IMPOSSIBLE CREATURES WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), 29/06/2003 ver 1.4.

Table of Contents
1-Update History
2-History Briefing
3-Abilities Briefing
4-Base Creatures Briefing
5-Structure Briefing
6-Upgrades Briefing
7-Technological Tree
8-General Tactics
9-Multiplayer Tactics
10-Characters Briefing
11-Pre-done Armies Briefing
12-Submitted Creatures and Armies
13-Walkthrough
14-Cheats, Patches and Misc
15-Credits and misc

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1-UPDATE HISTORY
****************

29/06/2003-version 1.4: Walkthourgh started. Beginning to update infos to patch
1.01 and preparing the whole document to host the official "Insect Invasion"
mod. Added infos on extra animals. All you need to get them is in the new
section Cheats, Patches and Misc.
New submissions, too.
And...100kb reached and passed!

22/05/2003-version 1.3: again, sorry for the long delay, but I got really busy
with work. For this update, finished the Base Ceatures Briefing, update some
sections and corrected some mistakes. Next thing will be the walthrough.

29/03/2003-version 1.2: Sorry for the long delay, but I had some problems (only
four words: Animal - Wind - Prime - Fusion; someone might have understood, plus
an ADSL line that is giving me more problems than bytes). However, this long
delay brought the real life to a FAQ: submissions, submissions, and more
submissions. For this update, only submissions and the Abilities section, plus
minor updates.

04/03/2003-version 1.0: here is it. Finally I've put my hands on the game and
here's the first version of the walkthrough. Hope you'll enjoy it.
For now, only basic infos online, a lot more to come.

******************
2-HISTORY BRIEFING
******************

1937. After his father left him while still a baby, Rex Chance recieves a
letter from his parent; Rex's father, Dr. Eric Chanikov, was developing a
pioneristic technology still unknown to the whole world on an archipelago
belonging to Upton Julius, who was sponsoring Chanikov's researches. Chanikov,
concerned about his life, wrote to his child to see him a last time before
diyng. Rex immediately travels to the archipelago, only to found a wrecked
laboratory and some kind of animal, a mix of a Tiger and an insect, in a stasis
tube. Then, he was greeted by Upton Julius and an handful of those creatures,
this time canine beings mixed with ants. Just before getting beaten up by those
creatures, he was saved by Lucy Willing, former employee of Julius and
Chanikov's assistant riding a flying hovertrain...

********************
3-ABILITIES BRIEFING
********************

Name: Artillery Attack
Location: head, arms
Effect: artillery attacks are aimed to a place rather than a single unit, as
they are relatively slow and inaccurate. However, when impacting with the
terrain, the artillery attack produces a small "explosion" that damages
everything in the area (about a 2 in-game meters radius). Note that this
"splash damage" will affect friendly units and structures too.

Name: Barrier Destroy
Location: arms
Effect: this ability allows creature to easily destroy buildings and to almost
instantainly destroy Bramble Fences

Name: Camouflage
Location: innate
Effect: creatures with this ability will be totally invisible, unless they
attack or use their special abilities. Camouflaged units can also be detected
by other creatures with Keen Sense or Anti-Air Towers. Radar and Sonar Pulses
reveal them, too.

Name: Charge Attack
Location: rear legs
Effect: useful for close-ranged creatures and with the Horns ability. When an
attack order is issued, a creature with this ability will automatically throw
itself at the enemy, producing a more powerful strike. When an other target is
selected, the creature will do an other attack. Only the first strike to an
enemy creature will be a Charge Attack.

Name: Digging
Location: front legs, arms
Effect: the creature will dig an hole, hiding it from most creatures (Keen
Sense, Radar and Sonar Pulse will detect them) and raising its defense stat as
long as the creatures remains underground. During this period it cannot move.

Name: Electric Burst
Location: head
Effect: similar to the Artillery Attack, the Electirc Burst has the same splash
effect, but it is faster and more accurate, and each creature within the impact
radius will suffer full damage.

Name: Flight
Location: wings
Effect: the creature can fly. It is immune to the Stink Cloud effects.

Name: Frenzy
Location: innate
Effect: the creature moves faster and does more damage during close combats,
but loses defense points, making enemy attack more effective. This ability can
be turned on and off at will.

Name: Herding
Location: innate
Effect: when three or more creatures of the same kind are near, they will gain
a defensive bonus (showed by a blue sphere around each creature).

Name: High Endurance
Location: innate
Effect: makes the creature immune to slow-down effects and allows to recharge
other special abilities faster.

Name: Horns
Location: head
Effect: Horns lower enemy's defense level during close combat.

Name: Immunity
Location: innate
Effect: the creature is totally immune to Stink Cloud, Poison, Poison Touch,
Plague and Venom Spray.

Name: Keen Sense
Location: head
Effect: allows to dected Camouflaged and hidden (creatures using the Digging
ability) creatures.

Name: Leap Attack
Location: rear legs
Effect: it has the same effects of the Charge Attack, though it is somewhat
less accurate.

Name: Pack Hunter
Location: innate
Effect: when grouping three or more creatures with this ability, they will gain
an offensive bonus on all attacks; "enhaced" creatures have a red sphere around
them.

Name: Plague
Location: head
Effect: during close combat, the carrying creature can infect other creatures,
slowly but constantly draining health points until the plagued creature dies.
Plague can spread from enemy to enemy if two creatures come in contact.

Name: Poison
Location: head, tail
Effect: Poison is automatically used when the carrying creature uses the limb
with the ability on an enemy. It slows down movement and lowers damage values
for a small amount of time.

Name: Poison Touch
Location: tail
Effect: similar to Poison, the Poison Touch slow down and seriously wounds the
infected creature.

Name: Quill Burst
Location: torso
Effect: the creatures throws quills all around itself creating a deadly cloud
of needles that damages everything (including allies) within the attack
5-meters radius. Hit units are damaged and their defense stats are lowered.

Name: Regeneration
Location: innate
Effect: allows creature to regenerate its health points when not moving,
attacking or using special abilities.

Name: Sonar Pulse
Location: head
Effect: allows you to see a small portion of the map, detecting even hidden
creatures.

Name: Stink Cloud
Location: tail
Effect: creates a poisonous cloud for few seconds in a 5-meter area, slowing
down enemy units and making ranged attacks useless.

Name: Swimming
Location: tail and/or torso
Effect: the creature can swim in deep waters.

*************************
4-BASE CREATURES BRIEFING
*************************

Note: there are special/hidden creatures. That's for sure. There's a .pdf
document in the \Goodies directory describing them. I won't put them in this
section as long as I haven't discovered how to unlock them. I _suspect_ that if
you finish the game, the creatures will become available, but I'm sure of one
thing: putting the .pdf file in your Goodies directory won't unlock them. Nor
you have to pay to get them or the .pdf document. The game includes both things
for free. Do not let someone fool you with those things, really.

Name: ANT
Classification: Insect
Climate: Varied
Research Level: I
Type: Ground
Coal Cost: 78
Electricity Cost: 25
Health: 30
Defense: 39
Maximum Speed (type): 26 km/h (ground)
Sight Radius: 20
Size: 1
Melee Attacks (damage and location): Leg Attack (5, fore legs); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Immunity (innate); Digging (fore legs)
Available from: mission

The Ant is perfect for rush and swarm tactics, due to its low cost, production
time and Level I research. It also has the Immunity ability which enhaces its
general value and can also work as a scout with its digging ability. However,
Ants are small, and therefore have a poor health, though it has an average
defense ratio due to its invertebrate nature.
Ants can be mixed with Rats to create a fast rush creature with the vicious
plague ability; this mix leaves the resulting creature still low on health
points, but the sheer number should overcome your enemy.

Name: ARCHER FISH
Classification: Fish
Climate: Tropical
Research Level: II
Type: Swimmer
Coal Cost: 60
Electricity Cost: 40
Health: 18
Defense: 6
Maximum Speed (type): 30 km/h (water)
Sight Radius: 30
Size: 1
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): Water Artillery (3, head)
Abilities (location): Swimming (Torso or Tail); Artillery (head)
Available from: mission

The only animal with the Water Artillery attack (and one of the only two
animals to have the Artillery ability at all), the Archer Fish is low-cost and
swimmer, but has very poor defense and health stats; however, the Artillery
ability, combined with its low Research Level and cost, make this fish a very
attractive for rushing armies created for ranged combat.
Archer Fishes mix well with Giraffes and Wolverines (for low level
combinatios): the first favores speed and sight radius, while the other health
and defense. Mid and High level mixes can be done with Elephants or Gorillas.

Name: ARMADILLO
Classification: Rodent
Climate: Desert
Research Level: III
Type: Ground
Coal Cost: 67
Electricity Cost: 0
Health: 65
Defense: 81
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): none
Available from: mission

Armadillo have the second highest defense value of the whole game; the highest
value belongs to the Turtle, and the Armadillo has surely an advantage over the
latter: speed. Armadilloes would be totally ignored if not for their decent
ground speed value and low cost, though it is coal-based. Not particularly
powerful with is single bite attack, combinations with Armadilloes can come up
with Archer Fishes for strong artillery units or with Pincer-equipped animals
as turret destroyers.

Name: BABOON
Classification: Primate
Climate: Savannah/Tropical
Research Level: II
Type: Ground
Coal Cost: 111
Electricity Cost: 45
Health: 90
Defense: 45
Maximum Speed (type): 27 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Pummel (3, arms); Bite (4, head)
Ranged Attacks (damage and location): none
Abilities (location): Pack Hunter (innate)
Available from: mission

Baboons are fast, pack quite a close-range punch and are pack hunter, which
means that a group of them can devastate bases with weak defenses. Their cost
is high, however, and it's classified as a Level II creature, meaning that it
won't be able to keep pace with higher Level creatures.
Baboons are indicated to create fast-strike creature which base their strenght
on quantity rather than quality.

Name: BAT
Classification: Rodent
Climate: Tropical
Research Level: III
Type: Flier
Coal Cost: 56
Electricity Cost: 105
Health: 28
Defense: 12
Maximum Speed (type): 32 km/h (air)
Sight Radius: 25
Size: 1
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): none
Abilities (location): Sonar Pulse (head); Flight (wings)
Available from: mission

The small Bat is primarly in the game as a flying recon unit, thanks to its
Sonar Pulse and high air speed. The only attack is weak, nor Bats are able to
withstand punishment for their low starting abilities.

Name: BULL
Classification: Ungulate
Climate: Plains
Research Level: III
Type: Ground
Coal Cost: 173
Electricity Cost: 80
Health: 221
Defense: 28
Maximum Speed (type): 25 km/h (ground)
Sight Radius: 30
Size: 5
Melee Attacks (damage and location): Gore (10, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head)
Available from: mission

Bulls are good creatures for both assault and defense, though they tend to be a
little slow for hit-and-run attacks; Horns and Charge Attacks can outbalance
any creature facing them, and the Herding ability is useful if the other
creature is weak and low-cost.
Overall, Bulls are good creatures, but they suffer of the main problem of Level
III creatures: a bit too expensive, and not strong or specialized enough to
face higher-Level creatures.

Name: CAMEL
Classification: Ungulate
Climate: Desert
Research Level: I
Type: Ground
Coal Cost: 95
Electricity Cost: 5
Health: 115
Defense: 16
Maximum Speed (type): 28 km/h (ground)
Sight Radius: 20
Size: 3
Melee Attacks (damage and location): Bite (5)
Ranged Attacks (damage and location): none
Abilities (location): High Endurance (torso)
Available from: mission

The Camel is an animal that usually passed unobserved, probably because its
fame in the real world and because Zebras, for their higher speed value tend to
overshadow it. However, Camels are thougher than Zebras and cost less too,
making them good high-end Level I creatures.
They mix well with both long and close -range creatures, as they'll always
enhace their health and defense value.

Name: CHAMELEON
Classification: Reptile
Climate: Tropical
Research Level: II
Type: ground
Coal Cost: 48
Electricity Cost: 95
Health: 25
Defense: 19
Maximum Speed (type): 16 km/h (ground)
Sight Radius: 30
Size: 1
Melee Attacks (damage and location): Bite (3, head)
Ranged Attacks (damage and location): Tongue Attack (4, head)
Abilities (location): Camouflage (tail); Regeneration (innate)
Available from: mission

One of the few creatures with the Camouflage ability, the Chameleon, as with
most of the other small-sized creatures, has low health and defense ratings,
but the Regeneration ability and the presence of range attacks make this animal
a main-stay in most forces.
Chameleons mixe well with a number of creatures, though all of those mixes will
require the presence of the Chameleon's tail to include the Camouflage ability,
as this animal will surely lower health and defense ratings.
You can mix Chameleons with Dragonflies or other fast flying creatures to
create a fast moving, all-terrain scout, or with Chimpazees for a
semi-invisible artillery platform. They also mix well with Whales and other
aquatic creatures for surprise amphibious attacks, or can be mixed with
poisonous animals for dirty hit-and-run tactics.
Though less effective than other mixes, Chameleon and strong melee creatures
can be combined to create some kind of "artillery-hunters"; I've found that
Chameleons and pincer-equipped animals do not really mix well, though they can
be useful to sneak in and destroy core buildings without being noticed.
However, Sonar and Radar Pulses are always a threat for the result relatively
low-health creature, as are defensive towers and enemy creatures with Keen
Sense.

Name: CHEETAH
Classification: Feline
Climate: Savannah
Research Level: II
Type: Ground
Coal Cost: 116
Electricity Cost: 30
Health: 55
Defense: 35
Maximum Speed (type): 44 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Claws (3, fore legs), Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attacks (real legs)
Available from: mission

Cheetahs are the fasest ground creatures in the game, and this can lead to a
number of possible modifications ideal for any role. As the manual suggest,
mixing Cheetahs with Scoprions can create a powerful hit-and-run building
destroyer, but it also possible to speed up slow creatures like Elephants and
Turtles to form moderately fast assault teams; such an high speed is also good
for camouflaged recon creatures or even fast-moving artillery boats.
Unfortunately, the Cheetah is weak and its attacks aren't the most powerful for
a Level II creature.

Name: CHIMPANZEE
Classification: Primate
Climate: Tropical
Research Level: II
Type: Ground
Coal Cost: 89
Electricity Cost: 85
Health: 65
Defense: 35
Maximum Speed (type): 28 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Pummel (2, arms); Bite (2, head)
Ranged Attacks (damage and location): Rock Artillery (3, arms)
Abilities (location): Pack Hunter (innate); Artillery (arms)
Available from: mission

The second and last animal to feature the Artillery ability, the Chimpazee is a
ground-based unit, more resistant than the ArcherFish and far more dangerous,
though it lacks swimming abilities and it has a shorter sight radius.
The Pack Hunter ability can be a dangerous addition to an Artillery unit, both
for the enemy and for friendly units: it is highly reccomended that such units
are used for attacks or well-planned defenses, where they won't hit friendly
units; be sure that if they hit something, it will be decimated in few shots.
The Chimp has two close-range attacks, not too dangerous but good for a level
II unit intended for ranged combat.
Due to their good health and defense stats, it is possible to combine
Chimpazees with flying units to create a fast-response, all-terrain artillery
unit; such Creature will alway be a bit too subject to damage, but its tactical
flexibility is undoubtlely formidable.

Name: COYOTE
Classification: Canine
Climate: Plains/Desert
Research Level: I
Type: Ground
Coal Cost: 83
Electricity Cost: 19
Health: 50
Defense: 35
Maximum Speed (type): 29 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (6, head)
Ranged Attacks (damage and location): none
Abilities (location): Keen Sense (head)
Available from: mission 1

Coyotes are pratically scaled-down Wolves; they both are good all-around
creatures for their cost, and the only thing the Coyote misses is the High
Endurance ability owned by the Wolf.
As they share a good number of characteristics, Coyotes and Wolves mix well
with the same creatures, though Coyote-based breeds will always be a little
weaker than Wolf-based ones.

Name: CROCODILE
Classification: Reptile
Climate: Tropical
Research Level: IV
Type: Amphibious
Coal Cost: 226
Electricity Cost: 0
Health: 200
Defense: 35
Maximum Speed (type): 22 km/h (ground); 27 km/h (water)
Sight Radius: 20
Size: 5
Melee Attacks (damage and location): Bite (12, head); Tail Swipe (7, tail)
Ranged Attacks (damage and location): none
Abilities (location): Swimming (Torso o Tail)
Available from: mission

The Crocodile main advantage (and disadvantage) is that it doesn't require
Electricity - and the burden to produce this animal is only on Coal.
Being a Level IV creature, the Crocodile is very powerful, and its disadvantage
lies only in production costs: reasonably fast on ground and a good swimmer,
the Crocodile boasts tow powerful attacks and a good defense ratio, with normal
sight values.
The Crocodile is amphibious, so mixes with Crocodiles would often be able to
cross water bodies; It is almost obligatory to keep a Crocodile's head for its
vicious bite; animals with the Regeneration and/or Charge Attack/Leap Attack
abilities should be preferred as the Crocodile is an exceptional assault
creature, and a creature with one of the abilities above is clearly a superior
strike unit. Unfortunately, every Crocodile breed will tend to be slow on
ground.

Name: DRAGONFLY
Classification: Insect
Climate: Plains
Research Level: III
Type: Flier
Coal Cost: 82
Electricity Cost: 90
Health: 18
Defense: 25
Maximum Speed (type): 35 km/h (air)
Sight Radius: 25
Size:1
Melee Attacks (damage and location): Swoop Attack (6, fore legs); Bite (4,
head)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings)
Available from: mission

The only flying insect in the game, the Dragonfly is also the flier with the
highest defense value, but with the lowest health. Dragonflies have also strong
attacks and are fast, but tend to be good recon creatures has they will
inevitably reduce the other creature's health to intolerably low levels.

Name: EAGLE
Classification: Bird
Climate: Plains/Artic
Research Level: III
Type: Flier
Coal Cost: 99
Electricity Cost: 75
Health: 81
Defense: 9
Maximum Speed (type): 29 km/h (air)
Sight Radius: 40
Size: 4
Melee Attacks (damage and location): Talons (4, rear legs); Bite (2, head)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings)
Available from: mission

The elegant Eagle is fast and with an above-average sight radius, and still has
good attacks and health values; it has low defense values, but it's something
that all flying creatures have, so it is not a real drawback.
Eagles mixes well with artillery-able Creatures or for normal long-range
attackers, as they'll be able to spot enemies before almost eveything else and
to quickly retreat to a safe place for cares.

Name: ELECTRIC EEL
Classification: Eel
Climate: Tropical
Research Level: III
Type: Swimmer
Coal Cost: 99
Electricity Cost: 115
Health: 37
Defense: 2
Maximum Speed (type): 36 km/h (water)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Bite (4, head)
Ranged Attacks (damage and location): Lightining Attack (8, head)
Abilities (location): Electric Burst (tail); Swimming (torso or tail)
Available from: mission

The Eel is a dedicated long-range fighter. It has very low health and defense
stats, its close-range attacks are poor for a Level III unit but its Lighting
Attack, an unique ability, makes this fish probably the best long-range fighte
in the game: unlike the Artillery, the Lighting Attack aims a precise target
and damage every single unit near it; this attack is similar to the more
widespread Artillery, but it's more powerful and faster, making even fast units
very susceptible to those attacks.
Combining Eels with bigger animals with very high Health and Defense stats,
such as Turtles and Elephants, is necessary to contrast the Eel's natural low
stast.
This animal has a relatively high cost in electricity, and a moderately high
cost in Coal units, but if used cleverly, it can turn the tides of the battle.

Name: ELEPHANT
Classification: Pachyderm
Climate: Savannah
Research Level: V
Type: Ground
Coal Cost: 296
Electricity Cost: 125
Health: 440
Defense: 45
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 15
Size: 8
Melee Attacks (damage and location): Gore (16, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head)
Available from: mission

One of the biggest and healthiest animals in the game, the Elephant is clearly
intended as THE base for ground assault creatures. It has Horns and Charge
Attacks, two abilities that are very useful for spearheading forces and can
gain a bonus for its already high defense when near other Elephant-based
Creatures thanks to the herding. Its single gore attack, though close-ranged,
deals good damage, nor its cost is too high for what you get. Unfortunately
Elephants are slow, but adeguated to its mass.
Mixing Elephants with big acquatic animals such as the Killer or the Sperm
Whale, will increase its defense, health and tactical flexibility, and will
give it long-range ability.
An other working mix is with Scorpions or Lobsters: the resulting Creature will
be able to attack anything with minimum problems, plus it will gain either the
Poison or Regenerate ability, both very useful for front-line units.

Name: GIRAFFE
Classification: Ungulate
Climate: Savannah
Research Level: II
Type: Ground
Coal Cost: 137
Electricity Cost: 0
Health: 135
Defense: 12
Maximum Speed (type): 30 km/h (ground)
Sight Radius: 35
Size: 4
Melee Attacks (damage and location): Kick (5, rear legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): none
Available from: mission

The best things about the Giraffe are its high ground speed and extreme sight
radius; combined with its average health and defense, the Giraffe is a good
base for artillery/long-range and recon Creatures; it is not really geared
toward combat, though it has two close-range attacks, and its entire cost
weights on coal.
Giraffes mixes well with Archer Fishes: the whole body from a Giraffe will
grant good close-range defense and some speed, head and tail from the Fish will
grant artillery and amphibious capabilities.

Name: GORILLA
Classification: Primate
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 169
Electricity Cost: 45
Health: 165
Defense: 35
Maximum Speed (type): 22 km/h (ground)
Sight Radius: 30
Size: 3
Melee Attacks (damage and location): Pummel (10, arms); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Herding (innate)
Available from: mission

The best Level III animal for close-combat creatures; Gorillas feature one
strong Pummel attack and a not-so-strong Bite attack, and can increase their
already good defense with the Herding ability; they also have a fairly decent
ground speed. As you might have understood, Gorillas tend to be quite expensive
to produce and as all Level III creatures tend to be overshadowed by other
animals belonging to Level IV and V, though when massive used, Gorilla-based
armies can usually do some major damage even to the highest-level base.
Mixes with Crocodiles are surpisingly good. A Crocodile head replaces the
original Bite attack with one four times stronger, keeps ground speed
inalterate and increase health and defense. Adding the Crocodile's tail also
give the resulting Creature a third attack and the ability to swim through
water bodies, which drastically increase the Creature's tactical value.

Name: GREAT WHITE SHARK
Classification: Fish
Climate: Varied
Research Level: IV
Type: Swimmer
Coal Cost: 299
Electricity Cost: 55
Health: 327
Defense: 35
Maximum Speed (type): 36 km/h (ground)
Sight Radius: 15
Size: 7
Melee Attacks (damage and location): Bite (19, head)
Ranged Attacks (damage and location): none
Abilities (location): Frenzy (innate); Immunity (innate)
Available from: mission

This fish overshadows its cousin, the Hammerhead Shark and is head-to-head with
the Killer Whale for a medium-Level acquatic Creature. Where the Killer Whale
is an all-around animal, the Great White Shark is focused on pure combat.
Immune to almost all "dirty" attacks and able to even enhace its attack power,
the Shark is a powerhouse, though is has a high price, but still in the average
for Level IV creatures.

Name: GRIZZLY BEAR
Classification: Bear
Climate: Plains/Artic
Research Level: III
Type: Ground
Coal Cost: 136
Electricity Cost: 0
Health: 140
Defense: 19
Maximum Speed (type): 29 km/h (ground)
Sight Radius: 20
Size: 3
Melee Attacks (damage and location): Claws (6, fore legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): none
Available from: mission 03

Grizzly Bears and Polar Bears are very similar. Grizzly Bears costs less and
are faster, and that's all. When resources aren't a problem, Grizzly Bears are
usually ignored for their Polar cousins, though even when resources are low,
the higer tactical value of Polar Bears usually make them usueless.

Name: HAMMERHEAD SHARK
Classification: Fish
Climate: Tropical
Research Level: II
Type: Swimmer
Coal Cost: 143
Electricity Cost: 25
Health: 90
Defense: 26
Maximum Speed (type): 35 km/h (water)
Sight Radius: 20
Size: 4
Melee Attacks (damage and location): Bite (12, head)
Ranged Attacks (damage and location): none
Abilities (location): Immunity (innate); Keen Sense (head); Swimming (torso or
tail)
Available from: mission

The Hammerhead Shark, like other creatures, thend to be overshadowed by more
aggressive acquatic Creatures like the Killer Whale. It is not has healthy as
the Whales, but has a good defense value, it's fast and the cost is affordable.
It is very good for scouting as it has keen senses and for low-Level amphibious
creatures, but do not overextimate this Shark.

Name: HIPPOPOTAMUS
Classification: Ungulate
Climate: Savannah
Research Level: IV
Type: Amphybious
Coal Cost: 239
Electricity Cost: 75
Health: 260
Defense: 50
Maximum Speed (type): 16 km/h (ground); 22 km/h (water)
Sight Radius: 15
Size: 6
Melee Attacks (damage and location): Bite (16, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Swimming
(torso or tail)
Available from: mission

Name: HORNET
Classification: Insect
Climate: Plains
Research Level: III
Type: Flyer
Coal Cost: 73
Electricity Cost: 140
Health: 30
Defense: 15
Maximum Speed (type): 35 km/h (air)
Sight Radius: 25
Size: 1
Melee Attacks (damage and location): Bite (1, head); Sting (3, tail)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings); Immunity (innate); Poison (tail)
Available from: mission

An other flying isect, the Hornet is not much different from the Dragonfly,
thought it loses power in attacks to gain  Immunity and Poison. If considere
the Dragonfly useless, however, you'll find that the Hornet is nothing better.

Name: HYENA
Classification: Canine
Climate: Desert
Research Level: II
Type: Ground
Coal Cost: 107
Electricity Cost: 55
Health: 81
Defense: 25
Maximum Speed (type): 26 km/h (ground)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Bite (9, head)
Ranged Attacks (damage and location): none
Abilities (location): Keen Sense (head); Pack Hunter (innate)
Available from: mission

The main problem with the Hyena is that's easil ignored for the cheaper Wolves
or Mountain Lions or by the faster Cheetah.
In spite of this, the Hyena is a pretty well-balanced animal; it does not excel
in nothing, but doesn't have a true weakness, if not that its balance itself,
good for Level II units, but not enough for stronger animals.

Name: KILLER WHALE
Classification: Aquatic Mammal
Climate: Artic
Research Level: III
Type: Swimmer
Coal Cost: 199
Electricity Cost: 130
Health: 210
Defense: 12
Maximum Speed (type): 38 km/h (water)
Sight Radius: 25
Size: 9
Melee Attacks (damage and location): Bite (11, head)
Ranged Attacks (damage and location): Sonic Attack (9, head)
Abilities (location): Sonar Pulse (head); Swimming (torso or tail)
Available from: mission

Surely one of the best acquatic animals in the game, the Killer Whale is indeed
geared toward combat, with a powerful bite attack and an always useful range
attack. It is also reasonably fast and with a very good health value, though
its defense it low.
All of this come for an high price, however. Not high as a Sperm Whale, though,
but still high, which can make you rethink about developening a Killer
Whale-based creature and wait for the Sperm Whale and increasing your
artillery-capable creatures.
However, Killer Whales are surely useful, especially when mixed up with strong
ground creatures such Bears or Rhino, which will increase its defense. The
other creature will gain a powerful Bite and a ranged attack, the swimming
ability and the ability to scan portions of the map due to the Sonar Pulse.

Name: KOMODO DRAGON
Classification: Reptile
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 123
Electricity Cost: 125
Health: 100
Defense: 32
Maximum Speed (type): 22 km/h (ground)
Sight Radius: 15
Size: 3
Melee Attacks (damage and location): Swipe (4, fore legs); Bite (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Poison (head); Poison Touch (tail); Regeneration (innate)
Available from: mission

The Komodo Dragon is very particular. It is not durable as most Level III
creatures are, but can regenerate, which is very good for evey kind of creature
you are going to create. Also, it has both Posion abilities and quite good
health and defense values, which can turn it in an optimal assault creature,
even against higher-Level creatures, if mixed up with Level IV or V creatures.
It has low speed and sight radius values, as every assault creature.

Name: LEMMING
Classification: Rodent
Climate: Artic
Research Level: I
Type: Ground
Coal Cost: 46
Electricity Cost: 10
Health: 32
Defense: 17
Maximum Speed (type): 23 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (4)
Ranged Attacks (damage and location): none
Abilities (location): Digging (fore legs)
Available from: mission 02

The Rat's big brother. Faster and stronger and with a more powerful attack, the
Lemming isn't exactly the first animal you'll use to create any creature: it
lacks the Rat's Plague ability and everything else from all creatures. It's
still a low-cost creature, but almost useless.

Name: LIONESS
Classification: Feline
Climate: Savannah
Research Level: III
Type: Ground
Coal Cost: 150
Electricity Cost: 75
Health: 128
Defense: 30
Maximum Speed (type): 32 km/h (ground)
Sight Radius: 25
Size: 4
Melee Attacks (damage and location): Claws (5, fore legs); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attacks (rear legs); Pack Hunter (innate)
Available from: mission

The Lioness is basically a grown-up version of the Moutain Lion, with more
powerful attacks and more abilities, though it is an other Level III animal
easily overlooked for stronger or more specialized ones.

Name: LOBSTER
Classification: Crustacean
Climate: Varied
Research Level: II
Type: Amphibious
Coal Cost: 76
Electricity Cost: 50
Health: 35
Defense: 65
Maximum Speed (type): 16 km/h (ground); 24 km/h (water)
Sight Radius: 10
Size: 1
Melee Attacks (damage and location): Bite (3, head); Pincers (5, arms)
Ranged Attacks (damage and location): none
Abilities (location): Barrier Destroy (arms); Regeneration (innate); Swimming
(torso or tail)
Available from: mission 04

Amphibious, with Pincers and able to regenerate. For being a Level II creature,
the Lobster has a great variety of special abilities that makes this crustacean
unique. It pays those abilities with a very small size and low health and
defense values, all of which can be increased by mixing it with Bears or bigger
creatures to create an almost perfect close-range assault unit, able to
regenerate over time and particularly effective in taking down buildings.
Mixing it with flying units is almost useless, as it won't be as effective in
taking down buildings.
Also, try to use other animals with greater sight radius, as the Lobster is
very limited in this stat.

Name: MOUNTAIN LION
Classification: Feline
Climate: Artic
Research Level: II
Type: Ground
Coal Cost: 98
Electricity Cost: 30
Health: 65
Defense: 45
Maximum Speed (type): 33 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Claws (3, fore legs); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attack (rear legs)
Available from: mission 01

Mountain Lions are a cheaper version of Wolves; they have less health (but more
defense) and less powerful attacks (though they have two) and only the Leap
Attack ability, as with most felines. They cost less, however, and take less
time to being produced.
All creatures that mix well with Wolves mix well with Mountain Lions, too,
especially Wolverines, as they increase their health value.

Name: MUSK OX
Classification: Ungulate
Climate: Artic
Research Level: III
Type: Ground
Coal Cost: 138
Electricity Cost: 95
Health: 160
Defense: 39
Maximum Speed (type): 24 km/h (ground)
Sight Radius: 25
Size: 4
Melee Attacks (damage and location): Gore (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Herding (innate); Horns (head)
Available from: mission 03

Musk Oxes and Bulls are alike, but Musk Oxes benifits of an higher defense and
more powerful attack, but lacks the Bull's Charge Attack ability, which severly
limits its usefulness for swift attacks.

Name: PANTHER
Classification: Feline
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 148
Electricity Cost: 30
Health: 120
Defense: 39
Maximum Speed (type): 37 km/h (ground)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Claws (5, fore legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attack (rear legs)
Available from: mission

Pratically a slower but stronger version of the Cheetah, with the same strong
and weak points, more or less.

Name: PIRANHA
Classification: Fish
Climate: Tropical
Research Level: II
Type: Swimmer
Coal Cost: 148
Electricity Cost: 30
Health: 21
Defense: 3
Maximum Speed (type): 33 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (6, head)
Ranged Attacks (damage and location): none
Abilities (location): Frenzy (innate); Pack Hunter (innate); Swimming (torso or
tail)
Available from: mission

The tiny Piranha is a sharp contrast to the massive Sperm Whale, and it has a
very diffente role, too. The Piranha, as in the real world, is best when
combined to other low-cost Creatures, to enhace its strenght as a Pack Hunter.
Mixing hit with other fishes, like the Hammerhead Shark, should result in a
nasty sea swimmer (remember to have large groups of them , though). Ground
animals do not really mix well with Piranhas, as they will tend to be pretty
weak Creatures.

Name: POISON FROG
Classification: Reptile
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 54
Electricity Cost: 90
Health: 35
Defense: 20
Maximum Speed (type): 20 km/h (ground)
Sight Radius: 35
Size: 1
Melee Attacks (damage and location): Bite (1, head)
Ranged Attacks (damage and location): Tongue Attack (3, head)
Abilities (location): Poison Touch (tail)
Available from: mission

Very atipical. The Poison Frog isn't able to swim, but can Poison enemies if it
gets close enough to them. And that's the problem, the Frog is pretty weak and
its strongest attack, which reflect this, is ranged.
This makes the Poison Frog almost useless, as the Komodo Dragon, an other Level
III Creature, might not have a ranged attack, but has both Poison-based
attacks, stronger base attacks and is healthier.

Name: POLAR BEAR
Classification: Bear
Climate: Artic
Research Level: III
Type: Amphibious
Coal Cost: 166
Electricity Cost: 0
Health: 155
Defense: 35
Maximum Speed (type): 23 km/h (ground); 24 km/h (water)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Claws (8, fore legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Swimming (torso or tail)
Available from: mission 04

When compared to the Grizzly Bears, Polar Bears are clearly superior: they can
swim, have a more powerful Claw attack and are stronger. They do are slower on
the ground and their entire cost is based on Coal, but the latter is a feature
that the Grizzly Bears have, too. Not that the gap is a lot larger, too, only
30 Coal units.

Name: PORCUPINE
Classification: Primate
Climate: Tropical
Research Level: II
Type: Ground
Coal Cost: 73
Electricity Cost: 70
Health: 55
Defense: 45
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (3, head); Tail Strike (2, tail)
Ranged Attacks (damage and location): Quill Throw (5, head)
Abilities (location): Quill Burst (torso)
Available from: mission 01

The typical long-range animals. Porcupines are not strong, nor have powerful
close-range attacks, but are one of the first Creatures with long-range attacks
you'll be able to produce, which isn't that bad, considering also that Level I
creatures like Wolves, Mountain Lions or Wolverines can enhace it health, the
surprisingly high defense value (for an animale of its Level) and close-in
attacks.
The Quill Burst attack can prove quite devastating, very useful if your
Porcupines are going to fall: as the Burst damages everything in its area of
effect, it would be better to use it as soon as your Creatures have a very low
energy bar, so that even their death will spread damage to the enemy's
close-range Creatures.

Name: PRAYING MANTIS
Classification: Insect
Climate: Plains
Research Level: II
Type: ground
Coal Cost: 57
Electricity Cost: 45
Health: 27
Defense: 4
Maximum Speed (type): 24 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (3, head); Claws (5, arms)
Ranged Attacks (damage and location): none
Abilities (location): Immunity (leap); Leap Attack (rear legs)
Available from: mission

Tiny and almost defenseless, the Praying Mantis is indeed an aggressive insect,
with Leap Attack and strong attacks for a Level II creature of its size. It is
also reasonably fast and its costs are limited, which is good for mass-produced
Creatures that base thier strenght more on quantity than quality. Unfortunately
it lacks the Regenerate ability, but it is Immune to Poison-based attacks.
Mixing with Rhinoceroses are extremely useful, has both animals have a
Charge/Leap Attack which will limit the loss of attack power of the resulting
Creature, and the second Creature will increase the Mantis' low health and
defense values, in exchange of an higher ground speed.

Name: RAM
Classification: Ungulate
Climate: Artic
Research Level: III
Type: Ground
Coal Cost: 114
Electricity Cost: 125
Health: 105
Defense: 35
Maximum Speed (type): 25 km/h (ground)
Sight Radius: 20
Size: 3
Melee Attacks (damage and location): Gore (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head)
Available from: mission 03

Rams are typical Level III creatures: they have a good variety of abilities,
but lacks variegated and powerful attacks when compared to Level IV and V
creatures, which can posses the exact abilites, only with better remaining
stats. Costs are strangely high (more than 110 units in both Coal and
Electricity), which limits the usefulness of the animal to produce good mixes.

Name: RAT
Classification:  Rodent
Climate: Varied
Research Level: I
Type: Ground
Coal Cost: 28
Electricity Cost: 50
Health: 21
Defense: 19
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 20
Size: 1
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): none
Abilities (location): Plague (head)
Available from: mission

Rats are low-cost, cannon fodder units useful if you like to play dirt: their
Plague ability can wreak havoc in the enemy's army, as it is being able to
"soften up" all creatures before an all-out attack. However, every other animal
mixed with the Rat will find all of its value severly lowered. If used cleverly
(which means not to overuse it for roles which is not well-suited) the Rat can
prove quite useful, but be sure that the enemy's army is not composed only of
Regenerable or Immune creatures.

Name: RHINOCEROS
Classification: Ungulate
Climate: Savannah
Research Level: IV
Type: Ground
Coal Cost: 227
Electricity Cost: 80
Health: 300
Defense: 50
Maximum Speed (type): 20 km/h (ground)
Sight Radius: 15
Size: 7
Melee Attacks (damage and location): Gore (13, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Horns (head)
Available from: mission

Big, strong and powerful, that's what the Rhino is. A good replacement for
Elephants in full-assault units, the Rhino is surely expensive but is
nevertheless one of the best additions to your army for assault units. The
Horns and its Charge Attack can be devastating to all enemy creatures.

Name: SCORPION
Classification: Arachnid
Climate: Desert
Research Level: III
Type: Ground
Coal Cost: 75
Electricity Cost: 75
Health: 35
Defense: 68
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (4, head); Pincers (5, arms)
Ranged Attacks (damage and location): none
Abilities (location): Barrier Destroy (arms); Poison (tail)
Available from: mission

Scorpions are though. They ahve Pincers, which give them an edge over
buildings, high defense values, good standard attacks and the ability to poison
enemies. Their costi is low for a Level III creature, too. What can be wrong
with Scorpions? First, low health, then low speed and last a small sight
radius. The latter can be simply ignored, Scorpions are born to be part of an
assault force, so leave scouting to other creatures. The low speed, as the
manual suggest, can be increased by combining it with a Cheetah, though Lions
or Tigers would be better: the resulting creature will be slower, but will
surely have an high health value which is more important than speed for an
assault creature. For thier Poison ability, Scorpions tend to be part even of
Level IV and V armies, bbut "declassed" as hit-and-run animals, as they won't
surely be able to withstand a frontal assault by those creatures.

Name: SKUNK
Classification: Rodent
Climate: Plains
Research Level: I
Type: Ground
Coal Cost: 58
Electricity Cost: 50
Health: 52
Defense: 6
Maximum Speed (type): 25 km/h (ground)
Sight Radius: 15
Size: 2
Melee Attacks (damage and location): Bite (4, head)
Ranged Attacks (damage and location): none
Abilities (location): Stink Cloud (tail)
Available from: mission 01

Skunks aren't intended for combat, as they can barely withstand attacks for
fellow Level I Creatures. However, they do not cost too much and are the only
animals able to create a Stink Cloud which can negates ranged attacks, a very
useful ability when assaulting enemy forces on a fortified positions (where
he/she is more likely to place long-range units as defense).
I do not recomend to mix Skunks with animals belonging to Levels higher than
the second, as the benefits of the Stink Cloud won't be enough to justify the
loss of powerful attacks (or abilities) and lowering of health and defense
values.
As for animals that goes well with it, Wolves and Mountain Lions, pretty
aggressive Level I Creatures, can raise the Skunk's low attack and defense
stats.

Name: SNAPPING TURTLE
Classification: Reptile
Climate: Plains
Research Level: V
Type: Amphibious
Coal Cost: 183
Electricity Cost: 0
Health: 122
Defense: 90
Maximum Speed (type): 14 km/h (ground); 22km/h (water)
Sight Radius: 10
Size: 3
Melee Attacks (damage and location): Bite (12, head)
Ranged Attacks (damage and location): none
Abilities (location): Swimming (torso or tail)
Available from: mission

The Turtle is the animal with the highest defense rating in the game, topping
with 90 points (9 more than the Armadillo), and has a decent health rating; its
main disadvanteage is speed, however, though it can cross water bodies; an
other disadvantage is that it requires a relatively high amount of coal and is
available only at the highest Research Level.
As with the Armadillo, the Snapping Turtle is susceptible to only the strongest
close-range attacks and quill-based ranged attacks; its relatively-damaging
Bite and amphibious ability make it ideal for mixing with Elephants or Rhinos,
both high-end creatures with some serious close-range damage values.
Combinatios with artillery units is possible, though will make them available
too late in the game.

Name: SNOWY OWL
Classification: Bird
Climate: Artic
Research Level: III
Type: Flier
Coal Cost: 71
Electricity Cost: 75
Health: 44
Defense: 15
Maximum Speed (type): 25 km/h (air)
Sight Radius: 40
Size: 2
Melee Attacks (damage and location): Talons (2, rear legs)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings)
Available from: mission 04

Not particularly strong, fast or powerful, the Snowy Owl's good things are its
low price and that it's a flying creature. It is ideal for scouting duties,
combined to a Chameleon; combining it to a creature to obtain a fighting animal
is pretty hard, as the Owl will end in lowering that creature's health and
defense.
Try to use the Owl only for specialized non-combat duties, other fliers are
better suited for combat tha the little Owl.

Name: SPERM WHALE
Classification: Aquatic Mammal
Climate: Varied
Research Level: V
Type: Swimmer
Coal Cost: 306
Electricity Cost: 130
Health: 420
Defense: 29
Maximum Speed (type): 30 km/h (water)
Sight Radius: 30
Size: 10
Melee Attacks (damage and location): Bite (12, head)
Ranged Attacks (damage and location): Sonic Attack (15, head)
Abilities (location): Sonar Pulse (head); Swimming (torso or tail)
Available from: mission

The biggest (but noth the healthier) animal in the games, the Whale is a
powerhouse in almost all stats, even cost and Research Level. For an animal of
its size it has a good speed value (though limited to water), lots of hit
points and two powerful attacks that cover all fighting ranges. It misses only
legs and Pincers.
Oh yes, I find Whales very useful when combined with Lobsters or Scorpions,
which both increase the already high health and defense values and makes the
resulting creature effective against everything in the game. It can withstand
and replies to close-range assaults, kill flying units and destroy buildings
with greater efficiency than other units; the flaws of this creature are its
high cost and production time, making of it a sort of elite creature, too
precious to use in unplanned assaults or only for defense duties; it is also
available very later in the game and of course too slow to be used in rushes.

Name: SPITTING COBRA
Classification: Reptile
Climate: Desert
Research Level: III
Type: Ground
Coal Cost: 44
Electricity Cost: 75
Health: 27
Defense: 16
Maximum Speed (type): 17 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): Venom Spray (4, head)
Abilities (location): none
Available from: mission

Strange indeed. The Spittin Cobra's ranged attack, the Venom Spray, doesn't
have Poison abilities, something that you might expect from a venom-spitting
snake (ok, ok, I know that the venom spat by this kind of Cobra is "only"
powerful enough to damage eyes, but that would have be a nice tactical
addition, considering that it is a Level III unit).
Not really fast nor strong, the Spitting Cobra lacks large varieties of attacks
typical of some Level III creatures but has a decent long-range attack and
relatively low production costs that can be attractive.

Name: TIGER
Classification: Feline
Climate: Tropical
Research Level: IV
Type: Ground
Coal Cost: 225
Electricity Cost: 30
Health: 280
Defense: 30
Maximum Speed (type): 30 km/h (ground)
Sight Radius: 25
Size: 5
Melee Attacks (damage and location): Claws (8, claws); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attack (rear legs)
Available from: mission

Tigers are the Cheetah's bigger and slower cousins. Tigers are fairly fast and
pack some punch, especially with their Claws attack, and possess Leap Attack as
well, making them great ambush units. Health and defense stats are among the
average for Level IV creatures, though costs are a bit on the high term, making
Tiger combinations expensive, especially when mixed with Level III or more
creatures.
However, the Tiger is indeed a good animal, ideal for mixing with
Camouflage-able creatures (especially Chameleons, that will give them the
Regeneration ability too), to enhace their usefulness as amush-strikers.
Combination with Turtles or Wolverines will result in fairly fast creatures
with a very high defense or health value, respectively.

Name: VULTURE
Classification: Bird
Climate: Desert
Research Level: III
Type: Flier
Coal Cost: 117
Electricity Cost: 115
Health: 96
Defense: 12
Maximum Speed (type): 30 km/h (air)
Sight Radius: 35
Size: 3
Melee Attacks (damage and location): Peck (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings); Frenzy (innate)
Available from: mission

The Vulture is the largest and strongest flier in the game. It might not be
inspiring as an eagle or cute as a Owl, but it is surely the first choice to
produce flying Creatures for combat. The Frenzy ability, if combined with the
Pack Hunter ability, turns Vulture-based creatures into true fighting machines,
able to deal great amounts of damage to anything. However, do not expect that
Vultures will give the Creature a good health or defense bonus, as all fliers
tend to be very vulnerable.

Name: WOLF
Classification: Canine
Climate: Artic
Research Level: I
Type: Ground
Coal Cost: 110
Electricity Cost: 60
Health: 75
Defense: 15
Maximum Speed (type): 33 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Bite (8, head)
Ranged Attacks (damage and location): none
Abilities (location): High Endurance (torso); Keen Sense (head); Pack Hunter
(innate)
Available from: mission 02

Wolves, though are Level I creatures, are a mainstya in all armies; for what
they cost, they provide an ample range of Abilities, including Keen Sense and
Pack Hunter, both good abilities for storming the enemy with fast-hit and run
attacks; wolves have only one close-range attack, but it is moderately
powerful, they are fast and have good health and defense values (for Level I
creatures).
Mixes with Wolverines for low-level creatures and with Grizzlies for mid-level
ones and good for mid-term battles, as the resulting creatures tend to have
relatively high costs and production times.

Name: WOLVERINE
Classification: Rodent
Climate: Artic
Research Level: III
Type: Ground
Coal Cost: 143
Electricity Cost: 40
Health: 160
Defense: 25
Maximum Speed (type): 19 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Bite (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Frenzy (innate)
Available from: mission 03

The best thing about the Wolverine is that every breed based on this creature
will have an almost unnatural amount of health points, ideal for slow,
close-combat assault units. Cost is relatievly high for a Level II creature
with one close-range, fairly powerful attack, though it as an above-average
sight radius  and the Frenzy ability, very useful for assault units.
Mixing Wolverines with Lobster will make the creature an independent unit able
to take on everything, though mixes with Whales and other big creatures, will
work ven better; they could lack the Regeneration ability, but their high
health and defense values will overcome this problem.
Wolverine's main disadvantage is speed, which makes the animal one of the
slowest creatures in the game.

Name: ZEBRA
Classification: Ungulate
Climate: Savannah
Research Level: I
Type: Ground
Coal Cost: 101
Electricity Cost: 5
Health: 78
Defense: 15
Maximum Speed (type): 30 km/h (ground)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Kick (4, rear legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): High Endurance (torso)
Available from: mission

A not-so-distant realtive to the more common Horse, Zebras are indeed fast and
healthy for a Level I creature. They have the High Endurance ability that can
be exploited for a good number of special-tactics creatures, though their high
speed is ideal for recon units and fast-moving strike or artillery creatures.
Zebras have a low defense stat and most of their cost is coal-based, and though
they have two attacks, neither of them is really strong, making Zebras useful
only for their speed and ability.

********************
5-STRUCTURE BRIEFING
********************

Name: LABORATORY (HOVERTRAIN)
Coal Cost: none
Electricity Cost: none
Pre-requisites: none
Needed for: everything else
Use: trains Henchmen, researches Tech Levels and Advanced Structures
Health Points: 8000
Possible Upgrades: Increase Building Integrity, Advanced Structure Research

Name: HENCHMAN (I know, it's not a building)
Coal Cost: 100
Electricity Cost: 0
Pre-requisites: Laboratory
Needed for: every building
Use: collects coal (20 units), builds new things, repairs damaged ones
Health Points: 150
Possible Upgrades: Henchman Binoculars, Henchman Tag, Henchman Yoke, Henchman
Heal, Henchman Motivational Speech

Name: CREATURE CHAMBER
Coal Cost: 250
Electricity Cost: 0
Pre-requisites: Laboratory, Henchmen
Needed for: none
Use: creates basic units. Up to 7 creatures can be queued. The basic chamber
can train all creature types as long as they aren't swimmers only.
Health Points: 2000
Possible Upgrades: Increase Building Integrity

Name: WATER CHAMBER
Coal Cost: 200
Electricity Cost: 0
Pre-requisites: Research Level II
Needed for: none
Use: allows to create swimmers and amphibious creatures. Up to 7 creatures can
be queued. Note that this structure cannot build ground and air units.
Health Points: 2500
Possible Upgrades: Increase Building Integrity

Name: AIR CHAMBER
Coal Cost: 300
Electricity Cost: 100
Pre-requisites: Research Level III
Needed for: none
Use: allows to create fliers. Up to 7 creatures can be queued. Cannot train
swimmers, ground or amphibious creatures.
Health Points: 2500
Possible Upgrades: Increase Building Integrity

Name: SOUNDBEAM TOWER
Coal Cost: 250
Electricity Cost: 25
Pre-requisites: Laboratory, Henchmen
Needed for: none
Use: anti-ground defense against creatures (it won't work on Henchmen);
effective in large groups and whn backed up by creatures. Its range is 27
meters and causes 8 damage points.
Health Points: 500
Possible Upgrades: Defensive Tower Upgrade

Name: ANTI-AIR TOWER
Coal Cost: 150
Electricity Cost: 25
Pre-requisites: Advanced Structures research
Needed for: Radar Pulse
Use: anti-air defense against creatures (it won't work on Gyrocopters); more
effective than the basic Soundbeam Tower when alone. Devastaing in groups
Health Points: 1500
Possible Upgrades: Defensive Tower Upgrade

Name: WORKSHOP
Coal Cost: 250
Electricity Cost: 0
Pre-requisites: Laboratory, Henchmen
Needed for: none
Use: secondary rally point for Henchmen and Gyrocopters collecting Coal
Health Points: 1500
Possible Upgrades: Increase Building Integrity

Name: GENETIC AMPLIFIER
Coal Cost: 150
Electricity Cost: 50
Pre-requisites: Advanced Structure Research
Needed for: none
Use: upgrades creatures. In the game's current version, the Genetic Amplifier
ehnaces all existing and future creatures, though it's stated differently.
Upgraded stats will have an exclamation mark near them in creature's dialog box
and a check in the Genetic Amplifier's menu. It is only possible to upgrade
once a single stat. Upgrade cost depends on creature's own build cost.
Health Points: 1500
Possible Upgrades: Increase Building Integrity

Name: LIGHTINING ROD
Coal Cost: 150
Electricity Cost: 0
Pre-requisites: Laboratory, Henchmen
Needed for: (generatore), Advanced Structure Research
Use: collects electricity (+2 per Lightining Rod). Only four can be built.
Health Points: 500
Possible Upgrades: Increase Building Integrity; Strenghten Electrical Grid

Name: ELECTRICAL GENERATOR
Coal Cost: 200
Electricity Cost: 50
Pre-requisites: Lightning Rod
Needed for: none
Use: collects electricity (+3 per Generator. Each Turbine increases the
collection rate by 2 points). Can be built only on geysers.
Health Points: 2000
Possible Upgrades: Increase Building Integrity; Strenghten Electrical Grid

Name: BRAMBLE FENCE
Coal Cost: 5 (per square)
Electricity Cost: 0
Pre-requisites: Laboratory, Henchmen
Needed for: none
Use: static barrier; When ordered to build one, you can drag a line and your
Henchmen will lay down the fence from following the direction you set.
Health Points: 250
Possible Upgrades: Strenghten Fences

Name: LANDING PAD
Coal Cost: 150
Electricity Cost: 50
Pre-requisites: Advanced Structure Research
Needed for: Gyrocopter
Use: Build Gyrocopters and provides a landing zone for repairs and disembarking
Henchmen. Yu can build only one Landing Pad.
Health Points: 1000
Possible Upgrades: Increase Building Integrity

Name: RESEARCH CLINIC
Coal Cost: 200
Electricity Cost: 0
Pre-requisites: Advanced Structure Research
Needed for: none
Use: Upgrade center.
Health Points: 3000
Possible Upgrades: Increase Building Integrity

Name: GYROCPOTER (again, it's not a building, but...)
Coal Cost: 100
Electricity Cost: 50
Pre-requisites: Landing Pad
Needed for: none
Use: Only one Gyrocopter per Landing Pad can be built. Carries 200 Coal units
or one unit. Must be piloted by a Henchmen. Gyrocopters are automatically
repaired when they return to the (eliport) and can be used to collect Coal just
as Henchmen.
Health Points: 750
Possible Upgrades: none

Name: RADAR PULSE (OK, OK, the third non-structure thing in the section)
Coal Cost: 0
Electricity Cost: 1000
Pre-requisites: Anti-Air Tower, Research Level III
Needed for: none
Use: detects all enemy structures, creatures (even hidden ones), units on the
map for few seconds.
Health Points: none
Possible Upgrades: none

*******************
6-UPGRADES BRIEFING
*******************

Name: ADVANCED STRUCTURE RESEARCH
Coal Cost: 100
Electricity Cost: 50
Pre-requisites: Lighting Rod
Researched In: Laboratory
Effects: allows Henchemen to build advanced structures; raises Laboratory's
health point to 12000

Name: RESEARCH LEVEL II
Coal Cost: 200
Electricity Cost: 300
Pre-requisites: none
Researched In: Laboratory
Effects: allows Level II creatures training; allows buiding of Genetic
Amplifier and Water Chamber

Name: RESEARCH LEVEL III
Coal Cost: 300
Electricity Cost: 650
Pre-requisites: Research Level II
Researched In: Laboratory
Effects: allows Level III creatures training; allows building of Air Chamber

Name: RESEARCH LEVEL IV
Coal Cost: 500
Electricity Cost: 1000
Pre-requisites: Research Level III
Researched In: Laboratory
Effects: allows Level IV creatures training

Name: RESEARCH LEVEL V
Coal Cost: 700
Electricity Cost: 1400
Pre-requisites: Research Level IV
Researched In: Laboratory
Effects: allows Level V creatures training

Name: HENCHMEN BINOCULARS
Coal Cost:50
Electricity Cost: 75
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: increases Henchmen' sight radius

Name: HENCHMEN TAG
Coal Cost: 400
Electricity Cost: 0
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: allows Henchmen to tag creatures; tagged creatures will be always
visible on the map; other Henchmen can untag the unit

Name: HENCHMEN YOKE
Coal Cost: 200
Electricity Cost: 100
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: allows Henchmen to carry 25 Coal points rather than the usual 20

Name: HENCHMEN HEAL
Coal Cost: 125
Electricity Cost: 50
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: allows Henchmen to heal creatures and other Henchmen

Name: HENCHMEN MOTIVATIONAL SPEECH
Coal Cost: 175
Electricity Cost: 75
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: makes Henchmen move about 1.5 times faster

Name: INCREASE BUILDINGS INTEGRITY
Coal Cost: 200
Electricity Cost: 100
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: increased structure hit points; this increase varies from building to
building, but it is from the 30 to 50%. Does not increse hit points for Bramble
Fences or Defensive Towers.

Name: DEFENSIVE TOWER UPGRADE
Coal Cost: 300
Electricity Cost: 200
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: Soundbeam Towers double their attack values and Anti-Air Towers can
fire faster.

Name: STRENGTHEN FENCES
Coal Cost: 200
Electricity Cost: 100
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: doubles Bramble Fences' hit points

Name: STRENGTHEN ELECTRICAL GRID
Coal Cost: 200
Electricity Cost: 250
Pre-requisites: Research Clinic
Researched In: Research Clinic
Effects: increases by 20% the Electrical Output.

Name: GEOTURBINE UPGRADE
Coal Cost: 125 (all Geoturbines)
Electricity Cost: 50 (second Geoturbine); 75 (third Geoturbine); 100 (fourth
Geoturbine)
Pre-requisites: Electrical Generator
Researched In: Electrical Generator
Effects: Each Geoturbine upgrade grants a +2 bonus on the Electricity and
additional 500 health point to the Electrical Generator; only four Geoturbines
can be built on a single Electrical Generator.

********************
7-TECHNOLOGICAL TREE
********************

                              |- GENETIC
                              |  AMPLIFIER
                              |
                              |- WATER
                              |  CHAMBER
                              |           |--AIR CHAMBER
                              |           |
++++++++++                    |           |
LABORATORY----------RESEARCH----RESEARCH----RESEARCH----RESEARCH(HENCHMEN)     
    LEVEL II    LEVEL III   LEVEL IV    LEVEL V
++++++++++             |           |           |           |
    |                  |           |           |           |
    |                  |           |           |           |
    |---CREATURE       |           |           |           |
    |   CHAMBER        |           |           |           |
    |      |           |           |           |           |
    |      |           |           |           |           |
    |    LEVEL I    LEVEL II    LEVEL III   LEVEL IV    LEVEL V
    |   CREATURES---CREATURES---CREATURES---CREATURES---CREATURES
    |
    |-----LIGHTNING
    |       ROD
    |        |
    |      ------
    |      |    |
    |      |    |
    |      |  ELECTRICAL
    |      |  GENERATOR
    |      |
    |   ADVANCED
    |---STRUCTURE-----RESEARCH
    |   RESEARCH   |   CLINIC
    |              |
    |              |---ANTI-AIR TOWER---RADAR PULSE
    |---BRAMBLE    |
    |   FENCE      |---LANDING PAD---GYROCOPTER
    |
    |
    |---SOUNDBEAM
    |    TOWER
    |
    |
    |---WORKSHOP

*****************
8-GENERAL TACTICS
*****************

Sadly, the first thing I'm going to describe here is a stability issue; I know
that this isn't exactly the things you might expect in this section, but since
it is only one, it would have been useless to do a completely new section.
So, the issue: apparently, the game cannot run resolutions higher than 800x600
without getting unstable. On two different systems, with two different
operating systems (Athlon 1.2, 512 Mb, Radeon 9700 Pro, SoundBlaster Live! 5.1,
Windows 98SE and Windows 2000SP2, Catalyst 2.5 and 3.0; Pentium III 500, TNT2
M64, SoundBlaster PCI 128, Windows ME, Detonator 42.xx), the game is playable
at 800x600. Setting higher resolutions will make it crash within minutes. Seems
that anisotropic filter and FSAA settings do not affect stability, nor detail
level or sound libraries do. I wrote on the Relic forum to show the problem, I
hope a patch will come out soon (or there is a workaround - if you have any
experience about this problem, feel free to contact me).

*********************
9-MULTIPLAYER TACTICS
*********************

For now, I prefer to concentrate my efforts on the single player campaing and
finishing the walkthrough. Hopefully, I'll get my hands on an ADSL line soon,
so I won't have any excuse for avoiding multiplayer.

**********************
10-CHARACTERS BRIEFING
**********************

Noe: GameSpy and IGN distributed three "radio interviews" (fake, of course)
each, narrating the story of some of all characters in the game. These files
can be found in the \Goodies folder or you can go to Relic's website and find
the direct link.

--------------
--REX CHANCE--
--------------

A war reporter, Rex quitted this job to become a novel writer after he got
involved during the Spanish Civil War, where he was a journalist. Left alone by
his father when he was very young, Rex grew up strong and guided by virtous
thoughs and a bad sense of humor. He recieved a letter from his father and
traveled where his father told him to go, just to discover the Sigma technology
and Upton Julius' evil plans.
Being the main good guy, Rex is the primary character during the single-player
campaign; he starts with a standard; he can't attack building, or henchmen nor
can collect coal, build or repair.
Later he acquires neuro-toxin darts which can be used to attack creatures with
good damage values.
You'll use him primarly to gather genetic samples from wild animals.
He has 1000 health points.

(Rex appears in the final part of the third IGN radio interview).

----------------
--LUCY WILLING--
----------------

Dr. Chanikov's assistant, Lucy saves Rex from Julius' hands after Rex's first
encounter with Sigma technology. Being Chanikov's assistant makes Lucy able to
repair the hovertrain, study new technologies and adapt new ones to her owns
use. She wants to uncover the truth about Julius' plans and Dr. Chanikov's
death, like Rex.
Lucy has 900 health points and basicallt she's an enhaced henchman: she can
collect coal, build and repair construction and, if she gets close enough,
study new buildings to replicate them and sabotage them.

(Lucy rescues GameSpy's journalist in the third radio interview).

----------------
--UPTON JULIUS--
----------------

Financer of Dr. Chanikov researches on Sigma technology, Juius intend to use
this fearsome invention to create legions of invicible armies to conquer the
world or just to sell them to the highest bidder. Just after Chanikov senses
this danger, he was killed by Julius himself.
He is now seeking to capture Rex Chance, Chanikov's only son, for unknown
reasons.

(Julius' intentions can be heard in the first GameSpy interview).

-----------------
--WHITEY HOOTEN--
-----------------

One of Julius' main employess, Hooten controls the artci regions of Julius'
archipelago. He's an hulking giant and a proven whale hunter; he commands with
thight grip and ferocity; he's not really smart, but stories about him killing
whales with his bare hands are well known.
When regarding his creatures army, Hooten prefers head-on assault with
close-range creatures with high defenses and health points, almost ignoring
speed and other "strategic" features.

(Hooten uses IGN's journalist as a bait in the end of the second interview).

------------------
--VELIKA LAPETTE--
------------------

LaPette makes her French origins very earable when she speaks. A famous pilot
and ornythologist, Velika tactics can be considered the opposite of Hooten's:
she likes to use creatures (especially flying ones) with long-range attacks.
She also likes to fight with venomous creatures, to slowly weaken them and then
use her remaining creatures for fast strikes.

(IGN journalist is saved by LaPette at the beginning of the second interview,
got some infos on her story with Julius and then was sent to Hooten).

-----------------
--OTIS GANGLION--
-----------------

Dr. Ganglion is "renowed" throughout America for having created by surgery
fantastic creatures like mermaids, but the Circus he was working for rejected
his experiments and fired him.
He then found job as Upton Julius' right hand in the perfectioning of Sigma
technology after Dr. Chanikov was killed. With no ethical sense, he sees the
Sigma technology as a way to discover thruth, whatever this thruth is.

(GameSpy journalist would have become one with a weasel if he wasn't rescued by
Lucy Willing in the second radio interview).

-----------------
--ERIC CHANIKOV--
-----------------

Rex's father. Before starting to send me e-mails asking why he has a different
surname, let me tell you that I do not know. He was the creator of the Sigma
technology.
He left Rex when he was a young boy to continue his studies, which made him
encounter his financer, Upton Julius, and Lucy Willing, his assistant. After
several years he wrote to Rex to reunite the family, but shortly after he was
killed by Julius himself.

(Chanikov's original ideas and concerns about Julius' own evil plans can be
heard in the first and last IGN radio interview).

***************************
11-PRE-DONE ARMIES BRIEFING
***************************

Coming Soon.

*********************************
12-SUBMITTED CREATURES AND ARMIES
*********************************

--------------------------------------------------------
--Submitted by Kameron Clarke (hayawolf51@hotmail.com)--
--------------------------------------------------------

+ Cheetah/porcupine lvl 1, head,front legs, nad torso cheetah, tail and
backlegs porc. 105 coal, 0 elec, 55 hp, 37 def, 20 sight, size 2, melee 8
+ Hyena/electric eel lvl 2 head eel, rest hyena 127coal, 85 elec, 79hp, 22def,
26 speed, 25 sight, size 3, melee 5, range 10(18m), pack hunter
+ Giraffe/archerfish lvl 3 head archerfish, rest giraffe. 170 coal, 40 elec,
142 hp, 11 def, 30 speed, 30 sight, size 4, melee 9, artillery 8(28m)
+ Chameleon/gorila lvl 3 front and back legs gorilla, rest chameloern 156 coal,
140 elec, 135 hp, 25 def, speed 20, sight 30, size 3, melle 15, range
9(21m)regenertion, camoflauge, herding

---------------------------------------------------
--Submitted by Benny Sunoto (yu_beng@hotmail.com)--
---------------------------------------------------

Lv1  name  Antrhax (ant + rat)
     body part  rat --> head , tail
                 ant --> body , legs
     melee attack  7 (bite [2] , legs [5])
     ability  immune , plague , digging.

Lv2  a) name  Shoter (lobster + porcupine)
     body part  porcupine --> head , body , front legs
                 lobster --> back legs , tail , pincers
     melee attack  11 (bite [3], pincers [8])
     range attack  quill throw [5]
     ability  swimming , regeneration , quill burst , barrier
               destroyer

     b) name  Spy (lobster + chameleon)
     body part  chameleon --> head , front legs , tail
                 lobster --> back legs , body , pincers
     melee attack  8 (bite [3] , pincers [5])
     range attack  tongue attack [4]
     ability  swimming , regeneration , camouflage (wohoo) , barrier
               destroyer

Lv3  a) name  Rambo ^_^ (lobster + ram)
     body part  ram --> head , body , back legs
                 lobster --> front legs , pincers , tail
     melee attack  18 (gore [8] , pincers [10])
     ability  charge attack , herding , regeneration , swimming ,
               barrier destroyer , horns

     b) and c) --> Up to you guys !? (I make both of them , but never
                   use them!)

Lv 4  Up to you guys !? (I'm reaaalllyyyy never use lv 4 creatures ,
      cause they too weak for lv 5 , but not to strong against lv 3)

Lv 5  a) name  Warhand (chimpanzee + sperm whale)
      body parts  chimpanzee --> back legs , front legs
                   sperm whale --> head , body , tail
      melee attack  18 (pummel [6] , bite [12])
      range attack  sonic attack [15]
                     rock artillery [10]
      ability  sonar pulse , swimming , pack hunter

      b) name  Ambusher Overlord (ant + sperm whale)
      body parts  ant --> body , all legs
                   sperm whale --> head , tail
      melee attack  27 (leg attack [15] , bite [12])
      range attack  sonic attack [15]
      ability , sonar pulse , swimming , digging , immune

---------------------------------------------------------
--Submitted by Brian Nelson (briannelson42@hotmail.com)--
---------------------------------------------------------

+ first one  babbon+ram  this makes a very efficient melee creature with
herding, pack hunting, charge attack, and horns.  it is also very inexpensive
to make, although it is a level 3. head ram, body baboon, back legs ram, front
legs baboon, tail doesn't matter.
+ second one Sperm whale+wolverine  with the sperm whale tail and head, this
monstrosity has over 1400 hit points and great long range and incredible close
range capabilities.  if you need to get even bigger damage, just put them in
frenzy...they can afford the hp. head and tailsperm whale, the rest wolverine.
+ third one gorilla+chameleon with it's camoflage, regeneration, and herding,
this is one ranged creature to fear.  the ranged damage is ok, and they can
hold thier own in melee.  they have decent hp (160ish) and the herding makes
them incredibly tough. head and tail chameleon, the rest gorilla.
+ last one sperm whale+dragonfly  this combination makes the highest melee
damage I have been able to tweak out of the combiner(42).  every part of the
creature is dragonfly, and I like to call it mothra, hehe.

-----------------------------------
--Submitted by SirJindura@aol.com--
-----------------------------------

Name
Pond Hermit
Mix
Snapping Turtle + Lobster
Level
V
Abilities
Regeneration
Barrier Destroy
How to Build
Lobster Front & Back Legs
Turtle Tail, Body & Head
Variations
Changing Legs has no effect, changing tail may affect speed. Changing the body
may improve speed and HP, but it makes it look retarded.
Comment
This creatures is extremely tough, although not too fast. It makes up for its
speed deficiancy with its high defense. If it is attacked by something with low
attack (E.G under 15) the regenration stops it from losing any HP. It's barrier
destroy means it can get in close to buildings and to a very large amount of
damage. Just a small pack can reck a whole base.

Name
Impossible Creature
Mix
Sperm Whale + Gorilla
Level
V
(If there were higher, than this would probally hit IX or X)
Abilities
Sonar Pulse
Herding
Ranged Attacks
Sonic Pulse
How to Build
Gorilla Body, Front & Back Legs
Sperm Whale Head & Tail
Variations
By giving it the Sperm Whale body you increase it's HP, and water speed, but
decrease it's defense and ground speed. It also makes it looked pretty
retarded. You can also change the Gorilla with the Chimpanzee or any other
upright creature. The Chimp is a good mix because it gives you the extra
artillery.
Comment
This was called Impossible Creature because of it's enourmous strength. It can
take down almost anything with a few blows. It's sonic pulse attack means it
can defend its self against flyers, and the herding means a big group is nearly
unstoppable. This is really a version of King, the giant ape in the last stage.
King is only a this same creature but using only the Gorilla parts.

Name
Speed Demon
Mix
Cheetah + Giraffe
Level
II or III
(For some reason it keeps changing on mine. Any ideas?)
Abilities
Leap Attack
How to Build
Cheetah Tail, Body & Front & Back Legs
Giraffe Head
Variations
Changing the Body may yield interesting results, but once again, may look
retarded (I dunno though, haven't tried). Changing the head isn't good since
that's what makes it a scout, and the legs are needed for speed. You can change
the Cheetah for the Panther or the Horse if you want more attacking power.
Comment
This creature is mostly a scout and light attack unit. You shouldn't build to
many, as they are weak against A.O.E (Area of Effect) attacks, and when crowded
they can't use their Leap Attack. Scout are best used on 3 player + maps where
you are using under the limit of players, so you can find your enemies or
resources.

------------------------------------
--Submitted by RossTheBoss75@aol.com--
------------------------------------

Name Whalrale
Coal 430
Electricity 50
Combination of *Walrus and Sperm Whale
Level 5
Special Requirements Water Chamber/ Creature Chamber
Body Parts Whale (Fins), Walrus (Body, Head)
Health 818
Defense 19
Speed 12/28
Sight Radius 15
Size 10
Melee Attacks Bite (21)
Range Attacks N/A
Abilities Swimming, Horns
Importance I really like the Whalrale because of its high Health and Melee
Damage (21 Damage really packs a punch!). Because of its horns ability it
lowers enemy defense making it a great offensive and defensive powerhouse.

Name Chamale
Coal 480
Electricity 65
Combination of Chameleon and Sperm Whale
Level 5
Special Requirements Water Chamber/ Creature Chamber
Body Parts Whale (Body), Chameleon (Legs, Tail, Head)
Health 663
Defense 22
Speed 8/9
Sight Radius 30
Size 10
Melee Attacks Bite (11)
Range Attacks Tongue Attack (23)
Abilities Swimming, Regeneration, and Camouflage
Importance The Chamale is one of the best creatures on my army. With its Range
Attack of 23 damage if can defeat any creature very quickly. Because of
Regeneration and Camouflage it is a tough creature to kill.

Name Whalilla
Coal 562
Electricity 175
Combination of Sperm Whale and Gorilla
Level 5
Special Requirements Water Chamber/ Creature Chamber
Body Parts Whale (Head, Tail), Gorilla (Body, Legs)
Health 871
Defense 34
Speed 17/20
Sight Radius 30
Size 10
Melee Attacks Pummel (20) and Bite (12)
Range Attacks Sonic Attack (15)
Abilities Sonar Pulse, Swimming, Herding
Importance I cannot tell you enough "Add this to your army!" It has an
excellent health, average speed, and average defense. It has 2 great Melee
attacks and an awesome Range Ability.

Name Whalerine
Coal 672
Electricity 170
Combination of Sperm Whale and Wolverine
Level 5
Special Requirements Water Chamber/ Creature Chamber
Body Parts Wolverine (Legs, Body), Whale (Head, Fins)
Health 1440
Defense 25
Speed 14/20
Sight Radius 30
Size 10
Melee Attacks Claw (18) and Bite (12)
Range Attacks Sonic Attack (15)
Abilities Frenzy, Sonar Pulse, Swimming
Importance 1440 Health! What is not to like. This creature has so much health
it takes forever just for your opponent to beat through one of these guys. With
Genetic Amplifiers you can buff these guys up to 1700+ health. This creature
also has a wonderful Range Attacks and a great arsenal of Melee Attacks.

Name Moosaven
Coal 458
Electricity 170
Combination of Moose and Raven
Level 5
Special Requirements Air Chamber
Body Parts Elephant (Head, Body, Front Legs), Raven (Wings, Back Legs)
Health 521
Defense 49
Speed 23
Sight Radius 25
Size 7
Melee Attacks Talons (9) Gore (21)
Range Attacks N/A
Abilities Flight, Pack Hunter, Horns
Importance This creature is one of the best fliers I have seen with that high
of a defense. It is capable of Pack Hunter (added Attack when 3 or more are
together), this makes it very powerful. It is always good to have 1 good Air
Creature in your army!

Name Whalanzee
Coal 398
Electricity 215
Combination of Sperm Whale and Chimpanzee
Level 5
Special Requirements Water Chamber/ Creature Chamber
Body Parts Chimpanzee (Legs), Whale (Body, Head, Tail)
Health 667
Defense 29
Speed 16/29
Sight Radius 30
Size 10
Melee Attacks Pummel (6) and Bite (12)
Range Attacks Rock Artillery (10), Sonic Attack (15)
Abilities Swimming, Sonar Pulse, Pack Hunter
Importance This creature is the "King of Range!" He has 2 different Range
Attacks that are both quite powerful. He also is capable of Pack Hunter giving
him added attack strength.

Name Whalant
Coal 748
Electricity 155
Combination of Sperm Whale and Ant
Level 5
Special Requirements Creature Chamber
Body Parts Ant (Body, Legs), Whale (Head, Tail)
Health 748
Defense 38
Speed 17/20
Sight Radius 30
Size 10
Melee Attacks Leg Attack (15), Bite (12)
Range Attacks Sonic Attack (15)
Abilities Immunity, Digging, Swimming, Sonar
Importance This is a very strong creature in Defense and Health with a fast
land and water speed. Its 3 good Melee and Range attacks make it an excellent
choice for any army. It also adds a digger and immune creature to your team.

Name Lobstale
Coal 654
Electricity 180
Combination of Lobster and Sperm Whale
Level 5
Special Requirements Creature Chamber. Water Chamber
Body Parts Lobster (Legs, Body, Pincers), Whale (Tail, Head)
Health 861
Defense 61
Speed 10/23
Sight Radius 30
Size 10
Melee Attacks Pincers (21)
Range Attacks Sonic Attack (15)
Abilities Regeneration, Barrier Destroy, Swimming, Sonar Pulse
Importance What it lacks in speed it makes up for in Defense, Health,
Attacking, and Abilities. With its Pincers at 21 and Barrier Destroy no
building can stand in its way!

Name Moosobster
Coal 581
Electricity 100
Combination of Moose and Lobster
Level 5
Special Requirements Water Chamber/ Creature Chamber
Body Parts Moose (Legs, Head), Lobster (Pincers, Body, Tail)
Health 516
Defense 82
Speed 18/14
Sight Radius 25
Size 7
Melee Attacks Gore (21) and Pincers (17)
Range Attacks N/A
Abilities Swim, Regeneration, Barrier Destroy, Horns.
Importance A variation of the Lobstale yet this has a higher defense. It does
have a lower attack then the Lobstale but this also has Horns instead of Sonar
Pulse, Great Creature!

Remember, this is an army strictly made for cheating. The high coal
requirements and medium electricity requirements make it a drag to keep up in a
regular game. You can use 1 or 2 of these in an army with only 1 or 2 level 5
creatures.

**************
13-WALKTHROUGH
**************

Mission 01: EXILE

Date: June 8th, 1937
Location: Isla Exsilium
Starting Units: Rex Chance, Lucy Willing
Starting Buildings: Laboratory, 2 Lighting Rods
Primary Objectives:
	+ Have Lucy start gathering Coal
	+ Gather genetic material from at least 2 different animals
	+ Take Rex to the village
	+ Destroy all enemy Creatures on island
	+ Have Lucy build a Creature Chamber
Secondary Objectives:
	+ Collect the Coyote
	+ Collect the Porcupine
	+ Collect the Mountain Lion
	+ Collect the Skunk
	+ Research Level II at Laboratory
Opponent: free creatures
Opponent's Creatures:
	+ Polax Box (Polar Bear, Musk Ox)
	+ Coyolf (Coyote, Wolf)
	+ Lemmote (Lemming, Coyote)

After Rex's father was exiled from the scientific community 30 years ago,
leaving him alone, he contacted his son to join him on a tropical archipelago,
Isla Variatas, as he was growing old and wanted to see his son's face again.
His "savior", Upton Julius, found Rex whereabouts and invited him.
After arriving on the written location, Rex enters a deserted building. He
finds a stasys capsule with a strange animal inside and, that's worst, an
equally strange and angry looking animal outside. After a fast escape, he finds
himself by the Creatures' brothers, and Upton Julius, which just is
angry-looking as his Creatures. He greets Rex and speaks about the Creatures
and the Sigma technology, which allows to mix two living animals into one, and
orders his creatures to "collect" Rex, if not a flying train and its driver,
Lucy Willing, saves Rex. However the train is not as marvellous as it seems ,
and lands on an other island.
The two are greeted by an eskimo, which seems to know more than Rex about the
whole thing. He also tells that there are strange Creatures near the hill
temple that kills all sled dogs.

Here we are. Start by ordering Lucy to gather coal. Do not move Rex in the
eskimo village (due north to the starting position) until you have reached a
good amount of coal and electricity (about 500 each). While waiting, explore
the sorroundings to gather all animals you can. The Coyote is to the south of
your base while the Mountain Lion to the north.
Porcupines and Skunks can be found near the eskimo village.
When ready, send Rex to the village; they will point out the temple location
and Lucy will tell you what to do.
Build a Creature Chamber and experiment a bit with the Army Builder.
For now, You can build a cheap creature based on Porcupines and Coyotes, so
that it will be good at both close and long range attacks.
You'll notice that the resulting Creature will be labelled as Level II, so
research it at the Laboratory and build about ten of them, then send your small
army toward the temple.
You'll find a Polar Box and few other Creatures; you should easily overwhelm
these Creatures with your numbers.

The Hovertrain is reapired, but you don't have fuel. The eskimos tell you that
there's a fuel depot on the other side of the island, and that at night water
freezes so you'll be able to cross; night is also when "they" send the
Creatures, however.

Mission 02: RENEWAL

Date: June 13th, 1937
Location: Isla Exsilium
Starting Units: Rex Chance, Lucy Willing
Starting Buildings: same as previous mission
Primary Objectives:
	+ Get Rex to the Fuel Depot
	+ Take Rex and the Henchmen back to the Laboratory and deliver 	  the fuel
	+ Use Lucy to Capture the Genetic Amplifier technology
	+ Destroy the enemy base
Secondary Objectives:
	+ Collect the Wolf
	+ Collect the Lemming
	+ Build at least of additional Henchman
Opponent: Whitey Hooten
Opponent's Creatures:
	+ Wolunk (Wolf, Skunk)
	+ Coying (Coyote, Lemming)
	+ Wolox (Wolf, Musk Ox)
	+ Mountian Lolf (Mountain Lion, Wolf)

Rex passed almost a week without sleeping, but he isn't tired. Repairing the
Hovertrain is the biggest problem: each fix causes an other group of problems,
and there is no fuel left, if not in the fuel depot deep into enemy's
territory.

You will start with the same building config as before, so, if you had two
Creature Chambers, you'll start with two Chambers and so on. However, there
will be no Creature and you'll start at Tech Level I, too. So, have Lucy gather
coal while Rex scouts around to find the Lemming. Do not make Rex approach the
village for now, the inhabitants ahve set several fires to temporarly stop the
Creatures and they will  be set off if Rex set foot in the village; note that
they'll be set off in two minutes (more or less), so be quick in producing one
or two Creatures to defend the base.
While this first wave as been pused back, begin to build up other units (you
can experiment a Lemming/Coyote combination for close-range support to the
previous Coyote/Porcupine combination).
Enemy creatures will seldom attack you base; not a big problem, though, all
attack will be easily repelled. One you have 10-15 units, send them to the Fuel
Depot, and make Rex follow them.
The Depot itself is protected by 3 Wolunks, a too easy prey for your Creatures.
As Rex set foot in the Depot (with no enemy Creatures in it, of course), the
Henchman there will surrender and will offer to bring the Fuel to your
Hovertrain, if you defend him. Escort him back to the Hovertrain (or just send
him alone, there will be no Creatures around).
As the fuel is delivered, Rex will offer to the Henchman to remain with them;
he will accept, thinking (aloud) that Whitey will kill him for sure just for
bringing the fuel to you. Whitey Hooten is one of Julius' right-hand men.
Rightly after this cutscene, the Hovertrain will lift off and will land near
the Fuel Depot. All Creature Chambers you had will be moved too, but the
Lighting Rods won't though they'll still work. If you brought the Creatures
back to your previous base, make them run to your new one.
And now, it's time to destroy Hooten's base on this island. You'll  also be
able to recruit more Henchmen at the Lab, to help Lucy gather coal and build
structures.
Near your newbase you'll find the Wolf, a perfect base for most combinations in
these first missions. You can mix Wolves and Porcupines to have a more vicious
long-range unit and Wolves with Mountain Lion for close-range support. Try not
to miss the Wolf, even later in the game it will be a good addition to other
animals for low level (cheap) Creatures.
Gather a group of 30 or so units, then start walking toward Hooten's base,
which is south-east to your new base.
While going toward it, you'll see a tower-like structure: do not destroy it,
rather, order Lucy to inspect it: this structure is the Genetic Amplifier,
which will allow to upgrade Creatures in Health, Defense, Sight Radius, Speed
and Damage values for a price; the Creature's cost will remain the same, and
the upgrade will be apllied to existing units and all units you'll produce
later on.
Hooten's main base is south to the Genetic Amplifier: this time there will be a
good number of Creatures and a Creature Chamber that will produce more units
even while you are attacking, so be quick in killing the present Creatures and
destroy the Chamber; then, destroy all other buildings to complete the mission.

After this mission, Rex wants to return to his father's lab for more
investigation.

Mission 03: FATHERS AND SONS

Date: June 15th, 1937
Location: Isla Undisonous
Starting Units: Rex Chance, Lucy Willing, Henchman
Starting Buildings: Laboratory
Primary Objectives:
	+ Find villager scout on the icefields; he will point out   	  Whitey's
Creatures
	+ Have Lucy capture the Electric Generator Technology
	+ Get Rex to Chanikov's Laboratory
Secondary Objectives:
	+ Collect the Grizzly
	+ Collect the Wolverine
	+ Collect the Ram
	+ Collect the Musk Ox
Opponent: Whitey Hooten
Opponent's Creatures:
	+ Porcar Bear (Porcupine, Polar Bear)
	+ Polar Box (Polar Bear, Musk Ox)
	+ Wolram (Wolf, Ram)
	+ Wolunk (Wolf, Skunk)
	+ Mountain Ling (Mountain Lion, Lemming)
	+ Musking (Musk Ox, Lemming)
  	+ Tiging Mantis (Tiger, Praying Mantis)

Whitey Hooten is a former whaler, known for his brute strenght and quick
temper. Stories about him tell that he's able to kill whale with his bare
hands.
Lucy tells Rex that his father couldn't have survived for three days on the
bitter cold, but he still want to give it a try.
After landing, an other eskimo, cousin of the previous one, will tell Rex that
after a short and a big man came here, an other disappeared.

The first thing to do is to build two more Hencmen and have them gather coal.
Build two Lighting Rods and a Creature Chamber, plus an handful of your
favourite Creatures, and move them in the blinking spot north-east of your base
to find an Electric Generator. Do not destroy it, have Lucy examine it and then
sabotage it. Yes, from now on Lucy will be also able to Sabotage buildings.
Build an Electric Generator where the previous one was and build more units;
although you should already spotted Wolverines and Grizzly Bears, you won't be
able to produce any mixes involving those creatures and other Level III 
Creatures as they will become Level IV, a Tech Level you don't have yet; Level
IV will be available from the next mission, so don't bother. If stil haven't
one, a strong close-range Creature, like a Wolf/Wolverine will be pretty
useful, as Hooten is surely to use Wolunks to stop your long-range Creatures
and some strong brawlers to finish them.
Lucy will alert you that it is possible to build Workshops to improve coal
gathering, if you want build one near the coal pile where the Electric
Generator is.
Once you have 15-20 Creatures, build a Genetic Amplifier, upgrade them and
search for the eskimo scout, north of your base. He will point out that when
you reach the frozen waterfall (always north), there are two ways (one on the
left and one on the right) that will lead to two small bases.
However, before reaching the Waterfall, you'll see that Hooten has some brain,
and that he build a SoundBeam Tower which Lucy will be glad to inspect. The
Tower is quite well protected by Wolrams and Wolunks, and now the close-range
Creatures that I spoke about will come in handy. After all Creatures guarding
the Tower are gone, retreat your surviving ones outside the Tower's firing
range and have Lucy inspect it (note: the SoundBeam tower can damage her as
well, so be quick in giving order), then destroy it.
Now it's time to take care of the enemy bases. Go to the right to find a lonely
Creature Chamber backed up only by a Lighting Rod and few Creatures. Destroy
everything here, then back to the waterfall and replace your losses.
If you want , you can send now send Rex to Chanikov's Lab, even alone.
He will enter the building, telling Lucy to wait for five minutes, then leave
the island...no better, to see if he hasn't locked himself in.
He'll be back shortly after: noone's inside, but he found some neurotoxin darts
that can be used to attack Creatures from long range. And they are quite
powerful, too. A lone Tiging Mantis will attack Rex. Time to try the new
neurotoxin darts. The Creature should be gone in two shots, but note that Rex
WILL NOT continue the attack on his own after the first shot, so be sure to
issue a second order attack or to have one or two Creatures as back up.
It's now time for the base on the left. You'll find an other Creature Chamber,
this time protected by SoundBeam Towers and the usual Cretures, plus a Workshop
and four hostile Henchmen. You might want to have Rex and Lucy in the attack
group: Rex can give an hand in killing enemy Creatures and Lucy in sabotaging
buildings as well as establishing a new Workshop plus three or four SoundBeam
Towers for defense.
After this base is gone, rebuild all losses and upgrade your units, if you
haven't done so yet; the ideal rally point for your Creatures is north of the
newly-founded base, as Hooten will concentrate attacks from this side. Keep two
or three Creatures near your previous base, too, I'll explain why later on.
After you have a large group of Creatures (twenty or more; favor close-range
units), start to travel toward Hooten's last base, on the north of the island.
Being the main base, expect a large concentration of Creatures (mostly Porcar
Bears, Polar Boxes and Wolunks) and an handful of SoundBeam Towers to slow down
your advance. There are also two Creature Chamber that should be destroyed
before everything else.
There is a Workshop and few Henchmen in island's upper side, be sure to destroy
them.
Note that it is possible that Henchmen will try to escape fro your assault and
build a Workshop near the Electric Generator, that's why I said to place two or
three Creatures near it. If the mission doesn't end, it's why the built
something (usually Workshops, they don't replace Creature Chambers) somewhere,
usually near coal pile or where buildings used to be. scout the island to find
them and to complete the mission.

With Hooten's base destroyed, Rex orders him to tell where his father his,
olnly to listen that he's buried near the Lab. Next step is to take on Hooten.

Mission 04: SHIP WRECK

Date: 16th June, 1937
Location: Isla Glacialis
Starting Units: Rex Chance, Lucy Willing, Henchman
Starting Buildings: Laboratory
Primary Objectives:
	+ Have Lucy to gather technology from Whitey Hooten's Water 	  Chamber
	+ Have Lucy to gather technology from Whitey Hooten's Research 	  Clinic
Secondary Objectives:
	+ Collect the Lobster
	+ Collect the Snowly Owl
	+ Collect the Polar Bear
Opponent: Whitey Hooten
Opponent's Creatures:
	+
	+

Rex had a dream; a very strange dream: he was running through the
woods....everything was the way it had to be, but not the way he expected to
be...ha was also aware of everything, especially an overwhelming sadness.
Finally Lucy tells Rex that she worked for Julius, that's why she knows so many
things about him and his men.
The couple arrival on this island is greeted by the usual eskimo, which will
ask if Lucy is for sale. Although Rex was tempted by the offer, Lucy quickly
brought him back from dreams, and after the eskimo laughed for Rex's request on
where finding Hooten, mission begins.
Send the Hencman and Lucy gather coal, while Rex scouts a bit: you should be
able to find Lobsters and Polar Bears, which will make a good amphibious
assault creature to take down buildings. You won't need it right now,
concentrate on gathering resources and building the usual units for initial
defense.

Mission XX:

Date:
Location: Isla
Starting Units:
Starting Buildings:
Primary Objectives:
	+
	+
Secondary Objectives:
	+ Collect the
	+ Collect the
	+
Opponent:
Opponent's Creatures:
	+
	+

***************************
14-CHEATS, PATCHES AND MISC
***************************

First of all, remember that if this section will include any cheat regarding
modifying files, Windows' registry or whatever else, you do it at your own
risk. Neither I, nor Relic, nor the sites hosting this FAQ with my permission
can be considered resposable of any damage you'll cause to yourself, your
computer or the world.
Also, remember that this section is here for completeness; do your best trying
to complete the game alone,it is definitively worth it.

To activate all following cheat, press the "~" key (for italian keyboard users,
it's the "" key), type the following words and press enter to get the
respective cheat.

* cheat_electricity: more electricity xxxx (type a number: for example:
cheat_electricity 1000)
* cheat_coal: more coal xxxx (type a number: for example: cheat_coal 1000)
* cheat_buildings: all buildings
* cheat_rank: higher research level
* cheat_killself: kill yourself

----------------
--CHEAT UPDATE--
----------------

As silvertongue@talk21.com noticed, pressing the "~" button doesn't allow to
cheat. I first thought that cheats had to be entered through the chat window
(as with Blizzard' Starcraft and Warcraft series), but the same guy wrote back
telling that the "@" button works. He also stated that he uses the UK english
keyboard layout, so pay attention to "translate" the right key position.

-----------
--PATCHES--
-----------

So far, only one patch has came out, codenamed 1.01. It mainly addresses
problems with Sound Balster Audigy and Audigy 2 cards, balances out a few
things and enhaces support for external mod packs. It is higly recomended to
install this patch before installing any mod.
Available in three languages, English, French and German. For direct
experience, the English version works fine with the copies distributed in
Italy.

----------------------
--ADDITIONAL ANIMALS--
----------------------

Relic just distributed a small Zip archive containing all you need to unlock an
handful of new creatures. You can get the archive at www.relic.com. It is
really small as the only thing it does is to modify few entries on the game's
main executable file. There are no version of this file.

-------------------------------------
--INSECT INVASION OFFICIAL MOD PACK--
-------------------------------------

A free expansion/mod pack available from Relic. It includes new animals (as the
name suggests, mainly insects) and new special abilites. It is really worth
downloading it, though it "weights" nearly 90 Mbs. Go to www.relic.com and
follow the links to download it, or just surf around the most well know  gaming
sites to find it.
Being classified as a mod, the Insect Invasion cannot be used while playing the
official one player campaign and must be activated through the game's new Mod
button added by Patch 1.01.
The Pack itself doesn't include any documentation, but a small manual (PDF
format) and some press material (sketches and so on) can be found at the same
location of the Pack itself.

*******************
15-CREDITS and MISC
*******************

The first credit goes to Relic, for the game. The second is to me, Briareos
Kerensky (briareos@inwind.it), the third to all site showing this document with
my permission and the fourthh to you for reading it and to everyone that
submitted anything to this faq, contributing to it.
Then, in spare order, some special thanks: to Leader, which translated only the
manual; to Micro$oft Game Studios for their insane way to store CDs in a
DVD-like case (this isn't exactly a thank...ehy guys, I risk to bend or scrap
the CDs with those cases!); to Relic (again), for gaving a real nasty idea to
all mad scientists in the world on how use genetics (hope this will stay a
tasteless joke); my employer, who is kindly giving me money to continue me
writing walkthorughs (in exchange of 3D models and animations, of course); to
all soundtracks of the long nights where I wrote these lines; Datel for the
GameCube Freeloader; to Nintendo for Animal Crossing, Metroid Prime and the
Zelda bonus pack; I'd like to thank my girlfriend, still haven't found one.
However, I've found a new passion for Metal music after I've got my hands on
some re-prints and DVDs of some old live shows (Queensryche's Operation:
LiveCrime rules, no doubt on that...and MegaDeth with their Rude Awakening tour
are still great).

Sites authorized to show this FAQ:
+ WolfArt(http://www.geocities.com/khan_briareos/index.htm visit it, it's my
personal site ;)
+ GameFAQs (www.gamefaqs.com)
+ IGN FAQs (http://faqs.ign.com)
+ Cheat Code Central (http://www.cheatcc.com)
+ Gameguru Mania (http//www.ggmania.com)

To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
to introduce.

Copyright (c) Briareos Kerensky 2003/2004. Reproduction  and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.