hide results

    FAQ/Walkthrough by Wood Elf

    Version: 1.02 | Updated: 01/14/05 | Printable Version | Search This Guide

    Impossible Creatures
    Walkthrough/FAQ
    Version 1.00
    
    Copyright 2004 Wood Elf
    E-Mail - BattleBotv_8_2@Hotmail.com
    
    First Site: www.GameFAQs.com
    
    E-mail me suggestions or corrections.
    
    ------------------------
    Legal Info
    ------------------------
    This may not be reproduced under any circumstances except for personal, 
    private
    use. It may not be placed on any web site or otherwise distributed publicly
    without advance written permission. Use of this guide on any other web site or
    as a part of any public display is strictly prohibited, and a violation of
    copyright.
    
    -----------------------
    Quicksearch Note:
    You can use the Find command (Ctrl+F) to quickly find the part you need.
    
    ---------------------------
    1.00 Walkthrough
    	1.01 Mission 1 (MSON1)
    	1.02 Mission 2 (MSON2)
    	1.03 Mission 3 (MSON3)
    	1.04 Mission 4 (MSON4)
    	1.05 Mission 5 (MSON5)
    	1.06 Mission 6 (MSON6)
    	1.07 Mission 7 (MSON7)
    	1.08 Mission 8 (MSON8)
    	1.09 Mission 9 (MSON9)
    	1.10 Mission 10 (MSN10)
    	1.11 Mission 11 (MSN11)
    	1.12 Mission 12 (MSN12)
    	1.13 Mission 13 (MSN13)
    	1.14 Mission 14 (MSN14)
    	1.15 Mission 15 (MSN15)
    2.00 Buildings (Bldings)
    3.00 Upgrades (Upgds)
    4.00 Creatures
    	4.01 Normal Creatures (Ctrs)
    	4.02 Insect Invasion Creatures (InsctC)
    5.00 Creature Abilities
    	5.01 Normal Abilities (Abty)
    	5.02 Insect Invasion Abilities (InsctA)
    6.00 Cheats (Chts)
    7.00 Versions
    8.00 Credits and Thanks
    9.00 FAQs
    
    ------------------------
    1.00 Walkthrough
    ------------------------
    
    Mission 1 - Exile (MSON1)
    
    Objectives:
    Have Lucy start gathering Coal
    Gather Genetic Material from at least 2 creatures
    Take Rex to the village
    Have Lucy build a Creature Chamber
    Destroy all creatures on the island
    
    Secondary Objectives:
    Research Level 2 at the Lab
    Collect the Coyote
    Collect the Porcupine
    Collect the Mountain Lion
    Collect the Skunk
    
    Creature Update:
    Mountain Lion + Coyote
    Head:		C
    Front Legs:	ML
    Torso:		ML
    Hind Legs:	ML
    Tail:		C
    
    Coyote + Porcupine
    Head:		P
    Front Legs:	P
    Torso:		P
    Hind Legs:	C
    Tail:		C
    
    Once you start, make Lucy start gathering coal since it does not matter if the 
    lab is hurt. Take Rex and go to the south of your base, there is normally a 
    coyote there. To the north is a mountain lion, get his DNA also. Along the way 
    to the village look for a porcupine.
    
    Once you reach the village, you will see they have set fires to hold enemy 
    creatures at bay. After some dialogue from Lucy and Rex, send Lucy to build a 
    Creature Chamber.
    
    This will be your basic creatures for this level. Once you can, start 
    researching Level 2. If you do not, you will not be able to get your 
    creatures. Send Rex to the north of the village to collect the skunk. Once 
    Level 2 is done, start building about 5 of each creature. Once you have about 
    3 of each, the fires will die out.
    
    The creatures will charge toward your base so just wait for them to come. Once 
    they are dead, go past where the fires where with Lucy along with them.
    
    ---
    
    Mission 2 - Renewal (MSON2)
    Objectives:
    Take Rex to the fuel depo
    Take Rex and the henchmen back to the lab and deliver the fuel
    Use Lucy to capture the genetic amplifier technology
    Destroy the enemy base
    
    Secondary Objectives:
    Collect the Wolf
    Collect the Lemming
    
    Creature Update:
    Mountain Lion + Coyote
    Head:		C
    Front Legs:	ML
    Torso:		ML
    Hind Legs:	ML
    Tail:		C
    
    Lemming + Porcupine
    Head:		P
    Front Legs:	L
    Torso:		P
    Hind Legs:	P
    Tail:		L
    
    Once you start, send Rex up north and collect the lemming and start up Level 2 
    research. Once it's done start queuing up some critters. Once the wave of 
    enemy creatures is done, send Rex up to the fuel depo along with your 
    critters. Once you get a henchman to carry some fuel for you, send him and Rex 
    back to the lab.
    
    Once he gets to the base, you will fly to a new location. Queue up 3 henchmen 
    to get coal for you. Send Rex down south on the Cliffside to the north of your 
    first base. There should be a wolf in the area, collect him.
    
    Creature Update:
    Mountain Lion + Wolf
    Head:		W
    Front Legs:	ML
    Torso:		W
    Hind Legs:	ML
    Tail:		W
    
    That should increase the stats some, but mainly it will bring a lot of good 
    abilities to your critters. Take Lucy along with your critters to the pinging 
    on the map. There will be a genetic amplifier and lightning rod. Gather Tech 
    on the genetic amplifier and then destroy them both. Send Lucy to gather coal. 
    Head to the south east and destroy the base there.
    
    ---
    
    Mission 3 - Father and Sons (MSON3)
    
    Objectives:
    Find the villager to scout the ice field, he will point out Whitely's creature 
    chambers
    Have Lucy capture the electrical generator technology
    Get Rex to Chanikov's lab
    Destroy Whitely's base on the island
    Get Lucy to Gather Tech from Soundbeam towers. Be careful, they'll harm her
    
    Secondary Objectives:
    Collect the Grizzly Bear
    Collect the Wolverine
    Collect the Ram
    Collect the Musk Ox
    
    Once you start, build 4 more henchmen and start Lucy on building a Lightning 
    Rod. Make Rex go down the hill and head east between the ping on the map and 
    base to find a Grizzly.
    
    
    Creature Update:
    Wolf + Grizzly Bear
    Head:		GB
    Front Legs:	W
    Torso:		GB
    Hind Legs:	GB
    Tail:		W
    
    Grizzly Bear + Porcupine
    Head:		P
    Front Legs:	P
    Torso:		P
    Hind Legs:	GB
    Tail:		GB
    
    Make Lucy build another lightning rod and send 2 henchmen to build their own 
    lightning rod so you have them maxed out. Once the lightning rods are done, 
    send the henchmen to harvest coal and make Lucy build a Creature Chamber. 
    Start Level 2 as soon as you can. Once you have researched that, build a 
    genetic amplifier and then send her to the coal.
    
    Once you can, start building creatures and head to the north east where a ping 
    on the map is. Kill the 2 creatures there and send Lucy in to research the 
    technology there. Once done, she will learn a new ability which will hurt 
    building a lot at melee range with Sabotage.
    
    Then head North West with Lucy and Rex and your critters to find a Sound wave 
    Tower which is a anti-creature tower. Gather Tech it and then destroy it. Head 
    west with Lucy and critters to a expansion. Gather Tech on the workshop and 
    destroy the area. Meanwhile, send Rex to the north east ping on the map to get 
    Nero-toxin darts. They deal about 250 damage to a creature. This makes him 
    really good to tag along with you creatures now.
    
    At the workshop area, there should be a Musk Ox near there, also there is a 
    wolverine at the edge to the south. From the Soundbeam tower, there is a Ram 
    to the north, collect him too.
    
    Once your done getting all the animals, gather to the north of the workshop, 
    ready to attack the base at the ping on the map. Either build a workshop where 
    the enemy's was with Lucy or send her back to the base to heal.
    
    Once the base is destroyed, follow the lake's edge and get ready to attack the 
    final base. Take it down, and show no mercy!
    
    ---
    
    Mission 4 - Ship Wreck (MSON4)
    Objectives:
    Have Lucy gather technology from Whitey's water chamber
    Have Lucy gather technology from Whitey's research clinic
    Destroy Whitey Hooten
    
    Secondary Objectives:
    Collect the Lobster
    Collect the Snow Owl
    Collect the Polar Bear
    Find and destroy the Whitey's generator and lightning rod farm
    
    Once you start, send the henchmen to get coal, queue 3 more henchmen up and 
    send Lucy to build a Lightning rod. Once you have the coal, queue one more 
    henchmen. Send rex down and collect the lobster. Once the lightning rod is 
    done, send Lucy to build a generator on the geyser.
    
    Creature Update:
    Lobster + Musk Ox
    Head:		MO
    Front Legs:	MO
    Torso:		MO
    Hind Legs:	L
    Tail:		MO
    Claws:		L
    
    Lobster + Porcupine
    Head:		P
    Front Legs:	P
    Torso:		P
    Hind Legs:	P
    Tail:		P
    
    The reason why you convert your critters to lobsters is because they have 
    regeneration. This makes them heal 1HP a second, a GREAT skill. Send Rex north 
    and collect the Polar Bear and Snow Owl.
    
    Once the generator is done, keep upgrading it as fast as you can. Once that is 
    done, keep working on upgrading the Level as quick as you can. Be sure to 
    upgrade your creature's speed since the Wolf Grizzly is twice as fast as your 
    current creature.
    
    While waiting for Level 4, you will be attacked by 4 creatures, Rex can take 
    them buy attacking and then just set waypoints so he will not stop moving 
    while reloading.
    
    Once you have a good army going, head out to the cliff to the North West. 
    There is a mining spot there that has some Sound wave towers, clear it out for 
    later use. Once it's clear, send Lucy up with your critters and head to the 
    north ping on the map. There is a base there, destroy it and Gather Tech on 
    the water chamber.
    
    Now that you have the Water Chamber, upgrade your critters to...
    
    Creature Update:
    Lobster + Musk Ox
    Head:		MO
    Front Legs:	MO
    Torso:		L
    Hind Legs:	L
    Tail:		L
    Claws:		L
    
    Lobster + Porcupine
    Head:		P
    Front Legs:	P
    Torso:		L
    Hind Legs:	L
    Tail:		L
    Claws:		L
    
    Now they will be able to swim through the water. Get your critters ready to 
    attack the next base. Inside the base is a research clinic, Gather Tech on 
    that. Now that the two bases are gone, the giant block of ice will be broken 
    opening the path to Whitey's main base.
    
    Be sure to have about 4 of LMO and LP at your base since you might get 
    attacked from the water. Take the east fork past the ex-ice chunk and attack 
    the farm of generators and lightning rods. Then head north and attack the main 
    base. Target the creature chambers first, because he can build a lot of 
    creatures if you donít.
    
    ---
    
    Mission 5 - Trial by Fire (MSON5)
    Objectives:
    Send Rex to the village to ask for help
    Build creatures with the archfish water artillery ability and use them to put 
    out the fire
    Put out the fire on the plateau around the village before all the huts burn 
    down
    Find and destroy the enemy lab on the island
    Get Lucy to gather the technology from bramble fences
    Get Lucy to gather the technology from the anti-air tower
    Get Lucy to gather the technology from the air chamber
    Secondary Objectives:
    Collect the Zebra
    Collect the Giraffe
    Collect the Chameleon
    Collect the Baboon
    
    Once you start, queue 3 more henchmen and send Lucy to build a lightning rod. 
    Take Rex to the right and collect the Giraffe. Then head south toward the 
    village. But before you reach the village, go up a hill to the north and find 
    the chameleon.
    
    Creature Update:
    Giraffe + Chameleon
    Head:		C
    Front Legs:	G
    Torso:		C
    Hind Legs:	G
    Tail:		G (Saves Electricity) / (Camouflage)
    
    This setup will double the damage of your old creature! Now head to the 
    village and you will receive the Arch fish.
    
    Creature Update:
    Archfish + Musk Ox
    Head:		A
    Front Legs:	MO
    Torso:		A
    Hind Legs:	MO
    Tail:		MO
    
    Use this creature to put out the fires, but personally I donít like artillery. 
    I delete him after the fires are out. Once you are able to create them, get 
    about 5 of them and head to the village. Once the village is safe, head back 
    to your base. Wait for the fire to be really near your lab before you attack.
    
    Do this because the fire spreads after so many seconds and your creatures 
    normally get stuck in the spreading fire. While dousing the fire at your base, 
    there will be about 2 rounds of 2 archfish creatures, so put Rex up on the 
    hill (once half the fire is gone) and take them out when they come. Also once 
    you are up there, collect the baboon. Once the fire is out, you learn Rex and 
    Lucy can swim in water like henchmen now.
    
    Start building your normal army up and head to the north west of the map. 
    There is a base there with a Anti-air tower there. Get Lucy to gather tech on 
    it and build one at your base. Around the base and the fire's pathway there is 
    a zebra waiting to be collected.
    
    Once you finish the base off, head to the south of the island. To the very 
    south east there is a base which is great for an expansion, and you have to 
    gather tech from the bramble fence. Finish the base there and you might want 
    to build a workshop there for your henchmen who should be low on coal there.
    
    After you finish the expansion, head north and there will be an air chamber, 
    use Lucy once again to gather tech from it. Then get ready to attack the main 
    base. Just make sure your Chameleon critters donít attack the stuff on the 
    cliff, you may have to manually order them to walk by there.
    
    ---
    
    Mission 6 - Flying Machines (MSON
    Objectives:
    Scout out and clear the entrance to the volcano of all creatures and buildings
    Clear the area inside of the volcano of all enemy creatures and buildings
    Protect the gyropad while it is being repaired. Do not allow Velika's creature 
    to destroy the pad
    Eliminate all of the structures in Velika's outpost on the other side of the 
    island
    
    Secondary Objectives:
    Collect the Chimpanzee
    Collect the Gorilla
    Collect the Hyena
    Collect the Spitting Cobra
    Collect the Crocodile
    Collect the Black Panther
    
    Note: Now you can upgrade your towers at the research clinic. Soundbeam will 
    attack 2 people at once and AA tower will deal extra damage.
    
    Start with the basic queue of 3 and build a lightning rod next to the geyser. 
    Once that is done, build a generator and research advance structures and build 
    an anti-air tower next to the geyser. To the north-east there is a Hyena and 
    there is a Spitting Cobra to the south.
    
    I would recommend not upgrading your ranged attacker since there is a 
    crocodile that you can get and it will increase the ranged damage. So just use 
    the normal archer but build as few as possible. In the middle of the map there 
    is 2 lakes, the crocodiles are in there. You need to destroy all enemy 
    structures in the area to proceed to the next level, but I suggest before you 
    do that, get the crocodile and add him to your main army. Plus move Lucy and 
    Rex to the south of the 2 lakes.
    
    Once you kill all of the enemy structures, you have to cover a henchman while 
    he repairs a landing pad. It will take along time for him to repair it, but it 
    can be done in about 10-15 seconds if you use Lucy to repair it. To the right 
    of the landing, there is a good spot for an expansion (if you place 2 AA 
    towers near there). There will now be attacks from the right lake. Just place 
    about 5 melee and 5 ranged there to defend it. Place the rest to defend your 
    base from water attacks. Also I would suggest find the other 3 animals, they 
    normally are around the lakes also.
    
    Pick a henchman up with the helicopter and take him across the mountain. Build 
    a creature chamber on the other side with the helicopter and henchmen so the 
    work gets done quicker. Carry the henchman back to the other side and set both 
    of them to getting coal. Start building creatures immediately.
    
    Creature Update:
    Crocodile + Chameleon
    Head:		CH
    Front Legs:	CH
    Torso:		CR
    Hind Legs:	CR
    Tail:		CR (Saves Electricity) / (Camouflage)
    
    While building creatures, build 2 AA towers and 2 Sound wave towers just in 
    case any creatures sneak by you. Once you feel your ready, charge forward and 
    just destroy the base.
    
    ---
    
    Mission 7: - A Friend in Need (MSON7)
    Objectives
    Free the villagers held captive at the temple by destroying the enemy 
    structures and bamboo fences surrounding them
    Get all the villagers back to their villages. The villagers only feel safe 
    when they are near flaming savannah heads. Destroy all the enemies surrounding 
    the flaming savannah heads and the villagers will move to it.
    Secondary Objectives:
    None
    
    Note: Rex gains Regeneration himself, this is really handy.
    
    I like to start out by building a workshop next to the coal pile so the 
    workers can give you more coal quicker. Then I queue 2 more and wait until I 
    can queue another. Once you can, build a lightning tower and then work on a 
    generator. Just keep Leveling up. Once you can, get a gyrocopter to fly into 
    the middle of the map and build a water chamber there, you can easily 
    reinforce your army in the quickly if it is there.
    
    Your first objective is to free the villagers in the middle left. The main 
    base is at the top left. I personally like to destroy the main base then help 
    the villagers. Just keep attacking the enemies along the way from each flame 
    light to another. Each time some villagers get to there homes, you get DNA of 
    an animal. I would just keep the same creatures from before.
    
    ---
    
    Mission 8 - The Wicked Sky Witch (MSON8)
    Objectives:
    Destroy Velika's Base
    
    Secondary Objectives:
    Do not allow Velika's scouts alert Velika
    Destroy Humphery's Base
    Destroy Bugsy's Base
    Collect the Eagle 
    Collect the Hippopotamus
    Collect the Hammerhead Shark
    Collect the Komodo Dragon
    Collect the Rhinoceros
    Collect the Cheetah
    
    
    Note: You can research Henchmen Yoke which allows your henchmen to carry 25 
    coal.
    
    I like this level. Queue 4 more henchmen up and build a lightning rod next to 
    the geyser, then a generator. Velika will send flying scouts, they are easy 
    enough to kill but to get a head start on DNA collecting, get Advance 
    Structure research and build a AA tower above the geyser. 
    
    Go in the water to the south and head east to a hammerhead shark. There is a 
    eagle flying above your base. Going up the hill to the north of your base and 
    you will find a hippo. At the tail like looking landmass near your base is a 
    komodo dragon. At the upper end of landmass in the middle there is rhino. The 
    Cheetah is a little south of the middle of the map. You should be able to get 
    all the DNA before you kill all the scouts.
    
    Creature Update:
    Lobster + Rhinoceros
    Head:		R
    Front Legs:	L
    Torso:		L
    Hind Legs:	R
    Tail:		L
    
    Chameleon + Rhinoceros
    Head:		C
    Front Legs:	R
    Torso:		R
    Hind Legs:	C
    Tail:		R (Saves Electricity) / (Camouflage)
    
    I think I should note that after a few minutes I normally get attacked by 
    Rhino Hornets, so I built 3 AA towers and upgraded them. Then when they can I 
    used Rex to attack them. Lucy and a few henchmen repaired them.
    
    These guys cost a lot, but I believe their worth it. Once they are built, you 
    may lose 1, 2 if your not careful with your creatures. Once all the scouts are 
    gone, start working on creatures. There are 2 brothers you have to fight now 
    also. I find it's easier to attack the north brother first. It may be me, but 
    I think his defenses get harder the longer you play, where the other brother 
    is easy all the time.
    
    Just keep creating the critters and upgrading them until you have a decent 
    army and attack to the north when you climb up the hill. With your 
    juggernaught creatures, skip the Sound wave towers and just target the 
    creatures, chambers and his HQ.
    
    Before you attack the other brother, stay at the base until you can spare 
    about 3-4 of both LR and CR. This is because Velika will attack you normally 
    when your out the second time. Rex can help a lot if you leave him there. Once 
    you have enough critters, go east to your base and on the way there, you will 
    see a good expansion space for later. Continue east until you reach the next 
    brother's base. Destroy it. Walk to the north east of the map and get ready to 
    attack. She has a lot of spitting cobras, so be careful.
    
    A good strategy is to get a Gyro to build a base near the north east entrance 
    so you can more quickly reinforce your army in case you lose a guy or two. 
    Also donít go straight for her HQ, target her chambers first, this will make 
    it a lot easier.
    
    There, that wasn't tough was it?
    
    ---
    
    Level 9 - Mouth of the Beast (MSON9)
    Objectives:
    Defend the lab until it can be relocated
    Destroy enemy lab or 4 electrical generators
    
    Secondary Objectives:
    Collect the Vulture
    Collect the Scorpion
    Collect the Electric Eel
    
    Note: Rex gains Pack hunter, which increases damage of all your critters near 
    him, this is a great ability. If you STILL haven't made him always travel with 
    your critters (besides defending a base), do so.
    
    First build a new creature. 
    
    Creature Update:
    Lobster + Polar Bear
    Head:		L
    Front Legs:	PB
    Torso:		L
    Hind Legs:	L
    Tail:		PB
    
    That creature is for Level 4, these creatures are for Level 3 if you need 
    them.
    
    Creature Update:
    Komodo Dragon + Ram
    Head:		KD (Poison) / R (Safe Electricity)
    Front Legs:	KD
    Torso:		R
    Hind Legs:	R
    Tail:		R (Poison Touch) / R (Safe Electricity)
    
    Komodo Dragon + Polar Bear
    Head:		KD
    Front Legs:	PB
    Torso:		PB
    Hind Legs:	KD
    Tail:		PB (Poison Touch) / PB (Safe Electricity)
    
    Komodo Dragon + Musk Ox
    Head:		KD
    Front Legs:	KD
    Torso:		MO
    Hind Legs:	MO
    Tail:		KD (Poison Touch) / MO (Safe Electricity)
    
    I recommend the Komodo Dragon + Polar Bear. Queue 3 henchmen up and send your 
    current ones to gather coal. There should be a Vulture above your base, 
    collect him. Then look around your base to find scorpions, collect one. Go to 
    the water a bit north west of your base and find the electric eel, you may 
    have to swim a bit. Head back to your base and defend it from 3 attacking 
    creatures.
    
    Once the lightning rod is done, work on a generator and keep upgrading that. 
    Upgrade to Level 2 and then get advance structures. Once that is done, build a 
    anti-air tower next to your lab for the future. Upgrade to Level 3. Depending 
    if you used my creature or not, build a water chamber to the east or creature 
    chamber next to the anti-air tower.
    
    Build about 6 creatures at start and build more if you need them. Keep 
    defending the attack until it is about 10:30 minutes into the game. I believe 
    you are not able to relocate unless the lab is at 100% health. Once Elephant 
    creatures start attacking, that means your at the end of attacking creatures. 
    While this whole time work on upgrading to Level 5.
    
    Once you relocate, build a research lab and work on tower upgrade and henchmen 
    yoke. Be sure to build 1 or 2 anti-air tower next to your base.
    
    You have 2 options to win now, either kill all electrical generators or kill 
    his base. I find it easier to do a mix. I like to starve him of electricity 
    then attack his base. This is because one of the electrical generators is 
    protected by 4 anti-air towers with the tower upgrade, AND it is only 
    accessible by air.
    
    At the middle of the map, and a little bit east is a patch of land. A little 
    north is the first electrical generator that you can attack. It's normally 
    safe, but be careful. Sometimes air does attack your critters. This isn't a 
    problem if you got the speed upgrade for your guys. At the middle left of the 
    map is the expansion of the computer with a generator there. It is close to 
    his base so before you attack it, be sure you have a good army.
    
    That generator attack will make him attack with his full army. You should be 
    able to kill them with minimal loses if you bring Rex, he helps a lot with his 
    new ability. The third and final generator you can attack is at the little 
    island with a bridge connecting it at the south of the map. It only has 4 
    Sound wave towers. Since you recently destroyed his army, you will be able to 
    destroy it with no problem.
    
    Now that he had to rebuild his army from the main battle, and wasted what he 
    built on attacking you at the third generator, he should be starved for 
    energy. You should be able to attack his base directly without many problems. 
    The main is there is a lot of Sound wave towers. I would suggest to target the 
    creature chambers first, then either the Sound wave towers or focus on his HQ.
    
    If your still having trouble, a thing that can help is build a Rhino/Lobster 
    from the first creature chamber you built at the south east. Place him at he 
    coal north of your base and set him on territorial stance. This is the main 
    place where the computer mines besides his base and the second generator. Or 
    if you just have some
    
    ---
    
    Mission 10 - Invasion (MSN10)
    Objectives:
    Make your way to the train factory and destroy it
    
    Secondary Objectives:
    Collect the Ant
    Collect the Bull
    
    Note: Now you can upgrade your henchmen to move quicker than normal. About 
    1.5x, this can really make it quicker to gather coal.
    
    At the start, queue 4 more henchmen and when you have the coal, start on a 
    lightning rod. Use Rex to collect one of the ants near your base. Once you got 
    the ant, head up the hill to the right of your base and you should find a coal 
    expansion. Near there, there should be a bull to collect. Once you done with 
    the lightning rod, build a generator. There is water to the south west, when 
    you build a water chamber there, I suggest you build 2 anti-air towers there, 
    along with 1 at your lab.
    
    Just keep fending off the attacks with Rex, or buy some cheap creatures. Once 
    you can, start your main army up. This map is pretty straight forward for the 
    first part. Keep following the path and destroy the 4 labs. Once they are 
    gone, add this creature to your rooster.
    
    Creature Update:
    Komodo Dragon + Dragonfly
    Head:		KD
    Front Legs:	D
    Torso:		D
    Hind Legs:	KD
    Tail:		KD
    
    This is a good creature to attack the enemy when he tries to get an expansion. 
    The reason why you should get a flying unit is a draw back of the straight 
    forward design, they can fly over the hills. Trust me, he likes to expand. Or 
    you can place a Rhino/Lobster at the coal sites near the base. Once you feel 
    ready, attack with your main army, don't use the air. The reason is that ALL 
    air is bad, compared to ground troops.
    
    If you just starve him, he will not be able to create any troops and spend all 
    his spare money on henchmen to try to get to a coal mine. Then heís ready to 
    be attacked and killed.
    
    Also, when you need to expand, take the one closest to your base, just above 
    the hill. This has the best coal and it's a good spot, you can just barricade 
    your self in with bramble fence. Then build 3-4 anti-air towers next to the 
    workshop.
    
    ---
    
    Mission 11 - Proof (MSN11)
    Objectives:
    Use Rex to find Lucy following her footprints in the desert sand; clear all 
    enemy creatures and structures on the way
    
    Secondary Objectives:
    Collect the Lioness
    Collect the Armadillo
    Collect the Praying Mantis
    
    Lucy ran away! How dare her! Oh well... What? You gotta rescue her? Start off 
    by building the same lightning rod/generator and queue up 4 more henchmen to 
    gather coal. Just keep Leveling up, and upgrading until you get a good enough 
    army. I find the map a lot easier if you attack the south-east, that is where 
    the main base is. At the end of the map you have to destroy it any way, better 
    to stop his mining and building earlier.
    
    But before that is out, take out a stranded creature chamber near the middle 
    of the map. Also, there is a mining expansion near the base, make sure to 
    attack that too. Once those two are out, take the base itself down. Then 
    attack the outpost at the top left. Once you have done all of this, just 
    follow the footprints and DONE, you win.
    
    The Praying Mantis is right at the start. The lioness is to the south east of 
    your base. And finally the armadillo is to the west side of the island and a 
    little north, near a coal expansion.
    
    ---
    
    Mission 12 - The Good Doctor (MSN12)
    Objectives:
    Destroy Ganglion's Base
    
    Secondary Objectives:
    Collect the Tiger
    Collect the Camel
    Collect the Poison Frog
    Collect the Rat
    
    Note: You gain Poison Tough, which isn't that great of ability. I would rather 
    have something like herding that would really help.
    
    Note 2: There are a few new technologies ready to be researched at the 
    research clinic. You can upgrade so your henchmen can heal your critters. It 
    only targets 1 creature at a time and heals the same amount as regeneration. 
    But if you get 8 henchmen along with your critters, you can just keep healing 
    them so you can rampage around. It can also heal other henchmen, so donít 
    worry about sending to battle while they heal.
    
    Also you can get an upgrade that increase the health of 'key' structures. Also 
    there is an ability that increases the electrical resource, but you need to be 
    Level 4 before you can get it!
    
    I donít like this level personally. Anyway, queue up 3 more henchmen to coal. 
    Then make Lucy start working on a lightning rod. Once that is done, work on a 
    generator. Work on 3 Sound wave towers to the east of the generator ASAP. Then 
    get to work on Leveling up. Get the tower upgrade as soon as you can, it will 
    really help. He mostly attacks with piranha/praying mantis critters that have 
    about 30 hp. Then just use Rex to attack the higher HP critters and retreating 
    critters. 
    
    
    Once you have a army going, attack the area with water to the north east of 
    your base. There is a creature chamber there. You might be getting low on coal 
    by now. Go to the north of your base. There is a coast at the north west of 
    the map, there is a good expansion there. You rarely get attacked if you build 
    there. If you do, it's mostly head on where the Sound wave towers are at.
    
    I would then target the creature chamber at the south west of the map. Once 
    the chamber is gone, attack the air chamber at the south east. There should be 
    a rat and camel in those areas. They are most likely at the bottom middle. 
    There is some coal, a good spot where you can place your healing henchmen if 
    you want to, they might as well give you a little extra cash when you donít 
    need them.
    
    Head to the north east, where the little lake is at. There is a creature 
    chamber there, destroy it. You might want to build a chamber near there for 
    quick reinforcements. Now you have to take the base head on, this can is 
    easier said than done. The reason is he seems to like building water artillery 
    when you attack his base, so be ready to take on about 10-20 of them while 
    attacking, and be ready for reinforcements while heading up the hill. It's 
    easier to just keep pushing while henchmen heal than attack, retreat, attack, 
    retreat, attack, retreat. After a while, you should be able to take out a 
    creature chamber. The quicker you can take one out, the much easier it will 
    be. Just target the chamber, and then target the henchmen so they cannot build 
    any more chambers.
    
    Then simply attack the HQ.
    
    Around the base, the poison frog is randomly going around. From the main 
    entrance, the tiger is to the east. And at the south of the map is rat and 
    camel.
    
    ---
    
    Mission 13 - The Gate (MSN13)
    Objectives:
    Destroy the Soundbeam and Anti-air towers at the outpost near your base in 
    order to take control of the building there.
    Defend the base from the wave of goliath creatures
    Destroy the Creature control at the blue base
    Destroy all of the structures at the second base on the other side of the 
    island
    
    Secondary Objectives:
    Collect the Killer Whale
    
    You lost Lucy! How will the lightning rod and generator will be built now! 
    Start of by queuing up 5 henchmen, and when you have enough coal, build a 
    workshop as close as possible to the coal. Send Rex into the water to the 
    south west. Keep going west and look around until you find a Killer Whale. You 
    have a choice, increased damage but with a trade off with a much slower 
    chameleon. Then there are 2 options you have, attack the outpost to he left 
    and gain a generator and expansion right away, or leave it alone and focus on 
    Leveling up with just 4 lightning rods. Either way you want is ok. 
    
    Creature Update:
    Chameleon + Killer Whale
    Head:		C
    Front Legs:	C
    Torso:		C
    Hind Legs:	C
    Tail:		KW
    
    I personally like to just Level up. I build the lightning rods to the east of 
    the workshop. Work on getting anti-air towers. Build 2 anti-air towers at the 
    south east, and 2 Sound wave towers at the hill to the west of your base. Just 
    keep using Rex to defend your base while the Sound wave towers are used as 
    decoys. After a while, a huge animal will attack. I believe 2 shots will take 
    him down. You will learn if you destroy a building controlling the giant 
    creatures, you will be able to control them.
    
    I would work on building a research clinic and get henchmen yoke and henchmen 
    speed. Upgrade the towers next. Work on about 2 of your strong creatures and 
    take out the outpost to the left to gain an electrical boost. Also, I would 
    build 1 or 2 more anti-air towers next to your already built ones for the 
    future. You donít need to build any more Sound wave towers since you should be 
    starting on a few creatures by now.
    
    Once you have a good army going, head out toward the south west of the map. 
    The base is not that hard to take out. Just focus on the creature chambers and 
    take out any Sound wave towers that are bugging you. Destroy the Creature 
    Controller building and you will gain control of 4 big creatures. These 
    creatures are not that good compared to the rest of yours. Just send them on a 
    suicide mission to the enemy base. Follow them with your own creatures. He has 
    a few Sound wave towers on cliffs that your ranged critters can take down 
    while your melee critters take down the creature chambers. Most of the 
    chambers are bundled in one spot so it is not that hard to get them all before 
    he creates that many new creatures. Head to the northern spot of the base and 
    destroy his HQ.
    
    Now, you need to destroy ALL red buildings and creatures. Use the Sonar pulse 
    at your base to see where they are at, most likely he got a few henchmen by 
    you and built a creature chamber or workshop at the south end of the island.
    
    Also a good spot to expand if you need to is just the outpost to the west of 
    your base, it has about double the coal at your base.
    
    ---
    
    Mission 14 - The Island of the Crazies (MSN14)
    Objectives:
    Destroy the antidote chamber. Get Rex to the antidote site within 15 minutes. 
    Creatures must be cured at the site to be immune
    Destroy the enemy lab
    
    Secondary Objectives
    Collect the Sperm Whale
    Collect the Great White
    Collect the Elephant
    
    I hate this level, I just used cheats to win. Sorry I cannot write about this 
    part. But I can suggest building a creature chamber ON the spilled antidote so 
    they start with it already on them.
    
    The Sperm whale is at the middle top and middle bottom. The Shark is around 
    the area north east of your base. The Elephant is at the jungle covered area 
    at the north east of the island.
    
    Creature Update:
    Chameleon + Sperm Whale
    Head:		C
    Front Legs:	C
    Torso:		C
    Hind Legs:	C
    Tail:		SW
    
    ---
    
    Mission 15 - Seeds Sown (MSN15)
    Objectives:
    Destroy Ganglion's Lab
    Destroy Juliusís Lab
    
    Secondary Objectives:
    None
    
    Start out by queuing 4 more henchmen up (3 miners, 1 builder). Do the same 
    basic build, lightning rod, and generator and keep Leveling up. Work on a 
    Research clinic and get Henchmen yoke, motivational speech and creature heal. 
    Make Rex your main defender. Put him more to the west than your creatures. Use 
    your critters as backup. Be sure to heal them after an attack. You may want to 
    build a Soundwave tower two near the coal. The base to the north of you has an 
    air chamber, so build about 2 anti-air towers near that base also. Upgrade the 
    towers as soon as you can. Once you finally can produce you super creatures, 
    start on the base to the north.
    
    Be careful not to make your melee or ranged creatures range to far away from 
    the other. The melee critters should be used on the chambers and the ranged 
    critters on the air creatures. Before you start attack Ganglion's base, be 
    sure to have about 3 Rhino/Lobster and Whale/Chameleon to defend your base. 
    Every once in a while, there is an aquatic attack.
    
    The expansion you can use is either the base to the north of your base or a 
    little north east to base, you should see the coal right away.
    
    It's hard to start your base up, but once it is, it's easy to continue. Just 
    keep the ranged units close to the melee while charging Ganglion's base. They 
    can get distracted by the Sound wave towers on the cliff. Just keep pushing 
    until you reach his creature chambers. Destroy them, then the HQ. Julius is 
    not that hard to take on I thought. It might look like he has a huge base, but 
    it's just really spread out in a giant space. Just keep pushing toward his HQ 
    and destroy any buildings and creatures on the way. There's not that much 
    strategy there.
    
    --------------------------------
    2.00 Buildings (Bldings)
    --------------------------------
    
    Name:		
    Requirements:	
    Resource Cost:	
    Info:		
    Upgrades:	
    
    Name:		Lab
    Requirements:	N/A
    Resource Cost:	N/A
    Info:		This is your HQ building. Do not let it die, if it does, so do 
    you.
    Upgrades:	Advance Structures, Increased Building Integrity
    
    Name:		Lightning Rod
    Requirements:	None
    Resource Cost:	150/0
    Info:		Limit 4. Increases Electricity resource by +2
    Upgrades:	Increased Building Integrity, Strengthen Electrical Grid
    
    Name:		Creature Chamber
    Requirements:	N/A
    Resource Cost:	250/0
    Info:		Used to build critters
    Upgrades:	Increased Building Integrity
    
    Name:		Soundwave Tower
    Requirements:	None
    Resource Cost:	250/0
    Info:		A defensive tower against ground creatures. Best used by placing 
    bramble fencing around it.
    Upgrades:	Defensive Tower Upgrade
    
    Name:		Bramble Fence
    Requirements:	None
    Resource Cost:	5/0
    Info:		A 250 HP fence that has minimal cost of 5 coal per fence. It deals 
    damage to melee creatures if they attack it. Best used for surrounding towers.
    Upgrades:	Strengthen Fences
    
    Name:		Workshop
    Requirements:	None
    Resource Cost:	250
    Info:		Is used as a coal drop off. Place these near other coal mines for 
    a expansion.
    Upgrades:	Increased Building Integrity
    
    Name:		Electrical Generator
    Requirements:	Lightning Rod
    Resource Cost:	200/50
    Info:		Can only be placed on geysers. Increases electricity by +3 and can 
    be upgraded 3 times that increases electricity by +2
    Upgrades:	Geo-turbine 1, Geo-turbine 2, Geo-turbine 3, Increased Building 
    Integrity, Strengthen Electrical Grid
    
    Name:		Air Chamber
    Requirements:	Level 3 Research
    Resource Cost:	300/100
    Info:		Used to create flying creatures
    Upgrades:	Increased Building Integrity
    
    Name:		Water Chamber
    Requirements:	Level 2 Research
    Resource Cost:	250/0
    Info:		Used to create Swimming and Amphibious creatures. Once built, you 
    can build amphibious creatures at a Creature Chamber
    Upgrades:	Increased Building Integrity
    
    Name:		Anti-Air Tower
    Requirements:	Advance Structure Research
    Resource Cost:	150/50
    Info:		Used to attack flying creatures.
    Upgrades:	Defensive Tower Upgrade
    
    Name:		Research Clinic
    Requirements:	Advance Structure Research
    Resource Cost:	200/0
    Info:		Used to research most technology in the game
    Upgrades:	Increased Building Integrity
    
    Name:		Genetic Amplifier
    Requirements:	Level 2 Research
    Resource Cost:	150/50
    Info:		Used to upgrade your creature's stats
    Upgrades:	Increased Building Integrity
    
    Name:		Landing Pad
    Requirements:	Advance Structure Research
    Resource Cost:	150/50
    Info:		Limit 1. Can build Gyrocopter for a henchman
    Upgrades:	Increased Building Integrity
    
    ---
    
    -----------------------------
    3.00 Upgrades (Upgds)
    -----------------------------
    
    Name:		Level 2
    Requirements:	None
    Resource Cost:	200/300
    Info:		Allows you to build more advance creatures and Water Chamber.
    
    Name:		Level 3
    Requirements:	Level 2
    Resource Cost:	300/650
    Info:		Allows you to build more advance creatures and Air Chamber.
    
    Name:		Level 4
    Requirements:	Level 3
    Resource Cost:	500/1000
    Info:		Allows you to build more advance creatures and research more 
    technology.
    
    Name:		Level 5
    Requirements:	Level 4
    Resource Cost:	700/1400
    Info:		Allows you to build more advance creatures.
    
    Name:		Henchmen Binoculars
    Requirements:	None
    Resource Cost:	50/75
    Info:		Increases Henchmen's line of sight
    
    Name:		Henchmen 'Tag' Research
    Requirements:	None
    Resource Cost:	300/100
    Info:		Allows henchmen to 'tag' creatures. This is like the Star Craftís 
    Zerg Queen's Parasite.
    
    Name:		Henchmen Yoke
    Requirements:	None
    Resource Cost:	200/100
    Info:		Allows your henchmen to carry 5 more coal.
    
    Name:		Henchmen Heal
    Requirements:	None
    Resource Cost:	125/75
    Info:		Allows Henchmen to heal creatures or other henchmen.
    
    Name:		Henchmen motivational speech
    
    
    Requirements:	None
    Resource Cost:	175/75
    Info:		Allows Henchmen to move about twice the speed as they normally 
    could.
    
    Name:		Increased Structural Integrity
    Requirements:	None
    Resource Cost:	200/100
    Info:		Increases most building HP by 50%
    
    Name:		Defensive Tower Upgrade
    Requirements:	Level 4 Research
    Resource Cost:	300/200
    Info:		Allows Soundwave towers to attack 2 people at once and Anti-air 
    towers to deal more damage.
    
    Name:		Strengthen Fences
    Requirements:	Level 4 Research
    Resource Cost:	200/100
    Info:		Doubles bramble fence's HP
    
    Name:		Strengthen Electrical Grid
    Requirements:	Level 4 Research
    Resource Cost:	200/250
    Info:		Increases Electricity output by 25%
    
    ----------------------
    4.00 Creatures
    ----------------------
    
    4.01 Normal Creatures (Ctrs)
    
    Name:		Ant
    Cost:		78/25
    Health:		30
    Defense:	39
    Speed:		26
    Water Speed:	N/A
    Sight Radius:	20
    Size:		1
    Attack 1:	Leg Attack (5) Front Legs
    Attack 2:	Bite (5) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	Immunity, Digging (Front Legs)
    Info:		Studies of the Ant have shown it provides remarkably strong 
    exoskeleton and quite a vicious bite despite its small size. The resources 
    required to generate these units are low, making it possible to build them in 
    great numbers, where they excel. Their ability to work in partnership with 
    each other is born in the Ant's hive mentality which enables such small 
    animals to achieve large tasks in a short period of time. It has also been 
    found that in some combinations, the Ant is able to dig itself into the ground 
    where other creatures are unaware of its presence. This digging capability, 
    combined with large numbers, can make for terrifying ambushes and excellent 
    defensive opportunities.
    Brief:		A powerful melee unit for Level 1, and it's a bargain price. 
    And who doesn't like a cute ant?
    First Spotted:	Level 10
    
    Name:		Archfish
    Cost:		66/40
    Health:		18
    Defense:	6
    Speed:		N/A
    Water Speed:	30
    Sight Radius:	30
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Water Artillery (3) Head
    Movement Type:	Swimmer
    Level:		2
    Abilities:	N/A
    Info:		The Archfish is truly a unique creature with its ability to shoot 
    down prey with quick squirts of water from its mouth. The potential 
    implications of utilizing this creature's unique ability are vast in any 
    strategic army. By combining the Archfish with another animal, you have a 
    powerful artillery unit that can bombard anything within range. This of 
    course, has the unfortunate effect of rendering the creature fairly weak in 
    close combat. However, when used carefully they can provide a powerful range 
    addition to any army.
    Brief:		The first artillery unit you get in the game. And it is a 
    quick swimmer. Good if paired with higher health and defense unit.
    First Spotted:	Level 5
    
    Name:		Armadillo
    Cost:		67/0
    Health:		65
    Defense:	81
    Speed:		18
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Bite (3) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	N/A
    Info:		The Armadillo is a natural addition to any list of animals worthy 
    of further study. A tough layer of bony plates provides it with a layer of 
    armor that most creatures find quite difficult to penetrate, and ensures that 
    the creatures with this feature have a wonderfully high potential to survive. 
    The only negative side effect is, of course the fact that the high armor slows 
    the animal down, tough careful selection of combinations can easily overcome 
    this drawback.
    Brief:		The second highest defense unit in the game. Good paired 
    with a whale or other high health unit. And it costs 0 Electricity!
    First Spotted:	Level 11
    
    Name:		Baboon
    Cost:		111/45
    Health:		90
    Defense:	45
    Speed:		27
    Water Speed:	N/A
    Sight Radius:	25
    Size:		2
    Attack 1:	Pummel (4) Front Legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Pack Hunter
    Info:		The Baboon is a powerful and aggressive creature and, as such, is 
    a natural addition to any army. Although it does not posses any qualities that 
    make it truly stand out from others, it is a solid low-end close combat unit 
    with respectable speed and damage. The baboon may not be an extremely powerful 
    animal on it's own, but is still an optimal creature for strategic combination 
    choices. with this low-end attributes one can create a creature very useful 
    for defense when first establishing a base.
    Brief:		Fairly cheap unit for early game with a high defense. It 
    also is fairly good overall for its cost.
    First Spotted:	Level 5
    
    Name:		Bat
    Cost:		56/105
    Health:		28
    Defense:	12
    Speed:		32
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Flight, Sonar Pulse (Head)
    Info:		The Bat is the only mammal that can fly. Bats have modified hands 
    and arms that serve as wings capable of sustained flight. They have been 
    flitting across the night skies since the Eocene Epoch, some 50 million years 
    ago. In all this time, the physical features of these animals have changed 
    very little. Fossil specimens from Europe and North America are nearly 
    indistinguishable from living forms. There are nearly 1,000 living bat 
    species, accounting for almost a quarter of all mammal species. The Bat is a 
    relatively fast flight unit and has a good defense for a vulnerable flyer. 
    Combine with a strong offense creature for a powerful and extremely mobile 
    attack force. It also capable of revealing and area in the fog of war with 
    it's sonar pulse ability.
    Brief:		Very fast flyer unit. Generally weak all around but it has 
    sonar pulse which is very useful.
    First Spotted:	Level 7
    
    Name:		Bull
    Cost:		173/80
    Health:		221
    Defense:	28
    Speed:		25
    Water Speed:	N/A
    
    Sight Radius:	30
    Size:		5
    Attack 1:	Gore (10) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Charge Attack (Hind Legs), Horns (Head)
    Info:		The Bull is a member of one of the 274 recognized breeds of 
    cattle. Commonly used for commerce products such as meat and leather, this 
    creatures advantage is obvious at first glance. The massive horns that adorn 
    its forehead are powerful close combat armaments, vastly reducing the 
    effectiveness of the other creatures' defenses. With its charging ability the 
    Bull can cover great distances quickly and deliver a crushing blow.
    Brief:		Fairly good attack along which horns and charge attack makes 
    him a good melee choice.
    First Spotted:	Level 10
    
    Name:		Camel
    Cost:		97/5
    Health:		115
    Defense:	16
    Speed:		16
    Water Speed:	N/A
    Sight Radius:	28
    Size:		2
    Attack 1:	Bite (5) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	High Endurance (Torso)
    Info:		The Camel is a large ruminant native to the desert regions of Asia 
    and northern Africa. As commonly known, the humps on this creature's back are 
    stores of flesh and fat, absorbed as nutrition when food is scarce. This 
    provides the Camel with higher health than one normally expects and the 
    ability to subsist without water for several days. When considering strategic 
    combinations with other animals, utilize its high endurance levels as a 
    valuable addition to the creatures with special abilities.
    Brief:		It's high endurance ability is good if you pair him with 
    another creature that uses his ability a lot.
    First Spotted:	Level 12
    
    Name:		Chameleon
    Cost:		59/95
    Health:		29
    Defense:	19
    Speed:		15
    Water Speed:	N/A
    Sight Radius:	30
    Size:		1
    Attack 1:	Bite (3) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Tongue Attack (4) Head
    Movement Type:	Ground
    Level:		2
    Abilities:	Regeneration, Camouflage (Tail)
    Info:		The Chameleon is a common name for certain lizards well known for 
    their ability to change colors. This ability is caused by hormones that affect 
    the special pigment-bearing cells in their skin. The ability to hide in plain 
    sight makes any creature combined with the Chameleon a perfect scout, as well 
    as a allowing for some powerful ambush strategies. The chameleon remains 
    camouflaged and invisible until it attacks, or is spotted by other creatures 
    that have keen sense or sonar pulse. The Chameleon also has a ranged tongue 
    attack and the ability to regenerate itself from damage.
    Brief:		I love this little guy. You can mix him with a high size 
    animal to get a powerful ranged unit. He has regeneration which is great, 
    since they can heal up themselves. Also they make good scouts if you pare them 
    with a low cost high speed creature with their camouflage ability.
    
    First Spotted:	Level 5
    
    Name:		Cheetah
    Cost:		116/30
    Health:		35
    Defense:	45
    Speed:		44
    Water Speed:	N/A
    Sight Radius:	22
    Size:		2
    Attack 1:	Claws (3) Front Legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    
    Level:		2
    Abilities:	Leap Attack (Hind Legs)
    Info:		The Cheetah is a member of the cat family and one of the fastest 
    land animals in the world. They are well adapted to dry habitats such as 
    savanna grasslands an semi-deserts. They can survive for long periods without 
    water, gathering much of the water they need from the body fluids of their own 
    prey. Cheetahs prefer open habitats that offer unobstructed views of their 
    surroundings. On its own, this creature is somewhat fragile, which makes its 
    incredible speed an amazing advantage when combined with sturdier animals. The 
    Cheetah's leap attack ability ensures a swift first blow that can easily 
    define the outcome of the fight early on.
    Brief:		The fastest creature in the game!
    First Spotted:	Level 8
    
    Name:		Chimpanzee
    Cost:		111/95
    Health:		65
    Defense:	35
    Speed:		28
    Water Speed:	N/A
    Sight Radius:	25
    Size:		2
    Attack 1:	Pummel (2) Front Legs
    Attack 2:	Bite (2) Head
    Attack 3:	N/A
    Ranged Damage:	Rock Artillery (3)
    Movement Type:	Ground
    Level:		2
    Abilities:	Pack Hunter
    Info:		Chimpanzees are one of the smartest primates known to man. This 
    intelligence makes it relatively easy to train them to use some quite 
    rudimentary tools, hence their ability to throw rocks. The Chimpanzee throws 
    rocks long distances, causing them to break apart on impact and send sharp 
    shards of rock flying everywhere. These shards damage anything in the area 
    around impact. Naturally, by creating a larger Chimpanzee through combination, 
    the creature will be able to throw larger, heavier rocks longer distances. In 
    the wild, a chimpanzee tends to form packs with others of its species. This 
    follows true when the animal is combined, as groups of four or more creatures 
    of he same type are always more effective.
    Brief:		This is similar to the Archfish's attack, but instead he 
    throws rocks.
    First Spotted:	Level 6
    
    Name:		Coyote
    Cost:		83/10
    Health:		50
    Defense:	35
    Speed:		29
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Bite (6) Head
    Attack 2:	N/A
    Attack 3:	N/A
    
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	Keen Sense (Head)
    Info:		The Coyote is a carnivore closely related to the Wolf and is 
    commonly seen as a pest to be eradicated, usually by shortsighted individuals 
    who cannot see  beyond skin deep. Like an onion, the Coyote has many layers. 
    Usually they hunt singly or relays with others rather than in packs. Being a 
    nocturnal hunter in its original form, the Coyote has a keen sense ability 
    with which it detects camouflaged units. This combined with its reasonable 
    speed makes the Coyote an excellent, inexpensive scout.
    Brief:		An inexpensive scout that you can get early on in the game. 
    With the keen sense ability, he can detect critters that are digged in the 
    ground.
    First Spotted:	Level 1
    
    
    Name: 		Crocodile
    Cost:		226/0
    Health:		200
    Defense:	35
    Speed:		22
    Water Speed:	27
    Sight Radius:	20
    Size:		5
    Attack 1:	Bite (12) Head
    Attack 2:	Tail swipe (7) Tail
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		4
    Abilities:	N/A
    Info:		The Crocodile is one of the largest living reptiles known to man 
    and is found in tropical and subtropical areas of the world. Having a mouth 
    laden between 30 and 40 teeth in each jaw, its bite can be devastating alone.  
    Combine that with its armor-like skin made up of bony plates, and the 
    Crocodile is an extraordinarily well-adapted predator. The Crocodile is also 
    amphibious, and while not that fast on land, it can move fairly quickly in 
    water.
    Brief:		A powerful melee attacker with the ability to walk and swim. 
    Plus it has good overall stats
    First Spotted:	Level 6
    
    Name: 		Dolphin
    Cost:		69/100
    Health:		105
    Defense:	18
    Speed:		N/A
    Water Speed:	32
    Sight Radius:	30
    Size:		3
    Attack 1:	Bite (5) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Sonic Attack (6) Head
    Movement Type: 	Swimmer
    Level:		3
    Abilities:	N/A
    Info:		The Dolphin is a fast-swimming animal related to whales and 
    porpoises. They are incredibly sleek and powerful swimmers found worldwide. 
    Dolphins differ from porpoises by their well-defined snout and conical teeth. 
    The bottle-nose dolphin is just one of at least 32 different species. These 
    animals are renowned for their appearance in open waters, making their 
    characteristic arched bounds, frequently before the bow waves of ships. The 
    Dolphin can use its natural sonar ability to damage and stun their opponents 
    from a safe distance.
    Brief:		A low cost range attacker that can quickly swim around.
    First Spotted:	N/A
    
    Name: 		Dragon Fly
    Cost:		82/90
    Health:		18
    
    Defense:	25
    Speed:		35
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Swoop Attack (6) Front Legs
    Attack 2:	Bite (4) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Immunity
    Info:		The Dragonfly is a predacious aquatic insect characterized by an 
    elongate body, agile flight and two roughly equal pairs of membranous wings. 
    Being such a small and delicate flying animal, he Dragonfly's inclusion in an 
    army is initially questionable. Although highly mobile because it can fly, the 
    Dragonfly is quite weak and therefore very susceptible to attacks that other 
    flying units would simply shrug off. However, it is immune to chemical based 
    attacks including stink, plague, and poison. This combination of attributes 
    and abilities makes the Dragonfly one of the cheapest animals, and lowest 
    Research Level flying units possible. For gaining early flight capability, the 
    Dragonfly is supreme.
    Brief:		The first flyer creatures you can get, and one of the 
    fastest. It also has good attack but it is on the low end of the stats 
    otherwise.
    First Spotted:	Level 7
    
    Name: 		Eagle
    Cost:		99/75
    Health:		81
    Defense:	9
    Speed:		29
    Water Speed:	0
    Sight Radius:	40
    Size:		4
    Attack 1:	Talons (4) Hind legs
    Attack 2:	Bite (2) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	N/A
    Info:		The majestic Eagle has been used to symbolize courage and power in 
    many cultures, and for good reason. Its large size and superb aerial skills 
    define this animal as the most powerful flying animal available in your army. 
    Females attain a length of about 1 yard (1 meter) from tip of the beak to the 
    tip of the tail, and have a wingspan of about 2 yards (2 meters). Males are 
    smaller, as is true for most birds of prey. The Eagle makes for a great scout 
    combination because it has one of the highest sight radiuses of all of the 
    animals available to you.
    Brief:		A high health flyer creature. It has very weak defense.
    First Spotted:	Level 8
    
    Name: 		Electric Eel
    Cost:		49/115
    Health:		32
    Defense:	2
    Speed:		0
    Water Speed:	36
    Sight Radius:	25
    Size:		2
    Attack 1:	Bite (4) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Lightning Attack (8) Head
    Movement Type:	Swimmer
    Level:		3
    Abilities:	Electric Burst
    Info:		The Electrical Eel is an elongated, serpentine fish and one of the 
    600 diverse species. Of all of the electric fish species, this particular Eel 
    is capable of delivering a devastating lightning attack to its targets. This 
    shock is delivered at a distance, and renders this creature a powerful ranged 
    unit. It inhabits shallow coastal waters throughout the world, but by 
    combining it with ground animals, you can create a strong amphibious unit for 
    your army. Not to be overlooked is the Eel's ability to deliver an intense 
    electrical burst, covering everything within close proximity to it with a 
    discharge of built-up electricity. Keep in mind that this causes enormous 
    damage to friendly and enemy units and structures alike.
    Brief:		A weak creature that has a low coal cost but high energy 
    cost. It's electric burst is a powerful ability
    First Spotted:	Level 9
    
    Name: 		Elephant
    Cost:		296/125
    Health:		440
    Defense:	45
    Speed:		18
    Water Speed:	0
    Sight Radius:	15
    Size:		8
    Attack 1:	Gore (16) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		5
    Abilities:	Charge Attack (Hind legs), Herding, Horns (Head)
    Info:		The Elephant is a huge mammal characterized by a long muscular 
    snout and two long, curved tusks. Highly intelligent and strong, the healthy, 
    full-grown Elephant has no natural predator other than humans and can live up 
    to 60 years old. Its great size and strength make it both terrifying to 
    enemies and one of the most powerful ground attack animals available to your 
    army. Although it isn't one of the fastest animals, its deadly tusks combined 
    with its charged attack capability ensure it can cut down quickly anything in 
    its path.
    Brief:		A high HP creature. A good attack with good abilities to 
    match. It is rather slow moving.
    First Spotted:	Level 14
    
    Name: 		Garfish
    Cost:		42/0
    Health:		54
    Defense:	42
    Speed:		0
    Water Speed:	25
    Sight Radius:	2o
    Size:		3
    Attack 1:	Bite (7) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Swimmer
    Level:		2
    Abilities:	N/A
    Info:		The Garfish is a small fish with a short upper jaw and elongated 
    lower jaw. They are tropical fish usually found in warm seas, lakes and rivers 
    around the world. The Garfish is closely related to the halfbeak and flying 
    fish, and are known by fisherman for their tenacious attitude, fighting 
    veraciously to keep them from getting caught. Its bite renders this unit a 
    vicious melee addition to any army but it is also valuable for the tough 
    scales that cover its body. Garfish can also grow quite large, with some 
    specimens reaching over six feet long.
    Brief:		A good defense and attacker for its cheap cost.
    First Spotted:	N/A
    
    Name: 		Giraffe
    Cost:		137/0
    Health:		135
    Defense:	12
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	45
    Size:		4
    Attack 1:	Kick (5) Front legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	N/A
    Info:		The Giraffe is the tallest living animal and instantly 
    recognizable by its exceptionally long neck. Giraffes live in the savanna and 
    open woodland, habitats where the available food varies throughout the year. 
    Averting 17ft. (5.3m) tall, the giraffe can pursue the surrounding terrain and 
    see any threats well before they are in range of attacking. An animal of 
    average speed and health, the Giraffe is supreme scout because its lack of any 
    special abilities makes it resource cost low. Fear not though, the sight 
    radius on the Giraffe more than makes up for any of its shortcomings.
    Brief:		A high health, speed and sight radius creature for level 2. 
    And it can stand up to a good level 2 fighter also.
    First Spotted:	Level 5
    
    Name: 		Gorilla
    Cost:		169/45
    Health:		165
    Defense:	35
    Speed:		22
    Water Speed:	N/A
    Sight Radius:	30
    Size:		3
    Attack 1:	Pummel (10) Front Legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Herding
    Info:		The Gorilla is the largest of the great apes and one of the 
    closest living relatives of the human species. The Gorilla is a strong attack 
    unit at a relatively modest price. With the massive pummeling arms and a 
    furious bite, it is the most powerful primate available. Unlike the other 
    great apes, Gorillas travel, eat, play and sleep in the stable family groups. 
    Because of this, they receive a defensive herding bonus when 4 or more are in 
    close proximity to one another. When combining, keep in mind that this 
    creature has a high attack rating, but a relatively low defense rating.
    Brief:		A high attack rating and fairly good stats all around. Plus 
    the herding ability helps the critter.
    First Spotted:	Level 6
    
    Name: 		Great White Shark
    Cost:		149/55
    Health:		327
    Defense:	35
    Speed:		N/A
    Water Speed:	36
    Sight Radius:	15
    Size:		7
    Attack 1:	Bite (19) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Swimmer
    Level:		4
    Abilities:	Immunity, Frenzy
    Info:		With a conical snout, black eyes and large, serrated, arrowhead-
    sharp teeth, the Great White Shark is intimidating in appearance and attack. 
    Although the Great White Shark is notorious as a villain, little documented 
    information exists about its behavior. Offensively, the inherent frenzy 
    ability increases damage and speed, while defensively, it is immune to 
    chemical-based attacks including stink and plague, with greater resistance to 
    poison. Be sure to keep in mind its low sight radius when planning optimal 
    creature combinations.
    Brief:		A high attack swimmer with frenzy. This causes this shark to 
    be a powerful fighter.
    First Spotted:	Level 14
    
    Name: 		Grizzly Bear
    Cost:		136/0
    Health:		140
    Defense:	19
    Speed:		29
    Water Speed:	N/A
    Sight Radius:	20
    Size:		3
    Attack 1:	Claws (6) Front legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	N/A
    Info:		The Grizzly has large, plant grade feet (heel and sole touching 
    ground) and five long claws on its front paws. The Grizzly Bear subsists on a 
    diet of berries, vegetation, and small mammals, but don't be fooled by the 
    vegetarian fare, this creature is dangerous, fast and tough in battle. Its 
    main weakness are low sight range, modest defense, and lack of any prominent 
    special abilities. The fact that it is relatively cheap and has high health 
    increases its strategic value in the Combiner.
    Brief:		Mainly a good fighter with nice health.
    First Spotted:	Level 3
    
    Name: 		Hammerhead Shark
    Cost:		71/25
    Health:		90
    Defense:	26
    Speed:		N/A
    Water Speed:	35
    Sight Radius:	20
    Size:		4
    Attack 1:	Bite (12) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Swimmer
    Level:		2
    Abilities:	Immunity, Keen sense (Head)
    Info:		The Hammerhead Shark is command name for about ten related species 
    of sharks found throughout the tropical and temperate seas. Large flattened 
    head give these fish a hydroplane-like lift and enable them to make sharper 
    turn than other sharks. The eyes and nostrils, by being spaced at the ends of 
    the head, also give them a greater ability to track prey. The Hammerhead is a 
    good attack creature that provides the benefits of a shark without the extreme 
    cost of going with a Great White. Average in cost and average in attributes, 
    the Hammerhead is immune to chemical-based attacks including stink, plague and 
    poison.
    Brief:		Brings the power of a shark without the bigger cost of the 
    great white.
    First Spotted:	Level 8
    
    Name: 		Hippopotamus
    Cost:		239/75
    Health:		260
    Defense:	50
    Speed:		15
    Water Speed:	22
    Sight Radius:	15
    Size:		6
    Attack 1:	Bite (16) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		4
    Abilities:	Charge Attack (Hind legs), Herding
    Info:		The Hippopotamus is an African mammal that lives partly in water 
    and partly on land. Although strictly a plant eater, the Hippopotamus has 
    massive jaws with a formidable tusks and an unpredictable temper. This 
    creature is a good medium-cost attack unit due to its high health and 
    ferocious bite. Due to its highly social nature, it also has herding ability, 
    making it more effective when used in groups of 4 or more. Decent armor, along 
    with the ability to be just as effective in the water as on land, make the 
    Hippo a good mid-level offensive creature.
    Brief:		Good health, defense (with a bonus from herding), attack. 
    And it has charge attack which is a great ability.
    First Spotted:	Level 8
    
    
    Name: 		Hornet
    Cost:		73/140
    Health:		30
    Defense:	15
    Speed:		35
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (1) Head
    Attack 2:	Sting (3) Tail
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Immunity, Poison (Tail)
    Info:		The Hornet is a name commonly applied to the members of a group of 
    social wasps that make nests out of papery material composed of chewed plant 
    foliage and wood. In several Hornet species, no workers are produced. Instead 
    the female lays its eggs in the nests of other wasps, where the egg hatch and 
    the young are fed. This creature is an offensive high-speed flying creature 
    with poison and immunity abilities. While it is one of the fastest flying 
    units, be careful; the Hornet tends to be more delicate than other creatures.
    Brief:		One of the fastest flying units that are good on hit and run 
    attacks with their poison.
    First Spotted:	Level 7
    
    Name: 		Horse
    Cost:		186/5
    Health:		150
    Defense:	30
    Speed:		34
    Water Speed:	N/A
    Sight Radius:	25
    Size:		5
    Attack 1:	Kick (9) Front Legs
    Attack 2:	Bite (5) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	High Endurance (Torso)
    Info:		The horse is a large land mammal noted for its speed, strength, 
    and endurance. It is a member of the Equidae family and extremely well-adapted 
    to traveling long distances with great efficiency. The Horse is also an 
    intensely social animal and tends to form strong associations with members of 
    its herd. Its instinctive behaviors form the basis of the horse's ability to 
    bond and obey a human trainer. As a result of deliberate breeding by humans, 
    Horses display a remarkable variation in size, body shape and coat color. 
    Similar to the Zebra, the Horse is a melee attack unit with a ferocious kick 
    and nasty bite.
    Brief:		A good overall unit. It also has high endurance skill which 
    is good for ability users.
    First Spotted:	N/A
    
    Name: 		Hyena
    Cost:		107/55
    Health:		81
    Defense:	25
    Speed:		26
    Water Speed:	N/A
    Sight Radius:	25
    Size:		3
    Attack 1:	Bite (9)
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Pack Hunter, Keen sense (Head)
    Info:		The Hyena is a dog-like carnivore and a renowned scavenger. Hyena 
    have powerful jaws capable of crushing large bones that other predator cannot 
    eat. In battle, this creature is more powerful than the Coyote, but plays a 
    similar role. Its keen sense ability makes it an excellent choice for more 
    advanced combinations that require a canine's astute sense of hearing and 
    smell. When combining, keep in mind the low attack and defense ratings that 
    keep the Hyena vulnerable and inexpensive.
    Brief:		A bit more powerful than a coyote, but it is in the same 
    league as a weak scout.
    First Spotted:	Level 6
    
    Name: 		Kangaroo
    Cost:		179/30
    Health:		150
    Defense:	19
    Speed:		26
    Water Speed:	N/A
    Sight Radius:	25
    Size:		4
    Attack 1:	Kick (13) Hind Legs
    Attack 2:	Bite (4)
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Leap Attack (Hind legs)
    Info:		The Kangaroo is a common name for a group of mammals found in 
    Australia and neighboring islands. Kangaroos are marsupials, a type of mammal 
    that gives birth to undeveloped young. The young are carried and nurtured in a 
    special pouch on the mother's body. There are more than 50 kinds of mammals in 
    two different Kangaroo families. A physical feature that distinguishes 
    Kangaroos from other marsupials is the adaptation of hind legs and tail for 
    hopping. Red Kangaroos moving at top speed can cover 5 meters or more in a 
    single bound. This melee unit also has a ferocious kick and nasty bite.
    Brief:		A nice melee unit with leap attack.
    First Spotted:	N/A
    
    Name:		Killer Whale
    Cost:		106/130
    Health:		210
    Defense:	12
    Speed:		N/A
    Water Speed:	38
    Sight Radius:	25
    Size:		9
    Attack 1:	Bite (11) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Sonic Attack (9) Head
    Movement Type:	Swimmer
    Level:		3
    Abilities:	Sonar Pulse (Head)
    Info:		The Killer Whale is the largest member of the dolphin family and 
    can be found in more parts of the world than any other cetacean. Killer Whales 
    may be solitary or live in groups of 2 to more than 50. They generally 
    cooperate during hunting and have even been known to prey on blue whales, the 
    largest species on earth. This creature has it all, speed, power and strong 
    special abilities of sonar pulse and sonic attack. Combine those with very 
    high health and intimidating size, you have a fairly expensive creature. Keep 
    its cost and research level low by combining it with lower ranked animals.
    Brief:		A good aquatic attacker with both a range and melee attack. 
    It also has the Sonar Pulse Ability.
    First Spotted:	Level 13
    
    Name: 		Komodo Dragon
    Cost:		123/125
    Health:		100
    Defense:	32
    Speed:		22
    Water Speed:	N/A
    Sight Radius:	15
    Size:		3
    Attack 1:	Swipe (4) Front legs
    Attack 2:	Bite (8) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Regeneration, Poison Touch (Tail), Poison (Head)
    Info:		The Komodo Dragon is he largest living lizard and can grow as long 
    as a dining table and heavier than a grown man. A member of the monitor lizard 
    species, it is also among the oldest living lizards. This creature is a fierce 
    predator and scavenger. Its mouth carries a virulent bacteria, and its bite 
    alone can be fatal. Combine its poisonous bite and poison touch abilities with 
    its capacity to regenerate health and the Komodo Dragon becomes a valuable 
    addition to any army.
    Brief:		This unit is good since it has regeneration. Also it has two 
    poison abilities.
    First Spotted:	Level 8
    
    Name: 		Lemming
    Cost:		46/10
    Health:		32
    Defense:	17
    Speed:		23
    Water Speed:	N/A
    Sight Radius:	15
    Size:		1
    Attack 1:	Bite (4)
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	Digging (Front Legs)
    Info:		The Lemming is a mouse-like rodent characterized by a small, short 
    body that is about 5 inches (13 cm) long, with a very short tail and stout 
    legs. In nature, Lemmings are renowned for their mass migration tendencies and 
    have been known to swim lakes and rivers and cross mountains while devouring 
    all vegetation in their path. Even when reaching the sea, they will follow 
    each other and attempt to cross it as if it were a river, resulting in their 
    death. This creature is valuable because it is one of only two creatures with 
    the digging ability. However, it is extremely low in every other attribute, 
    including attack, defense and speed. It is relatively cheap, but requires a 
    strategic combination with a stronger animal to make it useful.
    Brief:		A very cheap unit, with low stats.
    First Spotted:	Level 2
    
    Name: 		Lioness
    Cost:		150/75
    Health:		128
    Defense:	30
    Speed:		32
    Water Speed:	N/A
    Sight Radius:	25
    Size:		4
    Attack 1:	Claws (5) Front Legs
    Attack 2:	Bite (5) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Pack Hunter, Leap attack (Hind Legs)
    Info:		The Lioness is a female member of one of the largest cat families. 
    The Lion's size and strength have captured human imagination since ancient 
    times, giving these animals the nickname "King of the Beasts." Lionesses have 
    massive shoulders and strong forelimbs, long, sharp claws and short, powerful 
    jaws. The Lioness' combination of speed and power makes it an excellent close 
    combat unit. Using the leap attack ability, the Lioness gets a damage bonus 
    when it first enters combat, demonstrating its superior hunting ability. The 
    pack hunter ability makes the Lioness even more powerful when used in large 
    groups of 4 or more.
    Brief:		A fairly good unit overall with the leap ability.
    First Spotted:	Level 11
    
    Name: 		Lobster
    Cost:		76/50
    Health:		35
    Defense:	65
    Speed:		16
    Water Speed:	24
    Sight Radius:	10
    Size:		1
    Attack 1:	Bite (3) Head
    Attack 2:	Pincers (5) Claws
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		2
    Abilities:	Regeneration, Barrier destroy
    Info:		The Lobster is a marine decapods crustacean, with five pairs of 
    appendages on the thorax, and is closely related to the freshwater crayfishes. 
    The signature claws that they are easily recognized by are usually not the 
    same size, as they might appear. One tends to be a heavier crusher claw and 
    the other a smaller biting claw. The head bears two pairs of antennae; the 
    eyes are compound and the tail is fanlike. In battle, the Lobster is 
    relatively slow, but has thick armor that makes it great for combining. It is 
    an amphibious creature and can easily destroy barriers with its strong clawed 
    attack. Weaknesses such a small sight radius keeps it cost down.
    Brief:		A overall great creature, high exceptional defense. It also 
    has regeneration with destroy barrier that can take down buildings quickly.
    First Spotted:	Level 4
    
    Name: 		Moose
    Cost:		393/50
    Health:		500
    Defense:	60
    Speed:		20
    Water Speed:	N/A
    Sight Radius:	25
    Size:		7
    Attack 1:	Gore (21) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		5
    Abilities:	Horns (Head)
    Info:		The Moose is a common name for the largest member of the deer 
    family. The name actually means "eater of twigs", reflecting the animals' 
    primary diet. Moose are also referred to as "elk" in Europe and Asia and have 
    characteristically long legs that enable them to brow low bushes and small 
    trees as well as wade in lakes and ponds to feed on aquatic plants. The head 
    of the Moose is large with a overhanging upper lip and drooping growth of hair 
    and skin that hangs from the throat. Perhaps the most prominent feature of 
    this animal is the enormous set of antlers that are covered in a soft, 
    nutrient-rich skin. These antlers are shed each year in early fall, but until 
    then render the Moose lethal in close combat.
    Brief:		A high cost, high stats unit.
    First Spotted:	N/A
    
    Name: 		Mountain Lion
    Cost:		98/30
    Health:		65
    Defense:	45
    Speed:		65
    Water Speed:	33
    Sight Radius:	N/A
    Size:		2
    Attack 1:	Claws (3) Front Legs
    Attack 2:	Bite (2) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Leap Attack (Hind Legs)
    Info:		The Mountain Lion is a large wild cat found in mountainous areas 
    of the western hemisphere. It is a ferocious carnivore and a great medium 
    level attack unit, with attributes similar to other felines such as the 
    Lioness. Using the leap attack ability the Mountain Lion gets a damage bonus 
    when it first enters combat, demonstrating its superior hunting ability. It 
    has a high defense rating and would benefit from any combination with an 
    animal that has high health.
    Brief:		A high defense rating creature for level 1 with leap attack.
    First Spotted:	Level 1
    
    Name: 		Musk Ox
    Cost:		138/95
    Health:		160
    Defense:	39
    Speed:		24
    Water Speed:	N/A
    Sight Radius:	25
    Size:		4
    Attack 1:	Gore (8) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		4
    Abilities:	Herding, Horns (Head)
    Info:		The Musk Ox is a large wild ox, native to the arctic Tundra of the 
    Northern Canada ad Greenland. Its appearance is fairly innocuous with a black 
    or brown shaggy coat and flat downward-curbing horns Related to the goats and 
    sheep, males emit a strong musky smell during the breading season. This 
    creature is fairly inexpensive and can be extremely effective in large easily 
    purchased numbers. Its herding and horns abilities make if valuable in any 
    melee combinations.
    Brief:		A good melee unit with the good ability horns and herding.
    First Spotted:	Level 3
    
    Name: 		Black Panther
    Cost:		148/30
    Health:		120
    Defense:	39
    Speed:		37
    Water Speed:	N/A
    Sight Radius:	25
    Size:		3
    Attack 1:	Claws (5) Front Legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Leap Attack (Hind Legs)
    Info:		The Panther is one of the most mysterious members of the cat 
    family, characterized by a black, unspotted coat of fur. Most closely related 
    to the leopard, this creature is a low cost and low research level cat. 
    Similar in many respects to the Mountain Lion, the Panther has slightly better 
    attributes making it a viable option if you are looking to increase the 
    attributes without greatly affecting the overall resource cost of your 
    creature.
    Brief: A slightly stronger variation of the Mountain Lion, and does not cost 
    that much more.
    First Spotted:	Level 6
    
    Name: 		Piranha
    Cost:		32/85
    Health:		21
    Defense:	3
    Speed:		N/A
    Water Speed:	33
    Sight Radius:	15
    Size:		1
    Attack 1:	Bite (6) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Swimmer
    Level:		2
    Abilities:	Frenzy, Pack Hunter
    Info:		The Piranha is compressed, oval shaped, fine-scaled fish that can 
    be anywhere from 10 to 24 in (25 to 60 cm) in length. This carnivorous 
    predator has a blunt head and powerful jaws with sharp, wedge-shaped teeth 
    that mesh like cutting shears and enable the fish to cut the flesh from the 
    prey. This creature associates in large schools and is attracted by commotion 
    and scent of blood. Once aroused, they can quickly reduce a large mammal to a 
    skeleton. The combination of these qualities gives the Piranha an extremely 
    high attack rate, frenzy and pack hunting abilities. This creature will 
    contribute a vicious attack to any combination. The frenzy ability uses 
    endurance, so keep in mind its low health and average endurance ratings when 
    considering optimal creature combinations.
    Brief:		A low cost unit that you can mass of and use frenzy to deal 
    extra damage.
    First Spotted:	Level 7
    
    Name:		Poison Frog
    Cost:		62/90
    Health:		35
    Defense:	30
    Speed:		20
    Water Speed:	N/A
    Sight Radius:	35
    Size:		1
    Attack 1:	Bite (1) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Tongue Attack (3) Head
    Movement Type:	Ground
    Level:		3
    Abilities:	Poison Touch (Tail)
    Info:		The Poison Frog really lives up to its name. It is an amphibian 
    with glands that secrete a slimy mucous layer to protect the skin from drying 
    out and help draw oxygen in. In the water, these protective secretions help 
    amphibians retain a healthy balance of salt and water within their internal 
    tissues. This mucous gives the Poison Frog the poison touch ability, a passive 
    version of poison attack, to repel predators. Low speed, health and defense 
    ratings keep the Poison Frog relatively inexpensive.
    Brief:		A low cost creature with the poison touch ability.
    First Spotted:	Level 12
    
    Name: 		Polar Bear
    Cost:		166/0
    Health:		155
    Defense:	35
    Speed:		23
    Water Speed:	24
    Sight Radius:	25
    Size:		3
    Attack 1:	Claws (8) Front Legs
    Attack 2:	Bite  (5) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		3
    Abilities:	N/A
    Info:		The Polar Bear is a common name for a white bear found in the sea 
    ice of the Artic throughout the North Polar basin. It has the plant grade feet 
    (heel and sole touching the ground) typical of bears, with five sharp, curved 
    claws on each foot for grasping the ice and holding on its prey. All Polar 
    Bears are white, although their fur may yellow in the summer, and they are the 
    largest wild bears ever weighed. Polar Bears have a strong navigational sense, 
    an extremely good sense of smell, and they are unusually clever at solving 
    problems in order to obtain food. This unit has fairly high attack ratings, 
    but its mediocre health and above average defense keeps it a relatively 
    inexpensive creature for combining.
    Brief:		A overall good attacker with the ability to travel on ground 
    and water.
    First Spotted:	Level 4
    
    Name: 		Porcupine
    Cost:		91/70
    Health:		55
    Defense:	45
    Speed:		18
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Bite (3) Head
    Attack 2:	Tail Strike (2) Tail
    Attack 3:	N/A
    Ranged Damage:	Quill Throw (5)
    Movement Type:	Ground
    Level:		2
    Abilities:	Quill Burst (Torso)
    Info:		The Porcupine is a herbivorous rodent with long, pointed spines, 
    or quills, growing from the back and sides and, in some species, from head to 
    tail. The quills which have a needle-sharp ends containing hundreds of barbs, 
    can be erected  by the muscles of the skin. This animal grows to a length of 
    at least 24 in (65 to 80 cm) and has a short tail and brownish hair. The Value 
    of such a small creature is a strategic army is initially questioned, but its 
    ability of fire sharp quills from its body makes it a potent ranged unit. The 
    Porcupine has two ranged attacks, quill throw and quill burst. The latter is 
    an area attack that damages all units (friendly or enemy) in specific radius.
    Brief:		The first possible ranged unit possible. It also has a 
    weaker electrical burst ability.
    First Spotted:	Level 1
    
    Name: 		Praying Mantis
    Cost:		57/45
    Health:		27
    Defense:	4
    Speed:		24
    Water Speed:	N/A
    Sight Radius:	15
    Size:		1
    Attack 1:	Bite (3) Head
    Attack 2:	Claws (5) Claws
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Immunity, Leap Attack (Hind Legs)
    Info:		The Praying Mantis is a long, slender winged insect common in 
    warm, temperate, and tropical regions throughout the world. These insects are 
    renowned for sitting back on their rear appendages and holding their stout 
    front pair of appendages together in an attitude reminiscent of prayer. Don't 
    be fooled by this saint-like appearance. They are actually patiently awaiting 
    an unfortunate insect to constitute their next tasty meal. Manifises are the 
    only insects that can turn their heads from side to side. Their front legs are 
    equipped with sharp spines that enable the insect to grasp and hold their 
    prey. The Praying Mantis has immunity and leap attacks.
    Brief:		A cheap unit with a fairly good attack on top of leap 
    attack.
    First Spotted:	Level 11
    
    Name: 		Ram
    Cost:		114/125
    Health:		105
    Defense:	35
    Speed:		25
    Water Speed:	N/A
    Sight Radius:	20
    Size:		3
    Attack 1:	Gore (8) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Charge Attack (Hind Legs), Herding, Horns (Head)
    Info:		The Ram is a male member of the sheep family. Sheep are even-toed, 
    hoofed animals that chew cud with the upper incisor teeth missing with a four-
    compartmented stomach. They have paired hollow, unbranched horns that are not 
    shed. The horns of adult male Ram are massive and spirally curved. Several 
    distinct types and more than 800 breeds of domesticated sheep have been 
    developed. The breeds are adapted to environments that range from desert to 
    tropical conditions. The Ram receives a bonus when first entering battle with 
    its charge attack. It is also more effective in groups of four or more and has 
    the ability to reduce a targets defense ratings with horns.
    Brief:		A fairly good melee fighter that has 3 good abilities that 
    make it a good choice.
    First Spotted:	Level 3
    
    Name: 		Rat
    Cost:		28/50
    Health:		21
    Defense:	19
    Speed:		18
    Water Speed:	N/A
    Sight Radius:	20
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	Plague
    Info:		Rat is a common name for any large member of the family of 
    rodents, with dull-colored, coarse fur; long tails; large ears; and a pointed 
    snout. Rats have extremely powerful teeth, with which they often gnaw through 
    wooden planks to get at stores of food, and they have even been known to bite 
    holes in lead pipes. They are usually nocturnal and live in human habitations, 
    forests, deserts, and on seagoing ships. They are extremely prolific, breeding 
    1 to 13 times a year and producing 1 to 22 young a litter. Most species of 
    Rats are herbivorous, but some are omnivorous. The Rat is the only animal able 
    to carry the vicious plague ability. It is immune to plague attacks, but keep 
    in mind its low health, defense, and sight radius when planning optimum 
    creature combinations.
    Brief:		A basically useless creature except for the plague ability.
    First Spotted:	Level 12
    
    Name: 		Rattlesnake
    Cost:		49/105
    Health:		24
    Defense:	6
    Speed:		15
    Water Speed:	N/A
    Sight Radius:	15
    Size:		1
    Attack 1:	Bite (9) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground 
    Level:		3
    Abilities:	Regeneration, Camouflage (Tail), Poison (Head)
    Info:		A Rattlesnake is any one of 30 species of venomous snakes 
    characterized by a horny rattle at the tip of the tail. This rattle is made up 
    of loosely connected, interlocking horny rings and is often shaken vigorously 
    to warn off intruders. The Rattlesnake is a cold-blooded animal whose body 
    temperature depends on its surrounding environment. As such, they prefer 
    mainly hot and dry locations such as grassy plains, sand hills, deserts and 
    brushy hillsides. This animal has a stout body and flattened, triangular head 
    and is typically is gray or brown, but can have bright orange or yellow 
    markings. Like other snakes, the Rattlesnake has a large number of ribs, which 
    are linked by muscles to specialized scales that cover its belly. Beware this 
    animal's deadly bite in melee combat.
    Brief:		A cheap unit with low-end stats.
    First Spotted:	N/A
    
    Name: 		Raven
    Cost:		84/120
    Health:		32
    Defense:	4
    Speed:		35
    Water Speed:	N/A
    Sight Radius:	35
    Size:		1
    Attack 1:	Talons (3) Hind Legs
    Attack 2:	Peck (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Pack Hunter
    Info:		The Raven is a large passerine bird in a family that also includes 
    crows, jays, magpies and jackdaws. They are among the most intelligent and 
    adaptable of birds. All Ravens are black with a glossy sheen, and subsist on 
    an omnivorous diet of eggs and nestlings, as well as other small animals, 
    vegetable matter, carrion and garbage. In some agricultural areas, Ravens are 
    considered great pests. Its talons and pecking bite make this animal a force 
    to be reckoned with.
    Brief:		Just another flying unit that is fairly weak.
    First Spotted:	N/A
    
    Name: 		Rhinoceros
    Cost:		227/80
    Health:		300
    Defense:	50
    Speed:		20
    Water Speed:	N/A
    Sight Radius:	15
    Size:		7
    Attack 1:	Gore (13) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		4
    Abilities:	Charge Attack (Hind Legs), Horns (Head)
    Info:		Rhinos are among the biggest and heaviest land animals today. They 
    have thick, pillar-like legs with three toes covered with broad, hoof like 
    nails. Rhinos are legendary for their poor eyesight, but their sense of smell 
    and hearing are acute. Although they look clumsily, Rhinos can swivel around 
    rapidly to face danger, and if threatened, can charge at speeds of up to 
    50km/h (about 30mph). The Rhinoceros is a powerful charging creature with high 
    armor. Its intimidating horn and strong bite help make it a good middle point 
    between the Bull and Elephant. Its high health and attack ratings are 
    beneficial to combinations with smaller animals. Drawbacks include a very low 
    sight radius and average speed.
    Brief:		A great melee fighter, at the cost of sight radius and 
    speed. The charge attack makes them rush into combat quicker than their normal 
    speed which sort of makes up for it.
    First Spotted:	Level 8
    
    Name: 		Scorpion
    Cost:		75/75
    Health:		35
    Defense:	68
    Speed:		18
    Water Speed:	N/A
    Sight Radius:	15
    Size:		1
    Attack 1:	Bite (4) Head
    Attack 2:	Pincers (5) Claws
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	Poison (Tail)
    Info:		Barrier Destroy (Claws)
    		???
    		The Scorpion is an arachnid with a flat, narrow body, two lobster 
    like claws, eight legs, and a segmented abdominal tail. Terminating in a 
    venomous stinger supplied by a pair of poison glands, the tail is usually 
    curved upward and forward over the back.  Found in warm and dry tropical 
    regions, including the southwestern United States, the scorpion is nocturnal 
    and feeds mainly on spiders an insects.  The young are born live and remain 
    with the mother for a short period.  When capturing a victim with its claws, 
    the scorpion inflicts a disabling sting with its tail.  The Scorpion tail 
    delivers a lethal poison attack and its claws are extremely efficient at 
    barrier destruction.
    Brief:		A ok melee unit with Poison and Barrier Destroy, and it's 
    level 1.
    First Spotted:	Level 9
    
    Name: 		Skunk
    Cost:		58/50
    Health:		52
    Defense:	6
    Speed:		25
    Water Speed:	N/A
    Sight Radius:	15
    Size:		2
    Attack 1:	Bite (4) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	Stink Cloud (Tail)
    Info:		The Skunk is a carnivore best known for the offensive odor it 
    produces from glands near its tail.  Skunks are omnivorous, eating small 
    mammals, birds, eggs, and insects.  They also like honey and bees.  Many 
    farmers believe that skunks keep the rodent population under control.  Striped 
    Skunks breed in late winter or early spring and the den, lined with 
    vegetation, can be a hole abandoned by another animal or a new one dug by the 
    Skunk.  The Skunk is relatively weak and has low ratings in all areas, but it 
    is the only creature with the stink attack.
    Brief:		A fairly weak unit but is the only creature with the stink 
    attack ability.
    First Spotted:	Level 1
    
    Name: 		Snapping Turtle
    Cost:		183/0
    Health:		122
    Defense:	90
    Speed:		14
    Water Speed:	22
    Sight Radius:	10
    Size:		3
    Attack 1:	Bite (12) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		4
    Abilities:	N/A
    Info:		The Snapping Turtle is a member of one of two genera of large 
    freshwater turtles, noted for their strong jaws and fierce tempers.  Its 
    powerful jaws grip so tenaciously on prey that it may sometimes be lifted up 
    by the object it bites.  It feeds on fish and other small aquatic animals.  
    Snapping Turtles have a pink wormlike structure on their tongues that they 
    wiggle like a fishing lure to attract prey.  They are one of the most well-
    armored creatures in the game.  Couple that with a nasty bite attack and you 
    have a great medium--cost defensive amphibious creature.  Naturally, its speed 
    is one of the slowest you can find and it has a relatively small sight radius, 
    so keep that in mind when considering strategic combinations.
    Brief:		One of the highest defense animals in the game. So-so cost 
    (No electricity!) and slow movement.
    First Spotted:	Level 7
    
    Name: 		Snowy Owl
    Cost:		71/75
    Health:		44
    Defense:	15
    Speed:		25
    Water Speed:	N/A
    Sight Radius:	40
    Size:		2
    Attack 1:	Talons (2) Hind Legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	N/A
    Info:		The Snowy Owl ranges across northern Eurasia and North America. 
    During the winter months, the Snowy Owl's white plumage camouflages it, 
    allowing it to swoop down undetected on small mammals and fish.  This bird is 
    one of the cheapest flight creatures, making it an excellent choice for 
    inexpensive flying combinations.  Be careful, flying units are very mobile, 
    but tend to be more delicate than other creatures.  The Snowy Owl is 
    relatively quick and has an above average sight radius.
    Brief:		Yet another relatively weak flying unit.
    First Spotted:	Level 4
    
    Name: 		Sperm Whale
    Cost:		152/130
    Health:		420
    Defense:	15
    Speed:		N/A
    Water Speed:	29
    Sight Radius:	30
    Size:		10
    Attack 1:	Bite (12) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Sonic Attack (15) Head
    Movement Type:	Swimmer
    Level:		10
    Abilities:	Sonar Pulse (Head)
    Info:		The Sperm Whale is the largest of the toothed whales.  Sperm 
    whales have a huge head - up to one-third the length of the body - which 
    houses the spermaceti, a light oily fat that is believed to aid the animal in 
    sending a directional beam of echolocation clicks from its snout.  Below the 
    head is a relatively small and thin lower jaw, which contains a set of cone-
    shaped teeth that fit into sockets in the upper jaw.  The bodies of Sperm 
    Whales are laterally compressed, with a single blowhole on the left front of 
    the head and a thick dorsal hump originating at the hindmost third of the 
    body.  Use this creature's tremendous size to your advantage, but be careful - 
    it's also very expensive.  All Sperm Whale attributes and abilities are above 
    average, with extremely high health and a very high attack rating.  It also 
    has the ability to stun enemy creatures with its sonic attack.
    Brief:		A extremely large, high cost, high health creature.
    First Spotted:	Level 14
    
    Name: 		Spitting Cobra
    Cost:		53/75
    Health:		27
    Defense:	16
    Speed:		17
    
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Venom Spray (4) Head
    Movement Type:	Ground
    Level:		2
    Abilities:	N/A
    Info:		The Spitting Cobra is a venomous snake, known for its intimidating 
    behavior and deadly bite.  Cobras are recognized by the hoods that they flare 
    when angry or disturbed; the hoods are created by the elongate ribs that 
    extend the loose skin of the neck behind the Cobra's heads.  Cobra venom has 
    been used for many years in medical research because it has an enzyme, 
    lecithinase, that dissolves cell walls as well as membranes surrounding 
    viruses.  The Spitting Cobra has a powerful poison ranged attack and is the 
    only creature that can spit poison from a distance.  However, it also has low 
    health and mediocre speed ratings.
    Brief:		A poisonous attacking ranged unit. Otherwise fairly week.
    First Spotted:	Level 6
    
    Name: 		Tiger
    Cost:		225/30
    Health:		280
    Defense:	30
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	25
    Size:		5
    Attack 1:	Claws (8) Front Legs
    Attack 2:	Bite (5) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		4
    Abilities:	Leap Attack (Hind Legs)
    Info:		The Tiger is the only cat with striped fur. Perfectly designed 
    predators, they possess beauty, grace, and awesome power.  Their presence in 
    the wild, revealed by a throaty roar or a track on a dusty trail, electrifies 
    the forest and sends shivers down the spines of all who share its space.  
    Humans admire Tigers as much as they fear them and the animals figure 
    prominently in Asian myths, religions, arts, and imagination.  Tigers are 
    territorial; they live alone in large areas that they defend from other 
    tigers.  Its ideal territory is a large forested area with rich vegetation for 
    cover, plentiful water to drink and cool off in, and abundant deer, swine, and 
    other large mammals to eat.  The Tiger is a large, powerful, and aggressive 
    cat.  A combination of speed and high attack rating make it an excellent 
    offensive unit.  Only its solitary nature and lack of pack ability keep it 
    from being king of the cats.
    Brief:		Basically another version of a cat without the pack hunter 
    ability.
    First Spotted:	Level 12
    
    Name: 		Vulture
    Cost:		117/115
    Health:		96
    Defense:	12
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	35
    Size:		3
    Attack 1:	Peck (8) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Frenzy
    Info:		The Vulture is a large carrion-eating bird with a naked head and 
    hooked bill.  They feed almost entirely on carrion, occasionally attacking 
    newborn or wounded living animals.  Most hunt by sight, soaring and watching 
    for other vultures descending to feed.  The Vulture has a triggered offensive 
    frenzy bonus that uses up endurance.  It is a medium-level flying unit with 
    mediocre attributes.
    Brief:		Again, a so-so flying unit.
    First Spotted:	Level 9
    
    Name: 		Walrus
    Cost:		225/50
    Health:		310
    Defense:	19
    Speed:		14
    Water Speed:	27
    Sight Radius:	15
    Size:		5
    Attack 1:	Bite (14) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		4
    Abilities:	Horns (Head)
    Info:		The Walrus is a large marine mammal that can use all four limbs 
    when moving on shore.  It is a highly social animal that congregates in herds 
    sometimes numbering several thousand.  The bellowing of a herd can be heard 
    for great distances and the Walrus is gentle unless attacked.  In nature, 
    Polar Bears are the chief natural predator of the Walrus and humans hunt the 
    animal for its valuable ivory tusks, flesh and blubber.  This animal has a 
    vicious melee bite.
    Brief:		A pretty good melee unit.
    First Spotted:	N/A
    
    Name: 		Warthog
    Cost:		83/75
    Health:		60
    Defense:	32
    Speed:		24
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Head Butt (7) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Charge Attack (Hind Legs), Herding
    Info:		The Warthog is a wild pig with two pairs of tusks and two pairs of 
    wart like protuberances on a long, wide head.  Its sparse coat is bristly with 
    a long mane running down the middle of the back and a few whiskers on the 
    chin.  The Warthog tail is long, thin and tuffed at the end and it feeds 
    mainly on grasses, roots, berries, bark and occasionally carrion.  This animal 
    can travel in groups called "sounders," but the males typically travel alone.  
    In nature, the Warthog would rather run than fight, but has a fierce head 
    butt.
    Brief:		A fairly good unit for its cost.
    First Spotted:	N/A
    
    Name: 		Wolf
    Cost:		110/60
    Health:		75
    Defense:	15
    Speed:		33
    Water Speed:	N/A
    Sight Radius:	25
    Size:		2
    Attack 1:	Bite (8) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	High Endurance (Torso), Pack Hunter, Keen Sense (Head)
    Info:		The Wolf is a carnivore related to the jackal and domestic dog. 
    All Wolves are characterized by powerful teeth, bushy tails, and round pupils. 
    Certain characteristics of the skull distinguish them from domestic dogs, some 
    breeds of which they otherwise resemble. Wolves are equally at home on 
    prairies, in forests, and on all but the highest mountains. In the winter they 
    travel in packs searching for food. Small animals and birds are common prey of 
    Wolves, but a pack sometimes attacks reindeer, caribou, sheep, and other large 
    mammal, usually selecting weak, old, or very young animals for easier capture. 
    The Wolf is a powerful canine unit with keen sense ability that can detect 
    stealthy or camouflaged units. It also has high endurance and gains a bonus 
    when attacking in groups of four or more.
    Brief:		A fairly good melee unit for its cost. Plus it has multiple 
    good abilities.
    First Spotted:	Level 2
    
    Name: 		Wolverine
    Cost:		143/40
    Health:		160
    Defense:	25
    Speed:		19
    Water Speed:	N/A
    Sight Radius:	25
    Size:		2
    Attack 1:	Claws (7) Front Legs
    Attack 2:	Bite (4) Bite
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Frenzy
    Info:		The Wolverine's body is heavyset, the legs are short and thick, 
    and the claws are long and curved. The head and tail are carried low, and the 
    back forms a high arch. The snout is short and pointed, and the head is blunt 
    and rounded; the yes are set wide apart, and the ears project only a short 
    distance above the head fur. Wolverines will eat bird eggs, berries, and any 
    animal they can kill and, lacking live prey, will eat carrion. They adept at 
    robbing the traps that hunters set for other animals. Although once abundant, 
    the Wolverine is now rare due to over hunting, both for its fur and because it 
    is viewed as a pest by some people. It is a vicious beast with a powerful 
    frenzy attack.
    Brief:		The main strength of this creature is frenzy.
    First Spotted:	Level 3
    
    Name: 		Woolly Mammoth
    Cost:		357/50
    Health:		700
    Defense:	19
    
    Speed:		18
    Water Speed:	N/A
    Sight Radius:	20
    Size:		9
    Attack 1:	Gore (18) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		5
    Abilities:	Horns (Head)
    Info:		Revived from extinction, the Wooly Mammoth is a member of the 
    elephant family and has long, curved tusks and a prominent hump on its back. 
    It also has a shaggy covering of long, thick hair, adaptable to the cold 
    climate following the recession of the Ice Age. The first Woolly Mammoth 
    appeared in Africa during the Pliocene Epoch, about 5 million years ago. Its 
    massive horns are deadly in melee combat.
    Brief:		Super high HP! 200 higher than the second highest health 
    creature.
    First Spotted:	N/A
    
    Name: 		Zebra
    Cost:		101/5
    Health:		78
    Defense:	15
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	25
    Size:		3
    Attack 1:	Kick (4) Front Legs
    Attack 2:	Bite (3) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		1
    Abilities:	High Endurance (Torso)
    Info:		The Zebra is a member of the horse family with an eye-catching 
    coat of black and white strips. Each Zebra species has different stripe 
    pattern, and no two individuals within a species have exactly the same 
    markings. Because they spend so much time eating, they are an easy target for 
    predators, and some zoologists have suggested that Zebra stripes act as a 
    protective camouflage. According to this theory, their bold markings break up 
    their outline, making them difficult to see from far away. Another explanation 
    for the markings is that herd, Zebra stripes confuse would-be attackers by 
    making it hard for them to single out an individual animal from a backdrop of 
    constantly shifting stripes.
    Brief:		A ok creature with the High Endurance ability.
    First Spotted:	Level 5
    
    ---
    
    4.02 Insect Invasion Creatures (InsctC)
    
    Name: 		Anaconda
    Cost:		292/325
    Health:		334
    Defense:	6
    Speed:		15
    Water Speed:	18
    Sight Radius:	15
    Size:		8
    Attack 1:	Bite (11) Head
    Attack 2:	Constriction (17) Torso
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Amphibious
    Level:		4
    Abilities:	High Endurance (Torso), Loner (Tail)
    Info:		Anacondas are the largest snake in the world, often growing over 
    30 feet in length. They've been known to successfully prey upon large, vicious 
    animals such as Crocodiles. Anacondas are amphibious creatures with powerful 
    muscles throughout their bodies, which they use when hunting to wrap about 
    their prey and constrict, crushing and suffocating their victims. In addition 
    to being a very powerful, large, amphibious animal who's attack power is 
    increased by the use of its long crushing torso, Anacondas are loners- 
    solitary creatures who are antisocial and hunt best by themselves.
    Brief:		A good unit for seeing if enemy units have expanded with its 
    loner ability and high attack.
    First Spotted:	N/A
    
    Name: 		Behemoth
    Cost:		461/65
    Health:		500
    Defense:	79
    Speed:		20
    Water Speed:	N/A
    Sight Radius:	40
    Size:		10
    Attack 1:	Bite (22) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		5
    Abilities:	Hovering (Torso)
    Info:		Make of it what you will...
    Brief:		Super powerful creature, with a high resource cost.
    First Spotted:	N/A
    
    Name: 		Black Widow
    Cost:		121/60
    Health:		20
    Defense:	18
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    
    Attack 1:	Bite (5) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		4
    Abilities:	Loner (Tail), Web Throwing (Tail), Poison (Head)
    Info:		Black Widow Spiders are likely the most notoriously deadly spider 
    in North America. Female Black Widows possess a venom that can be deadly to 
    humans, and are rumored to kill and consume male Black Widow spiders after 
    mating with the, giving them their name. Creating Black Widow Spiders in your 
    army can consume a great deal of electricity, but its well worth it for the 
    potent abilities they possess in addition to their damaging and hindering 
    venomous bite, they can throw a strong web from their tail to paralyze groups 
    of opponents. And because of the Black Widow's storied anti-social nature, 
    their attack is amplified several times over when they hunt by themselves...
    Brief:		A fairly low cost, low stat creature with some good 
    abilities. It is a high level however.
    First Spotted:	
    
    Name: 		Bombardier Beetle
    Cost:		67/55
    Health:		36
    
    Defense:	22
    Speed:		24
    Water Speed:	N/A
    Sight Radius:	40
    Size:		1
    Attack 1:	Bite (1) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	Chemical Artillery (1) Tail
    Movement Type:	Ground
    Level:		2
    Abilities:	Hovering (Torso)
    Info:		The Bombardier (fire) beetle deters predators by spraying them 
    with noxious chemicals from the tip of the abdomen. Hydrogen peroxide and 
    hydroquinone are combined in a firing chamber, combining into a caustic, 
    boiling-hot mixture which explodes out of the beetle's tail. In your army of 
    Sigma creatures, these chemicals can be launched with enough explosive force 
    to fire them enormous distances, and causing splash damage to all creatures 
    and structures within range of the chemical's impact. No creature can see as 
    far as a Bombardier Beetle can fire its chemicals, so these beetles should be 
    used in conjunction with a 'spotter' unit at the location that you want them 
    to bomb. Though slow moving and very weak in close-ranged combat, Bombardier 
    Beetles have a set of insect wings beneath their shell which allow them 
    occasional short-range flight for emergency escapes.
    Brief:		A great sight radius unit with a artillery attack. Otherwise 
    it is weak.
    First Spotted:	N/A
    
    Name: 		Cockroach
    Cost:		111/305
    Health:		23
    Defense:	39
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		4
    Abilities:	Defile Land (Hind Legs), Hovering (Torso), Plague (Head)
    Info:		The 'Cockroach' is common name for hundreds of species of insects, 
    all known for their hardiness, foul odor and oval shape. Cockroaches are often 
    carriers of pestilence, spoiling their environments (at least as far as humans 
    are concerned) with their excrement and stench, and their bite can transmit 
    Plague. The filth left behind by these creature's passing can be noxious and 
    dangerous to those who come into contact with it, and any creature without 
    Keen Sense will not detect the presence of this Spoiled Land until they're 
    standing in the middle of it. The large insectile wings beneath the 
    Cockroach's shell allow it to fly short distances every so often as well, 
    making for a quick getaway after laying a trap of Spoiled Land for enemies.
    Brief:		A fairly weak unit with some good poisonous abilities.
    First Spotted:	N/A
    
    Name: 		Condor
    Cost:		211/70
    Health:		290
    Defense:	31
    Speed:		26
    Water Speed:	N/A
    Sight Radius:	40
    Size:		6
    Attack 1:	Peck (11) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		6
    Abilities:	N/A
    Info:		Condors are the largest birds of prey, with wingspans of up to 10 
    ft. They have been known to attack living animals as large as deer. They are 
    particularly hardy, and are the largest flying creature available in your 
    army. Combined with smaller creatures bearing special abilities and additional 
    attacks, Condors become an unstoppable element of your air force.
    Brief:		The strongest flying unit in the game.
    First Spotted:	N/A
    
    Name: 		Firefly
    Cost:		65/75
    Health:		18
    Defense:	81
    Speed:		30
    Water Speed:	N/A
    Sight Radius:	30
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Flash (Tail)
    Info:		A generic name for any of about one thousand different luminescent 
    beetles, the fire fly uses chemical reactions in its abdomen to create light, 
    the specific pattern of which is designed to attract mates of the same 
    species. This chemical luminescence has a unique practicality in your army, 
    where Fire flies can cause a flash of light with their tail so intense that it 
    temporarily blinds all creatures within a certain distance from the Fire fly. 
    Blinded creatures are incapable of using any ranged or artillery attacks, 
    making the Fire fly a useful defense against such creatures.
    Brief:		A unit that can counter enemy ranged or artillery units.
    First Spotted:	N/A
    
    Name: 		Garden Spider
    Cost:		94/120
    Health:		27
    Defense:	15
    Speed:		28
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (6) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Web Throwing (Tail)
    Info:		Garden Spiders are a commonplace arachnid known for its bright 
    gold and black markings, and its spectacular web-weaving abilities. They are 
    known as Orb Weavers, for the large, elaborate circular orb-shape webs  that 
    they weav. These webs are usually built in gardens and bushes among foliage, 
    earning this spider its name. Although non-venomous and not particularly a 
    vicious fighter, the Garden Spider is a valuable resource to your army for its 
    ability to throw its incredibly strong webbing across groups of enemy 
    creatures, rendering them helpless and vulnerable. 
    Brief:		A ok unit with Web Throwing  ability.
    First Spotted:	N/A
    
    Name: 		Giant Anteater
    Cost:		244/270
    Health:		148
    Defense:	19
    Speed:		25
    Water Speed:	N/A
    Sight Radius:	20
    Size:		4
    Attack 1:	Claws (6) Front Legs
    Attack 2:	Bite (4) Head
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		4
    Abilities:	Loner (Tail), Digging (Front Legs)
    Info:		The Giant Anteater of South America is a voraciously hungry mammal 
    that manages to sustain its bulk with a diet of up to 30,000 insects per day. 
    Possessing strong forearms tipped with sharp, hooked claws, the Giant Anteater 
    locates termite mounds and rips them open, then inserts its extraordinarily 
    long tongue into the heart of the termite colony, trapping insects on its 
    tongue's sticky coating. The Giant Anteater's size and long tongue make a 
    formidable long range unit in your army alone, but it can also be a potent 
    melee unit thanks to the strong claws on its forearms, and an excellent 
    ambusher due to its ability to Dig with its forearms as well.
    Brief:		A ranged attacker with ok melee damage. It also has the 
    Loner Ability.
    First Spotted:	N/A
    
    Name: 		Hercules Beetle
    Cost:		144/120
    Health:		89
    Defense:	55
    Speed:		16
    Water Speed:	N/A
    Sight Radius:	25
    Size:		2
    Attack 1:	Crush (Head)
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		3
    Abilities:	Deflection Amour (Torso), Hovering (Torso), Barrier Destroy (Head)
    Info:		The largest beetle in the world is the Hercules beetle.  It lives 
    in the tropical rainforests near the equator and can grow up to 7 inches long 
    and can lift and carry up to 5 lbs.  Males possess a prominent pair of pincer-
    like spikes on their head, which are used for grasping and flipping over rival 
    males when mating.  Their thick shells are capable of reflecting ranged 
    attacks back at opponents who strike it, and house a set of insect wings which 
    the Hercules Beetle can use to fly small distances in quick, occasional 
    bursts.  In your army, their spiked heads are particularly effective at 
    tearing open enemy structures.
    Brief:		
    First Spotted:	N/A
    
    Name: 		Shield Bug
    Cost:		45/70
    Health:		25
    Defense:	50
    Speed:		21
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Immunity, Deflection Armor (Torso), Stink Cloud (Tail)
    Info:		The Shield Bug, named for the resemblance of its carapace to a 
    medieval shield, is characterized by its ability to emit a noxious odor when 
    disturbed.  Shield bugs are a voracious pest to many commercial crops around 
    the world and their ability to become quickly immune to many pesticides makes 
    them a particularly insidious threat.  This combination of the Shield Bug's 
    hard, smooth carapace which can deflect ranged attacks back at opponents, plus 
    the ability to create a Stink Cloud to slow attackers and protect allies from 
    ranged attacks, as well as its immunity to chemical attacks, makes it an 
    exceptionally well-defended unit.  Combined with a larger creature, it will 
    become a pest that your opponent will find near impossible to squash.
    Brief:		
    First Spotted:	N/A
    
    Name: 		Tarantula
    Cost:		101/40
    Health:		65
    Defense:	15
    Speed:		25
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Bite (4) Head
    Attack 2:	Grapple (7) Claws
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Disorienting Barbs (Tail)
    Info:		The largest spider on earth, some are known to have a leg span as 
    wide as a dinner plate.  Tarantulas have been known to hunt and prey upon 
    small birds, rodents, and snakes, a credit to its ferocity when compared to 
    most arachnids who flee from such animals.  They can defend themselves with 
    their powerful fangs, as well as by kicking a cloud of tiny, barbed hairs off 
    of their abdomen to irritate and disorient attackers, and they can grapple 
    with their prey with their strong and flexible pedipalps, which look like a 
    5th pair of legs near its head.  Whenever attacked, creatures with a 
    Tarantulaís tail in your army will release a cloud of barbed hairs which will 
    irritate and disorient any attackers near them, temporarily eliminating any 
    organizational benefits those creatures possessed, such as hunting as a Pack, 
    or moving defensively as a h\Herd.
    Brief:		
    First Spotted:	N/A
    
    Name: 		Termite
    Cost:		42/10
    Health:		22
    Defense:	15
    Speed:		20
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (5) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Infestation (Head)
    Info:		Termites are communal insects with a single queen matriarch, and 
    feed upon wood and other cellulose materials.  Termites are near legendary for 
    their destructive tendencies, chewing through structural foundations to 
    buildings where they often establish colonies.  Termites possess the unique 
    infestation ability , which allows a Termite who comes into contact with an 
    enemy structure to burrow inside of it, never to be seen again- but causing 
    massive damage to the structure over a period of time.  No structure other 
    than the Lab can survive being infested by termites twice in a row, unless 
    it's repaired by Henchmen.
    Brief:		
    First Spotted:	N/A
    
    Name: 		Walking Stick
    Cost:		83/40
    Health:		112
    Defense:	19
    Speed:		24
    Water Speed:	N/A
    Sight Radius:	20
    Size:		2
    Attack 1:	Bite (4) Head
    Attack 2:	N/A
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Ground
    Level:		2
    Abilities:	Regeneration, Camouflage (Tail)
    Info:		The Giant African Walking Stick Bug has been known to grow 14 
    inches in length.  They receive their name from the shape and color of their 
    body, which Camouflages them to look like a simple branch or stick.  Walking 
    Sticks can also Regenerate parts of their body which are damaged or even lost, 
    allowing them to recover hit points after being in combat.  Although slow 
    moving, they are hardy and the largest Camouflaged creature available in your 
    army, allowing for stealthy, inexpensive attacks early in your battles.
    Brief:		
    First Spotted:	N/A
    
    Name: 		Wasp
    Cost:		78/95
    Health:		18
    Defense:	25
    Speed:		35
    Water Speed:	N/A
    Sight Radius:	25
    Size:		1
    Attack 1:	Bite (2) Head
    Attack 2:	Sting (2) Tail
    Attack 3:	N/A
    Ranged Damage:	N/A
    Movement Type:	Flyer
    Level:		3
    Abilities:	Assassinate (Tail), Poison (Tail)
    Info:		Wasps are actually more closely related to Ants than they are to 
    Bees, despite the common association with the latter due to their ability to 
    sting.  However, like ants, Wasps are predatorily, and unlike bees who use 
    their sting as a deterrent and defense, Wasps use their stingers offensively 
    to paralyze and kill their prey.  Wasps a mere inch in length are capable of 
    killing animals several times their size with their toxic sting- once combined 
    with another animal in your army of Sigma Creatures in a single blow.  This 
    must be used cautiously, however, as Wasps have very delicate bodies and 
    accordingly low hit points.
    Brief:		
    First Spotted:	N/A
    
    ----------------------
    5.00 Abilities
    ----------------------
    
    5.01 Normal Abilities - (Abty)
    
    Name:			Immunity
    Info:			Creature is immune to stink, poison, and plague. The 
    creature is also immune to poison effects applied through other abilities, 
    like poison touch and venom spray.
    Costs Endurance:	No
    Body Part:		N/A
    
    Name:			Digging
    Info:			Creature can burrow. While burrowed the creature is 
    undetectable to most unit and take less damage from attacks, but does not 
    regenerate endurance and cannot attack or use special abilities. Flying units 
    and units in water cannot use this ability. Countered by: keen sense, sonar 
    pulse, anti-air towers, piercing attacks.
    Costs Endurance:	No
    Body Part:		Front Legs
    
    Name:			Pack Hunter
    Info:			Attack bonus when near at least 3 other creatures of the 
    same species . Countered by ranged attacks.
    Costs Endurance:	No
    Body Part:		N/A
    
    Name:			Sonar Pulse
    Info:			Reveals any area of the map for viewing for a short period 
    of time. Reveals the location of the camouflaged creatures and burrowed 
    digging creatures. Strategically beneficial against: camouflage and digging.
    Costs Endurance:	Yes
    Body Part:		Head
    
    Name:			Charge Attack
    Info:			Creature will charge into close combat, increasing its 
    movement speed for a good distance to the target and doing extra damage for 
    the first attack delivered. Flying and ranged units cannot use this ability.
    Costs Endurance:	No
    Body Part:		Hind Legs
    
    Name:			Horns
    Info:			Reduces the target creature's defense rating when in close 
    combat.
    Costs Endurance:	No
    Body Part:		Head
    
    Name:			High Endurance
    Info:			Creature generates its endurance faster, allowing certain 
    special abilities that require endurance to be used more often. It also 
    negates the movement penalties that occur due to stink cloud, poison, sonic 
    attack or Sound beam towers.
    Costs Endurance:	No
    Body Part:		Torso
    
    Name:			Regeneration
    Info:			When damaged, creature heals itself
    Costs Endurance:	No
    Body Part:		N/A
    
    Name:			Camouflage
    Info:			Invisible to most creatures. Becomes visible for a short 
    periods when attacking or using special abilities. Countered by: keen sense, 
    radar pulse, anti-air towers.
    Costs Endurance:	N/A
    Body Part:		Tail
    
    Name:			Leap Attack
    Info:			Creature can leap into close combat, doing extra damage on 
    its first attack, and guaranteeing that it attacks first. Flying and ranged 
    units cannot use this ability.
    Costs Endurance:	No
    Body Part:		Hind Legs
    
    Name:			Keen Sense
    Info:			Creature can detect camouflaged and digging units 
    strategically beneficial against: camouflage and digging.
    Costs Endurance:	No
    Body Part:		Head
    
    Name:			Electrical Burst
    Info:			Massive electrical discharge that damages ALL creatures 
    within a radius around the creature. Weakness: Only works at point blank 
    range, DAMAGES ALLIED CREATURES!
    Costs Endurance:	Yes
    Body Part:		Tail
    
    Name:			Herding
    Info:			Defensive bonus when near at least 3 other creatures of the  
    same species. Countered by: horns, ranged attacks (porcupine quills 
    especially)
    Costs Endurance:	No
    Body Part:		N/A
    
    Name:			Frenzy
    Info:			When triggered creature does more  damage and moves a bit 
    faster. Weakness: Takes more damage from enemy attacks.
    Costs Endurance:	Yes, keeps draining until endurance is gone.
    Body Part:		
    
    Name:			Poison
    Info:			Poison damages and partially paralyzes enemy creatures 
    slowing their movement rate and reducing the damage they do for a limited 
    period of time. Countered by: immunity, multiple attacking units
    Costs Endurance:	No
    Body Part:		Multiple
    
    Name:			Poison Touch
    Info:			Creatures poisons all enemy creatures that touch it. Poison 
    damages and partially paralyzes enemy creatures, decreasing the target 
    creature's movement speed and the amount of damage it can inflict on enemy 
    units. Creatures with Immunity are not affected by poison touch. Countered by: 
    immunity, ranged attacks
    Costs Endurance:	
    Body Part:		Tail
    
    Name:			Barrier Destroy
    Info:			Creature does more damage when attacking buildings and 
    fences. Immune to the damage done by bramble fences.
    Costs Endurance:	No
    Body Part:		Claws
    
    Name:			Quill Burst
    Info:			Massive quill discharge that damages ALL creatures within a 
    radius around the creature. This attack partially ignores the defense of the 
    affected creatures. Weakness: Only works at point blank range, DAMAGES ALLIED 
    CREATURES!
    Costs Endurance:	Yes
    Body Part:		Torso
    
    Name:			Plague
    Info:			Creature can pass on a damaging plague when it attacks in 
    close combat. The plague spreads to any nearby enemy creatures and the carrier 
    is immune. This attack is most effective against masses of small, weak units. 
    Countered by: immunity, ranged attacks
    Costs Endurance:	
    Body Part:		
    
    Name:			Stink Cloud
    Info:			Creates a short-lived skink cloud that stuns enemy units and 
    makes all units within the cloud immune to ranged attacks and artillery 
    attacks. Countered by: immunity, flyers, high endurance
    Costs Endurance:	Yes
    Body Part:		Tail
    
    
    
    ---
    
    5.02 Insect Invasion Abilities (InsctA)
    
    Name:			Loner
    Info:			Creature gains a substantial bonus to attack and defense 
    when fighting alone, without any allies nearby. This ability is Minimum Rank 
    4- creatures with Loner are automatically Rank 4 or higher. Countered by: web 
    throw, assassinate, poison
    Costs Endurance:	No
    Body Part:		Tail
    
    Name:			Hovering
    Info:			Creature can unsheathe wings from beneath its torso shell 
    and fly short distances, landing on the ground upon arriving at its 
    destination. This ability uses the creature's endurance
    Costs Endurance:	Yes
    Body Part:		Torso
    
    Name:			Web Throwing
    Info:			Creature can throw webbing that paralyzes all enemies within 
    an area around the target. This ability has a Minimum Rank 3- creatures with 
    Web Throwing are automatically Rank 3 or higher. This ability uses the 
    creature's endurance
    Costs Endurance:	Yes
    Body Part:		Tail
    
    Name:			Defile Land
    Info:			Creature can spread camouflage filth along the ground as it 
    moves. Enemies and allies who step into the filth are slowed and damaged. This 
    ability is Minimum Rank 4- creatures with Defile Land are automatically Rank 4 
    or higher. Counters: flyers, keen sense, immunity, digging.
    Costs Endurance:	No
    Body Part:		Hind Legs
    
    Name:			Flash
    Info:			Creature can temporarily blind opponents within a set radius 
    of itself. Affected range or artillery units lose their ranged and artillery 
    attacks. Careful- this affects allied units as well!! This ability uses the 
    creature's endurance
    Costs Endurance:	Yes
    Body Part:		Tail
    
    Name:			Deflection Armor
    Info:			Creature will sometimes reflect Direct-Ranged attacks that 
    strike its armor back at its attacker. Countered by: melee, artillery
    Costs Endurance:	No
    Body Part:		Torso
    
    Name:			Disorienting Barbs 
    Info:			Creature occasionally releases a cloud of barbs from its 
    tail when it is struck, which irritate the senses of attackers, disorienting 
    the attackers and eliminating their organizational bonuses such as hunt in a 
    pack or traveling in a herd. Countered by: ranged attacks, artillery
    Costs Endurance:	No
    Body Part:		Tail
    
    Name:			Infestation
    Info:			Creature can burrow inside of an enemy structure, never to 
    be seen again, causing massive damage to the structure over a period of time.
    Costs Endurance:	No
    Body Part:		Head
    
    Name:			Assassinate
    Info:			Creature can instantly eliminate a single target. The 
    creature must be within melee range for Assassinate to work. This ability uses 
    the creatures endurance
    Costs Endurance:	Yes
    Body Part:		Tail
    
    --------------------------
    6.00 Cheats (Chts)
    --------------------------
    
    In case you need help, or just want to cheat for some reason, these are the 
    ones that are in the game.
    
    First you need to hit the ` button to bring up the console. Then type...
    
    cheat_coal(1000)
    cheat_electricity(1000)
    cheat_buildings
    cheat_rank
    cheat_killself
    
    The first two you replace the 1000 with any other number. It does not seem to 
    work on 100,000 or more at a time. It also does not seem to work if you do 
    99,999. But when I tried 30,000 it worked. And you can enter that multiple 
    times.
    
    Update:
    The highest you can put in is 60000. The info came from SCgws@AOL.com
    He also told me DO NOT use the cheat_buildings cheat while playing the 
    campaign, this will not let you to Gather Tech on the buildings. This will not 
    make you be able to beat certain levels.
    
    Also the building cheat enables you to build any buildings. The rank just 
    increases your rank. If your feeling suicidal, just use the killself cheat!
    
    ---------------------
    7.00 Versions
    ---------------------
    
    1.02 Minor Updates
    
    -
    
    1.01 Updated the info I got from SCgws@AOL.com
    
    -
    
    1.00 Just got on GameFAQs
    
    -------------------------------
    8.00 Credits and Thanks
    -------------------------------
    
    Everybody who helped make the great game Impossible creatures.
    CJayC for creating a great site
    And of course, ME! For making this.
    SCgws@AOL.com for info about certain cheats
    
    -----------------
    9.00 FAQs
    -----------------
    
    No one has e-mailed me yet ='(