The next objective, "Keep Orlok near the transmitter for two minutes," is an opportunity to finish any remaining preparations and charge Radiation Cascade. A cutscene occurs, then the next objective, "Defeat Kamal Re'x," appears. Concentrate all fire including Siege Mode, Radiation Cascade, and Matter Drop on him to complete the objective, the mission, and the Hierarchy campaign. ============================ Masari 1: Flight of the Gods [CW031] ============================ Summary: This mission introduces Masari base building. Map: This map is not available outside the campaign. Initial Assets Resources: 700/720 Structures: None Units: Prince Zessus [must survive] Disciple Limits Structures: Citadel Matter Engine Skirmisher Portal Machina Knowledge Vault Oracle Guardian Sky Guardian Units: Architect Disciple Conqueror Inquisitor Research: 1 Walkthrough: "Escape the Hierarchy prison compound" is the first objective. Prince Zessus cannot use his abilities in this mission, making him weaker than normal. Switch to Dark Mode and let your Dark Matter Armor fill. Move north and kill 3 Grunts, then have Zessus stand in the circle to free 8 Disciples. Kill the 3 attacking Grunts, then move north and kill the 3 guarding the next circle. Move into the circle, then pass through the prison gate to gain an Architect and activate the Masari base. The next 3 objectives appear one after another and deal with Masari base building: "Build a Matter Engine with your Architects," "Build a Knowledge Vault," and "Upgrade the Knowledge Vault." Your base consists of a Citadel, 4 Matter Engines, 3 Skirmisher Portals, 2 Machinae, and 2 Oracles. All the structures are damaged. Task your Architect to the Citadel and produce 9 or 11 more Architects. Repair the existing structures and build a Matter Engine and Knowledge Vault. Begin producing Disciples and Conquerors. Build turrets along the north side of your base, especially the northwest area. Saucers and Grunts attack that area regularly. Build 2 Flight Machinae and produce Inquisitors. Upgrade the Knowledge Vault, Matter Engines, turrets, and Oracles. After you upgrade the Knowledge Vault, the next objective, "Rescue the captives in the northern Hierarchy prison compound," appears. Leave Zessus in the base and march the rest of the army north to find Grunts, Brutes, Saucers, Defilers, Phase Tanks, turrets, and a Habitat Walker. Destroy them all. There is also an Arrival Site and several Reaper Drones you may choose to wreck. Meanwhile, have your Architects build a field of turrets stretching from your northwest Matter Engine to north of the hill in the middle of the map. When the Hierarchy forces in the north are eliminated, return the Conquerors to base and march the Disciples and Inquisitors into the northern compound. The compound is filled with Grunts and turrets, so move forward slowly and take a few targets at a time. Move to the arrow in the prison compound to free 8 Disciples and some human allies. Switch to Light Mode and send your troops back to the base. An Assembly Walker and a small force of Brutes, Grunts, Phase Tanks, and Defilers appear near your base along with an objective: "Defeat the Hierarchy Assembly Walker." Your turrets ought to shred them; destroy whatever remains to complete the objective and the mission. ====================== Masari Global Campaign [CW03X] ====================== The game switches to a global scenario. The only hero at first is Lord Charos, and which provinces he may visit are strictly limited. Immediately remove 5 Disciples from Charos's retinue and fill his fleet cap with Inquisitors. The Hierarchy does not possess enough anti-air in the next 6 battles to stop them. Conquer the provinces and build an Energy Magnet, 2 Key Inspirations, a Will Processor, and whatever other buildings you like as you go. Upgrade 1 Key Inspiration with Advanced Production Vehicle and the other with Advanced Production Air. Upgrade the Will Processor with Spy Systems. =============== Masari 2: Congo [CW032] =============== Map: Congo Walkthrough: The base is in the northwest. Destroy it with Inquisitors. ================ Masari 3: Sahara [CW033] ================ Map: Sahara Walkthrough: The base is in the northwest. Destroy it with Inquisitors. ====================== Masari 4: North Africa [CW034] ====================== Map: North Africa Walkthrough: Fly the transport north a bit before dropping. The base is directly south of your starting position. Destroy it with Inquisitors. =================== Masari 5: Altiplano [CW035] =================== Map: Altiplano Walkthrough: The base is in the northeast. Destroy it with Inquisitors. ====================== Masari 6: Amazon Basin [CW036] ====================== Map: Amazon Basin Walkthrough: The base is in the northeast. Destroy it with Inquisitors. ================ Masari 7: Guiana [CW037] ================ Map: Guiana Walkthrough: The base is southwest of your starting location. Destroy it with Inquisitors. ========================= Masari 8: Central America [CW038] ========================= Map: Central America Walkthrough: In case it is not clear, the objective here is to destroy the Basic Defense module or the Origin Core to which it is attached. You can attempt this mission repeatedly since it is within the global portion. The Core is defended by Nufai and a large garrison. There are several approaches to this mission. One is to send Charos in with Peacebringers and use Dark Mode. Attack the Origin Core directly and use Dark Vortex to keep enemy troops away long enough for the Peacebringers to succeed. Another is to send in Zessus with Figments and whittle away the enemy forces. The most reliable is to send Charos with a couple Peacebringers and many Inquisitors. Drop them in the southwest and build up a base while Inquisitors harass the enemy. Once the Citadel is up, treat the mission as a skirmish in which you start with a handicap. Build up an army, crush the Hierarchy, and complete the mission. If the Basic Defense module is destroyed when the mission ends, regardless of whether it is a victory or defeat, the objective is completed and the global campaign portion ends. ========================= Masari 9: Deus ex Machina [CW039] ========================= Summary: The full arsenal of the Masari is unleashed. Map: Anahuac Initial Assets Resources: 700/640 Structures: Citadel Matter Engines (3) Guardians (4) Skirmisher Portal Machina Knowledge Vault Flight Machina Oracle Sky Guardian Units: Lord Charos [must survive] Queen Altea [must survive] Prince Zessus [must survive] Architects (3) Disciples (10) Sentries (2) Limits Structures: Citadel Matter Engine Guardian Skirmisher Portal Machina Knowledge Vault Flight Machina Oracle Sky Guardian Matter Controller Units: Architect Disciple Seer Sentry Conqueror Figment Peacebringer Inquisitor Sky Lord Research: 6 Walkthrough: "Destroy the Purifier" is the objective. Altea orders an immediate attack on the Purifier, but there is no point in that now. Instead, move your combat units including heroes to the north side of your base. Produce 5 or 7 more Architects, build 2 more Matter Engines and another Flight Machina, and upgrade the Knowledge Vault followed by the Matter Engines. Produce Inquisitors and research Light 3. When the Purifier withdraws, "Protect Mirabel and General Moore while Novus establishes a base" becomes an objective. This should not require any intervention, but be ready to send Inquisitors to assist if necessary. Continue the building plan and reinforce the east side of the base with turrets. Build another Flight Machina. Research Balance 2, then Light 4. When you have spare resources, upgrade the Knowledge Vault again and build the Matter Controller. Fly your Inquisitors north and destroy a Spitter Turret, then a Defiler in a slave pen. This stops the Slave attacks on the north part of your base. Destroy the nearby Assembly Walker, then fly north and take out a Habitat Walker. Make sure there is a clear path from your base to the northwest corner of the map, then rally the Flight Machinae there. Fly east and destroy the Gravitic Turrets, Saucers, and anything else defending the Purifier. Use Destabilize to isolate targets. Destroy the Purifier to complete the objective. A Hierarchy transport drops Kamal Re'x near your base and a new objective appears: "Defeat Kamal Re'x." Kill him to complete the objective, the mission, the Masari campaign, and the game. -------- Factions [FA000] -------- There are three fully playable factions: the Hierarchy, the Masari, and Novus. Humans are playable only in the Prelude portion of the single-player campaign and have no way to collect resources or erect structures. ========= Hierarchy [FA010] ========= The Hierarchy is a conquering alien empire. The centerpiece of its forces is the Walker, a huge, lumbering combination of unit and structure. The Hierarchy tends to move slowly but has few stationary elements. Its tactical dynamic mechanic is the ability to build and alter Walker hardpoints during the battle. Most Hierarchy units employ either plasma or radiation weaponry. Radiation damages targets over time. Research allows significant upgrades to both weapon types and can add radiation to plasma attacks. The Hierarchy also possesses phase technology, which allows the user to become immune to all interference. However, the user is destroyed if it leaves phase while inside another object. Structures [FA011] ---------- Hierarchy structures are summoned by Glyph Carvers. The Carver creates a glyph for half of the building time, then the glyph's health fills for the other half. As the glyph has no health while being carved, it can be destroyed by any attack during this period. Arrival Site Cost: 2,500 Time: 1:15 Prerequisites: None Description: This is the Hierarchy's command center and only crucial stationary structure. Spitter Turret Cost: 450 Time: 0:25 Prerequisites: Habitat Walker, Assembly Walker, or Detection Drone Description: This turret fires streams of radiation. It can be upgraded for 300 resources to emit a cloud of radiation. Gravitic Turret Cost: 300 Time: 0:25 Prerequisites: Habitat Walker, Assembly Walker, or Detection Drone Description: This is an anti-air turret. Its gravity beam slows aircraft while it crushes them. It can be upgraded for 400 resources to drag targets to the ground so all weapons can hit them. Matter Conduit Cost: 2,800 Time: 1:25 Prerequisites: Arrival Site and Science Walker Description: This superweapon has the Mass Drop ability, which dumps resources from space into the target area. They do high damage and can be harvested. Units [FA012] ----- 3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes in skirmish and multiplayer are teleported by the Arrival Site. Heroes in global scenarios are present at the start and may be rebuilt in global mode. Heroes cannot be crushed, infected, or mind controlled. Orlok Cost: 2,000 Time: 0:55 Prerequisites: Assault 2 [skirmish and multiplayer] Description: He is the Assault hero. His plasma has anti-air capability and he has a powerful siege cannon. The siege cannon's ammo can only be refilled by having Orlok grab resources. He can switch to Endure Mode, in which he takes much less damage but cannot fire. Kamal Re'x Cost: 1,600 Time: 0:55 Prerequisites: Quantum 2 [skirmish and multiplayer] Description: He is the Support hero. He fires psionic waves and bats back aircraft with psionic thrusts. His Forcefield ability blocks enemy fire and his Abduct ability immediately removes all units except heroes and Walkers, converting them into resources. He is a tremendously powerful hero. Nufai Cost: 1,400 Time: 0:55 Prerequisites: Mutagen 2 [skirmish and multiplayer] Description: He is the Stealth hero. He has a melee attack and can phase into enemy vehicles while attacking them. His Paranoia ability makes enemy units attack their own faction, while Tendrils grounds aircraft temporarily. 2 units are teleported by the Arrival Site. Glyph Carver Cost: 700 Time: 0:22 Prerequisites: None Description: It carves glyphs. Not much can be done without it. Monolith Cost: 750 Time: 0:23 Prerequisites: Reaper Drone Description: This is the Hierarchy's scout. It flies very slowly but teleports across large distances. Its sight range increases if it stays still. It breaks enemy stealth. The radiation beam it fires has anti-air capability but is not very useful in combat because of its poor range and the Monolith's terrible combat speed. The beam also slows the unit build rate of production structures and reduces the range of turrets. Quantum 1 grants the Phase Self ability. 5 units are summoned by Glyph Carvers, much like structures. Reaper Drone Cost: 1,200 Time: 0:35 Prerequisites: Arrival Site Description: Reapers collect resources. In addition to steadily harvesting resource piles, Reapers can instantly collect some objects such as people, poles, horses, and cows. Micromanagement is required as instant pickups are not prioritized over regular piles. The collection beam is a reasonably powerful weapon. Habitat Walker Cost: 2,000 Time: 1:05 Prerequisites: Arrival Site Description: This Walker produces infantry. It is armed with a powerful plasma cannon. It has 4 crown sockets and 4 leg sockets. When destroyed, the crown sockets reveal coolant nodes, while the leg sockets slow the Walker. The Walker is destroyed when 2 coolant nodes are eliminated. Crown Hardpoints: Armor Plating Brute Pod Lost One Pod Radiation Artillery Range Enhancer Weapon Accelerator Leg Hardpoints: Arc Turret Armor Plating Cost Optimizer Plasma Turret Repair Chamber Teleport Accelerator Assembly Walker Cost: 2,200 Time: 1:10 Prerequisites: Arrival Site and Reaper Drone Description: This Walker produces vehicles. It has a powerful plasma cannon. Research can discover hardpoints that turn this into a terrifying assault unit. It has 3 crown sockets and 4 leg sockets. The destruction of leg sockets slows the Walker. The left arm and right arms reveal shield generators when destroyed, while the front panel reveals the core. Both shields must be destroyed before the core can be attacked. The Assembly Walker is destroyed along with the core. Crown Hardpoints: Armor Plating Beam Cannon Defiler Pod Mass Driver Phase Tank Pod Range Enhancer Weapon Accelerator Leg Hardpoints: Arc Turret Armor Plating Cost Optimizer Plasma Turret Repair Chamber Teleport Accelerator Detection Drone Cost: 1,400 Time: 0:44 Prerequisites: Arrival Site and Reaper Drone Description: This unit cannot attack. It activates radar on the minimap. It has a useful Scan Pulse ability that dispels the fog of war in the target area and also cleanses friendly units of the Novus virus while lifting stealth and phase from enemy units. Quantum 1 upgrades Scan Pulse so it clears mind control as well. Science Walker Cost: 2,400 Time: 1:15 Prerequisites: Arrival Site and Detection Drone Description: This Walker uses a very powerful beam that has anti-air capability. It has 3 crown sockets and 3 leg sockets as well as a core. The leg sockets slow the Walker when destroyed. The crown sockets refill the shield that protects the core. The destruction of the core means the destruction of the Walker; it is possible for this to happen even without the destruction of hardpoint sockets, though it is difficult. Research must be done to build many of the Science Walker's hardpoints, which have very powerful effects: revealing the entire map, mind control, target jamming, and a superweapon. Crown Hardpoints: Cascade Reactor Machine Magnet Mind Magnet Visual Optimizer Leg Hardpoints: Arc Turret Range Enhancer Repair Chamber Targeting Jammer Weapon Accelerator 3 units are teleported by the Habitat Walker. Grunt Cost: 300 Time: 0:18 Prerequisites: None Description: The Hierarchy's basic infantry is slow and has short range on its shotgun. However, it does decent damage at close range. The ideal position for this unit is surrounding the enemy. Grunts capture neutral buildings. Assault 1 issues it a grenade it uses against vehicles and structures. Lost One Cost: 325 Time: 0:20 Prerequisites: Lost One Pod Description: This specialized infantry is in some ways weaker than the Grunt, having only speed and anti-air as advantages. Research aids this unit a great deal, as Assault 1 grants the powerful plasma bomb while Quantum 1 enables Phase Self. Brute Cost: 850 Time: 0:28 Prerequisites: Brute Pod Description: This heavy infantry deals high damage in melee and has high health as well. It is particularly good at destroying structures; its Charge attack destroys turrets in one hit. Leap allows it to cross terrain obstacles and to get near or past the enemy. Assault 2 upgrades Leap to Death From Above, which causes damage when the Brute lands. 3 units are teleported by the Assembly Walker. Saucer Cost: 750 Time: 0:28 Prerequisites: None Description: The main aircraft of the Hierarchy has the ability to switch its plasma orbs from attacking the enemy to repairing friendly vehicles and structures. It serves decently as an air superiority unit, though it cannot keep up with Dervishes. Defiler Cost: 850 Time: 0:30 Prerequisites: Defiler Pod Description: The Defiler drowns small units in radiation with Project Radiation, tears apart large units with its radiation beam, heals friendly infantry with Project Radiation Bleed Mode, and creates Slaves. It is an enormously valuable unit. Phase Tank Cost: 800 Time: 0:28 Prerequisites: Phase Tank Pod Description: This tank combines speed with phasing, making it useful for scouting and hit-and-runs. With research, namely Mutagen 1, Mutagen 3, and Quantum 3, it can gain impressive firepower. It is a powerful unit in some strategies, but less useful in others. 1 unit is created by irradiating organics. Slave Cost: None Time: N/A Prerequisites: Organic killed by radiation Description: This is a weak unit that dies slowly over time. Research [FA013] -------- Assault 1: Hardpoint: Arc Turret Hardpoint: Range Enhancer Plasma Weapons - Vehicle grenades for Grunts and bombs for Lost Ones 2: Call Hero: Orlok the Eternal Death from Above: Upgrades Brute Leap Foo Longevity - Lengthens Saucer orb duration 3: Hardpoint: Mass Driver Hardpoint: Visual Optimizer 4: Hardpoint: Beam Cannon Locomotor Enhancement - Upgrades Walker speed Mutagen 1: Irradiated Shots - Plasma weapons do radiation damage over time Volatile Reactors - Vehicles erupt in radiation when destroyed 2: Call Hero: Nufai Hardpoint: Brute Pod Hardpoint: Radiator Artillery 3: Advanced Mutagens - Slaves are more common and live longer Gamma Radiation - Radiation does more damage and healing (by at least 50%, not exactly 50%) 4: Hardpoint: Radiation Cascade Quantum 1: Mental Frequency - Detection Drone Scan Pulse removes mind control Phase Modules - Lost Ones and Monoliths can use Phase Self 2: Call Hero: Kamal Re'x Fast Ordering - Carving times reduced Hardpoint: Phase Tank Pod 3: Molecular Armor - Walkers take half damage Quantum Ordnance - Plasma weapons gain additional splash damage 4: Hardpoints: Mind and Machine Magnet Hardpoint: Targeting Jammer Hardpoints [FA014] ---------- Arc Turret Cost: 800 Time: 0:20 Prerequisites: Assault 1 Description: Anti-air weapon. Armor Plating Cost: 700 Time: 0:20 Prerequisites: None Description: Tough armor that protects the socket. Beam Cannon Cost: 1,300 Time: 0:30 Prerequisites: Assault 4 Description: Adds a sweeping beam weapon with devastating damage; fired as an ability. Brute Pod Cost: 650 Time: 0:18 Prerequisites: Mutagen 2 Description: Allows the Walker to teleport Brutes. Cascade Reactor Cost: 1,300 Time: 0:30 Prerequisites: Mutagen 4 Description: 3 Reactors are needed for the Radiation Cascade ability, a wave of radiation that harshly damages and irradiates everything in a huge path. Cost Optimizer Cost: 300 Time: 0:15 Prerequisites: None Description: Reduces unit costs by 8%. Defiler Pod Cost: 500 Time: 0:14 Prerequisites: None Description: Allows the Walker to teleport Defilers. Lost One Pod Cost: 400 Time: 0:16 Prerequisites: None Description: Allows the Walker to teleport Lost Ones. Mass Driver Cost: 1,000 Time: 0:24 Prerequisites: Assault 3 Description: Adds a slow but powerful weapon that cannot be redirected. Machine Magnet Cost: 1,000 Time: 0:30 Prerequisites: Quantum 4 Description: Mind controls up to 2 inorganic units. Mind Magnet Cost: 1,000 Time: 0:30 Prerequisites: Quantum 4 Description: Mind controls up to 2 organic units. Phase Tank Pod Cost: 700 Time: 0:18 Prerequisites: Quantum 2 Description: Allows the Walker to teleport Phase Tanks. Plasma Turret Cost: 800 Time: 0:22 Prerequisites: None Description: Adds another, somewhat weaker plasma cannon. Radiation Artillery Cost: 1,100 Time: 0:35 Prerequisites: Mutagen 2 Description: Launches a warhead that emits radiation. This is used as an ability. Range Enhancer Cost: 700 Time: 0:20 Prerequisites: Assault 1 Description: Raises range of Walker weapons and abilities. Repair Chamber Cost: 400 Time: 0:16 Prerequisites: Assembly Walker Description: Repairs the Walker like a Saucer's orbs, though slightly more effectively. Targeting Jammer Cost: 800 Time: 0:25 Prerequisites: Quantum 4 Description: Makes the Walker and nearby friendly units untargetable. This is used as an ability. Teleport Accelerator Cost: 300 Time: 0:15 Prerequisites: None Description: Reduces unit teleport times by 12%. Visual Optimizer Cost: 1,000 Time: 0:30 Prerequisites: Assault 3 Description: Greatly increases sight range. If a Detection Drone is present, a Science Walker with 3 Visual Optimizers lifts the fog of war across the entire map. Weapon Accelerator Cost: 700 Time: 0:20 Prerequisites: None Description: Reduces recharge times for Walker weapons and abilities. ====== Masari [FA020] ====== The Masari is an alien race with hyper-advanced technology that inspired much of Earth's mythology. Their units tend to have good firepower and be tough to kill. Their tactical dynamics system is the ability to change between Light Mode and Dark Mode. Generally, Light Mode grants greater range and firepower as well as flight, while Dark Mode grants speed and a second life bar called Dark Matter Armor. Masari weapons set their targets on fire for damage over time in Light Mode and slow their targets in Dark Mode. Matter Engines generate resources without harvesting resource piles, meaning the Masari never run out of resources. Structures [FA021] ---------- Masari structures are built by Architects. 2 Architects may cooperate, halving the build time. Citadel Cost: 300 Time: 2:00 Prerequisites: None Description: This is the Masari's command center. Matter Engine Cost: 85 Time: 0:45 Prerequisites: Citadel Description: This structure generates resources every 3 seconds and raises the maximum resources Masari can store at once. Its yield can be increased by tasking Architects to it, upgrading it with the Matter Sifter for 85 resources given a Knowledge Vault with Ancient Knowledge, and researching Balance 4. Matter Engines explode and deal immense damage when they are destroyed. Light 2 gives them the ability to self-destruct. Reaper Drones can destroy them without triggering the explosion. Guardian Cost: 55 Time: 0:35 Prerequisites: Citadel Description: This turret is somewhat weak unless assisted by Architects. Skirmisher Portal Cost: 100 Time: 0:40 Prerequisites: Citadel Description: This structure produces infantry. Machina Cost: 130 Time: 0:50 Prerequisites: Citadel and Skirmisher Portal Description: This structure produces vehicles. Knowledge Vault Cost: 100 Time: 0:50 Prerequisites: Matter Engine Description: This is a tech building. Its existence permits construction of Seers, Conquerors, Oracles, Flight Machinae, and Sky Guardians. It can be upgraded with Ancient Knowledge for 175 resources to allow upgrades for the Matter Engine, Guardian, Sky Guardian, and Oracle. It can be upgraded again with Forbidden Knowledge for 250 resources to allow Sky Lords, Peacebringers, and another Oracle upgrade. Oracle Cost: 60 Time: 0:40 Prerequisites: Knowledge Vault Description: This structure enables radar. It can be upgraded for 55 resources with Detection of Motion to show moving enemies on the radar far beyond the Oracle's sight range. It can be upgraded again for 80 resources with The All-Seeing Eye to break enemy stealth in a huge radius. If Light 4 is researched, the Oracle becomes a devastating turret. Flight Machina Cost: 140 Time: 0:50 Prerequisites: Knowledge Vault Description: This structure produces flight-capable units. Sky Guardian Cost: 50 Time: 0:35 Prerequisites: Knowledge Vault Description: This is an anti-air only turret. In Light Mode it fires a continuous beam at a single target, while in Dark Mode it fires shotgun blasts that can hit multiple units. It is reasonably powerful even without Architects. Matter Controller Cost: 450 Time: 2:50 Prerequisites: Knowledge Vault with Forbidden Knowledge Description: This is the Masari superweapon. In Light Mode, it fires Burning Wrath, which is a pillar of fire that can be controlled like a unit. In Dark Mode, it fires Matter Storm, which damages and immobilizes enemies while refilling friendly Dark Matter Armor. Units [FA022] ----- 3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes in skirmish and multiplayer are produced by the Citadel. Heroes in global scenarios are present at the start and may be rebuilt in global mode. Heroes cannot be crushed, infected, or mind controlled. Lord Charos Cost: 180 Time: 1:38 Prerequisites: Light 2 [skirmish and multiplayer] Description: He is the Assault hero. He has a strong melee attack and his Frenzy ability lets him attack faster and take less damage. He can use Blaze of Glory in Light Mode, which harms nearby enemies. He can use Dark Vortex in Dark Mode, which forms a tornado that lifts all nearby units and tosses them away. This ability is excellent at disrupting enemy formations and blunting assaults. Queen Altea Cost: 130 Time: 1:35 Prerequisites: Dark 2 [skirmish and multiplayer] Description: She is the Support hero. She cannot attack. Her aura heals nearby friendly units and cleanses virus infections and mind control. Her Peace ability creates a field that protects the area from attacks while also prohibiting units within from attacking. It can cancel superweapon attacks. Her Unmake damages enemies over time. Prince Zessus Cost: 160 Time: 1:35 Prerequisites: Balance 2 [skirmish and multiplayer] Description: He is the Stealth hero. He attacks with a boomerang, which has anti-air capability. Its recharge time is based on the time it takes to return, so Zessus deals more damage the closer he is to his target. He can use Teleport, which sends him and any nearby units to the target destination. Teleport can also move the effects of a superweapon, such as a Black Hole. He can use Explode in Light Mode, which damages himself and all nearby enemies. He can use Dark Miasma in Dark Mode, which covers the map in a storm that reduces the sight and movement of enemies while helping friendly units regenerate Dark Matter Armor. 1 unit is produced by the Citadel. Architect Cost: 30 Time: 0:23 Prerequisites: None Description: The Architect builds structures and repairs both them and units. He can also be tasked to buildings to make them produce more resources, turn out units faster, hurry upgrades, or fire faster and farther. 2 may effectively assist any one building. 2 units are produced by the Skirmisher Portal. Disciple Cost: 25 Time: 0:28 Prerequisites: None Description: Masari's basic infantry has anti-air and does notable damage against vehicles, but much less against infantry. Seer Cost: 50 Time: 0:40 Prerequisites: Knowledge Vault Description: This unit cannot attack. Her target shares its vision with the Seer instead. The Seer also breaks enemy stealth and cleanses viruses and mind control. 4 units are produced by the Machina. Sentry Cost: 45 Time: 0:35 Prerequisites: None Description: The Sentry is a very fast vehicle that serves as a scout. It can also transport infantry units. When doing so, the capabilities of the Sentry itself change. While carrying Architects it generates a healing aura. Disciples serve as an additional gun turret. Seers lengthen the Sentry's sight and attack range. Avengers help it fire faster. Conqueror Cost: 75 Time: 0:50 Prerequisites: Knowledge Vault Description: This is the Masari's standard tank. It is both powerful and durable, and is generally speaking an excellent unit. Light 2 grants an area of effect attack that even hits air units, giving the Conqueror even more power as well as versatility. Figment Cost: 50 Time: 0:45 Prerequisites: None Description: The Figment is fast and cloaked, making it a great scout. Its weapon shreds infantry. Its special ability is to lay a mine, the Light Mode version of which explodes for good damage and the Dark Mode version of which briefly immobilizes enemy units. The Figment is a surpassingly versatile unit. Peacebringer Cost: 185 Time: 1:15 Prerequisites: Knowledge Vault with Forbidden Knowledge Description: The Peacebringer is the most powerful unit in the game barring Walkers fully outfitted in combat hardpoints. Its triple cannon have anti-air capability. It has a tractor beam that slows one target. Its hitpoints are enormous. Light 3 grants it Disintegrate, which does cataclysmic damage for a short time. This unit can go one-on-one with most heroes and win. 2 units are produced by the Flight Machina. Inquisitor Cost: 60 Time: 0:48 Prerequisites: None Description: This unit serves as infantry in Dark Mode and aircraft in Light Mode. He is reasonably fast and has a reasonably powerful weapon, which is anti-air in Light Mode. Balance 2 grants Destabilize, which freezes the target for a short time and prevents it from dealing or taking damage. Sky Lord Cost: 175 Time: 1:10 Prerequisites: Knowledge Vault with Forbidden Knowledge. Description: This unit serves as infantry in Dark Mode and aircraft in Light Mode. Both her attack types affect a large area, making this unit powerful against masses of opponents. In Light Mode, her immense range lets her take out turrets safely. Dark 2 grants her Screech, which repels enemy air units briefly. 1 unit is produced when a Masari vehicle is destroyed. Avenger Cost: None Time: None Prerequisites: A destroyed Masari vehicle Description: The Avenger is a weak infantry unit. If Balance 2 is researched, Architects can heal Avengers to turn them back into the lost vehicle. Research [FA023] -------- Light 1: Burning Brilliance - Structures burn nearby enemies in Light Mode Remote Harm - Seers damage enemies near the enemy sharing vision with them 2: Burning Fury - Conqueror gains Energy Vortex ability Call Hero: Lord Charos Immolation - Matter Engines gain self-destruct ability 3: Molecular Instability - Peacebringer gains Disintegrate ability Phoenix - Aircraft have a 50% chance to respawn with 50% health when destroyed 4: Burst Threshold - Burning Wrath duration doubles Piercing Gaze - The Oracle becomes a powerful turret Dark 1: Advanced Dark Matter Armor - Structures have Dark Matter Armor Unseen Barrier - Sky Guardians gain Gust ability 2: Area Denial - Figment mines have greater area and effect Aversion - Sky Lord gains Screech ability Call Hero: Queen Altea 3: Dark Matter Affinity - Dark Matter Armor is filled when Dark Mode is entered Facilitated Growth - Inquisitor increases Dark Matter Armor regeneration for nearby units 4: Dark Embrace - Matter Storm gains 100% duration and heals friendly units Dark Matter Mastery - Dark Matter Armor regenerates in combat Balance 1: Methods of Deception - Sentry does not appear on radar and Seer does not get auto-attacked Stationary Revelation - Structures have greater sight range 2: Call Hero: Prince Zessus Reconstruction - Architects can turn Avengers back into vehicles Stasis - Inquisitor gains Destabilize ability 3: Cleansing Energy - Switching modes cleanses all harmful effects Unregulated Conversion - Matter Engines harm nearby enemies and gain resources for doing so 4: Energy Stream - Matter Engines collect 2 more resources per 3 seconds Shadowed Perception - Seer cloaks all nearby units and structures except herself; cloaks self when sharing enemy vision ===== Novus [FA030] ===== Novus is a race of intelligent machines sworn to avenge its creators and other organic races by stopping the Hierarchy. Novus units tend to stress mobility and effects like cloak, mirage, and the Novus virus. This computer virus gives Novus the vision of the infected target and slows the target's movement and unit production speeds when applicable. The Novus flow network powers structures and allows rapid transit. Infantry can use the flow network at all times and vehicles can use it when Flow 3 is researched, but Mirabel & Viktor and Vertigo cannot use it. Some Novus weapons fire antimatter, which sticks to targets briefly before detonating. The more antimatter globs there are at once on a single target, the more damage their detonation causes. Structures [FA031] ---------- Novus structures are built by Constructors. Up to 3 Constructors may cooperate to reduce building time. Command Core Cost: 2,400 Time: 1:05 Prerequisites: None Description: This is the command center for Novus. It also enables radar. Each Command Core on the field allows a patch to be applied, to a maximum of two. Flow Generator Cost: 800 Time: 0:20 Prerequisites: None Description: At least one of these must be present to power the flow network. They also power nearby buildings and act as part of the network. Flow Conduit Cost: 175 Time: 0:10 Prerequisites: None Description: These transmit the flow network. They power nearby buildings and allow Novus to flow to, from, or through them. Conduits are useless without a Flow Generator. Conduits are stealthed as long as they are powered. Robotic Assembly Cost: 700 Time: 0:18 Prerequisites: Flow Generator Description: This structure produces infantry. It can be upgraded with a Blade Trooper Assembly for 800 resources so it can produce Blade Troopers. Recycling Center Cost: 1,200 Time: 0:25 Prerequisites: Flow Generator Description: This structure produces Collectors and receives their loads, turning those into resources. Setting a rally point for a Recycling Center sends its Collectors to that spot first. Vehicle Assembly Cost: 1,300 Time: 0:30 Prerequisites: Flow Generator and Recycling Center Description: This structure produces infantry. It can be upgraded with a Wave Amplifier for 1,000 resources so it can produce Amplifiers or with an Inversion Processor for 1,000 resources so it can produce Field Inverters. These upgrades overwrite each other. Aircraft Assembly Cost: 1,300 Time: 0:30 Prerequisites: Flow Generator and Recycling Center Description: This structure produces aircraft. It can be upgraded with a Dervish Assembly for 1,000 resources to produce Dervish Jets. Science Center Cost: 1,800 Time: 0:55 Prerequisites: Flow Generator and Recycling Center Description: This is a tech building. It enables a second patch to be applied. It allows the construction of Hackers, Redirection Turrets, and the EM Destabilizer and permits upgrades to the Vehicle Assembly and Aircraft Assembly. If upgraded with a Singularity Compressor for 1,400 resources, the Black Hole Generator may be built. Redirection Turret Cost: 700 Time: 0:20 Prerequisites: Science Center Description: This turret fires antimatter and has anti-air capability. Furthermore, it seizes enemy projectiles and sends them back at the enemy. It cannot redirect beams, Mass Drivers, Saucer orbs, or Sky Lord attacks. EM Destabilizer Cost: 2,800 Time: 1:20 Prerequisites: Science Center Description: This superweapon fires an EM pulse that shuts down inorganic enemies in the target area. Computing 4 makes it infect enemies as well. Black Hole Generator Cost: 4,000 Time: 1:40 Prerequisites: Science Center with Singularity Compressor Description: This superweapon launches a black hole at the target area, causing immense damage. Little can survive this, although command center buildings can. Units [FA032] ----- 3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes in skirmish and multiplayer are produced by the Command Core. Heroes in global scenarios are present at the start and may be rebuilt in global mode. Heroes cannot be crushed, infected, or mind controlled. Mirabel and Viktor Cost: 2,000 Time: 0:55 Prerequisites: Nanotech 2 [skirmish and multiplayer] Description: They are the Assault hero. Their flechette rifle has anti-air capability. Mirabel and Viktor are swift, especially when the jetpack is active. The ability Missile Barrage does good damage to everything in the target area. Sniper Attack does enormous damage to a single target (and everything in between); its high damage modifier against Walker hardpoints allows it to destroy any of them in a single shot. They are a very powerful and popular hero. The Founder Cost: 1,400 Time: 0:55 Prerequisites: Flow 2 [skirmish and multiplayer] Description: He is the Support hero. His melee attack is reasonably powerful. He has two modes, Prowess and Performance. In Prowess Mode, he can use Rebuild, which costs health and turns each nearby resource pile into a single Ohm Robot, regardless of how many resources were in the pile. In Performance Mode, he is very fast and can use Network Tap, which lets him act as a Flow Conduit with a gargantuan transmission range. He is a specialized hero who is essential for certain strategies (such as flow infiltration) and nearly useless for most. Vertigo Cost: 1,600 Time: 0:55 Prerequisites: Computing 2 [skirmish and multiplayer] Description: He is the Stealth hero. He has permanent cloaking. He is tied with the Dervish Jet as the fastest unit in the game, but he is more maneuverable. His Viral Control gives him mind control over a single target that has been infected by the Novus virus. His Upload and Download allow him to act as a transport for any single friendly unit at a time, even heroes. 1 unit is produced by the Command Core. Constructor Cost: 500 Time: 0:13 Prerequisites: None Description: This is a builder unit. Up to three may cooperate to build a structure. It also repairs Novus structures and units for a small resource cost. 3 units are produced by the Robotic Assembly. Ohm Robot Cost: 100 Time: 0:05 Prerequisites: None Description: This is the cheapest and weakest buildable unit in the game. It is fast for infantry and has anti-air, giving it versatility if not power. It can capture neutral buildings. Its Swarm ability lets it damage an inorganic enemy with its self-destruct mechanism. Hacker Cost: 600 Time: 0:16 Prerequisites: Science Center Description: This unit cannot attack. It can lockdown an inorganic target, preventing that target from moving or acting, or take control of a turret. Its Viral Bomb ability does large damage to a target infected by the Novus virus. Its Purge Systems cleanses nearby friendly units of infections and mind control and also removes stealth and phasing from nearby enemy units. The Hacker cannot have its mind controlled. Computing 3 allows lockdown to affect multiple targets. Auto-attacking enemies do not target the Hacker. Blade Trooper Cost: 650 Time: 0:18 Prerequisites: Blade Trooper Assembly Description: The Novus heavy infantry has a melee attack. This attack is tremendously powerful against infantry. Blade Troopers use a jetpack to move quickly over long distances. The Blackout Bomb draws fog of war over the target area for the enemy, briefly preventing new commands. Duplicate creates 2 Blade Trooper Clones which move and attack as if they were Blade Troopers. Flow 2 gives cloaking. This unit is more useful for hit-and-run attacks than for general combat. 4 units are produced by the Vehicle Assembly. Variant Cost: 350 Time: 0:16 Prerequisites: None Description: This hover vehicle is a good scout and anti-infantry combat unit. It is among the fastest ground vehicles. It has a mirage generator which allows it to appear to be another object such as a silo or horse when it is immobile and not firing. Its ability toggles auto-attack, since attacking breaks the mirage effect. Antimatter Tank Cost: 550 Time: 0:18 Prerequisites: None Description: This tank both fires antimatter to attack and spreads antimatter pellets with Vent Core. Its power is limited in small numbers. Amplifier Cost: 800 Time: 0:26 Prerequisites: Science Center and Wave Amplifier Description: This vehicle is something of a siege unit. It fires a beam that becomes stronger over time and prevents the target from using special abilities (many units are immune to this). It can switch to Harmonic Pulse Mode, which radiates a pulse periodically. This pulse pushes back infantry and devastates structures. Amplifiers are useful for destroying buildings and Walkers. Flow 4 allows the sonic resonance beam to strike multiple targets of the same type, such as Walker hardpoints. Field Inverter Cost: 1,000 Time: 0:28 Prerequisites: Science Center and Inversion Processor Description: This vehicle is a capable combat unit against infantry, vehicles, and aircraft. It can also erect a shield that absorbs enemy attacks at the cost of the Field Inverter's own health. The shield can be upgraded with Flow 2 to provide cloaking or Computing 3 to redirect some projectiles. The Field Inverter is a mainstay of the Novus army. 2 units are produced by the Aircraft Assembly. Corruptor Cost: 500 Time: 0:20 Prerequisites: None Description: Although equipped with a laser, the main use of this unit lies in its ability, Corrupt, which infects a single inorganic target with the Novus virus. The Corruptor also breaks enemy stealth. Dervish Jet Cost: 850 Time: 0:28 Prerequisites: Dervish Assembly Description: This fighter/bomber fires antimatter bombs with anti-air capability. It can defeat the aircraft of any other faction. It is the fastest unit in the game, tied with Vertigo. Its Death Bloom ability damages all nearby enemies. 1 unit is produced by Recycling Centers. Collector Cost: None Time: N/A Prerequisites: None Description: These units fly over the map to collect resources and bring them back to their Recycling Center. They can use the flow network. The Recycling Center respawns them if destroyed. They cannot be sold, making them a good target for virus infections. Research [FA033] -------- Flow 1: Patch: Visual Amplifier Rapid Flow: Flow speed increased 2: Call Hero: The Founder Patch: Spectrum Cycle Stealth Upgrades - Field Inverter shield cloaks nearby units; Blade Troopers cloak 3: Advanced Flow - Vehicles and aircraft can flow Power Efficiency - Transmission ranges increased Nanite Purification - Units are cleansed of harmful effects when they flow 4: Cascade Resonance - Amplifiers hit multiple targets Patch: Emergency Flow Patch: Overclocking Nanotech 1: Clone Stability - Blade Trooper Clones last longer Patch: Backup Systems 2: Call Hero: Mirabel Collection Efficiency - Collectors collect faster Patch: Optimized Collection 3: Matter Conversion - Structures sell for 100% of cost Rapid Rebuild - Structures repair themselves 4: Patch: Optimized Assembly Nanite Refinement - Unit costs reduced Computing 1: Rapid Patching - Patch cooldown timer lowered Viral Contagion - Virus infects nearby targets 2: Call Hero: Vertigo Patch: Reboot Patch: Viral Reboot 3: Improved Manipulation - Hacker gains Multitasking to lockdown multiple targets; Field Inverter shields deflect some projectiles Patch: Viral Cascade 4: Viral Magnetics - EM Destabilizer infects enemies with virus Patches [FA034] ------- Patching is the tactical dynamics mechanism for Novus. 1 patch may be applied at a time if a Command Core is present. A Science Center or second Command Core allows a second patch to be applied. Some patches have a duration, while others last until they are replaced. Backup Systems: Units and structures gain 18% maximum hitpoints and are healed for that amount. This can be used as an in-combat heal. Coolant Boost: Reduces fire damage. This is used against Masari. Emergency Flow: Powers buildings for 28 seconds regardless of flow network condition. Optimized Assembly: Doubles unit production speed for 20 seconds. Optimized Collection: Collectors hold more resources. Overclocking: Attack and movement speeds are increased, but so is damage taken. Radiation Shielding: Reduces radiation damage. This is used against the Hierarchy. Reboot: All units and structures are disabled for 6 seconds and cleansed of harmful effects. This is sometimes necessary to combat virus infections. Spectrum Cycle: All units and structures break enemy stealth. This is especially useful against Novus because of Flow Conduits and Vertigo. Viral Cascade: All enemies that are legitimate targets for the Novus virus within powering distance of the flow network are infected. Viral Reboot: All enemies infected by the Novus virus shut down for 16 seconds. This patch is powerful, but cleanses enemies of the virus. Visual Amplifier: All units and structures can see farther. This is especially useful for Field Inverters and Amplifiers, which can fire farther than they can see. ---------------- Global Scenarios [GS000] ---------------- Global campaigns are a feature of Universe at War that combines strategic and tactical elements. The globe is divided into 25 regions. Skirmish-type battles are fought in them, using the map that shares the region's name. The goal is to conquer the home regions of the other factions, which is to say the regions that house Atlatea for the Masari, the Central Processor for Novus, or the Origin Core for the Hierarchy. ====== Heroes [GS010] ====== Attacks are made by the faction's heroes. Each type of hero has its own qualities. Assault heroes have a builder contingent (2 Architects, 1 Glyph Carver, or 1 Constructor) and a fleet cap of 50. Their fleets move the slowest. Support heroes have a builder contingent and a fleet cap of 35. Their fleets move at a medium speed. Stealth heroes do not have a builder contingent and have a cap of 25. Their fleets are fast and stealthed, meaning they cannot be seen on the global map and cannot be attacked by Basic Defenses. Heroes can add to their fleets in the global map when they are in an occupied region with an uninterrupted path to a global structure that produces units. They can also carry over surviving units from tactical battles. If a hero is killed, it may be recalled with an expenditure of resources and time. ========== Structures [GS020] ========== Global mode has its own set of buildings. Novus and the Hierarchy share a pricing system while the Masari use a different scale. Atlatea, Central Processor, Origin Core Cost: N/A Time: N/A Description: The home base produces basic units and serves as a command center. It generates resources and allows 1 suite to be researched. A faction is eliminated when its base is destroyed. Modules: Basic Defense, Block Spying, Command and Control, Megaweapon Countermeasures, Repair Energy Magnet, Material Center, Abduction Core Cost: 188 / 3,000 Time: 0:45 Description: This building generates resources every day and increases the maximum resources allowed. It serves as a command center. Modules: Basic Defense, Block Spying, Megaweapon Countermeasures, Stealth Detection Key Inspiration, Nanocenter, Creation Core Cost: 220 / 3,500 Time: 1:30 Description: This structure produces units. Modules: Advanced Production Infantry, Advanced Production Vehicle, Advanced Production Air, Basic Defense, Block Spying Will Processor, Research Center, Theory Core Cost: 175 / 2,800 Time: 2:30 Description: This structure increases the number of suites that may be researched in a tactical battle by 1. Modules: Spy Systems, Block Spying, Basic Defense, Megaweapon Countermeasures, Stealth Detection Core Amplifier, Gray Mass Launcher, Purifier Cost: 1,750 / 28,000 Time: 4:00 Description: This is the megaweapon. It destroys everything in the target province. ======= Modules [GS030] ======= Each global structure except the megaweapons can be augmented by 2 modules. Advanced Production Air Cost: 155 / 2,800 Time: 0:30 Description: This allows the production of Sky Lords, Dervish Jets, or Saucers. Advanced Production Infantry Cost: 95 / 1,500 Time: 0: 30 Description: This allows the production of Seers, Hackers and Blade Troopers, or Lost Ones and Brutes. Advanced Production Vehicle Cost: 125 / 2,000 Time: 0:30 Description: This allows the production of Conquerors, Figments, and Peacebringers; Antimatter Tanks, Amplifiers, and Field Inverters; or Defilers and Phase Tanks. Basic Defense Cost: 125 / 2,000 Time: 0:30 Description: This attacks any fleets that approach or fly over it in the strategic section and acts as a reasonably powerful turret in the tactical section. Block Spying Cost: 220 / 3,500 Time: 0:30 Description: This module prevents Spy Systems from working on its region. Command and Control Cost: 155 / 2,500 Time: 2:00 Description: This increases transport speeds. Megaweapon Countermeasures Cost: 250 / 4,000 Time: 0:30 Description: This module prevents megaweapons from affecting the region. Repair Cost: 155 / 2,500 Time: 5:00 Description: Damaged units and structures in the region are repaired. Spy Systems Cost: 190 / 2,800 Time: 0:30 Description: This module enables an ability that reveals the contents of an enemy province in the strategic portion and can reveal the map for a brief period at the beginning of a tactical battle. Stealth Detection Cost: 155 / 2,500 Time: 1:00 Description: This module detects stealth fleets passing nearby. --------------- Version History [VH000] --------------- 1.0 - 06/24/08 - Initial Version 1.01 - 10/02/08 - Some units and difficulties clarified, grammar corrected Email all questions and concerns to Baruraga@gmail.com Copyright 2008 Andrew Moore