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| File: deadlock.txt        Date: 02 / 02 / 2000     Version: 1.1.1  |
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        P  L  A  N  E  T  A  R  Y      C  O  N  Q  U  E  S  T

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| FILE INFORMATION                                                   |
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    Version:     1.1.1
    Date:        02/02/00
    Email:       faqs@oddco.com
    Website:     www.oddco.com

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| COPYRIGHT INFORMATION - READ IT LEECHERS!!!                        |
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| UPDATE INFORMATION                                                 |
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    Always you will be able to find the newest update at the Official
Home of this FAQ.

   1.1.1 - Third Version. Redesigned Layout. Released 02/02/00
   1.1.0 - Second Version. Redone into .faq file. Released 03/05/99
   1.0.0 - First Version. Released 07/02/99

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| CONTENTS                                                           |
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                 0 ................ COPYRIGHT
                 1 ................ UPDATES
                 2 ................ CONTENTS
                 3 ................ THE RACES
                 4 ................ STRATEGY
                 5 ................ HINTS
                 6 ................ TECHNOLOGIES
                 7 ................ CODES
                 8 ................ CONTACTING THE AUTHOR
                 9 ................ CREDITS AND THANKYOUS

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                              THE RACES

ChCh-t
   This insectoid race grows population quickly. Their military 
   units are weaker, but they manufacture military units faster than 
   other races. Their military units also move faster during combat.
   ChCh-t Scouts can steal resources from enemy territories.

Cyth
   The Cyth never become too unhappy, so you may risk taxing them 
   heavily. Their Command Corps mind blast enemy military units -
   annihilating them completely. Cyth Scouts also poison land which
   destroys a food stockpile in an enemy territory.

Humans
   These economic geniuses gain high income through trade and taxes.  
   Resource transportation costs are much less for them than other 
   races. Also Human infantry have a berserk battle order which 
   doubles their attack strength, but kills them off after a battle.
   Humans are highly susceptible to Skirineen scandals; these 
   scandals lower their morale.

Maug
   Maug scientists rapidly research technology, so they can build 
   high-tech buildings and units quickly.  Their Scouts can sabotage
   enemy artillery, airplanes, missiles, and buildings.  Maug 
   military units are very good at catching spies.  All Maug are 
   chronically afflicted with colds and light fevers, so their morale
   drops very quickly.

Re'Lu
   Re'Lu have telepathic powers which lets them see the entire 
   planet, both world and settlement views, giving them much 
   information to plan a devious strategy. Re'Lu Scouts can subvert
   morale in rival territories. Their Command Corps also mind control
   other units, making them fight for the Re'Lu during a battle.
   They have weak artillery units.

Tarth 
   The Tarth are military behemoths. Tarth infantry, artillery, and 
   defense fortifications all have attack bonuses. Their infantry 
   units employ a juggernaut battle order that crumbles buildings 
   quickly. Also Tarth farms produce high amounts of food. Tarth
   Scouts make poor spies and are often caught. Their ships are also
   very weak and can sink easily.

Uva Mosk 
   Their tie to nature lets them produce more natural resources than
   any other race. Uva Mosk Command Corps can also shaman dance, 
   which lets them create resource bonuses in territories. All Uva
   Mosk infantry units may spy on other colonies, and so these units
   are not easily caught. The Uva Mosk pay less taxes than other 
   races.

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                              STRATEGY
   Ok, you will start off with these statistics:

   Beginning Colony Size
      1 City Center, 400 colonists (4 icons), 500 credits
      100 Food, 75 Wood, 100 Energy, 150 Iron, and 1 Colonizer

   Now from here you can branch off many ways. The two most common
ways to go are: 1 - Defeat your opponents in Combat and win, or 
2 - Build the required amount of city centers.

OPTION ONE

   Build a University and study as many Offensive technologies as
possible (see TECHNOLOGIES for more information). Setup some colonies
to produce what you need for full scale war (food, wood, iron, etc).
Build as many troops as possible (get mostly Battle and Assualt 
Troopers). Throw in five Laser cannons, three Fusion Cannons, two
Disruptor Cannons and a Holocaust Cannon, and you will have your land
army complete.
   Your Air attack should consist of Turbo Wing Fighters, a few 
Starflare Bombers, four to fivee Scatterpack Warheads, two to three
Groundbreaker Warheads, and a Supernova Warhead.
   Only use the big Warheads when you think it is necessary.
   With this force and the right amount of offensive attack strategy,
you should be able to beat them into the ground. You might come up 
across some resistance along the way, this would be because you have
spent too much time, mucking around with the army and you let the 
other side grow too big. No problem just use the big Warheads to help
their numbers deminish, then attack.

OPTION TWO

   With this option it is 100% Defence. Now Defence does include 
spying and other stuff, so when you get the chance spy, and spy hard.
Now all you have to do is protect your cities, and build the required
amount of city centers. This is easy follow the TECHNOLOGIES to get
what you need and build. Watch Power and all other resources as they
will go fast.

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                                HINTS 

   From one of the first FAQs on Deadlock came this Hint for getting
the best outcome out of a turn.

This is quoted from Robert Camp's Deadlock FAQ from 1996 and I quote:

   'Here is a cheat that I found in the program that will work
   wonders most of the time in battle situations. Heres how it works:

   Each time at the end of your turn when you press the End Turn
   button, the computer saves the game in a file called
   Autosave.sav. If there is a battle to be fought, the battle will
   be the first event to occur after the game is saved. Therefore,
   you can fight a battle and if you don't like the results, Load
   the Autosave.sav game back in and replay it. Each time the battle
   is played out, there will be a different result, probably because
   of the random factors programmed into the AI. I have played some
   battles as many as 8 times and watched the outcomes. In many
   cases, I will win or lose the battle depending on the random
   factors. There are MANY RANDOM FACTORS that you may not be aware
   of. If you try this a couple of times, you will see what I mean.
   You may not always be able to win a battle using this method, but
   you will get your choice of the most favorable outcome available.

   There is more I could talk about, but I think this is enough for
   now. There is still so much that I do not know about this game.
   There are alot of things that I would do to improve it too. I get
   tired of all of the micro managing of resources, probably because
   I am impatient. At least we don't have to micromanage each 
   unitduring battles.'
    
Now this is possible but it is rather slow.

   I make it my number one rule not to trade with Skirineen. I will
only trade with them if I desperatly need to. If you do trade with
them be prepared for some to all of you people to revolt against you.

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                            TECHNOLOGIES

Resource Technologies
   
   Food and Wood Technologies
      
      Synthetic Fertilizer
         Category:                 Resource Technology
         Tech Level:               One
         Research Cost:            50 labor points
         Base Technology:          None
         Technology It Leads To:   Molecular Bonding
         Buildings You Can Make:   Hydroponic Farm
         What It Improves:         Produces food much faster

      Food Replication
         Category:                 Resource Technology
         Tech Level:               Five
         Research Cost:            1000 labor points
         Base Technology:          Triidium Processing
         Technology It Leads To:   None
         Buildings You Can Make:   Food Replicator
         What It Improves:         Increases food production
 
   Energy and Anti-Matter Technologies

      Nuclear Fusion
         Category:                 Resource Technology
         Tech Level:               One
         Research Cost:            50 labor units
         Base Technology:          None
         Technology It Leads To:   Fusion Cannon, Shockwave 
                                   Projector
         Buildings You Can Make:   Fusion Plant
         What It Improves:         Produces more energy

      Anti-Matter Containment
         Category:                 Resource Technology
         Tech Level:               Three
         Research Cost:            250 labor points
         Base Technology:          Fusion Cannon or Molecular Bonding
         Technology It Leads To:   Anti-Matter Rifle, and Ion Weapons
         Resources You Can Make:   Anti-Matter
         Buildings You Can Make:   Anti-Matter Plant
         What It Improves:         Increases energy production and
                                   lets you produce anti-matter

   Iron and Endurium Technologies

      Molecular Bonding
         Category:                 Resource Technology
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Synthetic Fertilizer
         Technology It Leads To:   Anti-Matter, Containment, Energy
                                   Defense, Endurium Mining
         Buildings You Can Make:   Mantle Drill
         What It Improves:         Lets you mine more metal

      Sub-Space Scanner
         Category:                 Resource Technology
         Tech Level:               Five
         Research Cost:            1,000 labor points
         Base Technology:          Cortex Scanner
         Technolgy It Leads To:    None
         Buildings You Can Make:   Sub-Space Magnet
         What It Improves:         Lets you mine more metal

      Endurium Mining
         Category:                 Resource Technology
         Tech Level:               Three
         Research Cost:            250 labor points
         Base Technology:          Molecular Bonding, Fusion Cannon
         Technolgy It Leads To:    Triidium Processing
         Resources You Can Make:   Endurium
         What It Improves:         Lets you mine endurium

   Steel and Triidium Technologies

      Metallurgy
         Category:                 Resource Technology
         Tech Level:               One
         Research Cost:            50 labor points
         Base Technology:          None
         Technolgy It Leads To:    Automation, Hoverway
         Resources You Can Make:   Steel
         What It Improves:         Lets you convert iron into steel

      Triidium Processing
         Category:                 Resource Technology
         Tech Level:               Four
         Research Cost:            500 labor points
         Base Technology:          Endurium Mining
         Technolgy It Leads To:    Food Replication
         Resources You Can Make:   Triidium
         What It Improves:         Lets you convert endurium into
                                   triidium

   Electronics Technologies

      Electronics
         Category:                 Resource Technology
         Tech Level:               One
         Research Cost:            50 labor points
         Base Technology:          None
         Technolgy It Leads To:    Rocketry, Surface-Air Missiles, 
                                   Chaos Computer
         Resources You Can Make:   Electronic Parts
         Units You Can Make:       Scouts, Command Corps
         What It Improves:         Lets you make electronic parts

Colony Enhancements

   Research Technologies

      Chaos Computer
         Category:                 Colony Enhancement
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Electronics
         Technolgy It Leads To:    Metal Replication, Artificial 
                                   Intelligence
         Buildings You Can Make:   Tech Lab
         What It Improves:         Speeds up technology research

      Cortex Scanner
         Category:                 Colony Enhancement
         Tech Level:               Four
         Research Cost:            500 labor points
         Base Technology:          Artificial Intelligence
         Technolgy It Leads To:    Sub-Space Scanner, Assault Armor, 
                                   Cloaking
         Buildings You Can Make:   Collective Tech Lab
         What It Improves:         Speeds up technology research

   Factory Technologies

      Automation
         Category:                 Colony Enhancement
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Metallurgy
         Technolgy It Leads To:    Metal Replication, Artificial 
                                   Intelligence
         Buildings You Can Make:   Automated Factory
         Special Abilities:        Speeds up unit production in a 
                                   factory

      Artificial Intelligence
         Category:                 Colony Enhancement
         Tech Level:               Three
         Research Cost:            250 labor points
         Base Technology:          Chaos Computers or Automation
         Technolgy It Leads To:    Cortex Scanner
         Buildings You Can Make:   Robotic Factory
         What It Improves:         Speeds up production in a factory

      Metal Replication
         Category:                 Colony Enhancement
         Tech Level:               Four
         Research Cost:            500 labor points
         Base Technology:          Chaos Computers or Automation
         Technolgy It Leads To:    None
         Buildings You Can Make:   Replication Station
         Special Abilities:        Speeds Up unit production in a 
                                   factory

   Colony Transportation

      Hoverway
         Category:                 Colony Enhancement
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Metallurgy
         Technolgy It Leads To:    None
         What It Improves:         Reduces all transport costs by 
                                   one credit a trip

      Transporters
         Category:                 Colony Enhancement
         Tech Level:               Seven
         Research Cost:            5,000 labor points
         Base Technology:          Anti-Matter Beam, Advanced 
                                   Cloaking
         Technolgy It Leads To:    None
         What It Improves:         Eliminates transportation costs
                                   and increases how far military
                                   units travel

   Colony Defense Systems

      Energy Deflectors
         Category:                 Colony Enhancement
         Tech Level:               Three
         Research Cost:            250 labor points
         Base Technology:          Molecular Bonding, Fusion Cannon
         Technologies It Leads To: None
         Buildings You Can Make:   Energy Defense
         What It Improves:         Increases your colony's defense
                                   capability

      Anti-Matter Deflectors
         Category:                 Colony Enhancement
         Tech Level:               Five
         Research Cost:            1,000 labor points
         Base Technology:          Orbital Surveillance System
         Buildings You Can Make:   Anti-Matter Defense System
         Technology It Leads To:   None
         What It Improves:         Increases your colony's defense
                                   capability
                                    
   Surveillance Systems

      Orbital Surveillance System
         Category:                 Colony Enhancement
         Tech Level:               Four
         Research Cost:            500 labor points
         Base Technology:          Rocketry
         Technolgy It Leads To:    Anti-Matter Defense System
         Buildings You Can Make:   The Anti-Colony Assault Silo
         Special Abilities:        Lets you see more of the planet
                                   in the planet view.

Military Technologies

   Infantry Technologies

      Surface-Air Missiles 
         Category:                 Military Technologies
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Electronics
         Technolgy It Leads To:    None
         Units You Can Make:       SAM Trooper
         Special Abilities:        Attack both ground and air 
                                   targets equally well

      Anti-Matter Rifle
         Category:                 Military Technologies
         Tech Level:               Four
         Research Cost:            500 labor points
         Base Technology:          Anti-Matter Containment
         Technolgy It Leads To:    Disruptor Beam
         Units You Can Make:       Battle Trooper

      Assault Armor
         Category:                 Military Technologies
         Tech Level:               Five
         Research Cost:            1,000 labor points
         Base Technology:          Cortex Scanner
         Technolgy It Leads To:    None
         Units You Can Make:       Assault Trooper

Artillery Technologies

      Fusion Cannon
         Category:                 Military Technologies
         Tech Level:               Two
         Research Cost:            100 labor units
         Base Technology:          Nuclear Fusion
         Technolgy It Leads To:    Anti-Matter Containment, Energy
                                   Defense, Endurium Mining
         Units You Can Make:       Fusion Cannon

      Disruptor Beam
         Category:                 Military Technologies
         Tech Level:               Five
         Research Cost:            1,000 labor points
         Base Technology:          Anti-Matter Rifle
         Technolgy It Leads To:    Anti-Matter Beam
         Units You Can Make:       Disruptor Cannon

      Anti-Matter Beam
         Category:                 Military Technologies
         Tech Level:               Six
         Research Cost:            2,000 labor points
         Base Technology:          Disruptor Beam
         Technolgy It Leads To:    Transporters
         Units You Can Make:       Holocaust Cannon  Supernova
                                   Warhead

   Ship Technologies

      Shockwave Projectors
         Category:                 Military Technologies
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Nuclear Fusion
         Technolgy It Leads To:    None
         Buildings You Can Make:   Hydroport
         Units You Can Make:       Shockwave Dreadnought

      Ion Weapons
         Category:                 Military Technologies
         Tech Level:               Four
         Research Cost:            500 labor points
         Base Technology:          Anti-Matter Containment
         Technolgy It Leads To:    None
         Units You Can Make:       Shockwave Carrier, Groundbreaker
                                   Warhead

   Aircraft Technologies

      Starflare Bomb
         Category:                 Military Technologies
         Tech Level:               Three
         Research Cost:            250 labor points
         Base Technology:          Rocketry
         Technolgy It Leads To:    None
         Units You Can Make:       Starflare Bomber

      Cloaking
         Category:                 Military Technologies
         Tech Level:               Five
         Research Cost:            1,000 labor points
         Base Technology:          Cortex Scanner
         Technolgy It Leads To:    Advanced Cloaking  Uncloaking
         Units You Can Make:       Supernova Spyjet
         Special Abilities:        Gives you a special cloaked 
                                   airplane

   Warhead Technologies

      Rocketry
         Category:                 Military Technologies
         Tech Level:               Two
         Research Cost:            100 labor points
         Base Technology:          Electronics
         Technolgy It Leads To:    Starflare Bomb, Neutrionic Fuel, 
                                   Orbital Surveillance System
         Buildings You Can Make:   Missile Base
         Units You Can Make:       Scatterpack Warheads

   Unit Enhancements

      Neutrionic Fuel
         Category:                 Colony Enhancement
         Tech Level:               Three
         Research Cost:            250 labor points
         Base Technology:          Rocketry
         Technolgy It Leads To:    None
         Buildings You Can Make:   Military Airbase
         Special Abilities:        Lets your airplanes fly one more
                                   territory

      Advanced Cloaking
         Category:                 Unit Enhancement
         Tech Level:               Six
         Research Cost:            2,000 labor points
         Base Technology:          Cloaking
         Technolgy It Leads To:    Transporters
         Special Abilities:        Lets your infantry units, 
                                   Colonizers, and sea transports 
                                   have a cloaking ability

      Uncloaking
         Category:                 Unit Enhancement
         Tech Level:               Six
         Research Cost:            2,000 labor points
         Base Technology:          Cloaking
         Technolgy It Leads To:    None
         Special Abilities:        Lets all your Command Corps 
                                   detect cloaked units

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                                CODES

   To enter these codes you have to press CTRL and F1 at the same 
time and then type in the codes that you want. These codes only work
in single player mode.

   Code              Cheat Description
   MAKE IT SO        Gives you 1,000 credits and increases resources
                     in that territory by 100 units.
   GHOTI             Completes current Research project.
   FRODO             Maxes population in territories.
   TOUCHE            View any of the ending cut scenes.
   SAGE RAT          Secret message.

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| CONTACTING THE AUTHOR                                              |
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    Any type of feedback (other than abusive) is welcomed.  Although I
can't promise that I will reply to all email I get, but I will try to.
    Any email that asks for specific help will not be answered.  All
that I know about the game I have put here.
    If you are writing to me please put in the topic in capitol 
letters '<NAME OF FAQ> - FAQ REPLY:' then what ever topic you want
after it. Remember where it has '<NAME OF FAQ>' put the name there 
instead of that without the <>'s.  This will help me moderate what
type of email it is.
    You can contact me at this address: - faqs@oddco.com

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| CREDITS AND THANK YOU'S                                            |
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    ARGöNAUT (a.k.a Scott A. Moss) for writing this FAQ.
    CJAYC for GameFAQs one if not the best Game site on the net.

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