FAQ - Guide for Outpost 2: Divided Destiny

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OUTPOST 2: DIVIDED DESTINY
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COMPLETE WALKTHROUGH
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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 

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 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:
                     _ lroth@sk.sympatico.ca _   ,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 _ lroth@sk.sympatico.ca _

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