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Empire Earth for PC 
Unit FAQ
Written by DarthMarth
Version 1.0
Started: Friday, December 13, 2002
Released:
Last Updated:
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1. INTRODUCTION
Hello and welcome to my Unit FAQ for Empire Earth one of the best real-time 
strategy games of all time. With an assortment of units spanning from 
prehistoric times to the future, you'll be glad to have all the help you can 
get understanding them!
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2. TABLE OF CONTENTS

1......Introduction
2......Table of Contents
3......Game Controls
4......Unit Guide
5......Legal Information
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3. GAME CONTROLS

Any veteran of real-time strategy games should have no trouble with the basic 
controls, but Empire Earth offers quite a few advanced controls not found in 
many other games.

View Controls

Arrow Keys: Scroll
Right/Left Bracket: Zoom in/out
Period: Follow selected unit
F2: Toggle through zoom modes
F5: Toggle through hidden units modes
F9: Take a screenshot
Ctrl-F9: Take a low-resolution screenshot of entire map
Alt-F9: Take a high-resolution screenshot of entire map

Selection Controls

Tab: Select Idle Citizen
Comma: Select Idle Military Unit
A: Select Idle Atomic Bomber
B: Select Idle Bomber
D: Select Idle Fighter/Bomber
F: Select Idle Fighter
Ctrl-#: Create group # out of selected units
Shift-#: Add selected unit to group #
Alt-#/##: Select and center group #
#: Select group #

Game/AI Controls

Numpad +: Increase game speed
Numpad -: Decrease game speed
Enter: Chat mode
F1: Return to Scenario Editor when in test mode
F3: Pause
F4: Quick Save
Shift-F4: Quick Load
Ctrl-F4: Auto save load
F10: Game options
Alt-F: Flare Mode
Page Up: Display previous messages
Ctrl-Shift-Z: "Banzai" all-out computer attack-allied players will assist you
Ctrl-Alt-Z: "Banzai" all-out computer attack-allied players will not assist you
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4. UNIT GUIDE

Here it is-the purpose of this FAQ. There are many different unit categories in 
Empire Earth, each containing several units and meant to fulfill a purpose. 
Empire Earth uses a rock-paper-scissors system, meaning that each unit in weak 
to something.

GROUND UNITS-SHOCK INFANTRY

Includes: Club Man, Mace Man, Short Sword, Long Sword
Strength: Archers
Weakness: Spear (Pierce)
Produced At: Barracks
These are your basic melee infantry units, useful until the Renaissance. Their 
armor makes them handy for taking on archers. Watch out for spear infantry, 
though.

GROUND UNITS-SPEAR (PIERCE) INFANTRY

Includes: Spear Man, Phalanx, Pike Man, Halberdier
Strength: Shock infantry, Cavalry
Weakness: Archers, Gun Infantry
Produced At: Barracks
Good for engaging shock infantry and all types of cavalry. Halberdiers are 
powerful and can be used even up to the Industrial age. Best when mixed with 
shock infantry.

GROUND UNITS-ARCHERS

Includes: Slinger, Simple Bowman, Composite Bow, Long Bow
Strength: Spear (Pierce) Infantry
Weakness: Shock Infantry
Produced At: Archery Range
Before the Renaissance, these units should be your staple ranged combat support 
units. Protect them from harm with melee units like Spear Infantry. Archers can 
be deadly against unarmored or slow targets.

GROUND UNITS-GUN (RANGED) INFANTRY

Includes: Arqebus, Musketeer, Grenadier, Doughboy, Marine, Sentinal, Guardian
Strength: Spear(Pierce) Infantry, Gun Cavalry, Anti-Tank (AT), Zeus Cyber, 
Anti-Air (AA)
Weakness: Sword Cavalry, Field Cannon, Tank, Artillery, Pandora Cyber, Bombers, 
Helicopter Gunship
Produced At: Barracks
As soon as possible, make these your main infantry force. They can have great 
range when upgraded, do excellent damage, and are not expensive. They have as 
many weaknesses as strengths, so protect them with other units.

GROUND UNITS-FIELD CANNON

Includes: Hand Cannoneer, Trench Mortar, Heavy Mortar
Strength: Buildings, Gun Infantry
Weakness: Sword Cavalry
Produced At: Barracks
These guys replace archers as combat support units. Their shots do decent 
damage against buildings and their area of effect makes them powerful against 
massed infantry. Put them behind ranged infantry.

GROUND UNITS-INFANTRY ANTI-INFANTRY

Includes: Elite Guard, Machine Gun
Strength: Infantry
Weakness: Other Anti-infantry
Produced At: Barracks
These two ranged units are built to mow down scores of infantry units. Their 
range is not that of the Gun Infantry, but they are still powerful.

GROUND UNITS-INFANTRY ANTI-TANK

Includes: Grenade Launcher, Bazooka
Strength: Tanks
Weakness: Anti-infantry
Produced At: Barracks
These units can make shorts work of tanks. Their rockets even work against 
buildings. These units should be included in every atomic age infantry squad.

GROUND UNITS-STEALTH

Includes: Sharpshooter, Sniper
Strength: Infantry
Weakness: Anti-infantry
Produced At: Barracks
These two units are great for combat support. Their stealthiness means that 
they are invisible unless an enemy unit gets too close. Their shots, while very 
slow, are highly damaging and almost always one-shot-one-kill against infantry.

GROUND UNITS-MEDIC

Includes: Medic-Imperial, Atomic, and Digital
Strength: None
Weakness: Anti-infantry
Produced At: Barracks
Medics are obviously used for healing units. They will automatically heal any 
nearby units. A must-have for every army.

GROUND UNITS-JALEVIN

Includes: Javelin Thrower, Pilum
Strength: Shock Infantry
Weakness: Other archers
Produced At: Archery Range
Unlike other archers, Javelin Throwers and Pilums have piercing attack like 
Pikemen, giving them different strengths and weaknesses.

GROUND UNITS-SPEED ARCHER

Includes: Chariot Archer, Cavalry Archer
Strength: Spear (Pierce) Infantry
Weakness: Shock Infantry
Produced At: Archery Range
These are basically fast, agile archers. Nothing else special, except that they 
take 2 population instead of 1.

GROUND UNITS-SWORD CAVALRY

Includes: Horseman, Catraphact, Curassier, Imperial Curassier
Strength: Archers, Gun Infantry, Field Cannon
Weakness: Spear (Pierce) Infantry, Gun Cavalry
Produced At: Stables
These units are basically very fast, tough Shock Infantry. They also take 2 
population.

GROUND UNITS-SPEAR (PIERCE) CAVALRY

Includes: Bronze Cavalry, Knight
Strength: Shock Infantry, Shock Cavalry
Weakness: Spear (Pierce) Infantry
Produced At: Stables
These cavalry units, with Piercing attacks, are faster, tougher Spear Infantry. 
Like all cavalry, they take 2 population units.

GROUND UNITS-GUN CAVALRY

Includes: Carabineer, Dragoon
Strength: Sword Cavalry
Weakness: Spear (Pierce) Infantry, Gun Infantry
Produced At: Stables
Though their range is not as great as Gun Infantry, Gun Cavalry are much faster 
and tougher. Unfortunately, they take 2 population.

GROUND UNITS-MISCELLANIOUS INFANTRY

Includes: Rock Thrower, Sampson, Barbarian, Viking, Partisan, Flame Thrower, 
Stinger Soldier
Strength: Various
Weakness: Anti-Infantry
Produced At: Barracks
There are a number of un-upgradable infantry units. Many of them are very 
powerful and should not be ignored. The Rock Throwers are very basic, short-
ranged infantry units accessible from the Prehistoric Age. Sampsons swing 
massive tree trunks and excel at demolition. Barbarians are melee units that 
can walk right through forests. Vikings have the stealth ability of the Stealth 
Infantry but are melee units. Partisans can also walk through trees but are 
ranged and can attack air units. Flame Throwers have fast attacks that can 
quickly raze buildings. And last but definitely not least, Stinger Soldiers are 
powerful infantry units against air units.

GROUND UNITS-MISCELLANIOUS ARCHERS

Includes: Elephant Archer, Crossbow
Strength: Spear (Pierce) Infantry
Weakness: Shock Infantry
Produced At: Archery Range
There are not nearly as many miscellaneous archers as there are infantry. 
Elephant Archers, although slow and using 2 population, are very tough to kill 
and have the second most powerful arrow attack in the game, second only to 
Crossbow, early non-stealthy Snipers that fire deadly bolts.

GROUND UNITS-MISCELLANIOUS CAVALRY

Includes: War Elephant, Persian Cavalry
Strength: Various
Weakness: Spear (Pierce) Infantry
Produced At: Stables
The War Elephants are nonranged versions of Elephants Archer: tough, slow, and 
hungry for an extra population unit. The Persian Cavalry, on the other hand, is 
made up of very light, fast, and piercing units, also taking 2 population and 
having a short ranged attack.

GROUND UNITS-ARMOR PIERCING TANK

Includes: A7V, Panzer, Leopard
Strength: Tanks, Infantry, Artillery
Weakness: Minotaur Cyber, Anti-Tank
Produced At: Tank Factory
Armor Piercing Tanks can be used against infantry or buildings, but fighting 
other tanks and heavily armored vehicles is what they do best.

GROUND UNITS-HIGH EXPLOSIVE TANK

Includes: MkV, Sherman, M1, Gladiator, Centurion
Strength: Infantry, Artillery
Weakness: Minotaur Cyber, Anti-Tank
Produced At: Tank Factory
These tanks are made for fighting unarmored infantry and other light units. 
They are not as heavily armored or tough themselves, though.

GROUND UNITS-ANTI AIR TANK

Includes: Flak Halftrack, Skywatcher AA
Strength: Air Units
Weakness: Minotaur Cyber, Anti-Tank
Produced At: Tank Factory
These units are not quite as important as the other two types of tanks. They 
can only attack air and are not as strong as Armor-piercing tanks. They should 
still be included in a successful army, though.

GROUND UNITS-EARLY ANTI-INFANTRY ARTILLERY

Includes: Stone Thrower, Ballista
Strength: Infantry
Weakness: Infantry
Produced At: Siege Factory
That's right, these artillery units are strong against and weak to infantry. 
Keep them behind the lines so they can attack massed enemy units.

GROUND UNITS-SEIGE TOWER

Includes: Siege Tower, Heavy Siege Tower
Strength: None
Weakness: Infantry
Produced At: Siege Factory
Unlike other Siege Units, Siege Tower do not attack. Instead they allow units 
to cross over enemy walls. I personally prefer to simply knock the wall down 
instead.

GROUND UNITS-CATAPULT

Includes: Catapult, Trebuchet
Strength: Buildings
Weakness: Infantry
Produced At: Siege Factory
These are your basic building-wreckers. They have enough range to get past 
towers unharmed and do heavy damage to buildings. Use some of these whenever 
attacking a base.

GROUND UNITS-BATTERING RAM

Includes: Ram, Heavy Ram
Strength: Buildings
Weakness: Infantry
Produced At: Siege Factory
These are the only melee siege weapons, with the possible exception of Sampson. 
They can weather heavy fire from towers because of their tough armor, so they 
must be countered with infantry.

GROUND UNITS-LATE ANTI-INFANTRY ARTILLERY

Includes: Bombard, Artillery, Colossus Artillery
Strength: Massed units, buildings
Weakness: Tanks, Infantry
Produced At: Siege Factory
These units are very inaccurate against moving targets because of the way in 
which they fire their shots high up into the air. They are good for the back 
lines, killing multiple clumps of units. The shots are powerful enough to 
attack buildings and have an area effect.

GROUND UNITS-ANTI-INFANTRY CANNON

Includes: Culverin Cannon, Bronze Cannon
Strength: Infantry
Weakness: Infantry
Produced At: Siege Factory
These cannons carry field weapons like Bombards, but the shots are weaker, 
faster, and have a smaller area of effect. Replace Bombards with these if you 
value accuracy.

GROUND UNITS-ANTI-TANK ARTILLERY

Includes: 57mm AT Gun, 120mm AT Gun, Thor At Gun, Hercules AT Gun
Strength: Tanks
Weakness: Infantry
Produced At: Siege Factory
These units, though not as useful as anti-building artillery, should still be 
put into most armies that face tanks.

GROUND UNITS-ANTI-BUILDING

Includes: Basilisk Cannon, Serpentine Cannon, Howitzer Cannon, Paladin Cannon
Strength: Buildings
Weakness: Tanks, Infantry
Produced At: Siege Factory
Bring these along whenever assaulting buildings. The shots can be used against 
infantry, but do very high amounts of damage to building. It only takes a few 
to bring a base to the ground.

GROUND UNITS-PRIEST

Includes: Priest
Strengths: None
Weakness: None
Produced At: Temple
Priests are not as useful as military units, but are still powerful because of 
their ability to convert enemies over to your side. While the conversion 
process takes time, cannot be used near a University, and must be recharged, 
the ability to control enemy units is a very powerful one.

GROUND UNITS-PROPHET

Includes: Prophet
Strength: Various
Weakness: None
Produced At: Temple
Unlike many false ones, these prophets have the power to bring the end as well 
as predict it. They can summon a variety of calamities that can devastate an 
enemy base after charging up enough, as long as the target is not near a 
Temple, but take up 5 population.
Earthquake
Faith Used: 60
Target: Enemy building
The Earthquake obviously causes the ground underneath the target to tremble and 
quake, as well as wreak havoc among buildings. Just be sure not to use it near 
friendly buildings.
Volcano
Faith Used: 75
Target: Open ground
When summoned, a volcano will indiscriminately fire chunks of burning rock all 
over the place, damaging friends and foes alike. Because of this, try to use it 
where your own army is not near. Consider using it as a parting gift if your 
army is forced to retreat.
Fire Storm
Faith Used: 75
Target: Enemy building
The Fire Storm is a huge fire that can burn down buildings and ships, even 
spreading to adjacent targets.
Hurricane
Faith Used: 100
Target: Open water
The Hurricane inflicts heavy damage upon all sea units caught within it. It can 
even somehow be controlled just like a normal unit.
Malaria
Faith Used: 100
Target: Enemy units
This contagious disease infects all units near the target and can even spread. 
It cannot kill units, however.
Plague
Faith Used: 100
Target: Enemy units
This calamity is much like the previous one, but unlike Malaria, it can be 
fatal. Like Malaria, it is contagious.

GROUND UNITS-CITIZENS

Includes: Male and female Citizens
Strength: Hunting game
Weakness: Everything else
Produced At: Town Center/Capitol
Citizens are the basic workers of Empire Earth. They can hunt, fish, gather 
resources, and build buildings. Never think of using them for combat, though.

GROUND AND AIR UNITS-SCOUT

Includes: Canine Scout, Hot Air Balloon, Observation Balloon
Strength: None
Weakness Anti-air (AA)
Produced At: Town Center/Capitol
These unarmed units are highly mobile and made for scouting. The Canine Scouts, 
though groundbound, are very fast. The Hot Air and Observation Balloons are 
available in ages 9 and 10, and can fly.

GROUND UNITS-STRATEGIST HERO

Includes: Sargon of Akkad, Alexander the Great, Charlemagne, William the 
Conquerer, Isabella, Elizabeth I, Otto von Bismarck, Givan De Verran, Erwin 
Rommel, RW Bresdan, Alexi Septimus, Molly Ryan
Strength: Various
Weakness: None
Produced At: Town Center/Capitol
Strategist Heroes are made to command, not fight. They can heal units like 
Medics and their Battle Cry demoralizes enemy units. Use them behind the lines 
as combat support units and be aware that each side can only have one hero at a 
time, Strategist or Warrior.

GROUND UNITS-WARRIOR HERO

Includes: Gilgamesh, Hannibal, Julius Caesar, Richard the Lionheart, Henry V, 
Oliver Cromwell, Napolean, Manfred von Richthofen (Red Baron), Travis 
Shackelford, Dennis St. Albans, Sergei Molotov, Cyborg Molotov
Strength: Various
Weakness: None
Produced At: Town Center/Capitol
Unlike Strategist heroes, Warriors are made to lead from the thick of the 
battle, not the back lines. They are strong fighters and provide morale to 
friendly troops near them.

SEA UNITS-FISHING BOAT

Includes: Fishing Raft, Fishing Boat-Bronze, Imperial, Trawler, Digital
Strength: None
Weakness: Anything that attacks water
Produced At: Dock
As if Forage Patches and farms were not enough, Fishing Boats allow you to 
harvest the sea's bounty. Just select them and right click on a school of fish 
to have them get started. Be sure to protect them though; they are very weak to 
attack.

SEA UNITS-TRANSPORT

Includes: Transport Raft, Transport-Copper, Bronze, Imperial, Atomic, Gargantua
Strength: None
Weakness: Anything that attacks water
Produced At: Dock
Before you get Transport Helicopters, and even after, Transports are valuable 
in that they can ferry large numbers of units across water, including units 
Helicopters cannot carry, like Siege Weapons, Tanks, and Cybers.

SEA UNITS-FRIGATE

Includes: War Raft, Frigate-Copper, Bronze, Byzantine, Middle, Renaissance, 
Imperial, Royal, Good Hope, Warrington, Juggernaut
Strength: Galley/Galleon, Submarines
Weakness: Battleship
Produced At: Dock
Frigates are the first warships produced, and for good reason; they can take on 
any sea units, especially submarines; besides the Sea King, they are the only 
units that can see them. The Frigate fire accurate, long-ranged cannon (and in 
the Digital age, laser) which makes them an essential part of any navy. They 
can also bombard land, but this is best left to Battleships and Nuclear 
Submarines.

SEA UNITS-BATTLESHIP

Includes: Battleship-Copper, Bronze, Byzantine, Middle, Renaissance, Imperial, 
Royal, Dreadnought, Bismarck, Leviathan
Strength: Frigates, land units and buildings
Weakness: Submarines, Galley/Galleon
Produced At: Dock
The Battleships are some of the toughest units in the game-they have unmatched 
HP and armor, and do huge amounts of damage. Battleships fire huge cannonballs 
that can devastate just about any sea or land unit at long range. 
Unfortunately, the Battleships cannot hit moving targets. Use them as naval 
support units or early Nuclear Submarines.

SEA UNITS-GALLEY/GALLEON

Includes: Galley-Copper, Bronze, Byzantine, Middle, Galleon-Renaissance, 
Imperial, Royal
Strength: Battleship, land units and buildings
Weakness: Frigate, Submarines
Produced At: Dock
Although they become obsolete in the Atomic age, Galleys and Galleons are 
powerful while they last. While their flaming missiles are weaker than other 
ships, they are fired at an extraordinary rate, making them devastating to any 
sea units they can hit and buildings.

SEA UNITS-CRUISER

Includes: Gunboat, Dardo, Saggitarian
Strength: Air Units
Weakness: Sea units
Produced At: Dock
Cruisers are the ideal unit for naval commanders constantly assaulted by air 
units. Cruisers are deadly against air units, but must be heavily protected, 
because air units are all they attack.

SEA UNITS-ATTACK SUBMARINE

Includes: U-Boat, Nautilus, Hammerhead
Strength: Battleship, Cruiser, Nuclear Submarine
Weakness: Frigate, Sea King Helicopter
Produced At: Naval Yard
Attack Submarines are built to strike unseen, which they do well; only Frigates 
and Sea Kings can spot them. Their torpedoes are deadly against all sea units, 
but flank them with Battleship to protect from Frigates.

SEA UNITS-AIRCRAFT CARRIER

Includes: Enterprise, Nexus
Strength: None
Weakness: Anything that attacks water
Produced At: Naval Yard
Aircraft Carriers are floating airports that can build, launch, and repair 
their own personal Fighter/Bombers. While not as strong as regular 
Fighter/Bomber, these aircraft can pack a punch in numbers. Even a few fully 
loaded Aircraft Carriers can be a powerful force, especially when accompanied 
by other sea units.

SEA UNITS-NUCLEAR SUBMARINE

Includes: Trident, Triton
Strength: Land units, buildings
Weakness: Attack submarine, Sea King helicopter, Frigate
Produced At: Naval Yard
Nuclear Submarines take over the job of bombarding land from the Battleships 
starting in the Modern Age. Their missiles do huge amounts of damage, have the 
longest range of any attack, and home in, allowing Nuclear Subs to attack 
anything on land with deadly accuracy and power. Unfortunately, they have a 
VERY slow rate of fire and cannot attack sea units, so they must be protected 
at all costs. Even despite their shortcomings, they are very valuable, even a 
few can lay waste to an unprepared base.

AIR UNITS-FIGHTER/BOMBER

Includes: Fokker, ME 109, ME 262, F-117, Talon, Phoenix
Strength: Bombers, Helicopters
Weakness: Fighter, Anti-Air (AA)
Produced At: Airport
The Fighter/Bombers are the mainstay of any air force. They are able to attack 
land, air, or sea but do not especially excel at any of these. Still, 
Fighter/Bombers are some of the most versatile units in the game and should not 
be ignored.

AIR UNITS-FIGHTER

Includes: Sopwith, Spitfire, P-51, F-15, Jackal, Nebula
Strength: Air Units
Weakness: Anti-air (AA)
Produced At: Airport
Fighters are considerably more specialized than Fighter/Bombers, and do their 
narrow line of work, engaging other air units, considerably better. Since 
Fighter/Bombers can also attacks air, field large numbers of these only if your 
opponent has a huge population of air units.

AIR UNITS-BOMBER

Includes: Gotha, HE 111, B-17, B-2, B-111 Wyvern
Strength: Land units, sea units, buildings
Weakness: Fighter, Fighter/Bomber, Anti-air (AA)
Produced At: Airport
Bombers are made to attack ground, and they do their job very well. Even the 
early Gotha does good damage and has a large area of effect. Bombers can 
significantly damage or even destroy everything near their target, including 
their target, but they must return to refuel after 1 run.

AIR UNITS-ATOMIC BOMBER

Includes: B-29, B-52, Titan
Strength: Land units, sea units, buildings
Weakness: Fighter, Fighter/Bomber, Anti-air (AA)
Produced At: Airport
Atomic Bombers are the big daddy of Bombers. While incredibly weak and 
unarmored, their atomic bombs are the most powerful weapons in the game; only 
heavily fortified buildings withstand its assault. On a typical run, the Atomic 
Bomber can completely annihilate everything within its considerable blast 
radius. Each bomber only carried one bomb, so aim for heavily populated or 
developed areas.

AIR UNITS-ANTI-TANK

Includes: Typhoon, A-10
Strength: Tanks
Weakness: Fighter, Anti-air (AA)
Produced At: Airport
While Helicopter Anti-tanks are more versatile because of their ability to 
hover and not refuel, Anti-tanks are armed with damaging machine guns that can 
do at least as much damage. Not to mention that they are slightly faster.

AIR UNITS-HELICOPTER TRANSPORT

Includes: Helicopter Transport, Pegasus Transport
Strength: None
Weakness: Fighter, Fighter/Bomber Anti-air (AA)
Produced At: Airport
The Helicopter Transport takes the sea Transport a step up-it can cross any 
terrain and is very quick. Like all other helicopters, Transports have infinite 
fuel and can hover. Unfortunately, it can only carry infantry and has less 
capacity than sea Transports. Still, they are very good, so use them when you 
can.

AIR UNITS-SEA KING

Includes: Sea King, Sea King II
Strength: Submarines
Weakness: Fighter Bomber, Fighter/Bomber Anti-air (AA)
Produced At: Airport
Sea Kings are specialized units, like Cruisers. They can only attack 
Submarines, and excel at it. While they must be heavily protected, they provide 
a viable alternative to Frigates.

AIR UNITS-HELICOPTER GUNSHIP

Includes: Helicopter Gunship, Reaper Gunship
Strength: Infantry
Weakness: Fighter Bomber, Fighter/Bomber Anti-air (AA)
Produced At: Airport
Helicopter Gunships provide valuable combat support, sporting machine guns and 
later lasers capable of mowing down scores of infantry. They do not fare well 
against armor, though.

AIR UNITS-HELICOPTER ANTI-TANK

Includes: Helicopter Anti-Tank, Spectre AT
Strength: Tanks
Weakness: Fighter Bomber, Fighter/Bomber Anti-air (AA)
Produced At: Airport
The Helicopter AT fires missiles that can lay waste to tanks, and can even do 
damage to buildings, ships, and artillery. Not much else, just try comboing 
them with Gunships.

ROBOTIC UNITS-COMBAT CYBERS

Includes: Ares I and II, Pandora I and II, Hyperion I and II, Minotaur I and 
II, Zeus
Strength: Various
Weakness: Anti-Tank, Zeus
Produced At: Cyber Factory
Combat Cybers are the soldiers of the future; obedient, single-minded, and 
covered in blinking lights. Each Combat Cyber has a different strength. The 
Ares Cybers have a weak but quick attack, are flying, non-refueling units and 
can heal themselves. Hyperion Cybers are almost flying, as they can walk under 
water and over cliffs. They have the most Hit Points of any Combat Cyber and, 
except for Zeus, the highest attack. Pandora Cybers have the second-weakest 
attack and the lowest hit points, But are very effective at killing infantry 
because their homing attacks do decent splash damage. Minotaurs are very 
effective at dealing with tanks, and the Zeus Cybers, who have the highest 
attack and second highest Hit Points of any Combat Cyber, are effective at 
killing other Cybers. Also be aware that all Cybers take 2 population units.

ROBOTIC UNITS-APOLLO ULTRA CYBER

Includes: Apollo
Strength: None
Weakness: Anti-air (AA)
Produced At: Cyber Lab
The Apollo Cybers make excellent Combat support units. They fly, can heal other 
Cybers, and have two special abilities. The Diffraction Shield creates a force 
field around the target that reduces the damage to it, and the Ion Pulse 
temporarily increases the damage done to all units in its blast radius.

ROBOTIC UNITS-FURY ULTRA CYBER

Includes: Fury
Strength: Buildings
Weakness: Zeus Cyber, Anti-tank
Produced At: Cyber Lab
Furies are melee Cybers that do good damage, especially against buildings. They 
are very fast and have one special ability: Self Destruct. It causes the Fury 
to detonate itself. The ability can be used any time, and is automatically used 
when the Fury dies.

ROBOTIC UNITS-TEMPEST ULTRA CYBER

Includes: Tempest
Strength: None
Weakness: Anti-Tank, Zeus Cyber
Produced At: Cyber Lab
Tempest Cyber attack with high-tech swords that do moderate damage to all armor 
types. They are even faster than Furies, making them very mobile. Their two 
special abilities are Resonator, which does damage to all units in its area of 
effect proportional to their attack strength, and Antimatter Storm. This 
flashing pink storm is like the Prophet's Hurricane, but does damage to air 
units and can still be controlled like the Hurricane.

ROBOTIC UNITS-HADES CYBER

Includes: Hades
Strength: None
Weakness: Anti-Tank, Zeus Cyber
Produced At: Cyber Lab
Hades Cybers are the most advanced Cyber in the game. Although they cannot 
attack, they have 3 powerful abilities that make them excellent combat support 
units. Their Time Warp ability transports a target unit into the future, 
removing it from the game for several minutes. Teleport can move the Hades 
anywhere on the map, although it removes some of the Cyber's HP. Nano Virus 
works like the Prophet's Plague only on Cybers. It slowly damages Cybers and 
can spread.

ROBOTIC UNITS-POSEIDON CYBER

Includes: Poseidon
Strength: None
Weakness: Anti-Tank, Zeus Cyber
Produced At: Cyber Lab
Poseidons are best made to combat other Cybers, but can be useful anywhere. 
They can travel underwater like the Hyperion Cyber (though not over cliffs) and 
have a Refractive Cloak ability the makes all units around them except other 
Poseidons invisible. Their Assimilate allows them to convert other Cybers, 
given time.
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5. LEGAL INFORMATION

Copyright 2002 DarthMarth

This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without permission. Use of this guide on any other web 
site or as a part of any public display is strictly prohibited, and a violation 
of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

And a special thanks to Sierra for making this great game!