War Wind II Human Onslaught Tips and Tricks 
By Barnabas Soon
Version 0.86
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This file and all its contents are sole propety and is copyrighted by Barnabas 
Soon since Jan 1 2000. Should you wish to place this on your website please 
contact me first. You may however, distribute this file via e-mail to your 
friends in its entirity. Do not however edit this file whatever you do.

You may print out any portion of this (uneditied). If you do, please a credit 
it to me.

This file may not be sold or be used to make a profit.

Where you can find it
This file can only be found at:
www.gamefaqs.com
www.geocities.com/emunalysis
http://rab-tcg.50megs.com/mygameguides (This is my personal website)
www.neoseeker.com
www.gamewinners.com
http://home.planetinternet.be/~twuyts/

If this is found anywhere else please tell me so I can mail these people a 
earful.
----------------------

Contents
----------------------
Introduction
Version History
Storyline
Overview of game
History of this guide
General overview of each race and their character
General Tips
Tips for S.U.N
Tips for Overlords
Tips for Marines
Tips for Descendants
Beasts of Yavuun and how to deal with them
Using heroes
Hot keys to remember
Walkthroughs*
FAQ's*
Credits
Comments and suggestions on what War Wind II should have been*
Legal stuff
Comments and suggestions
Links

*-see introduction
----------------------

Introduction
----------------------
This is a text file to help people needing advice on how to play War Wind II. 
This file will give you information to deal with playing the game. Each 
faction's tips will give you tips on units, buildings as wells as various 
other aspects of the game. It is important to read the manual, readme file and 
on-line help as it has some valuable advice as well as the technological trees 
which I am not covering.

*-This is not an FAQ or walkthrough, or a suggestions list although if people 
mail me questions walkthroughs and suggestions I will place them in this file. 
I may even add in my own advice.
----------------------

Version History
----------------------

Jan 2001 (version 0.85)
Released this guide.

Feb 2001 (version 0.86)
Added Version History section
Listed more Websites where this is available and changed the copyright to make 
it clearer.
----------------------

Storyline
----------------------
War Wind II starts of several decades after War Wind I. In War Wind I, the 
Tha'roon have enslaved the Eaggra and Obblinox but the Eaggra managed to rebel 
successfully and gain their freedom, they then ally with the Shama'li and 
become S.U.N. The Obblinox on the other hand rebel as well but unfortunately 
are quelled by the Tha'roon, they are then collectively known as the 
overlords. Years pass and S.U.N becomes complacent, the Overlords are now 
ready to crush S.U.N and re-enslave the eaggra. As Overlord forces drive S.U.N 
forces to their knees and are about to finish them, S.U.N mages attempting to 
summon NagaRom in the last battle feel magic crushing them like a wave......
Many light years away on earth in the arctic scientists have unwittingly 
uncovered a stone tablet of NagaRom. They bring it back to their base and 
place it storage with Marines guarding it when a flash of light blinds them 
all.
Back on Yavuun...... 
Without warning the whole arctic installation appears, overlord soldiers 
encountering the marines trade fire without asking questions. The scientists 
escape into the forest. The marines regroup and fall back to plan their next 
attck.
Several generations pass and this is where War Wind II starts.
----------------------

Overview of this game
----------------------
War Wind II is a real time strategy wargame involving 5 races struggling for 
survival on a planet known as Yavuun. The races are the Shama'li, the Eaggra, 
the Tha'roon, the Obblinox and the Humans. These races are broken into 4 main 
groups, S.U.N(servants under NagaRom comprised of Shama'li and Eaggra), 
Overlords (comprised of Tha'roon and Obblinox), Marines (comprised of humans) 
and descendents (comprised of humans as well).
----------------------

Characteristics of each faction
Each faction is fighting for something different here is what their outlook is 
in War Wind II
S.U.N
S.U.N wishes for peace between all races and factions. In the game they are 
allies of the descendents.
Overlords
The Overlords wish for total domination of Yavuun. In the game they are trade 
partners of the marines, trading resources for technology.
Marines
The marines wish for a human nation on Yavuun and wish to eliminate everyone 
else including the descendets. In the game they are trade partners of the 
overlords, trading technology for resources.
Descendents
The descendents wish to return to Earth, the human's homeworld. In the game 
they are allies of S.U.N.
----------------------

General tips:
----------------------
Hiring units
In general, you should train a unit to at least persuasion level 3(if 
resources permit) and then go and persuade worker units which will help 
increase resources. If you are in need of warriors, you should persuade 1 
warrior per worker or have all your warriors together in a group on aggressive 
so they can respond to any attacks.
----------------------

Setting stances
Aggressive
This is a good defensive stance(ironic isn't it) for guarding your base. 
However keep an eye out because they will persue fleeing enemy troops right 
into their base.

Defensive
This is a good aggresive stance(ironic isn't it) because they will take out 
any close range enemies but respond to your command.

Reactive
This is a neutral stance but not good for defending troops when they are in 
groups because if one is attacked, unless there is splash damage, your other 
troops won't come to help.

Evasive
This is a good stance for scouting because selected scout will use its stealth 
ability(if applicable).
----------------------

Riding in vehicles
Unless you have a very fast vehicle, its a good idea to have a worker unit 
piloting the vehicle so he/she can repair the vehicle if it becomes damaged.
----------------------

Unit/Vehicle upgrades
I suggest that one should research in vehicle upgrades first rather than unit 
upgrades because you get all vehicle upgrades with only one research. Follow 
what the manual says about this as well.

-Tip-
Marines do not have vehicle upgrades to speak of.
----------------------

Unit upgrades/Cybernatics
I strongly suggest that when you do equip your units with cybernatics, use 
offensive or advanced cybernatics. Do not bother with defensive as they slow 
your unit down.
----------------------

Influence and songs
Song (All last about 30 seconds)Check manual for details

War Song: I normally use it in an emergency when my units are about to die.

Magic/Inspirational Song: I rarely use this but its probably a good idea to 
call it when your magical units are in need of mana or under attack because 
magical damge doubles.

Construction song: I use this when I build a guard tower(because its so slow) 
or am in need of a huge number of resources right away.

Travel/retreat song: I have never used this because I never have an all out 
war.

Its a good idea to research or call a song(except the travel song) before an 
attack so that you can get maximum influence points out of the attack.

-Tip-
If you would like a song to go on and on, start a song and then go to the 
options menu(this would be a good time to save) then return to the game. I'm 
not sure if saving the game has anything to do with this apparent bug but do 
it if returning straight to the game dosn't work.

-Tip-
You can change the music with the . and , on the keyboard. If you're in a war 
song as described above, then it plays songs like the main menu song as well.
----------------------

Movement packages
There are 3 types, normal, off-road roadster and unrestricted. Needless to 
say, try to use the terrain which gives your unit extra speed. 

-Remember- 
Hovering units can cross water but not natural barriers like cliffs.

Stealing resources (being sneaky)
All units with stealth can steal resources, simply enter a building containing 
resources(eg a Silo) and access the steal resource button by double clicking 
on your unit. 

-Tip- 
The hot key is s

Storing resources/supplies
Should there be resources on your unit(either picked up or stolen) access the 
store resource button by double clicking your unit. The unit will return to 
the nearest Town Centre or Silo to store the resources.

-Tip- The hot key is O
----------------------

Supplies
I prefer to have the supplies option turned on but regardless, you should 
roughly have 1 food producing building per 5 units.
----------------------

Friendly fire
I won't go into this because I always turn friendly fire damage off.
----------------------

Weapons
The manual tells you all about it.

-Tip-
Some weapons can not attack flying units but all can attack hovering units.

Note: I won't go into a unit's or building's detail because they are all in 
the manual at the back
----------------------

Detecting and detroying mines
When you find a mine (signalled by an expanding and contracting blue circle) 
use a ballistic or missile attack to destroy the mine
----------------------

Building other constructions
----------------------

Defensive Walls
Pro's
Provides protection
Obstructs enemies

Con's
Useless otherwise
Takes time to build a whole row
Destroyed easily by deconstructors

Do not build this, it is a waste of time and resources
----------------------

Offensive walls
Pro's
Provides protection
Obstructs enemies
Damages enemies if they walk through

Con's
Takes time to build a whole row
Destroyed easily by deconstructors

Do not build this, it may be better than defensive walls but it is pointless, 
attack rather than defend.
----------------------

Human roads
Pro's
Increases speed for all units except off-road ones

Con's
Easily destroyed
Waste of resources
Waste of time building a line of them

You really should only build roads if you have two bases and wish to connect 
them up.
----------------------

Yavuun roads
Pro's
Increases speed for all units except off-road ones

Con's
Easily destroyed
Waste of resources
Waste of time building a line of them

You really should only build roads if you have two bases and wish to connect 
them up.
----------------------

Bridge
Pro's
Allows you to travel across water

Con's
Expensive
Waste of resources
Waste of time building a line of them
Destroyed easily by deconstructors

Unless absolutely neccessary avoid trying to build long lines of bridges you 
really do not need them. Its also very risky crossing this because enemy stray 
shots can destroy part of it causing your units to drown.

-Tip-
Try to find the narrowest place to build a bridge thereby saving resources.
----------------------

Control Bridge
Pro's
Allows you to travel across water
Can switch bridge off thereby drowning enemy units

Con's
Expesive
Waste of resources
Waste of time building a line of them
Destroyed easily by deconstructors

Like the bridge avoid trying to build these, they are much more expensive then 
normal bridges. Stray shots can also destroy parts of this.

-Tip-
Use normal bridges to save resources, then place maybe one or two Control 
bridges along the way so you can drown enemies.

-Tip-
An even sneakier way to deactive two control bridges thereby trapping the 
enemies in the middle with no way to go. Then let one open. When they cross 
shut it off causing them to drown. This is a more controlled way to handle the 
situation.
----------------------

Trip Mines
Pro's
Damages units greatly

Con's
Chance of being stepped on remote
Expensive to cover a large area
Easily destroyed by weapons with a blast radius

These trip mines are a waste of resources do not build them
----------------------

Remote Mines
Pro's
Damages units greatly
Can control explosion

Con's
Chance of being stepped on remote
Expensive to cover a large area
Easily destroyed by weapons with a blast radius

Like trip mines, these are a waste of resources do not build them
----------------------

Security Alarm
Pro's
Alerts to enemies prescence
Has a range of eight squares

Con's
Easily destroyed
Can only alert but can not see unit

The security alarms are a bad investment since they can not see enemy units, 
you may be alerted to their prescence but you still have to build or train 
units to look out for the enemies so this is just extra unneccesary cost.
----------------------

Bombs
Pro's
Damaging
Has a blast radius

Con's
Requires bomb-planting skill
Tedious having to use bombs
Expensive

Do not build these general bombs, if you are the Overlords use your Alchemist 
spells. If Descendents and Marines use Invention. If S.U.N. use Engineers to 
destroy enemy buildings and Rangers to snipe enemies.
----------------------

Tips for S.U.N (Servants under NagaRom)
----------------------
General Pro's and Con's
Pro's
Units generally have several skills
Most units have stealth ability
They can cast magic

Con's
Almost no vehicles
Units do little good against vehicles unless in huge clusters or highly 
skilled
No boats or water-bound vehicles
Need separate reserch for Shama'li and Eaggra spells
----------------------

General tips for:
----------------------

Selecting a leader
Read the mission instructions, if it requires battling enemies for extended 
periods choose the Shadow Dancer, if it involves bringing a character to a 
certain spot or setting up a base, choose the Prime Maker. Note: If you have 
to bring several characters to a certain spot later in the game, it is better 
to choose the Shadow Dancer becauase enemies are probably guarding the spot.
----------------------

Bringing units over from previous missions
I suggest bringing over at least:

1 farmer with full skills
1 ranger with full stealth and detection skills
1 cavalier(or mounted cavalier if possible with full up grades)
1 Guru with full spells(preferably 2 for Butanium harvesting)
1 druid with full spells (preferably 2 for regrowth).

If you feel it takes just too long to research all the spells, you should 
concentrate on Shama'li or Eaggra spells for one whole level, upgrade at least 
2 magical units (preferably with potential to maximum spell) and then carry 
them over to the next mission. The same goes for upgrades, give your units 
whatever upgrades you want and then bring them over for the next mission. 

-Tip- 
Do not bring over Butanium consuming units unless you really need them or can 
locate a source of Butanium quickly.
----------------------

Scouting
Have extended training on one unit with stealth ability(preferably not a 
mission-critical unit) up to stealth level 4 (invisibility) and then send it 
to scout the area out. I recommend a Eaggra ranger because it can detect 
mines, stealth units and bombs as well as hide from the enemies.
----------------------

Butanium gathering
You should have at least 2 shamen or Gurus doing this so they can take turns 
while one is regaining mana the other is  casting the Ground Harvest spell. 
Alternatively, you can cast ground harvest with both of them as a group spell.
----------------------

Unit Pro's and con's
----------------------

Shadow Dancer
Pro's
Able to cast magic and persuade units.
Can use war song and magic song
Has stealth ability
Can attack air units

Con's
He is vital to the mission and if killed will cause the mission to fail.
Attack depends on mana and if mana falls to zero then he cannot attack or 
defend himself.

The shadow dancer being a leader should be kept in base to help defend it. He 
should also be given extended training and be used to persuade units at a 
reduced costs.
----------------------

Farmer
Pro's
Can harvest resources and build buildings/vehicles and reapir as well
Can be turned into a stronger unit(especially if he has potential)
Can be hired at a cheaper price if persuaded

Con's
Bad at attacking or defending
Low health
Requires training to widen build/construction options
Can't attack air

You should train a farmer(wihout potential) to have full skills in the second 
S.U.N level and then carry him over to the next mission and the next mission 
etc. etc. so you can build all buildings.
----------------------

Defender
Pro's
Has stealth ability
Fast
Good close-range attacker in earlier levels

Con's
Becomes redundent in later levels because attack is weak and easily killed.
No futhur advancement. Stays defender.
Can't attack air

As stated, do not bother training defenders in the later levels except as 
fodder for the enemy or for scouting if you prefer it to a Eaggra ranger.
----------------------

Cavalier
Pro's
Can mount Boncas to become Mounted Cavalier with no costs
Has stealth ability
Has animal handling
Better close range fighter than defender
Can tame elder Bonca's and turn them into rooks
Can be turned into Ranging spirits

Con's
Still weak when unmounted like a defender
Needs Bonca's on map to become mounted cavalier
Can't attack air

The cavalier has the ability to handle animals, they should be given extended 
training should you wish to tame aniamls. Mounting a Bonca(option accessible 
by clicking on the cavalier twice)is a good idea because they have higher 
damage, faster speed, more armour and can be given animal training.
----------------------

Mounted Cavalier
Pro's
Excellent close range fighter against people
Fast
Can act as scout or used to lure the enemy into a trap
Costs nothing to become Mounted Cavalier from Cavalier
Can be given upgrades to become even better
Can steal resources
Can carry two items
Can detect steath units regardless of stealth level

Con's
Can only be done if Boncas are around
Somewhat slow at attack
Can't attack air

You should research in Animal Training and then upgrade the Mounted Cavalier 
with Obedience, conditioning, and endurance making them much more powerful.
----------------------

Shaman
Pro's
Can cast spells
Can attack air units
Has Persuasion

Con's
Poor attacker
Does not contain as much mana as Guru

I generally don't have Shamen, I have Guru's. See Guru for tactics using 
Shaman.
----------------------

Guru
Pro's
Can cast spells
Can attack air units
Has persuasion
Has higher mana then Shaman

Con's
Poor attacker
Not much more different than Shaman

Gurus(or shamen) should be used to cast Great earth spirit on wounded troops 
and should cast soothing voice on enemies. Unfortunately, the spell can only 
be cast on visible units. Hence the enemy must be visible to you and not 
covered by fog of war. By the time the Guru can see them the Guru is probably 
halfway dead already, what I suggest is having an invisible unit(eg an Eaggra 
ranger) reveal the enemy and then use your Guru to cast soothing voice on 
them.
----------------------

Raging Spirit
Pro's
Fast attacker
Does relatively good damage against soldiers
Can become invincible for a short period

Con's
Very costly to reasearch and train
Not very good against vehicles(an incinerator in particular) or groups of 
people unless in very huge numbers.
Will die after invincibility has worn off.
Can't attack air

I personally feel that ranging spirits are a useless waste of resources and 
influence points because they are very expensive and yet have no skills. They 
do slightly more damage than a Mounted Cavlier but can not be upgraded except 
for cybernetics.
Note: I generally consider how good a unit is by how many enemies they can 
potentially kill versus how much they cost.
----------------------

Prime Maker
Pro's
Has Construction and Travel song
Can harvest resources and build buildings/vehicles, can repair as well
Has persuasion

Con's
Has a flamethrower as a weapon which destroys trees(which can be turned into 
resources
Can't cast spells
Can't attack air units

The Prime Maker is a leader and hence should be protected or at least kept at 
a safe position. The prime maker can not cast spells like the Shadow dancer 
but can harvest and build as well as persuade.
----------------------

Combat engineer
Pro's
Can harvest resources
Can build bombs and alarms
Can detect bombs and mines
Can detect some stealth units
Can be turned into more powerful units
Can plant bombs
Has destruction skill
Can attack air units

Con's
Slow when moving over clear terrain
Bad at attacking and defending except against vehicles
Low health

Combat engineers are weak, use them for bomb planting and harvesting 
resources. I normally turn them into Rangers or Druids as soon as possible.
----------------------

Ranger
Pro's
Attack always hits
Long range
Has stealth ability
Can detect bombs and mines
Can be used as scout

Con's
Slow over open terrain
Slow weapon reload time

The Ranger is one of the most useful and versatile units in S.U.N. They can 
detect mines and bombs and can scout. I would do as the manual says and use 
them as snipers especially in large groups backed up by 1 or 2 Mounted 
Cavaliers and Guru's a distance behind. Their slowness is a problem but 
casting pathfinder or Great Earth spirit probably helps, especially pathfind. 

-Tip-
NEVER MIX SHAMA'LI AND EAGGRA SPELLS!!!! The reason is programming bugs which 
somehow never let them wear off and never allow you to cast spells on them 
again.
----------------------

Druid
Pro's
Can cast magic
Has freeze ray
Has animal handling

Con's
Slow weapon reload time
Slow over open terrain

I consider Druids an essential part of the team because they have regrowth. 
This allows you to practically have infinite resources by simply regrowing the 
trees once they are out. The only disadvantages is that it takes all mana to 
regrowth. Note: The druid is useless in battle except to freeze the enemy.
----------------------

Attack drone
Pro's
Can fly
Has powerful attack
Fast

Con's
Expensive to research and build
Can be used only once
Explodes after a while of flying

I consider this a waste of money because it can only attack once and costs 
more than a thousand resources. I suppose you could build them around your 
base and when the enemy comes make them fly and explode on the enemy. Its fun 
to build but useless in war. 
----------------------

Scout drone
Pro's
Can fly
Fast
Has large vision range

Con's
Explodes after a while

This is another waste of money though not as great as the attack drone. The 
ranger can do the same job better becuase it has the ability to detect mines 
and bombs. After all, what is the use if it explodes after a while? Of course, 
I don't really use this alot and I could be wrong.
----------------------

Stealth gun tower
Pro's
Has extremely high stealth ability
Has powerful ballistic attack

Con's
Consumes butanium even when unactive
Not very good against vehicles

I never build this but I have tried it out in the multi-player games. This is 
an okay defense against people but against my incinerators when I was playing 
marines its practically useless, but then most units are against an 
incinerator.
----------------------

Sun vehicle Pro's and Con's
----------------------

Rook
Pro's
Can carry 4 units
Relatively well armoured and high health
Quite fast

Con's

No attack
Somewhat large and clumsy

I have used Rooks on several occassions but never in a military suituation its 
just too time consuming having them find a place to let their occupants down.
If anybody knows how to train Elder Bonca's into Rooks I would be most 
grateful, I'm not too sure myself.
----------------------

Burrower
Pro's
Can go underground
Can cross land, sea and natural barriers

Con's
Only space enough for 2 units

The burrower is a good choice for scouting places unreachable by rangers. Just 
remember it has no stealth abilities so burrow into the ground if pursued. I 
generally place 2 rangers in the burrower for scouting purposes. 

-Tip-
Hot key for burrowering is U
----------------------


Spells of S.U.N. (Consult manual for spell descriptions)
----------------------

Eaggra spells
----------------------

Pathfinder
Cast this over Rangers or off-road units to make them travel faster
----------------------

The Eye
I don't use this because I just use rangers
----------------------

Nature Seeing
This spell is good if you know a map has plenty of animals so use it when you 
know it does.
----------------------

Earthform
This spell I find rather useless but possibly morphing several druids into 
trees and unmorphing them when an enemy comes looks pretty cool.
----------------------

Regrowth
If you run out of trees, have 2 druids with this spell and cast it over the 
tree trunks alternately.
----------------------

Resurrection
I have never used this spell before but obviously use it on important units 
like raging spirits.
----------------------

Spells for Shama'li
----------------------

Great Earth Spirit
This is a good spell for healing and increasing your unit statistics for a 
while. It is cheap and the first spell you get as a shaman or guru.
----------------------

Soothing Voice
This is a great way to stop enemies from attacking you. This works very well 
with Eaggra rangers and druids as they do not have splash damage and splash 
damage can break the units out of the spell.
----------------------

Ground harvest
This harvests butanium which is essential if you have burrowers or stealth gun 
towers because having low butanium can cost you influence.
----------------------

Naga Rom's Touch
I have tried using this but it yields no results on normal units, however the 
manual says it increases regeneration so I assume it works on units with 
advanced cybernetics or a mounted cavalier with regeneration.
----------------------

Wind Spirit
This spell is alright and is probably the "equilizer" for SUN against the 
overlords and marines. Just remember that vehicles can be destroyed even 
though they are usually powerful so you should have a group of units to help 
destroy any enemy units around the newly captured vehicle.

-Tip-
Only workers of a faction can repair that factions vehicles so any captured 
vehicles will not be able to be repaired. Take care them!

----------------------

Implore help
This is spell is okay but somewhat useless if you have only the minimum number 
of spell casters required. For some strange reason, the more spell casters 
casting implore help the greater the chance the unit summoned is powerful, 
however the mana used is the same I believe (I have not tried to count it 
accuratly).
----------------------

S.U.N. buildings Pro's and Con's
----------------------
Garden
Pro's
Provides supplies
Allows building of other buildings
Usually already built in a mission

Con's
Weak health
Easily destroyed if enemy has high deconstruction

These are essential so build as many as needed
----------------------

House of Justice
Pro's
Can store resources
Allows building of other structures
Allows skill upgrading
Usually already built in a mission

Con's
Expensive
Resources can be stolen from if not guarded

Protect this well and make sure that dinge vermins do not steal resources from 
it. To lose this at the beginning of the mission with insufficient resources 
to rebuild it is disasterous.
----------------------

Sanctuary house
Pro's
Allows certain buildings to upgrade and new buildings to be built
Can store even more resources then House of Justice

Con's
Cost resources to upgrade

Same advice for House of Justice. Try upgrading later when you have more then 
enough resources to train your troops. Base defense and harvesting comes 
first.
Resources can be stolen from if not guarded
----------------------

Silo
Pro's
Costs less then a House of Justice but still stores resources
Takes up less space then a House of Justice

Con's
Resources can be stolen from if not guarded
Very weak health
Easily destroyed if enemy has high deconstruction

Protect these well. These can act as a resource collection centre in the 
furthur reaches of the map. If this is destroyed resources will also be 
destroyed.
----------------------

Lookout tower
Pro's
Increases units statistics if in the tower
Unit inside does not take damage from attacks
Gives you ability to build a school of Growth
Gives you ability to research stealth gun tower

Con's
Easily destroyed if enemy has high deconstruction
Slow in building

I usually build only one or two of these since they are bad against units with 
deconstruction. I usually place Rangers in them to keep an eye out for 
enemies, stealth or otherwise. I suggest rangers are the best S.U.N units to 
place in them as they have long range and detection ability.
Use the tower to spot enemies and a group of other units to intercept them. 
Watch out for enemies beyond visual range though as your unit may not react if 
set on certain stances.
----------------------

School of Growth
Pro's 
Can train defenders, cavaliers, rangers and druids
Allows you to upgrade to a santuary house if a temple has been built

Con's
Cost resources to upgrade
----------------------

Corral
Pro's
Can train defenders, cavaliers, rangers and druids
Can now research Bonca upgrades
Grants Bonca upgrades

Con's
Cost resources to upgrade
Cost influence and resources to research Bonca upgrades
Upgrades only apply to Boncas which may not be present.

Upgrade this only if you want to have animal upgrades if not don't even 
bother.
----------------------

Temple of NagaRom
Pro's
Allows spell research up to level 4
Allows sancturary house to be built
Allows offensive and defensive cybernetics to be researched and granted

Con's
Costs resources to upgrade
Cost influence and resources to research upgrades
Must research Eaggra and Shama'li spells separately

This is an essential building if your magical units are ever going to increase 
in power. Annoyingly enough you must upgrade the different race spells 
separately.
----------------------

Greater Temple
Pro's
Allows spell research up to level 6
Allows offensive, defensive and specialised cybernetics to be researched and 
granted
Can research Raging Spirit

This is better than the Temple although you may have to wait a while before 
upgrading to this.
----------------------

Dish
Pro's
Allows research for attack and scout drones
Improved communications and mapping (Unknown effect)

Con's
Upgrades not oo useful

I don't bother to build this at all because I don't like to use attack and 
scout drones. If someone can tell me what effect improved communications and 
mapping does I would be grateful.
----------------------

Tips for Overlords

General Pro's and Con's

Pro's
Powerful units and vehicles

Con's
No healing abilities except for war song
Tha'roon spells tend to inflict damage on caster
No flying except for Jump Troop
Somewhat expensive to run armies
Only 3 units with stealth
----------------------

General tips:
----------------------

Selecting leader
Most of the time you should choose the Obblinox war general because the war 
general has the war song which can heal your units during the fight and 
increase their strength. Most of the time your troops will have to destroy all 
enemy bases as their mission so you should choose the war general most of the 
time.
----------------------

Bringing units over from previous missions
The units I suggest for bringing over would be:
1 or 2 Obblinox herdsmen with full skills
1 or 2 Chaingun mechs for defense with solar power plants at least
1 or 2 Jump Troops with specialised cybernetics
1 or 2 Elite for training and defense if you do not have jump troops or you 
think you will be short on butanium. They should have specialised cybernetics
1 War Alchemist
1 Minister, should have specialised cybernetics if possible
This provides a strong combination as you can see. After all, not many things 
can stand against Jump troops, Chain gun mechs, Elites and a War alchemist. 
The Minister can help to scout.
----------------------

Scouting
This is slightly difficult with the overlords as they do not have stealthy 
units except for Psionics, the Minister  and the Prime Minister. Your best 
option besides using the above units is to use either a Tha'roon guard without 
potential, a hover pod or a jump troop since the jump troop can fly away in 
case of danger, the pod is very fast and the guard is expendable. Remember 
that the overlords have no healing spells so you may have to use a war song to 
heal your unit.
----------------------

Butanium gathering
This is very important as quite a number of Overlord troops require butanium 
(eg Jump troop) so try and secure at least 3 vents.
----------------------

Unit Pro's and con's
----------------------

Prime Minister
Pro's
Has a laser attack which always hits
Can cast spells
Has persuasion ability which lowers hiring cost
Has work and magic song

Con's
Somewhat slow moving
He is vital to the mission and if killed will cause the mission to fail.
Attack depends on mana and if mana falls to zero then he cannot attack or 
defend himself.

The prime minister is not my choice of leader unless you have alot of hiring 
to do or you need the work and magic songs. You're probably better off with 
the Obblinox general.
----------------------

Imperial Guard
Pro's
Can attack air units
Can train to become more powerful units
Has a wide attack

Con's
Weakest unit

You should always have a few guards around to combat any air threats although 
you should keep them behind as they are fairly weak.
----------------------

Exterminator
Pro's
Flame attack can hit multiple units
Can still be useful in later levels

Con's
Flame attack destroys resources and bush
No futhur advancement, stays exterminator
Can not attack air

The exterminator is fairly cheap yet can still help up in the higher levels 
better than its equivalant unit in other factions. Have a few if you need to 
boost the ranks. Its cool to watch several of these guys attack.
----------------------

Elite
Pro's
Flame attack more powerful than exterminators
Can advance further to become a Jump troop

Con's
Flame attack destroys resources and bush

I love these guys because they can become Jump troops. Even if not their flame 
attack can devastate.
----------------------

Psionic
Pro's
Can cast magic 
Has stealth ability

Con's
Most spells useless
Slow
Weak attack

One of the most useless units in the game I strongly suggest not training any 
of these except possibly for scouting. Their Anti-magic spell comes in useful 
from time to time as does their Will the weak but don't depend too much on 
them. If you use Anti-magic the enemies will start rushing towards him and 
will probably kill him.
----------------------

Minister
Pro's
Can cast magic
Has stealth ability
Has persuasion ability

Con's
Most spells useless
Weak attack

The Minister like the Psionic isn't much use although he does have a 
persuasion ability. Like the Psionic probably their most useful spells are the 
Anti-magic and Will the weak spells. 

-Tip-
If you equip a Minister with Specialised or offensive Cybernetics the Minister 
will be able to become fast and strong enough to use Anti-magic on the enemies 
without losing his life. I mildly suggest you have a Minister equipped 
Cybernetics.
----------------------

Jump Troop
Pro's
Has powerful laser attack which hits automactically and long range
High HP
Can fly

Con's
Somewhat expenisive
Can not attack in air
Needs Butanium or really slows down

The Jump Troop is one of the best units around. Although it can not attack in 
the air its laser can make mince meat out of most people when combined with 
its flying ability.

-Tip-
Equip these guys with specialised cybernetics as soon as possible, it is well 
worth it.

-Tip-
Here's how to destroy a unit like an Incinerator with no trouble using 1 or 2 
Jump troops. This only works with units which have a short range and can't 
attack the air.
Have them land far away and attack the unit. Then go air borne when the enemy 
tries to attack you. Fly away and then land far away and attack. Fly away 
again. Keep repeating this until you have defeated the enemy.

----------------------

War General
Pro's
Has war song which can heal troops
Shotgun can damage several units
Has persuasion ability
Can attack air units

Con's
No other special skills

The War General is my preferred leader because she can hold her own on the 
battle field and heal units with her war song. Also, her shotgun can hurt air 
units which is important.
----------------------

Herdsman
Pro's
Can build and repair buildings and certain units
Can tame animals
Can harvest
Can build certain items
Has deconstruction ability
Can train to become more powerful

Con's
Weak attack
Low life

These are one of the most useful units, besides harvesting, repairing and 
building, the Herdsman can tame animals which means you could end up with a 
huge army of creatures fighting for you. Although they have deconstruction you 
should use Alchemist instead.
----------------------

Alchemist
Pro's
Can destroy buildings and vehicles in several blows, at higher levels one blow 
will do
Can plant bombs
Can cast spells and make bombs

Con's
Not as good as War alchemist
Not good against people
Slow attack
Loses ability to tame and construct

The alchemist is okay as a unit. Obviously, you should use it for attacking 
buildings and vehicles. Its ability to make bombs is good but it can be 
tedious making them.

----------------------

War Alchemist
Pro's
Can destroy buildings and vehicles in several blows, at higher levels one blow 
will do
Can plant bombs
Can cast spells and make bombs
More powerful than Alchemist

Con's
Not much better than alchemist
Not good against people
Slow attack
Loses ability to tame and construct

On the whole. Don't bother training these guys unless you want a two-headed 
Colossus.
----------------------

Two-Headed Colossus
Pro's
High HP
Blast attack powerful and has splash over damage

Con's
Uses too much resources to research
Must sacrifice Minister and War Alchemist
Slow
Consumes butanium
Very expensive.

This slow unit may be powerful and have alot of armour. However, I have never 
built this for actual combat, only for show. Its missile attack may be 
powerful but it can not use the Psionic or Waralchemist skills. In other 
words, just don't get this.
----------------------

Cannon

Pro's
Long range
Has somewhat high damage
Automated (requires no driver)
Has a blast radius
Can obtain vehicle upgrades

Con's
Slow
Cannot hit units next to it.
Slow reload
Large target

The cannon is a poor unit on the whole. Although it has long range it becomes 
useless when enemy units close in. Worse still, it cannot run away. If you are 
defending, always protect it with several troops because this really draws 
enemy fire.
----------------------

Chain Gun Mech
Pro's
Has an attack radius
Has a high damage
Fast reload
Quite high damage
Usually hits
No need for driver
Can obtain vehicle upgrades
Good against troops

Con's
A bit expensive
Slow especially in vegetation

Although expensive chain-gun mechs are fairly effective against troops with 
its shot gun attacks. I usually use them to defend my base. Several of these 
in a group is deadly so cluster them together and watch the enemies fall! Just 
watch on for those deconstructors and take them out at long range. 

-Tip-
The fact that they are machines means they can get vehicle upgrades (for some 
strange reason). So if you need more butanium just get a solar power plant 
upgrade, if you need speed get an all-terrain fitting, it's worth it.

----------------------

Overlord vehicle Pro's and Con's
----------------------
Hover pod
Pro's
Very fast
Can attack air units
Can travel over water

Con's
Lightly armoured
Can only carry 1 unit

The hover pod is an okay vehicle, since it is so fast it can escape if it 
takes too much damage and being a hover unit, I do not think it triggers 
bombs. Use it to scout out where the enemy is, I suggest putting a herdsman in 
it to repair it.
----------------------
Hover tank
Pro's
Very very powerful attack
Fires twice
Can attack air units
Relatively fast attack (compared to other vehicles with missile attacks)
High HP
High armour
This much power comes so cheap

Con's
Can only sit two people

This AWSOME, FEARSOME vehicle is your best friend, in fact almost nothing can 
stand up to this. 
Strangely enough, this vehicle comes cheaper than a two-headed colossus and 
can be repaired. In other words, BUILD THIS INSTEAD. If anything argues BOOM! 
Of note is a mission I played in the overlords campaign. It involved using two 
hover tanks with Obblinox herdmen and a Tha-Roon or two with some resources to 
destroy a whole Descendents base (I am not kidding about this mission), they 
had everything except Defense Satellites.This mission was easy if tedious and 
I succeeded after a while. So it can be done for those skeptics out there. If 
this is what two can do imagine what five tanks can do to your opponents!

-Tip-
Place a obblinox herdsmen in this so he can repair the tank if it breaks down.

-Tip-
To avoid deconstructors, put this in the water, next send in a Hover pod to 
lure them out of the base. Then bombard them from the water.
----------------------

Spells of the Overlords (Consult manual for spell descriptions)
----------------------

Tha'Roon spells
----------------------

Darkened mind
I personally do not think this is good, at all. I guess in multiplayer it may 
be better.
----------------------

Anti-magic force
This spell would be useful if it had further range. I once used this only to 
have the whole base attack my poor Psionic.

-Tip-
To use this effectively, you can do one of two things. 1) Upgrade your Psionic 
to be faster. 2) Have friendly units waiting in ambush.
----------------------

Brain blast
I never use this because you take damage.
----------------------

Cerebral Stun
Have never used this but I guess you should use this when you're being chased 
by organic units in close range. Due to its short range I do not think its 
that good since units like Rangers can still pick you off.
----------------------

Will the weak
Useless, try using herdsmen instead. Their (herdsmen) taming is permenant.
----------------------

Wordly sight
Why bother with this spell? Sure it reveals the map but the cost of getting 
everyone to know it is expensive. The resources could be used to build 
hovertanks...
----------------------

Obblinox
----------------------

Brew Poison Potion
An okay spell, just make sure you use your alchemist or war alchemist and do 
not accidentally leave it lying around.
----------------------

Rage potion
An okay spell in the beginning levels with relatively weak units and no 
Advanced cybernetcis (cybernetics gives the ability to regenerate). Give this 
to units which are dying and send them in. Becomes useless once you have 
advanced cybernetics, jump troops and hover tanks.
----------------------

Brew oil bomb
This spell is the best offensive spell for the Obblinox, it does quite a lot 
of damage, costs little mana and has a blast radius. Down side is you have to 
manually order them to throw the bomb which can be difficult in the heat of 
combat.
----------------------

Enchant an item
Sometimes useful. This can be a cheap sleazy way of getting more butanium 
amongst other things.

-Tip-
There are 10 items which can be enchanted (Not counting fog device because it 
has been removed from the game.
The items which are worth enchanting are:

Item
Resource bundle-----becomes Butanium canister
Supplies Bundle-----becomes Rations and Utensils
Teleportation Device-----doubles range and does not damage teleporting unit
Rations and Utensils-----substracts 2 from food consumption
Work tools-----adds another construction skill level
Shield Armour-----adds another point of armour
Cryo bomb-----doubles normal damage and doubles freezing duration
Medical Kit-----Heals all damage for the unit
----------------------

Overlord buildings Pro's and Con's
----------------------
Supplies synthesizer
Pro's
Provides food
Allows building of Academy of Garage

Con's
Easily destroyed

Your units need food, this should be a priority
----------------------

Stronghold
Pro's
Can store resources
Can train units
Allows building of academy, garage and warehouse
Strong structure

Con's
Expensive

What can I say, it's important. Protect it.
----------------------

Citadel
Pro's
Can hold more resources then Stronghold
Can train units
Allows building of bio-wing, Arcanery and Communications Antenna
Stronger


Con's
Expensive

This essential structure is the only way you can get the important arcanery 
and bio-wing extensions.
----------------------

Warehouse
Pro's
Allows you to store extra resources, butanium and supplies
Cheap compared to citadel or stronghold
Can act as a resource collection centre

Con's
Easily destroyed
Prone to get resources stolen
If destroyed so are the resources

Guard this well. 
----------------------

Gun tower
Pro's
Allow building of Academy and Garage
Increases vision, range of fire and damage

Con's
Stationary target
Easily destroyed by deconstructors
Not many units in Overlord army can use this well

The gun tower is essential to obtain other units. However, only long range 
units are able to protect it effectively since short-range units will not be 
able to protect it from deconstructors. The problem is all the long-range 
units (except for the Oblinnox Matron) are powerful and should be used on the 
offensive (e.g. the jump troops). There place your Matron in here so you get 
protection and at the same time can snipe enemy troops.
----------------------

Butanium synthesiser
Pro's
Gives butanium

Con's
One synthesiser for one gas vent
Unable to increase production

These are important, so protect these or your vehicles are out of fuel, 
decreasing morale.
----------------------

Academy
Pro's
Can train Guards to become exterminators
Can be upgraded to become Arcanery

Con's
Does little else except train troops

The Academy is an important structure training exterminators and elite. Make 
sure it does not get destroyed.
----------------------

Arcanery
Pro's
Can now train Herdsmen to become Alchemist, Guards to become Psionics.
Can now research spells, Obblinox and Tha'Roon

Con's
Somewhat expensive to get because you must upgrade several buildings

The arcanery is a much better structure then the Academy making it very 
important.
----------------------

Garage
Pro's
Can repair vehicles (I think)
Provides vehicular and machine upgrades
Can obtain offensive and defensive cybernetics

Con's
Researching all those upgrades takes resources and influence

The garage is a no nonsense structure. Protect it as well.
----------------------

Bio-wing
Pro's
Can now research specialised cybernetics
Can now give specialised cybernetics
Can now research Jump troops
Can train Elite into jump troops

Con's
Expensive

Even more important than the Garage.
----------------------

Communications Antenna
Pro's
Can research two-headed colossus
Can create a two-headed colossus
Improves communications and mapping (Not to sure what this does)

Con's
Unless you want a two-headed colossus its useless

The communications Antenna is very useless since the two-headed colossus is. I 
am not ot sure what it does besides provide research for the colossus.
----------------------

Descendant General Pro's and Con's

Pro's
Has many mana-using units
Has some good buildings
Has several good leader units
Good at construction and destruction as well as harvesting

Con's
Most units and vehicles not offensive
Not as good as other factions when it comes to war
----------------------

General tips:
----------------------

Selecting leader
Since the descendents have four leaders there is a wide pool of talent at your 
disposal. So far I usually use Taherih Safien because she has a very long 
range attack, stealth, persuasion and animal taming.

I do not usually use David becuase he only has persuasion and a shotgun 
attack. As for Johnas, he is bad as a unit and is good only because he has 3 
songs. Domingo Mejia is not bad as a unit due to his construction and 
destruction abilities. But these skills are about the same as a professor and 
inventor, so I usually do not choose him.
----------------------

Bringing units over from previous missions
The units I suggest for bringing over would be:
1 or 2 Inventors
1-3 officers
1 Workbot
1 Surveillance satellite

You may wonder I do not bother bringing over interns with potential. The 
reason for this is the fact that inventors do everything an intern does and 
more. So really there is no point in bringing one.

With the combinaion above you will be all set, the inventors can harvest 
quickly and freeze enemies which attack. The officers will dispatch with any 
air units. The workbot can harvest normal resources or any butanium vents you 
find (at least I think that they can harvest normal resources) and the 
surveillance satellite can keep close watch on the enemy units and any stealth 
ones.
----------------------

Scouting
This is somewhat difficult at first with the Descendents since only Taherih 
Safien has stealth. Later, you may have surveillance satellites but it is 
extremely expensive to get. I really have no advice for this but send out 
groups of units. Probably most effective would be zoo keepers and Zoologist to 
scout, while the others stay behind, since the zoo keepers or zoologist have 
off road movement and can use the over growth to hinder enemy movement 
escaping to safety in numbers.
----------------------

Butanium gathering
The best thing about the Descendents is their ability to harvest efficiently. 
This is no different when it comes to harvesting butanium. The Descendents use 
workbots which harvest the gas. The best thing about them is the fact more 
then one workbot can harvest a vent so you can build up your butanium stock 
pile very quickly.
----------------------

Unit Pro's and con's
----------------------

Johnas Bruener
Pro's
Has many songs
Has persuasion

Con's
Bad fighter
Low HP
Slow

Johnas is not very good and I never choose him except when forced to. The only 
good thing about him is that he has 3 songs.
----------------------

Domingo Mejia
Pro's
Can harvest and collect resources
Has construction skill
Has destruction skill
Can plant bombs
Can persuade units
Can repair buildings

Con's
Basically the same as a Professor or Inventor

Domingo is an okay unit but since the professor or inventor does about the 
same thing I rarely choose him.
----------------------

Taherih Safien
Pro's
Can tame animals
Has stealth
Has long range attack
Has persuasion
Fast in bush

Con's
Only has one song

She is probably the best choice as a leader since she has skills which most of 
the Descendents do not have. Personally she is a good scout and at times I 
wish she was a regular unit so I could get more units like her.
----------------------

David the Stout
Pro's
Has a powerful attack
Can damage several units
Has persuasion

Con's
Only one song
No other skills

I rarely used David because he is just another security officer which is not 
what I want. I suppose if you really want another good fighter choose him.
----------------------

Intern
Pro's
Can build
Can harvest
Can deconstructor
Can be trained to become Professor, Zoo keeper or Security

Con's
Not as good as the inventor

Although these guys are essential, after a while I turned them into Professors 
or Inventors as soon as I could because the Professors and Inventors can do a 
better job and superior in every way.
----------------------

Professor
Pro's
Can build
Can harvest
Can deconstruct
Has a freeze ray which can freeze enemies
Can create items

Con's
Can not attack air units
Ray takes a long time to recharge
Not too good an attacker

Convert your Interns as soon as possible to this.

-Tip-
Professors and Inventors harvest faster than Interns and so, once again I say, 
turn you interns into Professors.
----------------------

Inventor
Pro's
Can build
Can harvest
Can deconstruct
Has a freeze ray which can freeze enemies
Can create items

Con's
Can not attack air units
Ray takes a long time to recharge
Not too good an attacker

The inventor is alright but the major difference between it and a Professor is 
that it can harvest faster (twice as fast as an intern I think, the professor 
only 1.5 times as fast). Also it has more Mana and slightly more HP. There is 
no big advantage or disadvatage of getting this woman.

-Tip-
The inventor can create 8 items in total (not including the fog device which 
was removed from the game).
All the items should be created except for the Defoliant bomb. Note however 
that the bombs must be used by units with bomb planting ability.
----------------------

Zoo Keeper
Pro's
Can travel fast in under growth or bush
Can alert you to invisible units
Can tame animals

Con's
Can not see invisible units
No other skills
Attack is short range

The Zoo Keeper is not too good by itself, in fact she's pretty useless. The 
only upside to her is that you can tame animals and travel fast in the 
undergrowth.
----------------------

Zoologist
Pro's
Can travel fast in under growth or bush
Can alert you to invisible units
Can tame animals
Better than Zoo Keeper in everyway

Con's
Can not see invisible units
No other skills
Attack is short range

The Zoo Keeper is in my opinion a waste of resources and an Intern with 
potential. Do not bother training this unless you are really desparate.
----------------------

Security
Pro's
Can attack air units
Attack can spread over an area.
Cheaper than Professor

Con's
Not to powerful
Has no skills
Slow attack

The security is okay for defending your base and protecting your unit, but its 
lack of skills make it a bad unit to travel alone.

-Tip-
The marines Viper is extremely powerful and Security and Officers are no match 
for it since they do not have deconstruction. If anyone has a clue on how to 
destroy a viper using Descendent units without massive loss of life or 
vehicles please e-mail the answer. 
I do know that the missile tower can fire in air but is not effective due to 
its slow reload time and the fact that it can be destroyed by Grenadiers or 
Sappers easily.
----------------------

Officer
Pro's
Can attack air units
Attack can spread over an area.
Cheaper than Professor
Better than a security unit in every way

Con's
Has no skills
Slow attack

The officer although better than a security is about the same. I usually do 
not waste resources on training one.
----------------------

Workbot
Pro's
Can harvest Butanium adn resources (I think)
More then one can harvest from one vent
A mobile butanium harvester

Con's
Weak attack
Does nothing else

The Workbot is a mobile butanium harvester which means if an area becomes too 
dangerous to harvest simply move it away.
----------------------

Surveillance Satellite
Pro's
Has stealth
Allows mine detection
Can see unit movement and terrain changes once area is explored
Unrestricted movement

Con's
Slow
No attack
No way of repairing it

The surveillance Satellite is a must for every mission since it is the only 
unit in the Descendents capable of detecting mines and scouting in stealth.

-Tip-
To build any satellite (Surveillance or Defense) you must have a Dispatch. To 
save money build it in one mission and carry it over to the next.
----------------------

Defense Satellite
Pro's
Powerful laser attack
Unrestricted movement

Con's
Slow
Visible to enemies
No way of repairing it

The defense satellite is bad at attacking (from the name this should be 
obvious). Keep it close to your base if you do build it. However I suggest you 
do not even bother with it becaus it is slow and has no repair ability. I once 
had a several grunts attacking my Defense Satellite, destroying it.
----------------------

Descendents vehicle Pro's and Con's
----------------------

Ambualance
Pro's
Can heal units within
Moves quite fast
Can carry four people

Con's
Can not attack

These are important thanks to their healing ability, ensure that they are not 
destroyed.
----------------------

Mortar Skiff
Pro's
Powerful mortar attack
Moves fast

Con's
Can only carry two people
Light armour
Can not attack air

The mortar Skiff is a good unit to use because it can retreat quickly into the 
water if it is getting pummeled too much. Keep it away from Hover tanks, 
Vipers and Stingrays.

-Tip-
Mortar Skiffs are most effective in groups of 3 or more.
----------------------

Gun Car
Pro's
Can carry 3 people
Has a ballistic attack which can attack air and several people

Con's
Weak against Deconstructors
Slows down in bush drastically

The Gun Car is very weak and falls prey to Deconstructors easily so I rarely 
use this.
----------------------

WASP
Pro's
Can fly
Fast

Con's
Weak
Can only fire one rocket at a time
Can only carry one unit at a time

The WASP looks cool but is a weak unit and can be taken out by enemy units 
easily, even when in a swarm.
----------------------

Spells of the Descendents(Consult manual for spell descriptions)
The descendents do not have spells, rather they have inventions

The items that can be created are:

Rations and Utensils
Good idea if your army is large and you have few farms
----------------------

Defoliant Bomb
Not too good idea because it destroys potential resources and does no damage 
to any unit except Eaggra and Descendents and S.U.N are supposed to be allies.
----------------------

Cryo Bomb
Good because it can freeze troops. It may be expensive but considering the 
Descendents are so good at harvesting this should be no problem. I suppose you 
should use this when retreating.
----------------------

Work Tools
Not too good an idea because well, the Inventors and Professors are pretty 
good at construction and Destruction. Its okay if you wish to save resources 
on training however.
----------------------

Chemical Bomb
Powerful bomb, its good but limited in use because using a Professor or 
Inventor to plant bombs can be difficult since they have no stealth.
----------------------

Medical Kit
A must, all units on the battle front should have them especially if there are 
no ambulances around. It can be annoying having to distribute these around 
however.
----------------------

Shield Armour
A good idea for all units as well especially Descendent units since they are 
so weak.
----------------------

Teleportation Device
Can really turn the tide in a battle but only if the enemy is using powerful 
vehicles like Incinerators or Hover tanks.

-Tip-
Only workers of a faction can repair that factions vehicles so any captured 
vehicles will not be able to be repaired. Take care of them!
----------------------

Descendent buildings Pro's and Con's
----------------------

Farm
Pro's
Provides food
Allows building of Academic Hall and Engineering lot

Con's
Low HP

The farm is essentially for keeping your people well fed so make sure you have 
enough farms.
----------------------

College
Pro's
Can give units extended training
Can store resources
Allows building of Academic Hall and Engineering lot

Con's
Expensive

The college is the town center, protect it.
----------------------

Campus
Pro's
Has more life than a college
Allows building of Security office, laboratory and dispatch
Can store more resources than College

Con's
Expensive to upgrade

Even more important than the College
----------------------

Watch Tower
Pro's
Increases units vision, range of fire and weapon damage

Con's
Easily destroyed by deconstructors

The tower is alright but once again it can easily be destroyed by 
deconstructors.
----------------------

Missile Tower
Pro's
Can attack air units
Average reload time

Con's
Immobile
Easily destroyed by deconstructors

The missile tower is a useless structure since it can easily be destroyed by 
deconstructors.
----------------------

Security office
Pro's
Can train security or officers

Con's
Does little else

The security office is an average structure. It can only train security 
personnel but that's pretty good as it is.
----------------------

Academic Hall
Pro's
Can train Professor and Inventors
Can research Invention skills
Can research Specialised and Offensive Cybernetics
Allows the Campus upgrade from a college

Con's
Does not grant cybernetic packages

As a building this is quite good acting as a center of combined training and 
research.
----------------------

Engineering Lot
Pro's
Automatically repairs any vehicles in it for free
Allows research of Vehicle upgrades
Allows research of W.A.S.P
Allows building Ambulance and Mortar Skiff
Grants Vehicle upgrades

Con's
Easily destroyed

The engineering lot is good except for its low armour rating so do not build 
it near the battle front like I did.
----------------------

Laboratory
Pro's
Grants Cybernetics
Can research workbot
Can train zoologist and Zoo keepers

Con's
Unneccessary building

The laboratory is important because it grant Cybernetics and allows research 
for the workbot. I really hate it because it is unneccessary and just 
confusing, after all why research in the academic hall only to have to go to 
the laboratory to get cybernetics?
----------------------

Radio Dispatch
Pro's
Improves mapping and communication (no fog of war apparently if you have a 
surveillance satellite up)
Allows Defense and Surveillance satellites to be researched

Con's
Expensive

The radio dispatch is essential in the Descendents case apparently. The 
surveillance satellite only eliminated the "fog of war" with this operational 
I think, and you can only build satellites with its help.
----------------------

Tips for Marines

General Pro's and Con's

Pro's
Powerful units and vehicles
Fast healing
Most units have stealth
Most units have all kinds of skills

Con's
Army uses a lot of Butanium for the good units
No vehicle upgrades
Only one unit has animal handling
----------------------

General tips:
----------------------

Selecting leader
Marines are spoiled for choice in this case. All the leaders are good. 
Generally I choose Kate Turner because she has all songs.
Karl Richards is a slightly above average unit but only has one song.
Malcolm is powerful and highly skilled but has no songs. He can easily be 
replaced by several grunts and sappers.
----------------------

Bringing units over from previous missions
The units I suggest for bringing over would be:
1 or 2 Grenadiers with full skills for scouting (if frogman is absent) and 
deconstruction
1 frogman with full skills for scouting and bombplanting
2 Gunny Sergeants with full skills to later be turned into Legionnaires
2 Legionnaires to replace the Gunny Sergeants with specialised Cybernetics
1 techie to train animals
2 bio-driods offensive Cybernetics preferably since specialised will consume 
more butanium

This powerful combination will be the death of the enemies. The 2 bio-droids 
alone will ensure your victory. This is however fairly butanium intensive with 
the Legionnaires, specialised Cybernetics and bio-droids so try and find a 
source of Butanium as soon as possible
----------------------

Scouting
This is extremely easy for the Marines since most of their units have stealth. 
I would suggest using a fully skilled Grenadier in the first few missions and 
then the Frogman in the later levels because they can detect mines and bombs 
etc. and the frogman can cross water and land.
----------------------

Butanium gathering
This is very important as quite a number of Marine troops require butanium 
(e.g. the bio-droids) so try and secure at least 3 vents.
----------------------

Unit Pro's and con's
----------------------

Karl Richard
Pro's
Has war song
Has persuasion
Has a ballistic attack which damages several units in the area

Con's
Only one song

Karl Richards is good I suppose even though he only has one song. He is an 
average choice
----------------------

Kate Turner
Pro's
Has all songs
Has persuasion

Con's
Only has a close range attack
Weak

I usually choose Kate Turner since she has all songs. There really is no need 
for her to be strong since all the other units in the Marines are strong.
----------------------

Malcolm
Pro's
Powerful unit
Has bomb-planting ability
Has detection ability
Has a rocket launcher which damages several units at once 
Has stealth

Con's
Has no song
Missile launcher dangerous to friendly units if friendly fire is on
No persuasion

Malcolm is excellent for those missions you think you have no need for 
persuasion but need a powerful unit on your side, he has no songs however nor 
persuasion so he works best in combat
----------------------

Enlistee
Pro's
Can build buildings
Can harvest
Can repair buildings
Can become more powerful with training

Con's
Weak compared to the rest of the Marines

The Enlistee provides resources and repairs buildings. It is important to 
protect them.
----------------------

Sapper
Pro's
Has stealth
Can detect mines and bombs
Throws instead of plants bombs
Has deconstruction
Good against vehicles
Has a blast attack which can damage several units

Con's
Slow attack
Bad against people

The sapper is good unit for scouting, deconstruction and sabotage but weak 
when it comes to attacking people so back it up with Grunts and Gunny 
Sergents.
----------------------

Grenadier
Pro's
Better than a Sapper
Can be turned into a Frogman
Has stealth
Can detect mines and bombs
Throws instead of plants bombs
Has deconstruction
Good against vehicles
Has a blast attack which can damage several units


Con's
Slow attack
Bad against people

The grenadier like the sapper should be used to scout, destroy and sabotage. 

-Tip-
Keep one or two for the next mission so that you can get a frogman.
----------------------

Grunt
Pro's
Has a ballistic attack which attacks several units at once
In groups can be very effective
Has stealth
Can attack air units
Long range attack

Con's
Reload long
Has no other skills
Singly can be taken down easily

The Grunt is meant to be the basic soldier in your army. In groups they are 
very effective against the enemy units approaching them.
----------------------

Gunny Sergeant
Pro's
Better than a Grunt
Has a ballistic attack which attacks several units at once
In groups can be very effective
Has stealth
Can attack air units
Long range attack

Con's
Reload long
Has no other skills
Singly can be taken down easily

The Gunny Sergent although not powerful should be carried over so they can be 
turned into powerful Legionnaires.

-Tip-
Do not equip them with Specialised Cybernetics until after they have become 
Legionnaires.
----------------------

Frogman
Pro's
Has stealth
Can detect mines and bombs
Has bomb-planting ability
Has deconstruction
Has a blast attack which can damage several units
Can swim/travel underwater
Attack is now good against people since it is faster

Con's
Loses ability to throw bombs
Attack does less damage than before
Needs bombs to be effective

The frogman is good if you want to plant bombs and scout since it can travel 
in the water. Use it clear an area out before sending in your troops.
----------------------

Legionnaire
Pro's
Powerful laser attack
Has stealth
Has long-range attack
Has fast reload for such a powerful attack

Con's
Expensive to research
Can not attack air
Slow

The Legionnaire may be expensive but it is one of the best units to get. A 
squad of four of these deadly Marines will bring death.

-Tip-
To make your squad even more powerful bring give your Legionnaires specialised 
Cybernetics so they do more damage, do not have to return to base to heal and 
have even longer range.
----------------------

Techie
Pro's
Can freeze enemies
Has animal Handling
Can create items
Can become a bio-droid

Con's
Weak unit

One techie is usually enough for one mission. Keep it well protected.

-Tip-
The techie can create 8 items in total (not including the fog device which was 
removed from the game).
All the items should be created except for the Defoliant bomb and first aid 
kit. Note however that the bombs must be used by units with bomb planting 
ability.

----------------------

Bio-droid
Pro's
Has a powerful shotgun attack
Attack can damage several units
Can fly
Can move fast
Has a lot of life and armour
Can heal at M.A.S.H. facility

Con's
Consumes butanium
Destroys techie
Must land to attack

These powerful units should be carried over and used as "drop troops." Simply 
land on the outskirts of the enemy base and fire.

-Tip-
Here's how to destroy the enemies with only two Bio-droids or one even. Land 
on the outskirts and attack a building. This will draw the enemy out so run to 
a spot with water. DO NOT fly unless you want only units which can attack you 
to follow you. If you fly units which can not target you will return back to 
the base.

Then attack them at the edge of the water. If damage becomes too great fly 
back and heal in the M.A.S.H. facility once your droids are back to full life 
return and repeat.

-Tip-
Hot key for flight is F
----------------------

Dog
Pro's
Can alert you to the prescence of hidden units
Fast in the undergrowth
No need to recruit so no limit to number of dogs you have

Con's
Weak
Can not see hidden units

The dog is useless so do not bother with using it unless you plan to have a 
whole pack of them mugging lonely units. The sappers and Grenadiers are much 
better as they can detect and remain in stealth.
----------------------

Marines vehicle Pro's and Con's
----------------------

Incinerator
Pro's
High armour
High damage
Flamethrower can attack through a target
Can carry four units

Con's
Slow
Short range
Consumes a lot of Butanium when several are built
Slow recharge
Large size
Can be destroyed by deconstructors in due time

These incinerators are a force to be reckon with. Their flamethrower attack 
may be short range but are very damaging. Have them in groups of three so 
things do not get too crowded. Due to their powerful attack most 
deconstructors should die before coming close enough to attack you.

-Tip-
If the undergrowth blocks your way, torch it with your flames.
----------------------

Viper
Pro's
Fires a barrage of four missiles
Missiles can damage several units at once
Can fly
Can transport four troops
Heavy armour
Fast moving

Con's
Slow reload

The viper is an "airborne assault vehicle" as stated in the manual and its use 
is pretty clear. Place four troops in their, one to pilot the rest to jump out 
and swarm the enemy. Having several of these attack the enemy at once with 
ground support would be a good idea.
----------------------

Stingray
Pro's
Powerful attack
Long-range attack
Ballistic attack can damage several units at once
Travels quickly over water
Can transport four troops
Armour moderately heavy for a water vehicle
Can attack in air

Con's
Can only travel on water

The stingray is a reliable vehicle but as said above is limited to water so 
can be annoying.

-Tip-
Rather then landing all troops on to land, have one remain in the stingray to 
defend your troops.

-Tip-
You can also draw the enemy out from the base then retreat to the shore with 
someone already in your stingray. The stingray will then be able to attack the 
enemy as they chase your ground troops.
----------------------

Spells of the Marines(Consult manual for spell descriptions)
The Marines do not have spells, rather they have inventions

The items that can be created are:

Rations and Utensils
Good idea if your army is large and you have few Mess Halls
----------------------

Defoliant Bomb
Not too good idea because it destroys potential resources and does no damage 
to any unit except Eaggra. You may decide to use this to clear undergrowth for 
your vehicles but why bother when your Incinerator can torch it for you?
----------------------

Cryo Bomb
Good because it can freeze troops. In the case of Marines I do not think you 
should bother with this since the Marines weapons are probably better then a 
cruo bomb.
----------------------

Work Tools
Not too good an idea because well, you really only need one or two enlistees 
with high skill levels.
----------------------

Chemical Bomb
Powerful bomb, its good for the Marines because you can either use Sappers, 
Grenadeirs or Frogman to plant this. I usually have the frogman plant these 
bombs at the enemy base and watch troops slowly die.
----------------------

Medical Kit
You should not bother with this since the M.A.S.H. facility heals your troops 
for free.
----------------------

Shield Armour
A good idea for all units especially the leaders.
----------------------

Teleportation Device
Can really turn the tide in a battle but only if the enemy is using powerful 
vehicles like Hover tanks.

-Tip-
Only workers of a faction can repair that factions vehicles so any captured 
vehicles will not be able to be repaired. Take care of them!
----------------------

Marines buildings Pro's and Con's
----------------------

Mess Hall
Pro's
Provides food
Allows building of barracks and MASH facility

Con's
Easily destroyed

This is obviously important. Protect it or your troops may starve.
----------------------

Headquarters
Pro's
Stores food
Can train sappers and Grenadiers
High armour
Allows building of BArracks and MASH facility
Can increase unit's skill level

Con's
Expensive
Resources can get stolen from this if unprotected
----------------------

Base
Pro's
Stores more food than the Headquarter
Can train sappers, Grenadiers and techies
Can research Invention skill levels
Allows building of uplnk, kennel and Firing Range

Con's
Expensive
Resources can get stolen from this if unprotected
----------------------

Guard Tower
Pro's
Can increase unit's extended vision, range of fire and weapon damage
Allows building of Barracks and MASH facility

Con's
Stationary
Easily destroyed by units with destruction skills

I recommend placing bio-driods, Grunts, Gunny Sergents or Legionnaires in 
here.
----------------------

Butanium Refinery
Pro's
Supplies Butanium
Enlistees do not have to bring Butanium back to Town Center, automatically 
stored

Con's
Requires protection
Can not increase production

This is crucial to build vehicles and keep them runnning smoothly. Protect 
these as well as you can.
----------------------

Barracks
Pro's
Can train Grunts, Gunny Sergents and Frogman
Can research Bio-droid here
Allows building of Base

Con's
Can not attack or defend

The barracks are essential. You should build them as soon as you can.
----------------------

Firing Range
Pro's
Can train Legionnaries
Can research Legionnaires

Con's
Expensive
Useless besides training Legionnaires

The firing Range is good because it can train Legionnaires but is a silly 
addition to War Wind.

-Tip-
In the Marine campaign you can build a firing range long before you can 
actually build Legionnaires. Do not waste resources building this until the 
mission briefing says you can build Legionnaiers.
----------------------

Kennel
Pro's
Can train dogs

Con's
Useless unless you want dogs

Do not build this since dogs are useless and are outclassed by just about 
every other unit.
----------------------

M.A.S.H. Facility
Pro's
Can heal any organic units quickly and for free, including Legionnaires and 
Bio-droids
Allows research of Cybernetics
Grants Cybernetics
Allows Base to be obtained

Con's
Can be destroyed fairly easily by deconstructors

Protect this and place it in the middle of your base if possible. All units 
including bio-droids and Legionnaires can use this so use it.
----------------------

Uplink
Pro's
Improves communications and mapping
Allows research of Viper

Con's
Useless besides research

I strongly suggest you only build this when you really, really, really need a 
Viper. Most of the time do not bother with this but send in your bio-droids 
instead.
----------------------

Pacifying and taming animals
Have a unit with full animal handling go pacify all animals which might 
otherwise hurt your other troops.Generally, it is better to tame more powerful 
creatures like the Rubble fiend then the slink weed or snipe thorn.

The animals
----------------------

Bonca
Pro's
Fast moving
Medium HP
Can be turned into Mounted Cavalier if you ask a Cavalier to mount it

Con's
Attack is short range
Destroys vegetation and resources unless tamed

Bonca's are okay units to tame, they have alot of HP compared to most 
creatures. If you are S.U.N have your Cavaliers mount them instead.
If they are eating resources you should destroy them if you are the Marines. 
Otherwise tame them.
----------------------

Elder Bonca
Pro's
Fast moving
High HP
Can be turned into Rook if you are S.U.N.
Attack is greater than Bonca

Con's
Large target
Attack is not too powerful
Consumes vegetation and resources unless tamed

These, like the Bonca's are okay units to tame, they have more HP then Bonca's 
and are better fighters. Taking one down can be difficult however if you 
choose to destroy them.
----------------------

Bonca Fledglings
Pro's
Fast moving
Fast attack

Con's
Low life
Can be very annoying when it attacks your buildings
If attacked will summon Bonca's to attack you

These Fledglings are very annoying, do not attack them if possible or be 
prepared to face Bonca's and Elder Bonca's attacking your troops. I assure you 
that the Bonca's which arrive will be hard to destroy due to their large 
numbers.
----------------------

Dinge vermin
Pro's
Has a high stealth
Very fast
Has 2 inventory slots

Con's
Difficult to tame because always on the move trying to steal resources from 
you.
Not very powerful

I would suggest having a dinge vermin or 2 to steal enemy resources and scout 
for you if you would like to reserve your units for later. Their three 
"pockets" come in especially useful.

-Tip-
To capture a dinge vermin (they can be very slippery) simply surround it with 
units. It will stop and not attack you. Then tame it.

-Tip-
Dinge vermin can be hard to spot so check your resources, if they are dropping 
for no reason then check for a translucent brown figure entering your Town 
Center. 
----------------------

Diseased Rats
Pro's
Causes enemies influence to drop
Fast

Con's
Easily destroyed
Weak attackers
Low HP

Destroy these guys and do not bother to tame them they are a nuiscence.
----------------------

Foul Fess
Pro's
Can morph
Can detect any hidden or invisible units

Con's
Slow
Attack is not very powerful
Can not move out of water
Attack is short-range

Average animal to tame the foul fess are annoying. Unfortunately I could never 
tame one since they are in the water. But I have used them in my custom maps 
and they do have morphing abilities and can withstand some punishment.
----------------------

Grabby Briar
Pro's
Can morph
Can detect any hidden or invisible units
Can travel quickly through undergrowth

Con's
Visible unless morphed
Attack not too powerful

The Grabby Briar is another average unit to tame, it can come in handy for 
scouting and detecting.
----------------------

Ionic Brakus
Pro's
Stops all mechanical units short
High Armour
High HP
Can detect mines
Alerts you to stealthed units

Con's
Slow
Its ability to stop mechanical units can be turned against you

One of the best animals to time with an Ionic Brackus on your side the enemies 
vehicles and machines will be immobilised taking away any advantage. This 
especially benfits S.U.N since they use mostly organic units.

-Tip-
The ionic Brakus influence changes with proximity. Far away vehicles slow, and 
at close range they freeze completely.
----------------------

Rubble Fiend
Pro's
Can morph
Can detect any stealthed units
Has high armour

Con's
Unpredicatble, sometimes takes alot of damage, sometimes walks away with 
little damage
Invisible only when morphed
Attack is also unpredicatable at times
Annoying when traveling close to Ruins

The rubble fiend is an okay unit to tame. Its attacks are close range however 
so be sure to have some support. Try to pacify it if possible rather than 
destroying it.
----------------------

Slink weed
Pro's
Can morph
Can detect any stelathed units
Can travel quickly in undergrowth

Con's
Weak attack
Low HP
Slow when traveling across open ground

Slink weed are annoying and not worth taming except in the lower levels when 
you need a scout in a densely forested area. Pacify or destroy them.
----------------------

Snipe Thorn
Pro's
Medium-range attack
Can attack air units
Good in packs
Quick

Con's
Weak attack
Low HP
Annoying when in packs

Do not waste your time trying to tame them, by the time you train enough to be 
effective you could probably have done much more. Destroy them or pacify them 
if you see them or they will slowly chase and hunt you down. 
----------------------

Wild Ape
Pro's
Fast moving

Con's
Weak attack
Low HP
Annoying when in Packs

Like the snipe thorn do not waste your time in these poor units. Pacify or 
destroy them.
----------------------

Using heroes
----------------------
Each faction has different heroes and they each should be used to capitalise 
on their strengths

Young Twins
----------------------
Pro's
Fast

Con's
Low HP
Low attack
Attack is short-range

These poor units are bad fighters, do not place them in the battle front!
----------------------

Juien Gien Eight Eyes
Pro's
Can hover over land and water
Can detect mines
Has magical spells (I think)

Con's
Not too good a fighter

Juien Gien is okay as a spell caster, just keep him away from combat.

-Tip-
Since most land units can not travel on water, float him on water to safety.
----------------------

Gamon the Seeing
Pro's
Can cast spells
Can detect land minds

Con's
Not too good a fighter

Gamon is okay as a spell caster, like Juien Gien try to keep him away from 
battle.
----------------------

Boa the Trader
Pro's
Fast
Can float over water
Has freeze ray attack

Con's
Not too good a fighter

As a unit Boa is okay as long as you have room to manuever and water to float 
away upon.
----------------------

Saw'Shaw
Pro's
Has two attacks, freeze ray and shotgun
Fast
Powerful shotgun attack
Can damage several units at once
Can persuade
Fast reload

Con's
Attacks sometimes do not work together as planned

Argueably the best hero (except for possbily wenda) Saw'Shaw is best one-on-
one.

-Tip-
Saw'Shaws two attacks work hand in hand. She fires a freeze ray then a 
shotgun, paralyzing the enemy, then firing the freeze ray again before the 
enemy has time to recover then the shotgun again.
This is really powerful and you can kill units and vehicles without losing HP
----------------------

Wenda of Ohio
Pro's
High HP
Long-range attack
Accurate
Fast
Powerful attack unmatched by most units
Can attack air units

Con's
Long reload time

Wenda is one of the best heroes save for Saw'Shaw, her long reload times 
however are annoying as the enemy can kill her during this period. Use hit and 
run tatics.
----------------------

Elder mates
Pro's
Can travel fast
Attack is average

Con's
Attack is short-range
Low HP

The Elder mates are poor attackers, do not bother to use them to lead an 
attack.
----------------------

Artifact Vehicle
Pro's
Can travel fast

Con's
Easily destroyed by deconstructors

Abandon this if you can or clear the area before driving in this. It once got 
destroyed by a sappers splash damage in my game!
----------------------

Hot keys to remember
----------------------
B---build
F---fly
L---land
U---Burrow/mount Bonca/Reverse Earth Form
C---cast spell
T---take resources
P---persuade
N---tame animal
O---Store Resources

F5---Set Aggressive stance
F6---Set Defensive stance
F7---Set Passive stance
F8---Set Evasive stance
----------------------

Spell Hot keys to remember
----------------------
S.U.N.
----------------------

Shama'Li
----------------------
G---Great Earth Spirit
H---Ground Harvest
S---Soothing Voice

Eaggra
----------------------
G---Regrowth
N---Nature seeing
P---Pathfinder
----------------------

Tha'Roon
----------------------
A---Anti-magic Force
C---Cerebral stun
----------------------

Obblinox
----------------------
E---enchant item
O---brew Oil Bomb
R---brew Rage potion
----------------------

Human
----------------------
A---armour
C---Cryo bomb
M---Medical kit
R---rations
T---Teleport Device
W---Work tools
X---chemical bomb
----------------------

Legal stuff
----------------------
This file and all its contents are sole propety and is copyrighted by Barnabas 
Soon since Jan 1 2000. Should you wish to place this on your website please 
contact me first. You may however, distribute this file via e-mail to your 
friends in its entirity. Do not however edit this file whatever you do.

You may print out any portion of this (uneditied). If you do, please a credit 
it to me.

This file may not be sold or be used to make a profit.
----------------------

Comments and Suggestions
----------------------
If you have any comments and suggestions please e-mail me. Only constructive 
ones please. Do not waste my time.

Links
----------------------

http://rab-tcg.50megs.com
My personal website containing a battle card game.

http://rab-tcg.50megs.com/mygameguides
The portion of my website where this and any other gameguides by me can be 
found.
----------------------
THE END---THANKS FOR READING THIS!





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