Strategy Guide - Guide for Dark Reign: The Future of War

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The Dark Reign Bible

Last updated 3rd of October 1997


Release 1.0
Written by Allan McKay (Machette)
[email protected]
Www.uq.edu.au/~zzamckay/


DISCLAIMER:
		This FAQ is designed to help the public learn how to play darkreign and soon
promote you to an expert. And for the advanced players to help teach you some of
the awesome strategies used in darkreign. I take no responsibility for anything
you do, the only responsibility I take is aiding the public in how to play this
game.

Trademark information:
* Darkreign is a trademark of Auran and Activision (1997)
* DR is a trademark of darkreign, see darkreign for further information
* The Tactics Engine is a trademark of Auran (1994-1997)
* This Article is copyright of Allan McKay (1997) All rights reserved.
* C&C unofficial strategy FAQ is a trademark of Roger Wong
([email protected])
  All rights reserved.
* Zencola is a trademark of Zencode, all rights reserved.
* Dark dribble is a trademark of the dribbler, see darkreign
* Dribble is a trademark of dark dribble, see darkreign
* Command and Conquer is a trademark of Westwood Studios
* Warcraft is a trademark of Blizzard Entertainment


COPYRIGHT NOTICE
     This article is Copyright 1997 by Allan McKay.  All rights
Reserved.
You are granted the following rights:

I.  To make copies of this work in original form, so long as
      (a) the copies are exact and complete;
      (b) the copies include the copyright notice and these paragraphs
          in their entirety;
      (c) the copies give obvious credit to the author, Allan McKay;
      (d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
    above, so long as
      (a) this is the original work and not a derivative form;
      (b) you do not charge a fee for copying or for distribution;
      (c) you ensure that the distributed form includes the copyright
          notice, this paragraph, the disclaimer of warranty in
          their entirety and credit to the author;
      (d) the distributed form is not in an electronic magazine or
          within computer software (prior explicit permission may be
          obtained from Allan McKay);
      (e) the distributed form is the NEWEST version of the article to
          the best of the knowledge of the distributor;
      (f) the distributed form is electronic.

        You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogues, and speech.  You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission.  These rights are temporary and revocable upon written, oral, or
other notice by Allan McKay. This copyright notice shall be governed by the
laws of the state of Queensland, Australia.

        If you would like additional rights beyond those granted above, write
to the author at "[email protected]" on the Internet.

CONTENTS:
1. Introduction
   1.1 Introduction
   1.2 About the Author
   1.3 About the FAQ
   1.4 What's a revision?
   1.5 Where can I obtain the latest version of The Dark Reign Bible?
   1.6 Adding to the FAQ
   1.7 Acknowledgments
   1.8 Accurate information

2. What's new?

2. Features
2.1 What's RTLOS
2.2 What's the waypoint system?
2.3 What are some of the new multiplayer features?

3. Section One
3.1 Storyline
3.1.1 Tograns final message
3.1.2 History of the conflict
3.1.2.1 The decline of Earth
3.1.2.2 The pioneer age
3.1.2.3 The marked
3.1.2.4 The dawn of war
3.1.2.5 The desiccator
3.1.2.6 The Tograns
3.1.2.7 Objective
3.1.3 Biographies
3.1.3.1 Jeb Radec
3.1.3.2 Stiv Baator
3.1.3.3 Gil Karoch
3.1.3.4 Gregor Trilkin
3.1.3.5 Greg Bantrill
3.1.3.6 Benth Maral
3.1.4 Togra's Journal
4. Section Two
4.1 Common Units
		4.1.1 Construction Rig
		4.1.2 Freighter
		4.1.3 Hover Freighter
		4.1.4 Water Contaminator
		4.1.5 Infiltrator
   4.2 Infantry
	   	4.2.1 Freedom Guard Infantry
		4.2.1.1 Raider
		4.2.1.2 Mercenary
		4.2.1.3 Scout
		4.2.1.4 Sniper
		4.2.1.5 Field Medic
		4.2.1.6 Saboteur
		4.2.1.7 Mechanic
		4.2.1.8 Martyr
4.2.2 Imperium Infantry
		4.2.2.1	Guardians
		4.2.2.2 Bions
		4.2.2.3 Exterminator
		4.2.2.4 Suicide Zombies
4.3	Vehicles
4.3.1 Freedom Guard Vehicles
		4.3.1.1 Spider Bike
		4.3.1.2 R.A.T. (Rapid armour Transport)
		4.3.1.3 Skirmish Tank
		4.3.1.4 Tank Hunter
		4.3.1.5 Phase Tank
		4.3.1.6 FlakJack
		4.3.1.7 Triple Rail Hover Tank
		4.3.1.8 Hellstorm Artillery
		4.3.1.9 Shockwave
4.3.2	Imperium Forces Vehicles
		4.3.2.1 Scout Runner
		4.3.2.2 Invader Troop Transport
		4.3.2.3 Plasma Tank
		4.3.2.4 Amper
		4.3.2.5 M.A.D. (Mobile Air Defence)
		4.3.2.6 Shredder
		4.3.2.7 Hostage Taker
		4.3.2.8 Tachion Tank
		4.3.2.9 S.C.A.R.A.B.
	4.4 Aircraft
4.4.1 Freedom Guard Aircraft
		4.4.1.1. Skybike
		4.4.1.2. Outrider
4.4.2 Imperium Forces Aircraft
		4.4.2.1. Recon Drone
		4.4.2.2. Cyclone
		4.4.2.3. Skyfortress
5. Section Three
		5.1. Structures
				5.1.1. Freedom Guard Towers
					5.1.1.1. Air Defence Site
					5.1.1.2. Laser Turret
					5.1.1.3. Triple Rail Platform
				5.1.2. Imperium Forces Towers
					5.1.2.1. Air Defence Site
					5.1.2.2. Plasma Turret
					5.1.2.3. Neutron Accelerator
				5.1.3. Freedom Guard Production Facilities
5.1.3.1. HeadQuarters
5.1.3.2. Training Facilities
5.1.3.3. Assembly Plant
5.1.3.4. Water Launchpad
5.1.3.5. Taelon Power Generator
5.1.3.6. Field Hospital
5.1.3.7. Phase Facility
5.1.3.8. Camera Tower
5.1.3.9. Repair Tower
5.1.3.10. Rearming Deck
5.1.4 Imperium Forces Production Facilities
5.1.4.1. HeadQuarters
5.1.4.2. Training Facility
5.1.4.3. Assembly Plant
5.1.4.4. Water Launchpad
5.1.4.5. Taelon Power Generator
5.1.4.6. Repair Station
5.1.4.7. Field Hospital
5.1.4.8. Temporal Gate
5.1.4.9. Temporal Rift Generator
5.1.4.10 Camera Tower
6. Section Four
		6.1.	Multiplayer Tactics
6.1.1. Offence
6.1.2. Defence
7. Section Five
7.1. What are Martyrs good for?
7.2. Top Ten signs you're addicted to DarkReign
7.3. The ancient art of stealth
7.4. To cue units to build, or to build them all at once, which is the best
tactic?
8. Section Six
8.1  Is there any cheats or Easter eggs for DarkReign?
8.2. Is there a shareware version of Darkreign? Where can I get it from?
8.3. I downloaded a map off the net, how do I play it?
8.4. How do I install new units?
8.5. Will DarkReign run on a 486?
8.6. DarkReign 2 features and information
8.7. Is there any patches or bug fixes for darkreign?
8.8. Is there any third party utilities I can download to modify darkreign?
9.   Section Seven
9.1. How to make a good level?
9.2. DarkReign WWW Sites
9.3. What cool new stuff is going to be in the next version of The DarkReign
Bible?
9.4. Thanks go out to:



----------------------------------------------------
1.1	Chapter [1]: Introduction
----------------------------------------------------


----------------------------------------------------
1.2	About the Author:
----------------------------------------------------

I am a 3D Artist, I have had 4 years experience in animating. I have worked on a
few small projects in the gaming industry but most of my work has been outside
the world of games, but I hope soon for that to change. I'm from Australia and I
hang out in #darkreign on efnet with the rest of the true darkreigners. Come
join us.

--------------------------------------------------
1.3	ABOUT THE FAQ
--------------------------------------------------
This FAQ was originally designed with just a few notes on strategies I had found
in darkreign. I wanted it to one day aid an FAQ I planned to make. I kept on
pumping strategies in and then decided to launch the DR FAQ project. This FAQ
won't just touch down on strategies but in every area I can, from how to start
the game and play the levels through to how to make your own AI and units. I
won't go into too much detail in this version of the FAQ on the more advanced
areas of game development but future revisions of this FAQ will contain them. I
have plenty to do and I won't be able to put it all into v1.0 but I'm shore the
next version will be more kick ass than this. Until then I'm shore this will
have more than enough strategy and cunningness to kick your friend's ass's at
darkreign.

-----------------------------------------------------
1.4	WHAT'S A REVISION?:
-----------------------------------------------------
Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or added,
the version number is increased by 0.1, and is called a 'minor revision.' If
a new version of the FAQ has a substantial amount of new information changed
or added, the version number is increased by 0.5, and is called a 'standard
revision.' If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'


--------------------------------------------------------------------------------
1.5	WHERE TO OBTAIN THE DARKREIGN BIBLE?:
--------------------------------------------------------------------------------

You can get the latest version of this FAQ at:

www.uq.edu.au/~zzamckay/

--------------------
1.6	ADDING TO THE FAQ:
--------------------
If you have any information you would like to add to the FAQ, please send E-mail
to " [email protected]  " (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version.  In the
E-mail, please supply your name and E-mail address.

Please note that all submissions to the FAQ become property of the
author (Allan McKay) and that they may or may not be acknowledged.  By
submitting to the FAQ, you grant permission for use of your submission in any
future publications of the FAQ in any media.  The author reserves the right
to omit information from a submission or delete the submission entirely.

------------------------
1.7	ACKNOWLEDGMENTS
------------------------

Auran and Activision for creating a great game, 2 and a half years just getting
it right so I wouldn't be able to put a tip in this FAQ like "rush them with
tachion tanks, it always wins" or something. They did a great job and hanged out
on IRC every Monday to ask everyone's questions, it's a shame I could hardly
ever wake up in time to log on.

-------------------------
1.8	ACCURATE INFORMATION
-------------------------

     An attempt has been made to make the information in this FAQ as accurate
as possible.  Unfortunately, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.

     I try hard to make sure there are no bogus entries in this FAQ, but,
undoubtedly, one or two will probably slip by. Please let me know immediately
if there is any information in this FAQ that you know is incorrect.

     Future updates and add-ons may render parts of this FAQ obsolete.


----------------------
2.	WHAT'S NEW?
----------------------
Future versions of this FAQ will have all new features, and updates and anything
new mentioned here for a quick reference.

--------------------
2.	Features
--------------------

2.1	What's RTLOS?:

RTLOS (Real Time Line Of Site) is a new feature that hasn't been introduced into
a real time action strategy game before, until now. What it does is only show
what your units can see on the map, which is fog of war but this goes deeper..
If one of your men is looking at the direction of a mountain, the unit won't be
able to see past that mountain since it's blocking his view, just like in
reality. Yet if he climbed that mountain then he not only would be able to see
past it, but he's high up in the air allowing him to see a lot further than
before. This allows for great strategy since you can hide areas and jump out and
surprise someone.
It also means that if someone's up on a mountain they'll be able to see your
base and from down there they mightn't be able to see you, you can then just lob
artillery shells down at them and take them from surprise.

2.2	What's the waypoints system?:

This advanced feature allows you to lay down waypoints for your units to follow,
and they can be manipulated in real time. Say you wanted someone to come round
from behind someone's base and take a certain structure, instead of manually
telling him where to walk, you just lay down the waypoints and hit go. There are
many advanced settings such as AI control and behaviour settings that allow for
them to react to situations they way you want them to. If you have multiple
waypoints set up, you can send twenty men into a base with their own individual
orders to execute, instead of sending them all in on one structure and taking
them one by one.

2.3	What are some of the new mutliplayer features?

There is only one, it is COMM as seen on the menu in the game. It is broken down
into new features, but works as one. Essentially it allows for advanced
alliances and communication. You can share units with others, and wire cash to
someone in a second. By adjusting the alliance settings you can control each
other's men, use all their facilities, and see their RTLOS. I won't go into too
much detail here, but in future updates I will write down strategies and
advanced tactics to take advantage of whilst using this system.

Cue building:

You have the choice of either building units in cue whereas it will build them
one by one automatically, you just tell it what to build. Or you can select
individual structures and tell them to build units, they will all build at once
but it will be slower. To find out more about this feature, go to the section

TO CUE UNITS UP TO BUILD OR TO BUILD THEM ALL AT ONCE, WHICH IS THE BEST TACTIC?

Orders:

You can set orders such as damage tolerance, so that if they are wounded and on
red energy they will return to base to get repaired and then return back to
where they were. Or you can adjust it to a higher setting so they don't bother
about what health they are on they will just continue doing what they are doing.
Plus there are pre-made ones, such as "search and destroy" where every unit
given this order will go on a recon mission and kill anything they find. If they
are ordered to scout, they will scout around but not attack anything that they
find, and another is "harass" where they will attack units and buildings that
they find but leave them alone at the first sign of danger and go harass another
unit. Very useful when just starting the game, to harass your enemy whilst he's
trying to build his base.

There are many more that will be added and reviewed in more detail in later
versions of this FAQ, this was just to touch down on one or two features for the
time being.



---------------------------------------------------------
3.	SECTION ONE: General Overview
---------------------------------------------------------
3.1.	Storyline:

------------------------
3.1.1.	Tograns final message:
------------------------

Centuries ago I left the Earth. Along with the other believers I set out to
bring a new dawn to the age of man. I stood on the brink of a discovery that
would change the very nature of existence. But, as usual, men do not see the
doorways of history until they have passed through them. Ignorant and
single-minded individuals attack that which threatens to disrupt their comfort,
regardless of the good that may be born from that change. Our convoy was set
upon by those who wished to steal my knowledge and exploit it for their trivial
ends. But they did not understand. They will never understand. The new age will
come even if it must incubate in the heat of their ashes.
My ship was damaged in the attack, and I became stranded on an uninhabited
planet. In time the heathens followed us away from Earth and polluted the entire
galaxy with their petty squabbling and narrow vision of what power really is.
Now I have become trapped by their war. A Freedom Guard base has been
established on this planet, and Imperium assaults are coming more frequently.

This probe will serve as a fail-safe should I fall victim to the chaos around
me.  If you are reading this then the worst must have occurred. The probe
contains a dimensional portal that will deliver you to the place and time of my
demise. But you must be prepared to stop it. Recorded in the data stores of the
probe are a number of battles from the vast war between the Imperium and Freedom
Guard. These battles will be presented to you as a series of trials which you
will relive through a neural interface. You can engage in each conflict from
either side, but you must complete them all. You must demonstrate that you are
strong enough to defeat these armies. If you cannot, the dimension door will not
be wasted on you. Fight well. Much depends on it.

---------------------------
3.1.2.	HISTORY OF THE CONFLICT
---------------------------

Part I: The Decline of Earth
Part II: The Pioneer Age
Part III: The Marked
Part IV: The Dawn of War
Part V: The Desiccator
Part VI: The Tograns
Part VII: Objective

3.1.2.1.	THE DECLINE OF EARTH

In the opening centuries of the third millennium, Earth's population continued
to swell at a staggering rate. By 2250 the planet held over 30 billion people.
Earth's scientists raced to offset the strangling effects of population. Massive
hydroponic agricultural domes dotted the landscape, increasing food production
exponentially. Methods for large scale, economical water desalinisation were
developed. High altitude aircraft hovered at the crown of the atmosphere,
releasing chemicals that slowly built up eroded areas of the ozone layer. In
spite of these advances, the frenetic growth of humanity continued to strain
Earth's resources to their limit. Pollution became unmanageable. Thousands of
pounds of nuclear waste were set adrift in space every year. Air pollution was
so severe in many major cities that in 2267 the European Environmental Council
estimated that one of every nine urban dwellers died by the age of 30 from lung
related diseases.

Millions began living in massive urban complexes which contained air filtering
and water purification facilities. These structures, as large as ten miles
square, contained housing, commerce and entertainment for their occupants, and
many people remained inside for years at a time. Wealth had become extremely
polarised, and life was increasingly arduous for the majority of the populace
who could not afford the safe confines of the complexes. Criminals banded
together like small armies and in some areas had more control over the streets
than the police.

In 2314 most of the Earth's major nations allied to quell the rising tide of
crime within their borders. The Global Commonwealth established a rudimentary
dome colony on Jupiter's moon Io and began shipping violent criminals there.
Heavily armed Commonwealth forces seized criminals in the streets and poured
them into processing facilities. After quick assembly line trials, those deemed
"dangerous and irredeemable" were shipped to the penal colony on Io to live out
the remainder of their lives. The experiment was extremely successful
politically. An international regulatory body, the Jovian Detention
Administration, was established and granted primary claim to all prisoners. The
JDA also had an autonomous police force that by 2362 was the largest standing
army in the world. By 2400 almost a million people were expelled to Io annually.
Additional colonies were added on Callisto and Ganymede, as well as on Neptune's
moon Triton. Although some felt that the enterprise had little to do with meting
out justice and w
as simply an escape valve for population runoff, the program was very popular,
and the JDA had come to hold more political and military sway than any single
world government.

In 2447 a rocket containing nuclear waste for deep space disposal malfunctioned
and crashed near Bombay, killing over four million people in the first few
months. Food stores were contaminated across the continent. Resulting worldwide
famines led to widespread rioting and organised assaults against fortified urban
complexes where food supplies were not seriously affected. The JDA, which by
this time was the de facto global government, stepped in to suppress the
uprisings, but it was becoming clear to world leaders that the future of Earth
was bleak. Interplanetary colonisation, however, was a dangerous and arduous
affair. A large private campaign to promote colonisation by the Ramsdell
Corporation in the early twenty-third century had resulted in thousands of
deaths and only a few scattered ramshackle societies. The prisoner colonies,
while self-supporting, were barren, desolate outposts. Few private citizens were
willing to confront the hazards of colonisation.

The acting president of the JDA, Edward Dalen, negotiated a deal with the
residents of the four penal colonies. In exchange for exploring and colonising
new worlds for Earth's inhabitants, the prisoners would be granted their
freedom. The prisoners were expendable and experienced at living off-world.
Although counting on the off-world prisoners was less than popular, the citizens
of Earth were willing to attempt somewhat desperate measures. Dalen realised
that control of Earth's sole implement of colonisation, in addition to the
political and military influence he already wielded, would place the JDA in a
position of near absolute sovereignty. Dalen also had no intention of ever
releasing the prisoners. He knew they would never be accepted into the societies
on the Earth-based colonies, and they were too independent and well organised to
be given their own planet. They had shown surprising resourcefulness on the
prison colonies. Rather than slipping into violence and chaos as expected, the
prisoners had develo
ped efficient, productive communities with the limited means provided them.
Dalen knew this would make them able pioneers, but he also realised they would
represent a threat to the JDA if ever given their autonomy.

3.1.2.2.	THE PIONEER AGE

Scientists quickly located a number of promising host planets in Earth's sector
of the galaxy. The Exploratory Corps, as the prisoner colonists were called, set
out in massive cargo vessels, each the size of a large city, loaded with
provisions, robotic terra-forming machinery, and enough genetic material to
recreate self-sustaining ecosystems. Dalen provided the prisoners with only
enough water for a few years so that if they could not prepare their planet for
habitation within that time they would perish. Although some worlds proved
unable to support life, and thousands of the Exploratory Corps died, a handful
of worlds were soon ready and the first Earth settlers began to inhabit their
new homes. The Corps, when finished with one planet, were picked up and
transported to the next. The JDA moved into each new world and established
themselves as the governing body and policing force. They assumed control of
each planet's water supply and instituted water rationing. Some planets did not
have large enough viabl
e water sources to support their populations, so those worlds with excess water
were required to give up their surplus. In fact, there was more than enough
water, but the JDA's control of water distribution gave them unchallenged
leverage over the individual governments established on each planet. The JDA
began stockpiling the excess water in huge, asteroid-sized storage tanks
orbiting a number of undeveloped worlds.

The Exploratory Corps pushed deeper into the galaxy, with mankind trailing
behind, seeping into every crack the Corps opened. Hungry from centuries of
limited space and resources, the human race devoured the galaxy. Within a
generation a hundred planets were inhabited. Within two generations, a thousand.
The JDA declared itself the official galactic government and was renamed the
Imperium. Although some worlds chafed at the Imperium's continued dominion over
all water supplies, none defied them.

3.1.2.3.	THE MARKED

In 2507 a regiment of Exploratory Corps aboard an Imperium cruiser en route to a
new colonisation assignment mutinied, seizing the ship and abandoning the crew
on an undeveloped world. The dissidents then took refuge on a nearby planet,
Teron, whose populace had grown tired of the Imperium's ever increasing demands
on their water supply. An Imperium fleet was quickly dispatched to the planet
and determined the city in which the stolen ship had landed. Three regiments of
Imperium infantry descended to the planet and seized the city. The ship was
located, and the Corps members guarding the ship were tortured until they
revealed the location of the rest of their unit. The remaining Corps personnel
were tracked down and all were killed in an open courtyard. The Imperium left
the city intact, but a sizable force of Imperium troops remained on Teron, and
the planet's water ration was halved.

The Imperium's ruling Directorate feared that similar incidents would continue
to occur, and determined to institute a more decisive means of controlling the
Exploratory Corps. Imperium geneticists had been developing enzyme keys which,
when injected into the bloodstream, could crack and alter the DNA code of every
cell in the body in a prescribed manner. Exploratory Corps personnel had been
receiving periodic injections of these substances to improve their immunity to
alien bacteria and other microscopic life forms encountered while colonising new
worlds. In response to the Teron incident, a new, more ambitious strain of
genetic keys was developed which created a chemical clock in the brain stem that
caused life functions to cease at the age of 25. These agents were
systematically introduced into all Exploratory Corps members along with the
standard immunity treatments. In addition, the changes in the genetic code made
the left eye of each member of the Exploratory Corps completely black. In this
way, the Imp
erium could easily identify Exploratory Corps members and make it nearly
impossible for them to escape. In addition, the fact that they would only live
to the age of 25 made it difficult to organise any sustained effort at
rebellion.

The scheme was more successful than anticipated. Within a few decades, the
Exploratory Corps came to be known as the Marked and began to think of
themselves as cursed. There were no further outbreaks of violence, and the
Marked largely gave up hope of ever being granted their freedom. As the business
of colonising the galaxy became less risky and less vital, the Marked, who were
now viewed as a separate caste from the rest of human society, were used to
perform many of the menial tasks needed by humanity. In time, many among the
Marked did not even believe they deserved to be free.

3.1.2.4.	THE DAWN OF WAR

In the late twenty-sixth century, an extraordinary boy, Perigil Ilacas, was born
to Marked parents. Living in the household of a noted educator, Lajos Cardat,
for whom his parents worked as servants, young Ilacas spoke seven languages by
the age of five and was versed in a number of sciences. As the parents
approached 25, they made a deal with Cardat, who was sympathetic to the plight
of the Marked, to raise the boy as his own. Only in this way could Ilacas
continue his education. To pass the boy off as a citizen, his mark would somehow
have to be removed, but the marks had been engineered to be resistant to
removal, even by techniques such as tissue replacement. Once the new tissue was
accepted by the body, the enzyme keys, which remained in the bloodstream of
every marked human, would simply alter the new cells, and the mark would
reappear. Cardat arranged for the boy's eye to be removed and replaced with a
cybernetic replica, a procedure that was extremely expensive and, if discovered,
would have resulted i
n death for all involved. By the age of 19, Ilacas had become a leading scholar
in the field of genetics. Although he never told his adoptive father, the real
motivation behind his study was to uncover the genetic basis for the mark.

Ilacas eventually found the enzyme keys that were responsible for the
differences in the DNA and deduced that these were man-made agents that had at
some point been deliberately introduced into the Marked population. However, now
age 22, Ilacas feared that he would not be able to discover how to counteract
the keys in the few years he had left and feared also that if his research was
ever uncovered by the Imperium, it would be destroyed. He decided to make his
discovery public in the hope that other scientists would join his endeavor or
even that public knowledge of the fact that the mark was a manufactured product
of the Imperium would force them to release his people from their genetic
bondage.

Within a week of the announcement, Ilacas, Cardat, and all those associated with
his research were dead. However, news of the incident spread, and quickly small
uprisings flared up around the galaxy. The Marked found support on numerous
planets. Some viewed the Marked as mankind's pioneers who had delivered humanity
from their doomed homeland of Earth. Some believed their subservience was
unnecessary. Some simply saw an opportunity to throw off the yoke of the
Imperium and reap the profits of their own bounty. Imperium warships were
hijacked, complexes sabotaged, water convoys seized. Several planets, including
Teron, raged into full revolt. The rebellion slowly grew more organised, and
within a decade the Marked had become a dedicated revolutionary army. Calling
themselves the Freedom Guard, they coordinated the efforts of a hundred
insurgent worlds into a unified endeavor. Although outnumbered, technologically
inferior, and lacking strategic strongholds, the vastness of the Imperium's
domain worked to the re
bels' advantage. The Freedom Guard struck at strategic targets and then moved
on, never facing the formidable Imperium war machine head on. After years of
trying to smother the growing tide of insurrection, the Imperium found itself
facing full-fledged civil war.
	
3.1.2.5.	THE DESICCATOR

In 2618 Imperium general Gregor Trilkin approached the Imperium's Ruling
Directorate and requested permission to develop a new weapon. Tired of pursuing
smaller Freedom Guard forces across the breadth of the galaxy only to engage
them in inconsequential skirmishes, he wanted a potent new tool to turn the
course of the war. Trilkin's arms research scientists had actually already
designed a devastating new chemical weapon, a catalysing compound that sheared
the hydrogen atoms from water molecules. The compound then incorporated the free
hydrogen atoms, thereby reproducing itself and continuing to divide any water
molecules it came in contact with. The effect could be transferred through
airborne water molecules and even through water in living organisms. One
molecule of the compound could therefore consume all the moisture in an entire
planet in a matter of minutes. The Ruling Directorate was hesitant to develop a
weapon whose function was to destroy the very implement of their control, but
Trilkin assured them
that they would only need use the Desiccator once. Once its force was
demonstrated, Trilkin claimed, the Freedom Guard would relent. Trilkin
ultimately planned to use the weapon to seize control of the Imperium. With sole
command of the Desiccator, the Ruling Directorate would have no choice but to
submit to his authority. The Directorate Chairman, Albrach Boas, was aware of
Trilkin's new weapon from several of his personal moles in Trilkin's command. He
also suspected the general's intentions for the Desiccator, but needed someone
to put an end to the war and knew Trilkin was the best man for the job. Trilkin
was a ruthless and efficient tactician, but a predictable politician, and Boas
felt he could deal with Trilkin after he had put down the Freedom Guard.

3.1.2.6	THE TOGRANS

The Togran Foundation was founded in 2382 by molecular physicist Alpheus Togra,
son of Petrak Togra, the third and last Chancellor of the Global Commonwealth.
Petrak's assassination in 2356 led to the Rubicon rebellions and ultimately to
the demise of the Commonwealth. JDA president Grote Reber suppressed the
rebellions in four short days without consulting any of the national governments
involved. The JDA's position of global leadership was cemented. Reber negotiated
the dissolution of the Global Commonwealth and the transfer of its remaining
authority, mostly bureaucratic, to the JDA.

Alpheus, only nine at the time of his father's death, studied under his mother,
physicist Gisela Togra, who won the Nobel Prize for physics in 2349 for her
neutrino reactor. By his early twenties Togra had surpassed his mother in
reputation. His Foundation, which he established at the age of 35, was dedicated
to the development of a new paradigm of human understanding of the physical
universe. Togra rejected the five hundred year old reductionist approach to
science. Togra believed that matter could be easily and permanently altered at
the molecular level and steadfastly maintained that the necessary knowledge and
tools to allow such conversion could be uncovered in his lifetime. Matter, he
claimed, like all of reality, is more than a sum of its parts. His research
focused on element 115, discovered in the outer planets in the early days of
exploration of the solar system. Element 115 was the only stable member of the
very heavy elements. Other elements over atomic weight of 92 undergo spontaneous
fission almo
st immediately. In addition, the "strong" force in element 115, the force that
binds the nucleus together, was unusually powerful and similar enough to gravity
that the force could be tapped and amplified and used to make a gravity drive
for interstellar travel. The drive bent space in the same way that gravity does
and actually pulled the destination point to the traveler. While the peculiar
properties of element 115 were accepted by most scientists, none had been able
to unravel its mysteries. Togra claimed that the element represented proof that
our understanding of the nature of the physical world was flawed, and claimed
that by unlocking the secret of element 115, he could transform Earth, even the
entire galaxy, into a paradise. Although considered one of the great thinkers of
his age, Togra's obsession with element 115 was mocked as yet another
megalomaniacal attempt to turn lead into gold. Togra countered, "If I can tame
the soul of matter, what need would I have for gold?"

A man of considerable charisma and rare genius, Togra developed a dedicated
following and became a spiritual as well as scientific leader. Togra claimed
that the great scientists were simply discovering what the great mystics had
always known in a less literal way. He believed that inquiry into the
metaphysical realm was as important to mankind's development as scientific
advancement. Many of the world's leading minds abandoned their own work to join
the Togran Foundation. By 2387, Foundation members numbered nearly one thousand,
and Togra's work on matter conversion was making great strides. Togra became
increasingly withdrawn and secretive about the Foundation's research. He
suspected that several Foundation members were leaking information to the JDA.
Togra stopped accepting new members and expelled three Foundationers he believed
were selling his secrets. He began working entirely alone, often fasting and
meditating for days at a time. He was rarely seen in public and grew
increasingly paranoid.

In 2391, Togra confided to a few of his closest associates that he had cracked
element 115's secret. Before Einstein it was believed that energy and mass, as
well as linear and angular momentum, were each independently conserved; that is,
none could be created or destroyed. Einstein showed that energy and mass were in
fact interchangeable and united them under a single conservation law. Through
his work with element 115, Togra found that linear and angular momentum were
also equivalent to mass and energy, as well as charge, quark number, and several
other variables. All of these, he claimed, are aspects of a single essence that
obeys a single conservation law. The unusual nuclear forces of element 115 were
due to the fact that the momentum of the electrons of its atoms was being
converted to the "strong" force in the nucleus and back at an incredibly fast
rate. Based on this discovery Togra was able, in a small scale reactor, to
convert the angular momentum in the electrons of an atom of hydrogen into mass.
He
 estimated that a single atom of hydrogen could produce as much matter as a
fair-sized asteroid. He needed only to refine the process to make the reaction
produce the desired element, and build a number of large-scale reactors to allow
near unlimited matter conversion. He was certain, however, that the JDA was
about to seize his research, and he decided to abandon his home planet and move
the Foundation to an off-world colony. Togra claimed to have found a host planet
near the galactic center on which a habitable ecosystem could be developed
within a few years. Within a generation, he claimed, they could build their own
heaven. Four hundred thirty-seven Foundation members, some of the world's
foremost biologists, chemists, physicists, mathematicians, doctors, and
philosophers agreed to accompany Togra. Within a few months Togra organised a
small expeditionary force of cargo vessels with light warship support. Togra had
expected the JDA to resist the endeavor, but they seemed to view the departure
of the Foun
dation as simply an opportunity to be rid of some of their most influential,
outspoken agitators. However, as the Togran expedition reached the outskirts of
the solar system, Togra's paranoia proved valid. An attack force of JDA ships
ambushed the convoy, engaging the warship escort while cutting off Togra's ship
and attempting to board it. Unknown to even the other members of the expedition,
Togra was armed and prepared for the attack. He killed two JDA agents and placed
a small explosive device on the boarding vessel. His ship was damaged in the
explosion, but he managed to escape the skirmish, leaving the remaining Tograns
behind. When the remaining JDA ships realized what had happened, they disengaged
and attempted to follow Togra, but no trace of him was found. The Togran
vessels, without their leader but unable to return to Earth for fear of the JDA,
decided to continue on to their destination and hope that Togra would somehow
find his way there. A few days later the Tograns received a garbled transmissi
on from Togra. His ship was damaged beyond repair. His navigation systems were
not functioning, and he had barely managed to ditch the ship on an unknown
planet.

By the time of the Freedom Wars the Tograns were merely a curious anecdote in
the Imperium's Neuro-Historical Archives. However, the Tograns had flourished on
their new home planet. By genetically engineering offspring, they developed a
society of more than one hundred thousand within a few generations. Most of the
subsistence work was done by machines, and the need for government was minimal.
To avoid pollution, the Togran industrial complex was maintained in massive
factory vessels that orbited the planet. Togran society grew increasingly
insular and monastic. The majority of the society's resources was dedicated to
scientific research, and citizens did little but work, study, and pray. With
disease all but conquered, the Foundation members survived for hundreds of
years, pursuing the limits of human knowledge with a dedication approaching
madness. However, although Togran technology far surpassed that of the Imperium
worlds, the Foundation scientists had been unable to reproduce Togra's
breakthrough in matt
er conversion.

For generations the Tograns scoured the galaxy for their lost leader but found
no trace of him. Togra eventually rose to a mythical status in Togran society,
and his followers stopped searching for him. They believed that their lost
prophet would return to deliver them without need of their intervention, but as
the centuries rolled by, Togra did not appear.

The war between the Imperium and the Freedom Guard raged across the galaxy,
destroying everything in its wake. Eventually the war spread to the remote
Togran home worlds. Although superior technologically, the Tograns had no
experience with warfare and their society was crushed in the onslaught.

3.1.2.7.	OBJECTIVE

As your planet and all you know is destroyed, you escape in a solitary scout
vessel. Adrift in space you encounter a probe sent by Togra himself. The probe
brings you a message from Togra and the ability to transport you back in time.
Centuries earlier the planet on which Togra had crash landed was consumed by the
Imperium's Dessicator weapon. Unable to save himself, Togra sent out the probe
with the hope that one of his followers would happen upon it and unlock the key
that could save him. The probe can open a dimensional port that will transport
you to the moment just before Togra was killed and provide you with the
technology to create an army to defeat both of the warring factions, but the
mechanism can work only once. If you are unable to accomplish the task, then
history will continue unaltered and Togra's fate, as well as your own, will be
sealed. The probe contains a number of recorded battles of the Imperium-Freedom
Guard war. These battles will be presented to you as a series of trials. If you
are un
able to conquer them, if you are unable to demonstrate that you are worthy to
fight the final conflict to save Togra, the probe will not transport you back in
time. Togra will not allow his one chance for survival to be wasted.

To save your society. To save your lost messiah. To save yourself. You must open
the dimension door and alter the destiny of a galaxy.


------------------
3.1.3	BIOGRAPHIES
------------------

Jeb Radec
Stiv Baator
Gil Karoch
Gregor Trilkin
Gerhad Bantrill
Benth Martel

3.1.3.1	Jeb Radec
Jebediah Radec was born in 2588 to Marked parents in the Remus cluster. At the
age of twelve he was assigned to new colonisation duty after paralyzing a
teenage boy in a street fight. The Pioneer Age was over, and planetary
exploration was of marginal importance to the Imperium. Colonisation remained a
hazardous endeavor and was used primarily as punishment for members of the
Marked class who resisted the regime, but whose crimes did not warrant
execution. Radec was among the youngest to ever be assigned colonisation duty. 	
At 16, Radec escaped by sabotaging a nuclear waste facility on a colony near the
Algo Rim and stowing away in an Imperium cruiser in the confusion that followed.
Hundreds were killed in the fallout from the explosion of the waste dump, mostly
members of the Marked crew that Radec worked with. Years later, when Radec was
questioned about the incident as a Freedom Guard commander, he said, "I won't
fight for the freedom of any man who doesn't have the dignity to fight for it
himself."
The Imperium hunted Radec unsuccessfully for several years. When the Freedom
Guard revolution began, Radec was smuggling black market goods on Teron, the
heart of the rebellion. He lead a mob of rioters who seized the capitol city of
Borrud and captured and executed hundreds of Imperium soldiers. Shortly
thereafter, a volunteer army was organised on Teron, and Radec was asked by
Gerhad Bantrill to serve as a field commander for the region. Bantrill, the
newly appointed Freedom Guard Synod councilor on Teron, was a respected
statesman and former Imperium officer who had joined the cause of the
revolutionaries. Radec accepted, confiding to Bantrill that his motivation was
not justice but vengeance. His success as a military leader was remarkable. In
spite of the urgings of his superiors, Radec always fought on the front lines
with his men. He rarely lost a conflict, and as his military victories convinced
the masses that the Imperium dominion could be challenged, the ranks of the
Freedom Guard swelled. Within a
year the Synod had placed him in command of  the entire standing army. Within
three years, he had taken control of the Synod.
Throughout his career as a commander, Radec was known for his refusal to take
prisoners. Radec's troops fought with barbarous ferocity, and some believed this
was because his soldiers were more afraid of him than they were the enemy. 
Radec once offered to relinquish his command to any man that could best him in a
fair fight, and he was taken up on the challenge several times until he threw
one of his officers out the window of a forty story Command Center on Perlen.
Radec lived well past the age of twenty five. Although members of the Marked did
occasionally live past their twenty fifth year, it was extremely rare and
generally provided only a few extra months of life. Radec's longevity caused
many to believe that the commander was super-human. Others thought that the
force of his will simply would not allow him to die until he had seen the
Imperium defeated.

3.1.3.2	Stiv Baator

Like most Shadowhand operatives, Stiv Baator was genetically engineered from
donor DNA to be ideally suited for intelligence work. From birth he was property
of the Shadowhand and was trained even as an infant to excel in basic
pre-cognitive functions like hand-eye coordination, reflex latency, and pattern
recognition. Even among the ranks of the Shadowhand, the galaxy's most efficient
and remorseless soldiers, Baator was clearly superior. By the age of 18, he had
committed countless assassinations and infiltrations without a failure.
Some in the upper ranks of the Shadowhand worried that Baator was too good. They
feared that were he ever to defect, there was no one in the ranks of the
Imperium he couldn't kill if he chose to. Those that had worked with Baator
understood that this was impossible. His loyalty was absolute. He was
emotionless, single-minded, barely human. Nonetheless, the Ruling Directorate
instructed the Shadowhand to assign Baator to a suicide mission. He was injected
with the enzyme keys that caused the Mark and was instructed to penetrate the
Freedom Guard Command. Baator was successful, but the introduction of the Mark
into his system meant that he would not live past age 25 unless a counter-agent
to the Mark was developed.

3.1.3.3	Gil Karoch
Gil Karoch, one of the leading geneticists in all of the galaxy, was recruited
by the Imperium Ruling Directorate to research new strains of catalytic enzyme
keys like the one used to make the Mark. The Directorate secretly planned to
develop more subtle keys that would make people more intelligent, but less
willful and less concerned with their own well being. They could then introduce
these agents into entire populations to make them more productive and easier to
control. This would require a much more advanced type of enzyme than that used
to produce the Mark. Geneticists had long been able to introduce  catalysts that
would alter an organism at the genetic level, and therefore carry the
modification into the organism's offspring. However, a change like the Mark,
which made the carrier die at age 25, was a basic addition to the genetic code.
Altering an intangible entity like personality or intellect was a far trickier
undertaking.
Many scientists believed that thoughts and actions could not be directly mapped
to physiological occurrences. Karoch, however, had meticulously recorded long
term neural firing patterns within individuals, and demonstrated that for any
person a model could be extrapolated from the data that would predict behavior
within reasonable statistical parameters. Karoch further discovered that the
behavior models of family members were surprisingly similar. Clearly,
personality was at least partially inherited.  For almost a decade, Karoch
attempted, with enormous Imperium funding, to determine the exact genetic
underpinnings of human character.
As Karoch approached what he was looking for, he learned of the Ruling
Directorate's plans for his work. He uncovered several experiments where genetic
keys had been developed based on his findings and introduced into Imperium
soldiers to make them less concerned for their own safety.  Karoch was appalled
when he realized the magnitude of what could be done with his research. He
secretly sabotaged his work and attempted to leak a cure for the Mark, which was
also being developed under his direction, to the Freedom Guard.

3.1.3.4	Gregor Trilkin
Gregor Trilkin was the youngest of four sons born to a poor nuclear technician
in a small cluster of planets near the galactic rim. Gregor's mother passed away
when he was an infant, and by the time Trilkin was in his early teens, all of
his brothers had died of radiation related illnesses. At seventeen, Trilkin left
his father, who was institutionalized and almost completely senile, and joined
the Imperium Galactic Fleet. During his basic training, Trilkin gained favor
with his superiors by reporting several soldiers who were distributing
contraband material to the cadets. Several days later, Trilkin was savagely
beaten by the same soldiers, who were subsequently court-martialed and
imprisoned.
Trilkin demonstrated an immediate talent for military tactics and was offered a
position as an instructor at the military academy on Shenton. He refused,
requesting active duty, and was placed in command of a small company of
Interceptor class light warships patrolling for smugglers near the Turndorf
Nebula. Within a year, almost all smuggling in the region had been eliminated.
Imperium law allowed for immediate execution of any individual caught trading
illegal goods, but the provision was almost never exercised. Some regions
survived on black market trade, and most policing officials simply ignored the
practice. Trilkin, however, did not. He captured dozens of smugglers and
executed them all.
By the time the Freedom Guard revolution began, Trilkin had reached the rank of
colonel. While many Imperium officers wished to avoid combat duty, Trilkin
immediately requested front line duty. In the early years of the conflict, the
Freedom Guard was poorly equipped and unorganized, and Trilkin dealt them
crushing defeats whenever he was able to engage their forces squarely. What
Trilkin lacked in tactical subtlety, he made up for with unflagging tenacity and
merciless brutality.
Trilkin was quickly promoted to general and shortly thereafter was the driving
force behind The Purge. As the Freedom Guard began to enjoy its first military
victories, pressure was high within Imperium ranks to find scapegoats. Trilkin
accused several of his fellow commanders of being Freedom Guard sympathizers.
Although there was no evidence to support his indictment, the men were
discharged, and the phenomenon quickly spread. Eventually hundreds of high
ranking Imperium officials and military commanders were accused of treason. Most
of the accused were relieved of office, and a number were even executed. At age
32, after less than 15 years in the military, Trilkin was placed in charge of
the entire Imperium armed forces. One of Trilkin's first acts in his new
position was to commission the creation of a super weapon to put a final end to
the Freedom Guard. A little over a year later, Imperium scientists developed the
Dessicator.

3.1.3.5	Gerhad Bantrill
Gerhad Bantrill was the son of an Imperium senator. At age 18 he joined the
Imperium Army, but retired four years later shortly after an incident in the
Calderine system when he ordered the slaughter of a group of Marked workers who
had escaped from an agricultural labor colony. He then studied political and
military history at the great University of Utrecht where he graduated with
honors. Bantrill's family pushed him to move into politics, but he took a
position as a professor at a university on Teron instead. Bantrill was a great
orator, and his reputation grew within the intellectual community. At age 37 he
was made president of the Central University Alliance and established the Great
Library Cycle.

Unknown to most of Bantrill's friends and colleagues, he had become increasingly
disenchanted with the Imperium regime and had organised a small group of
politicians and intellectuals who were running an underground for escaped
members of the Marked class. When the revolution began, Bantrill was still
living on Teron, and he established the Freedom Guard resistance there.  For
this act a bounty was placed on his head by the Imperium Ruling Directorate, of
which his father was now a member. Bantrill recruited the young Jeb Radec to
lead his forces, and the two became good friends. Eventually Radec and Bantrill
came to control the Synod and guide the fate of the entire Freedom Guard cause.
While Radec was the military commander and had ultimate authority, Bantrill was
the Freedom Guard's great orator and diplomat, and Radec entrusted him with all
matters of negotiation and administration.

3.1.3.6	Benth Martel
Benth Martel was the son of decorated Imperium General JT Martel. From early
youth, Benth was trained in the finest military academies. In his late twenties,
Martel published a treatise titled "Modern Ground Tactics." The volume was the
first detailed analysis on the effects of hover technology on ground based
engagement strategy, and it almost immediately became standard reference
material for military officers around the galaxy. Freedom Guard Commander Gerhad
Bantrill called Martel "one of the most remarkable military minds of our age."
Martel and Bantrill faced each other in the siege of Resnick. Although
outnumbered nearly four to one and without supplies, Martel was able to hold the
city for over six weeks until reinforcements arrived. Martel was also one of the
few Imperium Generals to ever defeat Freedom Guard Commander Radec in combat.

Shortly after General Trilkin was placed in charge of the entire war effort,
Colonel Martel was recalled from front line duty and was assigned to escort
supply convoys. Although most of his colleagues understood that Martel had been
reassigned because Trilkin feared his subordinate's reputation and ability,
Martel accepted his duty without hesitation, stating "In the battle to preserve
order, no role is insignificant."


----------------
3.1.4	TOGRA'S JOURNAL
-----------------

Togran Calendar: 102-37, 2712
Togran Calendar: 110-15, 2712
Togran Calendar: 121-25, 2712
Togran Calendar: 011-07, 2713
Togran Calendar: 012-24, 2713
Togran Calendar: 022-51, 2713
Togran Calendar: 030-14, 2713
Togran Calendar: 042-11, 2713
Togran Calendar: 061-03, 2713
Togran Calendar: 062-19, 2713
Togran Calendar: 062-41, 2713
Togran Calendar: 062-42, 2713

102-37, 2712

I haven't slept for days. When I close my eyes horrible images seize my mind,
tearing at the very tissues of my brain. I see my brethren slaughtered in giant
waves of fire that sweep across the horizon. I see their broken corpses and
smell their seared flesh. I feel our planet shudder under the ominous weight of
the invading armies.
All I have known is destroyed. Everything is stripped from me but my life. Some
base instinct, some mechanical, genetic obligation to survive at any cost
carried me to my ship, drew me away from the burning carcass of my home. And now
here, adrift in the silent oblivion, I have found my Messiah, and he wants me to
save him.

110-15, 2712

This game of war is alien to me. I fumble to command these machines, these tools
of destruction. Control escapes me. They slip though my fingers like sand. But I
will learn. I will master these weapons. I will bend them to my will. I am
consumed with a motivation I have never known. A new force grips me, a diamond
sharp spike of fire in the bowels of my soul. I now know the savage power of
hatred.

121-25, 2712
	
I tried to circumvent the encryption key, but the probe's mechanisms are
incomprehensible to me. In fact, it doesn't seem to have any mechanisms at all.
The core of the probe is made up of some inexplicable form of matter. I hesitate
to even call it that. It's opaque but somehow colorless. It seems to resist my
gaze, as if it rests always in the blind spot of my eye. It has no texture or
temperature. In fact, I am only aware I am touching it by a complete lack of
sensation wherever I come into contact with it. It's almost as if the substance
is actually denying its own existence. My instruments can detect no electric,
chemical or atomic activity in the material. No light, no sound, no emissions,
no motion, no energy of any kind. And yet somehow it has taken control of my
ship. My power reserves are untapped. Life support continues to function
although my entire onboard support system is off-line. The navigation systems no
longer respond to my commands, yet the ship moves safely through space on its
own. Not th
at it matters. It's not as if I have anywhere to go.

011-07, 2713

I wonder who Togra really is. I had always thought of him as a symbol, a
mythical ideal. But now it seems there is really a man behind the ideas that
have formed so much of my knowledge. Does he really possess the power that
history claims he has?	

012-24, 2713

I have found a routine here in my new world. I have explored every angle and
inch of this ship. I have seen and heard all there is to see and hear. All my
needs are silently and automatically tended to.  Day and night no longer exist
for me. I am never hot or cold, never bored or happy. I have survived so long on
nutrient injections, I no longer remember the taste or texture of food. When I
feel hunger I think only of the sharp prick of the needle. I rarely sleep.  My
universe is contained, predictable, homogenous. Except for my mission. Strangely
I only feel alive in a neural simulation of battles that are centuries old. I am
becoming my purpose. I am becoming Togra's tool. I will be his vengeance.

022-51, 2713

I am finding the answers I need. Both the Imperium and Freedom Guard have flaws
that I can exploit. The Imperium's armies are strong and relentless. They seek
to overrun their enemy with limitless force. To err against them means certain
death. But they are predictable. I have watched them attack so many times I can
feel when and where they will strike. While the head of the beast is missing me
I am cutting off its tail. The Freedom Guard are more clever. They have to be.
Their troops move about the battlefield like apparitions. Their attacks are
swift and precise. But they rely too heavily on trickery. When their deceits
fail, they are vulnerable. And I am more resourceful an opponent than they have
faced.


030-14, 2713

I have changed. All the peace is gone from my soul, and, to be honest, I don't
miss it. The strength I once knew, a strength of will and patience, has been
replaced by a cheaper but more satisfying strength, a strength of action, a
strength of deeds. I am no longer fighting to save Togra, or to save my way of
life, or even to save myself. I am fighting simply because I enjoy it.

042-11, 2713

What will become of me if I succeed? Will Togra be able to send me back to my
own time and place? Would I even want to go back? Or will all of this change
history enough that my home will not even exist when I am through?

061-03, 2713

Supplies are running low. I can survive only a few more weeks, I think. It
should be long enough. I will succeed or die at these controls.

062-19, 2713

The end of all this is near. In a way, none of it seems real. It is hard
to believe that I am going to travel through this wormhole or dimensional portal
or whatever it is that Togra has devised for me. It is unfathomable that I am to
lead an army into this great conflict, that my actions may alter the substance
of time. Sometimes I fear that I have gone mad, that my body lies drooling and
wracked with spasms, strapped to a bed in some institution while my mind
conjures this whole lunatic phantasm of war and time travel and lost prophets.
On the other hand, what is happening to me seems more real than anything I have
ever experienced.

062-41, 2713

 Galactic war and dimensional portals are all fine and good, but I could sure go
for some pie.

062-42, 2713

I have found my way. I am honed, vicious, prepared. I feel their machines of war
flow though me like my very blood. I can focus them to a knife's edge. Their
implements are simple, their motivations transparent, their methods mundane. I
can control their armies better than they can. I will strangle them with their
own hand. I will fulfill my destiny.


                   ....All of the above story section was taken from darkreign
archives.

-----------------------------------
4.	SECTION 2: OVERVIEW OF THE UNITS
-----------------------------------

A lot of the units you can't use until later on in the game, ie. you can use
raiders and spider bikes from the start but sky fortresses won't be 'til later
on, on a later level, like level 8 or so on.

coming soon: full on unit and weapon damage statistics.

------------------
4.1	COMMON UNITS
------------------

4.1.1	Construction Rig:		300c

For those who have played Warcraft (everyone raise your hand) these guys have
similarities to the peasants and pions. Construction rigs do all the work, they
are the guys who build everything. They are quite weak, and since they are slow,
it's best not to send them out to some remote area by themselves, if they are
seen, then some guys can take them out in one shot.

These guys are slow, they can't fire yet with a little bit of strategy they can
make great offence.

"These are essential for base building, so make sure you always have a couple
handy. Keep them spread out so you can start building your base again if your
buildings get wiped out."
                                               David Harrison, Auran.

4.1.2	Freighter:		1000c

These guys are the equivalent to C&C harvesters. This is your income, without
them you won't have cash, guard them well. They take a fair few hits, like 3
martyrs could take one out, but they are slow and take a long time to harvest.
They can harvest water or taelon. They have no weapons and therefore cannot
attack nor defend themselves.

"Water is the key. Make 3 extra rigs before anything else and send them to find
water."
		Tim Gunn, [email protected]	


4.1.3	Hover Freighter:		1500c

This is an aerial version of the freighter, it serves the same cause as the
freighter (harvesting) but it's faster and can over all terrain types with ease.
It also has a laser, but it is extremely week and could easily go down by two
raiders if it stays to fight. But they are a lot faster, you can send them over
to the other side of the map to harvest and it won't be too much longer than
harvesting in your local water spring area. Also being only 500 credits more
expensive than the normal freighters, the hover freighters are worth the price.

4.1.4	Water Contaminator:		10,000c

They are slow and expensive. They can be taken out in a couple of shots, which
also can make it less attractive. But on the other hand if you can get one into
the enemies water spring then they'll have to harvest elsewhere, which means
that they are going to be sending their harvester to the other side of the map
and possibly into your territory, making them an easy kill. I don't recommend
using them since if you're good then you'll probably own the rest of the water
springs and using it on one is a bit of a waste. But then again if you do own
every other water spring on the map then destroying their only source of money
will probably finish them, otherwise make them desperate enough to harvest in
your base.

"Slow, vulnerable, expensive, but if you get these to an enemy's water well,
they are in big trouble. Only build these if you are confident that you can
sneak this undetected into an enemy water well area. Good recon is essential for
successful use of this unit." David Harrison, Auran.
Contamination Strategy: Build 4 martyrs and a water contaminator and put them
into a phase transport. Send it over to the enemies water spring and unload. Put
the water contaminator over the spring, and if any enemies try to stop you use
one martyr one each of them.

4.1.5	Infiltrator:		1000c

Not only can they morph into enemy units and walk right past other enemies
without them even noticing you (which makes great recon) but they can
"infiltrate" the enemy bases and steal valuable technology. Such as going into
the enemies headquarters allows you to see the enemies' line of sight (LOS)
which then you would be able to see where the enemies all are and what they can
see. They aren't too fast but they are over medium in speed.

NOTE: Many people are complaining on how infiltrators are always being found out
and are always recognised straight away. To use a morphed infiltrator, the unit
that you morphed into must still be alive, if he dies you will be instantly
recignised.
Both teams can build infiltrators.

Freedom Guard: Employing a hybrid of the Freedom Guard's earliest morphing
technology, Infiltrators can create an "active holoshield" around themselves
using a very specialised energy suit. The Infiltrator's device is sufficiently
focussed that it can create an image that exactly matches the contours of the
user, allow him take on the appearance of other people. This breakthrough was
immediately put to the test by Freedom Guard intelligence agents, who used it to
infiltrate the Imperium's hover research center on Malik.

Imperium: It was some time before several arrogant members of the Imperium
Shadowhand came to accept that the Freedom Guard had in fact developed
technology that they were interested in acquiring. After being outwitted on
Malik in the Freedom Guard Infiltrator's theft of hoverdrive technical specs,
the Shadowhand determined to use similarly equipped units to gather technical
information concerning some of the new Freedom Guard innovations. Powered
holofield suits were rapidly developed, and disguised Shadowhand operatives made
several successful acquisitions. Most of the technology stealing, however, was
still carried on by the Freedom Guard.

-------------
4.2	INFANTRY:
-------------


Civilians: *** coming soon ***


-------------------------------
4.2	FREEDOM GUARD INFANTRY
-------------------------------

4.2.1	Raider:		150c

"Raider" is the kindest of the labels employed by the Imperium Directorate to
generally describe Freedom Guard ground units. Over time, it was a label that
the standard Freedom Guard infantry came to wear proudly. Raiders were also the
first units supplied with remote phasing transceivers. These devices allowed
them to use the Freedom Guard's most revolutionary technology: solid phase
transmortation. "Phasing", as it is more commonly known, creates an electron
field around a specified body or object, allowing it to "sink into" objects of
low to medium density as if they were liquid. (a phase-equipped unit could not,
for instance, phase into a steel wall, but could phase into the ground.) While
the Freedom Guard devised a number of fighting techniques and technologies, the
phase-equipped Raider remained the backbone of the Freedom Guard war effort for
the duration of the conflict.


The basic grunt of the freedom guard side. They are armed with a laser rifle. In
packs of ten they are great for defending, scouting and for small attacks. Once
the phasing facility is built raiders have the ability to phase underground.
They are above medium speed, but are still quite slow. Two or three of these can
take out a spider bike without too many problems, but there may be casualties in
the process. Great for harassment in-groups and individually, scouting and
search and destroy are also quite effective. Shredders make quick haste of
raiders but raiders can take the shredders out if in-groups.

4.2.2	Mercenary:		300c

While greatly outnumbered and under-equipped, the Freedom Guard was not without
its powerful benefactors. Indeed, it soon became clear to the Imperium
directorate that for the Freedom Guard to produce material and soldiers at the
rate they were demonstrating, they must be enjoying substantial outside help.
And it was no secret that any of a number of large colonial manufacturing and
shipping operations might well see the potential of the Imperium's loss of
direct control over their day to day affairs as a positive development. It was
in fact the case that one such large shipping concern did decide to secretly aid
the Freedom Guard. They recognised that the principal thing the Freedom Guard
lacked, other than equipment, was experienced fighters - and they knew just
where to find them.
Renowned for his feats of strength and cunning, the fiery Jon Bard had become a
legend throughout much of the galaxy. Bard had been trained in the Imperium
military and was in fact a young officer on a transport ship when he made the
most fateful decision of his life. When his ship came into port in Peyrak, he
found that several of the items being unloaded from the hold did not appear on
his manifest. Upon investigation, he discovered several crates containing neat
stacks of  humans who were being shipped, frozen, to some nearby mining
colonies. There they would drone away in caves in a condition of virtual
slavery. Horrified by the discovery of this secret cargo, Bard ordered the
crates reloaded. He then single-handedly seized control of the ship, killing the
captain and physically throwing his crewmates out onto the loading platform.
Once away, he "thawed" the captive passengers who instantly became his first
followers.
For years Bard and his group lived as fugitives and as such were forced to train
themselves to always be prepared for combat. When they were approached by
Encryton Shipping about joining the Freedom Guard war effort as guns for hire,
Bard and his band readily assented. It was in fact Jon Bard who introduced the
Freedom Guard to the effectiveness of the Rail Gun, and it was this type of
weapon that Bard's Mercenaries used to deadly effect for the remainder of the
conflict.           

Hired from outside of the freedom guard, the mercenaries (mercs) have a shoulder
mounted rail gun and are very effective against infantry and vehicles. In-groups
they are deadly on structures. They are perfect against tanks.

One game I played was three on three, I had my base screwed after being attacked
by three teams and a temporal rift. I managed to get a construction rig out of
there and one of my friends adopted me into his base. After that I kept going
broke since I didn't build a water launchpad. But another friend who seemed so
be rich kept feeding my ten thousand dollars every five minutes. With that money
I kept building mercs and sent them in, in packs of twenty. I'd sneak them
around behind the enemies' base and rip a huge gap in their defence. Twenty
mercs can do serious damage, though it's not as effective as twelve sky
fortresses I managed to take structures out nearly as quickly.


4.2.3	Scout:		300c

The Freedom Guard Synod recognised early in their struggle against the Imperium
that they would never be able to match their enemy's armored might. Instead,
they focussed their efforts on the development of alternate stealth
technologies. An entire secret research facility, Ascension Labs, was
constructed for this purpose. Their investigation of energised holoshielding
produced a way to project a kind of 360 degree holographic image in a confined
area, allowing units to "disguise" themselves as other objects. The image field
is projected from a kind of special energy suit. The earliest models of these
were distributed to troops involved in scouting and reconnaissance actions and
permitted the wearer to "morph" into virtually any similarly sized inanimate
object.


She's pretty fast, and has great visual range. Though she cannot attack, the
scout is great for recon and for just placing on areas of the map so you can see
what kind of units are heading toward your base. Then if you spot a martyr or a
large tank you can get ready to move all your units away and bring on your
injured to take the impact of the martyrs. The scout can morph into any object
of the same size, which is pretty helpful, but if you move around and the
computer or anyone sees you then you are most likely screwed unless you run and
hide somewhere before they can catch up to you. Therefore you cannot exactly run
a scout into the enemy base unnoticed, but when playing against the computer, if
you attack with spider bikes or something, they will be more worried about the
offence you have created to bother noticing walking trees. So just make a mild
attack then run a scout or two into their base morphed into a tree and put them
right outside their "weapons factory" so you then can see what they are buildin
g. Another tactic that is useful for a bit is to use a sniper (see below) and
have her pick the martyrs and other deadly infantry off as they run out of the
training facility. But if you are seen nearby tanks will soon be showing you
what they keep stored down the barrels of their turrets.

Moving a scout into the enemy base will allow you to be able to use your
artillieries to fire from large distance without getting close to see what they
are firing at. Therefore move a scout into the base and then begin dropping
shells on their base, after that if they are smart they will probably search
their base looking for scouts, so be careful, hide well or run at the site of a
tank.

A great strategy to use on the computer is to use your scout as a decoy. If the
enemy has a few men standing around the outside area of their base, try sending
a few raiders and a scout down. have the raiders set up behind the enemies group
of men, then run your morphed scout across the screen catching their attention.
They will all run to take the scout out before it sees anything in their base,
then rush your men up from behind and take them out.

if you need to get a scout into the computer's base, build a scout, then a small
attack group. As the group is attacking, send the scout into the base, send it
to the middle if you like, so you can see the whole base, since the computer is
busy defending from your small attack group, they won't notice the moving tree
sprinting through their base.

Unmorphed, scouts and snipers move a lot faster than they do morphed, keep this
in mind, especially if you are trying to outrun a spider bike which spots you.

4.2.4	Sniper:		700c

The Synod found it useful to develop a team of specialised sharpshooters to cut
down on the Imperium's ability to spread out their infantry over a wide area.
These Snipers were outfitted with the same "morphing" equipment as Freedom Guard
Scouts.

Snipers are just like scouts but they can attack. They CAN fire at vehicles but
are more effective against infantry, "one shot one kill" still effective against
tanks and spider bikes, but they are not worth giving away your position unless
the vehicle is on red energy. They are still very week so they are good in
defence since their shooting range is pretty far away, therefore they can stand
behind your other defensive units and pick off all the enemies that come into
range. Still placing them in forests and putting them on guard is a great way to
pick off incoming infantry before they can aid in an attack.

4.2.5	Field Medic:		500c


The Freedom Guard did the best they could to save the lives of their wounded
soldiers in their grim war against the monolithic Imperium. Field Medics were
mostly volunteers with limited medical training who braved storms of plasma fire
to get to injured troops and, if possible, return them to fighting condition.
Many Field Medics drew criticism for a seeming lack of compassion when treating
patients, but battle after battle of bandaging wounds and re-attaching arms
could make anyone jaded.


These guys also don't wear body armour, therefore they do not take that many
hits to bring down. They are great for accompanying groups of infantry, since
when one of them gets hit, the medic will heal him automatically. Or just lying
around the base and healing the odd survivor of a recent battle is fine for him,
he can also cure those attacked by an Amper, which also is another reason to
have at least one or two in your game. They aren't too fast but once they get to
the injured, they'll heal them as quick as a field hospital. Very effective, and
saves a lot of money in the long run.

4.2.6	Saboteur:		800c

A number of Freedom Guard mechanics actually had pre-war experience working on
Imperium machinery and equipment. Their knowledge of Imperium construction
technology meant in many cases that they knew precisely how to quickly damage
Imperium facilities.

Saboteur's can wreak massage damage upon the enemy structures. Except before
they can do that they have to get close enough to the enemy structures. Luckily
they have the ability like scouts do to morph into trees and rocks. Once they
get close enough to an enemy structure they can cause up to half it's original
health in damage.

A great strategy is to send a saboteur into the enemy base morphed as a rock or
plant. Then damage some buildings then send in a bunch of tanks to finish them
off.

4.2.7	Mechanic:		500c

While the Freedom Guard often ran up against shortages in men and armaments, one
thing they had in good supply was skilled mechanics and field technicians. This
was due in part to the fact that so many of the Freedom Guard's number were
descended from the old Exploratory Corps, which through bravery and ingenuity
colonised the galaxy. By necessity, members of the Exploratory Corps over the
years achieved a high level of technical self-sufficiency, and this tradition
has been carried on in the Mechanic Corps of the Freedom Guard.


Like the Field Medic, they don't have that much armour, but are excellent for
their price. Not too great for going into battle, they usually get wasted by
tank hunters and other large explosion type units. But hiding them behind a tree
waiting for the war to end works well, and they are perfect for defence, saving
the tanks from having to drive all the way back to the repair station.

4.2.8	Martyr:		600c

It was in the Freedom Guard's desperate defence of their water processing
facilities on Kendrick that the tradition of Freedom Guard suicide bombers was
born. One badly wounded Raider, Kit Aphaus, considered his position as he
crouched in a ditch waiting for the medics to arrive. What was the point of the
medics risking their lives to get to him and then wasting their precious
supplies on him? He was nearly twenty-five years old, and because he was among
the "marked", he would soon die anyway. Then a desperate idea came to him. He
had with him several of the concussion detonators he and his group had been
hoping to attach to the bottoms of Tachion Tanks as they hovered by. This
strategy had failed, but maybe his new idea would work. If he was going to die
anyway, why not take as many Imperium troops and vehicles as he could with him.
With a defiant yell, he suddenly sprang up from his ditch with three detonators
and ran screaming toward a mass of Imperium tanks and Guardians. His commrades
looked up from
their hiding places, fascinated and horrified by their own identification with
the feelings that must have driven their friend to such a desperate action.
Suddenly, there was a gigantic, bright plasma blast. The ground shook. A half
dozen Guardians were strewn in pieces in the pass below, and a Tachion Tank was
flipped over on its turret. In response, a cloud of Bions and Guardians emerged
into the pass like angry bees.

"That's it!" cried the group leader, "We're goin'". Following his lead, each
Raider deactivated his phasing transceiver and ran straight into the Imperium
ranks. Several were cut down by Bion fire on the way, but many made it through.
The massive explosion could be seen from the portals of Imperium ships in orbit
above the planet. After the battle, Aphaus and his commrades were accorded the
highest honors and were even designated as Martyrs for the Cause. In ensuing
battles, a number of marked 24-year-old Freedom Guard soldiers followed their
examples. These suicide runs in fact came to be seen as the most honorable way
to die, and Freedom Guard Martyrs remained a serious base defence problem for
the Imperium for the rest of the conflict.  


Martyrs are perfect for a lot of situations. You can spread a few around your
base and hide them behind trees, then when the enemy attacks or does a bit of
scouting they'll run out of nowhere and blow them all up. You can run them into
the enemy base and take out some of their defence, a few of them hitting their
defenders will leave only a few people left for when your "real" attack arrives.
Martyrs are quite weak for attacking structures, I found it took me about 20
martyrs to destroy an enemy training facility. Martyrs are very fast, I find
myself running martyrs up to a remote base that has no defence instead of
sending spider bikes. Martyrs are a lot more powerful and are just as fast.

Try not to keep your defending men in groups, spread them out, otherwise you'll
be sitting there proud looking at how many men you have thinking that no one
could break through that defence, then a martyr comes up and takes out 70% of
your men. Better one to do then twenty-two.

--------------------
4.2.2	IMPERIUM INFANTRY
--------------------
4.2.2.1	Guardian:		150c

For nearly a century, they were known as "The Guardians of Order", "Guardians of
the Order", or simply "Guardians". They were the colonial police force, a
faceless symbol of Imperium policy and the will to enforce it. Equipped with
masked helmets, powered body armor, and years of rigorous training, the
Guardians are in appearance and action the embodiment of the Order's creed: "the
many as one."

Also known as the "Guardians of order" these have many similarities to the
freedom guards Raider. They are slightly more armoured and have a laser rifle.
In groups these guys can be a real threat, they are great for harassing and
scouting.

4.2.2.2	Bion:		350c

Bions, bionetic fighting "men", were originally manufactured by Insignus in
small quantities and were intended to be anti-tank units and base guards. So
effective were they in their first engagements, however, that they were soon
being produced in large numbers. Bions are hard to bring down and are useful
against infantry, armor, air units, and even structures.


Bions are heavily armoured cyborgs and are equipped with a plasma rifle. They
can shoot at ground units and at ariel units. They are also immune to harmful
gasses. Great for defence and with backup from tanks or other infantry can make
a devastating attack.

4.2.2.3	Exterminator:		500c

At first Imperium engineers were uncertain as to how to make the best use of
their new acid-based metal dissolving foaming agent. The advent of hover suit
troops provided the perfect delivery mechanism. The foam was packed into
pressurized grenades which explode into a cloud of burning acid upon impact. The
term "Exterminator" was coined by Marshal Ignatius Arryat, who often referred to
Freedom Guard Spider Bikes as "little insects".


Exterminators have hovering ability thanks to their anti-gravity generators.
They also have acid grenades and are perfect against armoured units. They have
the best of both worlds, they can cross water and go up hills where hover tanks
can't, not bad for attacking, but better for defence, they can stop both tanks
and infantry with ease.

4.2.2.4	Suicide Zombie:		(requires hostage taker)

Once a standard solider, now a brainless zombie with a giant plasma bomb
strapped to their chest. Once the hostage take collects an enemy solider, they
labotomize the prisoner and releasing him ready to follow orders.
Just like the martyr, these guys are great against units, but week against
structures. They are a bit slower then the martyrs but they are free so who can
complain.

----------------------------------
4.3	Vehicles
----------------------------------

CIVILIANS: *** COMING SOON ***


-------------------------
4.3.1	FREEDOM GUARD VEHICLES
-------------------------

4.3.1.1	Spider Bike:		500c

Spider Bikes first appeared in the early days of the uprisings around the remote
settlement of New Star Colony on Gilwoch in 2589. The Bikes were constructed to
take maximum advantage of the steep grades of Gilwoch's rough, hill-rippled
terrain. So successful were their relentless lightning raids that the Imperium,
whose hover tanks were helpless to pursue the insurgents up the winding slopes,
was forced to abandon Gilwoch for good three years later.  

The freedom Guards prize unit, fast, cheap and powerful. They can go over any
terrain at full speed, and are very powerful against enemy vehicles, but weaker
to opposing infantry. Great in any situation, spider bikes fit every profile of
attack. They are the best choice for harassing and of course scouting. Attacking
in groups is always effective, and they are also quite powerful at defending, if
defending with tank hunters they are awesome for defence.
*** More information to come ***

4.3.1.2	R.A.T. (Rapid Armour Transport)		450c


The workhorse of the Freedom Guard infantry, Rapid Armored Transports (more
commonly referred to by their acronym, "Rats") can move over almost any surface,
including water. (Special navigation fins were added after the first production
run.) The Rats can carry up to five infantry units and use a technology similar
to that used by Freedom Guard Scouts that allows them to optically "blend in"
with the surrounding terrain. 

The freedom guards infantry carrier. The R.A.T. has the ability to camouflage
itself with it's current environment. Having a maximum of five passengers, the
RAT is perfect for sneak attacks or for setting up attacks from several sides.
Better still it can cross over water and you can fit construction rigs in making
it great for setting up new bases or new water harvesting sites. The only
downside is that it is defenceless to any attacks if spotted, but it's medium
armour will allow you to withstand such attacks.
*** More information to come ***

4.3.1.3	Skirmish Tank:		600c

Eccentric tinkerer Ravor Hurveth was originally a designer of agricultural
machinery on Teron in the years before the Freedom Guard uprising. As the war
expanded, Hurveth was approached by his younger brother Jom, a Freedom Guard
officer, about the possibility of developing some kind of armored vehicle that
could provide sufficient support for his troops that they could stand and fight
against Imperium Plasma Tanks. Hurveth agreed to try to put something together
using parts from some of his heavy-tracked land clearing equipment. The result
was the sturdy, versatile little Skirmish Tank, which Hurveth oufitted with twin
rotating missile launchers. Many Skirmish Tanks came to be affectionately
referred to by their drivers as "Hurveys".

Fast and powerful, the skirmish tank moves with low momentum, allowing it to
change direction quickly. Great for small harass attacks, and great for defence,
even for large attacks. Not bad for scouting, the skirmish tanks are great in
packs with tank hunters. Skirmish tanks can fire upon air attacks as well as
ground units, should be your default tank considering it's fast, powerful and
can shoot down aircraft. Though it cannot withstand too many hits, it is
recommended keeping a couple in your base.

In groups the skirmish tanks are awesome, if the enemy has a sky fortress you
can rush in and take it out with about nine of these. They are great in defence,
since they are fast they can zoom around your base defending cyclones.

One skirmish tank can take down one cyclone, they both die in the process.

"skirmish tanks are awesome because they are treaded, fast, and can shoot at air
units
this versatility makes them the best unit in the game for defence"
									Mark Major, [email protected]

4.3.1.4	Tank hunter:		700c

When first introduced, Imperium Plasma Tanks boasted such great weapon range and
such heavy armor that they often went into action without infantry or air
support. They seemed virtually invincible. It was a year before the Freedom
Guard was able to counter, but when they did, the results were dramatic. It was
during the Imperium's Rehnnish counter-offensive that a column of Plasma Tanks
on patrol in the narrow lanes of the "haunted forest" of Yepradii were suddenly
overwhelmed by what one Imperium survivor of the encounter described as "rolling
sheets of lightning". What wiped out the armored column was in fact a new kind
of Freedom Guard vehicle equipped with a short range electrostatic weapon that
crippled the Imperium's field absorption armor. These quick little scorpion-like
monsters could be devastating in close combat, but their powerful weapon had
extremely short range and was therefore most effective in confined areas. 
Two Tank hunters and a skirmish tank are a great combination for unit erasing.
Tank hunters are awesome in any situation. They can take down infantry in two or
three shots. and are brilliant in packs. Being fast they can easily manoeuvre
over ruggered terrain and spring up in the enemy base and begin their offensive
tactics. They are medium armoured and have a short electrical discharge as a
weapon, which makes them hopeless for long range attacks.
*** More information to come ***

4.3.1.5	Phase Tank:		600c

The ultimate tool for ambushing, Phase Tanks were modified versions of the
Freedoms Guard's earliest armored vehicle model, the T1 Reaper. Using the same
phasing technology employed by Raiders and Barden Mercenaries, a group of them
could completely nullify the range advantage of Tachion Tanks by "popping up"
right next to them. Relatively inexpensive, the Freedom Guard ended up producing
large quantities of these little "barn roofed" tanks for much of the war.

Phase tanks are medium speed. They are weak but they can phase, which allows
them to grow a sort of protective shell over them as they phase underground,
kinda of like the batmobile. They can still take hits whilst phased but not as
much damage is applied. Good for defence, they can unphase take out the unit and
phase again. They cannot move whilst phased.
*** More information to come ***

4.3.1.6	Flack Jack:		500c

Flack Jacks are weak and have no defence against ground units. They have ariel
attacking capabilities but aren't that strong either.
*** More information to come ***

4.3.1.7	Triple Rail Hover Tank:		1300c

Great range, the freedom guard stole the hover technology from the Imperium
forces. It has 3 rail guns and has excellent range and armour. These are great
in defence and are an essential to any "proper" attack from the freedom guard.
In packs these tanks are deadly, not to great for ruggered terrain all though,
but still an excellent offensive tank.

In groups these guys can level your base in no time. Neutron Accelerators don't
do too well when confronted by a few of these, it is very hard to defend if you
have something blowing away half your base and takes out just about anything you
throw at it. Martyrs once again work well but cyclones or other ariel attacks
work better, and don't die attacking.
If you can get a few of these to come around behind the enemy base where there
is no defence and then shift into the centre of their base then you can open
fire and probably toast anything that comes at you. Take out all the units and
freighters around so they can't get cash nor build anything, then begin work on
the more productive buildings ie. training facility, headquarters.

4.3.1.8	Hellstorm artillery:		1100c

It became clear after the advent of the Tachion Tank that Imperium forces were
best engaged at long range. During their successful attack on Corlbad, the
Freedom Guard encountered little-used Imperium S.C.A.R.A.B.s (mobile heavy
artillery), and it occurred to them that it made perfect sense for them to
develop this type of long-range weaponry for themselves. The result was
"Hellstorm" Artillery, which fired a rifled fragmentation shell that had an
extremely wide area of effect. The Hellstorms are vicious from great distance,
but move slowly and are very lightly armored, rendering them rather hapless
targets at short range.


The longest range in the game, this baby can fire over three screens width. The
problem is that it's not that strong, but still scary when attacking to hear a
large shell launch then to see the wicked explosion that it emits. and great
backup to your attacks, it can stand far back and lob shells at the enemy. Slow
and low armour makes them easy to be fixed if ever they become a problem, it's
best to have escorts when directing them.
*** More information to come ***

"Artillery's: Besides their amazing range, these long range tanks are very week,
I find myself leaving them for last when attacked, sine most of the other
enemies can do more damage. I do not find them at all threatening, not even in
groups of ten. They may be good as a decoy against intermediate players, they
will see a giant explosion and rush all their men to the artillery, and from
there you could sneak some scouts in or send a sneak attack in from the opposite
side. But as for actually blowing things up, they are quite disappointing."
anonymous.


4.3.1.9	Shockwave:		4000c

The Shockwave is slow and has low armour, but is awesome if you can get it to
the enemy base. In packs of 3 these guys can wipe out the target's base in
seconds.

**WARNING** Do NOT put a Shockwave in your base and put it on guard. If an enemy
comes and it's pointing in the direction of your base, it will fire at the enemy
and take out 70% of your base!

The Shockwave makes a big rumbling sound and notifies you verbally, so you do
have a chance to move your units, but structures you can say bye to.
If your unit is approached by a shockwaves attack, then either try to go around
it or if you don't have the choice, just run through it, it will most likely
survive since it will only be in it for a second. The further away you are
standing the more it will take out in radius. It grows bigger and bigger as it
goes, so being right up from will have only a small radius. But if you are
outside their base it will run through and grow bigger and take more out. But
don't be too far away since it has a limit to it's distance before it steadies
down.

When you tell a Shockwave to attack something they fire the Shockwave from where
they stand, keep this in mind if you are behind your base and tell it to attack
a base infront of yours thinking it will drive down there and then launch the
Shockwave.

Listed below is a table of what the Shockwave can take out and what it can't
take out.

Shockwave vs :		4000c

	Freedom Guard Structures:                  Imperium Forces Structures:

Training Facility: dead					Training Facility: dead
Advanced Training Facility: dead			Advanced Training Facility: dead
Assembly Plant: dead					Assembly Plant: dead
Advanced Assembly Plant: dead				Advanced Assembly Plant: dead
Water Launchpad: dead					Water Launchpad: dead
Taelon Power Generator: dead				Taelon Power Generator: dead
HeadQuarters (1): dead					HeadQuarters (1): dead
HeadQuarters (2): Red Energy				HeadQuarters (2): Red Energy
HeadQuarters (3): Yellow Energy			HeadQuarters (3): Yellow Energy
Field Hospital: dead					Field Hospital: dead
Phase Facility: dead					Temporal Gate: Yellow Energy
Advanced Phasing Facility: dead			Temporal Rift Generator: dead
Laser Turret: dead					Plasma Turret: dead
Heavy Rail Platform: dead				Neutron Accelerator: dead
Air Defence Site: Red Energy				Air Defence Site: dead
Camera Tower: dead					Camera Tower: dead
Repair Station: dead					Repair Station: dead
Orbital Defence Matrix: Red Energy			Prison: dead
Lycean Treaty Hall: dead				Genetic Research Facility: dead
Rearming Deck: dead					Rearming Deck: dead
								Nover Research Facility: dead

As the table shows, not much can withstand a Shockwave.


-------------------------------
4.3.2	IMPERIUM FORCE'S VEHICLES
-------------------------------

4.3.2.1	Scout Runner:		500c

Precursors of their heavier cousins the Plasma and Tachion Tanks, the original
Scout Runners had been created as armored single-manned patrol craft to support
light infantry actions during the Healean disturbance on Feisis nearly twenty
years before the emergence of the Freedom Guard. Refined and refitted with a new
propulsion system and special long-range scanning equipment, the Scout Runner is
now the perfect tool for probing enemy defences and uncovering the strike bases
of Freedom Guard raiding parties.


The scout runners are medium speed and medium armour, through my experience they
aren't too effective in battle against other more powerful units such as tachion
tanks but they are still great for defending and harassing.

Scout Runners are great decoy attacks, send a few in and then sneak something
more devastating in from behind the enemies base.

*** MORE TO COME ***

4.3.2.2	Invader Troop Transport:		600c

A common sight in all the colonial administrative districts, these sleek hover
transports could rapidly bring packs of Guardians to any spot where there was
trouble. Modified at the time of the Freedom Guard uprising to include a heavy
turret mounted laser rifle, the Invaders were often able to wade into ranks of
heavily armed Freedom Guard Mercenaries and deliver their passengers into the
center of the battle.

They are fast and armed with a laser, but aren't even annoying when attacking.
But three of these full of bions is a great attack or just using it as a quick
way of sending infantry into battle. Also if you want to start a new base and
don't want to risk sending a slow weak construction rig over unknown terrain,
you can zoom about three and two bions over in one of these. They are great but
people do underestimate them most of the time, so using these can sometimes be
an advantage in multiplayer.

4.3.2.3	Plasma Tank:		700c

Plasma Tanks became the principal symbol of Imperium enforcement during the
early years of the Freedom Guard uprising. Their smooth black outline was the
product of the streamlined design concept that was the trademark of their
manufacturer, Insignus, and gave the tanks an especially cold, inhuman
appearance.


Plasma Tanks are great in swarms or just independently. They have very strong
armour and their plasma Cannon is very powerful. This should be the default tank
of any imperium attack. Plasma tanks use hover technology like most imperium
vehicles, which allows for great attacks over water. One or two of these are
great for defending, and are quite effective on moving trees if they do see one.
Search and destroy they aren't that bad on and harassing works but not as well
as some units harass.

Since you can build these right at the start of the game, building a few scout
runners and these are an early attack that could put the enemy back quite a bit.
It is possible to build some and attack the enemy and then build more and send
them in to back them up, a few more times and you could win the game before it
even starts.

4.3.2.4	Amper:		500c


On the cloud-shrouded world of Amataur there is a massive edifice that dominates
one of the larger islands in the phosphorescent Regen Sea. Inside is one of the
Imperium Directorate's most closely guarded secrets: the Arcundrel Life Research
Center. Despite its benign name, it is rumored that the center is home to some
of the most deplorable human research experiments ever conceived. Many of the
technicians who staff the facility are in fact products of some of the
cybernetic research that is carried on there. (It can be fairly assumed that
much of the research that went into the development of Bions took place at the
Arcundrel Center.)
It was the Shadowhand that initially suggested to the directorate that some of
the Center's research into biotoxins might be put to good use on the
battlefield. Soldiers who were badly wounded could be shot full of a kind of
adrenal booster, giving them a burst of fighting energy. The boosters were
toxic, and ultimately fatal, but the idea was appealing to the military because
it meant that engaged troops could stay in the field longer. For the delivery of
the required biodarts, the Shadowhand  recommended using some of the
cybergenetic creations that worked in Arcundrel. Accepting the Shadowhand's
suggestions, the Imperium High Command soon put into action several teams of
these tri-legged, half-human monsters. In time they found that the "Ampers", as
they came to be called, could even be used effectively against healthy Freedom
Guard infantry. Upon seeing these creatures in battle, Freedom Guard leader
Gerhad Bantrill observed, "If any are still in doubt as to the justice and
urgency of our cause, they need
only see this horror and the infected character of our enemy will be made
undeniably plain."     

The Amper is the imperiums solution to the field medic, unlike the medic though
it heals the units to full health with a special dart, which then slowly
decreases the units health until he dies. Great for giving your almost dead guys
one last bang and if you can sneak an Amper into the enemy base you can fire a
few darts into their infantry and let them die a slow death.
The Ampers speed is quite slow which means that they shouldn't really go cross
country by them selves, they are also quite weak and cannot see very far, which
are some more reasons why not to make Ampers be independent.

4.3.2.5	M.A.D. (Mobile Air Defence) 800c

The new M.A.D.s came off the Insignus production lines just in time to help
defend Imperium tanks at the siege of Indra against airstrikes by heavy hitting
Freedom Guard Outriders. The M.A.D.'s weapon is of the more curious employed by
the Imperium: a charged, bladed orb that could, if scoring a direct hit, cut an
Outrider or Sky Bike to pieces. Most Insignus vehicles are equipped with hover
capability, and the M.A.D.s are no exception. They are excellent for defending
artillery batteries from sudden air attacks.

The imperium's strong anti-aircraft, they fire bladed orbs at the enemy's
aircraft and can be very dangerous against air units if exposed to these babies
for too long. Just like the flak jack they have no defence against ground units
and should be guarded at all times. They have good range and speed but are quite
weak and cannot handle too many hits.

Since they are hover units it's great to put a few out on water and waste enemy
air units as they think they are going to be undetected until they hit your
base. Also having a few scattered behind trees in your base and one or two in
the enemies base (make shore they are well hidden) can be great defence against
incoming attacks.

4.3.2.6	Shredder:		700c

Perhaps the best example of the Imperium's twisted ingenuity, the Shredder
existed in fantasy before it existed in fact. As legend has it, many years ago,
unruly prisoners interred at the old Jovian Detention Facility were shipped off
to work in the quarries on Callisto. Those who were captured trying to escape
were said to have been slowly dismembered in front of the other prisoners with
the huge circular saws used to cut out large sections of the rock. (While this
may have never really happened, the stories were well known to generations of
misbehaving children descended from the ranks of the old Exploratory Corps.)
Imperium General Feileen Hextar decided it would be clever to revive these
rumors as a prelude to the introduction of the frightening new anti-infantry
weapon that the old story had inspired. Many of the earlier models of  Hextar's
new "Shredders" were in fact manufactured using re-tooled circular quarrysaw
blades. These fiendish unmanned disks of death cut down scores of Freedom Guard
Raiders in
 their first action on Teron.


Anti-Infantry slayer, great for killing units but it's best to put these on low
damage tolerance since they go down quick if the units get too many shots into
them. They are named great since shredding is what they actually do, they are a
bit slow to respond and if you "shred" one unit they usually don't do anything
after that unless you command them to attack another unit, ie. you cut up a unit
and then it'll just stand there instead of moving onto the next unit. Medium
armoud and quite fast shredders are great for defending against infantry
attacks, or making life easier for your tanks when attacking the enemy.

Building nine or so of these and putting them on search and destroy is a great
way to slow down the enemy if you have the cash.

4.3.2.7	Hostage Taker:		600c

Despite the fact of the Directorate's growing concern over the increasingly
independent activity of the Shadowhand in Imperium affairs, Imperium field
commanders continue to support the cooperative use of the Shadowhand's Hostage
Taker vehicles in military campaigns. Their desire to continue in this
relationship stemmed in part from their frustration in trying to find a way to
respond to the suicide attacks of Freedom Guard Martyrs. Representatives of the
Shadowhand had promised the High Command they had a way to serve the Freedom
Guard a taste of their own poison. Few details were offered. When Imperium
generals expressed their reservations, the Shadowhand responded by arriving
uninvited on the battlefield with a whole platoon of these evil, body-sucking
monsters. "Demonstrations" were first made of a small group of Freedom Guard
prisoners being guarded nearby. Almost in an instant, each man was sucked into
the dark maw of the hump-backed beast. The officer in charge was incensed. "We
were going to question t
hose people!" he protested. "Questioning?" responded the unnamed Shadowhand
operative. "It is fortunate for the Directorate that our methods are not so
primitive. If you want to know what they knew...ah, yes. It's coming across just
now." He handed his personal console to the dumbfounded Imperium commander. "And
now, observe." He gestured toward the rear of the vehicle, where one by one the
men who had so recently been sucked in suddenly emerged. Each had a kind of pack
strapped to his back. They did not speak and barely even twitched as they stared
blankly outward. "And now," intoned the operative softly as he gently struck a
key on his console. Suddenly the prisoners' eyed shot fully open and each man
spun on his heel and began running full speed out of the encapment and back in
the direction of the Freedom Guard's base. Moments later, loud concussions could
be heard from the same direction. The officer in charge smiled at the operative,
and the partnership was born.   


Can only be used against infantry, the hostage taker snatches away an enemy unit
and lobotomies him leaving him under your command. Better still they have a huge
bomb attached to them, almost identical to martyrs except that they are slower,
you can then send the unit into the enemies pile of infantry outside their
training facility and blow them all. Hostage takers are great if the enemy has a
lot of units on patrol around their base, you can one by one take them and let
them out as a changed man, then select them all and charge into the enemy base.
Hostage takers have strong armour and are medium speed.

build a hostage taker and then ten guardians, then get your hostage taker to
attack them by pressing "A". This will cause him to labotomise his ally and turn
him into a zombie. This will make a cheap way of having martyrs instead of
paying 600c with the FG you can use the imperium and make them for 150c. But
zombies aren't the equivalent of a martyr, they are slower for a start, but this
is a cheap way of making them and without risking going into the enemies base to
fish, and it's also faster. If you then manage to sneak a few into the enemy
base then they're in for a big suprise!


4.3.2.8	Tachion Tank:		1300c

The most awesome war machine ever created by Insignus for their Imperium
clients, the Tachion Tank, with its revolutionary field-absorption armor and
powerful tachion cannon, stood as the unchallenged behemoth of the battlefield
for nearly a year until the Freedom Guard was able to counter with new
technologies of their own. Even when cut off or surrounded, the Tachion Tank is
far from helpless: the Imperium high command directed that it be outfitted with
a powerful neuclonic disruption self-destruct mechanism to prevent its ever
being captured and replicated.


Just one of these is enough to make the enemy retreat from their once strong
attack, the tachions are extremely strong, fast and heavily armoured, and have
great range. Building six of these can sometimes be fatal. With support from any
anti-aircraft such as bions or M.A.D.'s most people won't even bother defending
if they see you approach their base, they'll probably sell everything and move
on. Six is enough to wipe out any defence they have, such as neutron
accelerators and skirmish tanks. Because of their range you can even stand
outside of the range of a neutron accelerator, tachion tanks are cheap for what
they can do, and can take a battering without a worry.

I found it a real pain having 26 bions and having them all wasted when I was
attacked by six "tachion Tanks".

4.3.2.9	S.C.A.R.AB. (Self Contained Armored Ranged Artillery Battery):		1300c

The S.C.A.R.A.B.s (Self Contained Armored Ranged Artillery Battery) were one of
the earlier projects undertaken by Insignus. They were actually little used in
the first years of the conflict because Imperium commanders had such difficulty
identifying fixed Freedom Guard targets at long range. In the defence of
Corlbad, however, they proved to be of great value when they were used for the
first time in combination with new Imperium Recon Drones, which supplied them
with the necessary targeting information. S.C.A.R.A.B.s were also the first
vehicle to employ Insignus' experimental exoskeletal shielding. The shield
provides extremely effective protection, but is impractical for use with tanks
because it prevents movement and weapon fire.


A SCARAB can't take too many hits, and like the artillery isn't too powerful,
but it has great range and that's the main point of using them. Offence is it's
specialty, you can have one of these on the other side of a river firing and it
will rip apart enemy infantry leaving the base, even for defence it's great,
have a few men hiding behind trees so you can see what's coming, and they will
pick them off as they come, by the time the enemies attack arrives at your base
it will be one or two men since the SCARAB took care of the rest. Since it
cannot take too many hits, this unit can enclose itself in an "retractable
armored exoskeleton" and shield itself away from enemy attacks whilst it waits
for backup to arrive.

Great for backup whilst your tanks and infantry attack, you can have tachion
tanks and phase tanks hitting all the units whilst the SCARAB's launch
projectiles demolishing all the structures.

The SCARAB has hover technology, therefore it can hover over water but has
problems elevating over ruggered terrain.  Though since the enemy probably won't
be able to see you over water you can sneak in almost undetected, and launch
fireballs at the enemy and they'll send all their men over past the water
thinking you are firing from behind the river, not on it.

---------------------------
4.4	AIRCRAFT
---------------------------

--------------------------------
4.4.1	FREEDOM GUARD AIR UNITS
--------------------------------

4.4.1.1	Sky Bike:		800c

Ravor Hurveth's Skirmish Tank design was so lauded that the odd little inventor
was next asked to figure out a way to make a "flying Spiderbike". Hurveth's
design was clean and elegant. The heavy wheels and springaxles were removed from
the bike body, and strong, lightweight berrite wings were added. Common
Streamjet engines, standard equipment on many recreational vehicles, were
installed in the rear. The first models also carried rail guns, but their firing
mechanism caused so much in-flight instability that they had to be replaced with
high-velocity Stip missiles.


The Sky Bike is a modified spider bike used for airial recon and hit and run
attacks. Though it is quite weak and not very powerful, it's speed allows it to
do great recon and be able to hit enemies and leave at the first sign of
trouble. Building sixteen sky bikes can make a great attack and can stop most
defences, but use only once or twice and hit hard the first time since most
people will then build crushing air defence that sky bikes can't handle.

Just like all airial units, the sky bike must rearm itself when it runs out of
missiles at the rearming deck.

4.4.1.2	Outrider:		1400c

The outrider isn't as fast as the sky bike but it is a lot more powerful, it is
armed with  air to ground missiles which leaves it defenceless against other air
units. Backed up by flakjacks or sky bikes is usually essencial if you want your
outriders to survive.

They can take a fair few hits since to their great armour, they arn't bad for
attacking but are better for backing up attacks laid in by ground units, plus
good for taking out incoming attacks before they arrive at your base.

Swarms of outriders can take down any ground unit with ease. Watch out for bions
since three or more can take care of the outriders, but against other infantry
they can fly over and take them out and fly off to the next target.

-------------------------------
4.4.2	IMPERIUM FORCES AIR UNITS
-------------------------------

4.4.2.1	Recon Drone:		400c

Lightly armoured, cheap and very fast. These guys can zoom into your base and
zoom out without you even knowing it. They make a good decoy to get enemy units
firing at it whilst you attack their structures but are a lot better for recon
than just punching bags. Having a lot of these around makes it easy to see
incoming attacks and send a few tanks out to meet them half way.

At the start of the game they are great for recon, but as the game progesses
they are perfect for allowing artilleries to launch their fire projectiles into
the enemy base, and for working out the most deserted areas of the enemies base
so you can teleport construction rigs and bios into their without the enemies
knowledge.

4.4.2.2	Cyclone:		1500c

Small military aircraft had been largely unnecessary for the Imperium until the
advent of the Freedom Guard insurgency. In 2609, Insignus, the Imperium's
principal military engineering firm, offered a new design: a light, fast attack
flyer that could break and spin at full running speed and come to a dead stop in
mid-air. These "Cyclones" proved the perfect tool for chasing down swift Freedom
Guard Spider Bikes as they scurried back to their hilltop hide-outs after
raiding expeditions.


Cyclones: Cyclones are extremely powerful, in groups of twelve they can take out
anything that comes at them. Recently I was attacked by forty-eight cyclones, it
was an eight player game, and he just flew from base to base wrecking everything
in site, after a while they became a bit uncontrollable since it began slowing
down the network, but it was impossible to defend agains that many cyclones and
the game ended very quickly. To avoid attacks like that, if you are the imperium
build "anti aircraft", build four of them and put them next to eachother, then
put four of them in each corner of your base and one in the centre. it is very
costly but in the long term it's better safe then sorry, also once that is
complete, if you ARE rushed by thirty sky bikes or cyclones then your allies
will end up running their last construction rig to your base for shelter. Not
many people do this because they don't think they will be attacked by aircraft,
Man people build turrets and try to get ready for scouts and tripple rail
hover tanks, a good war general won't limit themselves to the ground, but then
again they shouldn't rely on airial attacks to always be succesful. Strategy is
the key, and once you have set up defence you will be able to concentrate on
strategy.

If you build eight sky fortresses, then it's a good tactic to bring along four
cyclones to defend against sky bikes, then you can keep the sky fortresses in
the enemies base protected until they recharge and blow up the next building.

4.4.2.3	Sky Fortress:		2500c

The Imperium High Command was determined to use every weapon at their disposal
to ensure that their campaign to take Gunawan was successful. To this end, they
unleashed their newest air terror, the "Sky Fortress". These massive ring-shaped
behemoths float over the landscape as placidly as old-style dirigibles, but this
image of tranquility is shattered when they let loose a discharge from their
massive plasma compression weapons. Despite its tremendous firepower, the Sky
Fortress is ponderously slow and makes an easy target for ground based Freedom
Guard Flak Jacks who scan the skies searching for signs of these hulking
monsters looming over the horizon.


Sky Fortresses are very expensive and take a while to build, once built they
only get one shot before having to recharge. Once again recharging takes time,
this is great for sending in as a war starter, you can send it in and take
someone's defence and then move in the tanks, on the other hand they are great
for after a war, once most things are gone you can move one in to finish the
base off. They are slow moving but they hold the most powerful plasma blast
known to man. It's best to destroy all the skybikes or cyclones the enemy might
have with cyclones before moving the sky fortress in. In packs of eight
skyfortresses are awesome, no if they all fire at the same time they'll total
any building you choose, have cyclones wait around them until they recharge and
then open fire on another building. Not even a headquarters (3) can withstand
eight blasts.


-------------------
5.	SECTION THREE
-------------------


---------------------
5.1	STRUCTURES
---------------------

---------------------
5.1.1	FREEDOM GUARD TOWERS
---------------------

5.1.1.1	Air Defence Site:		1000c

These structures fire rapid pulse lasers at incoming aircraft. They will take
down any air units that hang around too long in their range.


*** More information to come ***

5.1.1.2	Laser Turret:		500c

This is the standard defence structure. It can fire at ground and air units, can
build instantly once you have a headquarters. It hasn't got the best of range
but can take down enemy infantry once they are in range, but can fall quickly to
more advanced units such as tachion tanks. Great for basic defence when you
first start, and once you get into the game back them up with one or two heavy
rail platforms. A lot of people forget to build air defence or don't bother, and
usually go down later on in the game, but these laser turrets aren't too
harmfull but still scare off the first jet or two before they realise that the
jets aren't really getting dammaged.

5.1.1.3	Triple Rail Platform:		1700c

These are expensive compared to standard laser turrets and take a long time to
build, but once set up are equiped with two gattling rail guns that can finish
most vehicles that cross their path. They have good range and often force the
enemy to retreat several times until they figure out a statergy that works to
destroy them. They have no ariel deffense but in combiniation with an air
defence site can make strong holds for your base.

Triple Rail Platforms can be annoying if someone sneaks one outside your base or
near a water spring you are currently harvesting from. Tachion tanks are great
against them, so are air units.

----------------------------
5.1.2	IMPERIUM FORCES TOWERS
----------------------------

5.1.2.1	Air Defence Site:		1000c

Most people don't try to attack these structures from air, they just avoid them
completely, they fire quickly and don't miss, which always scares off aircraft
in the vacinity. They are great for their price and if you have a few of these
in the middle of nowhere they can wear down enemy aircraft as they fly in to
your base for an attack, which then makes then an easy kill when they finally
arrive at your base.

5.1.2.2	Plasma Turret:		500c

Great for ground support when just starting up your base, and have the ability
to shoot down enemy air units if they stay in range for long enough. Not really
effective against air units but can scare them off long enough for you to build
some propper air defence. Against anything more than a plasma tank they can go
down, and bions can keep out of range and fire at them. Still good to keep the
enemies ocupied whilst you build some mobile defence and against weaker infantry
they are great weapons of destruction.

5.1.2.3	Neutron Accelerator:		1700c

Not only is their range strong, but they can take down almost any infantry with
one shot. They are very strong against rushes and can keep the enemies away
until they decide on a stratergy that may take down the neutron accelerator,
which usually fails the first time. They have no air defence which leaves them
open to air attacks if no bions or air defence sites are up. In pairs of two
they make almost impossible structures to destroy, but artillieries in groups of
twelve can take them out in time.

-------------------------------------
5.1.3	FREEDOM GUARD PRODUCTION FACILITIES
-------------------------------------


5.1.3.1	HeadQuarters:		750c

This structure allows building of construction rigs and other buildings. This
structure is a necessity, and can be upgraded twice. Because of the price, and
how they can build rigs, they are great as a weapon of attack. If you send a rig
into the enemies terretory you can begin construction of a headquarters, from
there you can pump out rigs and build turrets and training facilities.

5.1.3.2	Training Facility:

Training Facilities allow production of infantry. It can be upgraded once to an
Advanced Training Facility. The units it can build alone before other structures
are built are, Raider, Mercenary, Martyr and the Sniper.

5.1.3.3	Assembly Plant:		2200c

This structure allows production of vehicles and eventually air units. By itself
it can build spider bikes, freighters, tank hunters and skirmish tanks.
Assembly plants can be upgraded once to an Advanced Assembly Plant.

5.1.3.4	Water Launchpad:		2500c

Water Launchpads are used to harvest water to gain credits. This is you income.
They come with frieghters and do not effect unit construction, just allow you to
harvest water.

5.1.3.5	Taelon Power Generator:		2000c

Taelon is a source of energy, taelon power generators give you a certain ammount
of energy, they also come with a freighter that can be used with either taelon
or water. If you harvest taelon (taelon look like green patches on the groun)
then you can get more energy and boost up your energy supply.

5.1.3.6	Field Hospital:		500c

Once built you can heal injured men with this structure, it also allows you to
build medics. These are very helpful and fast, and can bring almost dead men
back to life again.


5.1.3.7	Phase Facility:		1200c

A Phase Facility allows you to phase underground  using the phase transport. You
can upgrade it once to an Advanced Phase Transport, which allows certain units
such as Mercs and Raiders to to phase (turn invisible) whilst they are still.
But they cannot fire nor move whilst phased.

5.1.3.8	Camera Tower:		200c

Camera Towers are tall towers with a  camera allowing you to see long distances
ahead, that is the only feature they have use for.

5.1.3.9	Repair Station:		800c

Repair Stations allow you to repair your damaged vehicles and also allows you to
build medics which are just like mobile repair stations in their motive but are
a lot slower at repairing. Repair Stations should be an essential in multiplayer
games.

5.1.3.10	Rearming Deck:		1000c

This Structure allows construction of air units... Assembly plant required.

-----------------------------------------------
5.1.4	IMPERIUM FORCES STRUCTURES
-----------------------------------------------

5.1.4.1	HeadQuarters:		750

Headquarters allow production of construction rigs, and give you access to
building all other buildings. They are necessary for construction of a base.
They can be upgraded three times.

5.1.4.2	Training Facility:		1500c

A Training Facility will allow production of infantry, it can be upgraded once
to an Advanced Training Facility once the headquarters has been upgraded to a
HeadqQarters (2). The standard units that can be built after completion of this
structure are the Guardian and the Bion.

5.1.4.3	Assembly Plant:		2200c

This structure allows construction of vehicles, once built they can build
scouts, plasma turrets and freighters. It can be upgraded once to an Advanced
Assembly Plant.

5.1.4.4	Water LaunchPad:		2500c

This structure allows you to harvest water to gain credits. The Water LaunchPad
also includes a freighter which does the actual harvest. It can harvest both
water and taelon.

5.1.4.5	Taelon Power Generator:		2000c

This structure boosts your energy up a notch, it also comes with a freighter
which can be used to harvest either water or taelon.

5.1.4.6	Repair Station:		800c

Repair stations repair your damaged vehicles, they also allow construction of
mechanics which can also repair vehicles and are mobile, but are a lot slower at
fixing them.

5.1.4.7	Field Hospital:		500c

Field Hospitals heal your wounded infantry and allow production of field medics
which can heal wounded infantry, much similar to the mechanic.

5.1.4.8	Temporal Gate:		1800c

This structure allows you to teleport three units to a destination that has been
researched on the map (non black areas). It takes time to charge but then
instantly teleports them there.

5.1.4.9 Temporal Rift Generator

Once built, this structure can create a large temporal rift in the area you
choose, though it's radius of destruction isn't that large in diameter it will
wreck ANYTHING that stands in it's centre. You can use once and then wait for it
to recharge before using it again.

This is great if your friend is the freedom guard. They can Shockwave from two
different directions into the centre of the enemies base, you can then rift
their headquarters, no structure will be left and then send in some tachion
tanks to wipe out any construction rigs that are still alive.

"Once you have enough units and defences to protect your base. Build a rift generator and kick arse. "
				Tim Gunn, [email protected]


5.1.4.10	Camera Tower:		200c

This is a tower with a camera on it that can see a great distance.

------------------------
6.	SECTION FOUR
------------------------

--------------------------------
6.1.	MULTIPLAYER TACTICS
--------------------------------

6.1.1	Offence:

Large LAN games: If you are in a game with more than 3 people in the game, if
another team is attacked, use this to your advantage. While they are building
heaps of men and sending them all into battle, work out which one of the two is
the bigger threat. Is it the one attacking, if so if I took him out would the
other guy be a bigger threat? Or should I attack the other guy whilst he's down
and finish him whilst he's trying to defend from the other attack? In most cases
it's best to hit the attacker, he'll usually have all his units up in the enemy
base and he'll be looking at the enemies base controlling all his units and not
really looking at his base. From there you can send down a large attack force
and work out the best strategy to take him out. One would be to cripple his cash
by taking out all his structures, he won't notice this is happening since there
will be no "enemy engaged" notification since he is already engaged in a battle.
Or you can take out all his construction rigs and then use about twent
y mercs on his headquarters. If he does have men in his base still then try to
use martyrs to fix them since they are quick and will take out a radius of men,
instead of firing one by one at each unit. If you take out all his rigs and his
headquarters in most cases it will neglect him from building any more
structures, temporarily anyway. The basic way to win a war is to work out the
main threats and eliminate them. Break them down into steps, such as

* Blue team is a threat
- Buildings allow production, stop them and he has only what he has right now         
to stop me
- Construction rigs and headquarters allow production of other buildings,            
   take these out.
- Assembly Plant allows production of vehicles. Take this out and it will stop
tank production.
- Training facility allows production of infantry, take this out and no martyrs
or raiders to stop me.
- Temporal Rift Generator could screw me up if the enemy has one charged, he
   could come back and win by using it.

With that worked out you can easily hit each production facility and any other
threatening structures right away and cripple his defence. After that they will
only be able to attack with what they've got but those units will probably die
trying to attack the enemy and won't even get a chance to attack you.

Map dominance: One great tactic is to gain ground at the start of the game.
Deploy your basic base (training facility, headquarters, taelon power generator
and water launchpad) then send three construction rigs in different directions.
Once you have found water holes build a headquarters and then from there build
three more construction rigs. These rigs will then build a water launchpad, a
training facility and a laser turret. Or you can just use that one scouting rig
to build a water launchpad, but if that base is found then it will be a lot
harder to defend. During the time of building go about your normal game building
offense and defence for your main base. Build a few turrets in that area so your
bases won't crumble at the first sign of enemies. If during this time you built
a lot of harvesters and taelon generators, then you should be swarming in cash.
Most people think this is your only base and don't know about your REAL base
until later on in the game. Plus the bonus of having multiple bases is that not
only does everything build faster but if you're under attacked you can still
build and live a normal base life without any worries of your whole base going
down. Since if the worst comes to the worst that's just one base less.
Whilst people are working on one base you can go about harvesting and building
up attacks and hit them whilst they are focusing on your decoy base. And if your
defence is good enough then you won't have to worry about much.

In every RTS game I've played one of the best strategies was to take out their
rescources, in other words stop their income. I remember in Warcraft 2 having a
few knights outside a gold mine slaying peasents and pions as they came in and
out of the hold mine, or having a few catapults on the other side of the river
slaying the pions as they ran out with their gold. And of course in C&C,
choppers, sending 5 of them onto one harvester was enough to fuck their income
for good. and the same goes for stealth tanks, 4 of them waiting in the tiberium
patch could unstealth take it out and restealth before the enemy could check
what happened. Therefore, in Darkreign one great strategy I found was making 2
martyrs and some other infantry or tanks. Something small is preferable so you
can hide them in the bushes. send your men to the enemies water hole, put the
infantry in the bushes guarding the water along the path the harvester takes,
then put two martyrs near the water hole, the harvester will come along and be
opene
d up on by the infantry, then the martyrs will completely take it out, two is
enough, but the infantry are their just to make shore it dies.

The imperium forces are great for sneak attacks I found. Using a fast tank, or
recon drone, send it in and look around for an empty area that the enemy has
chosen to neglect, such as in the bushes, make shore no infantry are around. and
make shore it's flat and open enough to build on. load up 2 construction rigs
and a shredder into the teleport (shredder is an option, just incase you failed
to notice a few martyrs about) then teleport them to the empty location. Once in
lay down a "main building" and a gun turret. Once they are built build more
construction rigs and build a "barracks" and pump out some infantry, then build
the big turrets and a "site post". If you manage to get every single one of
those buildings up then you have basically won the game, it is quite easy to
build all of them you just have to find the most empty spot in there, even if
you just find a small area in the bushes you can build a "big turret" and a site
post, and manage to set camp there for a while. But from then on you can
teleport
 a Shockwave and others to that location, you will finish them in notime. If
they have lots of cash, they could perhaps build spider bikes and martyrs and
try to come back. But the best strategy for preventing this form of attack is to
have martyrs littered allover your base, then when they teleport you can take
all three in one big boom!

Shockwave diversion:

Send three construction rigs into the enemy base on the opposite side of where
you want to hit. Begin building structures such as turrets and so on. The enemy
will see this and try to stop you from building, they will concentrate on
destroying those three work in progress structures since it is important that
they don't get up, at least to him it will be. Whilst he is attacking those
structures, move your slow Shockwave as close into his base as you can, he will
most likely be looking at the structures being built and not look at the
Shockwave in his base. Carefully aim so you can do the most devastating
Shockwave as you can and then waste his base. Then send some tanks in to finish
what evers left. If you have the time to line up the Shockwave and if you can
get close enough, you can take their whole base sometimes leaving only their
headquarters on yellow energy ready to be waster by triple rail hover tanks.




6.1.2	Defence:

Nail in the coffin: After 10-20 minutes into the game, work out where the enemy
sends their big attacks, ie.if they send 20 men on a certain path. In most cases
it'll be near some trees out of site, probably to the side of your base. Place 3
martyrs along that path, near corners so when
the martyrs see the enemy they will all be in a bunch going around the corners.
That way if the first martyr doesn't get them the second will. The third is a
backup, incase they have some heavy shit coming, just to be prepared. That way
by the time the tripple rail hover tanks get to your base they should only take
one or two shots, and if you've worked out their main attack paths you'll
probably have some turrets ready anyhow.

Stopping those damn artillery attacks: If you are under attack by several
artilleries, try building 4 martyrs (they are fit for everything!) and sorround
the artilleries and charge in. They should fix all your problems.

Corking the plug hole: Also if you have worked out their main attack paths, put
some scouts around those paths, that way you'll know when they are attacking and
you'll also know what's in stall for you. Then if they have some martyrs you can
move your infantry away and bring on the injured to take the hit, or if it's an
artillery, sneak some tank killers around behind them and hit them before they
hit you. If you open fire from a long way away, it's most likely they have some
scouts in your base, select a few men and float the cursor over some of the
trees, if it turns red click and toast the scouts.

Cautiousness: Try not to keep your defending men in groups, spread them out,
otherwise you'll be sitting there proud looking at how many men you have
thinking that noone could break through that defence, then a martyr comes up and
takes out 70% of your men. Better one to do then twenty-two.


A 2nd chance: What to do if you are in a six player and up game and you lose
your last man: If you have allies tell them to give you a construction rig
through the comm area. If you have no allies, try offering 5000c for a rig, most
people will take it for 2000c. Then you can start your base back up if you have
the cash.

"Make sure you have some boys scouting out past your base so scarabs don't cause
havoc. And have shredders scouting your base to kill any unwanted morphed
trees."	
Tim Gunn, [email protected]	



---------------------
7.	SECTION FIVE
---------------------




--------------------------------
7.1	WHAT GOOD ARE MARTYRS FOR?
--------------------------------

"Well if Martyrs weren't already in Darkreign I was going to put them in, except
I would have made their explosion much more greater, I've always imagined
technicians from C&C with a nuke strapped to their chest running into the enemy
base saying "okay" in their high tone voice. But hey Activision beat me to it."

Martyrs are hopeless against structures, and against more heavily armoured units
such as tachion tanks they aren't too much of a threat, tachion tanks take about
four martyrs to take out which is 2400c which isn't really worth it. But Martyrs
are great against incoming infantry. Who knew that a suicidal 25 year old can
make great defence? Though some of these tactics have already been discussed
throughout this manual, they are repeated again here with some new tactics.

Put a few martyrs behind trees inside your base, they make great hard hitting
defenders. Their once large attack group shrinks down to three half dead men
when they approach your base and a martyr or two jump out of nowhere and cain
their asses.


If in a multiplayer game, you notice the enemy stacks their men up outside their
base, sneak a few martyrs close in, and one by one send one in to take their
whole group of men waiting outside of their training facility. After a while
they will stop leaving them out, but be patient, soon they'll forget and go back
to their old habits. People always build heaps of men then get preoccupied with
other things and leave them all in idle standing outside of their training
facility and assembly plants.

If your base is under heavy attack from lots of infantry and plasma tanks, build
some martyrs and rush them into to bring down the main attack, hit the harder
areas to stop them and then begin construction of some spider bikes and triple
rail hover tanks.

At the very start of the game send a few in one at a time, it will really slow
down the production of the enemies men, since you'll blow up anything they
build. I did this once, then the enemy built neutron accelerators to stop me
from attacking then artilleried my base to death, followed by a rift. It's a
good strategy but in eight player games, people can get kinda pissed.

Always have Martyrs handy, if you see a Shockwave incoming then you can fix it
quick! They are quite fast and don't have to poise and fire then reload, instead
they hit once but hard, and one or two is enough to stop any shockwaves from
bothering you.
Spread your base out, then shockwaves and rifts won't be able to take you in one
swoop. Plus scouts will be able monitor less than they could in a cramped base.

Martyrs are great for breaking the defence barrier that the enemy might be
holding. If it's mainly just infantry and tanks, send a few martyrs (preferably
eight) down to clear the road for when your triple rail's arrive. And have
artilleries back u up.

Martyrs are best used against groups but are still good against single units,
such as if you know u gotta take that scout out before the artillery get's to
aim and so on.

---------------------------------------------------------------
7.2		TEN SIGNS YOU'RE ADDICTED TO DARKREIGN
---------------------------------------------------------------

1: You're not aloud to go out of the house because you're grounded, so you
decide to "phase    transport" into the ground, 5 minutes later you surface in
your best friends bedroom.

2: You sell your house and move to Texas, so you can get a better connection to
activnet.

3: You see a girl from school you like, and are following here around school.
When she turns    to look at you, you yell "copy" and morph into a tree.

4: You are secretly hiding Togra under your bed so the imperium forces don't
find him.

5: You hang up the phone for the first time in two months. You quickly ring the
hospital
   and order a drip, you then get back to darkreign, and now receive all your
food and
   drink through a little tub going through your mouth.

6: You become an employee at Westwood studios, so you can sabotage C&C2, and
make shore
   darkreign 2 comes out as the best real time strategy game ever made.

7: Your best friend lives in New Zealand, you've never met but you have more
conversation
   with him that you do with anyone else in the world, You don't know much about
him
   except that when in a panic, he phases his last 3 fastest men into the middle
of nowhere
   hoping no one will find him.

8: You have a fight with your girlfriend, claiming she is a spy from the the
freedom guard,
   sent to find out everything you know. You hit her over the head with your
keyboard.

9: You name your grunts individually, and then have real life conversation with 
them...
    Do you like me John?  Affirmative

10: You need some money so you get your freighter to harvest the water in your
sink.




----------------------------------
7.3	THE ANCIENT ART OF STEALTH
----------------------------------

Hiding behind trees: Moving men behind trees in forests can hide you from the
enemy, just click the unit then click under teh gree, or where the leaves are,
then they will move under the tree, you can hide most units there undetected and
wait for a chance to strike.

Scout: The most obvious is to use a scout and morph into a plant or tree. to be
undetected, move the scout in short bursts, stopping every couple of seconds,
and if in the enemy base to move the scout unnoticed, make shore you are always
out of site of the enemy and slowly in very small bursts move the unit closer,
if you have any other units around send them in, the enemy will all go and
attack that unit, whilst that is happening move your scout to where u want her
to go, they won't notice her whilst in battle.

Phased Raiders: Move in packs of 5 and no more, always have the phase button
ready in case enemy units are around, so you can vanish at the sign of trouble.

Hovering SCARAB: If the enemy base is near water, move your scarab over to the
water and open fire on the enemy base, by the time they realise they are under
attack, they will think you are firing from the other side of the lake and sen
units around to kill the SCARAB. Just stop firing temporarily and they will
think you have driven off. Then open fire again once those units have returned
or have been taken care of.

remote bases: Build any remote water launchpads up high on top of a mountain,
then the enemy will walk on right by and not even see you, plus u will get a
better site. Plus hover tanks such as tachions won't be able to get up there to
attack you. But most of the time you won't even be seen.


--------------------------------------------------------------------------------
7.4	TO CUE UNITS UP TO BUILD OR TO BUILD THEM ALL AT ONCE, WHICH IS THE BEST
TACTIC?
--------------------------------------------------------------------------------

Firstly let me explain what I'm talking about. When you start a game you can
click on any unit up to ten times and then once one of them is built the next
one in cue gets built. This is a great way, but if you've got something slow
like a Shockwave being built it kinda hogs the cue and nothing else gets built.
Then you get attacked and instead of having eighty tanks and jets ready to scare
the attackers off, you have a Shockwave and a few men. But the more training
facilities and assembly plants you have, the quicker things are to build. You
can have a whole field of assembly plants near the end of the game with one
purpose, to be able to build shockwaves at a fast pace, if you have the cash
then you can build 6 shockwaves no sweat. But there is another way to build
units instead of cuing, which is a bit slower if a lot of things are building,
but means you can produce spider bikes and whatever else you want whilst that
dang Shockwave takes it's time.
By selecting a certain structure, click then on the unit you wish to produce, it
will then build from that structure and not on a universal scale (meaning it
won't be set so it uses every training facility to build it) then select another
building and build from that, then you'll have several units building at once
instead of cuing up.

Which is better though? Cuing is still cool but so is dual building. It all
depends on what you want to do, It's better to spread out your men, and of
course if you want one unit built at a specific building (Shockwave built next
to the enemy base from your hidden assembly plant) but if you want speed and
don't care where they come from (they'll be produced at the primary building,
double click on any of the buildings to make them the primary building) then use
cuing since it will be faster and a lot easier since you don't have to find the
building select it and then begin production.

It all depends on the situation and what you want to achieve.

---------------------------
8.	SECTION SIX
---------------------------


----------------------------------------------------------
8.1	IS THERE ANY CHEATS OR EASTER EGGS FOR DARKREIGN?
----------------------------------------------------------

There are cheats for darkreign that were left in after the game was released. In
future versions of this FAQ I will print them.

There are a few Easter eggs, Greg Borrud (director of darkreign at Activision)
told me that they are leaking the BIG Easter egg in about a month from it's
release. These also will be mentioned in future revisions of this FAQ.

--------------------------------------------------------------------
8.2	IS THERE A SHAREWARE VERSION OF DARKREIGN? WHERE CAN I GET IT FROM?
--------------------------------------------------------------------

The shareware version of DarkReign is released in mid/late October

There will be a couple of levels, not much has been specified as of yet on
wether or not it will support mutliplayer games.

---------------------------------------------------
8.3	I DOWNLOADED A MAP OFF THE NET, HOW DO I PLAY IT?
---------------------------------------------------

Assuming the map is already in a directory, let's say the map is called
sanddune. In the darkreign directory there is subdirectories (directories within
directories). in dark/scenario/ is the directory where all maps are stored. If
it is a multiplayer map then you put it in the multi directory, if it's single
player map then you put it in the campaign directory.


------------------------------------
8.4	HOW DO I INSTALL NEW UNITS?
------------------------------------

     *** Coming Soon ***


---------------------------------------------------
8.5	HOW WILL DARKREIGN RUN ON A 486?
---------------------------------------------------

I have played dr on a 486dx4-100 20mbram 2mb vesa video card, and though it does
not run at the speed it does on a Pentium, it runs at a playable speed. Like if
you play quake on a 486 it is a bit slower than on a Pentium but it's still
smooth and playable. I have not tried mutliplayer yet so I am not certain wether
a 486 would run smoothly in mutliplayer, I say it would but darkreign runs on
the slowest computer being played, so if you have three p266's and a 486 all
hooked up, the game will run at the 486's speed.


---------------------------------------
8.6	DARKREIGN 2: FEATURES AND INFORMATION
---------------------------------------

In future revisions of this FAQ I will try to get as much information from the
sources I know of about darkreign 2. Such as units, features and the story line.
This section won't be updated for a while just yet since though darkreign 2 is
to be made, it's not going to begin development for at least 4-7 months.

----------------------------------------------------------------------------
8.7	WHERE CAN I DOWNLOAD MAPS, UNITS AND OTHER CUSTOM FILES FROM FOR DARKREIGN?
----------------------------------------------------------------------------

Under the www sites section is some sites where you can visit for the latest
darkreign news, maps and other things to do with darkreign. I will try to keep
up to date with the sites and give a basic rundown on what's on the site.




--------------------------------------------------
8.8	ARE THERE ANY PATCHES OR BUG FIXES FOR DARKREIGN?
--------------------------------------------------

A bug fix is being made right now, it will fix up some problems with the AI and
a few other problems not found before the code release was shipped.


------------------------------------------------------------------------
8.9	IS THERE AND THIRD PARTY UTILITIES I CAN DOWNLOAD TO MODIFY DARKREIGN ?
------------------------------------------------------------------------

Darkreign came with almost every utility needed to make the AI, maps, units and
so forth, but there are a few utilities in progress.

One program is Pack Explorer (no relation to pak explorer)
It is a work in progress utility that makes dealing with the FTG files a lot
easier. It's still in it's beta stage, but will be released soon enough. Next
revision will most likely include it.


-----------------------------
9.	SECTION SEVEN
-----------------------------


--------------------------------
9.1	HOW TO MAKE A GOOD LEVEL
--------------------------------

Firstly plan out what kind of level it is going to be, unlike quake levels you
don't need too much planning, but a basic idea of the setting does help. What
kind of tile set will it use? Snow, forests? Also plan how big the map is going
to be and how many players will it be designed for. Once you have the basic
idea, begin making the level, try to give it hills and areas that are good
hiding areas such as in forests and on top of hills. In the areas where people
are to make their base, try to have flat terrain, otherwise they'll only be able
to fit three or four buildings there if the ground is not flat.

Think of good tactics to out smart whoever would be there. Such as sneaking
around behind them, most people will build all the way up to the wall, but if
you make it so there is a mountain area behind the base, so then people can
sneak up from behind and come down where they have no defence. Perhaps have a
really high flat area, so if someone cam in undetected, then they could build a
turret up there or perhaps a training facility. Don't try to make it so each
base is a death trap, but try to have ways to take the base if you see the
opening. Not everyone will, but someone with a lot of experience and skill will
observe the terrain and work out the best way to use it to his or her advantage.
Making it so it is all blocked out except for one entrance kind of ruins it
since you can just cork 10 men in through that doorway and have artillery's back
you up. So if someone attacks you'll fix them straight, and for them to take you
they'll have to use brute force. So always set each base up so the more
experienced pl
ayers will see perfect ways to hit hard with a few minor units.

Add extra water springs in, so if someone then builds a remote base down the map
a bit they'll be able to harvest, and if they harvest up all the water in the
spring whilst they wait for it to refill they can go to a different water hole.

Have lots of trees around the level and at least a few in the base, otherwise
scouts and snipers will stick out if they try to pose as a tree inside someone's
base.

Also don't spend three hours designing excellent landscape designs on half of
the map so that you can easily charge into their that base and have about 6
options of taking the base because of a certain way you designed the terrain.
Try to add equal areas in both bases, so that they both have enough space to
build and they both have trees in there base and so on.

Try not to keep the map on the same level of altitude, keep some areas up high
and others very low, but try always to keep it flat so you can build on it.

Once the map is finished, go through with the paint brush and add random
textures on to give it a bit of realism. So it's not all perfect, like a bit of
dirt/desert on the grass area as if the grass is worn away and the dirt or
desert sand is showing. Try to add a few extra objects, such as rocks into the
map, and give it a random look. Don't make the grass a giant square block, try
to make it jiggered and uneven. In most areas, and grow inward in others.

Try to find similar textures to the ones you are using and paint a few on, such
as with mud, add a lighter mud to give it a bit more realism.

When placing the units down, try to give flat areas near both taelon and water.
Then the player won't go walking in the wrong direction looking for the water
hole to build their base next to.

These are just some helpful directions in making a level look good and play
comfortably. It can get a lot more complex if you want it to be, but most of it
is straight forward.

Remember if it's a multiplayer map, save it as a multiplayer map, people forget
and save it as a single player mission half the time, then they have to reopen
it and save it again, this will save you the hassle.


----------------------------------
9.2	DARKREIGN WWW SITES
----------------------------------

Darkreign Chronicles: http://darkreign.stomped.com

For news this is probably the closest thing the darkreign community has to
bluesnews (www.bluesnews.com). It has the latest news on everything from the
latest trouble shooting guide to the new patches about to be released for dr by
activision to new utilities being released. Darkreign Chronicles contains all
the logs from all the darkreign meetings held on efnet and is well worth the
look.

Files logs, graphics, reviews, interviews, editing tips, links, contests it has
it all.

Tactics HUB: http://www.dcc.net.au/hub/

Using a very familiar design to help make navigating the site easily. The
Tactics HUB is the home of DR plus! And is a very comprehensive site dedicated
to tactics resources for editing darkreign. If you want to make a total
conversion, new unit or get a map, or anything, go there.

It will soon contain hundreds of maps and new art and tile sets amongst other
custom addons.


Dark Reign Heaven: www.heavenweb.com/dark/index.htm

A great site for dr news, new units and forums. It was the first darkreign site
to be created and still is one of the most informative.



NOTE: If you have a site or know of an awesome site you want added to the www
sites section, send an e-mail to "[email protected]" (without the quotes).
I'm going to only put up the most awesome sites on the web, so please don't get
pissed if I don't put the site up.



----------------------------------------------------------
9.3	WHAT TO EXPECT IN THE NEXT VERSION:
----------------------------------------------------------

* Review of each multiplayer map and which side is better for playing on that        
map and will take advantage of the terrain.

* How to customise the game, make new units and install them.

* Plenty of new strategies

* Easter Eggs and Cheats (I may not include the cheats in this FAQ since it 
might ruin the game for a lot of people, so I will consider it, but it's not
definant)

* More www sites.

* New files, addons and utilities, reviews of them

* More detailed information on 80% of this faq

* A damage table on what units can kill what and are better used for what kind  
of attacks.

* Plenty more to come. Please help contribute to this faq, send quotes and
thoughts on units and whatever else you would like, and perhaps ideas to include
in here, such as new sections on air tactics or something like that.

* This site was quite messy and the strategies weren't really put into any
section. I will probably release the next version quite soon and it will be more
organised, I will also try to get some quotes from the developers on their
thoughts and their favourite strategies.

------------------------------
9.4	THANKS GO OUT TO:
------------------------------

Zencode: I don't know why, lately all you've been doing is kicking me outa
#darkreign on efnet and saying I'm a bad artist. Heh, but you're still c00l. My
c0de p1mp forever.

Leviticus: Lev owns the darkreign chronicles (http://darkreign.stomped.com),
lev's cool and helped me a lot throughout this year.

All the guys and gals at Auran and activision for making an awesome game, keep
it up, wise man say "Allied we stand, divided we get fragged".

Thanks to PHDman for the late breaking news, he's the reason I spent all night
the past two nights 'til 8am in the morning trying to get this out a week early.

Thanks Tim for your three stratergies :) I'm still pissed of you hitting my base
that time when I had to fight off b2 and John at the same time whilst you hit my
other base, so I'll just leave you with one thought.. 3dsmax is better than LW
:)

NOTE: More to come, so far I've been doing this basically independently, so I
guess praise go out to me until people start sending in information like damage
tables and their thoughts on dr units, awesome dr strategies, money and other
cool stuff that's worthy of getting thanked about :)


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