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    FAQ/Strategy Guide by BSoon

    Version: 0.86 | Updated: 02/19/01 | Printable Version | Search Guide | Bookmark Guide

    War Wind II Human Onslaught Tips and Tricks 
    By Barnabas Soon
    Version 0.86
    E-mail: humanarchives@hotmail.com
    
    This file and all its contents are sole propety and is copyrighted by Barnabas 
    Soon since Jan 1 2000. Should you wish to place this on your website please 
    contact me first. You may however, distribute this file via e-mail to your 
    friends in its entirity. Do not however edit this file whatever you do.
    
    You may print out any portion of this (uneditied). If you do, please a credit 
    it to me.
    
    This file may not be sold or be used to make a profit.
    
    Where you can find it
    This file can only be found at:
    www.gamefaqs.com
    www.geocities.com/emunalysis
    http://rab-tcg.50megs.com/mygameguides (This is my personal website)
    www.neoseeker.com
    www.gamewinners.com
    http://home.planetinternet.be/~twuyts/
    
    If this is found anywhere else please tell me so I can mail these people a 
    earful.
    ----------------------
    
    Contents
    ----------------------
    Introduction
    Version History
    Storyline
    Overview of game
    History of this guide
    General overview of each race and their character
    General Tips
    Tips for S.U.N
    Tips for Overlords
    Tips for Marines
    Tips for Descendants
    Beasts of Yavuun and how to deal with them
    Using heroes
    Hot keys to remember
    Walkthroughs*
    FAQ's*
    Credits
    Comments and suggestions on what War Wind II should have been*
    Legal stuff
    Comments and suggestions
    Links
    
    *-see introduction
    ----------------------
    
    Introduction
    ----------------------
    This is a text file to help people needing advice on how to play War Wind II. 
    This file will give you information to deal with playing the game. Each 
    faction's tips will give you tips on units, buildings as wells as various 
    other aspects of the game. It is important to read the manual, readme file and 
    on-line help as it has some valuable advice as well as the technological trees 
    which I am not covering.
    
    *-This is not an FAQ or walkthrough, or a suggestions list although if people 
    mail me questions walkthroughs and suggestions I will place them in this file. 
    I may even add in my own advice.
    ----------------------
    
    Version History
    ----------------------
    
    Jan 2001 (version 0.85)
    Released this guide.
    
    Feb 2001 (version 0.86)
    Added Version History section
    Listed more Websites where this is available and changed the copyright to make 
    it clearer.
    ----------------------
    
    Storyline
    ----------------------
    War Wind II starts of several decades after War Wind I. In War Wind I, the 
    Tha'roon have enslaved the Eaggra and Obblinox but the Eaggra managed to rebel 
    successfully and gain their freedom, they then ally with the Shama'li and 
    become S.U.N. The Obblinox on the other hand rebel as well but unfortunately 
    are quelled by the Tha'roon, they are then collectively known as the 
    overlords. Years pass and S.U.N becomes complacent, the Overlords are now 
    ready to crush S.U.N and re-enslave the eaggra. As Overlord forces drive S.U.N 
    forces to their knees and are about to finish them, S.U.N mages attempting to 
    summon NagaRom in the last battle feel magic crushing them like a wave......
    Many light years away on earth in the arctic scientists have unwittingly 
    uncovered a stone tablet of NagaRom. They bring it back to their base and 
    place it storage with Marines guarding it when a flash of light blinds them 
    all.
    Back on Yavuun...... 
    Without warning the whole arctic installation appears, overlord soldiers 
    encountering the marines trade fire without asking questions. The scientists 
    escape into the forest. The marines regroup and fall back to plan their next 
    attck.
    Several generations pass and this is where War Wind II starts.
    ----------------------
    
    Overview of this game
    ----------------------
    War Wind II is a real time strategy wargame involving 5 races struggling for 
    survival on a planet known as Yavuun. The races are the Shama'li, the Eaggra, 
    the Tha'roon, the Obblinox and the Humans. These races are broken into 4 main 
    groups, S.U.N(servants under NagaRom comprised of Shama'li and Eaggra), 
    Overlords (comprised of Tha'roon and Obblinox), Marines (comprised of humans) 
    and descendents (comprised of humans as well).
    ----------------------
    
    Characteristics of each faction
    Each faction is fighting for something different here is what their outlook is 
    in War Wind II
    S.U.N
    S.U.N wishes for peace between all races and factions. In the game they are 
    allies of the descendents.
    Overlords
    The Overlords wish for total domination of Yavuun. In the game they are trade 
    partners of the marines, trading resources for technology.
    Marines
    The marines wish for a human nation on Yavuun and wish to eliminate everyone 
    else including the descendets. In the game they are trade partners of the 
    overlords, trading technology for resources.
    Descendents
    The descendents wish to return to Earth, the human's homeworld. In the game 
    they are allies of S.U.N.
    ----------------------
    
    General tips:
    ----------------------
    Hiring units
    In general, you should train a unit to at least persuasion level 3(if 
    resources permit) and then go and persuade worker units which will help 
    increase resources. If you are in need of warriors, you should persuade 1 
    warrior per worker or have all your warriors together in a group on aggressive 
    so they can respond to any attacks.
    ----------------------
    
    Setting stances
    Aggressive
    This is a good defensive stance(ironic isn't it) for guarding your base. 
    However keep an eye out because they will persue fleeing enemy troops right 
    into their base.
    
    Defensive
    This is a good aggresive stance(ironic isn't it) because they will take out 
    any close range enemies but respond to your command.
    
    Reactive
    This is a neutral stance but not good for defending troops when they are in 
    groups because if one is attacked, unless there is splash damage, your other 
    troops won't come to help.
    
    Evasive
    This is a good stance for scouting because selected scout will use its stealth 
    ability(if applicable).
    ----------------------
    
    Riding in vehicles
    Unless you have a very fast vehicle, its a good idea to have a worker unit 
    piloting the vehicle so he/she can repair the vehicle if it becomes damaged.
    ----------------------
    
    Unit/Vehicle upgrades
    I suggest that one should research in vehicle upgrades first rather than unit 
    upgrades because you get all vehicle upgrades with only one research. Follow 
    what the manual says about this as well.
    
    -Tip-
    Marines do not have vehicle upgrades to speak of.
    ----------------------
    
    Unit upgrades/Cybernatics
    I strongly suggest that when you do equip your units with cybernatics, use 
    offensive or advanced cybernatics. Do not bother with defensive as they slow 
    your unit down.
    ----------------------
    
    Influence and songs
    Song (All last about 30 seconds)Check manual for details
    
    War Song: I normally use it in an emergency when my units are about to die.
    
    Magic/Inspirational Song: I rarely use this but its probably a good idea to 
    call it when your magical units are in need of mana or under attack because 
    magical damge doubles.
    
    Construction song: I use this when I build a guard tower(because its so slow) 
    or am in need of a huge number of resources right away.
    
    Travel/retreat song: I have never used this because I never have an all out 
    war.
    
    Its a good idea to research or call a song(except the travel song) before an 
    attack so that you can get maximum influence points out of the attack.
    
    -Tip-
    If you would like a song to go on and on, start a song and then go to the 
    options menu(this would be a good time to save) then return to the game. I'm 
    not sure if saving the game has anything to do with this apparent bug but do 
    it if returning straight to the game dosn't work.
    
    -Tip-
    You can change the music with the . and , on the keyboard. If you're in a war 
    song as described above, then it plays songs like the main menu song as well.
    ----------------------
    
    Movement packages
    There are 3 types, normal, off-road roadster and unrestricted. Needless to 
    say, try to use the terrain which gives your unit extra speed. 
    
    -Remember- 
    Hovering units can cross water but not natural barriers like cliffs.
    
    Stealing resources (being sneaky)
    All units with stealth can steal resources, simply enter a building containing 
    resources(eg a Silo) and access the steal resource button by double clicking 
    on your unit. 
    
    -Tip- 
    The hot key is s
    
    Storing resources/supplies
    Should there be resources on your unit(either picked up or stolen) access the 
    store resource button by double clicking your unit. The unit will return to 
    the nearest Town Centre or Silo to store the resources.
    
    -Tip- The hot key is O
    ----------------------
    
    Supplies
    I prefer to have the supplies option turned on but regardless, you should 
    roughly have 1 food producing building per 5 units.
    ----------------------
    
    Friendly fire
    I won't go into this because I always turn friendly fire damage off.
    ----------------------
    
    Weapons
    The manual tells you all about it.
    
    -Tip-
    Some weapons can not attack flying units but all can attack hovering units.
    
    Note: I won't go into a unit's or building's detail because they are all in 
    the manual at the back
    ----------------------
    
    Detecting and detroying mines
    When you find a mine (signalled by an expanding and contracting blue circle) 
    use a ballistic or missile attack to destroy the mine
    ----------------------
    
    Building other constructions
    ----------------------
    
    Defensive Walls
    Pro's
    Provides protection
    Obstructs enemies
    
    Con's
    Useless otherwise
    Takes time to build a whole row
    Destroyed easily by deconstructors
    
    Do not build this, it is a waste of time and resources
    ----------------------
    
    Offensive walls
    Pro's
    Provides protection
    Obstructs enemies
    Damages enemies if they walk through
    
    Con's
    Takes time to build a whole row
    Destroyed easily by deconstructors
    
    Do not build this, it may be better than defensive walls but it is pointless, 
    attack rather than defend.
    ----------------------
    
    Human roads
    Pro's
    Increases speed for all units except off-road ones
    
    Con's
    Easily destroyed
    Waste of resources
    Waste of time building a line of them
    
    You really should only build roads if you have two bases and wish to connect 
    them up.
    ----------------------
    
    Yavuun roads
    Pro's
    Increases speed for all units except off-road ones
    
    Con's
    Easily destroyed
    Waste of resources
    Waste of time building a line of them
    
    You really should only build roads if you have two bases and wish to connect 
    them up.
    ----------------------
    
    Bridge
    Pro's
    Allows you to travel across water
    
    Con's
    Expensive
    Waste of resources
    Waste of time building a line of them
    Destroyed easily by deconstructors
    
    Unless absolutely neccessary avoid trying to build long lines of bridges you 
    really do not need them. Its also very risky crossing this because enemy stray 
    shots can destroy part of it causing your units to drown.
    
    -Tip-
    Try to find the narrowest place to build a bridge thereby saving resources.
    ----------------------
    
    Control Bridge
    Pro's
    Allows you to travel across water
    Can switch bridge off thereby drowning enemy units
    
    Con's
    Expesive
    Waste of resources
    Waste of time building a line of them
    Destroyed easily by deconstructors
    
    Like the bridge avoid trying to build these, they are much more expensive then 
    normal bridges. Stray shots can also destroy parts of this.
    
    -Tip-
    Use normal bridges to save resources, then place maybe one or two Control 
    bridges along the way so you can drown enemies.
    
    -Tip-
    An even sneakier way to deactive two control bridges thereby trapping the 
    enemies in the middle with no way to go. Then let one open. When they cross 
    shut it off causing them to drown. This is a more controlled way to handle the 
    situation.
    ----------------------
    
    Trip Mines
    Pro's
    Damages units greatly
    
    Con's
    Chance of being stepped on remote
    Expensive to cover a large area
    Easily destroyed by weapons with a blast radius
    
    These trip mines are a waste of resources do not build them
    ----------------------
    
    Remote Mines
    Pro's
    Damages units greatly
    Can control explosion
    
    Con's
    Chance of being stepped on remote
    Expensive to cover a large area
    Easily destroyed by weapons with a blast radius
    
    Like trip mines, these are a waste of resources do not build them
    ----------------------
    
    Security Alarm
    Pro's
    Alerts to enemies prescence
    Has a range of eight squares
    
    Con's
    Easily destroyed
    Can only alert but can not see unit
    
    The security alarms are a bad investment since they can not see enemy units, 
    you may be alerted to their prescence but you still have to build or train 
    units to look out for the enemies so this is just extra unneccesary cost.
    ----------------------
    
    Bombs
    Pro's
    Damaging
    Has a blast radius
    
    Con's
    Requires bomb-planting skill
    Tedious having to use bombs
    Expensive
    
    Do not build these general bombs, if you are the Overlords use your Alchemist 
    spells. If Descendents and Marines use Invention. If S.U.N. use Engineers to 
    destroy enemy buildings and Rangers to snipe enemies.
    ----------------------
    
    Tips for S.U.N (Servants under NagaRom)
    ----------------------
    General Pro's and Con's
    Pro's
    Units generally have several skills
    Most units have stealth ability
    They can cast magic
    
    Con's
    Almost no vehicles
    Units do little good against vehicles unless in huge clusters or highly 
    skilled
    No boats or water-bound vehicles
    Need separate reserch for Shama'li and Eaggra spells
    ----------------------
    
    General tips for:
    ----------------------
    
    Selecting a leader
    Read the mission instructions, if it requires battling enemies for extended 
    periods choose the Shadow Dancer, if it involves bringing a character to a 
    certain spot or setting up a base, choose the Prime Maker. Note: If you have 
    to bring several characters to a certain spot later in the game, it is better 
    to choose the Shadow Dancer becauase enemies are probably guarding the spot.
    ----------------------
    
    Bringing units over from previous missions
    I suggest bringing over at least:
    
    1 farmer with full skills
    1 ranger with full stealth and detection skills
    1 cavalier(or mounted cavalier if possible with full up grades)
    1 Guru with full spells(preferably 2 for Butanium harvesting)
    1 druid with full spells (preferably 2 for regrowth).
    
    If you feel it takes just too long to research all the spells, you should 
    concentrate on Shama'li or Eaggra spells for one whole level, upgrade at least 
    2 magical units (preferably with potential to maximum spell) and then carry 
    them over to the next mission. The same goes for upgrades, give your units 
    whatever upgrades you want and then bring them over for the next mission. 
    
    -Tip- 
    Do not bring over Butanium consuming units unless you really need them or can 
    locate a source of Butanium quickly.
    ----------------------
    
    Scouting
    Have extended training on one unit with stealth ability(preferably not a 
    mission-critical unit) up to stealth level 4 (invisibility) and then send it 
    to scout the area out. I recommend a Eaggra ranger because it can detect 
    mines, stealth units and bombs as well as hide from the enemies.
    ----------------------
    
    Butanium gathering
    You should have at least 2 shamen or Gurus doing this so they can take turns 
    while one is regaining mana the other is  casting the Ground Harvest spell. 
    Alternatively, you can cast ground harvest with both of them as a group spell.
    ----------------------
    
    Unit Pro's and con's
    ----------------------
    
    Shadow Dancer
    Pro's
    Able to cast magic and persuade units.
    Can use war song and magic song
    Has stealth ability
    Can attack air units
    
    Con's
    He is vital to the mission and if killed will cause the mission to fail.
    Attack depends on mana and if mana falls to zero then he cannot attack or 
    defend himself.
    
    The shadow dancer being a leader should be kept in base to help defend it. He 
    should also be given extended training and be used to persuade units at a 
    reduced costs.
    ----------------------
    
    Farmer
    Pro's
    Can harvest resources and build buildings/vehicles and reapir as well
    Can be turned into a stronger unit(especially if he has potential)
    Can be hired at a cheaper price if persuaded
    
    Con's
    Bad at attacking or defending
    Low health
    Requires training to widen build/construction options
    Can't attack air
    
    You should train a farmer(wihout potential) to have full skills in the second 
    S.U.N level and then carry him over to the next mission and the next mission 
    etc. etc. so you can build all buildings.
    ----------------------
    
    Defender
    Pro's
    Has stealth ability
    Fast
    Good close-range attacker in earlier levels
    
    Con's
    Becomes redundent in later levels because attack is weak and easily killed.
    No futhur advancement. Stays defender.
    Can't attack air
    
    As stated, do not bother training defenders in the later levels except as 
    fodder for the enemy or for scouting if you prefer it to a Eaggra ranger.
    ----------------------
    
    Cavalier
    Pro's
    Can mount Boncas to become Mounted Cavalier with no costs
    Has stealth ability
    Has animal handling
    Better close range fighter than defender
    Can tame elder Bonca's and turn them into rooks
    Can be turned into Ranging spirits
    
    Con's
    Still weak when unmounted like a defender
    Needs Bonca's on map to become mounted cavalier
    Can't attack air
    
    The cavalier has the ability to handle animals, they should be given extended 
    training should you wish to tame aniamls. Mounting a Bonca(option accessible 
    by clicking on the cavalier twice)is a good idea because they have higher 
    damage, faster speed, more armour and can be given animal training.
    ----------------------
    
    Mounted Cavalier
    Pro's
    Excellent close range fighter against people
    Fast
    Can act as scout or used to lure the enemy into a trap
    Costs nothing to become Mounted Cavalier from Cavalier
    Can be given upgrades to become even better
    Can steal resources
    Can carry two items
    Can detect steath units regardless of stealth level
    
    Con's
    Can only be done if Boncas are around
    Somewhat slow at attack
    Can't attack air
    
    You should research in Animal Training and then upgrade the Mounted Cavalier 
    with Obedience, conditioning, and endurance making them much more powerful.
    ----------------------
    
    Shaman
    Pro's
    Can cast spells
    Can attack air units
    Has Persuasion
    
    Con's
    Poor attacker
    Does not contain as much mana as Guru
    
    I generally don't have Shamen, I have Guru's. See Guru for tactics using 
    Shaman.
    ----------------------
    
    Guru
    Pro's
    Can cast spells
    Can attack air units
    Has persuasion
    Has higher mana then Shaman
    
    Con's
    Poor attacker
    Not much more different than Shaman
    
    Gurus(or shamen) should be used to cast Great earth spirit on wounded troops 
    and should cast soothing voice on enemies. Unfortunately, the spell can only 
    be cast on visible units. Hence the enemy must be visible to you and not 
    covered by fog of war. By the time the Guru can see them the Guru is probably 
    halfway dead already, what I suggest is having an invisible unit(eg an Eaggra 
    ranger) reveal the enemy and then use your Guru to cast soothing voice on 
    them.
    ----------------------
    
    Raging Spirit
    Pro's
    Fast attacker
    Does relatively good damage against soldiers
    Can become invincible for a short period
    
    Con's
    Very costly to reasearch and train
    Not very good against vehicles(an incinerator in particular) or groups of 
    people unless in very huge numbers.
    Will die after invincibility has worn off.
    Can't attack air
    
    I personally feel that ranging spirits are a useless waste of resources and 
    influence points because they are very expensive and yet have no skills. They 
    do slightly more damage than a Mounted Cavlier but can not be upgraded except 
    for cybernetics.
    Note: I generally consider how good a unit is by how many enemies they can 
    potentially kill versus how much they cost.
    ----------------------
    
    Prime Maker
    Pro's
    Has Construction and Travel song
    Can harvest resources and build buildings/vehicles, can repair as well
    Has persuasion
    
    Con's
    Has a flamethrower as a weapon which destroys trees(which can be turned into 
    resources
    Can't cast spells
    Can't attack air units
    
    The Prime Maker is a leader and hence should be protected or at least kept at 
    a safe position. The prime maker can not cast spells like the Shadow dancer 
    but can harvest and build as well as persuade.
    ----------------------
    
    Combat engineer
    Pro's
    Can harvest resources
    Can build bombs and alarms
    Can detect bombs and mines
    Can detect some stealth units
    Can be turned into more powerful units
    Can plant bombs
    Has destruction skill
    Can attack air units
    
    Con's
    Slow when moving over clear terrain
    Bad at attacking and defending except against vehicles
    Low health
    
    Combat engineers are weak, use them for bomb planting and harvesting 
    resources. I normally turn them into Rangers or Druids as soon as possible.
    ----------------------
    
    Ranger
    Pro's
    Attack always hits
    Long range
    Has stealth ability
    Can detect bombs and mines
    Can be used as scout
    
    Con's
    Slow over open terrain
    Slow weapon reload time
    
    The Ranger is one of the most useful and versatile units in S.U.N. They can 
    detect mines and bombs and can scout. I would do as the manual says and use 
    them as snipers especially in large groups backed up by 1 or 2 Mounted 
    Cavaliers and Guru's a distance behind. Their slowness is a problem but 
    casting pathfinder or Great Earth spirit probably helps, especially pathfind. 
    
    -Tip-
    NEVER MIX SHAMA'LI AND EAGGRA SPELLS!!!! The reason is programming bugs which 
    somehow never let them wear off and never allow you to cast spells on them 
    again.
    ----------------------
    
    Druid
    Pro's
    Can cast magic
    Has freeze ray
    Has animal handling
    
    Con's
    Slow weapon reload time
    Slow over open terrain
    
    I consider Druids an essential part of the team because they have regrowth. 
    This allows you to practically have infinite resources by simply regrowing the 
    trees once they are out. The only disadvantages is that it takes all mana to 
    regrowth. Note: The druid is useless in battle except to freeze the enemy.
    ----------------------
    
    Attack drone
    Pro's
    Can fly
    Has powerful attack
    Fast
    
    Con's
    Expensive to research and build
    Can be used only once
    Explodes after a while of flying
    
    I consider this a waste of money because it can only attack once and costs 
    more than a thousand resources. I suppose you could build them around your 
    base and when the enemy comes make them fly and explode on the enemy. Its fun 
    to build but useless in war. 
    ----------------------
    
    Scout drone
    Pro's
    Can fly
    Fast
    Has large vision range
    
    Con's
    Explodes after a while
    
    This is another waste of money though not as great as the attack drone. The 
    ranger can do the same job better becuase it has the ability to detect mines 
    and bombs. After all, what is the use if it explodes after a while? Of course, 
    I don't really use this alot and I could be wrong.
    ----------------------
    
    Stealth gun tower
    Pro's
    Has extremely high stealth ability
    Has powerful ballistic attack
    
    Con's
    Consumes butanium even when unactive
    Not very good against vehicles
    
    I never build this but I have tried it out in the multi-player games. This is 
    an okay defense against people but against my incinerators when I was playing 
    marines its practically useless, but then most units are against an 
    incinerator.
    ----------------------
    
    Sun vehicle Pro's and Con's
    ----------------------
    
    Rook
    Pro's
    Can carry 4 units
    Relatively well armoured and high health
    Quite fast
    
    Con's
    
    No attack
    Somewhat large and clumsy
    
    I have used Rooks on several occassions but never in a military suituation its 
    just too time consuming having them find a place to let their occupants down.
    If anybody knows how to train Elder Bonca's into Rooks I would be most 
    grateful, I'm not too sure myself.
    ----------------------
    
    Burrower
    Pro's
    Can go underground
    Can cross land, sea and natural barriers
    
    Con's
    Only space enough for 2 units
    
    The burrower is a good choice for scouting places unreachable by rangers. Just 
    remember it has no stealth abilities so burrow into the ground if pursued. I 
    generally place 2 rangers in the burrower for scouting purposes. 
    
    -Tip-
    Hot key for burrowering is U
    ----------------------
    
    
    Spells of S.U.N. (Consult manual for spell descriptions)
    ----------------------
    
    Eaggra spells
    ----------------------
    
    Pathfinder
    Cast this over Rangers or off-road units to make them travel faster
    ----------------------
    
    The Eye
    I don't use this because I just use rangers
    ----------------------
    
    Nature Seeing
    This spell is good if you know a map has plenty of animals so use it when you 
    know it does.
    ----------------------
    
    Earthform
    This spell I find rather useless but possibly morphing several druids into 
    trees and unmorphing them when an enemy comes looks pretty cool.
    ----------------------
    
    Regrowth
    If you run out of trees, have 2 druids with this spell and cast it over the 
    tree trunks alternately.
    ----------------------
    
    Resurrection
    I have never used this spell before but obviously use it on important units 
    like raging spirits.
    ----------------------
    
    Spells for Shama'li
    ----------------------
    
    Great Earth Spirit
    This is a good spell for healing and increasing your unit statistics for a 
    while. It is cheap and the first spell you get as a shaman or guru.
    ----------------------
    
    Soothing Voice
    This is a great way to stop enemies from attacking you. This works very well 
    with Eaggra rangers and druids as they do not have splash damage and splash 
    damage can break the units out of the spell.
    ----------------------
    
    Ground harvest
    This harvests butanium which is essential if you have burrowers or stealth gun 
    towers because having low butanium can cost you influence.
    ----------------------
    
    Naga Rom's Touch
    I have tried using this but it yields no results on normal units, however the 
    manual says it increases regeneration so I assume it works on units with 
    advanced cybernetics or a mounted cavalier with regeneration.
    ----------------------
    
    Wind Spirit
    This spell is alright and is probably the "equilizer" for SUN against the 
    overlords and marines. Just remember that vehicles can be destroyed even 
    though they are usually powerful so you should have a group of units to help 
    destroy any enemy units around the newly captured vehicle.
    
    -Tip-
    Only workers of a faction can repair that factions vehicles so any captured 
    vehicles will not be able to be repaired. Take care them!
    
    ----------------------
    
    Implore help
    This is spell is okay but somewhat useless if you have only the minimum number 
    of spell casters required. For some strange reason, the more spell casters 
    casting implore help the greater the chance the unit summoned is powerful, 
    however the mana used is the same I believe (I have not tried to count it 
    accuratly).
    ----------------------
    
    S.U.N. buildings Pro's and Con's
    ----------------------
    Garden
    Pro's
    Provides supplies
    Allows building of other buildings
    Usually already built in a mission
    
    Con's
    Weak health
    Easily destroyed if enemy has high deconstruction
    
    These are essential so build as many as needed
    ----------------------
    
    House of Justice
    Pro's
    Can store resources
    Allows building of other structures
    Allows skill upgrading
    Usually already built in a mission
    
    Con's
    Expensive
    Resources can be stolen from if not guarded
    
    Protect this well and make sure that dinge vermins do not steal resources from 
    it. To lose this at the beginning of the mission with insufficient resources 
    to rebuild it is disasterous.
    ----------------------
    
    Sanctuary house
    Pro's
    Allows certain buildings to upgrade and new buildings to be built
    Can store even more resources then House of Justice
    
    Con's
    Cost resources to upgrade
    
    Same advice for House of Justice. Try upgrading later when you have more then 
    enough resources to train your troops. Base defense and harvesting comes 
    first.
    Resources can be stolen from if not guarded
    ----------------------
    
    Silo
    Pro's
    Costs less then a House of Justice but still stores resources
    Takes up less space then a House of Justice
    
    Con's
    Resources can be stolen from if not guarded
    Very weak health
    Easily destroyed if enemy has high deconstruction
    
    Protect these well. These can act as a resource collection centre in the 
    furthur reaches of the map. If this is destroyed resources will also be 
    destroyed.
    ----------------------
    
    Lookout tower
    Pro's
    Increases units statistics if in the tower
    Unit inside does not take damage from attacks
    Gives you ability to build a school of Growth
    Gives you ability to research stealth gun tower
    
    Con's
    Easily destroyed if enemy has high deconstruction
    Slow in building
    
    I usually build only one or two of these since they are bad against units with 
    deconstruction. I usually place Rangers in them to keep an eye out for 
    enemies, stealth or otherwise. I suggest rangers are the best S.U.N units to 
    place in them as they have long range and detection ability.
    Use the tower to spot enemies and a group of other units to intercept them. 
    Watch out for enemies beyond visual range though as your unit may not react if 
    set on certain stances.
    ----------------------
    
    School of Growth
    Pro's 
    Can train defenders, cavaliers, rangers and druids
    Allows you to upgrade to a santuary house if a temple has been built
    
    Con's
    Cost resources to upgrade
    ----------------------
    
    Corral
    Pro's
    Can train defenders, cavaliers, rangers and druids
    Can now research Bonca upgrades
    Grants Bonca upgrades
    
    Con's
    Cost resources to upgrade
    Cost influence and resources to research Bonca upgrades
    Upgrades only apply to Boncas which may not be present.
    
    Upgrade this only if you want to have animal upgrades if not don't even 
    bother.
    ----------------------
    
    Temple of NagaRom
    Pro's
    Allows spell research up to level 4
    Allows sancturary house to be built
    Allows offensive and defensive cybernetics to be researched and granted
    
    Con's
    Costs resources to upgrade
    Cost influence and resources to research upgrades
    Must research Eaggra and Shama'li spells separately
    
    This is an essential building if your magical units are ever going to increase 
    in power. Annoyingly enough you must upgrade the different race spells 
    separately.
    ----------------------
    
    Greater Temple
    Pro's
    Allows spell research up to level 6
    Allows offensive, defensive and specialised cybernetics to be researched and 
    granted
    Can research Raging Spirit
    
    This is better than the Temple although you may have to wait a while before 
    upgrading to this.
    ----------------------
    
    Dish
    Pro's
    Allows research for attack and scout drones
    Improved communications and mapping (Unknown effect)
    
    Con's
    Upgrades not oo useful
    
    I don't bother to build this at all because I don't like to use attack and 
    scout drones. If someone can tell me what effect improved communications and 
    mapping does I would be grateful.
    ----------------------
    
    Tips for Overlords
    
    General Pro's and Con's
    
    Pro's
    Powerful units and vehicles
    
    Con's
    No healing abilities except for war song
    Tha'roon spells tend to inflict damage on caster
    No flying except for Jump Troop
    Somewhat expensive to run armies
    Only 3 units with stealth
    ----------------------
    
    General tips:
    ----------------------
    
    Selecting leader
    Most of the time you should choose the Obblinox war general because the war 
    general has the war song which can heal your units during the fight and 
    increase their strength. Most of the time your troops will have to destroy all 
    enemy bases as their mission so you should choose the war general most of the 
    time.
    ----------------------
    
    Bringing units over from previous missions
    The units I suggest for bringing over would be:
    1 or 2 Obblinox herdsmen with full skills
    1 or 2 Chaingun mechs for defense with solar power plants at least
    1 or 2 Jump Troops with specialised cybernetics
    1 or 2 Elite for training and defense if you do not have jump troops or you 
    think you will be short on butanium. They should have specialised cybernetics
    1 War Alchemist
    1 Minister, should have specialised cybernetics if possible
    This provides a strong combination as you can see. After all, not many things 
    can stand against Jump troops, Chain gun mechs, Elites and a War alchemist. 
    The Minister can help to scout.
    ----------------------
    
    Scouting
    This is slightly difficult with the overlords as they do not have stealthy 
    units except for Psionics, the Minister  and the Prime Minister. Your best 
    option besides using the above units is to use either a Tha'roon guard without 
    potential, a hover pod or a jump troop since the jump troop can fly away in 
    case of danger, the pod is very fast and the guard is expendable. Remember 
    that the overlords have no healing spells so you may have to use a war song to 
    heal your unit.
    ----------------------
    
    Butanium gathering
    This is very important as quite a number of Overlord troops require butanium 
    (eg Jump troop) so try and secure at least 3 vents.
    ----------------------
    
    Unit Pro's and con's
    ----------------------
    
    Prime Minister
    Pro's
    Has a laser attack which always hits
    Can cast spells
    Has persuasion ability which lowers hiring cost
    Has work and magic song
    
    Con's
    Somewhat slow moving
    He is vital to the mission and if killed will cause the mission to fail.
    Attack depends on mana and if mana falls to zero then he cannot attack or 
    defend himself.
    
    The prime minister is not my choice of leader unless you have alot of hiring 
    to do or you need the work and magic songs. You're probably better off with 
    the Obblinox general.
    ----------------------
    
    Imperial Guard
    Pro's
    Can attack air units
    Can train to become more powerful units
    Has a wide attack
    
    Con's
    Weakest unit
    
    You should always have a few guards around to combat any air threats although 
    you should keep them behind as they are fairly weak.
    ----------------------
    
    Exterminator
    Pro's
    Flame attack can hit multiple units
    Can still be useful in later levels
    
    Con's
    Flame attack destroys resources and bush
    No futhur advancement, stays exterminator
    Can not attack air
    
    The exterminator is fairly cheap yet can still help up in the higher levels 
    better than its equivalant unit in other factions. Have a few if you need to 
    boost the ranks. Its cool to watch several of these guys attack.
    ----------------------
    
    Elite
    Pro's
    Flame attack more powerful than exterminators
    Can advance further to become a Jump troop
    
    Con's
    Flame attack destroys resources and bush
    
    I love these guys because they can become Jump troops. Even if not their flame 
    attack can devastate.
    ----------------------
    
    Psionic
    Pro's
    Can cast magic 
    Has stealth ability
    
    Con's
    Most spells useless
    Slow
    Weak attack
    
    One of the most useless units in the game I strongly suggest not training any 
    of these except possibly for scouting. Their Anti-magic spell comes in useful 
    from time to time as does their Will the weak but don't depend too much on 
    them. If you use Anti-magic the enemies will start rushing towards him and 
    will probably kill him.
    ----------------------
    
    Minister
    Pro's
    Can cast magic
    Has stealth ability
    Has persuasion ability
    
    Con's
    Most spells useless
    Weak attack
    
    The Minister like the Psionic isn't much use although he does have a 
    persuasion ability. Like the Psionic probably their most useful spells are the 
    Anti-magic and Will the weak spells. 
    
    -Tip-
    If you equip a Minister with Specialised or offensive Cybernetics the Minister 
    will be able to become fast and strong enough to use Anti-magic on the enemies 
    without losing his life. I mildly suggest you have a Minister equipped 
    Cybernetics.
    ----------------------
    
    Jump Troop
    Pro's
    Has powerful laser attack which hits automactically and long range
    High HP
    Can fly
    
    Con's
    Somewhat expenisive
    Can not attack in air
    Needs Butanium or really slows down
    
    The Jump Troop is one of the best units around. Although it can not attack in 
    the air its laser can make mince meat out of most people when combined with 
    its flying ability.
    
    -Tip-
    Equip these guys with specialised cybernetics as soon as possible, it is well 
    worth it.
    
    -Tip-
    Here's how to destroy a unit like an Incinerator with no trouble using 1 or 2 
    Jump troops. This only works with units which have a short range and can't 
    attack the air.
    Have them land far away and attack the unit. Then go air borne when the enemy 
    tries to attack you. Fly away and then land far away and attack. Fly away 
    again. Keep repeating this until you have defeated the enemy.
    
    ----------------------
    
    War General
    Pro's
    Has war song which can heal troops
    Shotgun can damage several units
    Has persuasion ability
    Can attack air units
    
    Con's
    No other special skills
    
    The War General is my preferred leader because she can hold her own on the 
    battle field and heal units with her war song. Also, her shotgun can hurt air 
    units which is important.
    ----------------------
    
    Herdsman
    Pro's
    Can build and repair buildings and certain units
    Can tame animals
    Can harvest
    Can build certain items
    Has deconstruction ability
    Can train to become more powerful
    
    Con's
    Weak attack
    Low life
    
    These are one of the most useful units, besides harvesting, repairing and 
    building, the Herdsman can tame animals which means you could end up with a 
    huge army of creatures fighting for you. Although they have deconstruction you 
    should use Alchemist instead.
    ----------------------
    
    Alchemist
    Pro's
    Can destroy buildings and vehicles in several blows, at higher levels one blow 
    will do
    Can plant bombs
    Can cast spells and make bombs
    
    Con's
    Not as good as War alchemist
    Not good against people
    Slow attack
    Loses ability to tame and construct
    
    The alchemist is okay as a unit. Obviously, you should use it for attacking 
    buildings and vehicles. Its ability to make bombs is good but it can be 
    tedious making them.
    
    ----------------------
    
    War Alchemist
    Pro's
    Can destroy buildings and vehicles in several blows, at higher levels one blow 
    will do
    Can plant bombs
    Can cast spells and make bombs
    More powerful than Alchemist
    
    Con's
    Not much better than alchemist
    Not good against people
    Slow attack
    Loses ability to tame and construct
    
    On the whole. Don't bother training these guys unless you want a two-headed 
    Colossus.
    ----------------------
    
    Two-Headed Colossus
    Pro's
    High HP
    Blast attack powerful and has splash over damage
    
    Con's
    Uses too much resources to research
    Must sacrifice Minister and War Alchemist
    Slow
    Consumes butanium
    Very expensive.
    
    This slow unit may be powerful and have alot of armour. However, I have never 
    built this for actual combat, only for show. Its missile attack may be 
    powerful but it can not use the Psionic or Waralchemist skills. In other 
    words, just don't get this.
    ----------------------
    
    Cannon
    
    Pro's
    Long range
    Has somewhat high damage
    Automated (requires no driver)
    Has a blast radius
    Can obtain vehicle upgrades
    
    Con's
    Slow
    Cannot hit units next to it.
    Slow reload
    Large target
    
    The cannon is a poor unit on the whole. Although it has long range it becomes 
    useless when enemy units close in. Worse still, it cannot run away. If you are 
    defending, always protect it with several troops because this really draws 
    enemy fire.
    ----------------------
    
    Chain Gun Mech
    Pro's
    Has an attack radius
    Has a high damage
    Fast reload
    Quite high damage
    Usually hits
    No need for driver
    Can obtain vehicle upgrades
    Good against troops
    
    Con's
    A bit expensive
    Slow especially in vegetation
    
    Although expensive chain-gun mechs are fairly effective against troops with 
    its shot gun attacks. I usually use them to defend my base. Several of these 
    in a group is deadly so cluster them together and watch the enemies fall! Just 
    watch on for those deconstructors and take them out at long range. 
    
    -Tip-
    The fact that they are machines means they can get vehicle upgrades (for some 
    strange reason). So if you need more butanium just get a solar power plant 
    upgrade, if you need speed get an all-terrain fitting, it's worth it.
    
    ----------------------
    
    Overlord vehicle Pro's and Con's
    ----------------------
    Hover pod
    Pro's
    Very fast
    Can attack air units
    Can travel over water
    
    Con's
    Lightly armoured
    Can only carry 1 unit
    
    The hover pod is an okay vehicle, since it is so fast it can escape if it 
    takes too much damage and being a hover unit, I do not think it triggers 
    bombs. Use it to scout out where the enemy is, I suggest putting a herdsman in 
    it to repair it.
    ----------------------
    Hover tank
    Pro's
    Very very powerful attack
    Fires twice
    Can attack air units
    Relatively fast attack (compared to other vehicles with missile attacks)
    High HP
    High armour
    This much power comes so cheap
    
    Con's
    Can only sit two people
    
    This AWSOME, FEARSOME vehicle is your best friend, in fact almost nothing can 
    stand up to this. 
    Strangely enough, this vehicle comes cheaper than a two-headed colossus and 
    can be repaired. In other words, BUILD THIS INSTEAD. If anything argues BOOM! 
    Of note is a mission I played in the overlords campaign. It involved using two 
    hover tanks with Obblinox herdmen and a Tha-Roon or two with some resources to 
    destroy a whole Descendents base (I am not kidding about this mission), they 
    had everything except Defense Satellites.This mission was easy if tedious and 
    I succeeded after a while. So it can be done for those skeptics out there. If 
    this is what two can do imagine what five tanks can do to your opponents!
    
    -Tip-
    Place a obblinox herdsmen in this so he can repair the tank if it breaks down.
    
    -Tip-
    To avoid deconstructors, put this in the water, next send in a Hover pod to 
    lure them out of the base. Then bombard them from the water.
    ----------------------
    
    Spells of the Overlords (Consult manual for spell descriptions)
    ----------------------
    
    Tha'Roon spells
    ----------------------
    
    Darkened mind
    I personally do not think this is good, at all. I guess in multiplayer it may 
    be better.
    ----------------------
    
    Anti-magic force
    This spell would be useful if it had further range. I once used this only to 
    have the whole base attack my poor Psionic.
    
    -Tip-
    To use this effectively, you can do one of two things. 1) Upgrade your Psionic 
    to be faster. 2) Have friendly units waiting in ambush.
    ----------------------
    
    Brain blast
    I never use this because you take damage.
    ----------------------
    
    Cerebral Stun
    Have never used this but I guess you should use this when you're being chased 
    by organic units in close range. Due to its short range I do not think its 
    that good since units like Rangers can still pick you off.
    ----------------------
    
    Will the weak
    Useless, try using herdsmen instead. Their (herdsmen) taming is permenant.
    ----------------------
    
    Wordly sight
    Why bother with this spell? Sure it reveals the map but the cost of getting 
    everyone to know it is expensive. The resources could be used to build 
    hovertanks...
    ----------------------
    
    Obblinox
    ----------------------
    
    Brew Poison Potion
    An okay spell, just make sure you use your alchemist or war alchemist and do 
    not accidentally leave it lying around.
    ----------------------
    
    Rage potion
    An okay spell in the beginning levels with relatively weak units and no 
    Advanced cybernetcis (cybernetics gives the ability to regenerate). Give this 
    to units which are dying and send them in. Becomes useless once you have 
    advanced cybernetics, jump troops and hover tanks.
    ----------------------
    
    Brew oil bomb
    This spell is the best offensive spell for the Obblinox, it does quite a lot 
    of damage, costs little mana and has a blast radius. Down side is you have to 
    manually order them to throw the bomb which can be difficult in the heat of 
    combat.
    ----------------------
    
    Enchant an item
    Sometimes useful. This can be a cheap sleazy way of getting more butanium 
    amongst other things.
    
    -Tip-
    There are 10 items which can be enchanted (Not counting fog device because it 
    has been removed from the game.
    The items which are worth enchanting are:
    
    Item
    Resource bundle-----becomes Butanium canister
    Supplies Bundle-----becomes Rations and Utensils
    Teleportation Device-----doubles range and does not damage teleporting unit
    Rations and Utensils-----substracts 2 from food consumption
    Work tools-----adds another construction skill level
    Shield Armour-----adds another point of armour
    Cryo bomb-----doubles normal damage and doubles freezing duration
    Medical Kit-----Heals all damage for the unit
    ----------------------
    
    Overlord buildings Pro's and Con's
    ----------------------
    Supplies synthesizer
    Pro's
    Provides food
    Allows building of Academy of Garage
    
    Con's
    Easily destroyed
    
    Your units need food, this should be a priority
    ----------------------
    
    Stronghold
    Pro's
    Can store resources
    Can train units
    Allows building of academy, garage and warehouse
    Strong structure
    
    Con's
    Expensive
    
    What can I say, it's important. Protect it.
    ----------------------
    
    Citadel
    Pro's
    Can hold more resources then Stronghold
    Can train units
    Allows building of bio-wing, Arcanery and Communications Antenna
    Stronger
    
    
    Con's
    Expensive
    
    This essential structure is the only way you can get the important arcanery 
    and bio-wing extensions.
    ----------------------
    
    Warehouse
    Pro's
    Allows you to store extra resources, butanium and supplies
    Cheap compared to citadel or stronghold
    Can act as a resource collection centre
    
    Con's
    Easily destroyed
    Prone to get resources stolen
    If destroyed so are the resources
    
    Guard this well. 
    ----------------------
    
    Gun tower
    Pro's
    Allow building of Academy and Garage
    Increases vision, range of fire and damage
    
    Con's
    Stationary target
    Easily destroyed by deconstructors
    Not many units in Overlord army can use this well
    
    The gun tower is essential to obtain other units. However, only long range 
    units are able to protect it effectively since short-range units will not be 
    able to protect it from deconstructors. The problem is all the long-range 
    units (except for the Oblinnox Matron) are powerful and should be used on the 
    offensive (e.g. the jump troops). There place your Matron in here so you get 
    protection and at the same time can snipe enemy troops.
    ----------------------
    
    Butanium synthesiser
    Pro's
    Gives butanium
    
    Con's
    One synthesiser for one gas vent
    Unable to increase production
    
    These are important, so protect these or your vehicles are out of fuel, 
    decreasing morale.
    ----------------------
    
    Academy
    Pro's
    Can train Guards to become exterminators
    Can be upgraded to become Arcanery
    
    Con's
    Does little else except train troops
    
    The Academy is an important structure training exterminators and elite. Make 
    sure it does not get destroyed.
    ----------------------
    
    Arcanery
    Pro's
    Can now train Herdsmen to become Alchemist, Guards to become Psionics.
    Can now research spells, Obblinox and Tha'Roon
    
    Con's
    Somewhat expensive to get because you must upgrade several buildings
    
    The arcanery is a much better structure then the Academy making it very 
    important.
    ----------------------
    
    Garage
    Pro's
    Can repair vehicles (I think)
    Provides vehicular and machine upgrades
    Can obtain offensive and defensive cybernetics
    
    Con's
    Researching all those upgrades takes resources and influence
    
    The garage is a no nonsense structure. Protect it as well.
    ----------------------
    
    Bio-wing
    Pro's
    Can now research specialised cybernetics
    Can now give specialised cybernetics
    Can now research Jump troops
    Can train Elite into jump troops
    
    Con's
    Expensive
    
    Even more important than the Garage.
    ----------------------
    
    Communications Antenna
    Pro's
    Can research two-headed colossus
    Can create a two-headed colossus
    Improves communications and mapping (Not to sure what this does)
    
    Con's
    Unless you want a two-headed colossus its useless
    
    The communications Antenna is very useless since the two-headed colossus is. I 
    am not ot sure what it does besides provide research for the colossus.
    ----------------------
    
    Descendant General Pro's and Con's
    
    Pro's
    Has many mana-using units
    Has some good buildings
    Has several good leader units
    Good at construction and destruction as well as harvesting
    
    Con's
    Most units and vehicles not offensive
    Not as good as other factions when it comes to war
    ----------------------
    
    General tips:
    ----------------------
    
    Selecting leader
    Since the descendents have four leaders there is a wide pool of talent at your 
    disposal. So far I usually use Taherih Safien because she has a very long 
    range attack, stealth, persuasion and animal taming.
    
    I do not usually use David becuase he only has persuasion and a shotgun 
    attack. As for Johnas, he is bad as a unit and is good only because he has 3 
    songs. Domingo Mejia is not bad as a unit due to his construction and 
    destruction abilities. But these skills are about the same as a professor and 
    inventor, so I usually do not choose him.
    ----------------------
    
    Bringing units over from previous missions
    The units I suggest for bringing over would be:
    1 or 2 Inventors
    1-3 officers
    1 Workbot
    1 Surveillance satellite
    
    You may wonder I do not bother bringing over interns with potential. The 
    reason for this is the fact that inventors do everything an intern does and 
    more. So really there is no point in bringing one.
    
    With the combinaion above you will be all set, the inventors can harvest 
    quickly and freeze enemies which attack. The officers will dispatch with any 
    air units. The workbot can harvest normal resources or any butanium vents you 
    find (at least I think that they can harvest normal resources) and the 
    surveillance satellite can keep close watch on the enemy units and any stealth 
    ones.
    ----------------------
    
    Scouting
    This is somewhat difficult at first with the Descendents since only Taherih 
    Safien has stealth. Later, you may have surveillance satellites but it is 
    extremely expensive to get. I really have no advice for this but send out 
    groups of units. Probably most effective would be zoo keepers and Zoologist to 
    scout, while the others stay behind, since the zoo keepers or zoologist have 
    off road movement and can use the over growth to hinder enemy movement 
    escaping to safety in numbers.
    ----------------------
    
    Butanium gathering
    The best thing about the Descendents is their ability to harvest efficiently. 
    This is no different when it comes to harvesting butanium. The Descendents use 
    workbots which harvest the gas. The best thing about them is the fact more 
    then one workbot can harvest a vent so you can build up your butanium stock 
    pile very quickly.
    ----------------------
    
    Unit Pro's and con's
    ----------------------
    
    Johnas Bruener
    Pro's
    Has many songs
    Has persuasion
    
    Con's
    Bad fighter
    Low HP
    Slow
    
    Johnas is not very good and I never choose him except when forced to. The only 
    good thing about him is that he has 3 songs.
    ----------------------
    
    Domingo Mejia
    Pro's
    Can harvest and collect resources
    Has construction skill
    Has destruction skill
    Can plant bombs
    Can persuade units
    Can repair buildings
    
    Con's
    Basically the same as a Professor or Inventor
    
    Domingo is an okay unit but since the professor or inventor does about the 
    same thing I rarely choose him.
    ----------------------
    
    Taherih Safien
    Pro's
    Can tame animals
    Has stealth
    Has long range attack
    Has persuasion
    Fast in bush
    
    Con's
    Only has one song
    
    She is probably the best choice as a leader since she has skills which most of 
    the Descendents do not have. Personally she is a good scout and at times I 
    wish she was a regular unit so I could get more units like her.
    ----------------------
    
    David the Stout
    Pro's
    Has a powerful attack
    Can damage several units
    Has persuasion
    
    Con's
    Only one song
    No other skills
    
    I rarely used David because he is just another security officer which is not 
    what I want. I suppose if you really want another good fighter choose him.
    ----------------------
    
    Intern
    Pro's
    Can build
    Can harvest
    Can deconstructor
    Can be trained to become Professor, Zoo keeper or Security
    
    Con's
    Not as good as the inventor
    
    Although these guys are essential, after a while I turned them into Professors 
    or Inventors as soon as I could because the Professors and Inventors can do a 
    better job and superior in every way.
    ----------------------
    
    Professor
    Pro's
    Can build
    Can harvest
    Can deconstruct
    Has a freeze ray which can freeze enemies
    Can create items
    
    Con's
    Can not attack air units
    Ray takes a long time to recharge
    Not too good an attacker
    
    Convert your Interns as soon as possible to this.
    
    -Tip-
    Professors and Inventors harvest faster than Interns and so, once again I say, 
    turn you interns into Professors.
    ----------------------
    
    Inventor
    Pro's
    Can build
    Can harvest
    Can deconstruct
    Has a freeze ray which can freeze enemies
    Can create items
    
    Con's
    Can not attack air units
    Ray takes a long time to recharge
    Not too good an attacker
    
    The inventor is alright but the major difference between it and a Professor is 
    that it can harvest faster (twice as fast as an intern I think, the professor 
    only 1.5 times as fast). Also it has more Mana and slightly more HP. There is 
    no big advantage or disadvatage of getting this woman.
    
    -Tip-
    The inventor can create 8 items in total (not including the fog device which 
    was removed from the game).
    All the items should be created except for the Defoliant bomb. Note however 
    that the bombs must be used by units with bomb planting ability.
    ----------------------
    
    Zoo Keeper
    Pro's
    Can travel fast in under growth or bush
    Can alert you to invisible units
    Can tame animals
    
    Con's
    Can not see invisible units
    No other skills
    Attack is short range
    
    The Zoo Keeper is not too good by itself, in fact she's pretty useless. The 
    only upside to her is that you can tame animals and travel fast in the 
    undergrowth.
    ----------------------
    
    Zoologist
    Pro's
    Can travel fast in under growth or bush
    Can alert you to invisible units
    Can tame animals
    Better than Zoo Keeper in everyway
    
    Con's
    Can not see invisible units
    No other skills
    Attack is short range
    
    The Zoo Keeper is in my opinion a waste of resources and an Intern with 
    potential. Do not bother training this unless you are really desparate.
    ----------------------
    
    Security
    Pro's
    Can attack air units
    Attack can spread over an area.
    Cheaper than Professor
    
    Con's
    Not to powerful
    Has no skills
    Slow attack
    
    The security is okay for defending your base and protecting your unit, but its 
    lack of skills make it a bad unit to travel alone.
    
    -Tip-
    The marines Viper is extremely powerful and Security and Officers are no match 
    for it since they do not have deconstruction. If anyone has a clue on how to 
    destroy a viper using Descendent units without massive loss of life or 
    vehicles please e-mail the answer. 
    I do know that the missile tower can fire in air but is not effective due to 
    its slow reload time and the fact that it can be destroyed by Grenadiers or 
    Sappers easily.
    ----------------------
    
    Officer
    Pro's
    Can attack air units
    Attack can spread over an area.
    Cheaper than Professor
    Better than a security unit in every way
    
    Con's
    Has no skills
    Slow attack
    
    The officer although better than a security is about the same. I usually do 
    not waste resources on training one.
    ----------------------
    
    Workbot
    Pro's
    Can harvest Butanium adn resources (I think)
    More then one can harvest from one vent
    A mobile butanium harvester
    
    Con's
    Weak attack
    Does nothing else
    
    The Workbot is a mobile butanium harvester which means if an area becomes too 
    dangerous to harvest simply move it away.
    ----------------------
    
    Surveillance Satellite
    Pro's
    Has stealth
    Allows mine detection
    Can see unit movement and terrain changes once area is explored
    Unrestricted movement
    
    Con's
    Slow
    No attack
    No way of repairing it
    
    The surveillance Satellite is a must for every mission since it is the only 
    unit in the Descendents capable of detecting mines and scouting in stealth.
    
    -Tip-
    To build any satellite (Surveillance or Defense) you must have a Dispatch. To 
    save money build it in one mission and carry it over to the next.
    ----------------------
    
    Defense Satellite
    Pro's
    Powerful laser attack
    Unrestricted movement
    
    Con's
    Slow
    Visible to enemies
    No way of repairing it
    
    The defense satellite is bad at attacking (from the name this should be 
    obvious). Keep it close to your base if you do build it. However I suggest you 
    do not even bother with it becaus it is slow and has no repair ability. I once 
    had a several grunts attacking my Defense Satellite, destroying it.
    ----------------------
    
    Descendents vehicle Pro's and Con's
    ----------------------
    
    Ambualance
    Pro's
    Can heal units within
    Moves quite fast
    Can carry four people
    
    Con's
    Can not attack
    
    These are important thanks to their healing ability, ensure that they are not 
    destroyed.
    ----------------------
    
    Mortar Skiff
    Pro's
    Powerful mortar attack
    Moves fast
    
    Con's
    Can only carry two people
    Light armour
    Can not attack air
    
    The mortar Skiff is a good unit to use because it can retreat quickly into the 
    water if it is getting pummeled too much. Keep it away from Hover tanks, 
    Vipers and Stingrays.
    
    -Tip-
    Mortar Skiffs are most effective in groups of 3 or more.
    ----------------------
    
    Gun Car
    Pro's
    Can carry 3 people
    Has a ballistic attack which can attack air and several people
    
    Con's
    Weak against Deconstructors
    Slows down in bush drastically
    
    The Gun Car is very weak and falls prey to Deconstructors easily so I rarely 
    use this.
    ----------------------
    
    WASP
    Pro's
    Can fly
    Fast
    
    Con's
    Weak
    Can only fire one rocket at a time
    Can only carry one unit at a time
    
    The WASP looks cool but is a weak unit and can be taken out by enemy units 
    easily, even when in a swarm.
    ----------------------
    
    Spells of the Descendents(Consult manual for spell descriptions)
    The descendents do not have spells, rather they have inventions
    
    The items that can be created are:
    
    Rations and Utensils
    Good idea if your army is large and you have few farms
    ----------------------
    
    Defoliant Bomb
    Not too good idea because it destroys potential resources and does no damage 
    to any unit except Eaggra and Descendents and S.U.N are supposed to be allies.
    ----------------------
    
    Cryo Bomb
    Good because it can freeze troops. It may be expensive but considering the 
    Descendents are so good at harvesting this should be no problem. I suppose you 
    should use this when retreating.
    ----------------------
    
    Work Tools
    Not too good an idea because well, the Inventors and Professors are pretty 
    good at construction and Destruction. Its okay if you wish to save resources 
    on training however.
    ----------------------
    
    Chemical Bomb
    Powerful bomb, its good but limited in use because using a Professor or 
    Inventor to plant bombs can be difficult since they have no stealth.
    ----------------------
    
    Medical Kit
    A must, all units on the battle front should have them especially if there are 
    no ambulances around. It can be annoying having to distribute these around 
    however.
    ----------------------
    
    Shield Armour
    A good idea for all units as well especially Descendent units since they are 
    so weak.
    ----------------------
    
    Teleportation Device
    Can really turn the tide in a battle but only if the enemy is using powerful 
    vehicles like Incinerators or Hover tanks.
    
    -Tip-
    Only workers of a faction can repair that factions vehicles so any captured 
    vehicles will not be able to be repaired. Take care of them!
    ----------------------
    
    Descendent buildings Pro's and Con's
    ----------------------
    
    Farm
    Pro's
    Provides food
    Allows building of Academic Hall and Engineering lot
    
    Con's
    Low HP
    
    The farm is essentially for keeping your people well fed so make sure you have 
    enough farms.
    ----------------------
    
    College
    Pro's
    Can give units extended training
    Can store resources
    Allows building of Academic Hall and Engineering lot
    
    Con's
    Expensive
    
    The college is the town center, protect it.
    ----------------------
    
    Campus
    Pro's
    Has more life than a college
    Allows building of Security office, laboratory and dispatch
    Can store more resources than College
    
    Con's
    Expensive to upgrade
    
    Even more important than the College
    ----------------------
    
    Watch Tower
    Pro's
    Increases units vision, range of fire and weapon damage
    
    Con's
    Easily destroyed by deconstructors
    
    The tower is alright but once again it can easily be destroyed by 
    deconstructors.
    ----------------------
    
    Missile Tower
    Pro's
    Can attack air units
    Average reload time
    
    Con's
    Immobile
    Easily destroyed by deconstructors
    
    The missile tower is a useless structure since it can easily be destroyed by 
    deconstructors.
    ----------------------
    
    Security office
    Pro's
    Can train security or officers
    
    Con's
    Does little else
    
    The security office is an average structure. It can only train security 
    personnel but that's pretty good as it is.
    ----------------------
    
    Academic Hall
    Pro's
    Can train Professor and Inventors
    Can research Invention skills
    Can research Specialised and Offensive Cybernetics
    Allows the Campus upgrade from a college
    
    Con's
    Does not grant cybernetic packages
    
    As a building this is quite good acting as a center of combined training and 
    research.
    ----------------------
    
    Engineering Lot
    Pro's
    Automatically repairs any vehicles in it for free
    Allows research of Vehicle upgrades
    Allows research of W.A.S.P
    Allows building Ambulance and Mortar Skiff
    Grants Vehicle upgrades
    
    Con's
    Easily destroyed
    
    The engineering lot is good except for its low armour rating so do not build 
    it near the battle front like I did.
    ----------------------
    
    Laboratory
    Pro's
    Grants Cybernetics
    Can research workbot
    Can train zoologist and Zoo keepers
    
    Con's
    Unneccessary building
    
    The laboratory is important because it grant Cybernetics and allows research 
    for the workbot. I really hate it because it is unneccessary and just 
    confusing, after all why research in the academic hall only to have to go to 
    the laboratory to get cybernetics?
    ----------------------
    
    Radio Dispatch
    Pro's
    Improves mapping and communication (no fog of war apparently if you have a 
    surveillance satellite up)
    Allows Defense and Surveillance satellites to be researched
    
    Con's
    Expensive
    
    The radio dispatch is essential in the Descendents case apparently. The 
    surveillance satellite only eliminated the "fog of war" with this operational 
    I think, and you can only build satellites with its help.
    ----------------------
    
    Tips for Marines
    
    General Pro's and Con's
    
    Pro's
    Powerful units and vehicles
    Fast healing
    Most units have stealth
    Most units have all kinds of skills
    
    Con's
    Army uses a lot of Butanium for the good units
    No vehicle upgrades
    Only one unit has animal handling
    ----------------------
    
    General tips:
    ----------------------
    
    Selecting leader
    Marines are spoiled for choice in this case. All the leaders are good. 
    Generally I choose Kate Turner because she has all songs.
    Karl Richards is a slightly above average unit but only has one song.
    Malcolm is powerful and highly skilled but has no songs. He can easily be 
    replaced by several grunts and sappers.
    ----------------------
    
    Bringing units over from previous missions
    The units I suggest for bringing over would be:
    1 or 2 Grenadiers with full skills for scouting (if frogman is absent) and 
    deconstruction
    1 frogman with full skills for scouting and bombplanting
    2 Gunny Sergeants with full skills to later be turned into Legionnaires
    2 Legionnaires to replace the Gunny Sergeants with specialised Cybernetics
    1 techie to train animals
    2 bio-driods offensive Cybernetics preferably since specialised will consume 
    more butanium
    
    This powerful combination will be the death of the enemies. The 2 bio-droids 
    alone will ensure your victory. This is however fairly butanium intensive with 
    the Legionnaires, specialised Cybernetics and bio-droids so try and find a 
    source of Butanium as soon as possible
    ----------------------
    
    Scouting
    This is extremely easy for the Marines since most of their units have stealth. 
    I would suggest using a fully skilled Grenadier in the first few missions and 
    then the Frogman in the later levels because they can detect mines and bombs 
    etc. and the frogman can cross water and land.
    ----------------------
    
    Butanium gathering
    This is very important as quite a number of Marine troops require butanium 
    (e.g. the bio-droids) so try and secure at least 3 vents.
    ----------------------
    
    Unit Pro's and con's
    ----------------------
    
    Karl Richard
    Pro's
    Has war song
    Has persuasion
    Has a ballistic attack which damages several units in the area
    
    Con's
    Only one song
    
    Karl Richards is good I suppose even though he only has one song. He is an 
    average choice
    ----------------------
    
    Kate Turner
    Pro's
    Has all songs
    Has persuasion
    
    Con's
    Only has a close range attack
    Weak
    
    I usually choose Kate Turner since she has all songs. There really is no need 
    for her to be strong since all the other units in the Marines are strong.
    ----------------------
    
    Malcolm
    Pro's
    Powerful unit
    Has bomb-planting ability
    Has detection ability
    Has a rocket launcher which damages several units at once 
    Has stealth
    
    Con's
    Has no song
    Missile launcher dangerous to friendly units if friendly fire is on
    No persuasion
    
    Malcolm is excellent for those missions you think you have no need for 
    persuasion but need a powerful unit on your side, he has no songs however nor 
    persuasion so he works best in combat
    ----------------------
    
    Enlistee
    Pro's
    Can build buildings
    Can harvest
    Can repair buildings
    Can become more powerful with training
    
    Con's
    Weak compared to the rest of the Marines
    
    The Enlistee provides resources and repairs buildings. It is important to 
    protect them.
    ----------------------
    
    Sapper
    Pro's
    Has stealth
    Can detect mines and bombs
    Throws instead of plants bombs
    Has deconstruction
    Good against vehicles
    Has a blast attack which can damage several units
    
    Con's
    Slow attack
    Bad against people
    
    The sapper is good unit for scouting, deconstruction and sabotage but weak 
    when it comes to attacking people so back it up with Grunts and Gunny 
    Sergents.
    ----------------------
    
    Grenadier
    Pro's
    Better than a Sapper
    Can be turned into a Frogman
    Has stealth
    Can detect mines and bombs
    Throws instead of plants bombs
    Has deconstruction
    Good against vehicles
    Has a blast attack which can damage several units
    
    
    Con's
    Slow attack
    Bad against people
    
    The grenadier like the sapper should be used to scout, destroy and sabotage. 
    
    -Tip-
    Keep one or two for the next mission so that you can get a frogman.
    ----------------------
    
    Grunt
    Pro's
    Has a ballistic attack which attacks several units at once
    In groups can be very effective
    Has stealth
    Can attack air units
    Long range attack
    
    Con's
    Reload long
    Has no other skills
    Singly can be taken down easily
    
    The Grunt is meant to be the basic soldier in your army. In groups they are 
    very effective against the enemy units approaching them.
    ----------------------
    
    Gunny Sergeant
    Pro's
    Better than a Grunt
    Has a ballistic attack which attacks several units at once
    In groups can be very effective
    Has stealth
    Can attack air units
    Long range attack
    
    Con's
    Reload long
    Has no other skills
    Singly can be taken down easily
    
    The Gunny Sergent although not powerful should be carried over so they can be 
    turned into powerful Legionnaires.
    
    -Tip-
    Do not equip them with Specialised Cybernetics until after they have become 
    Legionnaires.
    ----------------------
    
    Frogman
    Pro's
    Has stealth
    Can detect mines and bombs
    Has bomb-planting ability
    Has deconstruction
    Has a blast attack which can damage several units
    Can swim/travel underwater
    Attack is now good against people since it is faster
    
    Con's
    Loses ability to throw bombs
    Attack does less damage than before
    Needs bombs to be effective
    
    The frogman is good if you want to plant bombs and scout since it can travel 
    in the water. Use it clear an area out before sending in your troops.
    ----------------------
    
    Legionnaire
    Pro's
    Powerful laser attack
    Has stealth
    Has long-range attack
    Has fast reload for such a powerful attack
    
    Con's
    Expensive to research
    Can not attack air
    Slow
    
    The Legionnaire may be expensive but it is one of the best units to get. A 
    squad of four of these deadly Marines will bring death.
    
    -Tip-
    To make your squad even more powerful bring give your Legionnaires specialised 
    Cybernetics so they do more damage, do not have to return to base to heal and 
    have even longer range.
    ----------------------
    
    Techie
    Pro's
    Can freeze enemies
    Has animal Handling
    Can create items
    Can become a bio-droid
    
    Con's
    Weak unit
    
    One techie is usually enough for one mission. Keep it well protected.
    
    -Tip-
    The techie can create 8 items in total (not including the fog device which was 
    removed from the game).
    All the items should be created except for the Defoliant bomb and first aid 
    kit. Note however that the bombs must be used by units with bomb planting 
    ability.
    
    ----------------------
    
    Bio-droid
    Pro's
    Has a powerful shotgun attack
    Attack can damage several units
    Can fly
    Can move fast
    Has a lot of life and armour
    Can heal at M.A.S.H. facility
    
    Con's
    Consumes butanium
    Destroys techie
    Must land to attack
    
    These powerful units should be carried over and used as "drop troops." Simply 
    land on the outskirts of the enemy base and fire.
    
    -Tip-
    Here's how to destroy the enemies with only two Bio-droids or one even. Land 
    on the outskirts and attack a building. This will draw the enemy out so run to 
    a spot with water. DO NOT fly unless you want only units which can attack you 
    to follow you. If you fly units which can not target you will return back to 
    the base.
    
    Then attack them at the edge of the water. If damage becomes too great fly 
    back and heal in the M.A.S.H. facility once your droids are back to full life 
    return and repeat.
    
    -Tip-
    Hot key for flight is F
    ----------------------
    
    Dog
    Pro's
    Can alert you to the prescence of hidden units
    Fast in the undergrowth
    No need to recruit so no limit to number of dogs you have
    
    Con's
    Weak
    Can not see hidden units
    
    The dog is useless so do not bother with using it unless you plan to have a 
    whole pack of them mugging lonely units. The sappers and Grenadiers are much 
    better as they can detect and remain in stealth.
    ----------------------
    
    Marines vehicle Pro's and Con's
    ----------------------
    
    Incinerator
    Pro's
    High armour
    High damage
    Flamethrower can attack through a target
    Can carry four units
    
    Con's
    Slow
    Short range
    Consumes a lot of Butanium when several are built
    Slow recharge
    Large size
    Can be destroyed by deconstructors in due time
    
    These incinerators are a force to be reckon with. Their flamethrower attack 
    may be short range but are very damaging. Have them in groups of three so 
    things do not get too crowded. Due to their powerful attack most 
    deconstructors should die before coming close enough to attack you.
    
    -Tip-
    If the undergrowth blocks your way, torch it with your flames.
    ----------------------
    
    Viper
    Pro's
    Fires a barrage of four missiles
    Missiles can damage several units at once
    Can fly
    Can transport four troops
    Heavy armour
    Fast moving
    
    Con's
    Slow reload
    
    The viper is an "airborne assault vehicle" as stated in the manual and its use 
    is pretty clear. Place four troops in their, one to pilot the rest to jump out 
    and swarm the enemy. Having several of these attack the enemy at once with 
    ground support would be a good idea.
    ----------------------
    
    Stingray
    Pro's
    Powerful attack
    Long-range attack
    Ballistic attack can damage several units at once
    Travels quickly over water
    Can transport four troops
    Armour moderately heavy for a water vehicle
    Can attack in air
    
    Con's
    Can only travel on water
    
    The stingray is a reliable vehicle but as said above is limited to water so 
    can be annoying.
    
    -Tip-
    Rather then landing all troops on to land, have one remain in the stingray to 
    defend your troops.
    
    -Tip-
    You can also draw the enemy out from the base then retreat to the shore with 
    someone already in your stingray. The stingray will then be able to attack the 
    enemy as they chase your ground troops.
    ----------------------
    
    Spells of the Marines(Consult manual for spell descriptions)
    The Marines do not have spells, rather they have inventions
    
    The items that can be created are:
    
    Rations and Utensils
    Good idea if your army is large and you have few Mess Halls
    ----------------------
    
    Defoliant Bomb
    Not too good idea because it destroys potential resources and does no damage 
    to any unit except Eaggra. You may decide to use this to clear undergrowth for 
    your vehicles but why bother when your Incinerator can torch it for you?
    ----------------------
    
    Cryo Bomb
    Good because it can freeze troops. In the case of Marines I do not think you 
    should bother with this since the Marines weapons are probably better then a 
    cruo bomb.
    ----------------------
    
    Work Tools
    Not too good an idea because well, you really only need one or two enlistees 
    with high skill levels.
    ----------------------
    
    Chemical Bomb
    Powerful bomb, its good for the Marines because you can either use Sappers, 
    Grenadeirs or Frogman to plant this. I usually have the frogman plant these 
    bombs at the enemy base and watch troops slowly die.
    ----------------------
    
    Medical Kit
    You should not bother with this since the M.A.S.H. facility heals your troops 
    for free.
    ----------------------
    
    Shield Armour
    A good idea for all units especially the leaders.
    ----------------------
    
    Teleportation Device
    Can really turn the tide in a battle but only if the enemy is using powerful 
    vehicles like Hover tanks.
    
    -Tip-
    Only workers of a faction can repair that factions vehicles so any captured 
    vehicles will not be able to be repaired. Take care of them!
    ----------------------
    
    Marines buildings Pro's and Con's
    ----------------------
    
    Mess Hall
    Pro's
    Provides food
    Allows building of barracks and MASH facility
    
    Con's
    Easily destroyed
    
    This is obviously important. Protect it or your troops may starve.
    ----------------------
    
    Headquarters
    Pro's
    Stores food
    Can train sappers and Grenadiers
    High armour
    Allows building of BArracks and MASH facility
    Can increase unit's skill level
    
    Con's
    Expensive
    Resources can get stolen from this if unprotected
    ----------------------
    
    Base
    Pro's
    Stores more food than the Headquarter
    Can train sappers, Grenadiers and techies
    Can research Invention skill levels
    Allows building of uplnk, kennel and Firing Range
    
    Con's
    Expensive
    Resources can get stolen from this if unprotected
    ----------------------
    
    Guard Tower
    Pro's
    Can increase unit's extended vision, range of fire and weapon damage
    Allows building of Barracks and MASH facility
    
    Con's
    Stationary
    Easily destroyed by units with destruction skills
    
    I recommend placing bio-driods, Grunts, Gunny Sergents or Legionnaires in 
    here.
    ----------------------
    
    Butanium Refinery
    Pro's
    Supplies Butanium
    Enlistees do not have to bring Butanium back to Town Center, automatically 
    stored
    
    Con's
    Requires protection
    Can not increase production
    
    This is crucial to build vehicles and keep them runnning smoothly. Protect 
    these as well as you can.
    ----------------------
    
    Barracks
    Pro's
    Can train Grunts, Gunny Sergents and Frogman
    Can research Bio-droid here
    Allows building of Base
    
    Con's
    Can not attack or defend
    
    The barracks are essential. You should build them as soon as you can.
    ----------------------
    
    Firing Range
    Pro's
    Can train Legionnaries
    Can research Legionnaires
    
    Con's
    Expensive
    Useless besides training Legionnaires
    
    The firing Range is good because it can train Legionnaires but is a silly 
    addition to War Wind.
    
    -Tip-
    In the Marine campaign you can build a firing range long before you can 
    actually build Legionnaires. Do not waste resources building this until the 
    mission briefing says you can build Legionnaiers.
    ----------------------
    
    Kennel
    Pro's
    Can train dogs
    
    Con's
    Useless unless you want dogs
    
    Do not build this since dogs are useless and are outclassed by just about 
    every other unit.
    ----------------------
    
    M.A.S.H. Facility
    Pro's
    Can heal any organic units quickly and for free, including Legionnaires and 
    Bio-droids
    Allows research of Cybernetics
    Grants Cybernetics
    Allows Base to be obtained
    
    Con's
    Can be destroyed fairly easily by deconstructors
    
    Protect this and place it in the middle of your base if possible. All units 
    including bio-droids and Legionnaires can use this so use it.
    ----------------------
    
    Uplink
    Pro's
    Improves communications and mapping
    Allows research of Viper
    
    Con's
    Useless besides research
    
    I strongly suggest you only build this when you really, really, really need a 
    Viper. Most of the time do not bother with this but send in your bio-droids 
    instead.
    ----------------------
    
    Pacifying and taming animals
    Have a unit with full animal handling go pacify all animals which might 
    otherwise hurt your other troops.Generally, it is better to tame more powerful 
    creatures like the Rubble fiend then the slink weed or snipe thorn.
    
    The animals
    ----------------------
    
    Bonca
    Pro's
    Fast moving
    Medium HP
    Can be turned into Mounted Cavalier if you ask a Cavalier to mount it
    
    Con's
    Attack is short range
    Destroys vegetation and resources unless tamed
    
    Bonca's are okay units to tame, they have alot of HP compared to most 
    creatures. If you are S.U.N have your Cavaliers mount them instead.
    If they are eating resources you should destroy them if you are the Marines. 
    Otherwise tame them.
    ----------------------
    
    Elder Bonca
    Pro's
    Fast moving
    High HP
    Can be turned into Rook if you are S.U.N.
    Attack is greater than Bonca
    
    Con's
    Large target
    Attack is not too powerful
    Consumes vegetation and resources unless tamed
    
    These, like the Bonca's are okay units to tame, they have more HP then Bonca's 
    and are better fighters. Taking one down can be difficult however if you 
    choose to destroy them.
    ----------------------
    
    Bonca Fledglings
    Pro's
    Fast moving
    Fast attack
    
    Con's
    Low life
    Can be very annoying when it attacks your buildings
    If attacked will summon Bonca's to attack you
    
    These Fledglings are very annoying, do not attack them if possible or be 
    prepared to face Bonca's and Elder Bonca's attacking your troops. I assure you 
    that the Bonca's which arrive will be hard to destroy due to their large 
    numbers.
    ----------------------
    
    Dinge vermin
    Pro's
    Has a high stealth
    Very fast
    Has 2 inventory slots
    
    Con's
    Difficult to tame because always on the move trying to steal resources from 
    you.
    Not very powerful
    
    I would suggest having a dinge vermin or 2 to steal enemy resources and scout 
    for you if you would like to reserve your units for later. Their three 
    "pockets" come in especially useful.
    
    -Tip-
    To capture a dinge vermin (they can be very slippery) simply surround it with 
    units. It will stop and not attack you. Then tame it.
    
    -Tip-
    Dinge vermin can be hard to spot so check your resources, if they are dropping 
    for no reason then check for a translucent brown figure entering your Town 
    Center. 
    ----------------------
    
    Diseased Rats
    Pro's
    Causes enemies influence to drop
    Fast
    
    Con's
    Easily destroyed
    Weak attackers
    Low HP
    
    Destroy these guys and do not bother to tame them they are a nuiscence.
    ----------------------
    
    Foul Fess
    Pro's
    Can morph
    Can detect any hidden or invisible units
    
    Con's
    Slow
    Attack is not very powerful
    Can not move out of water
    Attack is short-range
    
    Average animal to tame the foul fess are annoying. Unfortunately I could never 
    tame one since they are in the water. But I have used them in my custom maps 
    and they do have morphing abilities and can withstand some punishment.
    ----------------------
    
    Grabby Briar
    Pro's
    Can morph
    Can detect any hidden or invisible units
    Can travel quickly through undergrowth
    
    Con's
    Visible unless morphed
    Attack not too powerful
    
    The Grabby Briar is another average unit to tame, it can come in handy for 
    scouting and detecting.
    ----------------------
    
    Ionic Brakus
    Pro's
    Stops all mechanical units short
    High Armour
    High HP
    Can detect mines
    Alerts you to stealthed units
    
    Con's
    Slow
    Its ability to stop mechanical units can be turned against you
    
    One of the best animals to time with an Ionic Brackus on your side the enemies 
    vehicles and machines will be immobilised taking away any advantage. This 
    especially benfits S.U.N since they use mostly organic units.
    
    -Tip-
    The ionic Brakus influence changes with proximity. Far away vehicles slow, and 
    at close range they freeze completely.
    ----------------------
    
    Rubble Fiend
    Pro's
    Can morph
    Can detect any stealthed units
    Has high armour
    
    Con's
    Unpredicatble, sometimes takes alot of damage, sometimes walks away with 
    little damage
    Invisible only when morphed
    Attack is also unpredicatable at times
    Annoying when traveling close to Ruins
    
    The rubble fiend is an okay unit to tame. Its attacks are close range however 
    so be sure to have some support. Try to pacify it if possible rather than 
    destroying it.
    ----------------------
    
    Slink weed
    Pro's
    Can morph
    Can detect any stelathed units
    Can travel quickly in undergrowth
    
    Con's
    Weak attack
    Low HP
    Slow when traveling across open ground
    
    Slink weed are annoying and not worth taming except in the lower levels when 
    you need a scout in a densely forested area. Pacify or destroy them.
    ----------------------
    
    Snipe Thorn
    Pro's
    Medium-range attack
    Can attack air units
    Good in packs
    Quick
    
    Con's
    Weak attack
    Low HP
    Annoying when in packs
    
    Do not waste your time trying to tame them, by the time you train enough to be 
    effective you could probably have done much more. Destroy them or pacify them 
    if you see them or they will slowly chase and hunt you down. 
    ----------------------
    
    Wild Ape
    Pro's
    Fast moving
    
    Con's
    Weak attack
    Low HP
    Annoying when in Packs
    
    Like the snipe thorn do not waste your time in these poor units. Pacify or 
    destroy them.
    ----------------------
    
    Using heroes
    ----------------------
    Each faction has different heroes and they each should be used to capitalise 
    on their strengths
    
    Young Twins
    ----------------------
    Pro's
    Fast
    
    Con's
    Low HP
    Low attack
    Attack is short-range
    
    These poor units are bad fighters, do not place them in the battle front!
    ----------------------
    
    Juien Gien Eight Eyes
    Pro's
    Can hover over land and water
    Can detect mines
    Has magical spells (I think)
    
    Con's
    Not too good a fighter
    
    Juien Gien is okay as a spell caster, just keep him away from combat.
    
    -Tip-
    Since most land units can not travel on water, float him on water to safety.
    ----------------------
    
    Gamon the Seeing
    Pro's
    Can cast spells
    Can detect land minds
    
    Con's
    Not too good a fighter
    
    Gamon is okay as a spell caster, like Juien Gien try to keep him away from 
    battle.
    ----------------------
    
    Boa the Trader
    Pro's
    Fast
    Can float over water
    Has freeze ray attack
    
    Con's
    Not too good a fighter
    
    As a unit Boa is okay as long as you have room to manuever and water to float 
    away upon.
    ----------------------
    
    Saw'Shaw
    Pro's
    Has two attacks, freeze ray and shotgun
    Fast
    Powerful shotgun attack
    Can damage several units at once
    Can persuade
    Fast reload
    
    Con's
    Attacks sometimes do not work together as planned
    
    Argueably the best hero (except for possbily wenda) Saw'Shaw is best one-on-
    one.
    
    -Tip-
    Saw'Shaws two attacks work hand in hand. She fires a freeze ray then a 
    shotgun, paralyzing the enemy, then firing the freeze ray again before the 
    enemy has time to recover then the shotgun again.
    This is really powerful and you can kill units and vehicles without losing HP
    ----------------------
    
    Wenda of Ohio
    Pro's
    High HP
    Long-range attack
    Accurate
    Fast
    Powerful attack unmatched by most units
    Can attack air units
    
    Con's
    Long reload time
    
    Wenda is one of the best heroes save for Saw'Shaw, her long reload times 
    however are annoying as the enemy can kill her during this period. Use hit and 
    run tatics.
    ----------------------
    
    Elder mates
    Pro's
    Can travel fast
    Attack is average
    
    Con's
    Attack is short-range
    Low HP
    
    The Elder mates are poor attackers, do not bother to use them to lead an 
    attack.
    ----------------------
    
    Artifact Vehicle
    Pro's
    Can travel fast
    
    Con's
    Easily destroyed by deconstructors
    
    Abandon this if you can or clear the area before driving in this. It once got 
    destroyed by a sappers splash damage in my game!
    ----------------------
    
    Hot keys to remember
    ----------------------
    B---build
    F---fly
    L---land
    U---Burrow/mount Bonca/Reverse Earth Form
    C---cast spell
    T---take resources
    P---persuade
    N---tame animal
    O---Store Resources
    
    F5---Set Aggressive stance
    F6---Set Defensive stance
    F7---Set Passive stance
    F8---Set Evasive stance
    ----------------------
    
    Spell Hot keys to remember
    ----------------------
    S.U.N.
    ----------------------
    
    Shama'Li
    ----------------------
    G---Great Earth Spirit
    H---Ground Harvest
    S---Soothing Voice
    
    Eaggra
    ----------------------
    G---Regrowth
    N---Nature seeing
    P---Pathfinder
    ----------------------
    
    Tha'Roon
    ----------------------
    A---Anti-magic Force
    C---Cerebral stun
    ----------------------
    
    Obblinox
    ----------------------
    E---enchant item
    O---brew Oil Bomb
    R---brew Rage potion
    ----------------------
    
    Human
    ----------------------
    A---armour
    C---Cryo bomb
    M---Medical kit
    R---rations
    T---Teleport Device
    W---Work tools
    X---chemical bomb
    ----------------------
    
    Legal stuff
    ----------------------
    This file and all its contents are sole propety and is copyrighted by Barnabas 
    Soon since Jan 1 2000. Should you wish to place this on your website please 
    contact me first. You may however, distribute this file via e-mail to your 
    friends in its entirity. Do not however edit this file whatever you do.
    
    You may print out any portion of this (uneditied). If you do, please a credit 
    it to me.
    
    This file may not be sold or be used to make a profit.
    ----------------------
    
    Comments and Suggestions
    ----------------------
    If you have any comments and suggestions please e-mail me. Only constructive 
    ones please. Do not waste my time.
    
    Links
    ----------------------
    
    http://rab-tcg.50megs.com
    My personal website containing a battle card game.
    
    http://rab-tcg.50megs.com/mygameguides
    The portion of my website where this and any other gameguides by me can be 
    found.
    ----------------------
    THE END---THANKS FOR READING THIS!