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    FAQ/Walkthrough by Briareos_Kerensky

    Version: 1.4 | Updated: 06/29/03 | Printable Version | Search This Guide

    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
    
    ****************
    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.