Table of Contents I. Installing the Game 1. System requirements 2. Installing Total Annihilation Standard Installation Installation without Autoplay Multiplayer Spawn Installation Installing Direct X DirectX Troubleshooting Uninstalling Total Annihilation 3. Improving Game Performance Adjusting Your System Adjusting Game Options Installation Troubleshooter II. Starting a New Game 1. The Galactic War 2. Game Overview 3. New Game Options 4. Starting a New Single Player Game New Campaign Skirmish Game Options 5. Starting a New Multiplayer Game Choosing the Right Connection Method Serial Games Modem Games Network (LAN) Games Playing on the Internet Selecting a Multiplayer Game Creating a New Multiplayer Game The Battle Room Customizing Multiplayer Games III. Playing the Game 1. Game Components Metal Energy Structures Units 2. Game Interface Choosing the mouse interface Main Battle Screen Battle Map Mini-map Resource status bar Unit status bar 3. The Build and Orders Menus The Build Menu Building Structures Building Units The Orders Menu Firing Orders Movement Orders Immediate Orders IV. Structures and Units 1. Structures Build Hierarchy 2. Unit Build Hierarchy 3. Common Units and Structures 4. ARM Units 5. CORE Units V. Technical Support 1. Technical Support in the U.S. & Canada 2. Technical Support in Europe 3. Ordering 4. Other I. INSTALLING THE GAME System Requirements Minimum Single Play Pentium 100 with 16 MB RAM, Microsoft or fully compatible mouse, 4X CD ROM drive, Windows 95, 50 MB hard drive space. Multiplayer Up to 4 Players: Pentium 133, 24 MB RAM Up to 8 Players: Pentium 133, 32 MB RAM Up to 10 Players: Pentium 166, 48 MB RAM Recommended Single Play Pentium 133 with 32 MB RAM, Microsoft or fully compatible mouse, 12X CD ROM drive, Windows 95, 100+ MB hard drive space. Multiplayer Pentium 166 with 64 MB RAM. NOTE: It's good practice to have some free space on your hard drive at all times-preferably at least 10% of your hard drive capacity. Installing Total Annihilation Standard Installation 1. Place the Total Annihilation CD 1 in your CD ROM drive. 2. Wait for the installation menu to appear. When it does, click the Regular Install button, then follow the on-screen instructions. 3. Insert Total Annihilation CD 2 to start a single player game. NOTE: Make sure to check out the README file for the latest information about the game. You'll see its icon in the Total Annihilation folder/shortcut menu. (insert figure 1: screen shot of Installation screen with callouts for each button) Installation without AutoPlay If you do not see the installation screen appear automatically after inserting CD 1 into your CD ROM drive, follow these steps: 1. After inserting Total Annihilation CD 1 into your CD ROM drive, double-click the My Computer icon on your desktop. 2. Double-click the CD ROM icon. 3. Double-click the SETUP.EXE icon. This launches the installation program. Multiplayer Spawn Installation This installation program installs Total Annihilation for multiplayer games only. It enables you to play Total Annihilation against human opponents without having the game CD (Total Annihilation CD 2) in your CD ROM drive if you're not hosting the game. The host must have the game CD inserted. Installing DirectX 5 Total Annihilation has been designed to take advantage of Microsoft's DirectX 5 video and audio drivers. You need to install DirectX 5 for optimum game performance. To install DirectX 5 and/or to check whether you have DirectX 5 already on your system, click on the Install DirectX button in the installation menu. The DirectX 5 installation program will check your system for earlier DirectX versions and report what it finds. * If no DirectX components are found, the installation program will automatically install DirectX 5 on your system. * If earlier versions of DirectX are found, you'll see them listed with the version numbers. Click on the Re-Install DirectX button to update your DirectX drivers to version 5. NOTE: Almost all video and sound cards on the market support DirectX. However, if you have an older video or sound card, this may not be the case. Contact your video/audio card manufacturer to obtain updated drivers compatible with DirectX. DirectX Troubleshooting If you run into any video/audio problems following the installation of DirectX 5, but have earlier versions of DirectX installed which work fine, you may restore your original DirectX drivers by following these steps: 1. Double-click on the My Computer icon on your desktop. 2. Double-click the Add/Remove Programs icon. You'll see a list of programs that are present on your system, including DirectX. 3. Click on the DirectX entry, and then on the Add/Remove button in the lower right hand corner. You'll see a list of DirectX components on your system. 4. Click on the Restore Drivers button. This will restore your previous DirectX drivers. Uninstalling Total Annihilation If you ever want to remove Total Annihilation from your system, use the Uninstall program included with the game. You'll see the Uninstall icon (a bone) below the game icon in the Windows 95 shortcut menu. Do not uninstall the game simply by dragging the Total Annihilation folder to the Recycling Bin. This will leave some of the game's components still installed on your system. NOTE: The Uninstall program does not remove DirectX 5 from your system. To remove DirectX or restore your previous version of DirectX, refer to the DirectX Troubleshooting section in this manual. Improving Game Performance Large numbers of units and structures can considerably slow down the game. You can try to improve performance by common-sense adjustments to your system, or by adjusting the game options. Adjusting Your System 1. Close all other applications. 2. Check your system for programs running in the background (for example, virus detection programs). These can not only slow the game down, but also result in lockups. 3. Change the resolution to 640 x 480. The higher the resolution, the slower the game. 4. Run Scandisk and Disk Defragmenter (provided within Windows 95). 5. Check the Startup menu for applications loading automatically whenever you boot up your system. Adjusting Game Options You can improve game performance by adjusting the following options: 1. Turning off CD music in the Game Options screen. 2. Turning off or reducing unit sounds and chat through the Sound and Interface buttons in the Game Options screen. 3. Turning off shading, anti-aliasing, and shadows through the Visuals button in the Game Options screen. This will result in less impressive graphics. 4. Slowing down the game speed with the slider available through the Interface button in the Game Options screen. In addition, in Skirmish and Multiplayer games, you can do the following to improve performance: 1. Reduce the number of computer opponents (Skirmish mode). 2. Select a smaller map (both Skirmish and Multiplayer). 3. Choose Permanent LoS (Line of Sight; both Skirmish and Multiplayer). 4. Restrict the number of units that can be built (Multiplayer only). 5. Disable Cheat Codes (Multiplayer only). Installation Troubleshooter Game doesn't install Check whether you have enough space on your hard drive, and whether the CD ROM drive is working properly. Game won't run Check whether you have any free space left on your hard drive, and whether the CD ROM is working properly. Check for programs running in the background. Ensure you have DirectX installed. Try choosing the lowest resolution possible (640 x 480), and set the display to 256 colors. [This section should be expanded by problems encountered and solutions proposed by your technical support staff] II. STARTING A NEW GAME The Galactic War Long ago, the galaxy was a paradise of peace and tranquility. This paradise was ruled by a galactic governing body known as CORE. Paradoxically, the troubles started when science won the biggest victory of them all-a victory over death itself. The invention of a process called 'patterning' allowed the transfer of human consciousness, of the human mind, into machines. This electronic duplication of brain matrices was made mandatory for all the citizens of the galaxy. Effectively, it meant immortality; but there were many who were unwilling to toss their bodies aside so casually, and others that regarded patterning as a straightforward atrocity. The rebels fled from the rule of CORE and hid in the outer edges of the galaxy. With time, they formed an organization known as ARM. A murderous war began. ARM developed high-powered combat suits for its soldiers; CORE transferred the minds of its finest soldiers into deadly machines, duplicating its best fighters thousands of times over. ARM countered this by using cloning. The war raged on, consuming the resources of the entire galaxy, and leaving most of it a scorched wasteland. After four thousand years of fighting, both sides came to stalemate. Their vast military complexes were smashed; their economies were ruined. The once-mighty armies of CORE and ARM were reduced to a few scattered survivors. But they continued to battle on ravaged worlds, their mutual hatred as strong as ever. For each side, the only acceptable outcome was the total annihilation of the other. Game Overview Total Annihilation is a real-time strategy game. You win by making the right strategic choices in structure and unit management, and you play in real time, without taking turns. It's not enough to make all the right moves; you must be able to make them fast. Even a not-so-good move made promptly is better than a brilliant one made too late. Total Annihilation is a blast, but it is also a complex game. If you are new to real-time strategy games, make sure you know the structures and units at your disposal. It's a very good idea to have some knowledge of the units and structures at your enemy's disposal, too. It's worth your while to take the trouble to learn the structure and unit hierarchy. Section IV of this manual provides hierarchy charts for ARM and CORE structures and units. Total Annihilation features 3D terrain. Treat it as you do terrain in the real world, because that's how it affects your units. If you choose True Line of Sight in the Game Options, terrain features will affect what your units can see and what they can't. Finally, Total Annihilation is a game in which both winning and losing are fun. Don't worry about winning too much when you're fresh to the game. Just play, and have fun! New Game Options The New Game screen presents you with four options. (insert figure 1.2: screenshot of New Game screen) * SINGLE starts a new single player game. * MULTI starts a new multiplayer game. * INTRO replays the opening movie, showing an intense battle between ARM and CORE. * EXIT takes you back to the desktop. Starting a New Single Player Game Choosing SINGLE from the New Game screen gives you a new set of options. (insert figure 2.2: screenshot of Single Player Game screen) * NEW CAMPAIGN will start a new campaign game. * SKIRMISH will set up a battle between you and up to three computer opponents on the multiplayer map of your choice. * OPTIONS takes you to the Game Options screen. This presents you with a whole set of choices, discussed further on in a separate section. * LOAD GAME loads a previously saved campaign game. New Campaign Selecting New Campaign takes you to the Campaign Screen. Once there, you'll choose: * Which side to play, ARM or CORE; * The difficulty level: Easy, Medium, or Hard. This varies the starting forces available to you and your opponent. Players new to real-time strategy should choose Easy; players new to TA should choose Medium; really tough guys should choose Hard. NOTE: There is no clear-cut advantage to either ARM or CORE. The two armies have corresponding units in each unit class: every unit has an enemy equivalent. However, there are subtle differences between the corresponding units on both sides. Part of the fun in the game consists of discovering these differences, and putting them to good use. One general comment: on the whole CORE units are slightly more heavily armored, but slower than their ARM counterparts. Skirmish Selecting SKIRMISH will launch a game in which you play against up to three computer opponents. Traditionally, this is good training ground for later multiplayer games, but you'll probably fight a better Campaign game, too. The Skirmish mode gives you instant access to the game's most sophisticated units, whereas the Campaign is arranged in a learning curve. The Skirmish screen also gives you an opportunity to customize your game. The panel on the left lets you set starting conditions for yourself and up to three computer opponents: * PLAYER lets you adjust the number of computer opponents; three is the maximum. * SIDE lets you choose your army-ARM or CORE. * COLOR sets your army's colors. Click on the color square to see all available choices. * ALLY lets you set up alliances between you and selected computer players, and also among computer players (without your participation). * METAL determines the amount of metal everyone starts with. This can be further modified by the Difficulty setting-see below. * ENERGY determines the amount of energy everyone starts with. This also is modified by the Difficulty setting-see below. The button below the discussed choices lets you choose a battlefield for your Skirmish game. You can choose any of the multiplayer maps included with the game. Note that the bigger maps require 32MB of RAM. In addition to the above, the Skirmish screen contains 5 options affecting gameplay: * COMMANDER. When you choose Game Ends, the game will end when you lose your Commander or destroy enemy Commanders. Game Continues means just that. * LOCATION. Choosing Fixed places the Commanders in pre-determined starting positions on the battlefield. Choosing RANDOM means the Commanders start the game in random locations. * MAPPING MODE. Choosing Unmapped means the game starts with an unexplored map. Selecting Mapped means the whole battlefield is revealed right from the start. * LINE OF SIGHT. Choosing True LoS means terrain affects what a unit can see. Choosing Circular means the terrain will not affect a unit's view, but that view is still limited to the unit's spotting range. Choosing Permanent LoS means all explored, or revealed, terrain is visible at all times. * DIFFICULTY. The choices are Easy, Medium, and Hard. This affects the resources everyone starts with, not the AI. On Easy, you'll be in an advantageous position; on Medium, everybody starts equal; on Hard, the computer players are given an advantage. NOTE: Higher amounts of metal and energy result in sophisticated weapons appearing within a shorter time frame. Game Options The Game Options screen accessed through the OPTIONS button presents a wide variety of choices. Many of these affect game performance. (insert figure 3.2: screenshot of Game Options screen) The Game Options screen can also be accessed during the game with the F2 key. * SOUND opens a menu with Sound Options. Turning Unit Sounds off or down improves game performance. * MUSIC opens a menu with Music Options. Turning CD music off improves game performance. * INTERFACE leads to a menu with Interface Options. Slowing the game speed, reducing the number of text lines, and turning off or reducing Unit Text all improve performance. The Interface button within the Interface Options menu lets you choose between left and right-click mouse interface. This choice is discussed in Section IV-please see Table of Contents. * VISUALS opens a menu with Graphic Options. The Gamma slider regulates the brightness of the screen, and the Screen Size slider-the resolution. Turning Shading, Anti-Aliasing, and Shadows off improves game performance. Starting a New Multiplayer Game To play Total Annihilation against human opponents, click on the Multi button on the New Game screen. The Choose Connection screen will appear, giving you the following connection options. * IPX Connection for Direct Play. This is the option usually used for games over a LAN. * Internet TCP/IP Connection for Direct Play. This is the option for games over the Internet. * Modem Connection for Direct Play. Choose this if your computer is connected directly to the other computer via modem. * Serial Connection for Direct Play. Choose this when your computer is connected to the other computer with a null modem cable. Choosing the Right Connection Method Serial Games If your computer is connected to another computer with a serial cable, select the Serial Connection for Direct Play option this will allow you to play Total Annihilation via the serial port. Choosing a Serial Connection will take you to the Choose Game screen. Modem Games If you have a modem connected to your computer, you can host or join a game over the telephone. Choosing Modem Connection will give you the option of calling to join a game, or hosting a game by answering a call. The Modem Connection screen keeps a list of the names and phone numbers of people you play. LAN Games If you have a Local Area Network (LAN) installed, choose the IPX Connection for Direct Play option. This takes you to the Choose Game screen. Internet Games If you have a LAN that supports TCP/IP, or if you want to play over the Internet, choose the Internet TCP/IP connection for Direct Play option. Remember that to play over the Internet, you must first connect to your Internet service provider. You will have to input the number your computer uses as its address when connected to the Internet. If you are playing over a LAN, leave this field blank. To obtain your computer's address number: once you are connected, run a program called winipcfg.exe, located in your Windows directory. A typical address consists of four groups of three digits each, separated by periods (for example, 156.132.084.120). Playing on the Internet The Select Connection screen offers several ways to quickly begin Internet play. * GET MPLAYER installs Mplayer files from Total Annihilation CD Disc 1. You will then be led with on-screen instructions through the connection phase. * GET HEAT offers to install HEAT Katalyst 1.2 * GET KALI You must first connect to your Internet service provider (ISP for short). Once you are, this option will download software that lets you access the KALI server. * DWANGO To use this option, you must also be connected to your ISP. This option will connect you to the DWANGO server, and give you more information on DWANGO Internet gaming. * Play Free on TEN You need to connect to your ISP first. This option will connect you to TEN, and lead you through the connection setup. * GET WIREPLAY [UK] Installs Wireplay files from Total Annihilation CD 1. Selecting a Multiplayer Game If you have chosen a LAN or an Internet-base, you are taken to the Select Game screen. This screen gives you information about available multiplayer games, and the option to create a game yourself. The Select Game screen features the following options: * NAME opens a field in which you enter your callsign. This field must be filled in before you can join or create a multiplayer game. * PASSWORD opens a field that has to be filled in only if attempting to join a password-protected game. * NEW lets you host your own multiplayer game, and brings up the Create New Game Screen. * UPDATE refreshes the multiplayer games list. * WATCH allows you to watch games in progress (on a LAN only). Hosts can turn this option off. * JOIN lets you join a selected game, and takes you to the Battle Room. Creating a New Multiplayer Game After choosing New in the Select Game screen, you will be asked to provide the game name, your own name, and a password (if you want to set up a password-protected game). Your choices will subsequently appear on the Battle Room screen. The Battle Room The Battle Room is where you and others choose sides, teams, and army colors. If you're hosting the game, this is where you set the game rules. (insert figure 4.2: screenshot of Battle Room screen) Whether you host or join a game, the Battle Room asks you for Player Information: * NAME: Your chosen name. * SIDE: Choose ARM or CORE . * COLOR: Army colors. * ALLY: Alliances can be proposed, accepted, and rejected by players both here and later, during play. * TEAM: For Skirmish mode games only. Lets you ally with selected computer players. This alliance cannot be broken later, during the game. * PING: Time, in milliseconds, that the connected computers take to relay information. In other words, the delay. * GO?: Everybody, including you, clicks on this button when they're ready to play. Once everyone has done so, the host can start the game. Customizing Multiplayer Games * MAP NAME: Allows the host to change the map to be played on. * METAL: Host can set starting metal between 0 and 10000 in increments of 500. * ENERGY: Host can set starting energy between 0 and 10000 in increments of 500 * DEAD COMMANDER: This setting alters the effect of a dead Commander. Choices are: Game Ends, Restart Player. * LOCATION: Starting positions can be Set, or Random. * LOS: The Line of Sight setting can be turned to True, Circular, or Permanent. True: terrain features block a unit's line of sight, and the fog of war is active. Circular: units see everything within spotting range, regardless of terrain; active fog of war. Permanent: terrain blocks line of sight, but there is no fog of war. * MAP: Displays the mapping setting. Mapped: map is revealed from the start. Unmapped: map has to be explored. * CHEAT CODES: Toggles the availability of cheat codes. * WATCHING: Toggles whether or not game can be watched by non-participants (LAN games only). * STATUS: Toggles the game between Open (others can join in mid-game) and Closed (no players can join). * MAX UNITS: Sets the total number of units per player (up to 250). * BUILD RESTRICTIONS: Brings up a list of all the units available in Total Annihilation (includes downloaded new units). Host can ban the building of any unit in the game. * START: Starts the game. Skirmish Games Single player Skirmish games start with the same options as when hosting a multiplayer game. However you're facing multiple computer opponents instead of real people. This means you can set the difficulty level to Easy, Medium, or Hard. For more information on Skirmish games, please refer to the Starting a New Single Player Game section. III. PLAYING THE GAME This section discusses the game components-featured resources, structures, and units-and how to control them through the game's interface. Game Components The game features two resources: energy and metal. These are used to build structures and units. Metal You can obtain metal in several ways: * By mining it, after you've built the appropriate structure (Metal Extractor) * By converting energy into metal. Again, you have to build the appropriate structure first (Metal Maker) * By reclaiming metal from wrecks (TA's take on recycling). This can only be done with units that can also construct buildings. Examples: the Commander, Construction Kbots and Construction Vehicles. You'll see the RECLAIM button on the selected unit's Orders menu. * By gathering the lumps of ore scattered on many planetary landscapes (they look like clusters of shiny lumps). Again, this can only be done through the RECLAIM function of construction-capable units. It's important to maintain stocks of metal. Building Metal Storage structures can be helpful. Once you've progressed into the game, additional ways of obtaining metal become available. Energy Building anything also requires energy. Like metal, energy can be obtained in several ways: * By building Solar Collectors to gather solar energy. * By building Tidal Generators powered by the changing ocean tide. * By building Wind Generators. As the name implies, these are powered by wind. * By building Geothermal Powerplants. These can only be built over steaming geothermal vents you'll see on certain worlds. * By harvesting biomass. This essentially means all vegetation (patches of moss, shrubs, bushes, trees) with the exception of grass. It's important to store energy in anticipation of needs. You cannot build anything without sufficient energy even if you have lots of metal. Building Energy Storage structures is helpful. As you progress into the game, additional ways of producing energy become available. Structures There are several types of structures in Total Annihilation. Some give you metal and energy, as explained in the preceding sections. Many produce units, including both combat and construction units which in turn can build higher-level structures. Other structures perform strictly combat roles: you'll build them for defensive and offensive purposes. Section V of this manual contains hierarchy charts for units and structures, as well as a short description of every Level 1 and Level 2 structure found in the game. As you progress, additional units and structures may become available... Units Total Annihilation features probably the widest selection of land, sea, and air units featured in any real-time strategy game. In addition, new units are posted periodically at www.totalannihilation.com. The units in the game break down into combat units and construction units. Construction units have several functions: * Building new structures. Note that several construction units can work on a single structure at the same time. This significantly shortens construction time. To assign an additional construction unit to a project, order it to Repair the building under construction. * Repairing structures and units. * Reclaiming metal and energy. Construction units can build higher level structures. For instance, a Construction Vehicle built in a Vehicle Plant is able to build an Advanced Vehicle Plant, which in turn can build an Advanced Construction Vehicle. The Commander is the only unit that combines combat and construction capabilities. THE GAME INTERFACE Total Annihilation is played almost exclusively with the mouse. You can configure your mouse to use a left-click or right click interface, as you prefer. In addition, you can also use the keyboard for certain handy functions. A full list of all keyboard shortcuts is provided on the back cover of this manual. [note: the keyboard shortcuts should be either on the back cover or a separate card, maybe tear-out, for maximum ease of reference] Choosing the Mouse Interface You choose your favored mouse interface through the Options menu, which displays an Interface button. * The left-click mouse interface uses the left mouse button for selecting units and giving them orders. The right mouse button is used to deselect units, and within the Mini-Map. * The right-click mouse interface uses the left mouse button to select units, but the right mouse button to give them orders. The left mouse button is also used to deselect units, and within the Mini-Map. The default setting is the left-click mouse interface. With this setting, the mouse cursor will change with the type of order being given to the unit. It will not change if you have selected a right-click interface. You always use one button to order units, and the other button for changing views within the Mini-Map. If you order units with a left-click, you will change views by right-clicking on the Mini-Map. In addition to selecting individual units, you can also select groups by drawing a frame around them. You draw a frame by dragging the mouse (moving the mouse with the button held down). The Main Battle Screen Once you have completed game setup and started a game of Total Annihilation, you are taken to the Main Battle Screen. Most of it is taken up by the Battle Map, where the action takes place. [insert figure 1.3 - screenshot of the Main Battle Screen with callouts] To the side of the Battle Map is a panel containing a mini-map of the battlefield, and the Build/Orders menu. The top and bottom of the Main Battle Screen feature status bars showing you the state of your resources (top), and the state of the selected unit (bottom; you have to place the mouse cursor over the selected unit to activate this feature). The Battle Map The Battle Map shows the battlefield from an overhead 3D perspective. New games typically start with an unexplored map; you have to explore it with your units to reveal the battlefield and find the enemy. You can only see what your units and structures can 'see' at any given time. Unexplored areas are black. Areas that were explored by your units, but are not currently under your observation will show as gray on the map. Note that units or structures selected on the Battle Map show their health bars. A green bar indicates good health; yellow, some damage; red, serious damage. Units selected on the Main Map may be given orders using the Mini-Map, and the other way around. For example, you can click on a unit on the Main Map and move it to a new location by clicking on it in the Mini-Map. The Mini-Map The upper left corner of the Battle Screen features a small map of the whole battlefield. This little map is useful for keeping track of the situation, and for quickly jumping from one area to another. You can also move units and order them to fire on the Mini-Map, just like on the main Battle Map. To quickly jump to a location, click on it within the Mini-Map. You can also scroll within the Mini-Map by clicking and holding the appropriate mouse button. This depends on your choice of the mouse interface. Units can be given orders within the Mini-Map, just like on the Main Map. This is particularly convenient when moving a unit a long distance, or conducting long-range bombardment. The Resources Status Bar At the top of the Main Battle Screen you'll see a status bar informing you about the stocks, production, and usage of your resources. The horizontal bars indicate how much metal/energy you've got stored and ready. Make a habit of checking the numbers for production (+) and usage (-). The plus (+) sign indicates how much metal/energy is being produced; the minus (-) sign shows how much is being used. If the numbers for usage are larger than those for production, you'll see your stocks gradually reduced until you run out. Remember that you cannot have stocks of resources larger than your maximum storage capacity, which is indicated by a number at the end of the horizontal resource bars. [insert graphic 1.3 showing resources status bar with callouts, as in existing manual] Note that maximum storage can change, depending on whether you build storage facilities. The Unit Status Bar The Unit Status Bar appears at the bottom of the Main Battle Screen. To access it, select a unit and hold the mouse cursor over it. You will be told what type of unit it is, and how many enemy units it has killed. Units with more than 5 kills become veterans, which very slightly improves their combat capabilities. Each subsequent 5 kills results in another small improvement in the unit's battlefield performance. It pays to keep veterans going! [insert graphic 2.3 showing unit status bar with callouts] The horizontal bar is the unit's health bar. When green from end to end, the unit is 100% healthy. The bar starts showing red when the unit is damaged; more red means more damage. The figures to the right of the health bar show the unit's metal/energy production/consumption. They will change when you order a construction unit or the Commander to build or repair something. Note that the Commander produces a small amount of energy. The Build and Orders Menus There are two buttons under the Mini-Map: Build and Orders. Use them to toggle between Build and Orders menus. To issue a command from either menu, you first have to select the unit or units you want to give orders to. The Orders menu is different for construction units and different for combat units, reflecting the selected unit's capabilities. The Build Menu The Build menu is the one used for construction units and your Commander. When you click the Build button, a set of building icons will appear. Note that only six icons are shown at any one time. To view all possible building choices, use the left/right scroll arrows located under the building icons. Building Structures To build a structure, select the construction unit and click on the appropriate icon in the Build menu. When you move the mouse cursor over the Battle Map, you'll see an outline of the intended structure. A red outline means you cannot build in the selected location; green means you can. After you've chosen the building site, click to start the construction process. Note that you can order construction of multiple buildings of the same kind. Shift-click (SHIFT key + mouse-click) on all the building sites, and the construction unit will build the same structure in sequence in all chosen locations. Building Units To build a unit, click on the appropriate unit-producing structure, then left-click on the desired unit's icon in the Build menu. Multiple clicks on the selected icon mean multiple production orders forming a production queue; you'll see a number indicating how many units are waiting to be built. Note that you can queue up units of different types. To cancel building a unit, right-click on the unit's icon in the Build menu. The Orders Menu When you select a unit, a menu automatically appears under Build and Orders buttons. This menu reflects the capabilities of the selected unit. Combat units will have different Orders menus from construction units. The choices available in the Orders menu can be grouped into firing orders, movement orders, and immediate orders. (insert graphic 3.3 showing the Orders menu) Combine firing and movement orders to make units behave the way you want them to. Note that a construction units automatically repairs any damaged unit it comes across, and can be given appropriate movement orders. Firing Orders There are three options, from aggressive to passive: * FIRE AT WILL. The unit will open fire on any enemy unit/structure within range. * RETURN FIRE. The unit will only open fire after being fired on. * HOLD FIRE. The unit will not open fire unless ordered to do so. This is useful when trying to capture an enemy structure or unit, or for avoiding friendly fire casualties. Movement Orders There are three movement options, from passive to active: * HOLD POSITION. The unit will not move from its assigned position no matter what happens. * MANEUVER. A unit will maneuver in self-defense or in order to attack a nearby enemy, but only within a short radius of its assigned position. * ROAM. Unit has freedom to move wherever it likes. In practice, this means it will follow enemy units it has engaged in combat. Immediate Orders In addition to general movement and firing orders, a unit can also be given immediate orders. Note that orders can be queued up: you can order a unit to perform a sequence of tasks. To do this, hold down the SHIFT key while issuing orders (clicking the mouse). EXAMPLE: Let's say you want your Commander to build several structures. You don't have to click on one structure icon at a time, select the site, and then wait for the Commander to finish construction before issuing another Build order. Hold down the SHIFT key and select the first structure you want built and its site; then the next structure and its site, and so on. The Commander will build the structures in the same sequence you ordered him to, without further intervention. Many immediate orders are signaled by a changed cursor, as indicated: [note: cursor graphics should be used here in lieu of bullets, as in the existing manual] * RECLAIM. This order can only be issued to construction units and the Commander. The unit reclaims metal or energy from the selected location. * REPAIR. Applies only to construction units and the Commander. Unit will repair another selected unit, or join another construction unit in building a structure. * MOVE. Tells the unit to relocate to a new position; doesn't change unit's general movement orders. * GUARD. Tells the unit to guard a another, selected unit. In practice, attaches one unit to another. * ATTACK. Tells the unit to attack a selected enemy unit or structure. * CAPTURE. Only the Commander can capture enemy units and structures. The larger and more heavily armored the target, the longer it takes to capture. * STOP. This command cancels all previous commands issued to the unit. * PATROL. Lets you set a patrol route for the unit. * LOAD/UNLOAD. This order may only be issued to transport units. * D-GUN. Only the Commander had the Disintegrator Gun. It works just as advertised, but uses lots of energy. Note that the cursor changes to reflect a unit's immediate orders only if you have selected the left-click mouse interface. IV. STRUCTURES AND UNITS Total Annihilation Common Units and Structures Common units and structures are those that can be built by both ARM and CORE. Note that the cost of the same item may differ between the two armies. [Note: all structure & unit entries should be preceded by a graphic of the discussed unit/structure's icon, just like in the existing manual] Construction Units Commander You will start every mission with a Commander. Armed with the Disintegrator gun and the best nanolathe in the game, the Commander builds - and kills - like no other unit. Use your Commander cautiously, losing him often means losing the game. Construction Kbot ARM: 120 metal, 2410 energy CORE: 130 metal, 2540 energy The Level 1 Construction Kbot can build Level 1 and 2 structures as well as an Advanced Kbot Lab. It is a slow builder, so using two or three on individual construction jobs is highly recommended. Construction Vehicle ARM: 185 metal, 2030 energy CORE: 175 metal, 2145 energy The Level 1 Construction Vehicle can build Level 1 and 2 structures, as well as an Advanced Vehicle Plant. This vehicle has much better armor than the Construction Kbot, but builds just as slowly. Construction Ship ARM: 255 metal, 2130 energy CORE: 260 metal, 2375 energy The Level 1 Construction Ship can build Level 1 and 2 structures as well as an Advanced Shipyard. This unit plays an important role since it's the only naval vessel that can build torpedo launchers and repair other ships. Construction Aircraft ARM: 105 metal, 4320 energy CORE: 110 metal, 4580 energy The Level 1 Construction Aircraft can build Level 1 and 2 structures as well as an Advanced Aircraft Plant. Use this unit to build defensive structures on unscalable hilltops, and set up supplementary bases or complexes in faraway spots. Advanced Construction Kbot ARM: 300 metal, 5784 energy CORE: 325 metal, 6096 energy The Advanced Construction Kbot can build top secret Level 3 structures. It builds faster than a Construction Kbot; however, it's fragile and a slower mover. Advanced Construction Vehicle ARM: 481 metal, 4263 energy CORE: 455 metal, 4504 energy The Advanced Construction Vehicle can build secret Level 3 structures. It's a relatively quick builder, and noticeably better armored than the Advanced Construction Kbot. However, it cannot get to all the spots a Kbot can. Advanced Construction Aircraft ARM: 220 metal, 12096 energy CORE: 231 metal, 12824 energy The Advanced Construction Aircraft can build top secret Level 3. This is the most expensive construction unit in the game. Terrain is no obstacle to this unit, which hovers above ground while building. Unit-Producing Buildings Kbot Lab ARM: 705 metal, 1130 energy CORE: 680 metal, 1250 energy The Kbot Lab builds all Level 1 Kbots, including the Construction Kbot. Vehicle Plant ARM: 620 metal, 1000 energy CORE: 600 metal, 1100 energy The Vehicle Plant builds all Level 1 vehicles, including the Construction Vehicle. Aircraft Plant ARM: 850 metal, 1370 energy CORE: 830 metal, 1340 energy The Aircraft Plant builds all Level 1 aircraft, including the Construction Aircraft. Shipyard ARM: 615 metal, 775 energy CORE: 600 metal, 750 energy The Shipyard builds all Level 1 naval ships, including the Construction Ship. Advanced Kbot Lab ARM: 2007 metal, 3277 energy CORE: 1972 metal, 3625 energy The Advanced Kbot Lab builds all Level 2 Kbots, including the Advanced Construction Kbot. Advanced Vehicle Plant ARM: 1984 metal, 3200 energy CORE: 1947 metal, 3520 energy The Advanced Vehicle Plant builds all Level 2 vehicles, including the Advanced Construction Vehicle. Advanced Aircraft Plant ARM: 2210 metal, 4521 energy CORE: 2191 metal, 4422 energy The Advanced Aircraft Plant builds all Level 2 aircraft, including the Advanced Construction Aircraft. Advanced Shipyard ARM: 2524 metal, 2402 energy CORE: 2460 metal, 2325 energy The Advanced Shipyard builds all Level 2 naval ships, including the Construction Ship. Common Level 1 Structures Radar Tower ARM: 49 metal, 750 energy CORE: 50 metal, 800 energy The Radar Tower gives you information on your enemies' location within a small radius. Detected enemy units and structures show up as a dot (of a different color than your own) on the Mini-Map. Sonar Station ARM: 20 metal, 403 energy CORE: 20 metal, 399 energy The Sonar Station has a large radius sonar range to detect enemy submarines. Detected craft show up on the Mini-Map. Metal Extractor ARM: 50 metal, 521 energy CORE: 51 metal, 514 energy The Metal Extractor is used to exploit metal deposits. The amount of metal it extracts depends on the size of the deposit - larger deposits make it spin quicker. Metal Maker ARM: 0 metal, 687 energy CORE: 0 metal, 700 energy These structures can be built to fabricate metal using excess energy. 60 energy converts into 1 metal. Metal Storage ARM: 305 metal, 535 energy CORE: 320 metal, 550 energy This structure increases your maximum metal storage by 1000 units. Solar Collector ARM: 145 metal, 760 energy CORE: 141 metal, 790 energy A Solar Collector is the most reliable form of energy production. Each Collector generates 20 energy. Wind Generator ARM: 52 metal, 509 energy CORE: 55 metal, 523 energy The amount of energy a Wind Generator outputs varies constantly. On planets with no wind these are completely useless! Energy Storage ARM: 240 metal, 2430 energy CORE: 250 metal, 2490 energy This structure increases your maximum energy capacity by 3000 energy. Light Laser Tower ARM: 262 metal, 2546 energy CORE: 268 metal, 2608 energy The "L.L.T." fires a short-range rapid-fire laser that is effective against lightly armored Level 1 units. Common Level 2 Structures Geothermal Powerplant ARM: 520 metal, 9568 energy CORE: 505 metal, 9375 energy Geothermal Powerplants can only be built on top of geothermal vents. Their output is 250 energy. Tidal Generator ARM: 82 metal, 768 energy CORE: 81 metal, 752 energy Tidal Generators collect an amount of energy dependent on the strength of the tides; these are different on every world. Torpedo Launcher Cost: 804 metal, 2658 energy Cost: 831 metal, 3058 energy These launch torpedoes at enemy ships and submarines. Their sonar has longer range than that of subs. Dragon's Teeth ARM: 10 metal, 250 energy CORE: 11 metal, 300 energy These spiked barriers block enemy units, and are useful in base defense. Heavy Laser Tower ARM "Sentinel": 584 metal, 5398 energy CORE "Gaat Gun": 589 metal, 5443 energy A Heavy Laser Tower fires twin medium-range lasers at enemy units. It is effective against all unit types except aircraft. Each shot also requires 75 energy. Missile Tower ARM "Defender": 79 metal, 843 energy CORE "Pulverizer": 76 metal, 805 energy Missile Towers are most effective against aircraft - they fire medium-range guided missiles. Heavy Plasma Cannon ARM "Guardian" 1946 metal, 7687 energy CORE "Punisher"1887 metal, 7585 energy The Heavy Plasma Cannon fires powerful long-range plasma projectiles from two barrels. It's the most durable Level 2 defensive structure, effective against both enemy units and structures. Its long range makes it good for coastal defense. Total Annihilation ARM Units Level 1 Kbots "Peewee" Infantry Kbot Cost: 53 metal, 697 energy Equipped with good sensors, the Peewee is designed primarily for armed reconnaissance. It isn't well armed or armored, but boasts a good rate of fire. Have groups of Peewees scout out the battlefield, and patrol approaches to your base. "Hammer" Artillery Kbot Cost: 151 metal, 1187 energy The Hammer's medium range cannon fires high-energy plasma rounds; it can hit targets hidden behind ridges and other obstacles. The Hammer's punch makes it very useful, but its light armor means it needs to be protected by tougher units. "Rocko" Rocket Launcher Kbot Cost: 117 metal, 964 energy The Rocko Kbot has the toughest armor among the Level 1 Kbots. Its rockets have a respectable range, and can also hit aircraft. The Rocko is a versatile weapon, equally good at offense and defense. Groups of Rockos can be lethal, even when thrown against relatively sophisticated enemy units. "Jethro" Anti-Air Missile Kbot Cost: 128 metal, 1219 energy The Jethro's guided missiles are most effective against aircraft; they pack much less punch against Kbots or vehicles. Only lightly armored, Jethros are most effective when used to protect other units from aerial attacks. Level 2 Kbots "Zipper" Fast Scouting Kbot Cost: 151 metal, 2221 energy The quickest Kbot in the game, the Zipper is agile enough to avoid a lot of the enemy's gunfire. Its medium laser is only an average weapon, but used in groups, Zippers are devastating at hit-and-run attacks. "Fido" Four Legged Kbot Cost: 398 metal, 3556 energy The four legged Fido is better equipped to deal with steep terrain than other Kbots. It's well armored, and packs a medium range Gauss cannon that is very effective against ground units and structures. "Zeus" Lightning Kbot Cost: 267 metal, 2228 energy This speedy unit is ARM's most effective close combat Kbot - its powerful lightning gun is very effective against CORE's slower tanks. However, its weapon's short range often exposes this unit to enemy artillery. "Invader" Crawling Bomb The blast created by a detonating Invader destroys or damages everything within a large radius. Invaders can be used to soften up enemy defenses before major base assaults, or for surgical strikes against selected targets. "Eraser" Radar Jammer Cost: 73 metal, 1326 energy The Eraser makes your units and structures invisible to enemy radar. When using an Eraser, assign other units to guard it as it has no weapons, and is only lightly armored. Level 1 Vehicles "Jeffy" Fast Attack Vehicle Cost: 37 metal, 564 energy The speedy, inexpensive Jeffy is a good reconnaissance tool. Able to cover large distances quickly, a Jeffy can effectively patrol large perimeters. Armed with only a light laser and weak armor, it isn't well suited for intense combat. "Flash" Fast Assault Tank Cost: 106 metal, 870 energy The Flash is ARM's primary recon tank. Groups of Flash tanks can destroy undefended enemy buildings, but their weak armor makes them unsuitable for confronting enemy tanks. The Flash is most useful in the early stages of the game, before the stronger Level 2 tanks appear. "Samson" Surface-to-Air Missile Launcher Cost: 119 metal, 1027 energy The Samson's is the best mobile AA weapon in the ARM arsenal. Capable of defending against even Level 2 aircraft, the Samson requires protection of its own as its light armor can't take much damage. Team up Samsons with stronger tanks to provide protection for both. "Stumpy" Medium Assault Tank Cost: 165 metal, 1246 energy Armed with a medium plasma cannon and medium armor, the Stumpy is a well-balanced Level 1 tank. It serves as the backbone of ARM's tank forces until the appearance of the Bulldog Heavy Tank. Level 2 Vehicles "Bulldog" Heavy Assault Tank Cost: 467 metal, 2994 energy The Bulldog is the heaviest ARM battle tank. While slower than a Stumpy, it has stronger armor and a more powerful plasma cannon. Use Bulldogs primarily in open terrain where they can close on the enemy easily. "Triton" Amphibious Tank Cost: 831 metal, 3058 energy The lightly armored Triton is ARM's only amphibious tank. While underwater, Tritons don't appear on enemy radar - their arrival on an enemy beach will catch your enemy by surprise. If faced with superior resistance, Triton tanks can always escape back into the water. "Jammer" Mobile Radar Jammer Cost: 97 metal, 1621 energy As its name indicates, this vehicle jams enemy radar. The Jammer is fairly fast, capable of concealing large tank columns on the move. Like the Eraser Kbot, the Jammer is unarmed and clad in light armor - armed units should be assigned to guard it. "Luger" Mobile Artillery Cost: 264 metal, 2140 energy The Luger's anti-sliver shells are the most potent ARM weapon - lethal against units and structures alike. It is most effective when firing from a distance, since its light armor makes it very vulnerable to enemy fire. "Merl" Mobile Rocket Launcher Cost: 462 metal, 2246 energy The Merl is capable of firing powerful long range rockets. Since the rockets are unguided, they are only effective against enemy structures and stationary units. Keep AA units near your Merls, as they are defenseless against aircraft. "Spider" All Terrain Attack Vehicle Cost: 230 metal, 2200 energy The Spider's stun gun and terrain capability make it a unique unit in the game. Its gun paralyzes targets momentarily - rendering them completely defenseless. In addition, Spiders can be deployed through any terrain; no grade is too steep for a Spider. "Seer" Mobile Radar Cost: 85 metal, 941 energy The Seer is equipped with powerful radar that's useful in locating the enemy. Deployed in defense, the Seer can alert you to approaching enemy forces. It can also be employed offensively, as a spotter for your artillery. Level 1 Ships "Skeeter" Motor Boat Cost: 100 metal, 985 energy The Skeeter is the fastest and least expensive ARM ship. Its guided missiles are effective against aircraft, but its light laser is no match against enemy ships. Skeeters are the only ARM Level 1 ship with AA capabilities. "Crusader" Destroyer Cost: 898 metal, 4537 energy The Crusader's biggest assets are its sonar and depth charges. Its anti-submarine (ASW) capabilities make this ship useful even after Level 2 ships appear. "Lurker" Submarine Cost: 1151 metal, 3724 energy The Lurker excels at sinking enemy surface ships. Armed with heavy unguided torpedoes, Lurkers are capable of sinking any ship in seconds - they remain useful throughout the game. "Hulk" Amphibious Transport Cost: 919 metal, 4639 energy The unarmed Hulk can carry six ground units on its deck. Hulks are slow and unarmed, making them favorite targets of enemy submarines; a destroyer escort is always necessary when transporting units with your Hulk. Level 2 Ships "Piranha" Attack Submarine Cost: 1448 metal, 5481 energy Faster than Level 1 subs and armed with small guided torpedoes, the Piranha is designed to hunt down other submarines. The Piranha's smaller torpedo warheads do significantly less damage to surface ships. "Ranger" Missile Ship Cost: 2348 metal, 7804 energy The Ranger is ARM's best naval AA unit. In addition to guided AA missiles, the Ranger can launch heavy rockets at coastal targets and other ships. While better than the Skeeter against aircraft and other ships, the Ranger is just as defenseless against sub attacks and needs a sonar-equipped escort. "Conqueror" Cruiser Cost: 1719 metal, 8608 energy The Conqueror is the best ARM ship for land bombardments. Though it cannot take as much damage as a Millenium Battleship, it can enter shallower waters, and its plasma cannon has greater range. In addition, its sonar and depth charges can protect it and your other capital ships from enemy subs. "Millenium" Battleship Cost: 4404 metal, 20731 energy The Millenium Battleship is ARM's most effective weapon against enemy surface vessels. While it is clad in very heavy armor, the Millenium is defenseless against subs and should always be accompanied by other, sonar-equipped ships. "Colossus" Light Carrier Cost: 1372 metal, 11257 energy The Colossus can repair any aircraft on its decks, and the on-board fission reactor produces energy. It also has radar sensors to facilitate air strikes and naval bombardments. Escort your carriers at all times as they have no weapons of their own. Level 1 Aircraft "Peeper" Scout Cost: 40 metal, 1475 energy The Peeper is a good unit for aerial reconnaissance. Inexpensive and fast, this scout ship can often outrun guided missiles. Its high speed also enables it to patrol large distances very quickly. "Freedom Fighter" Fighter Cost: 99 metal, 3234 energy The most inexpensive fighter available to the ARM forces, the Freedom Fighter is best suited for intercepting enemy bombers. You can also employ this versatile fighter to support your Kbots and vehicles against CORE's level 1 ground units. "Thunder" Bomber Cost: 130 metal, 5496 energy The Thunder is a slow and lightly armored bomber. It can't survive strong AA fire; limiting it to one pass over a target is a good policy. The Thunder's lack of air-to-air weaponry makes it very vulnerable to enemy Level 2 fighters. "Atlas" Transport Cost: 107 metal, 2479 energy The Atlas is useful in delivering units to inaccessible regions of the map - islands and high hilltops for example. Relatively slow and unarmed, this transport plane is very vulnerable, so provide an escort of a pair of fighters. If shot down, the Atlas and its cargo are destroyed. Level 2 Aircraft "Brawler" Gunship Cost: 314 metal, 6249 energy Able to hover over its target, the Brawler can be used to attack air, ground, as well as naval units. Its dual EMGs - though not very powerful - have a very high rate of fire. In addition, The Brawler is clad in heavy armor that protects it well against enemy AA weapons. "Hawk" Stealth Fighter Cost: 254 metal, 6893 energy The Hawk's stealth technology makes it invisible to enemy radar. Equipped with dual guided missile launchers, it is a great bomber killer. The Hawk can hold its own against CORE Level 2 fighters, too. "Phoenix" Strategic Bomber Cost: 209 metal, 7624 energy The Phoenix is ARM's most powerful bomber. Armed with heavy armor and defensive lasers, it is able to defend itself against enemy fighters and survive tough AA defenses. It's a good idea to repair these expensive bombers after every sortie. "Lancet" Torpedo Bomber Cost: 378 metal, 6438 energy The Lancet's torpedoes are good against naval targets. It doesn't have sonar, but with another unit spotting for it, the Lancet can even destroy submarines. CORE Units Level 1 Kbots "A.K." Infantry Kbot Cost: 56 metal, 696 energy CORE's primary infantry Kbot, the A.K. is a more powerful unit than its ARM counterpart, the Peewee. It is only equipped with light armor, but because of its quickness and low price tag, the A.K. remains useful even after Level 2 Kbots appear. "Crasher" AA Kbot Cost: 129 metal, 1224 energy The Crasher is armed with light guided missiles. While good against enemy aircraft, its missiles inflict only minor damage to ground units. Five or six patrolling Crashers can protect an entire base from Level 1 aircraft. "Storm" Rocket Launcher Kbot Cost: 118 metal, 985 energy The Storm's armor can take twice the damage of any other CORE Level 1 Kbot. While its rockets are only moderately effective, its durability makes it a good offensive unit. Lead attacks with Storms to draw fire away from your artillery. "Thud" Artillery Kbot Cost: 147 metal, 1161 energy The Thud's long range plasma cannon is the most powerful weapon among CORE's Level 1 Kbots. Try to keep them away from enemy fire, however - their armor is very weak. Level 2 Kbots "Pyro" Flame Thrower Kbot Cost: 260 metal, 2200 energy The Pyro's flamethrower, while lethal, is only effective at close range. Use Pyros to ambush slower tanks and Construction Kbots. "Roach" Crawling Bomb Cost: 65 metal, 5471 energy The Roach is a walking anti-matter bomb capable of blowing up many enemy targets at once. Great at softening up base defenses, Roaches should be kept clear of your other units! "The Can" Heavy Artillery Kbot Cost: 420 metal, 3500 energy Although quite slow, the Can is the most heavily armored Kbot available to CORE. It is also well armed with a long range plasma cannon. Use the Can to provide your other, speedier units with artillery support. "Spectre" Radar Jammer Cost: 70 metal, 1453 energy The Spectre is CORE's only counter-measures Kbot - its jamming radius roughly approximates a Radar Tower's. Speedy but unarmed, this fairly inexpensive unit should be guarded by other units. Level 1 Vehicles "Weasel" Scout vehicle Cost: 38 metal, 575 energy The Weasel is the quickest and most inexpensive CORE vehicle; useful for exploring early in the game. Weakly armed or armored, the Weasel doesn't fare very well in combat. "Instigator" Light Recon Tank Cost: 110 metal, 887 energy The small Instigator is very quick and maneuverable. Its quick-firing laser is good against both units and structures, particularly at leveling undefended metal extractors and solar collectors. Keep in mind that its light armor makes the Instigator unsuitable for intense combat. "Slasher" Mobile Missile Launcher Cost: 116 metal, 947 energy The Slasher provides more AA firepower than a Crasher Kbot. One or two Slashers are capable of defending a large base from aerial assaults. Slashers are also good at defending your moving units from enemy gunships. "Raider" Medium Assault Tank Cost: 169 metal, 1241 energy The Raider is the only Level 1 Tank suitable for close combat. Its medium armor and plasma cannon are sufficient when attacking Level 1 and 2 base defenses. The Raider is inexpensive and reliable, making it useful even when more sophisticated tanks become available. Level 2 Vehicles "Pillager" Mobile Artillery Cost: 251 metal, 1535 energy The Pillager lobs high explosive shells at distant enemy targets. It isn't very accurate, and the blast affects a large area. Use mobile radar, preferably mounted on aircraft, to spot for Pillagers; if you use land units, chances are they'll be destroyed. "Reaper" Heavy Assault Tank Cost: 473 metal, 3048 energy The Reaper is a very valuable unit. This versatile tank is well armored, heavily armed and isn't as slow as the Goliath. Reapers make short work of structures but require AA protection from enemy aircraft. "Crock" Amphibious Tank Cost: 295 metal, 2310 energy The Crock tank is fully submersible, and able to cross large bodies of water. Their moderate armor makes them incapable of withstanding much punishment but unlike other tanks, Crocks can submerge to escape enemy fire. "Diplomat" Mobile Heavy Rocket Launcher Cost: 427 metal, 2470 energy The Diplomat is the ultimate building killer. It can fire its powerful unguided rockets from long range, and can quickly eliminate any stationary target. Slow and weakly armored, these units should be kept behind a protective screen of tanks and Kbots. "Informer" Mobile Radar Cost: 86 metal, 1209 energy The Level 2 Informer's radar range is substantially longer than a Radar Tower's. It's a small and fast unit, great at reconnaissance and at spotting for your long range guns. "Deleter" Radar Jammer Cost: 100 metal, 1757 energy The jamming radius of the Deleter is relatively small; one won't protect your entire base. Send Deleters out to conceal important installations. If you attach a Deleter to an assault team, the enemy will have no warning of your approach. "Goliath" Super Heavy Tank Cost: 697 metal, 3906 energy No tank on the battlefield is as strong as a Goliath. In teams, the Goliath is capable of overrunning top secret, sophisticated defensive structures - its armor can withstand a lot of pounding. The most expensive tank in the game, the Goliath is still a bargain when compared to some Level 2 ships and aircraft. Level 1 Ships "Searcher" Scout Ship Cost: 95 metal, 917 energy While quick and maneuverable, the Searcher is inadequate for fighting sea battles because of its light armor. The Searcher has better spotting range than other ships, making it an ideal scout. You can also use it to protect your more expensive ships - it is the only Level 1 ship with AA missiles. "Enforcer" Destroyer Cost: 887 metal, 4505 energy The Enforcer is the only Level 1 surface ship with anti-submarine weaponry. Its medium plasma cannon and armor are strong by Level 1 standards. With the appearance of Level 2 Cruisers, your Enforcers should be re-assigned to escort your more expensive capital ships. "Snake" Submarine Cost: 1199 metal, 3902 energy The Snake is CORE's ship-killing submarine. Armed with heavy unguided torpedoes, a Snake can sink even a battleship in seconds. Remember that Snakes have very thin armor - it will buckle quickly under depth charge attacks. "Envoy" Transport Ship Cost: 887 metal, 4786 energy The slow, lumbering Envoy can transport six ground units on its decks. Use them when islands need to be exploited for their resources or strategic location. Guard this unarmed transport; if it goes down, the units on board are also lost. Level 2 Ships "Shark" Sub Killer Cost: 1356 metal, 5245 energy The Shark is specially designed to hunt other submarines - its smaller torpedo home in on their target with the help of the Shark's enhanced sonar. Use Sharks to intercept ARM Lurkers before they can get near your expensive capital ships. "Hydra" Missile Frigate Cost: 2283 metal, 7628 energy The Hydra's powerful guided missiles are the best naval defense against enemy aircraft. Two or three Hydras are a good investment, as they can quickly eliminate fragile Torpedo Bombers. You'll need to protect Hydras with ASW ships, as they have no anti-sub weapons of their own. "Executioner" Cruiser Cost: 1724 metal, 8551 energy The Executioner is CORE's prime fighting ship. Designed for heavy combat, this cruiser has heavy armor and a long range plasma cannon that can hit sea and ground targets. Additionally armed with depth charges, the Executioner can also tackle enemy submarines. "Warlord" Battleship Cost: 4181 metal, 19741 energy With the most powerful naval plasma cannon and the heaviest armor in the game, the Warlord specializes in destroying surface ships and coastal structures. The Warlord, however, lacks anti-aircraft or anti-sub weaponry. "Hive" Light Carrier Cost: 1379 metal, 11715 energy The unarmed Hive provides transport and repair bays for two aircraft. The Hive is unique to CORE's fleet in that it has a fission reactor, which produces useable energy. It is also equipped with radar, letting you coordinate air strikes and coastal bombardments. Level 1 Aircraft "Fink" Scout Cost: 36 metal, 1369 energy The small Fink has longer spotting range than other CORE aircraft, making it ideal for exploring the map in the early stages of a game. Assigned to patrol duty, the Fink can alert you to enemy activity even if the enemy fields radar jammers. "Avenger" Fighter Cost: 101 metal, 3181 energy The Avenger is a basic fighter, designed to intercept ARM aircraft. Weakly armed and armored, the Avenger is most useful when escorting Level 1 bombers to their targets. "Shadow" Bomber Cost: 131 metal, 5691 energy The Shadow bomber is best used very early in the game when AA defenses are nonexistent or weak. Too slow to dodge AA fire, the Shadow also has no air-to-air weaponry, making it very vulnerable to enemy fighters. "Valkyrie" Air Transport Cost: 115 metal, 2695 energy The Valkyrie can transport one ground unit anywhere regardless of terrain. Remember that it is slow and unarmed; when transporting units it is always a good idea to provide Valkyries with an escort. If shot down, both the plane and its cargo are destroyed. Level 2 Aircraft "Rapier" Gunship Cost: 294 metal, 5778 energy Overall, the Rapier is the most versatile of all CORE aircraft. Sporting heavy armor and guided rockets, the Rapier is effective against both air and ground targets. "Vamp" Stealth Fighter Cost: 257 metal, 6973 energy Though scantily armored, the Vamp Stealth Fighter is armed with twin air-to-air missile launchers and is invisible to enemy radar. Effective as they are against enemy aircraft, Vamps are very vulnerable to AA fire. "Hurricane" Strategic Bomber Cost: 220 metal, 8050 energy The Hurricane is a powerful bomber that can level buildings and wipe out units with equal ease. It is armed with a secondary light laser that helps fight off enemy fighters. Remember to repair your Hurricanes between sorties, as they are a big investment. "Titan" Torpedo Bomber Cost: 364 metal, 6588 energy Designed for sub hunting, the Titan is armed with powerful unguided torpedoes. To hit enemy subs, a naval unit with sonar must spot for the Titan. It's prudent to keep these fragile bombers away from the enemy's anti-aircraft weaponry. V. TECHNICAL SUPPORT 1. Technical Support (U.S. & Canada) Hint Line/Strategy Guide Information If you are having trouble with Total Annihilation and need a hint RIGHT NOW, please call Cavedog Entertainment's Hint Line at 1-900-CAL-CAVE. This call costs 95 cents per minute. You must have a touch tone phone, and have parental or guardian permission to call. There is a 272 page full-color Strategy Guide, including maps and a Total Annihilation poster, available now for only $19.95 in the USA or $26.99 in Canada plus $5.00 for shipping and handling. All customers can order this Strategy Guide by calling (888) 477-9369. Assistance Via World Wide Web Get up-to-the-minute technical information at the Cavedog Entertainment web-site, at: http://www.cavedog.com/ twenty-four hours a day, seven days a week. Through this site you'll have access to our FAQ documents, (Frequently Asked Questions) which contain our latest troubleshooting information. This is available on our web-site at http://www.totalannihilation.com/. 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