IMPOSSIBLE CREATURES WALKTHROUGH by Briareos Kerensky (briareos@inwind.it, briareos_HF), 29/03/2003 ver 1.2.
Table of Contents 1-Update History 2-History Briefing 3-Abilities Briefing 4-Base Creatures Briefing 5-Structure Briefing 6-Upgrades Briefing 7-Technological Tree 8-General Tactics 9-Multiplayer Tactics 10-Characters Briefing 11-Pre-done Armies Briefing 12-Submitted Creatures and Armies 13-Walkthrough 14-Cheats 15-Credits and misc
**************** 1-UPDATE HISTORY ****************
29/03/2003-version 1.2: Sorry for the long delay, but I had some problems (only three words: Animal - Wind - Prime; someone might have understood, plus an ADSL line that is giving me more problems than bytes). However, this long delay brought the real life to a FAQ: submissions, submissions, and more submissions. For this update, only submissions and the Abilities section, plus minor updates.
04/03/2003-version 1.0: here is it. Finally I've put my hands on the game and here's the first version of the walkthrough. Hope you'll enjoy it. For now, only basic infos online, a lot more to come.
1937. After his father left him while still a baby, Rex Chance recieves a letter from his parent; Rex's father, Dr. Eric Chanikov, was developing a pioneristic technology still unknown to the whole world on an archipelago belonging to Upton Julius, who was sponsoring Chanikov's researches. Chanikov, concerned about his life, wrote to his child to see him a last time before diyng. Rex immediately travels to the archipelago, only to found a wrecked laboratory and some kind of animal, a mix of a Tiger and an insect, in a stasis tube. Then, he was greeted by Upton Julius and an handful of those creatures, this time canine beings mixed with ants. Just before getting beaten up by those creatures, he was saved by Lucy Willing, former employee of Julius and Chanikov's assistant riding a flying hovertrain...
Name: Artillery Attack Location: head, arms Effect: artillery attacks are aimed to a place rather than a single unit, as they are relatively slow and inaccurate. However, when impacting with the terrain, the artillery attack produces a small "explosion" that damages everything in the area (about a 2 in-game meters radius). Note that this "splash damage" will affect friendly units and structures too.
Name: Barrier Destroy Location: arms Effect: this ability allows creature to easily destroy buildings and to almost instantainly destroy Bramble Fences
Name: Camouflage Location: innate Effect: creatures with this ability will be totally invisible, unless they attack or use their special abilities. Camouflaged units can also be detected by other creatures with Keen Sense or Anti-Air Towers. Radar and Sonar Pulses reveal them, too.
Name: Charge Attack Location: rear legs Effect: useful for close-ranged creatures and with the Horns ability. When an attack order is issued, a creature with this ability will automatically throw itself at the enemy, producing a more powerful strike. When an other target is selected, the creature will do an other attack. Only the first strike to an enemy creature will be a Charge Attack.
Name: Digging Location: front legs, arms Effect: the creature will dig an hole, hiding it from most creatures (Keen Sense, Radar and Sonar Pulse will detect them) and raising its defense stat as long as the creatures remains underground. During this period it cannot move.
Name: Electric Burst Location: head Effect: similar to the Artillery Attack, the Electirc Burst has the same splash effect, but it is faster and more accurate, and each creature within the impact radius will suffer full damage.
Name: Flight Location: wings Effect: the creature can fly. It is immune to the Stink Cloud effects.
Name: Frenzy Location: innate Effect: the creature moves faster and does more damage during close combats, but loses defense points, making enemy attack more effective. This ability can be turned on and off at will.
Name: Herding Location: innate Effect: when three or more creatures of the same kind are near, they will gain a defensive bonus (showed by a blue sphere around each creature).
Name: High Endurance Location: innate Effect: makes the creature immune to slow-down effects and allows to recharge other special abilities faster.
Name: Horns Location: head Effect: Horns lower enemy's defense level during close combat.
Name: Immunity Location: innate Effect: the creature is totally immune to Stink Cloud, Poison, Poison Touch, Plague and Venom Spray.
Name: Keen Sense Location: head Effect: allows to dected Camouflaged and hidden (creatures using the Digging ability) creatures.
Name: Leap Attack Location: rear legs Effect: it has the same effects of the Charge Attack, though it is somewhat less accurate.
Name: Pack Hunter Location: innate Effect: when grouping three or more creatures with this ability, they will gain an offensive bonus on all attacks; "enhaced" creatures have a red sphere around them.
Name: Plague Location: head Effect: during close combat, the carrying creature can infect other creatures, slowly but constantly draining health points until the plagued creature dies. Plague can spread from enemy to enemy if two creatures come in contact.
Name: Poison Location: head, tail Effect: Poison is automatically used when the carrying creature uses the limb with the ability on an enemy. It slows down movement and lowers damage values for a small amount of time.
Name: Poison Touch Location: tail Effect: similar to Poison, the Poison Touch slow down and seriously wounds the infected creature.
Name: Quill Burst Location: torso Effect: the creatures throws quills all around itself creating a deadly cloud of needles that damages everything (including allies) within the attack 5-meters radius. Hit units are damaged and their defense stats are lowered.
Name: Regeneration Location: innate Effect: allows creature to regenerate its health points when not moving, attacking or using special abilities.
Name: Sonar Pulse Location: head Effect: allows you to see a small portion of the map, detecting even hidden creatures.
Name: Stink Cloud Location: tail Effect: creates a poisonous cloud for few seconds in a 5-meter area, slowing down enemy units and making ranged attacks useless.
Name: Swimming Location: tail and/or torso Effect: the creature can swim in deep waters.
Note: there are special/hidden creatures. That's for sure. There's a .pdf document in the \Goodies directory describing them. I won't put them in this section as long as I haven't discovered how to unlock them. I _suspect_ that if you finish the game, the creatures will become available, but I'm sure of one thing: putting the .pdf file in your Goodies directory won't unlock them. Nor you have to pay to get them or the .pdf document. The game includes both things for free. Do not let someone fool you with those things, really.
Name: ANT Classification: Insect Climate: Varied Research Level: I Type: Ground Coal Cost: 78 Electricity Cost: 25 Health: 30 Defense: 39 Maximum Speed (type): 26 km/h (ground) Sight Radius: 20 Size: 1 Melee Attacks (damage and location): Leg Attack (5, fore legs); Bite (5, head) Ranged Attacks (damage and location): none Abilities (location): Immunity (innate); Digging (fore legs) Available from: mission
The Ant is perfect for rush and swarm tactics, due to its low cost, production time and Level I research. It also has the Immunity ability which enhaces its general value and can also work as a scout with its digging ability. However, Ants are small, and therefore have a poor health, though it has an average defense ratio due to its invertebrate nature. Ants can be mixed with Rats to create a fast rush creature with the vicious plague ability; this mix leaves the resulting creature still low on health points, but the sheer number should overcome your enemy.
Name: ARCHER FISH Classification: Fish Climate: Tropical Research Level: II Type: Swimmer Coal Cost: 60 Electricity Cost: 40 Health: 18 Defense: 6 Maximum Speed (type): 30 km/h (water) Sight Radius: 30 Size: 1 Melee Attacks (damage and location): Bite (2, head) Ranged Attacks (damage and location): Water Artillery (3, head) Abilities (location): Swimming (Torso or Tail); Artillery (head) Available from: mission
The only animal with the Water Artillery attack (and one of the only two animals to have the Artillery ability at all), the Archer Fish is low-cost and swimmer, but has very poor defense and health stats; however, the Artillery ability, combined with its low Research Level and cost, make this fish a very attractive for rushing armies created for ranged combat. Archer Fishes mix well with Giraffes and Wolverines (for low level combinatios): the first favores speed and sight radius, while the other health and defense. Mid and High level mixes can be done with Elephants or Gorillas.
Name: ARMADILLO Classification: Rodent Climate: Desert Research Level: III Type: Ground Coal Cost: 67 Electricity Cost: 0 Health: 65 Defense: 81 Maximum Speed (type): 18 km/h (ground) Sight Radius: 20 Size: 2 Melee Attacks (damage and location): Bite (3, head) Ranged Attacks (damage and location): none Abilities (location): none Available from: mission
Name: BABOON Classification: Primate Climate: Savannah/Tropical Research Level: II Type: Ground Coal Cost: 111 Electricity Cost: 45 Health: 90 Defense: 45 Maximum Speed (type): 27 km/h (ground) Sight Radius: 25 Size: 2 Melee Attacks (damage and location): Pummel (3, arms); Bite (4, head) Ranged Attacks (damage and location): none Abilities (location): Pack Hunter (innate) Available from: mission
Name: BAT Classification: Rodent Climate: Tropical Research Level: III Type: Flier Coal Cost: 56 Electricity Cost: 105 Health: 28 Defense: 12 Maximum Speed (type): 32 km/h (air) Sight Radius: 25 Size: 1 Melee Attacks (damage and location): Bite (2, head) Ranged Attacks (damage and location): none Abilities (location): Sonar Pulse (head); Flight (wings) Available from: mission
Name: BULL Classification: Ungulate Climate: Plains Research Level: III Type: Ground Coal Cost: 173 Electricity Cost: 80 Health: 221 Defense: 28 Maximum Speed (type): 25 km/h (ground) Sight Radius: 30 Size: 5 Melee Attacks (damage and location): Gore (10, head) Ranged Attacks (damage and location): none Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head) Available from: mission
Name: CAMEL Classification: Ungulate Climate: Desert Research Level: I Type: Ground Coal Cost: 95 Electricity Cost: 5 Health: 115 Defense: 16 Maximum Speed (type): 28 km/h (ground) Sight Radius: 20 Size: 3 Melee Attacks (damage and location): Bite (5) Ranged Attacks (damage and location): none Abilities (location): High Endurance (torso) Available from: mission
Name: CHAMELEON Classification: Reptile Climate: Tropical Research Level: II Type: ground Coal Cost: 48 Electricity Cost: 95 Health: 25 Defense: 19 Maximum Speed (type): 16 km/h (ground) Sight Radius: 30 Size: 1 Melee Attacks (damage and location): Bite (3, head) Ranged Attacks (damage and location): Tongue Attack (4, head) Abilities (location): Camouflage (tail); Regeneration (innate) Available from: mission
One of the few creatures with the Camouflage ability, the Chameleon, as with most of the other small-sized creatures, has low health and defense ratings, but the Regeneration ability and the presence of range attacks make this animal a main-stay in most forces. Chameleons mixe well with a number of creatures, though all of those mixes will require the presence of the Chameleon's tail to include the Camouflage ability, as this animal will surely lower health and defense ratings. You can mix Chameleons with Dragonflies or other fast flying creatures to create a fast moving, all-terrain scout, or with Chimpazees for a semi-invisible artillery platform. They also mix well with Whales and other aquatic creatures for surprise amphibious attacks, or can be mixed with poisonous animals for dirty hit-and-run tactics. Though less effective than other mixes, Chameleon and strong melee creatures can be combined to create some kind of "artillery-hunters"; I've found that Chameleons and pincer-equipped animals do not really mix well, though they can be useful to sneak in and destroy core buildings without being noticed. However, Sonar and Radar Pulses are always a threat for the result relatively low-health creature, as are defensive towers and enemy creatures with Keen Sense.
Name: CHEETAH Classification: Feline Climate: Savannah Research Level: II Type: Ground Coal Cost: 116 Electricity Cost: 30 Health: 55 Defense: 35 Maximum Speed (type): 44 km/h (ground) Sight Radius: 20 Size: 2 Melee Attacks (damage and location): Claws (3, fore legs), Bite (3, head) Ranged Attacks (damage and location): none Abilities (location): Leap Attacks (real legs) Available from: mission
Cheetahs are the fasest ground creatures in the game, and this can lead to a number of possible modifications ideal for any role. As the manual suggest, mixing Cheetahs with Scoprions can create a powerful hit-and-run building destroyer, but it also possible to speed up slow creatures like Elephants and Turtles to form moderately fast assault teams; such an high speed is also good for camouflaged recon creatures or even fast-moving artillery boats. Unfortunately, the Cheetah is weak and its attacks aren't the most powerful for a Level II creature.
Name: CHIMPANZEE Classification: Primate Climate: Tropical Research Level: II Type: Ground Coal Cost: 89 Electricity Cost: 85 Health: 65 Defense: 35 Maximum Speed (type): 28 km/h (ground) Sight Radius: 25 Size: 2 Melee Attacks (damage and location): Pummel (2, arms); Bite (2, head) Ranged Attacks (damage and location): Rock Artillery (3, arms) Abilities (location): Pack Hunter (innate); Artillery (arms) Available from: mission
Name: COYOTE Classification: Canine Climate: Plains/Desert Research Level: I Type: Ground Coal Cost: 83 Electricity Cost: 19 Health: 50 Defense: 35 Maximum Speed (type): 29 km/h (ground) Sight Radius: 20 Size: 2 Melee Attacks (damage and location): Bite (6, head) Ranged Attacks (damage and location): none Abilities (location): Keen Sense (head) Available from: mission
Coyotes are pratically scaled-down Wolves; they both are good all-around creatures for their cost, and the only thing the Coyote misses is the High Endurance ability owned by the Wolf. As they share a good number of characteristics, Coyotes and Wolves mix well with the same creatures, though Coyote-based breeds will always be a little weaker than Wolf-based ones.
Name: CROCODILE Classification: Reptile Climate: Tropical Research Level: IV Type: Amphibious Coal Cost: 226 Electricity Cost: 0 Health: 200 Defense: 35 Maximum Speed (type): 22 km/h (ground); 27 km/h (water) Sight Radius: 20 Size: 5 Melee Attacks (damage and location): Bite (12, head); Tail Swipe (7, tail) Ranged Attacks (damage and location): none Abilities (location): Swimming (Torso o Tail) Available from: mission
The Crocodile main advantage (and disadvantage) is that it doesn't require Electricity - and the burden to produce this animal is only on Coal. Being a Level IV creature, the Crocodile is very powerful, and its disadvantage lies only in production costs: reasonably fast on ground and a good swimmer, the Crocodile boasts tow powerful attacks and a good defense ratio, with normal sight values. The Crocodile is amphibious, so mixes with Crocodiles would often be able to cross water bodies; It is almost obligatory to keep a Crocodile's head for its vicious bite; animals with the Regeneration and/or Charge Attack/Leap Attack abilities should be preferred as the Crocodile is an exceptional assault creature, and a creature with one of the abilities above is clearly a superior strike unit. Unfortunately, every Crocodile breed will tend to be slow on ground.
Name: DRAGONFLY Classification: Insect Climate: Plains Research Level: III Type: Flier Coal Cost: 82 Electricity Cost: 90 Health: 18 Defense: 25 Maximum Speed (type): 35 km/h (air) Sight Radius: 25 Size:1 Melee Attacks (damage and location): Swoop Attack (6, fore legs); Bite (4, head) Ranged Attacks (damage and location): none Abilities (location): Flight (wings) Available from: mission
Name: EAGLE Classification: Bird Climate: Plains/Artic Research Level: III Type: Flier Coal Cost: 99 Electricity Cost: 75 Health: 81 Defense: 9 Maximum Speed (type): 29 km/h (air) Sight Radius: 40 Size: 4 Melee Attacks (damage and location): Talons (4, rear legs); Bite (2, head) Ranged Attacks (damage and location): none Abilities (location): Flight (wings) Available from: mission
Name: ELECTRIC EEL Classification: Eel Climate: Tropical Research Level: III Type: Swimmer Coal Cost: 99 Electricity Cost: 115 Health: 37 Defense: 2 Maximum Speed (type): 36 km/h (water) Sight Radius: 25 Size: 2 Melee Attacks (damage and location): Bite (4, head) Ranged Attacks (damage and location): Lightining Attack (8, head) Abilities (location): Electric Burst (tail); Swimming (torso or tail) Available from: mission
Name: ELEPHANT Classification: Pachyderm Climate: Savannah Research Level: V Type: Ground Coal Cost: 296 Electricity Cost: 125 Health: 440 Defense: 45 Maximum Speed (type): 18 km/h (ground) Sight Radius: 15 Size: 8 Melee Attacks (damage and location): Gore (16, head) Ranged Attacks (damage and location): none Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head) Available from: mission
Name: GIRAFFE Classification: Ungulate Climate: Savannah Research Level: II Type: Ground Coal Cost: 137 Electricity Cost: 0 Health: 135 Defense: 12 Maximum Speed (type): 30 km/h (ground) Sight Radius: 35 Size: 4 Melee Attacks (damage and location): Kick (5, rear legs); Bite (3, head) Ranged Attacks (damage and location): Abilities (location): none Available from: mission
Name: GORILLA Classification: Primate Climate: Tropical Research Level: III Type: Ground Coal Cost: 169 Electricity Cost: 45 Health: 165 Defense: 35 Maximum Speed (type): 22 km/h (ground) Sight Radius: 30 Size: 3 Melee Attacks (damage and location): Pummel (10, arms); Bite (3, head) Ranged Attacks (damage and location): none Abilities (location): Herding (innate) Available from: mission
Name: GREAT WHITE SHARK Classification: Fish Climate: Varied Research Level: IV Type: Swimmer Coal Cost: 299 Electricity Cost: 55 Health: 327 Defense: 35 Maximum Speed (type): 36 km/h (ground) Sight Radius: 15 Size: 7 Melee Attacks (damage and location): Bite (19, head) Ranged Attacks (damage and location): none Abilities (location): Frenzy (innate); Immunity (innate) Available from: mission
Name: GRIZZLY BEAR Classification: Bear Climate: Plains/Artic Research Level: III Type: Ground Coal Cost: 136 Electricity Cost: 0 Health: 140 Defense: 19 Maximum Speed (type): 29 km/h (ground) Sight Radius: 20 Size: 3 Melee Attacks (damage and location): Claws (6, fore legs); Bite (3, head) Ranged Attacks (damage and location): none Abilities (location): none Available from: mission
Name: HAMMERHEAD SHARK Classification: Fish Climate: Tropical Research Level: II Type: Swimmer Coal Cost: 143 Electricity Cost: 25 Health: 90 Defense: 26 Maximum Speed (type): 35 km/h (water) Sight Radius: 20 Size: 4 Melee Attacks (damage and location): Bite (12, head) Ranged Attacks (damage and location): Abilities (location): Immunity (innate); Keen Sense (head); Swimming (torso or tail) Available from: mission
Name: HIPPOPOTAMUS Classification: Ungulate Climate: Savannah Research Level: IV Type: Amphybious Coal Cost: 239 Electricity Cost: 75 Health: 260 Defense: 50 Maximum Speed (type): 16 km/h (ground); 22 km/h (water) Sight Radius: 15 Size: 6 Melee Attacks (damage and location): Bite (16, head) Ranged Attacks (damage and location): none Abilities (location): Charge Attack (rear legs); Herding (innate); Swimming (torso or tail) Available from: mission
Name: HORNET Classification: Insect Climate: Plains Research Level: III Type: Flyer Coal Cost: 73 Electricity Cost: 140 Health: 30 Defense: 15 Maximum Speed (type): 35 km/h (air) Sight Radius: 25 Size: 1 Melee Attacks (damage and location): Bite (1, head); Sting (3, tail) Ranged Attacks (damage and location): none Abilities (location): Flight (wings); Immunity (innate); Poison (tail) Available from: mission
Name: HYENA Classification: Canine Climate: Desert Research Level: II Type: Ground Coal Cost: 107 Electricity Cost: 55 Health: 81 Defense: 25 Maximum Speed (type): 26 km/h (ground) Sight Radius: 25 Size: 3 Melee Attacks (damage and location): Bite (9, head) Ranged Attacks (damage and location): none Abilities (location): Keen Sense (head); Pack Hunter (innate) Available from: mission
Name: KILLER WHALE Classification: Aquatic Mammal Climate: Artic Research Level: III Type: Swimmer Coal Cost: 199 Electricity Cost: 130 Health: 210 Defense: 12 Maximum Speed (type): 38 km/h (water) Sight Radius: 25 Size: 9 Melee Attacks (damage and location): Bite (11, head) Ranged Attacks (damage and location): Sonic Attack (9, head) Abilities (location): Sonar Pulse (head); Swimming (torso or tail) Available from: mission
Name: KOMODO DRAGON Classification: Reptile Climate: Tropical Research Level: III Type: Ground Coal Cost: 123 Electricity Cost: 125 Health: 100 Defense: 32 Maximum Speed (type): 22 km/h (ground) Sight Radius: 15 Size: 3 Melee Attacks (damage and location): Swipe (4, fore legs); Bite (8, head) Ranged Attacks (damage and location): none Abilities (location): Poison (head); Poison Touch (tail); Regeneration (innate) Available from: mission
Name: LEMMING Classification: Rodent Climate: Artic Research Level: I Type: Ground Coal Cost: 46 Electricity Cost: 10 Health: 32 Defense: 17 Maximum Speed (type): 23 km/h (ground) Sight Radius: 15 Size: 1 Melee Attacks (damage and location): Bite (4) Ranged Attacks (damage and location): none Abilities (location): Digging (fore legs) Available from: mission
Name: LIONESS Classification: Feline Climate: Savannah Research Level: III Type: Ground Coal Cost: 150 Electricity Cost: 75 Health: 128 Defense: 30 Maximum Speed (type): 32 km/h (ground) Sight Radius: 25 Size: 4 Melee Attacks (damage and location): Claws (5, fore legs); Bite (5, head) Ranged Attacks (damage and location): none Abilities (location): Leap Attacks (rear legs); Pack Hunter (innate) Available from: mission
Name: LOBSTER Classification: Crustacean Climate: Varied Research Level: II Type: Amphibious Coal Cost: 76 Electricity Cost: 50 Health: 35 Defense: 65 Maximum Speed (type): 16 km/h (ground); 24 km/h (water) Sight Radius: 10 Size: 1 Melee Attacks (damage and location): Bite (3, head); Pincers (5, arms) Ranged Attacks (damage and location): none Abilities (location): Barrier Destroy (arms); Regeneration (innate); Swimming (torso or tail) Available from: mission
Amphibious, with Pincers and able to generate. For being a Level II creature, the Lobster has a great variety of special abilities that makes this crustacean unique. It pays those abilities with a very small size and low health and defense values, all of which can be increased by mixing it with Bears or bigger creatures to create an almost perfect close-range assault unit, able to regenerate over time and particularly effective in taking down buildings. Mixing it with flying units is almost useless, as it won't be as effective in taking down buildings. Also, try to use other animals with greater sight radius, as the Lobster is very limited in this stat.
Name: MOUNTAIN LION Classification: Feline Climate: Artic Research Level: II Type: Ground Coal Cost: 98 Electricity Cost: 30 Health: 65 Defense: 45 Maximum Speed (type): 33 km/h (ground) Sight Radius: 25 Size: 2 Melee Attacks (damage and location): Claws (3, fore legs); Bite (5, head) Ranged Attacks (damage and location): none Abilities (location): Leap Attack (rear legs) Available from: mission
Mountain Lions are a cheaper version of Wolves; they have less health (but more defense) and less powerful attacks (though they have two) and only the Leap Attack ability, as with most felines. They cost less, however, and take less time to being produced. All creatures that mix well with Wolves mix well with Mountain Lions, too, especially Wolverines, as they increase their health value.
Name: MUSK OX Classification: Ungulate Climate: Artic Research Level: III Type: Ground Coal Cost: 138 Electricity Cost: 95 Health: 160 Defense: 39 Maximum Speed (type): 24 km/h (ground) Sight Radius: 25 Size: 4 Melee Attacks (damage and location): Gore (8, head) Ranged Attacks (damage and location): none Abilities (location): Herding (innate); Horns (head) Available from: mission
Name: PANTHER Classification: Feline Climate: Tropical Research Level: III Type: Ground Coal Cost: 148 Electricity Cost: 30 Health: 120 Defense: 39 Maximum Speed (type): 37 km/h (ground) Sight Radius: 25 Size: 3 Melee Attacks (damage and location): Claws (5, fore legs); Bite (3, head) Ranged Attacks (damage and location): none Abilities (location): Leap Attack (rear legs) Available from: mission
Name: PIRANHA Classification: Fish Climate: Tropical Research Level: II Type: Swimmer Coal Cost: 148 Electricity Cost: 30 Health: 21 Defense: 3 Maximum Speed (type): 33 km/h (ground) Sight Radius: 15 Size: 1 Melee Attacks (damage and location): Bite (6, head) Ranged Attacks (damage and location): none Abilities (location): Frenzy (innate); Pack Hunter (innate); Swimming (torso or tail) Available from: mission
Name: POISON FROG Classification: Reptile Climate: Tropical Research Level: III Type: Ground Coal Cost: 54 Electricity Cost: 90 Health: 35 Defense: 20 Maximum Speed (type): 20 km/h (ground) Sight Radius: 35 Size: 1 Melee Attacks (damage and location): Bite (1, head) Ranged Attacks (damage and location): Tongue Attack (3, head) Abilities (location): Poison Touch (tail) Available from: mission
Name: POLAR BEAR Classification: Bear Climate: Artic Research Level: III Type: Amphibious Coal Cost: 166 Electricity Cost: 0 Health: 155 Defense: 35 Maximum Speed (type): 23 km/h (ground); 24 km/h (water) Sight Radius: 25 Size: 3 Melee Attacks (damage and location): Claws (8, fore legs); Bite (3, head) Ranged Attacks (damage and location): Abilities (location): Swimming (torso or tail) Available from: mission
Name: PORCUPINE Classification: Primate Climate: Tropical Research Level: II Type: Ground Coal Cost: 73 Electricity Cost: 70 Health: 55 Defense: 45 Maximum Speed (type): 18 km/h (ground) Sight Radius: 20 Size: 2 Melee Attacks (damage and location): Bite (3, head); Tail Strike (2, tail) Ranged Attacks (damage and location): Quill Throw (5, head) Abilities (location): Quill Burst (torso) Available from: mission
Name: PRAYING MANTIS Classification: Insect Climate: Plains Research Level: II Type: ground Coal Cost: 57 Electricity Cost: 45 Health: 27 Defense: 4 Maximum Speed (type): 24 km/h (ground) Sight Radius: 15 Size: 1 Melee Attacks (damage and location): Bite (3, head); Claws (5, arms) Ranged Attacks (damage and location): none Abilities (location): Immunity (leap); Leap Attack (rear legs) Available from: mission
Name: RAM Classification: Ungulate Climate: Artic Research Level: III Type: Ground Coal Cost: 114 Electricity Cost: 125 Health: 105 Defense: 35 Maximum Speed (type): 25 km/h (ground) Sight Radius: 20 Size: 3 Melee Attacks (damage and location): Gore (8, head) Ranged Attacks (damage and location): none Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head) Available from: mission
Name: RAT Classification: Rodent Climate: Varied Research Level: I Type: Ground Coal Cost: 28 Electricity Cost: 50 Health: 21 Defense: 19 Maximum Speed (type): 18 km/h (ground) Sight Radius: 20 Size: 1 Melee Attacks (damage and location): Bite (2, head) Ranged Attacks (damage and location): none Abilities (location): Plague (head) Available from: mission
Name: RHINOCEROS Classification: Ungulate Climate: Savannah Research Level: IV Type: Ground Coal Cost: 227 Electricity Cost: 80 Health: 300 Defense: 50 Maximum Speed (type): 20 km/h (ground) Sight Radius: 15 Size: 7 Melee Attacks (damage and location): Gore (13, head) Ranged Attacks (damage and location): none Abilities (location): Charge Attack (rear legs); Horns (head) Available from: mission
Name: SCORPION Classification: Arachnid Climate: Desert Research Level: III Type: Ground Coal Cost: 75 Electricity Cost: 75 Health: 35 Defense: 68 Maximum Speed (type): 18 km/h (ground) Sight Radius: 15 Size: 1 Melee Attacks (damage and location): Bite (4, head); Pincers (5, arms) Ranged Attacks (damage and location): none Abilities (location): Barrier Destroy (arms); Poison (tail) Available from: mission
Name: SKUNK Classification: Rodent Climate: Plains Research Level: I Type: Ground Coal Cost: 58 Electricity Cost: 50 Health: 52 Defense: 6 Maximum Speed (type): 25 km/h (ground) Sight Radius: 15 Size: 2 Melee Attacks (damage and location): Bite (4, head) Ranged Attacks (damage and location): none Abilities (location): Stink Cloud (tail) Available from: mission
Name: SNAPPING TURTLE Classification: Reptile Climate: Plains Research Level: V Type: Amphibious Coal Cost: 183 Electricity Cost: 0 Health: 122 Defense: 90 Maximum Speed (type): 14 km/h (ground); 22km/h (water) Sight Radius: 10 Size: 3 Melee Attacks (damage and location): Bite (12, head) Ranged Attacks (damage and location): none Abilities (location): Swimming (torso or tail) Available from: mission
The Turtle is the animal with the highest defense rating in the game, topping with 90 points (9 more than the Armadillo), and has a decent health rating; its main disadvanteage is speed, however, though it can cross water bodies; an other disadvantage is that it requires a relatively high amount of coal and is available only at the highest Research Level. As with the Armadillo, the Snapping Turtle is susceptible to only the strongest close-range attacks and quill-based ranged attacks; its relatively-damaging Bite and amphibious ability make it ideal for mixing with Elephants or Rhinos, both high-end creatures with some serious close-range damage values. Combinatios with artillery units is possible, though will make them available too late in the game.
Name: SNOWY OWL Classification: Bird Climate: Artic Research Level: III Type: Flier Coal Cost: 71 Electricity Cost: 75 Health: 44 Defense: 15 Maximum Speed (type): 25 km/h (air) Sight Radius: 40 Size: 2 Melee Attacks (damage and location): Talons (2, rear legs) Ranged Attacks (damage and location): none Abilities (location): Flight (wings) Available from: mission
Name: SPERM WHALE Classification: Aquatic Mammal Climate: Varied Research Level: V Type: Swimmer Coal Cost: 306 Electricity Cost: 130 Health: 420 Defense: 29 Maximum Speed (type): 30 km/h (water) Sight Radius: 30 Size: 10 Melee Attacks (damage and location): Bite (12, head) Ranged Attacks (damage and location): Sonic Attack (15, head) Abilities (location): Sonar Pulse (head); Swimming (torso or tail) Available from: mission
The biggest (but noth the healthier) animal in the games, the Whale is a powerhouse in almost all stats, even cost and Research Level. For an animal of its size it has a good speed value (though limited to water), lots of hit points and two powerful attacks that cover all fighting ranges. It misses only legs and Pincers. Oh yes, I find Whales very useful when combined with Lobsters or Scorpions, which both increase the already high health and defense values and makes the resulting creature effective against everything in the game. It can withstand and replies to close-range assaults, kill flying units and destroy buildings with greater efficiency than other units; the flaws of this creature are its high cost and production time, making of it a sort of elite creature, too precious to use in unplanned assaults or only for defense duties; it is also available very later in the game and of course too slow to be used in rushes.
Name: SPITTING COBRA Classification: Reptile Climate: Desert Research Level: III Type: Ground Coal Cost: 44 Electricity Cost: 75 Health: 27 Defense: 16 Maximum Speed (type): 17 km/h (ground) Sight Radius: 20 Size: 2 Melee Attacks (damage and location): Bite (2, head) Ranged Attacks (damage and location): Venom Spray (4, head) Abilities (location): none Available from: mission
Name: TIGER Classification: Feline Climate: Tropical Research Level: IV Type: Ground Coal Cost: 225 Electricity Cost: 30 Health: 280 Defense: 30 Maximum Speed (type): 30 km/h (ground) Sight Radius: 25 Size: 5 Melee Attacks (damage and location): Claws (8, claws); Bite (5, head) Ranged Attacks (damage and location): none Abilities (location): Leap Attack (rear legs) Available from: mission
Tigers are the Cheetah's bigger and slower cousins. Tigers are fairly fast and pack some punch, especially with their Claws attack, and possess Leap Attack as well, making them great ambush units. Health and defense stats are among the average for Level IV creatures, though costs are a bit on the high term, making Tiger combinations expensive, especially when mixed with Level III or more creatures. However, the Tiger is indeed a good animal, ideal for mixing with Camouflage-able creatures (especially Chameleons, that will give them the Regeneration ability too), to enhace their usefulness as amush-strikers. Combination with Turtles or Wolverines will result in fairly fast creatures with a very high defense or health value, respectively.
Name: VULTURE Classification: Bird Climate: Desert Research Level: III Type: Flier Coal Cost: 117 Electricity Cost: 115 Health: 96 Defense: 12 Maximum Speed (type): 30 km/h (air) Sight Radius: 35 Size: 3 Melee Attacks (damage and location): Peck (8, head) Ranged Attacks (damage and location): none Abilities (location): Flight (wings); Frenzy (innate) Available from: mission
Name: WOLF Classification: Canine Climate: Artic Research Level: I Type: Ground Coal Cost: 110 Electricity Cost: 60 Health: 75 Defense: 15 Maximum Speed (type): 33 km/h (ground) Sight Radius: 25 Size: 2 Melee Attacks (damage and location): Bite (8, head) Ranged Attacks (damage and location): none Abilities (location): High Endurance (torso); Keen Sense (head); Pack Hunter (innate) Available from: mission
Wolves, though are Level I creatures, are a mainstya in all armies; for what they cost, they provide an ample range of Abilities, including Keen Sense and Pack Hunter, both good abilities for storming the enemy with fast-hit and run attacks; wolves have only one close-range attack, but it is moderately powerful, they are fast and have good health and defense values (for Level I creatures). Mixes with Wolverines for low-level creatures and with Grizzlies for mid-level ones and good for mid-term battles, as the resulting creatures tend to have relatively high costs and production times.
Name: WOLVERINE Classification: Rodent Climate: Artic Research Level: III Type: Ground Coal Cost: 143 Electricity Cost: 40 Health: 160 Defense: 25 Maximum Speed (type): 19 km/h (ground) Sight Radius: 25 Size: 2 Melee Attacks (damage and location): Bite (8, head) Ranged Attacks (damage and location): none Abilities (location): Frenzy (innate) Available from: mission
The best thing about the Wolverine is that every breed based on this creature will have an almost unnatural amount of health points, ideal for slow, close-combat assault units. Cost is relatievly high for a Level II creature with one close-range, fairly powerful attack, though it as an above-average sight radius and the Frenzy ability, very useful for assault units. Mixing Wolverines with Lobster will make the creature an independent unit able to take on everything, though mixes with Whales and other big creatures, will work ven better; they could lack the Regeneration ability, but their high health and defense values will overcome this problem. Wolverine's main disadvantage is speed, which makes the animal one of the slowest creatures in the game.
Name: ZEBRA Classification: Ungulate Climate: Savannah Research Level: I Type: Ground Coal Cost: 101 Electricity Cost: 5 Health: 78 Defense: 15 Maximum Speed (type): 30 km/h (ground) Sight Radius: 25 Size: 3 Melee Attacks (damage and location): Kick (4, rear legs); Bite (3, head) Ranged Attacks (damage and location): none Abilities (location): High Endurance (torso) Available from: mission
A distant realtive to the more common Horse, Zebras are indeed fast and healthy for a Level I creature. They have the High Endurance ability that can be exploited for a good number of special-tactics creatures, though their high speed is ideal for recon units and fast-moving strike or artillery creatures. Zebras have a low defense stat and most of their cost is coal-based, and though they have two attacks, neither of them is really strong, making Zebras useful only for their speed and ability.
Name: LABORATORY (HOVERTRAIN) Coal Cost: none Electricity Cost: none Pre-requisites: none Needed for: everything else Use: trains Henchmen, researches Tech Levels and Advanced Structures Health Points: 8000 Possible Upgrades: Increase Building Integrity, Advanced Structure Research
Name: HENCHMAN (I know, it's not a building) Coal Cost: 100 Electricity Cost: 0 Pre-requisites: Laboratory Needed for: every building Use: collects coal (20 units), builds new things, repairs damaged ones Health Points: 150 Possible Upgrades: Henchman Binoculars, Henchman Tag, Henchman Yoke, Henchman Heal, Henchman Motivational Speech
Name: CREATURE CHAMBER Coal Cost: 250 Electricity Cost: 0 Pre-requisites: Laboratory, Henchmen Needed for: none Use: creates basic units. Up to 7 creatures can be queued. The basic chamber can train all creature types as long as they aren't swimmers only. Health Points: 2000 Possible Upgrades: Increase Building Integrity
Name: WATER CHAMBER Coal Cost: 200 Electricity Cost: 0 Pre-requisites: Research Level II Needed for: none Use: allows to create swimmers and amphibious creatures. Up to 7 creatures can be queued. Note that this structure cannot build ground and air units. Health Points: 2500 Possible Upgrades: Increase Building Integrity
Name: AIR CHAMBER Coal Cost: 300 Electricity Cost: 100 Pre-requisites: Research Level III Needed for: none Use: allows to create fliers. Up to 7 creatures can be queued. Cannot train swimmers, ground or amphibious creatures. Health Points: 2500 Possible Upgrades: Increase Building Integrity
Name: SOUNDBEAM TOWER Coal Cost: 250 Electricity Cost: 25 Pre-requisites: Laboratory, Henchmen Needed for: none Use: anti-ground defense against creatures (it won't work on Henchmen); effective in large groups and whn backed up by creatures. Health Points: 500 Possible Upgrades: Defensive Tower Upgrade
Name: ANTI-AIR TOWER Coal Cost: 150 Electricity Cost: 25 Pre-requisites: Advanced Structures research Needed for: Radar Pulse Use: anti-air defense against creatures (it won't work on Gyrocopters); more effective than the basic Soundbeam Tower when alone. Devastaing in groups Health Points: 1500 Possible Upgrades: Defensive Tower Upgrade
Name: WORKSHOP Coal Cost: 250 Electricity Cost: 0 Pre-requisites: Laboratory, Henchmen Needed for: none Use: secondary rally point for Henchmen and Gyrocopters collecting Coal Health Points: 1500 Possible Upgrades: Increase Building Integrity
Name: GENETIC AMPLIFIER Coal Cost: 150 Electricity Cost: 50 Pre-requisites: Advanced Structure Research Needed for: none Use: upgrades creatures. In the game's current version, the Genetic Amplifier ehnaces all existing and future creatures, though it's stated differently. Upgraded stats will have an exclamation mark near them in creature's dialog box and a check in the Genetic Amplifier's menu. It is only possible to upgrade once a single stat. Upgrade cost depends on creature's own build cost. Health Points: 1500 Possible Upgrades: Increase Building Integrity
Name: LIGHTINING ROD Coal Cost: 150 Electricity Cost: 0 Pre-requisites: Laboratory, Henchmen Needed for: (generatore), Advanced Structure Research Use: collects electricity (+2 per Lightining Rod). Only four can be built. Health Points: 500 Possible Upgrades: Increase Building Integrity; Strenghten Electrical Grid
Name: ELECTRICAL GENERATOR Coal Cost: 200 Electricity Cost: 50 Pre-requisites: Lightning Rod Needed for: none Use: collects electricity (+3 per Generator. Each Turbine increases the collection rate by 2 points). Can be built only on geysers. Health Points: 2000 Possible Upgrades: Increase Building Integrity; Strenghten Electrical Grid
Name: BRAMBLE FENCE Coal Cost: 5 (per square) Electricity Cost: 0 Pre-requisites: Laboratory, Henchmen Needed for: none Use: static barrier; When ordered to build one, you can drag a line and your Henchmen will lay down the fence from following the direction you set. Health Points: 250 Possible Upgrades: Strenghten Fences
Name: LANDING PAD Coal Cost: 150 Electricity Cost: 50 Pre-requisites: Advanced Structure Research Needed for: Gyrocopter Use: Build Gyrocopters and provides a landing zone for repairs and disembarking Henchmen. Yu can build only one Landing Pad. Health Points: 1000 Possible Upgrades: Increase Building Integrity
Name: RESEARCH CLINIC Coal Cost: 200 Electricity Cost: 0 Pre-requisites: Advanced Structure Research Needed for: none Use: Upgrade center. Health Points: 3000 Possible Upgrades: Increase Building Integrity
Name: GYROCPOTER (again, it's not a building, but...) Coal Cost: 100 Electricity Cost: 50 Pre-requisites: Landing Pad Needed for: none Use: Only one Gyrocopter per Landing Pad can be built. Carries 200 Coal units or one unit. Must be piloted by a Henchmen. Gyrocopters are automatically repaired when they return to the (eliport) and can be used to collect Coal just as Henchmen. Health Points: 750 Possible Upgrades: none
Name: RADAR PULSE (OK, OK, the third non-structure thing in the section) Coal Cost: 0 Electricity Cost: 1000 Pre-requisites: Anti-Air Tower, Research Level III Needed for: none Use: detects all enemy structures, creatures (even hidden ones), units on the map for few seconds. Health Points: none Possible Upgrades: none
Name: ADVANCED STRUCTURE RESEARCH Coal Cost: 100 Electricity Cost: 50 Pre-requisites: Lighting Rod Researched In: Laboratory Effects: allows Henchemen to build advanced structures; raises Laboratory's health point to 12000
Name: RESEARCH LEVEL II Coal Cost: 200 Electricity Cost: 300 Pre-requisites: none Researched In: Laboratory Effects: allows Level II creatures training; allows buiding of Genetic Amplifier and Water Chamber
Name: RESEARCH LEVEL III Coal Cost: 300 Electricity Cost: 650 Pre-requisites: Research Level II Researched In: Laboratory Effects: allows Level III creatures training; allows building of Air Chamber
Name: RESEARCH LEVEL IV Coal Cost: 500 Electricity Cost: 1000 Pre-requisites: Research Level III Researched In: Laboratory Effects: allows Level IV creatures training
Name: RESEARCH LEVEL V Coal Cost: 700 Electricity Cost: 1400 Pre-requisites: Research Level IV Researched In: Laboratory Effects: allows Level V creatures training
Name: HENCHMEN BINOCULARS Coal Cost:50 Electricity Cost: 75 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: increases Henchmen' sight radius
Name: HENCHMEN TAG Coal Cost: 400 Electricity Cost: 0 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: allows Henchmen to tag creatures; tagged creatures will be always visible on the map; other Henchmen can untag the unit
Name: HENCHMEN YOKE Coal Cost: 200 Electricity Cost: 100 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: allows Henchmen to carry 25 Coal points rather than the usual 20
Name: HENCHMEN HEAL Coal Cost: 125 Electricity Cost: 50 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: allows Henchmen to heal creatures and other Henchmen
Name: HENCHMEN MOTIVATIONAL SPEECH Coal Cost: 175 Electricity Cost: 75 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: makes Henchmen move about 1.5 times faster
Name: INCREASE BUILDINGS INTEGRITY Coal Cost: 200 Electricity Cost: 100 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: increased structure hit points; this increase varies from building to building, but it is from the 30 to 50%. Does not increse hit points for Bramble Fences or Defensive Towers.
Name: DEFENSIVE TOWER UPGRADE Coal Cost: 300 Electricity Cost: 200 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: Soundbeam Towers double their attack values and Anti-Air Towers can fire faster.
Name: STRENGTHEN FENCES Coal Cost: 200 Electricity Cost: 100 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: doubles Bramble Fences' hit points
Name: STRENGTHEN ELECTRICAL GRID Coal Cost: 200 Electricity Cost: 250 Pre-requisites: Research Clinic Researched In: Research Clinic Effects: increases by 20% the Electrical Output.
Name: GEOTURBINE UPGRADE Coal Cost: 125 (all Geoturbines) Electricity Cost: 50 (second Geoturbine); 75 (third Geoturbine); 100 (fourth Geoturbine) Pre-requisites: Electrical Generator Researched In: Electrical Generator Effects: Each Geoturbine upgrade grants a +2 bonus on the Electricity and additional 500 health point to the Electrical Generator; only four Geoturbines can be built on a single Electrical Generator.
******************** 7-TECHNOLOGICAL TREE ********************
Sadly, the first thing I'm going to describe here is a stability issue; I know that this isn't exactly the things you might expect in this section, but since it is only one, it would have been useless to do a completely new section. So, the issue: apparently, the game cannot run resolutions higher than 800x600 without getting unstable. On two different systems, with two different operating systems (Athlon 1.2, 512 Mb, Radeon 9700 Pro, SoundBlaster Live! 5.1, Windows 98SE and Windows 2000SP2, Catalyst 2.5 and 3.0; Pentium III 500, TNT2 M64, SoundBlaster PCI 128, Windows ME, Detonator 42.xx), the game is playable at 800x600. Setting higher resolutions will make it crash within minutes. Seems that anisotropic filter and FSAA settings do not affect stability, nor detail level or sound libraries do. I wrote on the Relic forum to show the problem, I hope a patch will come out soon (or there is a workaround - if you have any experience about this problem, feel free to contact me).
For now, I prefer to concentrate my efforts on the single player campaing and finishing the walkthrough. Hopefully, I'll get my hands on an ADSL line soon, so I won't have any excuse for avoiding multiplayer.
Noe: GameSpy and IGN distributed three "radio interviews" (fake, of course) each, narrating the story of some of all characters in the game. These files can be found in the \Goodies folder or you can go to Relic's website and find the direct link.
-------------- --REX CHANCE-- --------------
A war reporter, Rex quitted this job to become a novel writer after he got involved during the Spanish Civil War, where he was a journalist. Left alone by his father when he was very young, Rex grew up strong and guided by virtous thoughs and a bad sense of humor. He recieved a letter from his father and traveled where his father told him to go, just to discover the Sigma technology and Upton Julius' evil plans. Being the main good guy, Rex is the primary character during the single-player campaign; he carries a rifle loaded with neuro-toxin darts which can be used to collect genetic samples; he can't attack building, henchmen or creatures, nor can collect coal, build or repair. He has 1000 health points.
(Rex appears in the final part of the third IGN radio interview).
Dr. Chanikov's assistant, Lucy saves Rex from Julius' hands after Rex's first encounter with Sigma technology. Being Chanikov's assistant makes Lucy able to repair the hovertrain, study new technologies and adapt new ones to her owns use. She wants to uncover the truth about Julius' plans and Dr. Chanikov's death, like Rex. Lucy has 900 health points and basicallt she's an enhaced henchman: she can collect coal, build and repair construction and, if she gets close enough, study new buildings to replicate them and sabotage them.
(Lucy rescues GameSpy's journalist in the third radio interview).
Financer of Dr. Chanikov researches on Sigma technology, Juius intend to use this fearsome invention to create legions of invicible armies to conquer the world or just to sell them to the highest bidder. Just after Chanikov senses this danger, he was killed by Julius himself. He is now seeking to capture Rex Chance, Chanikov's only son, for unknown reasons.
(Julius' intentions can be heard in the first GameSpy interview).
One of Julius' main employess, Hooten controls the artci regions of Julius' archipelago. He's an hulking giant and a proven whale hunter; he commands with thight grip and ferocity; he's not really smart, but stories about him killing whales with his bare hands are well known. When regarding his creatures army, Hooten prefers head-on assault with close-range creatures with high defenses and health points, almost ignoring speed and other "strategic" features.
(Hooten uses IGN's journalist as a bait in the end of the second interview).
LaPette makes her French origins very earable when she speaks. A famous pilot and ornythologist, Velika tactics can be considered the opposite of Hooten's: she likes to use creatures (especially flying ones) with long-range attacks. She also likes to fight with venomous creatures, to slowly weaken them and then use her remaining creatures for fast strikes.
(IGN journalist is saved by LaPette at the beginning of the second interview, got some infos on her story with Julius and then was sent to Hooten).
Dr. Ganglion is "renowed" throughout America for having created by surgery fantastic creatures like mermaids, but the Circus he was working for rejected his experiments and fired him. He then found job as Upton Julius' right hand in the perfectioning of Sigma technology after Dr. Chanikov was killed. With no ethical sense, he sees the Sigma technology as a way to discover thruth, whatever this thruth is.
(GameSpy journalist would have become one with a weasel if he wasn't rescued by Lucy Willing in the second radio interview).
Rex's father. Before starting to send me e-mails asking why he has a different surname, let me tell you that I do not know. He was the creator of the Sigma technology. He left Rex when he was a young boy to continue his studies, which made him encounter his financer, Upton Julius, and Lucy Willing, his assistant. After several years he wrote to Rex to reunite the family, but shortly after he was killed by Julius himself.
(Chanikov's original ideas and concerns about Julius' own evil plans can be heard in the first and last IGN radio interview).
********************************* 12-SUBMITTED CREATURES AND ARMIES *********************************
-------------------------------------------------------- --Submitted by Kameron Clarke (hayawolf51@hotmail.com)-- --------------------------------------------------------
+ Cheetah/porcupine lvl 1, head,front legs, nad torso cheetah, tail and backlegs porc. 105 coal, 0 elec, 55 hp, 37 def, 20 sight, size 2, melee 8 + Hyena/electric eel lvl 2 head eel, rest hyena 127coal, 85 elec, 79hp, 22def, 26 speed, 25 sight, size 3, melee 5, range 10(18m), pack hunter + Giraffe/archerfish lvl 3 head archerfish, rest giraffe. 170 coal, 40 elec, 142 hp, 11 def, 30 speed, 30 sight, size 4, melee 9, artillery 8(28m) + Chameleon/gorila lvl 3 front and back legs gorilla, rest chameloern 156 coal, 140 elec, 135 hp, 25 def, speed 20, sight 30, size 3, melle 15, range 9(21m)regenertion, camoflauge, herding
--------------------------------------------------- --Submitted by Benny Sunoto (yu_beng@hotmail.com)-- ---------------------------------------------------
Lv1 name Antrhax (ant + rat) body part rat --> head , tail ant --> body , legs melee attack 7 (bite [2] , legs [5]) ability immune , plague , digging.
Lv2 a) name Shoter (lobster + porcupine) body part porcupine --> head , body , front legs lobster --> back legs , tail , pincers melee attack 11 (bite [3], pincers [8]) range attack quill throw [5] ability swimming , regeneration , quill burst , barrier destroyer
b) name Spy (lobster + chameleon) body part chameleon --> head , front legs , tail lobster --> back legs , body , pincers melee attack 8 (bite [3] , pincers [5]) range attack tongue attack [4] ability swimming , regeneration , camouflage (wohoo) , barrier destroyer
Lv3 a) name Rambo ^_^ (lobster + ram) body part ram --> head , body , back legs lobster --> front legs , pincers , tail melee attack 18 (gore [8] , pincers [10]) ability charge attack , herding , regeneration , swimming , barrier destroyer , horns
b) and c) --> Up to you guys !? (I make both of them , but never use them!)
Lv 4 Up to you guys !? (I'm reaaalllyyyy never use lv 4 creatures , cause they too weak for lv 5 , but not to strong against lv 3)
Lv 5 a) name Warhand (chimpanzee + sperm whale) body parts chimpanzee --> back legs , front legs sperm whale --> head , body , tail melee attack 18 (pummel [6] , bite [12]) range attack sonic attack [15] rock artillery [10] ability sonar pulse , swimming , pack hunter
b) name Ambusher Overlord (ant + sperm whale) body parts ant --> body , all legs sperm whale --> head , tail melee attack 27 (leg attack [15] , bite [12]) range attack sonic attack [15] ability , sonar pulse , swimming , digging , immune
--------------------------------------------------------- --Submitted by Brian Nelson (briannelson42@hotmail.com)-- ---------------------------------------------------------
+ first one babbon+ram this makes a very efficient melee creature with herding, pack hunting, charge attack, and horns. it is also very inexpensive to make, although it is a level 3. head ram, body baboon, back legs ram, front legs baboon, tail doesn't matter. + second one Sperm whale+wolverine with the sperm whale tail and head, this monstrosity has over 1400 hit points and great long range and incredible close range capabilities. if you need to get even bigger damage, just put them in frenzy...they can afford the hp. head and tailsperm whale, the rest wolverine. + third one gorilla+chameleon with it's camoflage, regeneration, and herding, this is one ranged creature to fear. the ranged damage is ok, and they can hold thier own in melee. they have decent hp (160ish) and the herding makes them incredibly tough. head and tail chameleon, the rest gorilla. + last one sperm whale+dragonfly this combination makes the highest melee damage I have been able to tweak out of the combiner(42). every part of the creature is dragonfly, and I like to call it mothra, hehe.
----------------------------------- --Submitted by SirJindura@aol.com-- -----------------------------------
Name Pond Hermit Mix Snapping Turtle + Lobster Level V Abilities Regeneration Barrier Destroy How to Build Lobster Front & Back Legs Turtle Tail, Body & Head Variations Changing Legs has no effect, changing tail may affect speed. Changing the body may improve speed and HP, but it makes it look retarded. Comment This creatures is extremely tough, although not too fast. It makes up for its speed deficiancy with its high defense. If it is attacked by something with low attack (E.G under 15) the regenration stops it from losing any HP. It's barrier destroy means it can get in close to buildings and to a very large amount of damage. Just a small pack can reck a whole base.
Name Impossible Creature Mix Sperm Whale + Gorilla Level V (If there were higher, than this would probally hit IX or X) Abilities Sonar Pulse Herding Ranged Attacks Sonic Pulse How to Build Gorilla Body, Front & Back Legs Sperm Whale Head & Tail Variations By giving it the Sperm Whale body you increase it's HP, and water speed, but decrease it's defense and ground speed. It also makes it looked pretty retarded. You can also change the Gorilla with the Chimpanzee or any other upright creature. The Chimp is a good mix because it gives you the extra artillery. Comment This was called Impossible Creature because of it's enourmous strength. It can take down almost anything with a few blows. It's sonic pulse attack means it can defend its self against flyers, and the herding means a big group is nearly unstoppable. This is really a version of King, the giant ape in the last stage. King is only a this same creature but using only the Gorilla parts.
Name Speed Demon Mix Cheetah + Giraffe Level II or III (For some reason it keeps changing on mine. Any ideas?) Abilities Leap Attack How to Build Cheetah Tail, Body & Front & Back Legs Giraffe Head Variations Changing the Body may yield interesting results, but once again, may look retarded (I dunno though, haven't tried). Changing the head isn't good since that's what makes it a scout, and the legs are needed for speed. You can change the Cheetah for the Panther or the Horse if you want more attacking power. Comment This creature is mostly a scout and light attack unit. You shouldn't build to many, as they are weak against A.O.E (Area of Effect) attacks, and when crowded they can't use their Leap Attack. Scout are best used on 3 player + maps where you are using under the limit of players, so you can find your enemies or resources.
************** 13-WALKTHROUGH **************
Coming Soon. Be patient.
********* 14-CHEATS *********
First of all, remember that if this section will include any cheat regarding modifying files, Windows' registry or whatever else, you do it at your own risk. Neither I, nor Relic, nor the sites hosting this FAQ with my permission can be considered resposable of any damage you'll cause to yourself, your computer or the world. Also, remember that this section is here for completeness; do your best trying to complete the game alone,it is definitively worth it.
To activate all following cheat, press the "~" key (for italian keyboard users, it's the "щ" key), type the following words and press enter to get the respective cheat.
* cheat_electricity: more electricity xxxx (type a number: for example: cheat_electricity 1000) * cheat_coal: more coal xxxx (type a number: for example: cheat_coal 1000) * cheat_buildings: all buildings * cheat_rank: higher research level * cheat_killself: kill yourself
As silvertongue@talk21.com noticed, pressing the "~" button doesn't allow to cheat. I first thought that cheats had to be entered through the chat window (as with Blizzard' Starcraft and Warcraft series), but the same guy wrote back telling that the "@" button works. He also stated that he uses the UK english keyboard layout, so pay attention to "translate" the right key position.
******************* 15-CREDITS and MISC *******************
The first credit goes to Relic, for the game. The second is to me, Briareos Kerensky (briareos@inwind.it), the third to all site showing this document with my permission and the fourthh to you for reading it and to everyone that submitted anything to this faq, contributing to it. Then, in spare order, some special thanks: to Leader, which translated only the manual; to Micro$oft Game Studios for their insane way to store CDs in a DVD-like case (this isn't exactly a thank...ehy guys, I risk to bend or scrap the CDs with these cases!); to Relic (again), for gaving a real nasty idea to all mad scientists in the world on how use genetics (hope this will stay a tasteless joke); my employer, who is kindly giving me money to continue me writing walkthorughs (in exchange of 3D models and animations, of course); to all soundtracks of the long nights where I wrote these lines; Datel for the GameCube Freeloader; to Nintendo for Animal Crossing, Metroid Prime and the Zelda bonus pack; I'd like to thank my girlfriend, still haven't found one.
Sites authorized to show this FAQ: + WolfArt(http://www.geocities.com/khan_briareos/index.htm visit it, it's my personal site ;) + GameFAQs (www.gamefaqs.com) + IGN FAQs (http://faqs.ign.com) + Cheat Code Central (http://www.cheatcc.com) + Gameguru Mania (http//www.ggmania.com)
To ask permission to post this document, just send a mail writing down the URL. To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is 264286. Write only about this FAQ or if you have a cute (female)friend/sister to introduce.
Copyright (c) Briareos Kerensky 2003/2004. Reproduction and translation of this document (as a whole or parts of its) in any mode without permission is strictly forbidden. All names and marks are proprieties of respective owners.