FAQ - Guide for Outpost 2: Divided Destiny
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OUTPOST 2: DIVIDED DESTINY ******************************************************** COMPLETE WALKTHROUGH ******************************************************** Table of Contents: - Introduction - Updates/Revisions * Eden Walkthrough* - Mission one - Mission two - Mission three - Mission four - Mission five - Mission six - Mission seven - Mission eight - Mission nine - Mission ten - Mission eleven - Mission twelve * Plymouth Walkthrough* - Mission one - Mission two - Mission three - Mission four - Mission five - Mission six - Mission seven - Mission eight - Mission nine - Mission ten - Mission eleven - Mission twelve - Legal Junk *********************************************************** This is my complete walkthrough of Outpost 2, and the last sequel to the Outpost 2 series. *********************************************************** Version 1.0 - The whole FAQ. Everything. If you have any questions, comments, or corrections, please e-mail me at: _ [email protected] _ ,my name is Cam Roth. *********************************************************** Mission One - Mission Briefing: Commander: Something has gone horribly wrong. We must evacuate the colony immediately. All available Evacuation Transports have been filled to capacity and are ready to leave. Our survivability projections have identified the vehicles and supplies we need to build a viable new colony. Gather these materials and rendezvous at the mining beacon southeast of our colony. An exact list of needed materials is available in the Specific Objectives. Hurry, Commander. Time is running out. The Map: Terrain map for Eden Mission 1. This is a 64 x 64 map Easy Level Mission Objectives: Move all units and their cargos to the mining beacon southeast of our colony. Strategies: Your vehicles are already loaded with their cargos, so you will not have to do any docking or loading at all. You just have to move all the vehicles to the mining beacon. Position the mouse in the northwest corner, press and hold the left mouse and drag the mouse pointer to the southeast corner of the map. Release the left mouse button, and all of the vehicles will be selected. Move the cursor (it should be the Move cursor) to the mining beacon and click. Right-click to de-select your vehicles and watch them go. Normal Level Mission Objectives: All of the following materials must be evacuated, that is, moved to the vicinity of the mining beacon to the southeast of the colony. 1) 6 structure kits (each must be loaded onto a ConVecs): Basic Lab,Structure Factory,Tokamak, Agridome, Common Ore Smelter, Command Center. 2) 4000 units of Common Metals (loaded into 4 Cargo Trucks). 3) 4000 units of Food (loaded into 4 Cargo Trucks) 4) Colonists (loaded in 3 Evacuation Transports) 5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo- Miners Strategies: Some of your vehicles are already loaded and ready, others need to be loaded. Find the empty ConVecs and get them to the Structure Factory quickly. While they are going, load two empty Cargo Trucks with food at the Agridome and two with Common Metals at either the Common Ore Smelter or Common Metals Storage Tanks. Once all the structure kits are in ConVecs, drag- select the entire screen (just as in the Easy level) and move the vehicles to the mining beacon. Hard Level Mission Objectives: All of the following materials must be evacuated, that is, moved to the vicinity of the mining beacon to the southeast of the colony. 1) 6 structure kits (each must be loaded onto a ConVecs): Basic Lab, Structure Factory, Tokamak, Agridome, Common Ore Smelter, Command Center. 2) 4000 units of Common Metals (loaded into 4 Cargo Trucks). 3) 4000 units of Food (loaded into 4 Cargo Trucks) 4) Colonists (loaded in 3 Evacuation Transports) 5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo- Miners Strategies: At the Hard level, none of your vehicles have the cargoes they need, you do not have enough Common Metals in storage or vehicles on the map, and there is a Power shortage as well. First, solve the Power problem. Since the colony is about to wiped out, you need not worry about Morale, research, or your Colonists' health. Idle all Residences, Labs, Recreation Facilities, and Medical Centers. You must release enough Power to bring your Garages Active. Next, find the Cargo Trucks loaded with the Common Ore. Dock them at the Smelter to make the Common Metals you need. While they are en route, get the vehicles out of storage at the Garages. Load the ConVecs and Cargo Trucks, then drag-select the entire map to select all of your vehicle. Research: There is no research available in this Unit Mission. Mission Two - Mission Briefing: Commander: Our secret terraforming experiments have produced a deadly side effect. A mutated microbe is spreading through the planet's crust. Our scientists call it the "Blight." Your computer display has been modified to show its projected growth. We do not yet know how to stop it. We must establish a temporary colony here. The emergency evacuation has left many of our people exhausted and weak, and our food supplies are diminishing to critical levels. To survive we need to grow more food and mine ores to produce more metals. Most of our surviving colonists do not yet know what happened but rumors are circulating. Morale is holding at a steady level.for now. As the Blight continues to spread we will eventually need to evacuate again. We must build structure kits to be ready when that time comes. In addition, the scientific databases we evacuated from Eden are badly scrambled and must be reconstructed. We have done a new survivability projection of resources for our next evacuation. Check the Specific Objectives for that list. Move quickly Commander. The Blight is approaching. The Map Terrain map for Eden Mission 2. This is a 128 x 64 map. Easy Level Mission Objectives 1) You must have a minimum population of 20 Children, 14 Workers, and 8 Scientists. 2) You must research these topics: Astronomy, Boptronics, Chemistry, Planetary Sciences, and Social Sciences. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, and one Robo-Surveyor. Strategies: Group select all seven empty Cargo Trucks and set on an ore- hauling route between the mine to the east and the smelter. After the first load of ore has been delivered, send two empty Trucks to the Agridomes. Start building an Agridome kit. Move a ConVec to the loading dock of the Structure Factory and load it with the Agridome kit as soon as it has been completed. Deploy the Agridome directly below the Structure Factory to avoid travel time. Start producing another Agridome kit. Start researching one of the topics in the Basic Lab. The research order doesn't matter in this mission. As soon as your hear the "Research Completed" message hit the space bar to jump to the Basic Lab and assign another topic. After accumulating 5000 Common Metals in the Smelter, take the Trucks from the ore-hauling route and load one Truck at a time. Normal Level Mission Objectives: 1) You must have a minimum population of 20 Children, 14 Workers, and 8 Scientists. 2) You must research these topics: Astronomy, Boptronics, Chemistry, Planetary Sciences, and Social Sciences. 3) You must have the following structure kits in storage at Structure Factory: Agridome,Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, and one Robo-Surveyor. Strategies: Survey the beacon to the east and build a Mine on it.. Construct the buildings in a row stretching towards the beacon. Build the Smelter close to the east end of the base to keep the route from the Mine to the Smelter short. Build the Mine and have the empty Cargo Trucks set up an ore- hauling route. As soon as you have enough Metals build a second Agridome. You may want to unload some of the Metals in the Trucks so you can begin building the structure kits you need. Use those empty Trucks to haul more ore. Remember to keep your Basic Lab busy doing research. You may want to move the Evac Transports and other units that you are not using out of the way to the east side of the map. They will not be in any danger there. If you have enough Metals in storage near the end of the mission, consider building Storage Tanks on the east side of the colony, away from the microbe. This lets you load Metals at both the Smelter and the Storage Tanks avoiding a bottleneck at the Smelter. Hard Level Mission Objectives: 1) You must have a minimum population of 20 Children, 14 Workers, and 8 Scientists. 2) You must research these topics: Astronomy, Boptronics, Chemistry, Planetary Sciences, and Social Sciences. 3) You must have the following structure kits loaded into ConVecs: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least one Earthworker, one Robo-Miner, and one Robo-Surveyor. Strategies: You must act quickly and precisely here. Start your ConVecs moving toward the Command Center, then select each one and order it to deploy its structure kit. These should stretch in a l line from the Command Center eastward, with the Common Ore Smelter at the end of the line. Build your Tokamak quickly south of the Command Center. The "rocky plains" terrain, light gray colored without vegetation, is the fastest terrain to build on in the game. Get the Tokamak there quickly. After the ConVecs have started moving give a Robo-Surveyor a path to the mining beacon using waypoints. Without waypoints he will not get their soon enough. Do the same with one of your Robo-Miners. When those units are on their way, move the Cargo Trucks carrying Metals to your Smelter's construction site to unload them as soon as it is completed. If you are one Tube too far apart when you place your structures, you can still unload the Metals in the Smelter when it is completed. Build Tubes to connect the buildings. You may need to unload all metals and use them for building structure kits. Keep your ConVecs near the Structure Factory to load structure kits as they are completed. Build another Agridome as soon as possible to build up enough food and do the basic research as you go along. Building the Agridome between the Smelter and the Mine will give the Trucks some bulldozed terrain to drive across. Finally, as in the Normal level, you may want to build Storage Tanks on the west side of your colony, so that you may load metals in two places at the end of the mission. Research: On all three levels, you must research all of the topics available. These are: Topic Predecessor Cost Sci Lab Astronomy None 400 5 Basic Astronomy is the study of matter and energy in the universe, particularly the composition and movement of celestial bodies. Prior to our hurried departure, our astronomical database contained a great deal of information on nearby star systems and the local region of space. This database was corrupted and must be rebuilt. Our astronomical database has been rebuilt, giving us increased knowledge of the possible resources and hazards of this part of space. It can provide the basis for future research. Boptronics None 400 5 Basic "Boptronics" refers to hybrid devices and systems which use electronic, biological and optical components. Our colony is entirely dependent on this type of equipment, but our database of boptronic engineering techniques has been damaged. Reassembling this data is a top priority for our survival. Our boptronics database has been restored. We will soon be able to develop new processes, techniques, and devices. Chemistry None 400 5 Basic The science of chemistry investigates the composition and properties of materials. Our databases contained all of Earth's knowledge of chemistry, as well as the results of many experiments carried out since we landed on New Terra; our studies in analytical chemistry, examining the composition of materials in the New Terrestrial soil are particularly valuable. This chemical database must now be rebuilt. The chemical database has been reconstructed, and will provide the foundation of future scientific progress. Planetary Sciences None 400 5 Basic The planetary sciences data bank included studies of the soil, landforms, and atmosphere of New Terra, as well as all geoscientific research done on Earth and the solar system prior to the planet's destruction. Restoration of this database is essential to our continued survival on New Terra. Our planetary sciences database has been reassembled. Social Sciences None 400 5 Basic The planetary sciences data bank included studies of the soil, landforms, and atmosphere of New Terra, as well as all geoscientific research done on Earth and the solar system prior to the planet's destruction. Restoration of this database is essential to our continued survival on New Terra. Our planetary sciences database has been reassembled. Mission Three - Mission Briefing: Commander: Our colony has relocated again as far away from The Blight as our limited supplies would allow. Now we must expand our research and grow our colony to survive. The Basic Lab is no longer useful. The new Standard Lab configuration will allow us to develop new technologies with tangible results. Cybernetic Teleoperation research will allow us to build more vehicles and remotelyoperate them. An active Nursery will allow us to expand our population and decrease infant mortality rates. An active University will allow us to train new workers and scientists. This new colony location is seismically active. This seems to be a side effect of The Blight as it spreads over New Terra. Be prepared for tremors. The colonists will soon realize the gravity of our situation and morale may begin to fluctuate. This may affect our production rates at factories, agridomes, and laboratories. High morale will improve the birth rate and lower the mortality rate. Do what you can to keep the colonists happy but do not forget about our other objectives. The Blight is still a threat. We must keep sufficient Evacuation Transports ready and prepare other resources to move if we cannot stop it. To have any hope of stopping The Blight we must learn more about it. Our scientists need some data from some of the Advanced Labs in our original colony. They believe they can make modifications to some vehicles providing temporary resistance to the effect of The Blight. One other modification to these vehicles must be made. Before the "accident", our Council had become very concerned about the threats from Plymouth's leaders. To protect ourselves in the face of these hostile words our Council ordered some of our scientists to develop defensive weapons systems. Several prototypes had been developed using modified industrial lasers. The prototypes had been installed in some structures and vehicles for testing purposes. Our scientists believe the Blight may have infected and altered the organic memories of these systems. They may perceive our expedition's return as some kind of a threat. The vehicles we send back will need to be equipped properly to defend themselves. Research will allow us to construct our own weapon prototypes. The Savant computers have done projections of what we will need to accomplish all of these goals. See the Specific Objectives list for this information. Act quickly Commander. We must be ready. The Map: Terrain map for Eden Mission 3. This is a 128 x 64 map. Easy Level Mission Objectives: 1) You must have a minimum population of 28 Children, 22 Workers, and 15 Scientists. 2) You must research these topics: Emergency Response Systems, Health Maintenance, Cybernetic Teleoperation, Large-Scale Optical Resonators*, Mobile Weapons Platform*. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least five Cargo Trucks loaded with Common Metals and three Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must build a Vehicle Factory*. 7) You must have at least five ConVecs, one Robo-Surveyor, one Robo-Miner*, two Scouts*, and four Lynx*. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: This mission requires close attention to Morale to help meet your population goals. Build an additional Residence and Agridome as soon as possible; this will help build Morale. Start training all but two Workers to be Scientists at the beginning of the mission. This will increase the number of Scientists (increasing the speed of your research) and also reduce the number of unemployed Workers. Continue to train small numbers of Scientists throughout the mission. Put all available Cargo Trucks on an ore-hauling route between the Mine to the northwest of the base and your Common Ore Smelter. If the Trucks get too bunched up at the Smelter's dock, move a couple of them out of the way to clear the jam. After the rest are moving again, unload them at the Smelter and reroute them. Trucks must be unloaded to accept programming for an automatic mine route. Research topics which aid morale. Starting with Environmental Psychology, then proceed to Health Maintenance, Seismology, and Emergency Response Systems in that order. Build a Medical Center as soon as Health Maintenance is completed, and build a DIRT as soon as Emergency Response Systems has been researched. This will require 3 Workers and 2 Scientists to staff, so plan accordingly. Do not research Metals Reclamation until it is the last topic available. After the Morale issues have been completed, research Cybernetic Teleoperation, Large Scale Optical Resonators, and Mobile Weapons Platform in that order. Start building your Vehicle Factory kit as soon as you have completed Cybernetic Teleoperation. The other two are required to let the Vehicle Factory produce Laser Lynx tanks. While they are being researched, build the Vehicle Factory, 2 Scouts, and a Robo-Miner. Normal Level Mission Objectives: 1) You must have a minimum population of 28 Children, 22 Workers, and 15 Scientists. 2) You must research these topics: Emergency Response Systems, Health Maintenance, Cybernetic Teleoperation. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and three Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Robo-Surveyor, one Robo-Miner*, two Scouts*, and four Lynx*. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Research Seismology first. This will give you warning of the quakes coming and let you move any vehicles out of the way. Very soon after that research Cybernetic Teleoperations. Then place a Residence, Vehicle Factory and a Medical Center on the map as quickly as you can. Hard Level Mission Objectives 1) You must have a minimum population of 26 Children, 20 Workers, and 15 Scientists. 2) You must research these topics: Emergency Response Systems, Health Maintenance, Cybernetic Teleoperation. 3) You must have the following structure kits loaded into ConVecs: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and three Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least one Robo-Surveyor, one Robo- Miner, three Scouts, and five Lynx. Strategies: This is one of the hardest missions in the game. You do not have very many people and the quakes and microbe make it a very difficult scenario. At the beginning, focus almost entirely on building your Morale. Do Health Maintenance immediately. This is the only way to keep enough Workers and Scientists alive since your Morale starts at such a poor level that your death rate will be high. Also, do not train all of your Workers into Scientists at the start. Workers contribute twice as much to the birth rate as Scientists. If you convert them, you will not be able to produce enough Children to succeed. You may only have a few Scientists doing research at a time, but getting more Children is the critical challenge. Do the vehicles and weapons research near the very end. Remember that you can Idle some structures to free up Workers for others, so once your Structure Factory has finished all the kits you need Idle it to get those Workers into other structures. Do not worry about the mining beacons in the south and southwest. These will get hit by a lot of quakes and you will lose a lot of Cargo Trucks that way. Send all of the Trucks to haul ore from the mine in the west. Most of the quakes hit to the west of your base but there are a couple that can be north and south. If you have researched Seismology, move your vehicles out of the way when you get the warning and Idle the structures near the epicenter until the quake is over. As you complete the vehicle requirements, move your vehicles out of the way to the northeast corner of the maps... no quakes ever hit there. You may wish to build a GORF and recycle some of your structures at the end to get enough Metals. If the only thing you have left to complete is the Metals requirement, forget worry about Morale and recycle as many structures as you need to finish. Build Storage Tanks near the end to avoid a botteneck at the Smelter. Research Topic Predecessor Cost Sci Lab Advanced Vehicle Power Plant High-Temp. Superconductivity 1500 12 Std Several of the vehicle models we use are powered by the R-2000 cool- fusion plant. Our work in High-Temperature Superconductivity may be applicable to an improvement of this power plant. The new R-3000 series cool-fusion plant has been installed in all Cargo Trucks, Robo-Dozers, and Earthworkers, replacing the earlier R-2000 model. This application of the High- Temperature Superconductivity technology has increased the speed of these three vehicles. Increases speeds of the Cargo Truck, Robo-Dozer, and Earthworker. Cybernetic Teleoperation None 800 10 Std Prior to the evacuation from our original colony site, Workers remotely operated our vehicles using a technology called Teleoperation. Since the catastrophe, we no longer have enough Workers to teleoperate our vehicles. The Savant computers at the Command Center have taken on part of this burden, but the job is taxing their capacity. We need a specialized computer vehicle control system. This Cybernetic Teleoperation project should allows us to operate a much larger number of vehicles. Our research has resulted in a specialized variant of the Command Center, with dedicated computers and communications capabilities. In addition, all vehicle designs now include the less expensive Noesis computer, utilizing elements of the Savant technology. This transfers much of the computing burden from the Robot Command Center to the vehicle itself. Allows production of Robot Command Center and Vehicle Factory structure kits at the Structure Factory. Emergency Response Systems None 1000 10 Std Given the new dangers confronting our colony, we need more protection against disaster than our emergency shelters are able to provide. Unfortunately, those colonists trained in emergency response were killed before we could evacuate Eden. This project will develop new methods, tools, and techniques to respond to structural damage. Disaster Instant Response Teams (DIRTs) can reduce damage to structures. Once the DIRT structure has been deployed, DIRT members trained in emergency medical care and structural reinforcement will be on the scene in a matter of seconds. Allows production of DIRT structure kits at the Structure Factory. Environmental Psychology None 1500 12 Std Environmental Psychology studies the relationships between human behaviors and the environments in which they occur. The forced evacuation of our old colony site has increased the stress on our Colonists; additional research in this field may help us to create a more supportive environment and improve Morale. Our expanded knowledge of the causes and effects of crowding and environmental and situational stressors has enabled us to redesign our Residences. We can now house more people in the same space, while improving Morale. Increases Residence capacity from 25 to 35 Colonists. Health Maintenance None 600 6 Std Although our emergency medical systems are adequate to deal with accidents and disasters, our people are suffering from a lack of regular medical care. We could exploit the vast medical knowledge in our databases to develop a regimen of health maintenance practices. Medical Center personnel are trained in a variety of techniques of preventive medicine as well as the treatment of illness and injury. Each Medical Center can support the health needs of up to 40 colonists, improving the health and morale of the colony. Allows production of Medical Center structure kits at the Structure Factory. High-Temperature Superconductivity None 1200 12 Std Superconductivity is the ability of certain materials to conduct electric current with no resistance and extremely low losses. The best superconductive materials we have require an operating temperature of 152 degrees Kelvin (-121 degrees Celsius). Many new applications could be developed with a significant increase in the temperature of superconduction. Our research into High-Temperature Superconductivity has resulted in the discovery of an alloy that is superconducting at 236 degrees Kelvin (-37 degrees Celsius), over 80 degrees higher than previous superconductors, improving power generation at our Tokamaks. Increases Tokamak Power output from 250 to 300 units. Hydroponic Growing Media None 1500 10 Std Our Agridomes use a variety of methods, including Hydroponics (soilless farming) to fill our Food requirements. Some of our Agricultural Workers have ideas on ways to improve the growing medium in which our Hydroponic crops are grown. By adjusting the nutrients in the liquid in which our hydroponic crops are grown, we have been able to increase production at our Agridomes. Increases Food production from 40 units to 50. Large-Scale Optical Resonators None 1200 12 Std Satellite observation indicates several of Chairman Nguyen's armed vehicles and guard posts still function at the old colony site. The full plans for these were not in the databases we brought from Eden, so we must recreate the technology. The key development will be the design of an optical resonator large enough to produce a weapons- strength beam. Industrial laser torches provided the model for the Laser turret, whose large-scale optical resonators are capable of generating a beam that can slice through enemy targets quite easily. Allows production of Guard Post structure kits at the Structure Factory. Makes the Laser weapon available. Metallogeny None 1200 12 Std Metallogeny is the branch of geology that seeks to define the relationship between the geological history of an area and its mineral deposits. Metallogenic research is aimed at achieving a better understanding of the nature and geological settings of base and precious metal deposits, and to use this understanding to help develop areas of high mineral potential. Our Metallogenic research has developed a new technique of locating and exploiting veins of Ore. This new method has increased Common Ore production. Increases Common Ore Mine yield. Metals Reclamation None 800 10 Std With our growing needs, we can no longer afford to overlook any possible sources of Metals. A few adaptations to our current Smelter technology may enable us to reclaim some of the materials in structures we no longer need. The Garbage and Ore Recycling Facility (GORF) uses a variant of the hot-cracking technology used at the Common Ore Smelter to extract usable Metals from deconstructed structures, unneeded structure kits, and rubble. Allows production of GORF structure kits at the Structure Factory. Mobile Weapons Platform Cybernetic Teleoperation Large-Scale Optical Resonators 1400 12 Std While our Command Center staff is quite pleased with the new Guard Post/Laser structures, they point out that our defenses are rather inflexible, due to their lack of mobility. At their suggestion, our Scientists have outlined a project for developing a mobile weapons platform, which can be armed with the Laser turret. The Lynx light combat chassis is a design adapted from existing vehicles. The Lynx includes light armor-plating and a weapons hard point, to which a Laser turret (or any other weapons system we develop) may be attached. Allows production of Lynx at the Vehicle Factory. Seismology None 1700 11 Std Our previous research on the geology of New Terra indicated that the planet was not subject to seismic activity; recent events, however, have changed the situation. Our planetary sciences database shows that seismologists had developed methods of seismic event prediction on Earth; some of these techniques may be adaptable to New Terra. We have developed equipment to detect certain hydrogeochemical early warning signals of seismic events. Among the most reliable indicators are variations in the concentration of radon and carbon dioxide in the molten salts found in deep bore wells or in fumaroles. These warnings should give us some time to idle structures in the vicinity of the epicenter, reducing damage to them. Gives early warning of quakes. Mission four - Mission Briefing: Commander: Recent observations indicate that the Blight grows less rapidly at night. We will send our research convoy to our old home under the cover of darkness. We have modified several Scouts and Lynx tanks to temporarily resist the effects of The Blight. Unfortunately, we do not know how long we will be able to retain control of the vehicles before they become infected or what effect the Blight will have on the units. Watch them carefully and proceed as quickly as possible. Each Lynx is equipped with our new Laser weapon. These vehicles are very similar to those previously developed at our original colony site. Our units must infiltrate the colony and find the Advanced Labs where the information we need is located. Move a Scout directly next to the side of the lab so the Scout can scan the structure for the data. Scanning, locating, and transmitting the data back to us will take the Scout a few moments. This expedition is a one way trip. Once our units enter the infected area, they will be carriers of the Blight. We do not want them to return unless we are sure it will be safe. The Advanced Labs have sustained heavy damage and may explode spontaneously. If that happens the data will be lost forever. We must hurry. Check the Specific Objectives list for more information. The Map Terrain map for Eden Mission 4. This is a 64 x 64 map Easy Level Mission Objectives You must transmit data from each of three Advanced Labs in the old Eden colony site. The labs are located at 46,34, 26,25, and 20,55. Strategies: Keep your tanks grouped tightly together. Book-mark all of the combat units with Ctrl+1 and all of the Scouts with Ctrl+2. This lets you move them as a group without having to click-and-drag each time. Clear the way for the Scouts with the Lynx units, attacking any enemies in your path. Try to route your way around Guard Posts rather than attacking them whenever possible. Keep your Scouts close behind your Lynx for protection. Make your way to each of the three Labs in succession, moving as quickly as possible. Avoid letting your vehicles cross loading docks, as this will cause them to be damaged. Normal Level Mission Objectives You must transmit data from each of three Advanced Labs in the old Eden colony site. The labs are located at 46,34, 26,25, and 20,55. Strategies: Keep your tanks in one large group. Since the enemy units are clustered, you will always have the advantage in combat this way. Keep a quick pace: if you do not, all of the enemy Lynx will come hunting after your Scouts. Furthermore, the Advanced Labs are damaged and may spontaneously explode, so you must get to them as quickly as possible. Hard Level Mission Objectives You must transmit data from each of three Advanced Labs in the old Eden colony site. Strategies: The key to success here is to remember that you just need to get the Scouts next to the Labs, not level the entire base. Your units will become infected at around time mark 90, so do not waste time on needless firefights. (You can see the current time mark on the Communications/Messages report.) Watch the mini-map and avoid the large patrol going around. The Scout-hunting force of three Laser Lynx, hiding near the center of the map, will come out much sooner on this level so be ready for them or even hunt them down before they move on your Scouts. One successful strategy is to split your forces into four groups on this mission. Send Group One, two Scouts and two Lynx, to the northwest corner, using waypoints to route around the edge of the map. Group Two is a single Scout; send it to the east side of the map. Group Three is four or five Lynx and two Scouts. Group Four consists of your remaining Lynx. Move Group Three from the southeast corner, to the two Garages in the southwest corner and wait. Use waypoints to keep these units out of the Guard Post range. Most of the Guard Posts in the base are connected to the Command Center by tubes, and will therefore do extra damage. While Group Three is moving, head northwest with Group Four. Punch your way through by blowing up structures and the one Laser Guard Post in the way, then engage the Laser Lynx guarding the Lab. While the guards are busy, sneak Group Two (the lone Scout) in from the east side. Once the data is transmitted take any surviving Lynx and move to the southwest, past the Guard Post to engage the three Scout-hunters waiting in the dark. As that battle progresses, use Group Three to attack the guards at the Lab in the southwest and send one of the Scouts to the north side of the Lab when they are distracted. When the data is transmitted take all remaining units towards the west side of the map to avoid the Guard Post and head north to the final Lab. Send your Lynx in from the south and the Lynx from Group One from the north. Again, use waypoints to avoid the Guard Posts. While the enemy Lynx are engaged, send in your Scouts from different directions to the sides of the lab. Research: There is no research available in this Unit Mission. Mission five - Mission Briefing: Commander: Data recovered from the expedition shows the terraforming microbe breaks down organic compounds into their base elements. Scientists don't know how to stop it yet and its growth rate is increasing. Unless a breakthrough is made, the Blight will consume the entire planet. We must start constructing another starship as a contingency. The first step of this project will be developing our rocket boosters and launching a satellite into orbit. Computer models show that New Terra has natural resources barely sufficient to support construction of a starship as the Blight spreads. We must continue to move just ahead of the Blight and exploit as many of these resources as we can. Projections also show that we are missing valuable data about the starship construction. Our scientists have identified a crash site of the starship Conestoga, which brought us to this planet many years ago but crashed when its orbit decayed. To gather more data we must prepare a convoy of Scouts, Cargo Trucks, and armed escorts to explore the site and recover parts of the wreckage. This will allow our scientists to reverse engineer the parts and expedite our new starship construction. We do not know what threats we will encounter and we must be ready. The Standard Lab will no longer serve for some of the more complex research tasks. An Advanced Lab will be built so new research topics may be pursued. These research topics may be volatile and prone to accidents. Be careful where you construct the Advanced Lab. The Tokamaks have shown that they degrade over time and require frequent repair. Pay attention to them or they may become unstable and explode. As our colony expands we need better power producing alternatives. Our remote operations of vehicles is limited as well. A Robot Command Center with dedicated Savant computers will allow more control of our vehicles. The vehicles will also be able to use more complicated "smart routing" algorithms to improve their transit times. The Robo-dozer has proven to be useful in decreasing building times for structures. When placed on a pre-bulldozed area, structures are completed in substantially less time. Bulldozed roads will allow vehicles to travel over rough terrain much more rapidly as well. Medical Centers will reduce the mortality rates of our workers and scientists. The area we have moved into has rich deposits of needed ores, and some unusual kinds of ores as well. However, this area holds a new threat as well: potential volcanic activity which may be a side effect of The Blight. Computer projections of what we will need to succeed are shown in the Specific Objectives list. The Map Terrain map for Eden Mission 5. This is a 64 x 128 map. Easy Level Mission Objectives 1) You must have a minimum population of 40 Children, 30 Workers, and 20 Scientists. 2) You must research these topics: Robot-Assist Mechanic and Geothermal Power. 3) You must have the following structure kits loaded into ConVecs: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must launch one Satellite. 5) You must have at least three empty Cargo Trucks, six Cargo Trucks loaded with Common Metals, two Cargo Trucks loaded with Food, and two Cargo Trucks loaded with Rare Metals. 6) You must have enough Evacuation Transports for your population. 7) You must have at least one Earthworker, one Robo- Surveyor, three Scouts, six Lynx, and three Rail Gun Panthers*. Strategies: You will not face any Plymouth attacks on this level, so concentrate on completing research, keeping Morale high, and meeting the mission objectives. Keep both the Advanced Lab and the Standard Lab busy with research until all topics have been completed. Start a ore route between the Common Ore Mine to the southeast of the base and the Common Ore Smelter using all ten Cargo Trucks. Build Tubes down to the Mine area, then build a second Common Ore Smelter next to the Mine. Assign two Trucks to the ore route between the Mine and the new Smelter, and leave the rest of the trucks running the route between the Mine and the original Smelter. This will give you more Common Metals than you need for all of the mission objectives. Build two Residences and an additional Agridome early in the mission to help keep up Morale. If you are doing well, you should be able to get new Workers to staff new structures about as quickly as you can build them. Train any excess Workers as Scientists to increase the speed of research. Research Rare Ore Processing and Vulcanology first, followed by Space Program and Hypnopaedia. This will let you start accumulating Rare Ore and the disaster warning will improve Morale. Do not research Leisure Studies until the end of the mission. After "Rare Ore Processing" has been researched, survey and build a Rare Ore Mine south of the existing Common Ore Mine. Build your Rare Ore Smelter next to the Mine, and run Tubes down from the second Commonn Ore Smelter. Assign two trucks from the original ore route to a new route between the Rare Ore Smelter and the Rare Ore Mine. Rare Ore is required to build the Spaceport, the SULV, the Edward Satellite, and any Panther tanks. Normal Level Mission Objectives 1) You must have a minimum population of 40 Children, 30 Workers, and 20 Scientists. 2) You must research these topics: Robot-Assist Mechanic and Geothermal Power. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must launch one Satellite. 5) You must have at least three empty Cargo Trucks, five Cargo Trucks loaded with Common Metals, two Cargo Trucks loaded with Food, and two Cargo Trucks loaded with Rare Metals. 6) You must have enough Evacuation Transports for your population. 7) You must have at least five ConVecs, one Earthworker, one Robo-Surveyor, two Scouts, four Lynx, and two Rail Gun Panthers. Strategies: Research and accumulate Rare Ore as quickly as is possible. Ignore the starting Common Ore Mine and build one in the eastern portion of the map. This Mine is much closer and more easily defended. If you work quickly, this mission provides an excellent oppurtunity to do extra research. Delay completing one of your mission objectives, such as leaving one Cargo Truck unloaded, until you have done all the research the Blight allows. Hard Level Mission Objectives 1) You must have a minimum population of 40 Children, 30 Workers, and 20 Scientists. 2) You must research these topics: Robot-Assist Mechanic and Geothermal Power. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must launch one Satellite. 5) You must have at least three empty Cargo Trucks, five Cargo Trucks loaded with Common Metals, two Cargo Trucks loaded with Food, and two Cargo Trucks loaded with Rare Metals. 6) You must have enough Evacuation Transports for your population. 7) You must have at least five ConVecs, one Earthworker, one Robo-Surveyor, two Scouts, four Lynx, and two Rail Gun Panthers. Strategies: Quickly solve the Power and Food shortages by deploying some of the kits in storage and constructing another Tokamak kit. At some point you will want to do the Geothermal Power research to build a Geothermal Plant for your Power needs. Build several Rail Gun Guard Posts around the edges of your base and connect them to the Command Center with Tubes. Eventually Plymouth will send in about six Microwave Lynx to attack. This is an effective way to stop them. Get the Rare Ore Processing research at the Advanced Lab done as soon as possible so you can get the Panthers and Spaceport built. Research Topic Predecessor Cost Sci Lab Advanced Combat Chassis Rare Ore Processing 2200 14 Adv While the Lynx has generally been a satisfactory design, it has proven to have a short life expectancy in combat. Our defenses require a heavier, more durable combat chassis. The Panther medium combat chassis, based on the same vehicle body as the ConVec and Cargo Truck, is a heavier, better armored defender than its predecessor, the Lynx. Although slower than the Lynx, its greater durability in combat should improve our defenses. Allows production of Panthers at the Vehicle Factory. AutoDiagnostic Exams Health Maintenance 1500 8 Std The increase in our population is straining the capacity of our Medical Centers. We may be able to increase their capacity by automating some tasks. A new type of robotic medical assistant has been developed which can perform many routine tasks at the Medical Center, allowing the staff to care for more patients. Increases Medical Center capacity to 75 Colonists. Consumerism None 1000 6 Std Though there are a number of goods and services they can purchase, our colonists are asking for something more: items that they can enjoy during their leisure hours. A few colonists have asked for time at our research facilities to respond to this need. Our research into the psychological benefits of consumerism has led to the development of a production facility in which a variety of goods can be produced. These items can induce a short-term increase in Morale. Allows production of Consumer Goods Factory structure kits at the Structure Factory. DirectionalMagneticFields IndependentTurretSystems Advanced Combat Chassis 2000 14 Adv Some of our researchers, reviewing the military database brought from Earth, have found an abstract of a proposal for a weapon that uses a directional magnetic field to propel a projectile. Although plans for the weapon were lost, we believe we can recreate such a device. The Rail Gun turret uses an electric current to accelerate a projectile to velocities of several hundred meters per second. The weapon consists of two copper rails and the R-10 cool-fusion power cell, which charges a capacitor. The capacitor is discharged into one rail and the current flows through the projectile into the second rail, producing a directional magnetic field that accelerates the projectile. Makes the Rail Gun weapon available. DIRT Procedural Review Emergency Response Systems 1800 10 Std As our colony grows, more and more resources must be invested in DIRTs to maintain adequate protection. DIRT members have made several suggestions that may reduce this burden. A review of methods and procedures is in order. Using suggestions made by DIRT members, our emergency response procedures have been improved. Among the improvements are an additional team member, redesigned power-assist armor, and a new type of structural breach patch. Increases DIRT protection capacity to 15 structures, increases DIRT Worker requirement to 3. Geothermal Power High-Temperature Superconductivity Rare Ore Processing 2200 14 Std On Earth, a significant percentage of electric power was generated by geothermal power plants. Although New Terra does not have ground water like Earth, and therefore cannot have the same kind of steam generation that Earth's geothermal plants had, recent volcanic activity indicates a great deal of underground heat that we may be able to tap into to produce power. Although New Terra does not have ground water, and therefore does not generate underground steam and hot water that produced power on Earth, the fumaroles in this area do contain molten salts and gasses that can be used similarly. The Geothermal Plant is a less expensive and more stable power generation facility than our current Tokamak plant. Allows production of Geothermal Constructor (GeoCon) vehicles at the Vehicle Factory. Hypnopaedia None 800 10 Std As our research projects become more complex, we need to improve our methods of training scientists. Hypnopaedia, or sleep-learning, is a method we plan to investigate. Our hypnopaedia project has borne limited fruits. Sleep- learning is useful only in reducing the time required for memorization. This is helpful in that a large part of our research training requires knowledge of what types of research are described in our scientific databases. Reduces points required to train Scientists to 3750 IndependentTurretSystems High-Temp Superconductivity 1700 12 Adv Our weapons turrets currently feed off the Lynx cool-fusion power plant. Because of the other demands on this power system, the amount of power that is available to the weapon is limited. Our research project will develop an independent power source for weapons turrets. The R-10 cool-fusion power cell, just developed, is a small but powerful generator designed to fit into the weapons turret on our Lynx combat vehicles. This replaces the power feeds from the Lynx' own cool-fusion plant, and makes possible other, more powerful weapons systems. Increases Laser penetration damage to 45. Leisure Studies None 1200 6 Std Our colonists are asking for additional entertainment options for their off-duty hours. This project proposes to tap the humanities database for possible leisure-time activities. Our leisure studies project has produced a number of activities, for both individuals and groups, that will amuse, entertain, and stimulate our colonists. Recreation facility personnel are trained to organize physical exercise classes, games, and tournaments, and to teach various handicrafts. Allows production of Recreation Facility structure kits at the Structure Factory. Rare Ore Processing Metallogeny 2500 16 Adv Since our arrival on New Terra, we have encountered a number of sites that are rich in rare mineral deposits, but we have had neither applications which called for Rare Metals nor methods of processing these Rare Ores. Now, our scientists have a number of projects they wish to undertake which would require Rare Metals. Rare Metals will be a great asset to us. These metals can be used in several new research projects. Allows production of Rare Ore Smelter and Rare Metals Storage Tanks structure kits at the Structure Factory, and modifies Robo- Miners to deploy as Rare Ore Mines. Production cost of Robo-Miner increases to 700 Common Metals. Recycler Postprocessing Metals Reclamation 1500 10 Std The hot-cracking column used in our GORFs successfully reclaims approximately 50% of the Metals content of materials. We have some theories about a secondary process that can recover additional metals from the remaining slag. Metals recovered through recycling increased. Increases amount of Metals recovered through recycling. Reinforced Vehicle Construction Rare Ore Processing 1200 12 Std The Cargo Truck, and some similar vehicles, have shown themselves to be all too vulnerable to damage from disasters, explosions, and attacks. Through the use of new composite alloys incorporating Rare Metals, we can increase their durability. The durability of these vehicles has been improved through a combination of revised construction and the use of a composite alloy incorporating Rare Metals. Increases Hit Points and changes production costs of ConVecs, Cargo Trucks, and Evacuation Transports. CargoTruck ConVec Evacuation Transport Hit Points 750 375 280 Common Metals cost 500 1000 650 Rare Metals cost 100 150 100 Robot-Assist Mechanic None 800 8 Std Our cybernetics experts have proposed a new robot that can be used in repairing vehicles. Robot-Assist Mechanics, installed at the Garage, are capable of doing most vehicle repairs. A special version has been mounted on a vehicle for field repairs. Allows production of Garage structure kits at the Structure Factory, and of Repair Vehicles at the Vehicle Factory. Robotic Image Processing None 1400 12 Std The visual recognition systems of our robotic vehicles have a limited useful range, partially due to the limitations of the image processing software. Some of our programmers have a possible solution. Through a combination of improved image processing software and increased zoom telescoping vision systems, the visual recognition range of certain units has been improved. Increases sight ranges of the Light Tower (from 8 to 9), Guard Post (from 8 to 9), and Scout (from 7 to 8). Space Program Rare Ore Processing 4000 18 Adv With the discovery that the Blight cannot be stopped, and that New Terra will eventually become uninhabitable, it becomes imperative that we develop a space launch facility as the first step in our evacuation of New Terra. Our space program is underway. As an initial cargo, we have developed the Early Disaster Warning and Resource Detection (EDWARD) satellite. Allows production of Spaceport structure kits at the Structure Factory, and of the Single Use Launch Vehicle (SULV) and the EDWARD satellite at the Vehicle Factory. Vulcanology None 1600 8 Std Recent volcanic activity on New Terra threatens our colony. To protect our colonists, we need to develop a method of predicting eruptions so that we can safely evacuate our colonists. Using data from our planetary sciences database as well as investigations of volcanoes and magma vents here on New Terra, we have developed an early warning system that will accurately predict volcanic eruptions. Our dual-method monitoring system uses seismometers to measure rock movement that may indicate rising magma in the planet's crust and correlation spectrometers that measure sulfur dioxide in plumes rising out of volcanic craters. Gives early warning of volcanic eruptions. Mission six - Mission Briefing: Commander: We have sent a convoy of Scouts, Cargo Trucks, and armed escorts to one of the sites where part of the Conestoga fell to New Terra. Our scientists have identified some crucial components we need to recover from this site. Finding them and returning them to our Spaceport will allow our scientists to reverse engineer the parts and expedite our new starship construction. If the parts are not already identified then move the Scouts within scanning range of all the wreckage sites. As the parts are identified your computer display will mark their locations. Once a part is located load it in a Cargo Truck and return it to the convoy's starting point. Satellite information has identified several Plymouth units in the area. We do not know their intent. Be prepared for any actions they might take but remember that returning the parts intact is our top priority. Be prepared for one other threat as well as the Blight continues to spread the atmosphere on New Terra is thickening. High winds are generating dangerous vortexes that can destroy our fragile vehicles. Keep the vehicles away from these ominous twisters. See the Specific Objectives list for further information. The Map Terrain map for Eden Mission 6. This is a 128 x 64 map Easy Level Mission Objectives You must pick up three pieces of wreckage from the Conestoga. The pieces are located at 31,2, 90,9, and 116,52. Once acquired, they must be returned to the convoy's starting location. Strategies: Keep your tanks grouped tightly together. Try bookmarking your combat units in one group and your Scouts and Cargo Trucks in another. Avoid combat whenever possible. Observe the patrol routes of the Plymouth units and see if you can time your travel to take advantage of holes in their defenses. When attacks are necessary, use the greater range of your Rail Guns to kill them without incurring damage. Attack and retreat - keep them in range of your Rail Guns, but your units out of range of their Microwave weapons. Use the same strategy against Plymouth's Guard Posts. If you destroy the Tokamak and Command Center in the Southeast corner of the map, all of the Guard Posts will be Disabled and you can safely ignore them. Normal Level Mission Objectives You must pick up three pieces of wreckage from the Conestoga. The pieces are located at 7,7, 90,30, and 114,35. Once acquired, they must be returned to the convoy's starting location. Strategies: Take care of your Scouts! You have superior forces, but if you lose your Scouts, all will be lost. Beware the vortexes in this mission. They can help by destroying enemy units but they can also destroy yours if you are caught sleeping. Keep the Rail Guns together. Remember that a Rail Gun has a greater range than a Microwave. Clear out as many units as necessary, but keep the Scouts and Cargo Trucks in a safe area. Hard Level Mission Objectives You must pick up three pieces of wreckage from the Conestoga. Once acquired, they must be returned to the convoy's starting location. The pieces may be located at one of these three sets of locations: Piece 1 Piece 2 Piece 3 GroupI 131,2 90,9 116,52 GroupII 7,79 0,30 114,35 GroupIII 62,2 64,5 226,8 Strategies: A vortex shows up about time mark 42 right at your starting convoy location. Move everyone east before then. Most of the vortexes happen on the west side of the map. Keep everyone grouped together when attacking RPGs. Identify all of the wreckage first and clear the way before picking it up in the trucks and sending it back to the starting point. Research There is no research available in this Unit Mission. Mission seven - Mission Briefing: Commander: To continue development of the new starship, our scientists require large quantities of both Common Metals and Rare Metals. We have established a mining base in the foothills of a nearby mountain range. This location has rich deposits of both Common Ore and Rare Ore. The area is both seismically and volcanically active, however, and it is simply too dangerous to establish the full colony in this location. The mining base is staffed with some "volunteer" help. A convoy of loaded ConVecs and Cargo Trucks has been sent in to help speed up the mining effort. A small complement of armored vehicles has also been dispatched to the location but few robots can be spared from the main colony's defenses and we do not have enough extra resources to support a Structure Factory in the mining base. Satellite observations have shown numerous Plymouth vehicles in the area. Our secret location may not be as secret as we thought. Be prepared to defend the base if the Plymouth units locate it. The increased effect of the Blight is also creating havoc in the skies. Severe electrical storms have been noted by our scientists. These may pose a threat to our base as well. Our projections show what we must do to succeed. Check the Specific Objectives list for details. The Map Terrain map for Eden Mission 7. This is a 128 x 64 map. Easy Level Mission Objectives You must have 10000 units of Common Metals and 7500 units of Rare Metals in storage. Strategies: The challenge here is to fend off the attacking Plymouth units while accumulating enough Metals to complete the mission. Attacks come from the four corners of the map, sometimes from two directions at once. Each attack will consist of two to six units, so be prepared to build several groups of eight Lynx for defense. Start all five Cargo Trucks on an ore-hauling route between the southern Mine and the Common Ore Smelter. Bulldoze a double- wide path to the Mine to decrease travel time. When the mine yield on this mine drops to 240, move your cargo trucks to service the mine located to the west of the original mine. Build Rail Gun Lynx immediately. After you have 12 or so, build additional Cargo Trucks and start an ore-hauling route between the Rare Ore Mine in the southwest and the Rare Ore Smelter. When you build the Guard Posts that are in the ConVecs, connect them to the base with Tubes to maximize their effectiveness. You can defend the northeastern approach with three Guard Posts and two Rail Gun vehicles. Place an additional Guard Post to defend the southwestern approach in conjunction with a group of eight Lynx to be shuttled between the southwestern and northwestern approaches. Place the remaining Guard Posts near the southern mine, along with another group of six to eight Lynx. Always repair damaged Guard Posts immediately after each attack. You have a ConVec for each, so there is no shortage of vehicles to repair them. Having several combat units in reserve allows you to cycle damaged vehicles to the Garage for repair between attacks while maintaining the integrity of your defense. It is faster and cheaper to repair them than to build replacements. If you lose one of your Tokamaks, build a GeoCon and tap either of the fumaroles in your base. Normal Level Mission Objectives You must have 12000 units of Common Metals and 8000 units of Rare Metals in storage. Strategies: Immediately build a small armada of Rail Gun units. Once there are enough to defend your base, build a Rare Ore Mine on the beacon east of your base. This Mine has a higher yield and is far more defensible the initial mine. Bulldoze roads for your Cargo Trucks. These roads will greatly increase the speed with which they travel. Hard Level Mission Objectives You must have 12000 units of Common Metals and 8000 units of Rare Metals in storage. Strategies: There are devastating quakes in several places and many assaults that come in from the four corners. Build two or three Rail Gun Guard Posts at the northeast corner and connect them to the base with Tubes. Send the four Robo-Miners out to build on the four remaining beacons. Even though you may not mine at them the enemy will attack them and split their forces up to do it. This will also give you some warning of incoming attacks. Pick one Rare Ore and one Common Ore Mine and concentrate your defenses there. At some point the enemy will come in and target your Vehicle Factory and later your Storage Tanks. Both of these are critical to defend. You may want to build Guard Posts near those and hook up Tubes to them. Build the Garage in a central location and quickly get your units repaired between battles. In assault waves with EMPs and Spiders, focus on knocking out the Spiders first if you have several combat units. If you only have one vehicle to defend against this kind of wave, retreat out of range until you can get reinforcements. You will have to keep building new units and repairing them. A Repair Vehicle (or two) is also very good to have. It is faster than the ConVec in both speed and repair time. Use it to fix up the Guard Posts that get damaged. And finally, build some small Wall segments in key locations. These can channel enemy units to your "kill zones," but keep them short or the enemy will just shoot their way through. Research There is no research available in this Unit Mission. Mission eight - Mission briefing: Commander: The attack on our mining location has shown that remote bases will be difficult to defend. Our resources are better used defending only a centralized colony. Further analysis of the Blight has confirmed our deepest fears. It cannot be stopped. New Terra is doomed. To survive we must once again take to the stars. The construction of our starship has become our highest priority and will require massive amounts of Rare Ore. Computer projections show that known Rare Ore sites on New Terra will barely have sufficient yield to complete our starship and defend ourselves. Early estimates show our new starship will hold about 200 colonists. Between this and our limited resources, we must be careful about our population growth. Idle the Nursery and University as needed to limit the amount of new children and workers. We may wish to explore an idea proposed by one of our scientists for harnessing the magma of New Terra. Although the process is theoretical and potentially dangerous we may have no alternative. We must also continue to grow and protect our colony. Plymouth has become desperate and unpredictable. Some of our vehicle engineers have proposed a new combat chassis that will counter the Plymouth threat. Our astronomers report that New Terra has passed through a large comet's tail and the debris may cause a meteor shower. Be alert to any potential danger from meteor impacts. Recently our Gene Bank was destroyed by subversive elements. We do not know if Plymouth was behind this action or not. The investigation is continuing but without a viable Gene Bank it will be impossible to establish a new colony on another world. The only known surviving Gene Bank is located in Plymouth. The new Senate is making plans for negotiating the transfer of the Gene Bank to our starship. If a transfer cannot be arranged we will devise alternative methods for obtaining it. Check the Specific Objectives list to see the things we need to be prepared. The Map Terrain map for Eden Mission 8. This is a 64 x 128 map. Easy Level Mission Objectives 1) You must have a minimum population of 54 Children, 36 Workers, and 27 Scientists. 2) You must research these topics, if not previously completed: Advanced Vehicle Power Plant, Reinforced Vehicle Construction. You must also research Dual- Turret Weapons Systems*. 3) You must build and launch these starship components: Skydock, Ion Drive Module, Fusion Drive Module. 4) You must have at least 8000 units of Common Metals, 3000 units of Food, and 4000 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least four Lynx, four Panthers, three Tigers*, and two Scouts. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: You will be faced with multiple attacks by Plymouth units coming from the northwest, northeast, and south in this mission. Get your Metals production up to speed early and build as many Lynx as you can before the attacks start. Research Electromagnetic Pulsing, Increased Capacitance Circuitry, Scout-class Drive Train Refit, and Efficiency Engineering first. This will give you faster, better Rail Gun and EMP Lynx, which in combination are very effective at destroying attackers with minimum losses. A most effective combination is three EMP and five Rail Gun Lynx as a defensive unit. Dual-turret Weapons Systems allows you to build Tigers, but they are not really needed in this mission except to fulfill the mission requirements so you can delay this topic until later. Smelter Postprocessing and Rare Ore Extraction will increase your Metals production rate, while Meteorology and Severe Atmospheric Disturbances will increase your warning times and boost Morale. These are worth researching very early. Research and launch the Skydock as it opens additional research topics you will need to complete the mission objectives. Remember to keep your Morale high and continuously train more Scientists. Normal Level Mission Objectives 1) You must have a minimum population of 54 Children, 36 Workers, and 27 Scientists. 2) You must research these topics, if not previously completed: Advanced Vehicle Power Plant, Reinforced Vehicle Construction. You must also research Dual- Turret Weapons Systems*. 3) You must build and launch these starship components: Skydock, Ion Drive Module, and either the Fusion Drive Module OR the Fueling Systems. 4) You must have at least 10000 units of Common Metals, 4000 units of Food, and 7500 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least six Lynx, four Panthers, three Tigers*, and two Scouts. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Develop the Magma Well technology and implement it immediately. Building a Rare Ore Smelter directly next to the Magma Well to get as much Rare Ore as quickly as possible. Do not let your defenses down! Develop Acid Weaponry and Electromagnetic Pulsing and use these new weapons to defend your base. If you have not done so, research Robotic Image Processing - you will want it for the next mission. Hard Level Mission Objectives 1) You must have a minimum population of 54 Children, 36 Workers, and 27 Scientists. 2) You must build and launch these starship components: Skydock, Ion Drive Module, and either the Fusion Drive Module OR the Fueling Systems. 3) You must have at least 10000 units of Common Metals, 4000 units of Food, and 8000 units of Rare Metals in storage. 4) You must have enough Evacuation Transports for your population. 5) You must have at least six Lynx, five Panthers, four Tigers, and three Scouts. Strategies: The strategies that apply to the other difficulty levels work here as well, but you will be under a very difficult assault that comes very frequently. The Acid Cloud works very well against Spiders but you will need to have plenty of Guard Posts (connected to your base) to defend your important structures. Watch for meteors and electrical storms. The storms will move from one edge of the map to the other. Protecting your Power supplies is very hard in this mission because the enemy will focus on that. You may want to build some Tokamaks in your base and protect them with Guard Posts if your Geothermal Plants get knocked out. Rare Ore will become critical on this mission. Make sure you build the Magma Wells early and have your Rare Ore Smelter between the lower Mine and Magma Well. Keep it well defended. Research Topic Predecessor Cost Sci Lab Acid Weaponry Magma Refining 3500 16 Adv Our Common Ore Smelters produce a number of toxic byproducts during the processing of Common Ore into Common Metals. We believe we can use these wastes in a new weapons system. Our Acid Cloud turrets fire a projectile which releases a cloud of corrosive acid that can eat through even the toughest armor. The cloud dissolves after a brief period, but any target caught within the cloud will take heavy damage. Makes the Acid Cloud weapon available. Advanced Robotic Manipulator Arm Robot-Assist Mechanic 2800 16 Std Certain units, such as the ConVec, use manipulator arms to accomplish complex tasks. Our cybernetic experts have a proposal for improving the flexibility and strength of these manipulator arms. Several small refinements to the manipulator arms of these units, such as reconfigured joints, use of higher tensile strength metals in construction, and a software upgrade, add up to a substantial improvement in the production and repair rates of these units. Improves the productivity of ConVecs, Earthworkers, Robo-Dozers, Repair Vehicles, and Garage by 25 percent. (Improves structure kit deployment, Tube and Wall construction, repair, and bulldozing times.) Blight-Resistant Isotopes Health Maintenance 2000 14 Adv During a recent evacuation, a minor accident at a Tokamak revealed a potential method of dealing with the Blight. Destabilized by an earthquake, the Tokamak exploded and released an unusual waste product--an isotope that seemed to retard the growth of the Blight! We have isolated the particular isotope that affects the Blight. Unfortunately, the isotope has a short half-life, and is difficult to produce in large quantities. However, we have modified the Earthworker to build temporary barriers against the Blight. These barriers will not permanently destroy the microbe, but may buy us extra time for evacuations. Allows deployment of Microbe Walls by the Earthworker. Dual-TurretWeaponSystems Reinforced Vehicle Construction 4000 18 Adv One of our research Scientists has proposed doubling the rate of fire of our combat units by installing a dual weapons turret. This may be just the decisive advantage we need to end this destructive conflict. The dual-turret weapons systems are capable of twice the effective rate-of-fire of their single-turret predecessors, but duplicate only 70% of the components, sharing certain support systems. Due to their size, they can only be mounted on the Tiger heavy combat chassis, a tracked vehicle based on the Earthworker and Robo- Dozer designs. Allows production of Tigers at the Vehicle Factory. Efficiency Engineering Consumerism 4000 16 Std All of our factories use a similar assembly-line method of production. Some of our factory workers, reading through the databases of industrial engineering techniques from Earth, have proposed a study of our factories, to look for possible increases in manufacturing efficiency. Using time-and-motion analysis of the various production facilities, our researchers developed several new tools and techniques that reduced the production time of all products. Reduces production time at Structure Factory, Vehicle Factory, Consumer Goods Factory, and Spaceport 25%. Electromagnetic Pulsing None 1600 10 Adv Since the early development of atomic weaponry, scientists have known about the disruptive effect of the electromagnetic pulse (EMP) on electronic circuitry. Our scientists believe they can use this knowledge to produce a defensive weapons system. Electromagnetic pulse (EMP) grenades, fired from Guard Posts or combat chassis, produce a disruption in the power distribution circuitry of all vehicles or structures in range. This will briefly render the target inoperable. Makes the EMP weapon available. Enhanced Defensive Fortifications None 1600 12 Std With tensions increasing between the two colonies, we must make our defenses as strong as possible, especially as we begin development of our starship. The armor applied to our Guard Posts is now equal to that protecting our most vital structures. Upgrades armor of Guard Posts to Heavy. Expanded Housing Environmental Psychology 1600 10 Std As our population has grown, so has the number of Residence structures we need to house our people, making the colony more difficult to manage. A larger Residence facility, serving more colonists, would reduce some of our administrative problems. The new Advanced Residence structure provides our colonists with larger, more spacious quarters, yet reduces administrative and maintenance difficulties and has only a slightly higher cost. Allows production of Advanced Residence structure kits at the Structure Factory. Explosive Charges None 325 4 Std A simple and inexpensive weapons system could be developed by placing high explosive charges into a weapons turret. Although the vehicle would be destroyed by the detonation, the size of the charge could quickly incapacitate several enemy units at once. The Starflare turret is a large trinitrotoluene (TNT) bomb, which may be placed on the Lynx or Panther combat chassis, or installed into a Guard Post. This high-explosive will damage all units within range. Makes the Starflare weapon available. Fueling Systems Ion Drive Module 3500 18 Adv Portions of a severely-damaged spacecraft were among the wreckage found at the 'Conestoga' crash site. The ship was known to have carried an emergency refueling unit, designed to scoop hydrogen from the atmosphere of gas giants similar to Jupiter. Should New Terra have been found to be uninhabitable, this 'Fuel Shark' would have been able to refuel the 'Conestoga' for travel to another star. The Fueling Systems consist of storage tanks for liquid mercury, used to fuel the Ion Drive, and the Fuel Shark, an autonomous ramscoop vehicle that dives into the outer layers of the planet's atmosphere to gather hydrogen fuel for the Fusion Drive. The Fuel Shark will substantially reduce the number of launches necessary to prepare the starship for flight. Allows production of the Fueling Systems at the Spaceport. Fusion Drive Module Ion Drive Module 3500 18 Adv Some of the wreckage recovered from the starship crash site appears to be part of a fusion motor propulsion system. Further examination of the wreckage will allow us to re-build such a system. Our fusion propulsion system plans are complete. The Fusion Drive Module contains both the fusion motor, used for high- acceleration in-system maneuvering, and the tanks which store the hydrogen fuel used in this motor. Once we have reached interstellar space, this fusion motor will convert into a fusion reactor that will provide power to the Ion Drive. Allows production of the Fusion Drive Module at the Spaceport. Heat Mining Geothermal Power 1600 10 Std Our Geothermal Plants rely on the molten salts and gasses found in fumaroles to generate power. Heat Mining, or Hot Dry Rock geothermal power generation, may allow us to place Geothermal Plants in places without fumaroles by injecting cold water into deep bore wells, then capturing the steam produced when the water reaches the hot rocks in the New Terran surface. Our Heat Mining project has met with limited success. We have not been able to develop a viable geothermal plant that can be deployed away from fumaroles, but by injecting cold water into the fumarole, we have been able to increase the output of our Geothermal plants. Geothermal Plant Power output increased to 650. High-Energy Ray-Composite Projector Meteor-Watch Observatory 4000 18 Std Some very ambitious high-energy physicists have submitted a proposal for an energy weapon. Their theory combines both microwave and laser projection with a particle beam projector. The High-Energy Ray-Composite (HERC) Projector is now functional. Although the equipment needed to produce this energy/particle beam is far too massive for use in a weapons turret, it is ideal for use as a meteor defense. Using the tracking capabilities of the Observatory, the HERC beam can destroy even the largest meteors with a single shot - if it hits its target. Allows production of Meteor Defense structure kits at the Structure Factory. Hot-Cracking Column Efficiency None 1400 14 Std Smelters and GORFs are dependent on hot cracking columns to separate the Metal content of Ores or rubble. This equipment has a very high Power demand. We believe that we may be able to apply our high-temperature superconductive material to some elements of this system and reduce the Power demand. The Power requirement of the Common Ore Smelter and Rare Ore Smelter, and GORF have been reduced. Reduces the Power requirement of the Common Ore Smelter, Rare Ore Smelter, and GORF to 40. Increased Capacitance Circuitry None 1800 10 Adv As our experience in using Rare Metals grows, we find new applications for these materials. Our boptronics engineers believe they can refine the design of the dielectric insulators used in some of our high-voltage capacitors to improve their efficiency. The new design of the dielectric insulator has increased the capacitance of the capacitors used in the Rail Gun weapon systems. The higher discharge increases the acceleration of the projectile by 20%. In addition, our researchers are brainstorming another possible use for this technology, and will soon submit a new project proposal. Increases Rail Gun concussion damage to 100 and penetration damage to 50. Ion Drive Module Skydock 3500 18 Adv While the main drive of the 'Conestoga' was a less capable fusion drive, it appears that an improved ion propulsion system was developed shortly before launch and used in some thruster systems. The remains of one of these thrusters has been recovered from the 'Conestoga' crash site. Reverse-engineering this thruster will be a substantial step in developing our evacuation starship. The ion motor used in the 'Conestoga' was a low-thrust/long- duration system activated once the ship reached interstellar space. The Ion Drive Module contains this interstellar drive as well as supplemental ion and chemical guidance thrusters to be attached to the starship. Allows production of the Ion Drive Module at the Spaceport. Magma Refining None 3200 16 Adv Initial observations of the magma vents that have begun to appear on the New Terran surface indicate that the magma is rich in Rare Metals. If we could develop a method of safely using this magma, it would greatly increase our supply of this resource. Using the same basic configuration as our Mines, we have created a process of extracting and cooling magma from magma vents. The product of this process is a steady supply of Rare Ores, with a constant yield of 100 units of Rare Metals. Allows Robo-Miners to deploy as Magma Wells. Increases Robo- Miner production cost to 800 Common Metals. Meteorology None 1600 10 Std Although there have always been electrical discharges in the New Terran atmosphere, the atmosphere's low pressure caused these discharges to be manifested as sudden glows, rather than lightning strikes as on Earth. Now, with the thickening of the atmosphere, dangerous lightning is becoming more of a danger. We need to study these strikes so that we can predict their occurrence and take precautions. We now understand the atmospheric conditions that lead to filimentous, or arc, lightning discharges in the New Terran atmosphere, and can predict their occurrence. On Earth, collisions between water particles of varying sizes caused the build-up of an electrical charge in the atmosphere. Negatively-charged particles in storm clouds were attracted to the positively-charged ground. The process is similar on New Terra, except that instead of water particles colliding, we have dust particles colliding. Gives early warning of electrical storms. Meteor-Watch Observatory None 1800 12 Std After the recent meteorite impacts, our observations have found that more are to come. New Terra is entering a field of debris, probably caused by the collision of two asteroids. We need a way to track this debris so we can have some advance warning of meteorite impacts. Deployment of the Observatory structure will allow us at least a minimal amount of warning of meteorite impacts in the area of our colony. The Observatory incorporates a wide-field optical telescope with a sophisticated tracking system to allow us to project the path of incoming meteors. Allows production of Observatory structure kits at the Structure Factory. Multitainment Console Upgrade Leisure Studies 1200 8 Std The demands on our Recreation Facilities have grown even as our colony has grown. This project hopes to ease the situation by improving the multitainment consoles so many of our Colonists use during their off-duty hours. Our improved Multitainment Consoles are smaller and less expensive, while maintaining their high performance level. The number of units included in the Recreation Facility design has been increased, allowing the facility to serve more colonists. Increases Recreation Facility capacity to 60 Colonists. Rare Ore Extraction None 4000 18 Adv Our Rare Ore mining facilities have had only moderate success at finding the best methods of extracting higher grades of Rare Ore. Several proposals have been put forward to improve our efficiency. Our project has met with limited success. We have developed two new processes that determine the Rare Metal content of certain gangue materials, such as quartz, and eliminate specimens containing only trace amounts of Metal. Increases Rare Ore Mine yield. Reinforced Panther Construction Reinforced Vehicle Construction 1600 12 Adv The composite alloy developed in our Reinforced Vehicle Construction project may be beneficial for our Panther combat chassis as well. A redesign of the Panther using a new composite alloy has increased the durability of this combat chassis. Increases Panther Hit Points to 700. Changes production cost of Panther to 300 Common Metals and 150 Rare Metals. Scout-class Drive Train Refit None 1500 12 Std The Scout, and some similar vehicles, use the G-75 drive train. We have discovered a design flaw in the G-75 that impairs its efficiency. This project would redesign the G-75 to make it more effective. The G-75 drive train used in these three vehicles has been replaced by the G-80 model, which improved vehicle speed through a more efficient transfer of energy from the power plant to the wheels. Increases speeds of the Scout, Robo-Surveyor, and Lynx light combat chassis. Severe Atmospheric Disturbances Meteorology 1600 10 Std The vortexes we have been experiencing are a new phenomenon on New Terra; we must study these severe storms to determine how they are caused and how to predict them. The vortexes start in a manner similar to the 'dust-devils' common on Earth and Mars. Ground-level air, heated by sunlight, rises. Cooler air rushes into the area that the warmer air has left, but from there, the spinning column of air is enhanced and focused by a yet-unknown process which may be electromagnetic in nature. While our understanding is limited, we can now forecast conditions that will lead to their formation, and have developed technologies for early detection. Gives early warning of vortexes. Skydock None 3500 18 Adv We must begin construction of an evacuation starship as soon as possible. The first step is an orbital station from which we can start deploying components of the ship. Our Skydock will function as an orbital command post. In addition to docking facilities for our launch vehicles ferrying components and technicians, it serves as a command and control facility for construction of our evacuation starship. Allows production of the Skydock at the Spaceport. Smelter Postprocessing Recycler Postprocessing 4000 18 Adv The chemical postprocessing technique we developed for improving metals reclamation at the GORF may be adaptable for use at our Common Ore and Rare Ore Smelters. We have successfully adapted the chemical postprocessing treatment used at the GORF to improve the yield of our Smelters. Increases Common Ore Smelter and Rare Ore Smelter production. Mission nine - Mission Briefing: Commander: Our starship development is progressing but we are missing some key components. Patrol units have located another debris field from the Conestoga that may yield the information we need. A convoy will attempt to recover the wreckage we need. Use the Scouts to scan the wreckage site for any pieces that are not already identified. When they are marked, move a Cargo Truck to the location to load the wreckage. Bring the loaded Cargo Trucks back to the convoy's starting point. Plymouth appears to be preparing their own starship and their raid on our colony shows how unbalanced they have become. They will be in the vicinity as well and may show hostile intent. Based on observations in the recent raid on our base Plymouth seems to have developed several new units and weapons capabilities. Respond accordingly but remember that recovering the wreckage is our primary objective. See the Specific Objectives list for additional information. The Map Terrain map for Eden Mission 9. This is a 128 x 128 map. Easy Level Mission Objectives You must pick up four pieces of wreckage from the Conestoga. The pieces are located at 124,68, 115,11, 78,55, and 104,99. Once acquired, they must be returned to the convoy's starting location. Strategies: While this mission looks a lot like mission six, the best strategy for this one is to systematically hunt down and kill the Plymouth units, Guard Towers, and anything else you run across before you start picking up the wreckage. Use your four Tiger tanks as the spearhead of your attack. After eliminating all of the Plymouth defenders, separate your units into 2 groups, and assign each group 2 pieces of wreckage. Try to pick up the last two pieces at the same time. This will cause more Plymouth units to come out to attack you, and it is best if they are not looking for stragglers they can easily pick off. Use your all your remaining combat units to crush Plymouth's reinforcements before they approach your Cargo Trucks. Normal Level Mission Objectives You must pick up four pieces of wreckage from the Conestoga. Once acquired, they must be returned to the convoy's starting location. Each piece is randomly placed in one of several possible locations. Piece Possible Locations I 22,104 23,111 28,79 31,38 28,37 II 115,20 112,16 114,9 106,9 89,7 III 86,121 85,110 86,99 80,79 78,55 94,73 96,56 113,37 125,22 104,99 59,84 60,65 71,47 IV 115,62 124,68 127,92 119,86 122,53 Strategies: Wait until you have discovered all four pieces before picking them up. Then get them almost all at the same time. You can go in from either the northeast or the southwest. The northeast is a little easier at first but a volcanic eruption will eventually cut off your path. You will also be very close to Eden's reinforcements, which enter from the east. Going in through the southwest gives you several Factories and Guard Posts to destroy, as well as several vehicles waiting for you but has no danger from the lava. If you completed EMP research in Mission Eight, use your EMP units to disable the ESG Guard Posts, then pummel them with Rail Guns. If an ESG shoots you stop moving immediately and return fire. If you continue moving through the mines, you will get hit by each one you drive across. If you sit still you can return fire and only get hit by one at a time, and the ESG has a long reload rate. Once you pick up all the pieces an angry convoy will come in to attack your Cargo Trucks but you will also get reinforcements at the starting location. Be ready for the attack. Hard Level Mission Objectives You must pick up four pieces of wreckage from the Conestoga. Once acquired, they must be returned to the convoy's starting location. Each piece is randomly placed in one of several possible locations. Piece Possible Locations I 22,104 23,111 28,79 31,38 28,37 II 115,20 112,16 114,9 106,9 89,7 III 86,121 85,110 86,99 80,79 78,55 94,73 96,59 113,37 125,22 104,99 59,84 60,65 71,47 IV 115,62 124,68 127,92 119,86 122,53 Strategies: The tactics here are the same as for the Normal level, however, this mission is now at night and the enemy has quite a few more units. They will also have a larger reinforcement wave and when you pick up the last piece they will have a much larger assault wave on your Cargo Trucks. Beware of the lava flow and any storms in the area. When fighting against EMP units spread your units out with the Scatter command to avoid having multiple units disabled with one hit. When fighting the RPG units keep your units together for the maximum firepower. Research There is no research available in this Unit Mission. Mission ten - Mission Briefing: Commander: The Blight continues to consume New Terra. Our focus has been on building our starship and we must continue our efforts to complete it. The natural disasters and meteor showers are increasing their intensity as well. New Terra is dying violently. Several new technologies may offer us some degree of protection from these events. Our scientists have also developed plans for a reusable launch vehicle (RLV). This vehicle will have a higher initial expense but its reusability will be more efficient as we complete our new starship. Unfortunately, our starship development has suffered a setback in schedule. Recently a small convoy of Plymouth units invaded our base and kidnapped several scientists who were working on our project. This foolish and desperate action has also ended our negotiations to peacefully acquire the Gene Bank from Plymouth. The Senate has unanimously approved preparations for a counterstrike to invade Plymouth and acquire the Gene Bank. To help build the invasion force our scientists have proposed several new weapons. We may need to research these items to help ensure our success. Soon we will rescue the Gene Bank, finish our starship, and leave this infected world. The Specific Objectives list generated by our Savant computers will show what we must do to stay on schedule. The Map Terrain map for Eden Mission 10. This is a 128 x 128 map. Easy Level Mission Objectives 1) You must have a minimum population of 70 Children, 41 Workers, and 37 Scientists. 2) You must research these topics, if not previously researched: Magma Refining, Expanded Housing, Increased Capacitance Circuitry, Meteor-Watch Observatory, High- Energy Ray Composite Projector*. You must also research Improved Launch Vehicle and Artificial Lightning*. 3) You must build an Observatory* and a Meteor Defense*. 4) You must build and launch these starship components: Command Module, Habitat Ring, Orbital Package. 5) You must have at least 8000 units of Common Metals, 4000 units of Food, and 5000 units of Rare Metals in storage. 6) You must have enough Evacuation Transports for your population. 7) You must have at least six Lynx, five Panthers, four Tigers, and two Scouts. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Start eight Cargo Trucks on an ore-hauling route from the Mine in the northeast corner of your base to the Common Ore Smelter. Put two Cargo Trucks on the ore-hauling route between the Rare Ore Mine located above the northwest corner of your base and your Rare Ore Smelter. Build a strong defensive force immediately. You will face attacks from the south and the west, with up to 14 units in each attack. Research Artificial Lightning as soon as possible so you can build your most effective weapon, Thor's Hammer. Also research Extended- Range Projectile Launcher, Grenade Loading Mechanism and Advanced Armoring Systems to improve your combat units. A good defensive force for each border might consist of three or four Acid Cloud Lynx, three or four EMP Lynx, four Rail Gun Lynx and four Thor's Hammer Lynx. Remember that EMPs are ineffective against Scorpions, so keep them out of the way. Build two Advanced Residences and two Agridomes immediately, and a Recreation Facility and a GORF right after that. This will boost Morale. Build a second Common Ore Smelter next to the Mine in the northeast. You will need to demolish the Agridome to make enough space, so make sure you have adequate Food production facilities first. Build a Rare Ore Mine or a Magma Well just below the center southern Guard Post. Build a second Rare Ore Smelter just above the Mine. Research Magma Purity Control to boost the yield of your Magma Well to 150. There should be no topics left to research in the Standard Lab, so Idle it and build a second Advanced Lab to speed up your research. You have plenty of Workers so train several batches of Scientists, ten at a time. Watch out for the storms and vortexes. If you leave your units where they can be hit it could get very costly. For the Space Program, research Improved Launch Vehicle and build your RLV before any of the starship components. Normal Level Mission Objectives 1) You must have a minimum population of 70 Children, 41 Workers, and 37 Scientists. 2) You must research these topics, if not previously researched: Expanded Housing, Meteor-Watch Observatory, High-Energy Ray Composite Projector*. You must also research Improved Launch Vehicle and Artificial Lightning. 3) You must build an Observatory* and a Meteor Defense*. 4) You must build and launch at least three starship components. 5) You must have at least 10000 units of Common Metals, 4000 units of Food, and 7500 units of Rare Metals in storage. 6) You must have enough Evacuation Transports for your population. 7) You must have at least eight Lynx, seven Panthers, and six Tigers. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Build a Magma Well at the location directly south of your base. Once you are able, build new Smelters much closer to your Mines. Keeping your old Common Ore Smelter active and have both running to the same Mine, you will need the Metals. Once you have the resources, build an RLV. The Plymouth attacks on this level are pretty fierce so you should research Artificial Lightning and build an army of Thor's Hammer units. It will also be important to defend your Tokamaks, they will be a primary target of many of the attacks. Hard Level Mission Objectives 1) You must have a minimum population of 70 Children, 41 Workers, and 37 Scientists. 2) You must research these topics, if not previously researched: Expanded Housing. You must also research Improved Launch Vehicle and Artificial Lightning. 3) You must build an Observatory and a Meteor Defense. 4) You must build and launch at least three starship components. 5) You must have at least 10000 units of Common Metals, 4000 units of Food, and 8000 units of Rare Metals in storage. 6) You must have enough Evacuation Transports for your population. 7) You must have at least eight Lynx, seven Panthers, and six Tigers. Strategies: Magma Wells, GeoCons, and Acid Clouds are the key elements here. Many, many Arachnids come in and the Acid Cloud is one of the best weapons against it. Also very important is Thor's Hammer. The Thor's Hammer Tiger is Eden's most devastating weapon but it requires a fair amount of Rare Ore to build. Build Tubes out to your Geothermal Plants and put Thor's Hammer Guard Posts up to help defend them. Build the Meteor Defense and Observatory early in the mission and put them near your Spaceport. While they will not knock down every meteor, they will stop enough to make them very worthwhile. Small wall segments will help funnel the assault from the north down into an area where you should have Acid Cloud and Thor's Hammer Guard Posts hooked up through Tubes. Also very effective against Spiders and Scorpions are Laser Tigers. They are the least expensive Tiger to build but they fire very rapidly and can destroy an entire column of Arachnids very quickly while taking minimal damage. Research Topic Predecessor Cost Sci Lab Advanced Armoring Systems None 3200 18 Adv The technologies developed by our space program have some spinoff applications on New Terra. One of these is an improvement to the armor systems we use on some of our vehicles. Materials research done as part of our space program has resulted in an alloy well suited for use in combat vehicle armor. Upgrades Lynx armor to Medium and Panther armor to Heavy. Artificial Lightning Increased Capacitance Circuitry 4000 18 Adv A new weapons system proposal has been submitted by our research staff. Using the dielectric insulator produced by our Increased Capacitance Circuitry project, a rapid discharge of a bank of capacitors could create an artificial lightning strike of massive power. The difficulty is in targeting the strike to strike enemy units, rather than a random discharge. Our artificial lightning weapon, dubbed Thor's Hammer, is the most powerful weapon we have ever developed. This targeted lightning strike is capable of destroying small enemy units with a single shot! Makes the Thor's Hammer weapon available. Command Module None 3500 18 Adv Wreckage from the second 'Conestoga' crash site included a remarkably intact section of the ship's command deck. This will speed our development of the command and control systems of the ship. Several dozen Savant computer systems, working in parallel, make up the core of the Command Module. This is the most sophisticated computer system we have ever devised, capable of guidance control, power direction, and self-maintenance, without human intervention, for decades. Allows production of the Command Module at the Spaceport. Extended-Range Projectile Launcher Acid Weaponry Electromagnetic Pulsing 4000 18 Adv Our after-action equipment performance reports show a weakness in the launch mechanism used in our EMP and Acid Cloud weapons turrets. Though this weakness does not cause an equipment failure, our engineers would like to revisit the design of this launcher. The redesigned launch mechanism used in both of these weapons has lengthened the maximum range of these weapons. Increases weapon ranges of the EMP and Acid Cloud to 7. Grenade Loading Mechanism Extended-Range Projectile Launcher 3600 18 Adv Tests of the reloading mechanism in our grenade launching weapons, the EMP and Corrosive Acid have revealed some potential areas of improvement. The hydraulic grenade loading mechanism used in some of our weapons turrets had been designed to handle ammunition that was much less shock-resistant that those we currently have in use. Increasing the 'rattle' tolerances of the system allows for a faster loading system. Improves the rate of fire for EMP and Acid Cloud weapons. Habitat Ring None 3500 18 Adv Two of the recovered fragments of the 'Conestoga' are from the hull of the habitat ring. They contain large superconductive magnetic coils, which appear to be a kind of radiation shielding system. Before and after our interstellar flight, our colonists will live in the Habitat Ring. These temporary quarters are shielded from radiation and small particle collisions by a magnetic field generated by superconductive coils built into the hull. Allows production of the Habitat Ring at the Spaceport. Improved Launch Vehicle None 6000 18 Adv Our SULVs lack cargo sufficient capacity for some of the resource cargo modules we will need to launch in the final stage of the evacuation of New Terra. In addition, they are proving quite expensive on a per launch basis. Our aeronautical experts have proposed a new launch vehicle to address both of these issues. The RLV program solves both of the design issues caused by our original SULV. The cargo capacity of the RLV is 40% larger than that of the SULV, allowing it to carry the largest starship modules we develop. And, though a single RLV is much more costly than a single SULV, on a per-launch basis, the RLV is significantly less expensive. Allows production of the Reusable Launch Vehicle (RLV) at the Spaceport. Magma Purity Control Magma Refinin 4500 18 Adv Although magma contains all of the elements we classify as Rare Metals, it also contains several other elements which are essentially waste materials. We may be able filter out some of these additional materials in our molten magma flow. Our Magma Purity Control technique removes several waste materials from the magma before cooling it for transport to the Rare Ore Smelter. Increases Rare Ore Yield of Magma Wells to 150 units of Rare Metals. Orbital Package None 3500 18 Adv Upon arrival at our new home, we want to deploy a series of satellites and probes that will provide data about the planet and support colony operations. This group of satellites and probes, to be deployed upon reaching our destination planet, includes EDWARD, a communications satellite, a solar power satellite, orbital observers, and several types of atmospheric and geologic probes. Allows production of the Orbital Package at the Spaceport. Sensor Package None 3500 18 Adv A portion of the 'Conestoga's sensor suite was among the debris retrieved from the second crash site. This appears to have been part of the telemetry system used to monitor the deep-space probes sent out to locate a suitable destination. We believe we can use this as the basis for a similar system. Before we can depart the New Terra system, we must have a destination. Our Sensor Package includes a Nanoprobe launcher, capable of sending thousands of microbe-sized probes toward potentially habitable planets, and a sensor/telemetry system which will evaluate the reports sent back by the Nanoprobes. Allows production of the Sensor Package at the Spaceport. Solar Power None 3200 18 Adv The technology behind solar power has been available for quite some time, the size of the solar collector panels needed to generate a significant amount of power has always been judged prohibitive, especially since our periodic evacuations began. However, with the redevelopment of a space program, it is possible to build a solar collector satellite which beams the energy it collects to a ground-based receiver. The solar power system, comprised of a collector satellite and ground-based receiver, is an inexpensive alternative energy source. The satellite, once in orbit, can be retargeted at a new ground location after an evacuation, and the receivers are much less volatile than our Tokamak fusion reactors. Allows production of the Solar Power Array at the Structure Factory and the Solar Power Satellite at the Spaceport. Stasis Systems Health Maintenance Habitat Ring 3500 18 Adv The cold-sleep system used in the 'Conestoga' successfully slowed the metabolic rate of the colonists traveling from Earth to New Terra, but at the cost of shortening their lives once they had arrived. Fortunately, our medical technology has advanced significantly since our arrival, and we believe we now have a method of inducing true suspended animation without the same loss of longevity. The Stasis Systems contain suspended animation chambers for 200 colonists. This module, like the Habitat Ring, is equipped with our superconductive magnetic coil radiation shield system. Allows production of the Stasis Systems at the Spaceport. Mission eleven - Mission Briefing: Commander: Our counterstrike on Plymouth is ready. The primary objective is to capture the Gene Bank. We have information that leads us to believe it is being stored at one of Plymouth's Advanced Labs. Move the Scout to the side of each Advanced Lab and give it time to scan the structure until the Gene Bank is located. Once the Gene Bank is found escort the specially modified Cargo Truck to the Lab. Park it on the side of the Lab to load the Gene Bank. When the Truck is loaded return it to the convoy's starting location. The Senate has reached a decision about the rescue of the hostages as well. Some Senate members suggested that our limited resources would be wasted on trying to rescue them and that they should be left in place as valuable sources of information about what Plymouth is doing. But after testimony of some of our top scientists it was decided that we must bring them back to finish some key components of our own starship. After identifying their location with a Scout, send in the specially modified Evacuation Transport to pick them up by parking it at the side of the Lab. Then return them to the convoy's starting location. Our kidnapped citizens have given us some other disturbing information. Plymouth has been working on their launch capability and modifying their SULV. But it appears they have put very little recent effort into finishing their starship. Instead of finishing their own starship Plymouth may try to take ours. Since our Skydock has minimal defensive capabilities we must stop Plymouth's launch capability. In addition to procuring the Gene Bank and rescuing the scientists the convoy must quickly destroy Plymouth's Spaceport and all of the Advanced Labs before they can launch their raid on our Skydock. Plymouth refuses to negotiate. We have no choice. Check the Specific Objectives list for more details. The Map Terrain map for Eden Mission 11. This is a 128 x 128 map Easy Level Mission Objectives 1) You must rescue the Scientists and capture the Gene Bank. Once acquired, they must be returned to the convoy's starting location. 2) You must destroy all Advanced Labs and the Spaceport. Strategies: Start at the Southwestern entrance to the Plymouth colony and go through it leaving nothing but rubble behind. Use your EMP's and Thor's Hammers to quickly reduce Guard Towers. Keep your combat units grouped together with your Scouts, Cargo Truck and Evacuation Transport bringing up the rear. Put your Tigers in the front of your attack as they are the slowest and therefore set the pace. They also pack the biggest punch, and there is little that can stand up to a Thor's Hammer Tiger! Make sure to Scout the Advanced Labs and retrieve the Gene Bank and Scientists before you blow them up! Normal Level Mission Objectives 1) You must rescue the Scientists and capture the Gene Bank. Once acquired, they must be returned to the convoy's starting location. 2) You must destroy all Advanced Labs and the Spaceport. Strategies: Enter the base via the entrance in the southwest corner of the map. The best strategy is to disable all of the Plymouth Vehicle Factories so that they can not manufacture more combat units. You can accomplish this in a couple of ways. You can Disable all Command Centers, thus disabling all other Plymouth structures. You can destroy all Power generation facilities. You can also try destroy the Vehicle Factories themselves. Once the Vehicle Factories are out of the way, the mission becomes a lot easier Be careful of the EMPs and Spiders. Taking out the Arachnid Factories will help prevent losing your units to EMP/Spider attacks. If you drop below a certain number of units, reinforcements will arrive. They also show up when you pick up the Gene Bank and Scientists. Any remaining enemy units will attack you at that point, so be ready to defend yourself. Hard Level Mission Objectives 1) You must rescue the Scientists and capture the Gene Bank. Once acquired, they must be returned to the convoy's starting location. 2) You must destroy all Advanced Labs and the Spaceport. Strategies: Enter Plymouth from the southwest. Use Thor's Hammer to take out the structures along the ridge, especially the Command Center and Vehicle Factory. Watch out for vortexes in the desert and storms going across the map. Either of those can destroy your Cargo Trucks or Evacuation Transport, ending the mission. Move carefully and slowly and pick off as many of the Factories and Guard Posts as you can without taking damage. When you have picked up the Gene Bank and Scientists, all remaining enemy units will charge after those vehicles. Be ready, or even better, take out as many of them as you can before you pick up the last item. Dropping below a certain number of units will bring in reinforcements that will head to your starting convoy location. Research There is no research available in this Unit Mission. Mission twelve - Mission Briefing: Commander: With the Gene Bank secured, we must finish our starship and evacuate for the last time. Word has leaked out that we may not have enough room for everyone on the starship and low morale is hampering our efforts. See what you can do to make the colonists happier and more productive for our final effort. The scientists we rescued have brought information about the level of desperation at Plymouth. They are simply too far behind to finish a starship in time. They may be ready to negotiate a treaty... or they may launch one last full-scale assault on our Spaceport. Plymouth had recently begun to make some special modifications to their SULV's. Our rescue came before our scientists could gather information about these modifications. Be ready for anything that happens. Plymouth will probably attack with everything they have left. If so, we must defend our colony long enough to collect the necessary resources for our long journey to a new world. We don't know what to expect. Perhaps Plymouth will finally realize the gravity of their situation and begin to act rationally. Quickly finish the items in the Specific Objectives list and evacuate the colony. Humanity lives or dies with your actions Commander. Good luck. The Map Terrain map for Eden Mission 12. This is a 128 x 64 map. Easy Level Mission Objectives 1) You must build and launch these starship components: Fueling Systems, Stasis Systems, Sensor Package, Phoenix Module. 2) You must launch 10000 units of Common Metals, 10000 units of Food, and 10000 units of Rare Metals to the starship. 3) You must evacuate Plymouth's Children* and 200 Colonists* to the starship. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: The challenge is to fend off increasingly difficult attacks from the north, northeast, east, and southwest while accumulating enough resources to complete the starship. Build 3 Agridomes immediately. If you have adequate Colonists, you can safely ignore most of the Morale issues for this mission, but you still need to generate a substantial food surplus to launch to the starship. Start five Cargo Trucks on an ore-hauling route between the Mine to the northwest of your base and your Common Ore Smelter. Use the sixth Cargo Truck for a route between the Rare Ore Mine south of your base and your Rare Ore Smelter. After you have completed building your defenses, build three more Cargo Trucks and put them on the Rare Ore route. Forget defending the Mine in the northeast corner of the map -several attacks come through that small area. You will be able to generate more than enough Metals to build a great defense and complete your starship. Do not worry about conserving Metals until after you are assured of survival. A good defensive strategy is to ring your base with Thor's Hammer Guard Towers, all connected to the base by Tubes. In addition to having more destructive power than a mobile Thor's Hammer, they cannot be captured and used against you if they are EMP'd. Build a Solar Power Array and Satellite to provide power safely inside your base where you can defend it, rather than defending the Geothermal Plant to the west. Build multiple Thor's Hammer Tigers to complete your defense. Normal Level Mission Objectives 1) You must research Magma Refining, if not previously researched. 2) You must build and launch these starship components: Fueling Systems, Stasis Systems, Sensor Package, Phoenix Module. 3) You must launch 10000 units of Common Metals, 10000 units of Food, and 10000 units of Rare Metals to the starship. 4) You must evacuate Plymouth's Children* and 200 Colonists* to the starship. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: This mission requires an incredible amount of Metals. Build a second Common Ore Smelter directly next to the high yield Mine north of your base. You will also need an armada of EMP and Thor's Hammer units to defend the perimeter of your base. Erect a Meteor Defense near your Spaceport. This structure will protect you from meteors and incoming EMP Missiles. If you do not have enough Colonists, build a Nursery. You will also need to place enough Agridomes on the map so that you can eventually meet the Food cargo requirement. Use the Garage to repair damaged Tigers; it costs much less Rare Metals than constructing new ones. Also, build alternate power supplies. The initial Geothermal Plant is far too difficult to defend and will likely be lost. Hard Level Mission Objectives 1) You must launch 10000 units of Common Metals, 10000 units of Food, and 10000 units of Rare Metals to the starship. 2) You must evacuate Plymouth's Children* and 200 Colonists* to the starship. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: This mission has the most massive assault from Plymouth in the game! Grouping Thor's Hammer Tigers together will pick off the combat units that come in, and smaller units can pick off the Arachnids. This is a combination of all the mission elements your have learned so far. The attacks from Plymouth are nearly continuous. You will need to build GeoCons several times since the enemy will attack them to lower your power supply. The Mine in the upper right will be a lost cause. So many units pour in from that area that you will not be able to defend it, so use the high yield Mine just west of your base. One of the most effective strategies it to ring your base with Thor's Hammer Guard Posts connected to the base by Tubes. This configuration can often destroy a Lynx from close range in a single shot. Acid Cloud Guard Posts are also very useful in areas where Arachnids enter. Set them up and order them to attack a location on the ground. They will fire continuously and the Arachnids will walk right into it. Build a Meteor Defense close to your Spaceport. Plymouth will launch many EMP Missiles at your base and most of them will target the Spaceport. The Meteor Defense can not only knock down some meteors but it can also target incoming EMP missiles. The only drawback is the Power requirement. If you have a Power shortage Idle it first until your other structures get back online and you get a new Power source. Build plenty of Agridomes to keep the food supply growing, even if your Morale gets to terrible (it will) and build them early to allow enough time to get up to the required amount of Food. While all of the fighting is going on you will need to maintain and grow your population to at least 200 people and have massive quantities of Common and Rare Metals and Food in storage. Get yourself situated with plenty of combat units to protect your base and then worry about the people and supplies. Once you have all of the starship parts finished and deployed and you have loaded the supplies, the Children's Evacuation Transport will arrive. You can begin to recycle structures at the GORF to continue to build weapons if necessary, but once the Children's Module is launched you need only to launch 200 Colonists to win the game. Research Topic Predecessor Cost Sci Lab Heat Dissipation Systems Artificial Lightning 3600 18 Adv Some of our weapons systems generate high levels of heat when repeatedly fired in combat. These weapons require a cooling-off period before they can be fired again. This delay could be shortened by adding a heat dissipation system. Our new weapons turret heat sinks allow these weapons to be fired more quickly. The heat sinks use dichlorodifluoromethane gas as a coolant to prevent weapon overheating. Increases rate of fire of Laser, Rail Gun, and Thor's Hammer. Phoenix Module None 3500 18 Adv Before we land our colonists on the new planet, we must send a lander to prepare the early stages of a colony. We have in our databases portions of the plans for the Seed Factory used on our arrival on New Terra, but they are incomplete and obsolescent. When deployed, this self-contained lander transforms into several of the initial structures and vehicles needed to start a colony. These structures are all capable of operation without human presence, and will give our new home a head start. Allows production of the Phoenix Module at the Spaceport. Precision Trajectory Projection Software High-Energy Ray Composite Projector 2400 14 Std Our Meteor Defense is effective... when it can find the target. Field tests of the system show a significant possibility of inaccurate targeting coordinates generated by the Observatory tracking software. Revision of the meteor tracking software, using algorithms developed as part of the space program, has improved the trajectory projection software used at the Observatory. This will increase the probability of destroying incoming meteors before they reach our colony. Improves Observatory's meteor targeting system. *****Plymouth Walkthrough***** Mission One - Mission Briefing: Commander: A volcanic eruption is imminent and the lava flow will destroy our colony. We must evacuate immediately. All Evacuation Transports have been loaded to capacity and are ready to leave. Computer projections have generated a list of the materials we need to survive. Quickly gather the remaining vehicles and supplies and rendezvous at the mining beacon northwest of our colony. Check the Specific Objectives for an exact list of what we need. Hurry, Commander. We don't have much time. The Map: Terrain map for Plymouth Mission 1.This is a 64 x 64 map. Easy Level Mission Objectives: Move all units and their cargoes to the mining beacon northwest of the colony Strategies Your vehicles are already loaded with their cargoes, so you will not have to do any docking or loading at all. You just have to move all the vehicles to the mining beacon. Position the mouse in the northwest corner, press and hold the left mouse and drag the mouse pointer to the southeast corner of the map. Release the left mouse button, and all of the vehicles will be selected. Move the cursor (it should be the Move cursor) to the mining beacon and click. Right-click to de- select your vehicles and watch them go. Normal Level Mission Objectives All of the following materials must be evacuated, that is, moved to the vicinity of the mining beacon to the northwest of the colony. 1) 6 structure kits (each must be loaded into a ConVec): Basic Lab, Structure Factory, Tokamak, Agridome, Common Ore Smelter, Command Center. 2) 4000 units of Common Metals (loaded into 4 Cargo Trucks). 3) 4000 units of Food (loaded into 4 Cargo Trucks) 4) Colonists (loaded in 3 Evacuation Transports) 5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo- Miners Strategies: Some of your vehicles are already loaded and ready, others need to be loaded. Find the empty ConVecs and get them to the Structure Factory quickly. While they are going, load two empty Cargo Trucks with food at the Agridome and two with Common Metals at either the Common Ore Smelter or Common Metals Storage Tanks. Once all the structure kits are in ConVecs, drag-select the entire screen (just as in the Easy level) and move the vehicles to the mining beacon. Hard Level Mission Objectives All of the following materials must be evacuated, that is, moved to the vicinity of the mining beacon northwest of the colony. 1) 6 structure kits (each must be loaded into a ConVec): Basic Lab, Structure Factory, Tokamak, Agridome, Common Ore Smelter, Command Center. 2) 4000 units of Common Metals (loaded into 4 Cargo Trucks). 3) 4000 units of Food (loaded into 4 Cargo Trucks) 4) Colonists (loaded in 3 Evacuation Transports) 5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo- Miners Strategies: At the Hard level, none of your vehicles have the cargoes they need, you do not have enough Common Metals in storage or vehicles on the map, and there is a Power shortage as well. First, solve the Power problem. Since the colony is about to be wiped out, you need not worry about Morale, research, or your Colonists' health. Idle all Residences, Labs, Recreation Facilities, and Medical Centers. You must release enough Power to bring your Garages Active. Next, find the Cargo Trucks loaded with the Common Ore. Dock them at the Smelter to make the Common Metals you need. While they are en route, get the vehicles out of storage at the Garages. Load the ConVecs and Cargo Trucks, then drag-select the entire map to select all of your vehicle. Because there is not an Active Robot Command Center, the vehicles will be less intelligent about choosing their route to the mining beacon. They may move close enough to the lava to be destroyed when it surges forward. To avoid this, use waypoints to keep them further south as they make their way across the map. Research There is no research in this Unit Mission. ********************************************************** Mission Two - Mission Briefing: Commander: Our scientists have detected more unusual seismic and volcanic activity. We thought New Terra was geologically stable but apparently it is not. More eruptions and quakes are predicted soon. We do not know the cause. Many of our people are exhausted and weak from the evacuation and food supplies are diminishing. We must establish a temporary colony here. To survive we need to grow more food, mine ores to produce more metals, and reconstruct our basic scientific databases from the few computer records we saved in time. More structure kits will be needed before we evacuate again as well. Our people are determined to survive. Morale is steady for now. Check the Specific Objectives for an exact list of what we need. Move quickly Commander. Another eruption could happen at any time. The Map: Terrain map for Plymouth Mission 2. This is a 64 x 64 map. Easy Level Mission Objectives 1) You must have a minimum population of 20 Children, 14 Workers, and 6 Scientists. 2) You must research these topics: Astronomy, Boptronics, Chemistry, Planetary Sciences, and Social Sciences. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, and one Robo-Surveyor. Strategies: Immediately set five Cargo Trucks on an ore-hauling route between the mine and the smelter. Start the Basic Lab researching. (Since you will have to research every topic available, the order of research does not matter.) Start the Structure Factory building an Agridome kit. Move the two remaining empty Cargo Trucks to the Agridome docks and load them with Food. Keep the Basic Lab researching until all topics have been completed. (A quick way to do this is to press the space bar each time your Savant computer tells you "Research Completed.". This will take you directly to the Lab where you can assign the next topic.) Once you have 5000 units of Common Metals in storage, stop the Cargo Trucks that are hauling ore, and load them with metals. Normal Level Mission Objectives 1) You must have a minimum population of 20 Children, 14 Workers, and 6 Scientists. 2) You must research these topics: Astronomy, Boptronics, Chemistry, Planetary Sciences, and Social Sciences. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, and one Robo-Surveyor. Strategies: Survey the mining beacon to the west. While your Robo-Surveyor is moving, find the ConVec carrying the Common Ore Smelter kit and have it deploy at or near its current location. Build the mine and set an ore-hauling route for the empty Cargo Trucks. As soon as you have enough Common Metals, build a second Agridome. Unload the Common Metals in some of the Cargo Trucks so you can start building the structure kits you need. Use those empty Cargo Trucks to haul more ore. Remember to keep your Basic Lab busy doing research. If you have enough metals in storage near the end of the mission, consider building Common Metals Storage Tanks on the west side of the colony, away from the lava. This will let you load metals at both the Smelter and the Storage Tanks at the end of the mission, avoiding a bottleneck at the Smelter. Hard Level Mission Objectives 1) You must have a minimum population of 20 Children, 14 Workers, and 6 Scientists. 2) You must research these topics: Astronomy, Boptronics, Chemistry, Planetary Sciences, and Social Sciences. 3) You must have the following structure kits loaded into ConVecs: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, and one Robo-Surveyor. Strategies: You must act quickly and precisely here. Immediately deploy your Tokamak where your ConVec starts. Build the Structure Factory on the west side of your base, connected by Tube to your base, but as close as possible to the Mine, and build the Smelter to the west of that. This will minimize the distance your Cargo Trucks must go. You may need to unload all metals and use them for building structure kits. Keep your ConVecs near the Structure Factory to load structure kits as they are completed. Build a second Agridome as soon as possible. If you deploy it between the Smelter and the Mine, the ore-hauling Cargo Trucks will be able to travel across bulldozed terrain, which is faster than driving across the lava field terrain. Start your research early and keep the Lab busy until all topics are finished. Finally, as in the Normal level, you may want to build Storage Tanks on the west side of your colony, so that you may load metals in two places at the end of the mission. Research On all three levels, you must research all of the topics available. These are: Topic Predecessor Cost Sci Lab Astronomy None 400 5 Basic Astronomy is the study of matter and energy in the universe, particularly the composition and movement of celestial bodies. Prior to our hurried departure, our astronomical database contained a great deal of information on nearby star systems and the local region of space. This database was corrupted and must be rebuilt. Our astronomical database has been rebuilt, giving us increased knowledge of the possible resources and hazards of this part of space. It can provide the basis for future research. Boptronics None 400 5 Basic "Boptronics" refers to hybrid devices and systems which use electronic, biological and optical components. Our colony is entirely dependent on this type of equipment, but our database of boptronic engineering techniques has been damaged. Reassembling this data is a top priority for our survival. Our boptronics database has been restored. We will soon be able to develop new processes, techniques, and devices. Chemistry None 400 5 Basic The science of chemistry investigates the composition and properties of materials. Our databases contained all of Earth's knowledge of chemistry, as well as the results of many experiments carried out since we landed on New Terra; our studies in analytical chemistry, examining the composition of materials in the New Terrestrial soil are particularly valuable. This chemical database must now be rebuilt. The chemical database has been reconstructed, and will provide the foundation of future scientific progress. Planetary Sciences None 400 5 Basic The planetary sciences data bank included studies of the soil, landforms, and atmosphere of New Terra, as well as all geoscientific research done on Earth and the solar system prior to the planet's destruction. Restoration of this database is essential to our continued survival on New Terra. Our planetary sciences database has been reassembled. Social Sciences None 400 5 Basic Our knowledge of psychology, sociology, economics, politics, and the other social sciences enable us to maintain the happiness and productivity of the colonists. We must reconstruct this data to maintain order and civility. Reclamation of the social sciences database is complete. ******************************************************** Mission Three - Mission Briefing: Commander: Our colony has relocated as far from the quakes and lava as our limited supplies allowed. Our scientists are baffled by the cause of these events but we may have an idea. Satellite images of Eden have revealed shocking data. The colony appears heavily damaged with almost no signs of activity at all. The images show unusual modifications to some structures and vehicles. We are astonished but these modifications appear to be some type of weapons. We must find out what destroyed Eden and if the same fate awaits us. Our scientists believe with more research they can modify existing microwave power transmission technologies to provide us with some protection against Eden's weaponry. In the meantime our current population and knowledge must be expanded to ensure our survival. The new Standard Lab will help us research useful technologies. An active Nursery will allow us to expand our population and decrease infant mortality rates. An active University will allow us to train new workers and scientists. Cybernetic Teleoperation research will allow us to build more vehicles and operate them remotely. Our scientists are concerned about more seismic and volcanic effects. We also have detected unusual atmospheric changes that may produce violent electrical storms. Keep enough Evacuation Transports ready for an emergency. Word of our situation is spreading to the colonists. They are courageous people but their morale is starting to ebb and flow. Do what you can to keep up their spirits. Morale will affect production rates at Factories, Agridomes, and Laboratories. Keeping morale high will also lower the mortality rate and increase the birth rate. Computer projections have mapped out goals to ensure our survival. Check the Specific Objectives for this list. The Map: Terrain map for Plymouth Mission 3. This is a 64 x 128 map. Easy Level Mission Objectives 1) You must have a minimum population of 32 Children, 22 Workers, and 12 Scientists. 2) You must research these topics: Emergency Response Systems, Health Maintenance, Cybernetic Teleoperation, Focused Microwave Projection*, Mobile Weapons Platform*. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least five Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must build a Vehicle Factory*. 7) You must have at least five ConVecs, one Robo-Surveyor, one Robo-Miner*, three Scouts*, and four Lynx*. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Start all available Cargo Trucks on an ore-hauling route from the Mine in the northeast to the Smelter. Build the structure kits required by the mission objectives as soon as possible. Train 6 of the 8 available Workers training to be Scientists. Keep an eye on your available Workers - whenever you have some that you do not plan to use for operating structures, convert them into Scientists. Research Environmental Psychology first, then proceed to Health Maintenance, Vulcanology, Emergency Response, Cybernetic Teleoperation, Focused Microwave Projection, and Mobile Weapons Platform in that order. After you have completed the required research, keep your Lab busy researching other topics. Since completed research carries over to the next mission, try to complete as much research as possible. To maximize your research time, delay completion of the mission by loading all of the Cargo Trucks except one. Keep a Cargo Truck on the dock of Storage Tanks (or Agridome), ready to be loaded at the last minute. It is often helpful to build a few extra Cargo Trucks so that they can continue to haul ore while you are doing this. When your structures are damaged by earthquakes, meteors, or storms, repair them as quickly as possible so they will not be destroyed by the next disaster. Idling a structure reduces the damage incurred from disasters. Keep your vehicles out of the way of storms by projecting their path and moving your vehicles as needed. It is very important to keep Morale up. Erect an additional Agridome, Residence and Tokamak as quickly as possible. Build a Medical Center as soon as Health Maintenance research has been completed, and a DIRT as soon as Emergency Response has been researched. This will effectively boost morale and improve the birth and death rates. Most important: If you start to feel like you are being overwhelmed by all of the balls you have to keep in the air, slow down the game speed using the Game Preferences menu. The faster you play the game, the harder it is. Normal Level Mission Objectives 1) You must have a minimum population of 32 Children, 22 Workers, and 12 Scientists. 2) You must research these topics: Emergency Response Systems, Health Maintenance, Cybernetic Teleoperations. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least five Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Robo-Surveyor, one Robo-Miner*, two Scouts*, and four Lynx*. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: The quakes at the Normal level are little more intense and the lava flow starts sooner. Make sure you do as much research as time permits. Start the Cargo Trucks on the ore-hauling route to the northwest as soon as possible since that Mine is closest to your smelter. Bulldoze a road to the Mine quickly as well. When the mission starts, your colony is already using most of the Power being generated, so deploy another Tokamak early, before you build many other structures. You may want research Metals Reclamation and build a GORF at some point during the mission. If you find yourself short on metals when the lava starts flowing, you can recycle some structures to make up the difference. Hard Level Mission Objectives 1) You must have a minimum population of 30 Children, 20 Workers, and 12 Scientists. 2) You must research these topics: Emergency Response Systems, Health Maintenance. 3) You must have the following structure kits loaded into ConVecs: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least five Cargo Trucks loaded with Common Metals and two Cargo Trucks loaded with Food 5) You must have enough Evacuation Transports for your population. 6) You must have at least one Robo-Surveyor, one Robo- Miner, three Scouts, and five Lynx. Strategies: The Hard level of mission three is one of the most difficult in the game. You never seem to have enough Colonists, and the volcanic eruption, storms, and quakes make it a harrowing scenario. At the beginning, focus almost entirely on building your Morale. Do Health Maintenance immediately. This is the only way to keep enough Workers and Scientists alive since your Morale starts at such a poor level that your death rate will be high. Also, do not train all of your Workers into Scientists at the start. Workers contribute twice as much to the birth rate as Scientists. If you convert them, you will not be able to produce enough Children to succeed. You may only have a few Scientists doing research at a time, but getting more Children is the critical challenge. Do the vehicles and weapons research near the very end. Ignore the Mine to the south. Send your Robo-Surveyor, Robo- Miner, and five Cargo Trucks to the northern mining beacon immediately. During the mission, a quake will hit this Mine, severely damaging it. Should it become Disabled, send a ConVec to repair it. Most of the quakes hit to the west of your base, so build to the east. You can move vehicles you do not need to the east side of the map near your base. No quakes hit there. Remember that you can Idle structures to free up Workers to operate other structures. Once your Structure Factory has finished all the kits you need, Idle it to get those Workers into other structures. Keep an eye out for storms. Idle structures in their path to reduce damage, and repair them immediately so later storms or quakes do not finish them off. At the end of the mission, consider building a GORF and recycling unneeded structures to get enough metals. Build Storage Tanks near your Smelter to avoid bottlenecks while loading your Cargo Trucks. Research Topic Predecessor Cost Sci Lab Advanced Vehicle Power Plant High-Temperature Superconductivity 1500 10 Std Several of the vehicle models we use are powered by the R-2000 cool-fusion plant. Our work in High-Temperature Superconductivity may be applicable to an improvement of this power plant. The new R-3000 series cool-fusion plant has been installed in all Cargo Trucks, Robo-Dozers, and Earthworkers, replacing the earlier R-2000 model. This application of the High-Temperature Superconductivity technology has increased the speed of these vehicles. Improves speeds of the Cargo Truck, Robo-Dozer, and Earthworker. Cybernetic Teleoperation None 1200 10 Std Prior to the evacuation from our original colony site, Workers remotely operated our vehicles using a technology called Teleoperation. Since the catastrophe, we no longer have enough Workers to Teleoperate our vehicles. The Savant computers at the Command Center have taken on part of this burden, but the job is taxing their capacity. We need a specialized computer vehicle control system. This Cybernetic Teleoperation project should allows us to operate a much larger number of vehicles. Our research has resulted in a specialized variant of the Command Center, with dedicated computers and communications capabilities. In addition, all vehicle designs now include the less expensive Noesis computer, utilizing elements of the Savant technology. This transfers much of the computing burden from the Robot Command Center to the vehicle itself. Allows production of Robot Command Center and Vehicle Factory structure kits at the Structure Factory. Emergency Response Systems None 1000 10 Std Given the new dangers confronting our colony, we need more protection against disaster than our emergency shelters are able to provide. Unfortunately, those colonists trained in emergency response were during the evacuation of Plymouth. This project will develop new methods, tools, and techniques to respond to structural damage. Disaster Instant Response Teams (DIRTs) can reduce damage to structures. Once the DIRT structure has been deployed, DIRT members trained in emergency medical care and structural reinforcement will be on the scene in a matter of seconds. Allows production of DIRT structure kits at the Structure Factory. Environmental Psychology None 800 12 Std Environmental Psychology studies the relationships between human behaviors and the environments in which they occur. The forced evacuation of our old colony site has increased the stress on our Colonists; additional research in this field may help us to create a more supportive environment and improve Morale. Our expanded knowledge of the causes and effects of crowding and environmental and situational stressors has enabled us to redesign our Residences. We can now house more people in the same space, while improving Morale. Increases Residence capacity from 25 to 35 Colonists. Focused Microwave Projection None 1500 12 Std Inter-colonial relations remain poor, making it prudent to develop some kind of defensive capability. Our most promising research path lies in a refinement of the Microwave technology we use for transmitting power from our Tokamaks to the rest of the colony. We have refined the technology used in transmitting power between structures. Our new emitters are capable of projecting a high-intensity beam of microwaves which will inflict heat damage on the target. Makes the Microwave weapon available. Allows production of Guard Post structure kits at the Structure Factory. Health Maintenance None 300 6 Std Although our emergency medical systems are adequate to deal with accidents and disasters, our people are suffering from a lack of regular medical care. We could exploit the vast medical knowledge in our databases to develop a regimen of health maintenance practices. Medical Center personnel are trained in a variety of techniques of preventive medicine as well as the treatment of illness and injury. Each Medical Center can support the health needs of up to 40 Colonists, improving the health and morale of the colony. Allows production of Medical Center structure kits at the Structure Factory. High-Temperature Superconductivity None 1500 10 Std Superconductivity is the ability of certain materials to conduct electric current with no resistance and extremely low losses. The best superconductive materials we have require an operating temperature of 152 degrees Kelvin (-121 degrees Celsius). Many new applications could be developed with a significant increase in the temperature of superconduction. Our research into High-Temperature Superconductivity has resulted in the discovery of an alloy that is superconducting at 236 degrees Kelvin (-37 degrees Celsius), over 80 degrees higher than previous superconductors, improving Power generation at our Tokamaks. Increases Tokamak Power output from 250 to 300 units. Hydroponic Growing Media None 1000 12 Std Our Agridomes use a variety of methods, including Hydroponics (soilless farming), to fill our Food requirements. Some of our Agricultural Workers have ideas on ways to improve the growing medium in which our Hydroponic crops are grown. By adjusting the nutrients in the liquid in which our hydroponic crops are grown, we have been able to increase production at our Agridomes. Increases Food production from 40 units to 50. Leisure Studies None 600 8 Std Our colonists are asking for additional entertainment options for their off-duty hours. This project proposes to tap the humanities database for possible leisure-time activities. Our leisure studies project has produced a number of activities, for both individuals and groups, that will amuse, entertain, and stimulate our colonists. Recreation facility personnel are trained to organize physical exercise classes, games, and tournaments, and to teach various handicrafts. Allows production of Recreation Facility structure kits at the Structure Factory. Metallogeny None 1500 10 Std Metallogeny is the branch of geology that seeks to define the relationship between the geological history of an area and its mineral deposits. Metallogenic research is aimed at achieving a better understanding of the nature and geological settings of base and precious metal deposits, and to use this understanding to help develop areas of high mineral potential. Our Metallogenic research has developed a new technique of locating and exploiting veins of Ore. This new method has increased Common Ore production. Increases Common Ore Mine yield. Metals Reclamation None 1000 8 Std With our growing needs, we can no longer afford to overlook any possible sources of Metals. A few adaptations to our current Smelter technology may enable us to reclaim some of the materials in structures we no longer need. The Garbage and Ore Recycling Facility (GORF) uses a variant of the hot-cracking technology used at the Common Ore Smelter to extract usable Metals from deconstructed structures, unneeded structure kits, and rubble. Allows production of GORF structure kits at the Structure Factory. Mobile Weapons Platform Cybernetic Teleoperation Focused Microwave Projection 1800 10 Std While our Command Center staff is quite pleased with the new Guard Post structures, they point out that our defenses are rather inflexible, due to their lack of mobility. At their suggestion, our Scientists have outlined a project for developing a mobile weapons platform. The Lynx light combat chassis is a design adapted from existing vehicles. The Lynx includes light armor-plating and a weapons hard point, to which any kind of turret may be attached. Allows production of Lynx at the Vehicle Factory. Vulcanology None 1600 12 Std Recent volcanic activity on New Terra threatens our colony. To protect our colonists, we need to develop a method of predicting eruptions so that we can safely evacuate our colonists. Using data from our planetary sciences database as well as investigations of volcanoes and magma vents here on New Terra, we have developed an early warning system that will accurately predict volcanic eruptions. Our dual-method monitoring system uses seismometers to measure rock movement that may indicate rising magma in the planet's crust and correlation spectrometers that measure sulfur dioxide in plumes rising out of volcanic craters. Gives early warning of volcanic eruptions. ********************************************************** Mission Four - Mission Briefing: Commander: Some of our scientists have proposed sending in a research group to the devastated Eden site. Whatever destroyed Eden may be a threat to us as well. We have also confirmed our earlier suspicions. Eden was developing weapon systems. These weapons have been deployed in structures and vehicles throughout Eden. One of our scientists has modified several of the scanning devices on our Scout units. Although she declines to give us all the details until she has done "more research" she is very convinced that the data we need will be found at the Advanced Labs in Eden. She also recommends we proceed with our plan under the cover of darkness. Our units must infiltrate the colony and find the Advanced Labs. Move a Scout directly next to the side of the Lab so the Scout can scan the structure for the data. It may take the Scouts some time to locate the information and transmit it back to us. Protect them with Microwave Lynx units. The Labs have sustained heavy damage and may explode spontaneously. If that happens the data will be lost forever. We must hurry. Units we have previously sent into the colony to explore have stopped transmitting after a short time. Oddly, we can still see these units in our satellite images. Be aware of the potential loss of control of the units. Hopefully, our expedition will help answer this mystery. Check the Specific Objectives list for further information. The Map: Terrain map for Plymouth Mission 4. This is a 64 x 64 map. Easy Level Mission Objectives You must transmit data from each of three Advanced Labs in the old Eden colony site. The labs are located at 46,34, 26,25, and 20,55. Strategies Stay focused on getting the information from the Labs. Attack the enemy Lynx only in the vicinity of your objectives, and attack Guard Posts only when there is no suitable path around them. Keep all your Lynx grouped tightly together to concentrate their firepower, and use them to clear a path for your Scouts. Keep your Scouts close to their escorts, so you always have a defense for them at hand. One route that works well is directly south from the starting position to the Lab at 46,34, then northwest to the lab and 26,25, then south again to the final Lab at 20,55. Normal Level Mission Objectives You must transmit data from each of three Advanced Labs in the old Eden colony site. The labs are located at 46,34, 26,25, and 20,55. Strategies Keep your group together and use combined firepower to pick off things in the way. Keep and eye on the Mini-Map and try to avoid the roving patrol of Laser Lynx units. There are several Laser Lynx hiding near the middle of the map. During the mission, these will come out directly after your Scouts. Be ready. Most of the structures are already damaged so you can destroy them with minimal effort to clear a path for your convoy if necessary. Do not spend a lot of time trying to destroy enemy Lynx, Guard Posts, and structures. Your focus is getting to the Labs with the scouts. Sooner or later, your units will become infected and start shooting at you. Your units will take damage when they drive across enemy loading docks (your Savant computer will say "Damage warning!" when this happens). The amount of damage is not high enough to cause concern as long as you keep them moving, but do not stop on a dock. Distract the guarding units near the Labs with one or two Lynx, then quickly send your Scouts in while the shooting is going on. Do not bother trying to preserve all of your units... they won't be coming back anyway. Hard Level Mission Objectives You must transmit data from each of three Advanced Labs in the old Eden colony site. The labs are located at 46,34, 26,25, and 20,55. Strategies The key to success here is to remember that you just need to get the Scouts next to the Labs, not level the entire base. Your units will become infected at around time mark 90, so do not waste time on needless firefights. (You can see the current time mark on the Communications/Messages report.) Watch the mini-map and avoid the large patrol going around. The Scout-hunting force of three Laser Lynx, hiding near the center of the map, will come out much sooner on this level so be ready for them or even hunt them down before they move on your Scouts. One successful strategy is to split your forces into four groups on this mission. Send Group One, two Scouts and two Lynx, to the northwest corner of the map. Group Two is a single Scout; send it to the east side of the map. Group Three is 3 or 4 Lynx and 2 Scouts, which should be sent down to the southeast corner. Group Four consists of your remaining Lynx. Once Group Three reaches the southeast corner, move them to the two Garages in the southwest corner and wait. Use waypoints to keep these units out of the Guard Post range. Most of the Guard Posts in the base are connected to the Command Center by tubes, and will therefore do extra damage. While Group Three is moving, head south with a Group Four. Punch your way through by blowing up structures and the one Laser Guard Post in the way, then engage the Laser Lynx guarding the Lab. While the guards are busy, sneak Group Two (the lone Scout) in from the east side. Once the data is transmitted take any surviving Lynx and move to the south edge of the map and then join Group Three. Attack the guards at the Lab in the southwest and send one of the Scouts to the north side of the Lab when they are distracted. When the data is transmitted take all remaining units towards the west side of the map to avoid the Guard Post and head north to the final Lab. Send your Lynx in from the south and the Lynx from Group One from the north. Again, use waypoints to avoid the Guard Posts. While the enemy Lynx are engaged, send in your Scouts from different directions to the sides of the lab. Research There is no research available in this Unit Mission. ************************************************************ Mission Five - Mission Briefing: Commander: Much has happened since the expedition to Eden. Increased seismic and volcanic activity has forced us to relocate our colony again. We must build up our colony and expand our research to take care of our people. Our scientists have also analyzed the data we acquired in Eden. The news is grim. A micro-organism that may have been part of Eden's terraforming experiments has spread throughout the region and destroyed the colony. After the resistance we encountered, some of our leaders speculate that the microbe may have been intended as a biological warfare weapon. Regardless of the original intent we do know this: the microbe is lethal to humans. It seems to be bio-engineered to break organic compounds down into their base elements. Some of our brave scientists have already fallen victim to it. We have been able to modify your computer display to show a simulated growth pattern for the microbe. Be watchful for any sign of it. At this point we know of no way to prevent its growth. It is possible that the microbe may continue to consume the entire planet. Some of our scientists have suggested we make plans to begin construction of a new starship and evacuate the planet. Our Council has agreed to a more moderate course of action. We will allocate some resources to research certain topics our scientists suggest, such as the potential uses for the Rare Ores we have found in this area. A robotics specialist has proposed an unusual project for research that he calls "Spiders." We should pursue this topic as well. One more piece of information recovered from Eden will affect our plans. Records show that some people and vehicles escaped the destruction. Eden, in some form, is still alive. We fear some of the people who caused this massive destruction may still be somewhere on New Terra. We must take precautions and protect ourselves. Several proposals for new weapons systems have been submitted. The electromagnetic pulse (EMP) weapon looks especially promising. Computer projections have generated the Specific Objectives list of things we need to accomplish to continue to grow our colony. The Map: Terrain map for Plymouth Mission 5. This is a 128 x 64 map. Easy Level Mission Objectives 1) You must have a minimum population of 45 Children, 32 Workers, and 18 Scientists. 2) You must research these topics: Robot-Assist Mechanic, and, if not researched previously, High-Temperature Superconductivity and Metallogeny. You must also research Independent Turret Power Systems*, Legged Robots*, Rare Ore Processing*, Advanced Combat Chassis*, Electromagnetic Pulsing*, and Rocket Propulsion*. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least four Cargo Trucks loaded with Common Metals, two Cargo Trucks loaded with Food, and two Cargo Trucks loaded with Rare Metals*. 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, one Robo-Surveyor, six Lynx, and four Panthers (at least two of which must be armed with the RPG)*. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Select all of your Cargo Trucks and start them on an ore-hauling route between the existing Common Ore Mine in the southeast and the Common Ore Smelter. Send your Robo-Surveyor to the mining beacon in the lower middle of the plateau the base is on. Build a Common Ore Mine at that beacon, then build a second Smelter directly north of it. Use your Earthworker to build Tubes connecting the smelter to the rest of the base. Once this is completed, take two of the Cargo Trucks from the first ore-hauling route and set them up going between the new Mine and Smelter. This will give you plenty of Common Metals for the rest of the mission. Start building Lynx immediately. Build as many as you can, starting with Microwave Lynx, and adding Stickyfoam and EMP Lynx when you have completed the required research. Attacks will come from the southeast and the southwest. The more units you have to defend your base, the better. If you decide to build Microwave Guard Posts, build Tubes to the position where they will be placed. Microwave Guard Posts connected to a Command Center do 50 percent more damage than unconnected Guard Posts. (However, StickyFoam and EMP Guard Posts do not receive this bonus.) Start training a new group of Scientists at the very beginning. Research all weapons related technology as quickly as possible, starting with Dissipating Adhesives (at the Standard Lab), and Independent Turret Power Systems and Heat Dissipation Systems (both at the Advanced Lab). As always in Base Missions, you should try to complete as much research as possible. When you research Rare Ore Processing, new mining beacons will appear on the map. Use the one in the southwest, and build your Rare Ore Smelter directly above the Mine. This allows you to use just one or two Cargo Trucks to give you an ample supply of Rare Metals. When you have researched Legged Robots, build your Arachnid Factory as quickly as possible. Spiders are valuable for use with your EMP Lynx and Guard Towers to capture enemy units, but even more important in this mission is their ability to repair damaged structures. When using Lynx or Panthers armed with StickyFoam, try to avoid close contact with enemy units. The StickyFoam units can stick themselves close to enemy tanks, or stick other friendly units close to the enemy with disastrous results. Place the Stickyfoam units in front of a defensive formation, rather than behind one. They can fire over walls, while Eden's Lasers and Rail Guns cannot. Building defensive Walls in short segments can be an effective way of increasing your advantages. Normal Level Mission Objectives 1) You must have a minimum population of 45 Children, 32 Workers, and 18 Scientists. 2) You must research Robot-Assist Mechanic. 3) You must have the following structure kits in storage at Structure Factory: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least five Cargo Trucks loaded with Common Metals, three Cargo Trucks loaded with Food, and two Cargo Trucks loaded with Rare Metals. 5) You must have enough Evacuation Transports for your population. 6) You must have at least five ConVecs, one Earthworker, one Robo-Miner, one Robo-Surveyor, and two Spiders. 7) You must have at least six Lynx (at least two of which must be armed with the EMP), and four Panthers (at least two of which must be armed with the RPG). Strategies Build your research up quickly to the Stickyfoam, Rare Ore, EMP and Spiders. You may also want to do MHD Generator early in the mission to get another power source going. Once you research Rare Ore Processing, build your Rare Ore Smelter close to the Mine (as discussed in the Easy level) so you only need one or two Cargo Trucks hauling Rare Ore. Watch for storms, quakes, and meteors. A quake in the north will damage your Tokamak, and a meteor will hit your Command Center, damaging but not destroying it. Repair these before the next storm hits. (Remember that Spiders can repair structures more quickly than ConVecs.) More meteors fall at random locations around the map. The volcano at the northwest will erupt, and the microbe, when it arrives, will come from the southwest. The attacks will come in from the southeast and southwest corners. Build small walls to funnel the enemy toward your Guard Posts. Keep the Stickyfoam units in front of your other units to avoid sticking your own units. Once the enemy tanks are stuck move the StickyFoam units out of the way. Use Spiders and EMPs to capture incoming units. This combination is one of Plymouth's best tactics. In addition to ending Eden's attack, capturing units also helps fulfill the mission's Lynx and Panther objectives without having to use Common or Rare Metals, a double bonus. Hard Level Mission Objectives 1) You must have a minimum population of 45 Children, 32 Workers, and 18 Scientists. 2) You must research Robot-Assist Mechanic. 3) You must have the following structure kits loaded into ConVecs: Agridome, Command Center, Common Ore Smelter, Structure Factory, Tokamak. 4) You must have at least six Cargo Trucks loaded with Common Metals, three Cargo Trucks loaded with Food, and three Cargo Trucks loaded with Rare Metals. 5) You must have enough Evacuation Transports for your population. 6) You must have at least one Earthworker, one Robo-Miner, one Robo-Surveyor, and three Spiders. 7) You must have at least eight Lynx (at least three of which must be armed with the EMP), and four Panthers (at least two of which must be armed with the RPG). Strategies Once again, having enough Colonists is a major problem. This time you need more Scientists as well. Early in the mission, you should research Hypnopaedia to reduce training time for Scientists. The attacks are from again from the southern corners. Some units will come from the west with their lights off and attack your mine. Build a Scout early and send it to that corner. Though it may get destroyed, the early warning of the sneak attacks in the dark are worth the cost of the Scout. The rest of the mission is similar to the Normal level, but tougher. Attacks come more frequently with more units. Meteors and storms come more often, and the volcano erupts sooner. Research Topic Predecessor Cost Sci Lab Advanced Combat Chassis Rare Ore Processing 2400 12 Adv While the Lynx has generally been a satisfactory design, it has proven to have a short life expectancy in combat. Our defenses require a heavier, more durable combat chassis. The Panther medium combat chassis, based on the same vehicle body as the ConVec and Cargo Truck, is a heavier, better armored defender than its predecessor, the Lynx. Although slower than the Lynx, its greater durability in combat should improve our defenses. Allows production of Panthers at the Vehicle Factory. Automated Diagnostic Examinations Health Maintenance 1000 8 Std The increase in our population is straining the capacity of our Medical Centers. We may be able to increase their capacity by automating some tasks. A new type of robotic medical assistant has been developed which can perform many routine tasks at the Medical Center, allowing the staff to care for more patients. Increases Medical Center capacity to 75 Colonists. DIRT Procedural Review Emergency Response Systems 1800 10 Std As our colony grows, more and more resources must be invested in DIRTs to maintain adequate protection. DIRT members have made several suggestions that may reduce this burden. A review of methods and procedures is in order. Using suggestions made by DIRT members, our emergency response procedures have been improved. Among the improvements are an additional team member, redesigned power-assist armor, and a new type of structural breach patch. Increases DIRT protection capacity to 15 structures; increases DIRT Worker requirement to 3. Dissipating Adhesives None 1600 10 Std One of our researchers, experimenting during his off-duty hours, discovered a peculiar substance: a foam that acted as a powerful adhesive, but evaporated after a short period of time. This is such a fascinating material that we would like to run some experiments on it to find potential applications. StickyFoam is a powerful adhesive foam that evaporates after a short period of time. Our experiments to find a use for StickyFoam were largely unsuccessful, but we have developed the foam into a non- destructive weapon system. Enemy vehicles sprayed with StickyFoam will be immobilized briefly, allowing our units an opportunity to escape or bring up reinforcements. Makes the StickyFoam weapon available. Electromagnetic Pulsing Independent Turret Power Systems 1500 12 Adv Since the early development of atomic weaponry, scientists have known about the disruptive effect of the electromagnetic pulse (EMP) on electronic circuitry. Our scientists believe they can use this knowledge to produce a defensive weapons system. Electromagnetic pulse (EMP) grenades, fired from Guard Posts or combat chassis, produce a disruption in the power distribution circuitry of all vehicles or structures in range. This will briefly render the target inoperable. Makes the EMP weapon available. Heat Dissipation Systems None 3500 14 Adv Our Microwave weapon systems generate high levels of heat when repeatedly fired in combat, requiring a cooling-off period before they can be fired again. This delay could be shortened by adding a heat dissipation system. Our new weapons turret heat sinks allow these weapons to be fired more quickly. The heat sinks use dichlorodifluoromethane gas as a coolant to prevent weapon overheating. Increases Microwave rate of fire. Hypnopaedia None 1000 10 Std As our research projects become more complex, we need to improve our methods of training scientists. Hypnopaedia, or sleep-learning, is a method we plan to investigate. Our hypnopaedia project has borne limited fruits. Sleep- learning is useful only in reducing the time required for memorization. This is helpful in that a large part of our research training requires knowledge of what types of research are described in our scientific databases. Reduces points required to train Scientists to 4500. Independent Turret Power Systems High-Temperature Superconductivity 2000 12 Adv Our weapons turrets currently feed off the Lynx cool-fusion power plant. Because of the other demands on this power system, the amount of power that is available to the weapon is limited. Our research project will develop an independent power source for weapons turrets. The R-10 cool-fusion power cell, just developed, is a small but powerful generator designed to fit into the weapons turret on our Lynx combat vehicles. This replaces the power feeds from the Lynx' own cool-fusion plant, and makes possible other, more powerful weapons systems. Increases Microwave concussion and penetration damage to 30 each. Lava Defenses Vulcanology 1200 12 Adv Volcanic eruptions continue to pose a substantial danger. We must find some way of routing these lava flows away from the colony. In our search for a way to reduce the threat of volcanic eruptions, we have found a material that can, at least temporarily, resist the intense heat of a lava flow. This material, sprayed on a wall built of heavily-compressed regolith, can delay the approach of lava to our structures, giving us more time to evacuate. Allows Earthworkers to deploy Lava Walls. Legged Robots Independent Turret Power Systems 2400 14 Std As we move into areas with rougher terrain, our robotics staff has proposed research into robots that use legged locomotion rather than wheeled. Robots with legs would be more agile and therefore less affected by terrain than our existing vehicles. Our new 'Arachnid' robotics factory can produce robots that move on legs rather than wheels. These smaller Spider vehicles, incorporating a variant of the R-10 cool-fusion cell developed to power weapons turrets, are inexpensive and agile, and can be used to repair other vehicles and structures. Allows production of Arachnid Factory structure kits at the Structure Factory. Arachnid Factories may build Spiders. Magnetohydrodynamics Rare Ore Processing 2200 12 Std For several years now, New Terra's magnetic field has been in a state of flux. This appears to be a natural process; it is believed to have happened a number of times in Earth's past, though not during recorded history. This is a fascinating opportunity to study a rare geologic phenomenon. Our studies of New Terra's shifting magnetic field have produced a serendipitous side benefit. We have discovered a way to harness the shifts through electromagnetic induction, producing a substantial amount of electrical power. Allows production of MHD Generator structure kits at the Structure Factory. Public Performance Leisure Studies 800 8 Std Many of our colonists have been exploring the entertainment databases brought from Earth during their off-duty hours. Some have proposed putting on dramatic presentations, musical concerts, and similar entertainments as a method of raising morale. Unfortunately, we have no facilities in which such events could be presented. This entertainment facility provides sufficient seating for performances of concerts, plays, poetry readings, and public meetings. Allows production of Forum structure kits at the Structure Factory. Rare Ore Processing Metallogeny 3000 16 Adv Since our arrival on New Terra, we have encountered a number of sites that are rich in rare mineral deposits, but we have had neither applications which called for Rare Metals nor methods of processing these Rare Ores. Now, our scientists have a number of projects they wish to undertake which would require Rare Metals. Rare Metals will be a great asset to us. These metals can be used in several new research projects. Allows production of Rare Ore Smelter and Rare Metals Storage Tanks structure kits at the Structure Factory. Allows Robo-Miners to deploy as Rare Ore Mines. Robo-Miner production cost increases to 700. Recycler Postprocessing Metals Reclamation 1800 10 Std The hot-cracking column used in our GORFs successfully reclaims approximately 50% of the Metals content of materials. We have some theories about a secondary process that can recover additional metals from the remaining slag. Metals recovered through recycling increased. Increases Metals recovered through recycling. Reinforced Vehicle Construction Rare Ore Processing 1600 12 Std The Cargo Truck, and some similar vehicles, have shown themselves to be all too vulnerable to damage from disasters, explosions, and attacks. Through the use of new composite alloys incorporating Rare Metals, we can increase their durability. The durability of these vehicles has been improved through a combination of revised construction and the use of a composite alloy incorporating Rare Metals. Increases Hit Points and changes production costs of ConVecs, Cargo Trucks, and Evacuation Transports. CargoTruck ConVec EvacuationTransport Hit Points 750 375 280 Common Metals cost 500 1000 650 Rare Metals cost 100 150 100 Robot-Assist Mechanic None 800 6 Std Our cybernetics experts have proposed a new robot that can be used in repairing vehicles. Robot-Assist Mechanics, installed at the Garage, are capable of doing most vehicle repairs. Allows production of Garage structure kits at the Structure Factory. Robotic Image Processing None 1600 12 Std The visual recognition systems of our robotic vehicles have a limited useful range, partially due to the limitations of the image processing software. Some of our programmers have a possible solution. Through a combination of improved image processing software and increased zoom telescoping vision systems, the visual recognition range of certain units has been improved. Improves sight ranges of Light Tower (to 9), Guard Post (to 9), and Scout (to 8). Rocket Propulsion Advanced Combat Chassis Independent Turret Power Systems 2000 12 Adv As it begins to appear that the microbe Eden has released will eventually make New Terra uninhabitable, we must begin looking for ways to evacuate the planet. The first step in developing launch capabilities is a research project in rocket propulsion. Our project has prepared the way for the development of a launch facility. As a side benefit, we have used this technology to produce a new defensive system, using Rocket Propelled Grenades (RPGs) to deliver an explosive charge. Makes the RPG weapon available. Seismology None 1700 11 Std Our previous research on the geology of New Terra indicated that the planet was not subject to seismic activity; recent events, however, have changed the situation. Our planetary sciences database shows that seismologists had developed methods of seismic event prediction on Earth; some of these techniques may be adaptable to New Terra. We have developed equipment to detect certain hydrogeochemical early warning signals of seismic events. Among the most reliable indicators are variations in the concentration of radon and carbon dioxide in the molten salts found in deep bore wells or in fumaroles. These warnings should give us some time to idle structures in the vicinity of the epicenter, reducing damage to them. Gives early warning of seismic events. ************************************************************ Mission Six - Mission Briefing: Commander: Further research from our scientists has brought alarming news. The microbe is spreading more rapidly than we originally thought. Savant projections show that it could consume the entire planet within our lifetime. We do not yet have enough understanding of the microbe to stop it. The decision has been made to begin construction on a starship. This will require a massive effort. The records for the original starship were destroyed in Eden. To help our scientists with their efforts we will be sending an expedition to the nearby crash site of our original starship, the Conestoga, which brought our ancestors to New Terra from Earth. By retrieving key pieces of wreckage we may be able to reverse engineer vital technologies and begin construction of our new starship. Recent encounters with Eden have created a new level of urgency to our plans as well. Having started the destruction of our world, we have no doubt that Eden is aware of the situation and has reached the same conclusion we have. They are clearly concerned with only themselves and they are abandoning us to die in this disaster they have created. We have sent a convoy of Scouts, Cargo Trucks, and armed escorts, including Spiders and some EMP Lynx, to the wreckage site. The Spiders have proven to be a powerful tool in conjunction with the EMP weapon. A Spider can interface with an enemy unit affected by the EMP and reprogram it to follow our commands before the vehicle's computers are completely initialized. We may be able to capture some of Eden's units with this technique. If the useful wreckage pieces have not already been identified, move the Scouts within scanning range of all the wreckage sites. As the parts are identified your computer display will mark their locations. When the components we need are located load them into the Cargo Trucks and return them to the convoy's starting point. Be aware of any Eden units in the area. They may be trying to find the same technology we are. See the Specific Objectives list for additional information. The Map: Terrain map for Plymouth Mission 6. This is a 128 x 64 map. Easy Level Mission Objectives You must pick up three pieces of wreckage from the Conestoga. The pieces are located at 80,43, 38,9, and 21,42. Once acquired, they must be returned to the convoy's starting location. Strategies: Remember: the goal is to collect the wreckage pieces, not wipe out the enemy base. If you can select a route which will avoid enemy units, use it rather than opting for confrontation. Keep your combat units grouped for best effect. If there are only one or two enemies try to capture rather than destroy them. Against larger groups, use the EMP disable them first, then destroy them with your Microwave and RPG units. To take out Guard Towers with minimum loss, attack them with several EMP and RPG vehicles from different directions simultaneously. Use EMPs to disable them and RPGs to destroy them. After you have collected all of the wreckage pieces, try to select a route which will avoid any remaining enemy forces. Use your remaining tanks as a rear guard, protecting your Cargo Trucks at all costs. Normal Level Mission Objectives You must pick up three pieces of wreckage from the Conestoga. The pieces are located at 26,8, 84,53, and 21,42. Once acquired, they must be returned to the convoy's starting location. Strategies: The Easy level tips apply here, though you may want to split your convoy into two groups. Move carefully in small steps, rather than ordering a group to move halfway across the map. The faster Spiders and Scouts will arrive before the combat units, and the Scouts and Spiders are unarmed. Try to capture a few of Eden's patrolling units to help you out. Focus on capturing the rear elements of the patrol. If you attack the point units (up front) the other units will roll forward and destroy your Spiders. Be careful of the Eden convoy that comes out when you pick up the wreckage. They will try to pick up any wreckage you have not yet loaded and carry it away. If an Eden Cargo Truck does load wreckage, you may be able to capture it and still finish the mission. One strategy is to locate and mark all three wreckage pieces, then position a Cargo Truck next to each. Grab all three pieces almost simultaneously. You will get attacked by a small group so keep your combat units near the Trucks to guard them as you make your way back to the starting location. Two additional points: First, storms come more frequently at this level than at Easy. When you hear the warning, check to make sure they do not hit your units. Second, you have no ore in storage on this mission so you can't repair vehicles Hard Level Mission Objectives You must pick up three pieces of wreckage from the Conestoga. Once acquired, they must be returned to the convoy's starting location. The pieces may be located at one of these three sets of locations: Piece 1 Piece 2 Piece 3 Group I 80,43 38,9 21,42 Group II 26,8 84,53 21,42 Group III 62,2 64,52 26,8 Strategies: The Hard level has even more storms than the Normal level. In addition, from time to time Eden Rail Gun Lynx will come out and focus exclusively on your Cargo Trucks. Don't leave them unprotected. These Rail Guns are very good candidates for the EMP/Spider combination. If the Eden convoy finds up a piece before you do, they will load it and leave the map. You must capture it before it exits or you will lose. Research There is no research available in this Unit Mission. ************************************************************ Mission Seven - Mission Briefing: Commander: We have made no progress in stopping the microbe. Our biologists are now simply calling it the "Blight." Our focus must be on completing our starship and escaping the planet. Computer projections show that at the current growth rate of the Blight we will barely be able to complete the research, produce enough metals, and build the starship in time. Some of the richest ore deposits on New Terra have either been infected or are now in extremely dangerous volcanic and seismic regions. We must move carefully ahead of the Blight and use all of the available resources possible to survive. Instruments indicate the atmosphere on New Terra is continuing to thicken and our planetary scientists predict more unusual disturbances. New Terra, it seems, is beginning to have weather. We have constructed a special base with some brave volunteers in one of these dangerous areas. This base combines both mining and research facilities in close proximity to make our space program progress more efficiently without jeopardizing the rest of our colony. We must increase our research results and metals production to continue our starship program. We should soon be able to begin sending launch vehicles into orbit and constructing the starship. A few ConVecs and other vehicles are all we can risk in this area. Use the Spiders and EMP's to capture units and reinforce our own defenses to conserve the valuable metals we are producing. Build more vehicles at the Vehicle Factory if you absolutely need them, but you must manage without a Structure Factory. After our last encounter with Eden they must surely suspect our plans. Based on their reaction so far, they will probably try to hinder our efforts. Be prepared for any attacks Eden may launch on our base. Our needs are critical. See the Specific Objectives list for the things we must do to complete our starship in time to save our colony. The Map: Terrain map for Plymouth Mission 7. This is a 128 x 64 map. Easy Level Mission Objectives 1) You must research: Space Program, and, if not already researched, Dissipating Adhesives. 2) You must have 10000 units of Common Metals and 7500 units of Rare Metals in storage. Strategies: You start the mission with several loaded ConVecs. Build the Arachnid Factory as soon as possible, but wait to build the Guard Posts until you have prepared positions for them by building Tubes to where you want them. You will be facing attacks from the east, southeast, and southwest. Build EMP Lynx and Spiders as soon as possible. Optimally, you should have at least four EMP Lynx and four Spiders at each approach to your base, with a few Stickyfoam and Microwave Lynx as back- up. You should be able to capture at least some of the attackers in each wave. After capturing an enemy unit, immediately repair it at your Garage if necessary. Repair all units as soon as possible after an attack. Try to build sufficient replacements so that damaged units can be pulled back for repair without jeopardizing your defense. ESG units are best used in a running defense firing a barage of mines on the ground in front of advancing enemies, then retreating before they come into firing range. Keep your scientists busy researching all possible topics, starting with those pertaining to increasing mine yields. Start your ore-hauling route between the Common Ore Mine in the southeast and your Common Ore Smelter as quickly as possible, using three of the five Cargo Trucks. Use the other two for a ore- hauling route between the Rare Ore Mine in the northeast and the Rare Ore Smelter. Use Robo-dozers to clear a double wide path between the Mines and their respective Smelters. Building additional Cargo Trucks will increase the rate of production. It is usually a good idea to build a Rare Ore Mine at the center beacon as well. The mining locations further out are very difficult to defend, and are usually more trouble than they are worth. Normal Level Mission Objectives 1) You must research: Space Program, and, if not already researched, Dissipating Adhesives. 2) You must have 10000 units of Common Metals and 10000 units of Rare Metals in storage. Strategies: Capturing units is very important to conserve your metals. Use the EMP's and Spiders as often as possible. Spiders are cheaper to replace than Panthers. A lot of vortexes will appear, but your Mines should be out of the danger area most of the time. Several quakes hit as well. The biggest threat comes from the volcano on the east side of the map. Your Rare Ore Smelter there will be destroyed by lava if you do not finish in time. Do not wait until the last minute to mine Rare Ore. Deploy a Mine at the beacon in the northeast early and have two Cargo Trucks hauling ore from it constantly. Bulldoze a road for them to travel on as well. Don't forget to keep doing research. This is Plymouth's chance to catch up in the arms race and several good new weapons are available for research here, especially the ESG. Hard Level Mission Objectives 1) You must research: Space Program, and, if not already researched, Dissipating Adhesives. 2) You must have 12000 units of Common Metals and 7500 units of Rare Metals in storage. Strategies: The attacks are more frequent and have more units than on the Normal level, so focus on capturing enemy Panthers first. Build one or two Earthworkers to deploy place short Walls along the approaches to funnel them to your "kill zones." Use your Garage to repair anything that gets damaged. Build a Mine on the Rare Ore Beacon to the west of your base and bulldoze roads so your trucks can get back and forth quickly. Research Topic Predecessor Cost Sci Lab Advanced Robotic Manipulator Arm Robot-Assist Mechanic 3200 14 Std Certain units, such as the ConVec, use manipulator arms to accomplish complex tasks. Our cybernetic experts have a proposal for improving the flexibility and strength of these manipulator arms. Several small refinements to the manipulator arms of these units, such as reconfigured joints, use of higher tensile strength metals in construction, and a software upgrade, add up to a substantial improvement in the production and repair rates of these units. Improves ConVec, Earthworker, Robo-Dozer, and Garage productivity by 25 percent. (Improves structure kit deployment, Tube and Wall construction, repair, and bulldozing times.) Arachnid Weaponry None 1800 12 Adv The speed and low cost of the Spiders has led some of our Scientists to suggest that we build a second Arachnid model incorporating a weapon system. The Scorpion, armed with a specially-adapted Microwave weapon, is a low-cost, high-mobility combat unit. Groups of Scorpions can quickly overwhelm enemy units. Allows production of Scorpions at the Arachnid Factory. Explosive Charges None 1200 10 Std A simple and inexpensive weapons system could be developed by placing high explosive charges into a weapons turret. Although the vehicle would be destroyed by the detonation, the size of the charge could quickly incapacitate several enemy units at once. The Starflare turret is a large trinitrotoluene (TNT) bomb, which may be placed on the Lynx or Panther combat chassis, or installed into a Guard Post. This high-explosive will damage all units within range. Makes the Starflare weapon available. Forum Reconfiguration Public Performance 600 10 Std Demand for seating at our Forum events is running very high. A reconfiguration of the seating at the Forum would allow us to accommodate more colonists. By redesigning the seats, reconfiguring the seating arrangement, and changing the shape of the stage, we can now accommodate more people at each Forum event. Increases Forum capacity to 100 Colonists. Hot-Cracking Column Efficiency None 1400 14 Std Smelters and GORFs are dependent on hot cracking columns to separate the Metal content of Ores or rubble. This equipment has a very high Power demand. We believe that we may be able to apply our high- temperature superconductive material to some elements of this system and reduce the Power demand. Common Ore Smelter, Rare Ore Smelter, and GORF Power requirements reduced. Reduces Common Ore Smelter, Rare Ore Smelter, and GORF Power requirements to 40 units each. Meteorology None 1600 12 Std Although there have always been electrical discharges in the New Terran atmosphere, the atmosphere's low pressure caused these discharges to be manifested as sudden glows, rather than lightning strikes as on Earth. Now, with the thickening of the atmosphere, dangerous lightning is becoming more of a danger. We need to study these strikes so that we can predict their occurrence and take precautions. We now understand the atmospheric conditions that lead to filimentous, or arc, lightning discharges in the New Terran atmosphere, and can predict their occurrence. On Earth, collisions between water particles of varying sizes caused the build-up of an electrical charge in the atmosphere. Negatively-charged particles in storm clouds were attracted to the positively-charged ground. The process is similar on New Terra, except that instead of water particles colliding, we have dust particles colliding. Gives early warning of electrical storms. Multiple Mine Projectile System None 1800 12 Std A young Scientist interning at a Standard Lab before our last evacuation, read in the historical database about an interesting weapons system used on Earth. The weapon launched a projectile that split into several smaller weapons upon impact. We believe we could develop such a defensive system. Our new ESG weapons launch a single projectile, but on impact it splits into several small mines that are scattered around the impact location. These mines release an electrostatic discharge at the first enemy unit that approaches them. Makes the ESG weapon available. Rare Ore Extraction None 4000 16 Adv Our Rare Ore mining facilities have had only moderate success at finding the best methods of extracting higher grades of Rare Ore. Several proposals have been put forward to improve our efficiency. Our project has met with limited success. We have developed two new processes that determine the Rare Metal content of certain gangue materials, such as quartz, and eliminate specimens containing only trace amounts of Metal. Increases Rare Ore Mine yield by 20 percent. Scout-class Drive Train Refit None 1800 12 Std The Scout, and some similar vehicles, use the G-75 drive train. We have discovered a design flaw in the G-75 that impairs its efficiency. This project would redesign the G-75 to make it more effective. The G-75 drive train used in these three vehicles has been replaced by the G-80 model, which improved vehicle speed through a more efficient transfer of energy from the power plant to the wheels. Improves Scout, Robo-Surveyor, and Lynx speeds. Smelter Postprocessing Recycler Postprocessing 4000 16 Adv The chemical postprocessing technique we developed for improving metals reclamation at the GORF may be adaptable for use at our Common Ore and Rare Ore Smelters. We have successfully adapted the chemical postprocessing treatment used at the GORF to improve the yield of our Smelters. Increases Common Ore Smelter and Rare Ore Smelter production. Metals produced from a truckload of ore will be 20 percent higher than the Yield listed in the Cargo Truck's status display. Space Program None 4000 14 Adv With the discovery that the Blight cannot be stopped, and that New Terra will eventually become uninhabitable, it becomes imperative that we develop a space launch facility as the first step in our evacuation of New Terra. Our space program is underway. As an initial cargo, we have developed the Early Disaster Warning and Resource Detection (EDWARD) satellite. Allows production of Spaceport structure kits at the Structure Factory. Spaceports may build Single-Use Launch Vehicles (SULVs) and the EDWARD Satellite. *********************************************************** Mission Eight - Mission Briefing: Commander: The attack on our research base has shown that remote bases will be difficult to defend. A centralized colony will not stretch our defensive resources across too large an area. We have established a new location based on this strategy. Further analysis of the Blight has confirmed our deepest fears. It cannot be stopped. New Terra is doomed. To survive we must once again take to the stars. The construction of our starship has become our highest priority. We must build a Spaceport and launch our Skydock to begin construction in orbit. This effort will require large quantities of metals. Our new location is near several potential mining sites that will help in this effort. We believe we can carry about 200 colonists on the starship. Leaving people behind would be another avoidable tragedy for our colony, so be careful managing our population growth. Idle the Nursery and University as needed to slow down the birth rate. We cannot absorb any delays in our starship construction. The Blight is spreading at an increasing rate. We have no margin for error. Do not let any threats from Eden hamper our efforts. Be prepared to defend our base against any incursions. Our schedule is difficult and our needs are great. Check the Specific Objectives list to see what must be accomplished to survive. The Map Terrain map for Plymouth Mission 8. This map is huge. Easy Level Mission Objectives 1) You must have a minimum population of 60 Children, 42 Workers, and 23 Scientists. 2) You must research these topics, if not previously completed: Advanced Vehicle Power Plant, Explosive Charges, Reinforced Vehicle Construction. You must also research Dual- Turret Weapons Systems*. 3) You must build an Arachnid Factory and a Spaceport. 4) You must build and launch these starship components: Skydock*, Ion Drive Module*, Fusion Drive Module*, Fueling Systems*. 5) You must have at least 8000 units of Common Metals, 3000 units of Food, and 4000 units of Rare Metals in storage. 6) You must have enough Evacuation Transports for your population. 7) You must have at least four EMP Lynx, three Panthers, three Tigers*, and three Spiders. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: The primary challenge in this mission is keeping Morale high while you deal with all of the other colony management and fend off numerous attacks from Eden. Make sure you have enough Residences, Recreation Facilities, Medical Centers, etc. to keep your people happy. Research disaster warning topics (Seismology, Meteorolgy, Severe Storms, etc.) as soon as possible if you have not done so already. Use the warning information to avoid storm and earthquake damage by moving vehicles away from trouble spots, and idling buildings in the path of storms. As always, try to repair any damaged structures as quickly as possible. Having multiple Spiders in your base makes this fairly easy. Build the Agridome kit at the Structure Factory immediately, followed by the Residence kit and the Tokamak kit. Build another Residence kit and deploy it. Try to keep ahead of the demand for Residences and Agridomes. Start ore-hauling routes between the Common Ore Mine to the north of the base and your Common Ore Smelter using five Cargo Trucks, and between the Rare Ore Smelter and the Rare Ore Mine to the east of its location using two Trucks.. Survey and build a Mine at the beacon due south of the base. If necessary, build a second Common Ore Smelter directly above the southern Mine, connected by Tube to the Vehicle Factory. This will let you use two Trucks to supply you with all the Common Ore you need. You can then switch three Trucks from the first Common Ore route to the Rare Ore route. You can also build a Rare Ore Mine and Smelter at the location just outside the southeastern base entrance, but you will need a larger defensive force to protect it. You will be facing attacks from the north and the west. Build EMP Lynx and Spiders as quickly as possible and connect your Microwave and RPG Guard Posts to the base with Tubes immediately. It is worth building a few RPG and EMP guard towers at the northwest entrance to the base area. You can defend from the attacks from the west by assembling a force of tanks just below the mining beacon outside the southeast base entrance. Watch out for storms and vortexes in that area, and earthquakes in the northwest. Attacks from the North give you little warning, so keep a close eye on that area. Normal Level Mission Objectives 1) You must have a minimum population of 60 Children, 42 Workers, and 23 Scientists. 2) You must research these topics, if not previously completed: Advanced Vehicle Power Plant, Explosive Charges, Reinforced Vehicle Construction. You must also research Dual- Turret Weapons Systems*. 3) You must build and launch these starship components: Skydock, Ion Drive Module, and either the Fusion Drive Module OR the Fueling Systems. 4) You must have at least 10000 units of Common Metals, 4000 units of Food, and 7500 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least six Lynx (at least one with StickyFoam), five Panthers (at least one with RPG), and five Tigers*. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Many of the strategies from the Easy level will work for the Normal as well. More vortexes and storms will show up and the attacks will be stronger and more frequent. You will also have several small meteors falling in random locations; if they hit a building they will only do minor damage. Getting the buildings up to keep your morale up early is important as well as continuing to do as much research as you can. If you have extra time and enough ore launch an EDWARD satellite to give you more warnings on the disasters. The vortexes show up to the south of your base and shouldn't be much threat to your buildings but keep an eye on any vehicles in that direction, especially trucks on ore hauling routes. To defend your base, you should use plenty of EMPs and Spiders, conserving your metals by capturing enemy units. However, ESG Lynx are a worthwhile investment. Their speed is good, particularly if you do the Scout-class Drive Train Refit research, and they can damage many vehicles at once. On the other hand, the ESG turrets use Rare Metals, so be careful about how many you build. The microbe will approach around time mark 540 as daylight approaches. Be ready to go before then. Hard Level Mission Objectives 1) You must have a minimum population of 60 Children, 42 Workers, and 23 Scientists. 2) You must research these topics, if not previously completed: Explosive Charges. 3) You must build and launch these starship components: Skydock, Ion Drive Module, and either the Fusion Drive Module OR the Fueling Systems. 4) You must have at least 10000 units of Common Metals, 4000 units of Food, and 8000 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least eight Lynx (at least one with StickyFoam), six Panthers (at least one with RPG), and six Tigers. Strategies: At the Hard level, this is a particularly difficult mission. The frequent attacks, increasing in intensity over time, as well as the locations of the mines and the number of disasters make this very challenging. In addition to the tactics listed above, one of the best defenses is a good offense. Use the ESG Lynx to block drop mines in front of approaching groups and then back it up and drop another round, back it up, etc. Build short walls to funnel the incoming units your kill zones, but do not make the walls too long, or the enemy will shoot through them. Walls are good for slowing vehicles down but will not stop them completely in most cases. Build Tubes out to the two entryways into your base above the desert valley and have your RPG Guard Posts hooked up to them. Use the "group repair" for Spiders to keep these Guard Posts in good condition. Make sure you bulldoze roads to the mines as well. Trying to defend the mines in the lower left can be very difficult because of the distances involved, so using the EMP/Spider combination is crucial here. Research Topic Predecessor Cost Sci Lab Arachnid Durability Arachnid Weaponry 1800 14 Adv Our Arachnid units, while very useful, are too easily destroyed. This project seeks to increase the survivability of the Arachnids while maintaining their speed and low cost. Our metallurgical staff has devised a lightweight steel alloy, which we are now using in the joint assemblies of our Arachnids. This leg reinforcement, as well as certain structural modifications to the bodies of the Arachnids, has produced a substantial increase in the durability of these units. Increases Spider Hit Points to 125 and Scorpion Hit Points to 150. Disaster-Resistant Housing Environmental Psychology 600 12 Std The increasing frequency and strength of the seismic events and atmospheric disturbances are making our Residence structures dangerous places to be. This project will seek to alter the design of the Residence to make it more able to withstand these dangers. Rather than alter the existing Residence plan, we have designed a new Reinforced Residence, capable of withstanding more serious disaster. The original Residence structure is still available, at lower cost, for use in areas deemed to be less prone to seismic activity. Allows production of Reinforced Residence structure kits at the Structure Factory. Dual-Turret Weapons Systems None 4500 18 Adv One of our research Scientists has proposed doubling the rate of fire of our combat units by installing a dual weapons turret. This may be just the decisive advantage we need to end this destructive conflict. The dual-turret weapons systems are capable of twice the effective rate-of-fire of their single-turret predecessors, but duplicate only 70% of the components, sharing certain support systems. Due to their size, they can only be mounted on the Tiger heavy combat chassis, a tracked vehicle based on the Earthworker and Robo- Dozer designs. Allows production of Tigers at the Vehicle Factory. Efficiency Engineering None 4000 18 Std All of our factories use a similar assembly-line method of production. Some of our factory workers, reading through the databases of industrial engineering techniques from Earth, have proposed a study of our factories, to look for possible increases in manufacturing efficiency. Using time-and-motion analysis of the various production facilities, our researchers developed several new tools and techniques that reduced the production time of all products by 25%. Reduces production time at Android Factory, Spaceport, Structure Factory, and Vehicle Factory by 25 percent. Enhanced Defensive Fortifications None 1800 12 Std With tensions increasing between the two colonies, we must make our defenses as strong as possible, especially as we begin development of our starship. The armor applied to our Guard Posts is now equal to that protecting our most vital structures. Upgrades Guard Post armor to Heavy. Fueling Systems Ion Drive Module 3500 14 Adv Portions of a severely-damaged spacecraft were among the wreckage found at the Conestoga crash site. The ship was known to have carried an emergency refueling unit, designed to scoop hydrogen from the atmosphere of gas giants similar to Jupiter. Should New Terra have been found to be uninhabitable, this "Fuel Shark" would have been able to refuel the Conestoga for travel to another star. The Fueling Systems consist of storage tanks for liquid mercury, used to fuel the Ion Drive, and the Fuel Shark, an autonomous ramscoop vehicle that dives into the outer layers of the planet's atmosphere to gather hydrogen fuel for the Fusion Drive. The Fuel Shark will substantially reduce the number of launches necessary to prepare the starship for flight. Allows production of the Fueling Systems at the Spaceport. Fusion Drive Module Ion Drive Module 3500 14 Adv Some of the wreckage recovered from the starship crash site appears to be part of a fusion motor propulsion system. Further examination of the wreckage will allow us to re-build such a system. Our fusion propulsion system plans are complete. The Fusion Drive Module contains both the fusion motor, used for high- acceleration in-system maneuvering, and the tanks which store the hydrogen fuel used in this motor. Once we have reached interstellar space, this fusion motor will provide power to the Ion Drive. Allows production of the Fusion Drive Module at the Spaceport. High-Powered Explosives Explosive Charges 1800 12 Std The proven effectiveness of the Starflare weapon has led our scientists to propose a more powerful version. We have several formulas for chemical explosives more powerful than trinitrotoluene, but testing is required to determine which is most suitable for use as a reliable weapon. A new explosive material, pentaerythritol tetranitrate (PETN), has been developed. PETN is about 1.6 times as powerful as the material used in our Starflare weapons. Our RPG weapons systems have been upgraded to use PETN. Makes the Supernova weapon available. Increases RPG concussion damage to 100 and penetration damage to 45. Ion Drive Module Skydock 3500 14 Adv The ion motor used in the Conestoga was a low-thrust/long- duration system activated once the ship reached interstellar space. The Ion Drive Module contains this interstellar drive as well as supplemental ion and chemical guidance thrusters to be attached to the starship. While the main drive of the Conestoga was a less capable fusion drive, it appears that an improved ion propulsion system was developed shortly before launch and used in some thruster systems. The remains of one of these thrusters has been recovered from the Conestoga crash site. Reverse-engineering this thruster will be a substantial step in developing our evacuation starship. Allows production of the Ion Drive Module at the Spaceport. Multitainment Console Upgrade Leisure Studies 500 10 Std The demands on our Recreation Facilities have grown even as our colony has grown. This project hopes to ease the situation by improving the multitainment consoles so many of our colonists use during their off-duty hours. Our improved Multitainment Consoles are smaller and less expensive, while maintaining their high performance level. The number of units included in the Recreation Facility design has been increased, allowing the facility to serve more colonists. Increases Recreation Facility capacity to 60 Colonists. Reduced Foam Evaporation Dissipating Adhesives 1800 12 Std Although the immobilizing effect of StickyFoam is very useful, its evaporation rate is inconveniently short. We propose to slow the evaporation rate of the Foam by introducing certain chemical stabilizing elements. We have added stabilizers and thickeners to our StickyFoam formula that causes the Foam to evaporate more slowly, without losing its adhesiveness. Increases StickyFoam duration by 50 percent. Reinforced Panther Construction Reinforced Vehicle Construction 1800 10 Adv The composite alloy developed in our Reinforced Vehicle Construction project may be beneficial for our Panther combat chassis as well. A redesign of the Panther using a new composite alloy has increased the durability of this combat chassis. Increases Panther Hit Points to 700. Changes production costs to 300 Common Metals, 150 Rare Metals. Scorpion Power Systems Arachnid Weaponry 1800 14 Adv The weapons on the Scorpion are just not powerful enough. We believe we can increase the amount of damage they do by improving the Scorpion's power system. By installing a slightly larger power system in the Scorpion, we have increased its combat effectiveness substantially. Increases Scorpion penetration damage to 30. Severe Atmospheric Disturbances Meteorology 1600 12 Std The vortexes we have been experiencing are a new phenomenon on New Terra; we must study these severe storms to determine how they are caused and how to predict them. The vortexes start in a manner similar to the 'dust-devils' common on Earth and Mars. Ground-level air, heated by sunlight, rises. Cooler air rushes into the area that the warmer air has left, but from there, the spinning column of air is enhanced and focused by a yet-unknown process which may be electromagnetic in nature. While our understanding is limited, we can now forecast conditions that will lead to their formation, and have developed technologies for early detection. Gives early warning of vortexes. Skydock None 3500 14 Adv We must begin construction of an evacuation starship as soon as possible. The first step is an orbital station from which we can start deploying components of the ship. Our Skydock will function as an orbital command post. In addition to docking facilities for our launch vehicles ferrying components and technicians, it serves as a command and control facility for construction of our evacuation starship. Allows production of the Skydock at the Spaceport. Spider Maintenance Software Revision Legged Robots 1600 10 Std Bugs in the software controlling our Spiders' repair function are impairing its ability to make repairs on structures and vehicles. Although the Spiders are adequately performing this function, we believe we can make some improvements. Spider Maintenance Software version 1.32 has been installed in all Spider units, fixing some inadequacies in the damage diagnostics and repair procedures routines. Improves Spider repair rate 25 percent. ************************************************************* Mission Nine - Mission Briefing: Commander: Our situation is desperate. We simply do not have enough expertise in the sciences for building our starship. Any effort we can make to acquire further knowledge in the field is warranted. A second Conestoga wreckage site, located in the Tsiolkovsky Hills, may yield data we need. If necessary, scan all the wreckage sites with a Scout and then load any valuable pieces in Cargo Trucks. Beware of Eden units in the area. Do not let them salvage any parts of the wreckage. If they do, use the EMP and Spider combination to capture the Truck carrying the wreckage before Eden can retreat with it. Return all of the needed parts to the convoy's starting location. The Specific Objectives list may have other useful information. The Map Terrain map for Plymouth Mission 9. This is a 128 x 128 map. Easy Level Mission Objectives You must pick up four pieces of wreckage from the Conestoga. The pieces are located at 77,118, 105,7, 49,53, and 26,28. Once acquired, they must be returned to the convoy's starting location. Strategies: This mission is similar to mission six, but the enemy units are more aggressive, and after you have retrieved three of the wreckage pieces, they will send out a well armed expedition for the fourth. One effective strategy is to split your units, with the main group retrieving the northern wreckage pieces, while a smaller force with one Cargo Truck waits at the site of the southern piece. After all three northern pieces have been picked up, the larger force guards the returning Trucks, while the southern force picks up the last piece and returns it to the entry point. Normal Level Mission Objectives You must pick up four pieces of wreckage from the Conestoga. Once acquired, they must be returned to the convoy's starting location. Each piece is randomly placed in one of several possible locations. Piece Possible Locations I 123,33-100,45-86,78-81,98-107,107-103,117-79,101-86,115 II 43,124-46,84-49,75-42,91-70,75-95,38-93,38-89,34 III 77,19-59,14-105,7-35,13-16,2-68,5-7,13-36,30-59,53-38,49- 23,34-25,31 IV 15,123-16,112-16,101-18,99 Strategies: Be aware of the natural disasters that can come in and threaten your convoy. If you destroy too many enemy units they will get reinforcements. Some of those will target your Scouts and Cargo Trucks so be careful about antagonizing them. You are after the wreckage, not a big fight. Use the few Spiders you have carefully. Remember that without metals, and you have none in this mission, they cannot repair your units. If you lose an empty truck, capture one of Eden's, if you still have Spiders and EMPs. Mark all the pieces before you pick them up and protect your Trucks once you do pick them up. When you pick up the last piece, an ambush convoy comes out and goes after your Trucks. Be ready. After you pick up the third piece, an Eden convoy will try to carry off the last piece. If you have not already found it, this is a useful way to find the last piece, but you will have to capture the truck with the wreckage before it leaves the screen. Be careful not to destroy the truck or you will lose the mission. Hard Level Mission Objectives You must pick up four pieces of wreckage from the Conestoga. Once acquired, they must be returned to the convoy's starting location. Each piece is randomly placed in one of several possible locations. Piece Possible Locations I 123,33-100,45-86,78-81,98-107,107-103,117-79,103-86,115 II 43,124-46,84-49,75-42,91-70,75-95,38-93,38-89,34 III 77,19-59,14-105,7-35,13-16,2-68,5-7,13-36,30-59,53- 38,49-23,34-25,31 IV 15,123-16,112-16,101-18,99 Strategies: Similar to NORMAL, but a little tougher base layout. The mission is also at night so it will be harder to find all the pieces. Keep your long range firepower together (the RPG units) as a group and take out the Guard Posts so your Scouts can drive through without getting hit. Stickyfoam is useful to hit empty Cargo Trucks that you can then easily EMP and capture as well in case you lose your Trucks. Research There is no research available in this Unit Mission. ************************************************************ Mission Ten - Mission Briefing: Commander: Our recent expedition to recover wreckage parts was very successful. But it is still not enough. Computer projections show very clearly that our current rate of production is not fast enough compared to the spreading rate of the Blight. Eden's continued assaults are a clear sign of their refusal to negotiate a settlement. Our Council has developed a plan out of our desperation. One of our scientists has suggested we may be able to find some "help" in Eden. We will send in a small raiding party to Eden's base under cover of darkness. Take the Cargo Trucks to their Spaceport and park them alongside the Spaceport to procure any parts of the starship that may be in storage. Take the specially modified Evacuation Transports and "persuade" the scientists working on Eden's starship to join our efforts. They are located at two separate Advanced Labs. Our information source has given us some idea about where they might be, but we may have to search for the Labs once we are there. Move the Evacuation Transports next to the side of the Labs to bring the scientists out. Then return the loaded Cargo Trucks and the Evacuation Transports to the convoy's starting location. Without these scientists our prospects are bleak. We must succeed. The Specific Objectives list has any other information we know at this point. The Map Terrain map for Plymouth Mission 10. This is a 128 x 128 map. Easy Level Mission Objectives You must capture two groups of Scientists (from two different Advanced Labs), and two starship components (from the Spaceport). Once acquired, they must be returned to the convoy's starting location. Strategies: While this mission professes limited objectives, good results can be obtained by using all of your forces as an attacking group and flattening the entire base one section at a time. Start by taking out the EMP Guard Posts on the southern entrance of the western wall. Capture several of the ore-hauling Cargo Trucks that pass through that gate. Use the ESG mines to create a kill zone in the entry way, and use a captured Truck as bait. When the defenders chase it, attack them with EMP and RPG units. You should have enough force available to take out or capture all of the main defense force. After the enemy units have been eliminated, destroy the Vehicle Factory and Garages just inside the entryways then proceed to destroy every Factory, Guard Post, and Power source you can reach. Work systematically west to east. Do not waste time destroying Agridomes, Residences, Universities, etc., just destroy their capability to make combat units and Guard Posts. After all Power facilities have been destroyed (including Command Centers), the Guard Posts are Disabled. Once you pick up the starship components and Scientists, you will have to deal with attacks from units Eden had sent out to guard Mines. Make sure you have an adequate rear guard to deal with these attacks from stragglers. An effective way to deal with Guard Posts is a multiple unit attack from several directions with RPG's and EMP's. Captured enemy Trucks can make effective decoy targets to allow your combat units to approach without damage. You will face a final defensive assault after you have "rescued" the second group of scientists. Watch for it and be ready. Normal Level Mission Objectives You must capture two groups of Scientists (from two different Advanced Labs), and two starship components (from the Spaceport). Once acquired, they must be returned to the convoy's starting location. Strategies: The Eden base in the Normal has many more units and tougher Guard Posts in places. Watch for convoys that leave the central base in the middle and drive towards the Mines on the outskirts. There are a lot of EMP and Rail Gun Panthers that can be usefully captured, as well as some Trucks that you can use as bait. The mission is winnable in several ways - you can approach the base from either the upper left corner or lower right corner, or even straight through the front door. You can blast holes in the walls to go through but once a hole is open anybody can go through it... your units or the enemy's. The key to success is to destroy the Vehicle Factories and Garages. If you pick up the starship parts and scientists with these structures still intact you will get swarmed. The computer base does not cheat... it has to follow the same rules as you do. It can have only six vehicles in a Garage and it has to have enough Power and Metals to produce things as well. If you can knock those out it will hamper the defenses of the base. Keep in mind that the Rail Gun is a line-of-sight weapon, but the EMP and RPG are not. If you can get the Rail Gun Tigers on the opposite side of walls or structures from your RPGs you can still pummel them without them being able to return fire. Hard Level Mission Objectives You must capture two groups of Scientists (from two different Advanced Labs), and two starship components (from the Spaceport). Once acquired, they must be returned to the convoy's starting location. Strategies: The enemy in the Hard level will not just wait for you to walk in. If you delay for too long Eden will send an attack group out to focus on your Cargo Trucks and Evacuation Transports. The Thor's Hammer weapon can reach over walls (it is not a line- of- sight weapon) so give those units a wide berth. Knocking out some buildings will break the connection with the Command Center and lower the damage that Guard Posts armed with Lasers, Rail Guns, Thor's Hammer or Acid Cloud will do. You do not have to destroy all of the Garages and Factories before you pick up the last load of Scientists, but be ready to make a rapid exit. Keep enough units between the enemy units and the slow Evacuation Transports to protect them while they get back to the starting point but be ready for a group of Eden units that just heads right for the rendezvous point and waits for you. Research There is no research available in this Unit Mission. ************************************************************ Mission Eleven - Mission Briefing: Commander: Our Eden "guests" have been convinced to contribute their efforts to our cause. Still, it may not be enough. Our Council has made an offer to Eden to exchange our Gene Bank for more of their starship technology. They have not replied. Information from the Eden scientists indicates that New Terra does not have enough uncontaminated resources left to complete two starships. We expect Eden to make a rescue attempt or perhaps attempt to steal our Gene Bank and halt our starship progress. These assets must be protected. We must also launch more starship components into orbit and protect our Labs and Spaceport. Our latest weapons system, inspired by a chapter of Earth history, may help our defenses against Eden's advanced weaponry. These new weapons are powerful self-destruct turrets. They will destroy any lightly armored units near them and do great damage to even heavily armored units. But obviously they can only be used one time for each unit. A high return for a high price. New defensive weapons projects have been proposed by our scientists as well. Explore as many of these as you can while balancing the other needs of the colony. Our starship program must stay on schedule. Consult the Specific Objectives list for what we must do to survive. The Map Terrain map for Plymouth Mission 11. This is a 128 x 128 map. Easy Level Mission Objectives 1) You must have a minimum population of 80 Children, 48 Workers, and 32 Scientists. 2) You must research these topics: Rocket Atmospheric Re- entry System, High-Powered Explosives. 3) You must build and launch these starship components: Command Module, Habitat Ring, Stasis Systems. 4) You must have at least 10000 units of Common Metals, 4000 units of Food, and 7500 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least eight Lynx, six Panthers, and four Tigers. Strategies: This mission will require you to mine lots of ore, complete a large amount of research, and defend against very determined adversaries. Start by using all available Cargo Trucks on an ore-hauling route between the Common Ore Mine to the north of the base and the Common Ore Smelter. It is a good idea to build a second Command Center, Common Ore Smelter and Rare Ore Smelter near the Mines on the southern side of the map. The southernmost beacon is a Common Ore Mine. Build a Smelter just above it, with the Command Center immediately above the Smelter. Place the Rare Ore Smelter just above and west of the Rare Ore Mine, and connect it to the new Command Center with Tubes. Establishing this second base will require a convoy with 3 ConVecs, 4 Cargo Trucks, a Robo- Surveyor, two Robo-miners, and about 10 Lynx for defense. You will be facing attacks from the northern and southern edges of the map. Build as many combat units as possible. A combination of EMP Tigers and Spiders will allow you to capture many or most of the attacking units. Use EMP Lynx and RPG Tigers and Lynx to take out any that get past the initial defensive lines. Using captured units for defense allows more resources to be used for the other objectives. Build a line of Guard Posts up the southeastern edge of your base, and connect them with Tubes to maximize their effectiveness. EMPs, RPGs and ESGs in combination seem to be able to stop most attacks. Make sure to repair any damaged Guard Posts after each attack. Normal Level Mission Objectives 1) You must have a minimum population of 80 Children, 48 Workers, and 32 Scientists. 2) You must research these topics: Rocket Atmospheric Re- entry System, High-Powered Explosives. 3) You must build and launch at least three starship components. 4) You must have at least 10000 units of Common Metals, 4000 units of Food, and 10000 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least ten Lynx, eight Panthers, and six Tigers. Strategies: For the Normal level, success can be found in starting a remote mining base in the northeast corner of the map. While it is initially a long trip up there, the high yield mines make it worthwhile. Build a Command Center and both kinds of Smelter there, and then deploy Guard Posts connected with Tubes to defend against attacks. Early on you should try to build many EMPs and Spiders, especially EMP Tigers which can fire twice as often as Lynx and Panther turrets. If you can capture Acid Cloud and Thor's Hammer units, you will be much more able to defend against the large waves later. Use groups of Spiders to make field repairs during battle. Some attacks will come from the south, with Eden units that come out of the dark with their lights off. A Light Tower or a Scout is very useful to give you some advanced warning. Numerous vortexes show up - make sure to move any vehicles out of the way. Several meteors will hit your base as well. Repair this damage quickly. The lava will eventually erupt and flow partway down to your base, covering some of the buildings on the lava flow. You should, however, be able to finish before that happens. At about time mark 900 a very large wave of enemies will attack from two directions. This will be very hard to defend against, so your best bet is to try to finish before then. If you cannot, try to have plenty of ESGs to handle the large waves and be ready for units coming in very close to your base to the north. If your population is getting too large, you can Idle the Nursery and University for a short time, but do not forget them. If the population drops quickly, you may not have time to make it up later. Hard Level Mission Objectives 1) You must have a minimum population of 80 Children, 48 Workers, and 32 Scientists. 2) You must research these topics: Rocket Atmospheric Re- entry System, High-Powered Explosives. 3) You must build and launch at least three starship components. 4) You must have at least 10000 units of Common Metals, 4000 units of Food, and 10000 units of Rare Metals in storage. 5) You must have enough Evacuation Transports for your population. 6) You must have at least ten Lynx, eight Panthers, and seven Tigers. Strategies: Most of the tactics listed above work well at the Hard level. The attack waves from the north are very tough, so try to build and defend small base near the beacon in the southeast. The enemy will attack your mines and since they are so far away they are hard to defend. For the first several waves try to capture as many units as possible. Later on when you have met most of your mission objectives and you are just launching starship parts and collecting ore go ahead and work on just destroying many of the incoming waves to protect your base. If the last thing you have to do is meet the Metals requirements, keep a GORF Active and recycle buildings. Research Topic Predecessor Cost Sci Lab Advanced Armoring Systems None 3600 16 Adv The technologies developed by our space program have some spinoff applications on New Terra. One of these is an improvement to the armor systems we use on some of our vehicles. Materials research done as part of our space program has resulted in an alloy well suited for use in combat vehicle armor. Upgrades armor of Lynx (to Medium) and Panther (to Heavy). Command Module None 3500 14 Adv Wreckage from the second Conestoga crash site included a remarkably intact section of the ship's command deck. This will speed our development of the command and control systems of the ship. Several dozen Savant computer systems, working in parallel, make up the core of the Command Module. This is the most sophisticated computer system we have ever devised, capable of guidance control, power direction, and self-maintenance, without human intervention, for decades. Allows production of the Command Module at the Spaceport. Extended-Range Projectile Launcher Multiple Mine Projectile System 4500 14 Adv Our after-action equipment performance reports show a weakness in the launch mechanism used in our EMP, ESG, and StickyFoam weapons turrets. Though this weakness does not cause an equipment failure, our engineers would like to revisit the design of this launcher. The redesigned launch mechanism used in both of these weapons has lengthened the maximum range of these weapons. Increases range of EMP (to 7), StickyFoam (to 6), and ESG (to 6). Grenade Loading Mechanism Extended-Range Projectile Launcher 3800 16 Adv Tests of the reloading mechanism in our grenade launching weapons have revealed some potential areas of improvement. The hydraulic grenade loading mechanism used in some of our weapons turrets had been designed to handle ammunition that was much less shock-resistant that those we currently have in use. Increasing the 'rattle' tolerances of the system allows for a faster loading system. Improves EMP and ESG rate of fire. Habitat Ring None 3500 14 Adv Two of the recovered fragments of the Conestoga are from the hull of the habitat ring. They contain large superconductive magnetic coils, which appear to be a kind of radiation shielding system. Before and after our interstellar flight, our colonists will live in the Habitat Ring. These temporary quarters are shielded from radiation and small particle collisions by a magnetic field generated by superconductive coils built into the hull. Allows production of the Habitat Ring at the Spaceport. Meteor Detection None 1700 11 Std After the recent meteorite impacts, our observations have found that more are to come. New Terra is entering a field of debris, probably caused by the collision of two asteroids. We need a way to track this debris so we can have some advance warning of meteorite impacts. Our Skydock facility has been fitted with a series of telescopes to look for incoming meteors. This should give us some warning before they fall. Gives early warning of meteor strikes. Orbital Package None 3500 14 Adv Upon arrival at our new home, we want to deploy a series of satellites and probes that will provide data about the planet and support colony operations. This group of satellites and probes, to be deployed upon reaching our destination planet, includes EDWARD, a communications satellite, a solar power satellite, orbital observers, and several types of atmospheric and geologic probes. Allows production of the Orbital Package at the Spaceport. Rocket Atmospheric Re-entry System None 4500 14 Adv Our SULVs have been designed to launch payloads into orbit, but the only portion which returns to New Terra is the nose cone containing the crew. With some modification, it may be possible to assemble a new model of SULV that can re-enter the atmosphere. Our missile re-entry program has had limited success. We have developed an EMP missile that can be launched at the Eden colony and disable their units in a wide area. However, the modifications allowing the missile to deliver such a payload have restricted its range. The missile cannot reach the current location of the Eden colony, but as the uninfected area of New Terra shrinks, they may come into range. Allows production in Mission Twelve of EMP Missiles at the Spaceport. Sensor Package None 3500 14 Adv A portion of the Conestoga's sensor suite was among the debris retrieved from the second crash site. This appears to have been part of the telemetry system used to monitor the deep-space probes sent out to locate a suitable destination. We believe we can use this as the basis for a similar system. Before we can depart the New Terra system, we must have a destination. Our Sensor Package includes a Nanoprobe launcher, capable of sending thousands of microbe-sized probes toward potentially habitable planets, and a sensor/telemetry system which will evaluate the reports sent back by the Nanoprobes. Allows production of the Sensor Package at the Spaceport. Solar Power None 3200 14 Adv The technology behind solar power has been available for quite some time, the size of the solar collector panels needed to generate a significant amount of power has always been judged prohibitive, especially since our periodic evacuations began. However, with the redevelopment of a space program, it is possible to build a solar collector satellite which beams the energy it collects to a ground- based receiver. The solar power system, comprised of a collector satellite and ground-based receiver, is an inexpensive alternative energy source. The satellite, once in orbit, can be retargeted at a new ground location after an evacuation, and the receivers are much less volatile than our Tokamak fusion reactors. Allows production of the Solar Power Array at the Structure Factory and Solar Power Satellite at the Spaceport. Stasis Systems Habitat Ring Health Maintenance 3500 14 Adv The cold-sleep system used in the 'Conestoga' successfully slowed the metabolic rate of the colonists traveling from Earth to New Terra, but at the cost of shortening their lives once they had arrived. Fortunately, our medical technology has advanced significantly since our arrival, and we believe we now have a method of inducing true suspended animation without the same loss of longevity. The Stasis Systems contain suspended animation chambers for 200 colonists. This module, like the Habitat Ring, is equipped with our superconductive magnetic coil radiation shield system. Allows production of the Stasis Systems at the Spaceport. ************************************************************ Mission Twelve - Mission Briefing: Commander: The Blight has spread much too quickly. We simply cannot complete our starship before it consumes our buildings, our vehicles... and our people. The ferocity of Eden's last assault has shown they are well beyond reason. This is our darkest hour. The Council has reluctantly authorized our plan of last resort. Recent research has been able to convert our SULV into a ballistic missile carrying an EMP warhead. If we can launch the missile on Eden's site, we may be able to assault the Spaceport in the ensuing chaos and capture their RLV. When the Spaceport is under the EMP effect move a Spider alongside the RLV to capture it. When our own Spaceport is active and the launch pad is empty the captured RLV will land and we can begin to use it. This will allow us to do the final assembly of our starship, launch our supplies, and save our colonists. To slow down any counterattack after the RLV is secured we must destroy the Spaceport and any Vehicle Factories and Garages in Eden. One small glimmer of hope has arisen. Our scientists may have figured out a way to take more people on the starship than we originally thought. Who the passengers will be has yet to be decided. But only if our plan works. The Specific Objectives list shows the details of our battle plan. This is our final hope Commander. Good luck. The Map Terrain map for Plymouth Mission 12. This is a 256 x 64 map. Easy Level Mission Objectives 1) You must capture Eden's RLV. 2) You must build and launch these starship components: Orbital Package, Sensor Package, Phoenix Module. 3) You must launch 10000 units of Common Metals, 10000 units of Food, and 10000 units of Rare Metals to the starship. 4) You must evacuate Eden's Children* and 200 Colonists* to the starship. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Build Agridomes and Residences early. Build two Agridomes more than are required to feed your current population to accumulate 10000 extra units of food for the starship. Bulldoze a path between each smelter and its respective mine. Start three trucks running each route to accumulate ore. About five trucks running each route seems to provide an adequate ore supply, so build four additional trucks as time permits. You will be facing repeated small attacks from the Eden colony to the west of you. Try to capture as many units as possible, but beware of the Acid Cloud weapon. An Acid Cloud can destroy many spiders with a single shot. You will need to build up an offensive force to capture Eden's RLV. Consider building a second Vehicle Factory to speed production of combat units. Good results can be had from a force of 15 EMP Tigers and 15 RPG Tigers to do most of the fighting, with eight Supernova Lynx to destroy the Vehicle Factories, Garages, etc. About 15 Spiders are sufficient to insure success. A straight frontal attack with half your forces will draw all of the defending tanks to the front wall. Fire an EMP missile into the mass of tanks, and capture as many as you can with Spiders. Use the other half of your forces to destroy enemies you fail to capture. After you have deployed the Phoenix Module, the Rare Ore Storage Module, the Common Ore Storage Module, and the Food Storage Module, a green Evacuation Transport will appear on the plateau to the northwest of your base and drive to your Command Center. This contains the Eden Children. You must build and launch the Children's Evacuation Module to complete the mission. After building and launching the Children's Module, you must build the Colonist Evacuation Module. When you have enough people to fill the module, load it and launch it. The microbe will enter the map around time mark 2000 so you should have plenty of time to finish the mission. Normal Level Mission Objectives 1) You must capture Eden's RLV. 2) You must launch 10000 units of Common Metals, 10000 units of Food, and 10000 units of Rare Metals to the starship. 3) You must evacuate Eden's Children* and 200 Colonists* to the starship. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: Beware of the attacks coming from the north and south to harass you. There are many different strategies for winning this mission. It is really just a combination of several of the missions you have done before. Lay waste to the Vehicle Factories and Garages before you steal the RLV and the Eden counterattack will be greatly diminished. Keep in mind that the EMP Missile is useful for not only disabling the Spaceport but it works very well on large formations of vehicles that are sitting still. If you have an EMP Missile and a lot of Spiders ready you can capture many vehicles in a very short amount of time. Usually in this mission a good offense is the best defense. Meet attack waves near the middle of the map, a little bit away from your base. Build wall formations to funnel them into your kill zones. The microbe will come out around time mark 1000. Hard Level Mission Objectives 1) You must capture Eden's RLV. 2) You must launch 10000 units of Common Metals, 10000 units of Food, and 10000 units of Rare Metals to the starship. 3) You must evacuate Eden's Children* and 200 Colonists* to the starship. Objectives marked with an asterisk (*) are added during the course of the mission as other objectives are achieved. Strategies: See the notes under Normal above. Several enemy waves will approach with lights off under cover of night. Building Light Towers or having Scouts at various places will prevent nasty surprises. The microbe will come out around 1000 and follow the edge of darkness into your base. Make sure you have everything you need before then and that the Children's Evacuation Transport can still make it to your base in time. Research Topic Predecessor Cost Sci Lab Phoenix Module None 3500 14 Adv Before we land our colonists on the new planet, we must send a lander to prepare the early stages of a colony. We have in our databases portions of the plans for the Seed Factory used on our arrival on New Terra, but they are incomplete and obsolescent. When deployed, this self-contained lander transforms into several of the initial structures and vehicles needed to start a colony. These structures are all capable of operation without human presence, and will give our new home a head start. Allows production of the Phoenix Module at the Spaceport. ************************************************************** LEGAL JUNK ************************************************************** This Document copyright (c) Cam Roth, 1999 This document is not to be published, sold, or used on your site unless you get a written consent from me. My e-mail address is _ [email protected] _