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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.
******************
2-HISTORY BRIEFING
******************
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...
********************
3-ABILITIES BRIEFING
********************
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.
*************************
4-BASE CREATURES BRIEFING
*************************
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.
********************
5-STRUCTURE BRIEFING
********************
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
*******************
6-UPGRADES BRIEFING
*******************
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
********************
|- GENETIC
| AMPLIFIER
|
|- WATER
| CHAMBER
| |--AIR CHAMBER
| |
++++++++++ | |
LABORATORY----------RESEARCH----RESEARCH----RESEARCH----RESEARCH(HENCHMEN)
LEVEL II LEVEL III LEVEL IV LEVEL V
++++++++++ | | | |
| | | | |
| | | | |
|---CREATURE | | | |
| CHAMBER | | | |
| | | | | |
| | | | | |
| LEVEL I LEVEL II LEVEL III LEVEL IV LEVEL V
| CREATURES---CREATURES---CREATURES---CREATURES---CREATURES
|
|-----LIGHTNING
| ROD
| |
| ------
| | |
| | |
| | ELECTRICAL
| | GENERATOR
| |
| ADVANCED
|---STRUCTURE-----RESEARCH
| RESEARCH | CLINIC
| |
| |---ANTI-AIR TOWER---RADAR PULSE
|---BRAMBLE |
| FENCE |---LANDING PAD---GYROCOPTER
|
|
|---SOUNDBEAM
| TOWER
|
|
|---WORKSHOP
*****************
8-GENERAL TACTICS
*****************
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).
*********************
9-MULTIPLAYER TACTICS
*********************
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.
**********************
10-CHARACTERS BRIEFING
**********************
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).
----------------
--LUCY WILLING--
----------------
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).
----------------
--UPTON JULIUS--
----------------
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).
-----------------
--WHITEY HOOTEN--
-----------------
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).
------------------
--VELIKA LAPETTE--
------------------
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).
-----------------
--OTIS GANGLION--
-----------------
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).
-----------------
--ERIC CHANIKOV--
-----------------
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).
***************************
11-PRE-DONE ARMIES BRIEFING
***************************
Coming Soon.
*********************************
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
----------------
--CHEAT UPDATE--
----------------
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.
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.
******************
2-HISTORY BRIEFING
******************
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...
********************
3-ABILITIES BRIEFING
********************
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.
*************************
4-BASE CREATURES BRIEFING
*************************
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.
********************
5-STRUCTURE BRIEFING
********************
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
*******************
6-UPGRADES BRIEFING
*******************
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
********************
|- GENETIC
| AMPLIFIER
|
|- WATER
| CHAMBER
| |--AIR CHAMBER
| |
++++++++++ | |
LABORATORY----------RESEARCH----RESEARCH----RESEARCH----RESEARCH(HENCHMEN)
LEVEL II LEVEL III LEVEL IV LEVEL V
++++++++++ | | | |
| | | | |
| | | | |
|---CREATURE | | | |
| CHAMBER | | | |
| | | | | |
| | | | | |
| LEVEL I LEVEL II LEVEL III LEVEL IV LEVEL V
| CREATURES---CREATURES---CREATURES---CREATURES---CREATURES
|
|-----LIGHTNING
| ROD
| |
| ------
| | |
| | |
| | ELECTRICAL
| | GENERATOR
| |
| ADVANCED
|---STRUCTURE-----RESEARCH
| RESEARCH | CLINIC
| |
| |---ANTI-AIR TOWER---RADAR PULSE
|---BRAMBLE |
| FENCE |---LANDING PAD---GYROCOPTER
|
|
|---SOUNDBEAM
| TOWER
|
|
|---WORKSHOP
*****************
8-GENERAL TACTICS
*****************
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).
*********************
9-MULTIPLAYER TACTICS
*********************
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.
**********************
10-CHARACTERS BRIEFING
**********************
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).
----------------
--LUCY WILLING--
----------------
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).
----------------
--UPTON JULIUS--
----------------
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).
-----------------
--WHITEY HOOTEN--
-----------------
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).
------------------
--VELIKA LAPETTE--
------------------
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).
-----------------
--OTIS GANGLION--
-----------------
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).
-----------------
--ERIC CHANIKOV--
-----------------
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).
***************************
11-PRE-DONE ARMIES BRIEFING
***************************
Coming Soon.
*********************************
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
----------------
--CHEAT UPDATE--
----------------
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.