Manual

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3 I. IN S TALLIN G T O TAL ANNIALATI O N TABLE OF CONTENTS I. Installing the Game ..................................... 5 1. System requirements ......................................... 5 2. Installing Total Annihilation ............................... 5 Standard Installation ......................................... 5 Installation without Autoplay ............................ 6 Multiplayer Spawn Installation .......................... 6 Installing Direct X .............................................. 6 DirectX Troubleshooting .................................... 7 Uninstalling Total Annihilation ........................... 7 3. Improving Game Performance ........................... 7 Adjusting Your System ....................................... 8 Adjusting Game Options ................................... 8 Installation Troubleshooter ................................ 9 II. Starting a New Game ............................... 10 1. The Galactic War ............................................. 10 2. Game Overview .............................................. 11 3. New Game Options ........................................ 11 4. Starting a New Single Player Game ................. 12 New Campaign ............................................... 13 Skirmish .......................................................... 13 Game Options ................................................. 14 5. Starting a New Multiplayer Game ................... 25 Choosing the Right Connection Method .......... 25 Serial Games ................................................... 25 Modem Games ............................................... 25 Network (LAN) Games .................................... 26 Playing on the Internet .................................... 26 Selecting a Multiplayer Game .......................... 27 Creating a New Multiplayer Game .................. 28 The Battle Room ............................................. 28 Customizing Multiplayer Games ...................... 29

description

manual Gry

Transcript of Manual

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TABLE OFCONTENTSI. Installing the Game ..................................... 5

1. System requirements ......................................... 5

2. Installing Total Annihilation ............................... 5

Standard Installation ......................................... 5

Installation without Autoplay ............................ 6

Multiplayer Spawn Installation .......................... 6

Installing Direct X .............................................. 6

DirectX Troubleshooting .................................... 7

Uninstalling Total Annihilation ........................... 7

3. Improving Game Performance ........................... 7

Adjusting Your System ....................................... 8

Adjusting Game Options ................................... 8

Installation Troubleshooter ................................ 9

II. Starting a New Game ............................... 10

1. The Galactic War ............................................. 10

2. Game Overview .............................................. 11

3. New Game Options ........................................ 11

4. Starting a New Single Player Game ................. 12

New Campaign ............................................... 13

Skirmish .......................................................... 13

Game Options ................................................. 14

5. Starting a New Multiplayer Game ................... 25

Choosing the Right Connection Method .......... 25

Serial Games ................................................... 25

Modem Games ............................................... 25

Network (LAN) Games .................................... 26

Playing on the Internet .................................... 26

Selecting a Multiplayer Game .......................... 27

Creating a New Multiplayer Game .................. 28

The Battle Room ............................................. 28

Customizing Multiplayer Games ...................... 29

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III. Playing the Game .................................... 31

1. Game Components ......................................... 31

Metal .............................................................. 31

Energy ............................................................ 31

Structures ....................................................... 32

Units ............................................................... 32

2. Game Interface ............................................... 33

Choosing the mouse interface ......................... 33

Main Battle Screen .......................................... 33

Battle Map ...................................................... 34

Mini-map ........................................................ 34

Resource status bar ......................................... 35

Unit status bar ................................................ 35

3. The Build and Orders Menus ........................... 36

The Build Menu ............................................... 36

Building Structures .......................................... 37

Building Units ................................................. 37

The Orders Menu ............................................ 37

Firing Orders ................................................... 38

Movement Orders ........................................... 38

Immediate Orders ........................................... 38

Commander’s Handbook .............................. 40

IV. Structures and Units ................................ 42

Common Units and Structures ......................... 42

ARM Units ...................................................... 48

CORE Units ..................................................... 57

IV. Customer Services Technical Support Information .............. 67

Technical Support (U.S. & Canada) .................. 70

Technical Support (Europe) .............................. 71

Ordering Our Products .................................... 72

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I. INSTALLINGTHE GAMESYSTEM REQUIREMENTS

MinimumSingle Play

Pentium 100 (133 Recommended) with 16 MB RAM (24Mb recommended), Microsoft or fully compatiblemouse, 4X CD ROM drive, Windows 95, 35 MB harddrive space, 100% SoundBlaster compatible sound card,VGA 256 color or better video.

Multiplayer

Up to 4 Players: Pentium 133, 24 MB RAM

Up to 8 Players: Pentium 133, 32 MB RAM

Up to 10 Players: Pentium 166, 48 MB RAM

INSTALLINGTOTAL ANNIHILATION

Standard Installation1. Place the Total Annihilation CD 1 in your

CD-ROM drive.

2. Wait for the installation menu to appear. When itdoes, click the Regular Install button, then follow theon-screen instructions.

NOTEIt’s good practice tohave some freespace on your harddrive at all times-preferably at least10% of your harddrive capacity.

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3. Insert Total Annihilation CD 1 to start a single playergame.

Installation without AutoPlayIf you do not see the installation screen appear auto-matically after inserting CD 1 into your CD ROM drive,follow these steps:

1. After inserting Total Annihilation CD 1 into your CDROM drive, double-click the My Computer icon onyour desktop.

2. Double-click the CD ROM icon.

3. Double-click the SETUP.EXE icon. This launches theinstallation program.

Multiplayer Spawn InstallationThis installation program installs Total Annihilation formultiplayer games only. It enables you to play Total An-nihilation against human opponents without having thegame CD (Total Annihilation CD 1) in your CD ROMdrive if you’re not hosting the game. You will need: Onedisc 1 for ≤3, two disc 1’s for ≤6 and three disk 1’s for≤10.

Installing DirectX 5Total Annihilation has been designed to take advantageof Microsoft’s DirectX 5 video and audio drivers. Youneed to install DirectX 5 for optimum game perfor-mance.

To install DirectX 5 and/or to check whether youhave DirectX 5 already on your system, click on the In-stall DirectX button in the installation menu. The DirectX5 installation program will check your system for earlierDirectX versions and report what it finds.

• If no DirectX components are found, the installationprogram will automatically install DirectX 5 on yoursystem.

NOTEMake sure to checkout the README filefor the latest infor-mation about thegame. You’ll see itsicon in the TotalAnnihilation folder/shortcut menu.

NOTEAlmost all video andsound cards on themarket supportDirectX. However, ifyou have an oldervideo or sound card,this may not be thecase. Contact yourvideo/audio cardmanufacturer toobtain updated driv-ers compatible withDirectX.

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• If earlier versions of DirectX are found, you’ll seethem listed with the version numbers. Click on theRe-Install DirectX button to update your DirectX driv-ers to version 5.

DirectX TroubleshootingIf you run into any video/audio problems following theinstallation of DirectX 5, but have earlier versions ofDirectX installed which work fine, you may restore youroriginal DirectX drivers by following these steps:

1. Double-click on the My Computer icon on yourdesktop.

2. Double-click the Add/Remove Programs icon. You’llsee a list of programs that are present on your sys-tem, including DirectX.

3. Click on the DirectX entry, and then on the Add/Re-move button in the lower right hand corner. You’ll seea list of DirectX components on your system.

4. Click on the Restore Drivers button. This will restoreyour previous DirectX drivers.

Uninstalling Total AnnihilationIf you ever want to remove Total Annihilation from yoursystem, use the Uninstall program included with thegame. You’ll see the Uninstall icon (a bone) below thegame icon in the Windows 95 shortcut menu.

Do not uninstall the game simply by dragging theTotal Annihilation folder to the Recycling Bin. This willleave some of the game’s components still installed onyour system.

Improving Game PerformanceLarge numbers of units and structures can considerablyslow down the game. You can try to improve perfor-mance by common-sense adjustments to your system,or by adjusting the game options.

NOTEThe Uninstall pro-gram does not re-move DirectX 5 fromyour system. To re-move DirectX orrestore your previ-ous version ofDirectX, refer to theDirectX Trouble-shooting section inthis manual.

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Adjusting Your System1. Close all other applications.

2. Check your system for programs running in the back-ground (for example, virus detection programs). Thesecan not only slow the game down, but also result inlockups.

3. Change the resolution to 640 x 480. The higher theresolution, the slower the game.

4. Run Scandisk and Disk Defragmenter (providedwithin Windows 95).

5. Check the Startup menu for applications loading au-tomatically whenever you boot up your system.

Adjusting Game OptionsYou can improve game performance by adjusting thefollowing options:

1. Turning off CD music in the Game Options screen.

2. Turning off or reducing unit sounds and chat throughthe Sound and Interface buttons in the Game Optionsscreen.

3. Turning off shading, anti-aliasing, and shadowsthrough the Visuals button in the Game Optionsscreen. This will result in less impressive graphics.

4. Slowing down the game speed with the slider avail-able through the Interface button in the Game Op-tions screen.

In addition, in Skirmish and Multiplayer games, youcan do the following to improve performance:

1. Reduce the number of computer opponents (Skirmishmode).

2. Select a smaller map (both Skirmish and Multiplayer).

3. Choose Permanent LoS (Line of Sight; both Skirmishand Multiplayer).

4. Restrict the number of units that can be built(Multiplayer only).

5. Disable Cheat Codes (Multiplayer only).

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INSTALLATIONTROUBLESHOOTER

Game doesn’t installCheck whether you have enough space on your harddrive, and whether the CD ROM drive is working prop-erly.

Game won’t runCheck whether you have any free space left on yourhard drive, and whether the CD ROM is working prop-erly. Check for programs running in the background.Ensure you have DirectX installed. Try choosing the low-est resolution possible (640 x 480), and set the displayto 256 colors.

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II. STARTING A NEW GAME

THE GALACTIC WARLong ago, the galaxy was a paradise of peace and tran-quility. A galactic governing body known as CORE ruledthis paradise with the quest for scientific advancementas its governing philosophy.

Paradoxically, the troubles started when science wonthe biggest victory of them all-a victory over death itself.The invention of a process called ‘patterning’ allowedthe transfer of human consciousness, of the humanmind, into machines. This electronic duplication of brainmatrices was made mandatory for all the citizens of thegalaxy. Effectively, it meant immortality; but there weremany who were unwilling to toss their bodies aside socasually, and others that regarded patterning as astraightforward atrocity.

The rebels fled from the rule of CORE and hid in theouter edges of the galaxy. With time, they formed anorganization known as ARM. A murderous war began.ARM developed high-powered combat suits for its sol-diers; CORE transferred the minds of its finest soldiersinto deadly machines, duplicating its best fighters thou-sands of times over. ARM countered this by using clon-ing. The war raged on, consuming the resources of theentire galaxy, and leaving most of it a scorched waste-land.

After four thousand years of fighting, both sidescame to stalemate. Their vast military complexes weresmashed; their economies were ruined. The once-mightyarmies of CORE and ARM were reduced to a few scat-tered survivors. But they continued to battle on ravagedworlds, their mutual hatred as strong as ever.

For each side, the only acceptable outcome was thetotal annihilation of the other.

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GAME OVERVIEWTotal Annihilation is a real-time strategy game. You winby making the right strategic choices in structure andunit management, and you play in real time, withouttaking turns.

You must not only make all the right moves; youmust make them fast. Even a not so good move madepromptly is better than a brilliant one made too late.

Total Annihilation is a blast, but it is also a complexgame. If you are new to real-time strategy games, makesure you know the structures and units at your disposal.It’s a very good idea to have some knowledge of theunits and structures at your enemy’s disposal, too. It’sworth your while to take the trouble to learn the struc-ture and unit hierarchy. Section IV of this manual pro-vides hierarchy charts for ARM and CORE structures andunits.

Total Annihilation features 3D terrain. Treat it as youdo terrain in the real world, because that’s how it af-fects your units. If you choose True Line of Sight in theGame Options, terrain features will affect what yourunits can see and what they can’t.

Finally, Total Annihilation is a game in which bothwinning and losing are fun. Don’t worry about winningtoo much when you’re fresh to the game. Just play, andhave fun!

NEW GAME OPTIONSThe Main Menu screen presents you with four options.

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* SINGLE starts a new single playergame.

* MULTI starts a new multiplayergame.

* INTRO replays the opening movie,showing an intense battle betweenARM and CORE.

* EXIT takes you back to the desktop.

STARTING A NEW SINGLEPLAYER GAMEChoosing SINGLE from the New Game screen givesyou a new set of options.

• NEW CAMPAIGN will start a newcampaign game.

• SKIRMISH will set up a battle be-tween you and up to three computeropponents on the multiplayer mapof your choice.

• OPTIONS takes you to the GameOptions screen. This presents youwith a set of choices, discussed in aseparate section.

• LOAD GAME loads a previouslysaved game.

NOTEThere is no clear-cutadvantage to eitherARM or CORE. Thetwo armies havecorresponding unitsin each unit class:every unit has anenemy equivalent.However, there aresubtle differencesbetween the corre-sponding units onboth sides. Part ofthe fun in the gameconsists of discover-ing these differ-ences, and puttingthem to good use.

One general com-ment: on the wholeCORE units areslightly more heavilyarmored, but slowerthan their ARMcounterparts.

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New CampaignIf you are new to real-time strategy gaming, it will be toyour advantage to begin with the ARM campaign andtry the SKIRMISH mode only after you’ve played a fewmissions. There is also a tutorial walk through in thismanual. Using the tutorial will give you a clear indica-tion how to gather and manager your metal and energyresources.

Selecting New Campaign takes you to the CampaignScreen. Once there, you’ll choose:

• Which side to play, ARM or CORE;

• The difficulty level: Easy, Medium, orHard. This varies the starting forcesavailable to you and your opponent.Players new to real-time strategyshould choose Easy; players new toTA should choose Medium; reallytough guys should choose Hard.

SkirmishPlay the SKIRMISH mode after you have played enoughmissions to feel comfortable with the game. SelectingSKIRMISH will launch a game in which you play againstup to three computer opponents.

Traditionally, this is good training ground for latermultiplayer games, but you’ll probably fight a betterCampaign game, too. The Skirmish mode gives you in-stant access to the game’s most sophisticated units,whereas the Campaign is arranged in a learning curve.

The Skirmish screen also gives you an opportunity tocustomize your game. The panel on the left lets you setstarting conditions for yourself and up to three com-puter opponents. You can adjust the number of players,type of army under each command, army color, andstarting amounts of metal and energy. Higher amountsof metal and energy result in sophisticated weaponsappearing within a shorter time frame.

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GAME OPTIONSThe Game Options screen accessed through the OP-TIONS button presents a wide variety of choices. Manyof these affect game performance.

The Game Options screen can also be accessed dur-ing the game with the F2 key.

• SOUND opens a menu with SoundOptions. Turning Unit Sounds off ordown improves game performance.

• MUSIC opens a menu with MusicOptions. Turning CD music off im-proves game performance.

• INTERFACE leads to a menu withInterface Options. Slowing the gamespeed, reducing the number of textlines, and turning off or reducingUnit Text all improve performance.The Interface button within the In-terface Options menu lets youchoose between left and right-clickmouse interface. This choice is dis-cussed in Section III-please see Tableof Contents.

• VISUALS opens a menu withGraphic Options. The Gamma sliderregulates the brightness of thescreen, and the Screen Size slider-the resolution. Turning Shading,Anti-Aliasing, and Shadows off im-proves game performance.

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ARM MISSION 1:A HERO RETURNSTHE OBJECTIVE:The objective of this mission is to secure your GalacticGate from a Core threat. To do this you must regaincontrol of your Galactic Gate.

THE MAP:You start in the middle bottom of the map. The GalacticGate is located in the upper section of the map in a bigcaldera. Core units are scattered across the map tostop you from gaining control of the Gate.

THE STRATEGY:Select all units and use them as one. You can do this byclicking and dragging the box over all of your units onthe screen or by using the Ctrl-A keys. By using all yourunits to attack one unit you mass their firepower andcan take out enemy units faster with less damage in-curred to your own units (very important since you haveno capabilities to repair units in this level). Keep an eyeon your radar screen (upper left hand corner) this willshow your units in blue dots, a green exposed area thatyou can see as green, uncovered territory as black, ex-plored territory that is out of sight as gray and enemyunits as red dots.

Click on the upper left-hand corner of your gameline-of-site screen. All of your units will start moving upand to the left. Your units will start moving across theterrain at different rates. If you are trying to mass yourfirepower onto enemy units, it’s important to keep all ofyour units together, so keep an eye on them and don’tlet them get too spread out.

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Enemy units should be popping up very quickly.Now click on one of the Core K-bots that have comeinto sight. All of your units will start to converge andattack that unit. That unit shouldn’t last long and willexplode. Now click on the next enemy unit to attack onthe screen, again all your units turn to attack that onetargeted Core aggressor. Continue doing this untilthere are no more enemy units to be seen.

Now, look up on the radar-scope (upper left) andyou might see some red dots, those are enemy units.Move your massed units in their direction and attack. Ifyou don’t see any units, continue moving up the map tothe left. You should encounter more enemy units, attackthem as you come across them. When you reach thetop of the screen move along to the right. You will skirtthe top of the caldera that contains the Galactic Gate.Once you reach the upper right-hand corner start mov-ing back down to where you started.

You should have taken out all the Core units, for thismission, it’s time to reclaim your Galactic Gate. Moveall your units up and into the caldera containing theGalactic Gate. This will end the mission.

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ARM MISSION 2:CORE K-BOT BASE,DESTROY ITTHE OBJECTIVE:Establish a base by building metal extractors, solar col-lectors, defensive systems and a K-Bot manufacturingfacility and then destroy all Core units or just the CoreK-Bot lab.

THE MAP:The map is comprised of two land masses separated bya river with two crossing points. The Core side has thelarger L shaped portion of the map from the mid-left,around the lower left to the lower right. The Arm unitsstart in the middle of the upper right-hand section ofthe map. The two crossing points are towards the leftand the bottom right of where you start. Just to yourright is a small cliff where some Core units will attackfrom in the beginning of the mission. If you travel tothe upper right side of the screen you will see a canyonopening where patrolling Core units will come out of, beprepared if you go there. The Core K-Bot facility is lo-cated almost directly down from your starting position.

THE STRATEGY:You have started this mission with a new unit, yourCommander! He’s a very powerful asset and you onlyhave one of them. Protect him at all costs! Don’tworry, you have plenty of time before you get attackedand your Commander is in danger, but be aware.

First, you need to build resource generators. Selectyour Commander and then pick the Solar GeneratorPlant from the Build Menu, on the left-hand side of thescreen. Your cursor will change into a green squarewhen you move it back onto your line-of-site screen if it

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is over a suitable spot to build one. Select a spot andleft-click. Your Commander will start building. If youlook to the top of the screen you will see two bars, oneis your Metal and the other is your Energy, they willstart to go down from 1000 as you build the Solar Gen-erator. If you move the cursor over unit being built andlook at the bottom of the screen, you will be able totrack the progress of the construction.

Once you have built the Solar Generator, build aMetal extractor. You can build Metal Extractors any-where, but on top of a silver metal deposit is best, thereare three to choose from, pick the one closest to the topof the screen. Once it’s built, order your Commander tobuild another Solar Generator. Next, have him build aMetal Extractor on the ore patch furthest right. As soonas this is completed have him build a laser tower nextto the Metal Extractor you just built. Doing this willhelp to protect you from patrolling Core AK’s that mightwander into your camp from the Canyon. Continue tobuild a Solar Generator . While the Solar Generator isbeing built, select another Metal Extractor to be builtfrom the left-hand menu. Now, move your cursor overthe line-of-site map, hold down the “Shift” key and leftclick the green build box over the last metal deposit.There should now be a green box over the metal de-posit. If this is done right, as soon as your Commanderfinishes building the Solar Generator, he should startbuilding a Metal Extractor. Select a K-Bot lab from theleft-hand menu and move the cursor over a patch ofland that you can build it on and again, holding downthe “shift” key left click. Another green box should ap-pear, larger then the first.

Since you have your base being built, it’s time tostart attacking the enemy. Select all of your K-Bots.You can either, click and drag a box over them or holddown the “shift” key and select each unit individuallywith the left mouse button. As you select them a greenbox should appear around the unit. Once all the unitshave been selected, a green box should be around all ofyour K-Bots, not including your Commander (You don’t

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want to use him in battle yet). With all of your K-Botsselected press the CTRL-”1" key. When you have theunit health bars on (toggled by the “~” key) a number“1” should now appear under all selected units, theynow been grouped together and call all be reselected byusing ALT-”1". Move them to the top of the screen.When they have reached the top of the screen orderthem to move to the right. You will see a green area atthe mouth of a Canyon and encounter enemy unitsthere. As with the previous mission attack in strength,mass your firepower against one Core unit at a time.Stop the units at the mouth of the Canyon, they willfinish up any Core units that try to come through there.

Your commander should be finished building the K-Bot Lab by now, if not then fill out your registration cardwhile you wait for him to complete the project. Oncehe has finished move him to the center of the base tobuild another Solar Generator and select the K-Bot lab.Once you select the K-Bot lab you notice a new buildmenu appears with K-Bots on it. Move your cursor overthe units you can build (ones you can’t are grayed out)and look at the bottom title bar. As you do so you willsee the cost of metal and energy to manufacture theunit. Click on the Jethro 4 times. You should see a +4superimposed over the Jethro icon. This means your K-Bot lab will build 4 Jethro’s before stopping production.We don’t want to stop there, click 4 times each on aHammer, Rocko and PeeWee. This should start thebuilding of a small assault force. As units nanolathethey walk off the platform, move them to a clear patchof land to wait until all the other units have been pro-duced. If you didn’t have time to fill out the registrationcard before, you do now.

Once all the units have been manufactured high-light/select the whole group of 16 K-Bots by either“Shift”-click or click/drag and do a CTRL-”2" too setthem as ALT-”2" group. Move them down to the right,you might encounter some Core units on your side ofthe water. Frag them as you go. Hold your units onyour side of the River. You should be able to see theshallow crossing point in the river from there. Once all

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of your units have gathered at the banks of the riverclick on the other side. They should start fording theriver. As your first unit reaches the other side it shouldstart taking fire from a laser on the top of the ridge infront of you. Click your units towards that laser tower.As soon as you can see the ridge crest, click on it. Youcan click on the laser tower to attack as soon as yousee it, but it’s on higher ground and your fire will not beas effective. Run your units to the ridge top and thenattack the laser. It shouldn’t take long.

You will start encountering more enemy units onceyou have reached the top of the ridge. Attack them inforce as you’ve been doing. You will start to see struc-tures a Radar Tower, an Energy Storage Unit and a SolarGenerator (all Core). Destroy them, but keep attackingthe Core units attacking you as soon as you see them.None of those structures can kill you but the K-Botscan! Once you have destroyed all the buildings andaren’t being attacked by roving Core units move just alittle bit up to the left. You should be able to see theCore K-Bot lab. Attack and destroy it. That will end thelevel.

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MISSION 3:SPIDERTECHNOLOGYOBJECTIVE:

Save at least one Spider by returning it to your base.

MAP:The map consists of three land masses separated by a“Y” in a river. Your commander and units start at thelower right side of the “Y”. The spiders are located atthe very top center of the map at the summit of a steephill.

STRATEGY:The key to this mission is time. Build up your base witha some energy generators, a metal extractor and acouple laser towers for defense (Placed on the outsideof the Dragon Teeth). If you start running low on re-sources, use your Commander to reclaim trees for en-ergy and rocks for metal. Build a manufacturing plantof some sort and start cranking out units. Slowly ad-vance up the map to the Spiders. If you stay on yourside of the river it’s easier. Once you’ve cleaned out apath for the Spiders to get to your base, select them andwalk them on down. You might have to walk themaround the base a little to complete the mission.

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MISSION 4:CORECONTAMINATIONSPREADS...

OBJECTIVE:Eliminate all core units and structures from this map.

MAP:For this map you start the mission in the lower righthand corner. The enemy base is located in the centerleft side of the map. There is a hill in the left center ofthe map that is very heavily defended by Core units andlaser towers, beware.

Strategy:Units in the beginning of this map are few, conservethem, don't send them off to attack everything. Buildyour base as normal, balancing your energy and metalextraction. Use a couple laser towers to bolster yourdefensive parameter. Slowly expand gaining metal re-sources and space to build while protecting structureswith laser towers. A Radar Tower will give you earlywarning if enemy units are approaching, even if youhaven't explored the territory.

As your units start to see action they will becomedamaged. You can repair them with your Commander,or any construction vehicle, by selecting the "Repair"button from the orders menu or by selecting your Com-mander, pressing the "R" key and then select the unityou want to repair. The Commander will move over tohim and start repairing him. If you have a lot of dam-aged units you can select the unit you want to do therepairing and then select Patrol ( the "P" key) and click

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a point in the that makes the unit walk around thedamaged units. As the Commander or ConstructionVehicle moves around on patrol and they encounterdamaged units they will stop and repair them, then con-tinue patrolling for more damaged units.

Keep your eye out for enemy units attacking fromthe top along the right hand side of the map and fromthe lower left.

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MISSION 5:THE GATE TOTHALASSEAN

OBJECTIVE:Capture the Core Galactic Gate.

MAP:This map is mostly land from the center left all the wayto the right, with water on the left side and a well de-fended island in the lower Left that has the gate on it.You start in the top center and there is an extensiveCore base facility from the lower center bottom to thelower right bottom.

STRATEGY:Build enough structures to support a line of laser towersfrom where you start on towards the right. Space themabout 6 inches apart and keep expanding that directionuntil you hit the side of the map. As you move alongyou will find ore deposits to get metal from. Keepbuilding energy production facilities as you go alongand the occasional radar tower. Build a K-bot lab and aVehicle Plant when you can, along the way. Onceyou've built either a K-bot lab or Vehicle plant make acouple construction vehicles to help you repair, buildand reclaim metal hulks as you go. Start moving downthe right side of the map taking out Core patrols as yougo. Make an at least one advanced plant (vehicle, soyou can build amphibious tanks). As you start produc-ing advanced units add them to your ranks and keepattacking down the right side. Once you've reached thebottom start moving to the left. This way you will finishoff all the land units and be able to concentrate on tak-ing the Island and the Gate. Move on the island with

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about 6-10 amphibious tanks and you should be able totake out everything on the Island. Then bring yourCommander out to the Island and capture the gate.

STARTING A NEWMULTIPLAYER GAMETo play Total Annihilation against human opponents,click on the Multi button on the New Game screen.

The Choose Connection screen will appear, givingyou the following connection options.

• IPX Connection for Direct Play. This is the option usu-ally used for games over a LAN.

• Internet TCP/IP Connection for Direct Play. This is theoption for games over the Internet.

• Modem Connection for Direct Play. Choose this if youwant your computer connected directly to the othercomputer via modem.

• Serial Connection for Direct Play. Choose this whenyour computer is connected to the other computerwith a null modem cable.

CHOOSING THE RIGHTCONNECTION METHOD

Serial GamesIf your computer is connected to another computer witha serial cable, select the Serial Connection for DirectPlay option this will allow you to play Total Annihilationvia the serial port. Choosing a Serial Connection willtake you to the Serial Connection screen.

Modem GamesIf you have a modem connected to your computer,

you can host or join a game over the telephone. Choos-ing Modem Connection will give you the option of call-ing to join a game, or hosting a game by answering acall.

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The Modem Connection screen keeps a list of thenames and phone numbers of people you play.

LAN GamesIf you have a Local Area Network (LAN) installed,choose the IPX Connection for Direct Play option. Thistakes you to the Choose Game screen.

Internet GamesIf you have a LAN that supports TCP/IP, or if you want toplay over the Internet, choose the Internet TCP/IP con-nection for Direct Play option. Remember that to playover the Internet, you must first connect to your Internetservice provider.

You will have to input the number your computeruses as its address when connected to the Internet. Ifyou are playing over a LAN, leave this field blank.

To obtain your computer’s address number: onceyou are connected, run a program called winipcfg.exe,located in your Windows directory. A typical addressconsists of four groups of three digits each, separatedby periods (for example, 156.132.084.120).

Playing on the InternetThe Select Connection screen offers several ways toquickly begin Internet play.

• GET MPLAYER installs Mplayerfiles from Total Annihilation CD Disc1. You will then be led with on-screen instructions through the con-nection phase.

• GET HEAT offers to install HEATKatalyst 1.2

• GET KALI You must first connect toyour Internet service provider (ISPfor short). Once you are, this optionwill download software that lets youaccess the KALI server.

• DWANGO To use this option, youmust also be connected to your ISP.This option will connect you to the

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DWANGO server, and give you moreinformation on DWANGO Internetgaming.

• Play Free on TEN You need to con-nect to your ISP first. This option willconnect you to TEN, and lead youthrough the connection setup.

• GET WIREPLAY [UK] InstallsWireplay files from Total AnnihilationCD 1.

SELECTING A MULTIPLAYERGAMEIf you have chosen a LAN or an Internet-base, you aretaken to the Select Game screen. This screen gives youinformation about available multiplayer games, and theoption to create a game yourself.

The Select Game screen features the following options:• NAME opens a field in which you

enter your callsign. This field mustbe filled in before you can join orcreate a multiplayer game.

• PASSWORD opens a field that hasto be filled in only if attempting tojoin a password-protected game.

• NEW lets you host your ownmultiplayer game, and brings up theCreate New Game Screen.

• UPDATE refreshes the multiplayergames list.

• WATCH allows you to watch gamesin progress. Hosts can turn this op-tion off.

• JOIN lets you join a selected game,and takes you to the Battle Room.

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CREATING A NEWMULTIPLAYER GAMEAfter choosing New in the Select Game screen, you willbe asked to provide the game name, your own name,and a password (if you want to set up a password-pro-tected game). Your choices will subsequently appear onthe Battle Room screen.

The Battle RoomThe Battle Room is where you and others choose sides,teams, and army colors. If you’re hosting the game, thisis where you set the game rules.

Whether you host or join a game, the Battle Roomasks you for Player Information:

• NAME: Your chosen name.

• SIDE: Choose ARM or CORE .

• COLOR: Army colors.

• ALLY: Alliances can be proposed,accepted, and rejected by playersboth here and later, during play.

• TEAM: For Skirmish mode gamesonly. Lets you ally with selectedcomputer players. This alliance can-not be broken later, during thegame.

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• PING: Time, in milliseconds, that theconnected computers take to relayinformation. In other words, thedelay.

• GO?: Everybody, including you,clicks on this button when they’reready to play. Once everyone hasdone so, the host can start thegame.

Customizing Multiplayer Games• SELECT MAP: Allows the host to

change the map to be played on.

• METAL: Host can set starting metalbetween 0 and 10000 in incrementsof 100.

• ENERGY: Host can set starting en-ergy between 0 and 10000 in incre-ments of 100

• DEAD COMMANDER: This settingalters the effect of a dead Com-mander. Choices are: Game Ends,Contiues, and Deathmatch (RestartsPlayer).

• LOCATION: Starting positions canbe Fixed, or Random.

• LOS: The Line of Sight setting canbe turned to True, Circular, or Perma-nent. True: terrain features block aunit’s line of sight, and the fog ofwar is active. Circular: units see ev-erything within spotting range, re-gardless of terrain; active fog of war.Permanent: units see everythingwithin spotting range, regardless ofterrain; but there is no fog of war.

• MAP: Displays the mapping setting.Mapped: map is revealed from thestart. Unmapped: map has to beexplored.

• CHEAT CODES: Toggles the avail-ability of cheat codes.

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• WATCHING: Toggles whether or notgame can be watched by non-par-ticipants.

• STATUS: Toggles the game betweenOpen (others can join in) and Closed(no players can join).

• MAX UNITS: Sets the total numberof units per player (up to 250).

• BUILD RESTRICTIONS: Brings up alist of all the units available in TotalAnnihilation (includes downloadednew units). Host can ban the build-ing of any unit in the game.

• START: Starts the game.

Skirmish GamesSingle player Skirmish games start with the same op-tions as when hosting a multiplayer game. Howeveryou’re facing multiple computer opponents instead ofreal people. This means you can set the difficulty level toEasy, Medium, or Hard.

For more information on Skirmish games, pleaserefer to the Starting a New Single Player Game section.

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III. PLAYING THE GAME

This section discusses the game components-featuredresources, structures, and units-and how to controlthem through the game’s interface.

GAME COMPONENTSThe game features two resources: energy and metal.These are used to build structures and units.

MetalYou can obtain metal in several ways:

• Mining. You can harvest metal by building a MetalExtractor over silver pockets of metal found on theplanet’s surface. On CORE planets that are made ofmetal, place a Metal extractor anywhere.

• Converting Energy into metal. Build a Metal Maker.This will delete portions of your energy supply andconvert it into metal.

• Reclaiming. This can only be done with the Com-mander, Construction Kbots and Construction Ve-hicles. You’ll see the RECLAIM button on the selectedunit’s Orders menu.

• By gathering the lumps of ore scattered on manyplanetary landscapes (they look like clusters of shinylumps or rocks). Again, this can only be done throughthe RECLAIM function of construction-capable units.

It’s important to maintain stocks of metal. BuildingMetal Storage structures can be helpful. Once you’veprogressed into the game, additional ways of obtainingmetal become available.

EnergyBuilding anything also requires energy. Like metal, en-ergy can be obtained in several ways:

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• SOLAR COLLECTORS gather thesun’s energy.

• TIDAL GENERATORS generateenergy by the ocean tide.

• WIND GENERATORS create energyby the wind. (If there is no wind on abarren planet, the blades will notturn)

• GEOTHERMAL PLANTS. Thesecan only be built over steamingvents you’ll find on certain worlds.

• HARVESTING VEGETATION(patches of moss, shrubs, bushes,trees) with the exception of grass.

It’s important to store energy in anticipation ofneeds. You cannot build anything without sufficient en-ergy even if you have a large storage of metal. BuildingEnergy Storage structures is helpful. As you progressinto the game, additional ways of producing energy be-come available.

StructuresThere are several types of structures in Total Annihila-tion. Some give you metal and energy, as explained inthe preceding sections. Many produce units, includingboth combat and construction units which in turn canbuild higher-level structures. Other structures performstrictly combat roles: you’ll build them for defensive andoffensive purposes.

Section IV of this manual contains hierarchy chartsfor units and structures, as well as a short description ofevery Level 1 and Level 2 structure found in the game.As you progress, additional units and structures maybecome available...

UnitsTotal Annihilation features probably the widest selectionof land, sea, and air units featured in any real-timestrategy game. In addition, additional units are availableat www.cavedog.com.

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The units in the game break down into combat unitsand construction units.

Construction units have several functions:

• Building new structures. Note that several construc-tion units can work on a single structure at the sametime. This significantly shortens construction time. Toassign an additional construction unit to a project,order it to repair the building under construction.

• Repairing structures and units.

• Reclaiming metal and energy.

Construction units can build higher level structures.For instance, a Construction Vehicle built in a VehiclePlant is able to build an Advanced Vehicle Plant, whichin turn can build an Advanced Construction Vehicle. TheCommander is the only unit that combines combat andconstruction capabilities.

THE GAME INTERFACETotal Annihilation is played almost exclusively with themouse. You can configure your mouse to use a left-clickor right click interface, as you prefer.

Choosing the Mouse InterfaceYou choose your favored mouse interface through theOptions menu, which displays an Interface button.

• The left-click mouse interface uses the left mouse but-ton for selecting units and giving them orders. Theright mouse button is used to deselect units, and tofind a location within the Mini-Map.

• The right-click mouse interface uses the left mousebutton to select units, but the right mouse button togive them orders. The left mouse button is also usedto deselect units, and within the Mini-Map.

The Main Battle ScreenOnce you have completed game setup and started agame of Total Annihilation, you are taken to the MainBattle Screen. Most of it is taken up by the Battle Map,where the action takes place.

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To the side of the Battle Map is a panel containing amini-map of the battlefield, and the Build/Orders menu.The top and bottom of the Main Battle Screen featurestatus bars showing you the state of your resources(top), and the state of the selected unit (bottom; youhave to place the mouse cursor over the selected unit toactivate this feature).

The Battle MapThe Battle Map shows the battlefield from an overhead3D perspective. New games typically start with an unex-plored map; you have to explore it with your units toreveal the battlefield and find the enemy. You can onlysee what your units and structures can ‘see’ at anygiven time. Unexplored areas are black. Areas that wereexplored by your units, but are not currently under yourobservation will show as gray on the map.

Note that units or structures selected on the BattleMap show their health bars. A green bar indicates goodhealth; yellow, some damage; red, serious damage.

Units selected on the Main Map may be given or-ders using the Mini-Map, and the other way around. Forexample, you can click on a unit on the Main Map andmove it to a new location by clicking on it in the Mini-Map.

The Mini-MapThe upper left corner of the Battle Screen features asmall map of the entire battlefield. This little map is use-ful for keeping track of the situation, and for quickly

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jumping from one area to another. You can also moveunits and order them to fire on the Mini-Map, just likeon the main Battle Map.

To quickly jump to a location, click on it within theMini-Map. You can also scroll within the Mini-Map byclicking and holding the appropriate mouse button. Thisdepends on your choice of the mouse interface.

Units can be given orders within the Mini-Map, justlike on the Main Map. This is particularly convenientwhen moving a unit a long distance, or conductinglong-range bombardment.

The Resources Status BarAt the top of the Main Battle Screen you’ll see a statusbar informing you about the stocks, production, andusage of your resources. Make a habit of checking thenumbers for production (+) and usage (-).

Note that maximum storage can change, dependingon whether you build storage facilities.

The Unit Status BarThe Unit Status Bar appears at the bottom of the MainBattle Screen. To access it, hold the mouse cursor over aunit. You will be told what type of unit it is, and howmany enemy units it has killed. Units with more than 5kills become veterans, which very slightly improves theircombat capabilities. Each subsequent 5 kills result inanother small improvement in the unit’s battlefield per-formance. Use your construction units to repair veteranunits often.

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The horizontal bar is the unit’s health bar. Whengreen from end to end, the unit is 100% healthy. Thebar starts showing red when the unit is damaged; morered means more damage.

The figures to the right of the health bar show theunit’s metal/energy production/consumption. They willchange when you order a construction unit or the Com-mander to build or repair something. Note that theCommander produces a small amount of energy.

THE BUILD AND ORDERSMENUSThere are two buttons under the Mini-Map when a unitis selected: Build and Orders. Use them to toggle be-tween Build and Orders menus. To issue a commandfrom either menu, you first have to select the unit orunits you want to give orders. The Orders menu is dif-ferent for construction units and different for combatunits, reflecting the selected unit’s capabilities.

The Build MenuThe Build menu is the one used for construction unitsand your Commander.

When you click the Build button, a set of buildingicons will appear. Note that only six icons are shown atany one time. To view all possible building choices, usethe left/right scroll arrows located under the buildingicons.

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Building StructuresTo build a structure, select the construction unit andclick on the appropriate icon in the Build menu. Whenyou move the mouse cursor over the Battle Map, you’llsee an outline of the intended structure. A red outlinemeans you cannot build in the selected location; greenmeans you can.

After you’ve chosen the building site, click to startthe construction process.

Note that you can order construction of multiplebuildings of the same kind. Shift-click (SHIFT key +mouse-click) on all the building sites, and the construc-tion unit will build the same structure in sequence in allchosen locations.

Building UnitsTo build a unit, click on the appropriate unit-producingstructure, then left-click on the desired unit’s icon in theBuild menu. Multiple clicks will form a productionqueue. Note that you can queue up units of differenttypes.

To cancel building a unit, right-click on the unit’sicon in the Build menu.

The Orders MenuWhen you select a unit, a menu automatically appearsBuild and Orders buttons. This menu reflects the capa-bilities of the selected unit. Combat units will have dif-ferent Orders menus from construction units.

The choices available in the Orders menu can begrouped into firing orders, movement orders, and imme-diate orders.

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Combine firing and movement orders to make unitsbehave the way you want them. Note that a construc-tion units automatically repairs any damaged unit itcomes across, and can be given appropriate movementorders.

Firing OrdersThere are three options, from aggressive to passive:

• FIRE AT WILL. The unit will openfire on any enemy unit/structurewithin range.

• RETURN FIRE. The unit will onlyopen fire after being fired on.

• HOLD FIRE. The unit will not openfire unless ordered to do so. This isuseful when trying to capture anenemy structure or unit, or for avoid-ing friendly fire casualties.

Movement OrdersThere are three movement options, from passive to active:

• HOLD POSITION. The unit will notmove from its assigned position nomatter what happens.

• MANEUVER. A unit will maneuverin self-defense or in order to attacka nearby enemy, but only within ashort radius of its assigned position.

• ROAM. Unit has freedom to movewherever it likes. This means it willfollow enemy units it has engaged incombat.

Immediate OrdersIn addition to general movement and firing orders, aunit can also be given immediate orders. Note that or-ders can be queued up: you can order a unit to performa sequence of tasks.

Many immediate orders are signaled by a changedcursor, as indicated:

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• RECLAIM. This order can only beissued to construction units and theCommander. The unit reclaims metalor energy from the selected location.

• REPAIR. Applies only to construc-tion units and the Commander. Unitwill repair another selected unit, orjoin another construction unit inbuilding a structure.

• MOVE. Tells the unit to relocate to anew position; doesn’t change unit’sgeneral movement orders.

• GUARD. Tells the unit to guard ananother, selected unit. In practice,attaches one unit to another.

• ATTACK. Tells the unit to attack aselected enemy unit or structure.

• CAPTURE. Only the Commandercan capture enemy units and struc-tures. The larger and more heavilyarmored the target, the longer ittakes to capture.

• STOP. This command cancels allprevious commands issued to theunit.

• PATROL. Lets you set a patrol routefor the unit.

• LOAD/UNLOAD. This order mayonly be issued to transport units.

• D-GUN. Only the Commander hasthe Disintegrator Gun. It works justas advertised, but uses lots of en-ergy.

Note that the cursor changes to reflect a unit’s im-mediate orders only if you have selected the left-clickmouse interface.

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ESC .................... cancels the current command beforeit is executed

CTRL1-CTRL9 ..... Assign the currently selected unitsto a squad

ALT1-ALT9 .......... Activate (select) the previously as-signed squad

B ........................ Select the build menu for that unit

O ........................ Select the Order menu for that unit

1-9 ..................... Select the menu for the current unit

, (Comma) ............ Select the previous menu for thatunit

. (period) .............. Select the previous menu for thatunit

~ (tilde) ................ toggle on/off the damage bars forthe units

PAUSE ................ pause the game

F1 ...................... Display information on the selectedunit

F2 ...................... Bring up the options menu

F3 ...................... Go to the unit that last reportedinformation

F9 ...................... Screen capture, will Print screen tofile SHOT ####.pcx

F12 .................... Clear all chat messages

CTRL+ A ............ Select all of your units

COMMANDER’SHANDBOOK

Keyboard Commands

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CTRL + C ............ Center screen and select your Com-mander

CTRL + D ........... Self-destruct selected units

CTRL + S ............ Select all units currently on the screen

CTRL + Z ............ Select all units of they same type

A ........................ Give and Attack order

G ........................ Give a Guard order

M ....................... Give a Move order

P ........................ Give a Patrol order

S ........................ give a Stop order (cancel any previousorders)

D ........................ Use the Disintegrator gun

C ........................ Give a Capture Order

R ........................ Give a Repair order

E ........................ Give a Reclaim order

H ........................ Share resources with another player

N ........................ Scroll to the next unit off screen

T ........................ Track the selected unit

- ......................... Reduce the game speed

+ ........................ Increase the game speed

SHIFT ................. Hold down to queue up multiple com-mands

ENTER ................ Activate the message bar

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IV.STRUCTURESAND UNITSCOMMON UNITS ANDSTRUCTURESCommon units and structures are those that can bebuilt by both ARM and CORE. Note that the cost of thesame item may differ between the two armies.

CONSTRUCTION UNITS

CommanderYou will start many missions with aCommander. Armed with the Disinte-grator gun and the best nanolathe inthe game, the Commander builds -and kills - like no other unit. Use yourCommander cautiously, losing himoften means losing the game.

Construction KbotARM: 120 metal, 2410 energyCORE: 130 metal, 2540 energy

The Level 1 Construction Kbot canbuild Level 1 and 2 structures as wellas an Advanced Kbot Lab. It is a slowbuilder, so using two or three on indi-vidual construction jobs is highly rec-ommended.

Construction VehicleARM: 185 metal, 2030 energyCORE: 175 metal, 2145 energy

The Level 1 Construction Vehicle canbuild Level 1 and 2 structures, as wellas an Advanced Vehicle Plant. Thisvehicle has much better armor thanthe Construction Kbot.

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Construction ShipARM: 255 metal, 2130 energyCORE: 260 metal, 2375 energy

The Level 1 Construction Ship canbuild some Level 1 and 2 structures aswell as an Advanced Shipyard. Thisunit plays an important role since it’sthe only naval vessel that can buildtorpedo launchers and repair otherships.

Construction AircraftARM: 105 metal, 4320 energyCORE: 110 metal, 4580 energy

The Level 1 Construction Aircraft canbuild Level 1 and 2 structures as wellas an Advanced Aircraft Plant. Use thisunit to build defensive structures onunscalable hilltops, and set up supple-mentary bases or complexes in far-away spots.

Advanced Construction KbotARM: 300 metal, 5784 energyCORE: 325 metal, 6096 energy

The Advanced Construction Kbot canbuild top secret Level 3 structures. Itbuilds faster than a Construction Kbot;however, it’s fragile and a slowermover.

Advanced Construction VehicleARM: 481 metal, 4263 energyCORE: 455 metal, 4504 energy

The Advanced Construction Vehiclecan build secret Level 3 structures. It’sa relatively quick builder, and notice-ably better armored than the Ad-vanced Construction Kbot. However, itcannot get to all the spots a Kbot can.

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Advanced Construction AircraftARM: 220 metal, 12096 energyCORE: 231 metal, 12824 energy

The Advanced Construction Aircraftcan build top secret Level 3. This is themost expensive construction unit inthe game. Terrain is no obstacle to thisunit, which hovers above ground whilebuilding.

UNIT-PRODUCINGBUILDINGS

Kbot LabARM: 705 metal, 1130 energyCORE: 680 metal, 1250 energy

The Kbot Lab builds all Level 1 Kbots,including the Construction Kbot.

Vehicle PlantARM: 620 metal, 1000 energyCORE: 600 metal, 1100 energy

The Vehicle Plant builds all Level 1vehicles, including the ConstructionVehicle.

Aircraft PlantARM: 850 metal, 1370 energyCORE: 830 metal, 1340 energy

The Aircraft Plant builds all Level 1aircraft, including the ConstructionAircraft.

ShipyardARM: 615 metal, 775 energyCORE: 600 metal, 750 energy

The Shipyard builds all Level 1 navalships, including the Construction Ship.

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Advanced Kbot LabARM: 2007 metal, 3277 energyCORE: 1972 metal, 3625 energy

The Advanced Kbot Lab builds all Level2 Kbots, including the Advanced Con-struction Kbot.

Advanced Vehicle PlantARM: 1984 metal, 3200 energyCORE: 1947 metal, 3520 energy

The Advanced Vehicle Plant builds allLevel 2 vehicles, including the Ad-vanced Construction Vehicle.

Advanced Aircraft PlantARM: 2210 metal, 4521 energyCORE: 2191 metal, 4422 energy

The Advanced Aircraft Plant builds allLevel 2 aircraft, including the Ad-vanced Construction Aircraft.

Advanced ShipyardARM: 2524 metal, 2402 energyCORE: 2460 metal, 2325 energy

The Advanced Shipyard builds all Level2 naval ships, and the ConstructionShip.

COMMON LEVEL 1STRUCTURES

Radar TowerARM: 49 metal, 750 energyCORE: 50 metal, 800 energy

The Radar Tower gives you informa-tion on your enemies’ location withina small radius. Detected enemy unitsand structures show up as a dot (of adifferent color than your own) on theMini-Map.

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Sonar StationARM: 20 metal, 403 energyCORE: 20 metal, 399 energy

The Sonar Station has a large radiussonar range to detect enemy subma-rines. Detected craft show up on theMini-Map.

Metal ExtractorARM: 50 metal, 521 energyCORE: 51 metal, 514 energy

The Metal Extractor is used to exploitmetal deposits. The amount of metal itextracts depends on the size of thedeposit - larger deposits make it spinquicker.

Metal MakerARM: 0 metal, 687 energyCORE: 0 metal, 700 energy

These structures can be built to fabri-cate metal using excess energy. 60energy converts into 1 metal.

Metal StorageARM: 305 metal, 535 energyCORE: 320 metal, 550 energy

This structure increases your maximummetal storage by 1000 units.

Solar CollectorARM: 145 metal, 760 energyCORE: 141 metal, 790 energy

A Solar Collector is the most reliableform of energy production. Each Col-lector generates 20 energy.

Wind GeneratorARM: 52 metal, 509 energyCORE: 55 metal, 523 energy

The amount of energy a Wind Genera-tor outputs varies constantly. On plan-ets with no wind these are completelyuseless!

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Energy StorageARM: 240 metal, 2430 energyCORE: 250 metal, 2490 energy

This structure increases your maximumenergy capacity by 3000 energy.

Light Laser TowerARM: 262 metal, 2546 energyCORE: 268 metal, 2608 energy

The “L.L.T.” fires a short-range rapid-fire laser that is effective againstlightly armored Level 1 units.

COMMON LEVEL 2STRUCTURES

Geothermal PowerplantARM: 520 metal, 9568 energyCORE: 505 metal, 9375 energy

Geothermal Powerplants can only bebuilt on top of geothermal vents. Theiroutput is 250 energy.

Tidal GeneratorARM: 82 metal, 768 energyCORE: 81 metal, 752 energy

Tidal Generators collect an amount ofenergy dependent on the strength ofthe tides; these are different on everyworld.

Torpedo LauncherCost: 804 metal, 2658 energyCost: 831 metal, 3058 energy

These launch torpedoes at enemyships and submarines. Their sonar haslonger range than that of subs.

Dragon’s TeethARM: 10 metal, 250 energyCORE: 11 metal, 300 energy

These spiked barriers block enemyunits, and are useful in base defense.

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Heavy Laser TowerARM “Sentinel”: 584 metal, 5398 energyCORE “Gaat Gun”: 589 metal, 5443 energy

A Heavy Laser Tower fires twin me-dium-range lasers at enemy units. It iseffective against all unit types exceptaircraft. Each shot also requires 75energy.

Missile TowerARM “Defender”: 79 metal, 843 energyCORE “Pulverizer”: 76 metal, 805 energy

Missile Towers are most effectiveagainst aircraft - they fire medium-range guided missiles.

Heavy Plasma CannonARM “Guardian” 1946 metal, 7687 energyCORE “Punisher”1887 metal, 7585 energy

The Heavy Plasma Cannon fires pow-erful long-range plasma projectilesfrom two barrels. It’s the most durableLevel 2 defensive structure, effectiveagainst both enemy units and struc-tures. Its long range makes it good forcoastal defense.

ARM UNITS

LEVEL 1 KBOTS

“Peewee” Infantry KbotCost: 53 metal, 697 energy

Equipped with good sensors, the Pee-wee is designed primarily for armedreconnaissance.

It isn’t well armed or armored, butboasts a good rate of fire. Have groupsof Peewees scout out the battlefield,and patrol approaches to your base.

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“Hammer” Artillery KbotCost: 151 metal, 1187 energy

The Hammer’s medium range cannonfires high-energy plasma rounds; it canhit targets hidden behind ridges andother obstacles. The Hammer’s punchmakes it very useful, but its light ar-mor means it needs to be protected bytougher units.

“Rocko” Rocket Launcher KbotCost: 117 metal, 964 energy

The Rocko Kbot has the toughest ar-mor among the Level 1 Kbots. Its rock-ets have a respectable range, and canalso hit aircraft. The Rocko is a versa-tile weapon, equally good at offenseand defense. Groups of Rockos can belethal, even when thrown against rela-tively sophisticated enemy units.

“Jethro” Anti-Air Missile KbotCost: 128 metal, 1219 energy

The Jethro’s guided missiles are mosteffective against aircraft; they packmuch less punch against Kbots or ve-hicles. Only lightly armored, Jethrosare most effective when used to pro-tect other units from aerial attacks.

LEVEL 2 KBOTS

“Zipper” Fast Scouting KbotCost: 151 metal, 2221 energy

The quickest Kbot in the game, theZipper is agile enough to avoid a lot ofthe enemy’s gunfire. Its medium laseris only an average weapon, but usedin groups, Zippers are devastating athit-and-run attacks.

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“Fido” Four Legged KbotCost: 398 metal, 3556 energy

The four legged Fido is betterequipped to deal with steep terrainthan other Kbots. It’s well armored,and packs a medium range Gausscannon that is very effective againstground units and structures.

“Zeus” Lightning KbotCost: 267 metal, 2228 energy

This speedy unit is ARM’s most effec-tive close combat Kbot - its powerfullightning gun is very effective againstCORE’s slower tanks. However, itsweapon’s short range often exposesthis unit to enemy artillery.

“Invader” Crawling BombThe blast created by a detonating In-vader destroys or damages everythingwithin a large radius. Invaders can beused to soften up enemy defensesbefore major base assaults, or for sur-gical strikes against selected targets.

“Eraser” Radar JammerCost: 73 metal, 1326 energy

The Eraser makes your units and struc-tures invisible to enemy radar. Whenusing an Eraser, assign other units toguard it as it has no weapons, and isonly lightly armored.

LEVEL 1 VEHICLES

“Jeffy” Fast Attack VehicleCost: 37 metal, 564 energy

The speedy, inexpensive Jeffy is a goodreconnaissance tool. Able to coverlarge distances quickly, a Jeffy caneffectively patrol large perimeters.Armed with only a light laser andweak armor, it isn’t well suited forintense combat.

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“Flash” Fast Assault TankCost: 106 metal, 870 energy

The Flash is ARM’s primary recon tank.Groups of Flash tanks can destroyundefended enemy buildings, but theirweak armor makes them unsuitablefor confronting enemy tanks. The Flashis most useful in the early stages ofthe game, before the stronger Level 2tanks appear.

“Samson” Surface-to-Air MissileLauncherCost: 119 metal, 1027 energy

The Samson’s is the best mobile AAweapon in the ARM arsenal. Capableof defending against even Level 2aircraft, the Samson requires protec-tion of its own as its light armor can’ttake much damage. Team up Samsonswith stronger tanks to provide protec-tion for both.

“Stumpy” Medium Assault TankCost: 165 metal, 1246 energy

Armed with a medium plasma cannonand medium armor, the Stumpy is awell-balanced Level 1 tank. It servesas the backbone of ARM’s tank forcesuntil the appearance of the BulldogHeavy Tank.

LEVEL 2 VEHICLES

“Bulldog” Heavy Assault TankCost: 467 metal, 2994 energy

The Bulldog is the heaviest ARM battletank. While slower than a Stumpy, ithas stronger armor and a more power-ful plasma cannon. Use Bulldogs pri-marily in open terrain where they canclose on the enemy easily.

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“Triton” Amphibious TankCost: 831 metal, 3058 energy

The lightly armored Triton is ARM’sonly amphibious tank. While underwa-ter, Tritons don’t appear on enemyradar - their arrival on an enemybeach will catch your enemy by sur-prise. If faced with superior resistance,Triton tanks can always escape backinto the water.

“Jammer” Mobile Radar JammerCost: 97 metal, 1621 energy

As its name indicates, this vehiclejams enemy radar. The Jammer is fairlyfast, capable of concealing large tankcolumns on the move. Like the EraserKbot, the Jammer is unarmed and cladin light armor - armed units should beassigned to guard it.

“Luger” Mobile ArtilleryCost: 264 metal, 2140 energy

The Luger’s anti-sliver shells are themost potent ARM weapon - lethalagainst units and structures alike. It ismost effective when firing from a dis-tance, since its light armor makes itvery vulnerable to enemy fire.

“Merl” Mobile Rocket LauncherCost: 462 metal, 2246 energy

The Merl is capable of firing powerfullong range rockets. Since the rocketsare unguided, they are only effectiveagainst enemy structures and station-ary units. Keep AA units near yourMerls, as they are defenseless againstaircraft.

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“Spider” All Terrain Attack VehicleCost: 230 metal, 2200 energy

The Spider’s stun gun and terrain ca-pability make it a unique unit in thegame. Its gun paralyzes targets mo-mentarily - rendering them completelydefenseless. In addition, Spiders canbe deployed through any terrain; nograde is too steep for a Spider.

“Seer” Mobile RadarCost: 85 metal, 941 energy

The Seer is equipped with powerfulradar that’s useful in locating the en-emy. Deployed in defense, the Seer canalert you to approaching enemyforces. It can also be employed offen-sively, as a spotter for your artillery.

LEVEL 1 SHIPS

“Skeeter” PT BoatCost: 100 metal, 985 energy

The Skeeter is the fastest and leastexpensive ARM ship. Its guided mis-siles are effective against aircraft, butits light laser is no match against en-emy ships. Skeeters are the only ARMLevel 1 ship with AA capabilities.

“Crusader” DestroyerCost: 898 metal, 4537 energy

The Crusader’s biggest assets are itssonar and depth charges. Its anti-sub-marine (ASW) capabilities make thisship useful even after Level 2 shipsappear.

“Lurker” SubmarineCost: 1151 metal, 3724 energy

The Lurker excels at sinking enemysurface ships. Armed with heavy un-guided torpedoes, Lurkers are capableof sinking any ship in seconds - theyremain useful throughout the game.

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“Hulk” Amphibious TransportCost: 919 metal, 4639 energy

The unarmed Hulk can carry sixground units. Hulks are slow and un-armed, making them favorite targetsof enemy submarines; a destroyer es-cort is always necessary when trans-porting units with your Hulk.

LEVEL 2 SHIPS

“Piranha” Attack SubmarineCost: 1448 metal, 5481 energy

Faster than Level 1 subs and armedwith small guided torpedoes, the Pira-nha is designed to hunt down othersubmarines. The Piranha’s smaller tor-pedo warheads do significantly lessdamage to surface ships.

“Ranger” Missile ShipCost: 2348 metal, 7804 energy

The Ranger is ARM’s best naval AAunit. In addition to guided AA missiles,the Ranger can launch heavy rocketsat coastal targets and other ships.While better than the Skeeter againstaircraft and other ships, the Ranger isjust as defenseless against sub attacksand needs a sonar-equipped escort.

“Conqueror” CruiserCost: 1719 metal, 8608 energy

The Conqueror is the best ARM shipfor land bombardments. Though itcannot take as much damage as aMillenium Battleship, it can enter shal-lower waters, and its plasma cannonhas greater range. In addition, its so-nar and depth charges can protect itand your other capital ships from en-emy subs.

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“Millenium” BattleshipCost: 4404 metal, 20731 energy

The Millenium Battleship is ARM’smost effective weapon against enemysurface vessels. While it is clad in veryheavy armor, the Millenium is defense-less against subs and should alwaysbe accompanied by other, sonar-equipped ships.

“Colossus” Light CarrierCost: 1372 metal, 11257 energy

The Colossus can repair any aircraft onits decks, and the on-board fissionreactor produces energy. It also hasradar sensors to facilitate air strikesand naval bombardments. Escort yourcarriers at all times as they have noweapons of their own.

LEVEL 1 AIRCRAFT

“Peeper” ScoutCost: 40 metal, 1475 energy

The Peeper is a good unit for aerialreconnaissance. Inexpensive and fast,this scout ship can often outrunguided missiles. Its high speed alsoenables it to patrol large distancesvery quickly.

“Freedom Fighter” FighterCost: 99 metal, 3234 energy

The most inexpensive fighter availableto the ARM forces, the FreedomFighter is best suited for interceptingenemy bombers. You can also employthis versatile fighter to support yourKbots and vehicles against CORE’slevel 1 ground units.

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“Thunder” BomberCost: 130 metal, 5496 energy

The Thunder is a slow and lightly ar-mored bomber. It can’t survive strongAA fire; limiting it to one pass over atarget is a good policy. The Thunder’slack of air-to-air weaponry makes itvery vulnerable to enemy Level 2fighters.

“Atlas” TransportCost: 107 metal, 2479 energy

The Atlas is useful in delivering unitsto inaccessible regions of the map -islands and high hilltops for example.Relatively slow and unarmed, thistransport plane is very vulnerable, soprovide an escort of a pair of fighters.If shot down, the Atlas and its cargoare destroyed.

LEVEL 2 AIRCRAFT

“Brawler” GunshipCost: 314 metal, 6249 energy

Able to hover over its target, theBrawler can be used to attack air,ground, as well as naval units. Its dualEMGs - though not very powerful -have a very high rate of fire. In addi-tion, The Brawler is clad in heavy ar-mor that protects it well against en-emy AA weapons.

“Hawk” Stealth FighterCost: 254 metal, 6893 energy

The Hawk’s stealth technology makesit invisible to enemy radar. Equippedwith dual guided missile launchers, itis a great bomber killer. The Hawk canhold its own against CORE Level 2fighters, too.

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“Phoenix” Strategic BomberCost: 209 metal, 7624 energy

The Phoenix is ARM’s most powerfulbomber. Armed with heavy armor anddefensive lasers, it is able to defenditself against enemy fighters and sur-vive tough AA defenses. It’s a goodidea to repair these expensive bomb-ers after every sortie.

“Lancet” Torpedo BomberCost: 378 metal, 6438 energy

The Lancet’s torpedoes are goodagainst naval targets. It doesn’t havesonar, but with another unit spottingfor it, the Lancet can even destroysubmarines.

CORE UNITS

LEVEL 1 KBOTS

“A.K.” Infantry KbotCost: 56 metal, 696 energy

CORE’s primary infantry Kbot, the A.K.is a more powerful unit than its ARMcounterpart, the Peewee. It is onlyequipped with light armor, but be-cause of its quickness and low pricetag, the A.K. remains useful even afterLevel 2 Kbots appear.

“Crasher” AA KbotCost: 129 metal, 1224 energy

The Crasher is armed with light guidedmissiles. While good against enemyaircraft, its missiles inflict only minordamage to ground units. Five or sixpatrolling Crashers can protect anentire base from Level 1 aircraft.

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“Storm” Rocket Launcher KbotCost: 118 metal, 985 energy

The Storm’s armor can take twice thedamage of any other CORE Level 1Kbot. While its rockets are only moder-ately effective, its durability makes it agood offensive unit. Lead attacks withStorms to draw fire away from yourartillery.

“Thud” Artillery KbotCost: 147 metal, 1161 energy

The Thud’s long range plasma cannonis the most powerful weapon amongCORE’s Level 1 Kbots. Try to keep themaway from enemy fire, however - theirarmor is very weak.

LEVEL 2 KBOTS

“Pyro” Flame Thrower KbotCost: 260 metal, 2200 energy

The Pyro’s flamethrower, while lethal,is only effective at close range. UsePyros to ambush slower tanks andConstruction Kbots.

“Roach” Crawling BombCost: 65 metal, 5471 energy

The Roach is a walking anti-matterbomb capable of blowing up manyenemy targets at once. Great at soft-ening up base defenses, Roachesshould be kept clear of your otherunits!

“The Can” Heavy KbotCost: 420 metal, 3500 energy

Although quite slow, the Can is themost heavily armored Kbot availableto CORE. It is also well armed with aheavy laser. Use the Can to provideyour other, speedier units with sup-port.

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“Spectre” Radar JammerCost: 70 metal, 1453 energy

The Spectre is CORE’s only counter-measures Kbot - its jamming radiusroughly approximates a Radar Tower’s.Speedy but unarmed, this fairly inex-pensive unit should be guarded byother units.

LEVEL 1 VEHICLES

“Weasel” Scout vehicleCost: 38 metal, 575 energy

The Weasel is the quickest and mostinexpensive CORE vehicle; useful forexploring early in the game. Weaklyarmed or armored, the Weasel doesn’tfare very well in combat.

“Instigator” Light Recon TankCost: 110 metal, 887 energy

The small Instigator is very quick andmaneuverable. Its quick-firing laser isgood against both units and struc-tures, particularly at leveling unde-fended metal extractors and solar col-lectors. Keep in mind that its lightarmor makes the Instigator unsuitablefor intense combat.

“Slasher” Mobile Missile LauncherCost: 116 metal, 947 energy

The Slasher provides more AA fire-power than a Crasher Kbot. One ortwo Slashers are capable of defendinga large base from aerial assaults.Slashers are also good at defendingyour moving units from enemy gun-ships.

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“Raider” Medium Assault TankCost: 169 metal, 1241 energy

The Raider is the only Level 1 Tanksuitable for close combat. Its mediumarmor and plasma cannon are suffi-cient when attacking Level 1 and 2base defenses. The Raider is inexpen-sive and reliable, making it useful evenwhen more sophisticated tanks be-come available.

LEVEL 2 VEHICLES

Mobile ArtilleryCost: 251 metal, 1535 energy

The Mobile Artillery lobs high explo-sive shells at distant enemy targets. Itisn’t very accurate, and the blast af-fects a large area. Use mobile radar,preferably mounted on aircraft, to spotfor Mobile Artillery; if you use landunits, chances are they’ll be destroyed.

“Reaper” Heavy Assault TankCost: 473 metal, 3048 energy

The Reaper is a very valuable unit. Thisversatile tank is well armored, heavilyarmed and isn’t as slow as theGoliath. Reapers make short work ofstructures but require AA protectionfrom enemy aircraft.

“Crock” Amphibious TankCost: 295 metal, 2310 energy

The Crock tank is fully submersible,and able to cross large bodies of wa-ter. Their moderate armor makes themincapable of withstanding much pun-ishment but unlike other tanks, Crockscan submerge to escape enemy fire.

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“Diplomat” Mobile Heavy RocketLauncherCost: 427 metal, 2470 energy

The Diplomat is the ultimate buildingkiller. It can fire its powerful unguidedrockets from long range, and canquickly eliminate any stationary tar-get. Slow and weakly armored, theseunits should be kept behind a protec-tive screen of tanks and Kbots.

“Informer” Mobile RadarCost: 86 metal, 1209 energy

The Level 2 Informer’s radar range issmaller than a Radar Tower’s. It’s asmall and fast unit, great at reconnais-sance and at spotting for your longrange guns.

“Deleter” Radar JammerCost: 100 metal, 1757 energy

The jamming radius of the Deleter isrelatively small; one won’t protectyour entire base. Send Deleters out toconceal important installations. If youattach a Deleter to an assault team,the enemy will have no warning ofyour approach.

“Goliath” Super Heavy TankCost: 697 metal, 3906 energy

No tank on the battlefield is as strongas a Goliath. In teams, the Goliath iscapable of overrunning top secret,sophisticated defensive structures - itsarmor can withstand a lot of pound-ing. The most expensive tank in thegame, the Goliath is still a bargainwhen compared to some Level 2 shipsand aircraft.

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LEVEL 1 SHIPS

“Searcher” Scout ShipCost: 95 metal, 917 energy

While quick and maneuverable, theSearcher is inadequate for fighting seabattles because of its light armor. TheSearcher has better spotting rangethan other ships, making it an idealscout. You can also use it to protectyour more expensive ships - it is theonly Level 1 ship with AA missiles.

“Enforcer” DestroyerCost: 887 metal, 4505 energy

The Enforcer is the only Level 1 sur-face ship with anti-submarine weap-onry. Its medium plasma cannon andarmor are strong by Level 1 standards.With the appearance of Level 2 Cruis-ers, your Enforcers should be re-as-signed to escort your more expensivecapital ships.

“Snake” SubmarineCost: 1199 metal, 3902 energy

The Snake is CORE’s ship-killing sub-marine. Armed with heavy unguidedtorpedoes, a Snake can sink even abattleship in seconds. Remember thatSnakes have very thin armor - it willbuckle quickly under depth chargeattacks.

“Envoy” Transport ShipCost: 887 metal, 4786 energy

The slow, lumbering Envoy can trans-port six ground units inside. Use themwhen islands need to be exploited fortheir resources or strategic location.Guard this unarmed transport; if itgoes down, the units on board arealso lost.

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LEVEL 2 SHIPS

“Shark” Sub KillerCost: 1356 metal, 5245 energy

The Shark is specially designed to huntother submarines - its smaller torpedohome in on their target with the helpof the Shark’s enhanced sonar. UseSharks to intercept ARM Lurkers be-fore they can get near your expensivecapital ships.

Missile FrigateCost: 2283 metal, 7628 energy

The Missile Frigate’s powerful guidedmissiles are the best naval defenseagainst enemy aircraft. Two or threeHydras are a good investment, as theycan quickly eliminate fragile TorpedoBombers. You’ll need to protect theMissile Frigate with ASW ships, as theyhave no anti-sub weapons of theirown.

“Executioner” CruiserCost: 1724 metal, 8551 energy

The Executioner is CORE’s prime fight-ing ship. Designed for heavy combat,this cruiser has heavy armor and along range plasma cannon that can hitsea and ground targets. Additionallyarmed with depth charges, the Execu-tioner can also tackle enemy subma-rines.

“Warlord” BattleshipCost: 4181 metal, 19741 energy

With the most powerful naval plasmacannon and the heaviest armor in thegame, the Warlord specializes in de-stroying surface ships and coastalstructures. The Warlord, however, lacksanti-aircraft or anti-sub weaponry.

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“Hive” Light CarrierCost: 1379 metal, 11715 energy

The unarmed Hive provides transportand repair bays for two aircraft. TheHive is unique to CORE’s fleet in thatit has a fission reactor, which producesuseable energy. It is also equippedwith radar, letting you coordinate airstrikes and coastal bombardments.

LEVEL 1 AIRCRAFT

“Fink” ScoutCost: 36 metal, 1369 energy

The small Fink has longer spottingrange than other CORE aircraft, mak-ing it ideal for exploring the map inthe early stages of a game. Assignedto patrol duty, the Fink can alert youto enemy activity even if the enemyfields radar jammers.

“Avenger” FighterCost: 101 metal, 3181 energy

The Avenger is a basic fighter, de-signed to intercept ARM aircraft.Weakly armed and armored, theAvenger is most useful when escortingLevel 1 bombers to their targets.

“Shadow” BomberCost: 131 metal, 5691 energy

The Shadow bomber is best used veryearly in the game when AA defensesare nonexistent or weak. Too slow tododge AA fire, the Shadow also has noair-to-air weaponry, making it veryvulnerable to enemy fighters.

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“Valkyrie” Air TransportCost: 115 metal, 2695 energy

The Valkyrie can transport one groundunit anywhere regardless of terrain.Remember that it is slow and un-armed; when transporting units it isalways a good idea to provideValkyries with an escort. If shot down,both the plane and its cargo are de-stroyed.

LEVEL 2 AIRCRAFT

“Rapier” GunshipCost: 294 metal, 5778 energy

Overall, the Rapier is the most versa-tile of all CORE aircraft. Sportingheavy armor and guided rockets, theRapier is effective against both air andground targets.

“Vamp” Stealth FighterCost: 257 metal, 6973 energy

Though scantily armored, the VampStealth Fighter is armed with twin air-to-air missile launchers and is invisibleto enemy radar. Effective as they areagainst enemy aircraft, Vamps are veryvulnerable to AA fire.

“Hurricane” Strategic BomberCost: 220 metal, 8050 energy

The Hurricane is a powerful bomberthat can level buildings and wipe outunits with equal ease. It is armed witha secondary light laser that helps fightoff enemy fighters. Remember to re-pair your Hurricanes between sorties,as they are a big investment.

Technical Support:====================

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If you're logged in, go directly to "Support" page, where you can see a list of all your Good Old Games, otherwise you can find the game you're looking for through the smart search. Choose the game that you have problem with, and see whether the solution isn't already posted. If not, go to the "Contact us" page, select "Technical issues with games" and hit "Continue" to send us a message describing your problem. Fill all the required fields with proper data - please enter as much details as you can, this will help us solve your problem faster. All your messages and our replies will appear on your "My Account" page.

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“Titan” Torpedo BomberCost: 364 metal, 6588 energy

Designed for sub hunting, the Titan isarmed with powerful unguided torpe-does. To hit enemy subs, a naval unitwith sonar must spot for the Titan. It’sprudent to keep these fragile bombersaway from the enemy’s anti-aircraftweaponry.

Cavedog Entertainment13110 NE 177th PlaceSuite # B101, Box 180Woodinville, WA 98072-996Attn: Customer ServicePlease be sure to include the exact name of the product you

have and the platform (such as Total Annihilation for Windows ’95),your complete name, mailing address, including your zip or postalcode if applicable, and your phone number in case we need to callyou. The replacement product will be sent via First Class Mail only. Ifyou are calling outside of the US or Canada, you’ll need to speak toone of our agents at 425-398-3063 to determine your shipping andhandling charges. This is not a Technical Support line.

Defective DiskVery often, customers just need some technical support in order toget their products up and running. You will need to speak with a livetechnical specialist in order to determine if your product is defective.For phone assistance, call Cavedog Entertainment’s Tech Support at425-398-3063. We have an Interactive Voice Response and Faxbacksystem that is available twenty-four hours a day, seven days a week.If you should need live support, we are available Monday throughFriday, 7:30 AM until 7:30 PM (PST).

Please note that live Tech Support may be closed on major holi-days. We ask that you do the following when calling: be at yourcomputer; have your system information ready for our techniciansincluding system make and model; RAM; video and sound card dataand drivers; and any screen or error messages you’ve encounteredand where (if not currently displayed on your screen). It will expediteyour handling significantly.

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