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    FAQ/Walkthrough by Baruraga

    Version: 1.01 | Updated: 10/02/08 | Printable Version | Search This Guide

    Universe at War: Earth Assault
    FAQ/Walkthrough by Baruraga
    Version 1.0
    
    -----------------
    Table of Contents
    -----------------
    Campaign Walkthrough               [CW000]
         Prelude 1                     [CW001]
         Prelude 2                     [CW002]
         Novus 1                       [CW011]
         Novus 2                       [CW012]
         Novus 3                       [CW013]
         Novus 4                       [CW014]
         Novus 5                       [CW015]
         Novus 6                       [CW016]
         Novus 7                       [CW017]
         Hierarchy 1                   [CW021] 
         Hierarchy 2                   [CW022]
         Hierarchy 3                   [CW023]
         Hierarchy 4                   [CW024]
         Hierarchy 5                   [CW025]
         Hierarchy 6                   [CW026]
         Masari 1                      [CW031]
         Masari Global Campaign        [CW03X]
         Masari 2                      [CW032]
         Masari 3                      [CW033]
         Masari 4                      [CW034]
         Masari 5                      [CW035]
         Masari 6                      [CW036]
         Masari 7                      [CW037]
         Masari 8                      [CW038]
         Masari 9                      [CW039]
    Factions                           [FA000]
         Hierarchy                     [FA010]
              Structures               [FA011]
              Units                    [FA012]
              Research                 [FA013]
              Hardpoints               [FA014]
         Masari                        [FA020]
              Structures               [FA021]
              Units                    [FA022]
              Research                 [FA023]
         Novus                         [FA030]
              Structures               [FA031]
              Units                    [FA032]
              Research                 [FA033]
              Patches                  [FA034]
    Global Scenarios                   [GS000]
         Heroes                        [GS010]
         Structures                    [GS020]
         Modules                       [GS030]
    Version History                    [VH000]
    
    --------------------
    Campaign Walkthrough               [CW000]
    --------------------
    Most missions take place on maps available in skirmish and multiplayer,
    although the mission versions often differ in notable ways.
    
    Each mission has limits on which structures and units may be produced by the
    player, as well as how many research suites may be activated. If you are not
    able to perform research during the campaign, the game has not been patched to
    the latest version.
    
    The methods presented in this walkthrough are not the only ways to finish the
    missions. They do reliably complete the missions on all difficulty levels. The
    difficulties are Easy, Normal, and Hard. On Easy, the enemy benefits from only
    75% of the resources it collects, takes 50% longer to build, and deals 50%
    damage. On Normal, the enemy has no handicap or advantage in these areas. On
    Hard, the enemy gains an extra 30% from its resource harvesting, has building
    times cut to 75%, and does 50% extra damage. The nature of the campaign
    missions renders most of these bonuses irrelevant except damage. (In skirmish
    games and global scenarios, Hard enemies have only a 15% resource boost, 90%
    building times, and 10% more damage, but enjoy better build orders and AI than
    Normal or Easy enemies.)
    
    ===================
    Prelude 1: Training                [CW001]
    ===================
    Summary: This mission requires basic unit commands and introduces the use of
    abilities.
    
    Map: Washington D.C.
    
    Initial Assets
         Resources: 0
         Structures: None
         Units: Col. Randal Moore [must survive]
                Marine Squads (6)
                Flamethrower Squads (2)
    
    Limits
         Structures: None
         Units: None
         Research: N/A
    
    Walkthrough: The first objective is, "Secure the Capitol Building and rescue
    the President," but it is the last to be achieved. March your army east with
    Moore in the lead and kill the Lost One. Continue to see 2 Lost Ones who run
    away, then continue east to the roadblock.
    
    The next objective, "Use Colonel Moore's Grenade ability to destroy the fuel
    tanker," appears. You now have access to the Grenade ability and should use it
    liberally. Grenade the tanker to complete the objective, kill the Lost Ones,
    and move east. Kill the next 2 Grunts and march on, killing Lost Ones and
    Grunts as you go.
    
    When you reach the human turrets, a new objective appears: "Help defend the
    checkpoint." Kill the 6 attacking Grunts to clear it. 3 Humvees are now under
    your control. There is a Spitter Turret to the north on which you should use
    Grenade. Kill the Grunts past the turret. Several Lost Ones will dart in,
    take some shots, and run away. Try to run over them with Humvees. March east
    to find a couple Grunts and 3 Reaper Drones. Another hero, Sgt. Woolard,
    arrives with reinforcements of 3 Tanks, 2 Rocketlauncher Squads, and 2
    Flamethrower Squads. March your force east to the radiation, turn south, then
    proceed northeast. 2 Brutes Leap off buildings to attack you, so kill them.
    Continue northeast to a Reaper Drone and a transport that is dropping Lost
    Ones. Destroy the Reaper and a few Lost Ones; the transport will leave on its
    own. Proceed east and kill the 3 Grunts to complete the first objective and the
    mission.
    
    =============================
    Prelude 2: Commander in Chief      [CW002]
    =============================
    Summary: This mission introduces basic base commands and leads into the main
    story.
    
    Map: This map is not available outside the campaign.
    
    Initial Assets
         Resources: 0
         Structures: None
         Units: Gen. Randal Moore [must survive]
                Presidential Ambulance [must survive]
                Marine Squads (5)
                Rocketlauncher Squad
    
    Limits
         Structures: None
         Units: Marine Squad
                Flamethrower Squad
                Rocketlauncher Squad
                Humvee
                Tank
                Apache
         Research: N/A
    
    Walkthrough: The starting objective is, "Escort the President to Fort McNair."
    Keep the ambulance in the rear, but do not leave it far behind the troops. Head
    west through Lost One opposition. Watch for Lost One bombs and run away if one
    is set. Turn south when you reach the building just north of a small parking
    lot. Grunts start appearing along with the Lost Ones on this road. Move the
    ambulance past the gates to complete the objective. You now have control of the
    human base. It contains an Infantry Barracks, Motor Pool, and Airfield along
    with several turrets. You also take control of 4 Apaches, 3 Tanks, and 4
    Humvees and are granted 7,500 resources.
    
    A new objective, "Escort Sergeant Woolard to Fort McNair," is assigned.  He and
    his pair of Tanks and Humvees appear in the north and head for the fort. Send
    your Apaches to assist him. Begin building whichever units you like. The
    objective is cleared when Woolard reaches the fort.
    
    A Habitat Walker and 3 Saucers appear in the north along with a new objective,
    "Make your last stand at Fort McNair." Your Earth weapons won't do much against
    the Walker. Meanwhile, forces of Grunts, Lost Ones, and Brutes will appear to
    the east and attack the fort, so concentrate your defenses there. Run over Lost
    Ones with Humvees. Keep your heroes alive and away from the Walker until a
    cutscene activates.
    
    You now control Mirabel and Viktor and get an objective: "Defeat the alien
    Walker." Use Sniper Attack on one of the Walker's crown hardpoints, then attack
    the Saucers. 9 Ohm Robots stream through a portal. Have them attack the Saucers
    4 Dervish Jets enter. Finish off the Saucers and concentrate fire on one
    hardpoint, then the socket beneath, then the coolant node. 6 Antimatter Tanks
    arrive, then 3 Amplifiers. Continue focusing on the Walker. When one coolant
    node is destroyed, do the same to another hardpoint. Destroy 2 coolant nodes to
    complete the objective, the mission, and the Prelude.
    
    ===========================
    Novus 1: Base of Operations        [CW011]
    ===========================
    Summary: This is an introduction to the bottom tier of Novus tech and the flow
    network.
    
    Map: Middle East
    
    Initial Assets
         Resources: 20,000
         Structures: Command Core
                     Flow Generator
                     Flow Conduits (many, unpowered)
                     Black Hole Generator (unpowered)
         Units: Mirabel and Viktor [must survive]
                Constructors (4)
    
    Limits
         Structures: Flow Generator
                     Flow Conduit
                     Recycling Center
                     Robotic Assembly
         Units: Constructor
                Ohm Robot
         Research: 0
    
    Walkthrough: "Build a Flow Conduit in the highlighted area" is the first
    objective. Build the Conduit in the circle that appears. This completes the
    objective and powers the Flow Conduits spread across the map. Now 2 circles
    appear along with an objective, "Build Recycling Centers in the highlighted
    areas (0/2)." Build 4 Recycling Centers to complete the objective and get rich.
    The last base-building objective is, "Build Robotic Assemblies within the power
    radius (0/2)." Build 5 Robotic Assemblies and produce Ohm Robots ceaselessly
    until you hit the pop cap. Activate the Radiation Shielding patch (do this in
    every Novus mission). Ohms cannot capture neutral buildings in this mission
    even though there are such structures on the map.
    
    A new objective, "Reinforce and defend the supply locations," is assigned. 2
    Lost Ones, 1 Grunt, and 1 Detection Drone appear in the north. Flow your Ohms
    there and destroy them. 3 Lost Ones, 2 Grunts, and 1 Detection Drone then
    appear in the east. Eliminate them. 3 Lost Ones, 3 Grunts, and 1 Detection
    Drone appear in the south.  Annihilate them to complete the objective.
    
    The next objective is, "Defend the base." Saucers begin spawning all over the
    map and attacking your Flow Generator. They spawn infinitely until the
    Generator is destroyed, then fly off the map. It is not possible to save the
    Flow Generator. You recieve new orders: "Rebuild the Flow Generator in the
    highlighted area." Do so to complete the objective and power the Black Hole
    Generator, which begins charging its Black Hole. 2 Habitat Walkers now enter
    the map from the south, teleport in Grunts, and march on your base. Kill the
    Grunts with your Ohm Bots. Each Walker already has 2 coolant nodes exposed,
    making it easy to destroy them with Ohms and Mirabel. Alternatively, wait for
    the Black Hole Generator to charge then drop a Black Hole on them.  Either way,
    destroying the Walkers completes the "Defend the base" objective and the
    mission.
    
    ================================
    Novus 2: Horror in the Heartland   [CW012]
    ================================
    Summary: This mission introduces the Variant and Hacker, as well as numerous
    Hierarchy units.
    
    Map: Midwest
    
    Initial Assets
         Resources: 0
         Structures: None
         Units: Mirabel and Viktor [must survive]
                Hackers (2)
                Variants (4)
    
    Limits
         Structures: None
         Units: None
         Research: 0; Multitasking is already enabled
    
    Walkthrough: "Investigate the glyph to the west" is the first objective. March
    west and make sure the Variants are set to Weapons On. Keep Mirabel in the lead
    since she has health regeneration, but be sure to pull her back before she is
    destroyed. Slaves stream out of farm buildings to attack you, so kill them.
    Reach the glyph and destroy the Defiler (the humans may do this for you) to
    trigger a cutscene and complete the objective. Human allies will assist you
    from now on, mostly ineffectually. 2 Defilers attack from the north. Lock them
    down and destroy them.
    
    The next objective, "Disable the sentient holding pens (0/3)," is given. Three
    circles appear, one for each pen. Mirabel must stand in each circle. Go to the
    southernmost pen first, then the westernmost, then the northernmost. Reaper
    Drones and Slaves are scattered around the map, and Hierarchy transports fly in
    Grunts, Defilers, Brutes, Lost Ones, and Phase Tanks. The pens themselves are
    guarded by Lost Ones and Grunts while Defilers stand inside, creating slaves.
    Since the fog of war is lifted on the pens, you may be able to use Sniper
    Attack on the Defilers from a distance. Novus transports will fly in
    replacements for lost units. When you clear the objective, the next appears.
    
    "Escort a Hacker to the Detection Drone." A Hierarchy base is revealed to be
    east of the northernmost pen. A narrow path guarded by several Lost Ones and
    2 Spitter Turrets leads to it. Use your Hackers to take control of the turrets,
    which are the major threat. Kill the Lost Ones, then relinquish control of one
    Spitter Turret and destroy it. Move one Hacker east to the Detection Drone to
    complete the objective and the mission.
    
    =============================
    Novus 3: Pieces of the Puzzle      [CW013]
    =============================
    Summary: This mission introduces more tech, Vertigo, and the Novus virus.
    
    Map: Eastern Siberia
    
    Initial Assets
         Resources: 10,000
         Structures: Command Core
                     Flow Generator
                     Flow Conduits (many)
                     Novus Portal Piece Transport [must survive]
         Units: Mirabel and Viktor [must survive]
                Vertigo [must survive]
                Constructors (3)
                Ohm Robots (5)
    
    Limits
         Structures: Command Core
                     Flow Generator
                     Flow Conduit
                     Recycling Center
                     Robotic Assembly
                     Aircraft Assembly
         Units: Constructor
                Ohm Robot
                Blade Trooper
                Corruptor
         Research: 1
    
    Walkthrough: There is only one objective: "Use Vertigo to bring all seven
    portal pieces back to the base (0/7)." The first piece is highlighted on the
    minimap, but do not collect it. Have Vertigo and Mirabel kill the Reaper Drones
    east of your base while your Constructors build 3 Recycling Centers and 3
    Robotic Assemblies, then 2 more Recycling Centers, 2 more Robotic Assemblies,
    and an Aircraft Assembly. As soon as the Robotic Assemblies come up, have them
    start producing Ohms. Upgrade one with a Blade Trooper Assembly and build those
    as well. Build 3 Corruptors from the Aircraft Assembly. Flow your infantry to
    the northwest, near the Reaper Drone. There are several Gravitic Turrets in the
    area, Glyph Carvers summoning both Gravitic and Spitter Turrets, and an Arrival
    Site teleporting Glyph Carvers and Monoliths. Destroy them all. Keep flowing
    infantry to the north and clear it of turrets, then clear the entire map of
    Hierarchy forces. There are a few Lost Ones and Saucers in addition to the
    Reapers and turrets. Meanwhile, return Mirabel to your base, research Computing
    1, and have your Constructors cover the map with Flow Generators and Conduits.
    
    When the map is clear, return your infantry to the base and have Vertigo Upload
    the first portal piece and Download it near the Novus Portal Piece Transport to
    secure it. When the second piece appears, have Vertigo do the same. The third
    piece then appears, so collect it. When that is done, a cutscene occurs. The
    fourth and fifth pieces appear and 3 Habitat Walkers enter the map from the
    north. They begin teleporting Grunts and marching for three spots in the river.
    Have your Corruptors infect the Walkers; these particular Walkers do not bring
    in units when infected. Kill any units they produced before infection with
    your infantry. Have Vertigo collect the fourth and fifth pieces, then the sixth
    and seventh when they appear. Keep him clear of the Habitat Walkers as they are
    equipped with Arc Turrets. Secure all the pieces to complete the objective and
    the mission.
    
    ======================
    Novus 4: The Road Home             [CW014]
    ======================
    Summary: This mission stresses the importance of vehicles and neutral
    structures.
    
    Map: Turkestan
    
    Initial Assets
         Resources: 10,000
         Structures: Command Core
                     Flow Generator
                     Novus Portal Piece Transport
         Units: Mirabel and Viktor [must survive]
                Constructors (3)
                Field Inverters (3)
                Ohm Robots (3)
    
    Limits
         Structures: Command Core
                     Flow Generator
                     Flow Conduit
                     Recycling Center
                     Home Portal [must survive]
                     Robotic Assembly
                     Vehicle Assembly
                     Aircraft Assembly
         Units: Constructor
                Ohm Robot
                Hacker
                Variant
                Antimatter Tank
                Corruptor
         Research: 2
    
    Walkthrough: The starting objective, "Use Constructors to begin building the
    Home Portal within six minutes," means you need to amass 20,000 resources. This
    is very easy, but you should build an army as well, so do not start building
    the Portal until the timer is low. There are 8 Hydraulic Pumps spread around
    the map. Send your Ohms to capture them. There are 4 pairs of Military Laser
    Turrets. Capture those once the Pumps all belong to Novus. Have your
    Constructors begin building Recycling Centers and Vehicle Assemblies as well as
    expanding the flow network to nearby resource piles. You should get 5 Recycling
    Centers and 3-5 Vehicle Assemblies. Research Nanotech 2 and activate the
    Optimized Collection patch. Produce mass Antimatter Tanks. When the timer
    reaches about 1:30, Reaper Drones appear along with a new objective: "Protect
    the sentient villages. At least one village must survive (4 remaining)." The
    captured Military Laser Turrets can complete this objective by themselves. When
    the timer is low, begin building the Home Portal to complete the first
    objective.
    
    A new objective, "Protect the Home Portal at all costs," is assigned. The
    Portal is very fragile, so put the 3 Field Inverters in Shield Mode and stand
    over it while Mirabel and a few Antimatter Tanks remain nearby to defend.
    Hierarchy forces start coming in from the north, starting with 2 Grunts, 5 Lost
    Ones, a Brute, and a Defiler. Next an Assembly Walker enters, prompting a new
    objective: "Destroy the Assembly Walker." Antimatter Tanks can take it out
    easily; destroy all three crown hardpoints and their sockets, then the left and
    right shield generators, then the core. Use Vent Core liberally. There is also
    a Habitat Walker east of the Assembly Walker, so destroy that to curtail Grunt
    reinforcements.
    
    When the Assembly Walker explodes, a new objective, "Destroy the Hierarchy
    Base," is assigned. The base consists of an Arrival Site and a Detection Drone
    east of the Habitat Walker. Destroy them to complete the remaining objectives
    and the mission.
    
    ===============
    Novus 5: Uplink                    [CW015]
    ===============
    Summary: All the Novus tech not seen in previous missions is available.
    
    Map: South Africa
    
    Initial Assets
         Resources: 7,000
         Structures: Command Core
                     Flow Generator
                     Flow Conduits (2)
                     Recycling Center
                     Robotic Assembly
                     Vehicle Assembly
         Units: Mirabel and Viktor [must survive]
                Constructors (4)
                Dervish Jets (3)
                Field Inverters (2)
    
    Limits
         Structures: Command Core
                     Flow Generator
                     Flow Conduit
                     Recycling Center
                     Robotic Assembly
                     Vehicle Assembly
                     Aircraft Assembly
                     Science Center
                     Redirection Turret
                     EM Destabilizer
         Units: Constructor
                Ohm Robot
                Hacker
                Blade Trooper
                Variant
                Antimatter Tank
                Amplifier
                Field Inverter
                Corruptor
                Dervish Jet
         Research: 3
    
    Walkthrough: Mirabel wants to "Build a Science Center and an Aircraft
    Assembly," so do so. Build 4 more Recycling Centers and 2 or 3 more Vehicle
    Assemblies. Upgrade 1 Vehicle Assembly with a Wave Amplifier and the others
    with Inversion Processors, then start producing Field Inverters and Amplifiers.
    Upgrade the Aircraft Assembly and build a couple more Dervishes. Use your air
    force to destroy attacking Saucers and patrol the area north of the base, where
    you will extend the flow network for resource gathering. Groups of Grunts and
    Phase Tanks appear there. Build a few Hackers. Construct Redirection Turrets
    around your base, especially in the northwest corner. Saucers attack there
    regularly, so post a Shield Mode Field Inverter and a Hacker there. Produce an
    Ohm Robot and capture the nearby Novus Repair Bay. Research Computing 3.
    
    While you are doing this, General Moore appears with a new objective: "Help
    General Moore rescue the pinned aircraft (0/4)." The minimap highlights 4 areas
    where Gravitic Turrets hold human helicopters in place. Each area is guarded by
    a small force of Saucers, Phase Tanks, and Grunts. March a force of Field
    Inverters, Amplifiers, and Hackers out to take care of this objective, adding
    to this army as it travels. Destroy all the turrets to complete the objective.
    
    "Defeat the Walkers guarding the Material Uplink (0/2)" is the next objective.
    There are 3 bridges leading to the Uplink in the west. Each is guarded by 2
    Spitter Turrets and a Monolith. Have your Hackers take control of the turrets
    and march your Field Inverters and Amplifiers across. Destroy the 2 Assembly
    Walkers to complete the objective. "Escort Mirabel to the Material Uplink" is
    the next step. Send Mirabel there to complete the objective and the mission.
    
    ===================
    Novus 6: Blindsided                [CW016]
    ===================
    Summary: This mission stresses the Constructor's repair capability.
    
    Map: This map is not available outside the campaign.
    
    Initial Assets
         Resources: 10,000
         Structures: None
         Units: Mirabel and Viktor [must survive]
    
    Limits
         Structures: None
         Units: None
         Research: 0
    
    Walkthrough: The first objective, "Escort Mirabel to a Hierarchy communications
    terminal," should be delayed. There is a prison cell immediately south of
    Mirabel containing 3 Blade Troopers and 3 Ohm Robots. Shoot the cell door to
    add them to your force. Just east of Mirabel is a junction with a Reaper Drone
    guarding another cell. Destroy the Reaper and the cell door. There are another
    3 cells of this kind for a total of 15 Blade Troopers and 15 Ohms. There are
    also 3 cells containing 4 Constructors each for a total of 12. Free them all.
    The remaining guard junctions contain 1 Reaper Drone and 1 Brute each. The
    central junction contains the communications terminal, a Hierarchy Outpost you
    should capture, and a Manipulator. The Manipulator is a Hierarchy unit which is
    unique to this mission. Kill it. In the north, there are two ring junctions
    with Walkers stationed as turrets inside them. On the left is a Habitat
    Walker and on the right is an Assembly Walker with Mass Drivers. Use Sniper
    Attack to take out the Mass Drivers. The Hierarchy Outpost's Pulse Scan makes
    this easier. From there you can take the time to Sniper attack the Walkers to
    death, or you can move Mirabel into range and attack regularly. Once the target
    Walker is concentrating its fire on her, bring up Constructors to repair her
    and march Ohms to attack the Walker. When both the Walkers are gone, return to
    the center and divide your forces into three groups. Each should have 4
    Constructors and some escorts. Finally, move Mirabel into the objective circle.
    
    After the cutscene, the objective is, "Use Constructors to repair the ship's
    power cores (0/3)." Dispatch one group to each core and send Mirabel to the
    dormant Material Uplink in the southeast. Repair the cores while your combat
    units hold off the increasing Hierarchy forces. When all 3 cores are repaired,
    the objective "Move Mirabel to the Material Uplink" appears. Since she is
    already there, the objective and the mission immediately end.
    
    ====================
    Novus 7: Under Siege               [CW017]
    ====================
    Summary: The full arsenal of Novus is unleashed.
    
    Map: Middle East
    
    Initial Assets
         Resources: 40,000
         Structures: Command Core
                     Flow Generator
                     Flow Conduits (many)
                     Recycling Centers (2)
                     Robotic Assemblies (2)
         Units: Mirabel and Viktor [must survive]
                The Founder [must survive]
                Vertigo [must survive]
                Constructors (4)
                Antimatter Tanks (2)
                Field Inverters (2)
                Amplifiers (2)
                Dervish Jets (3)
    
    Limits
         Structures: Command Core
                     Flow Generator
                     Flow Conduit
                     Recycling Center
                     Robotic Assembly
                     Vehicle Assembly
                     Aircraft Assembly
                     Science Center
                     Redirection Turret
                     EM Destabilizer
                     Black Hole Generator
         Units: Constructor
                Ohm Robot
                Hacker
                Blade Trooper
                Variant
                Antimatter Tank
                Amplifier
                Field Inverter
                Corruptor
                Dervish Jet
         Research: N/A; however, several researchable capabilities are granted
                   automatically, including Advanced Flow, Viral Contagion, and
                   Multitasking.
    
    Walkthrough: "Hierarchy invasion in 60 seconds" is a warning rather than an
    objective. Vertigo Uploads Mirabel automatically. Fly him and his Dervishes to
    the base and Download Mirabel. Build a Science Center, an Aircraft Assembly,
    and 3 Vehicle Assemblies. Convert The Founder to Performance Mode, move him to
    the resources northeast of the base, and use Network Tap. Build 3 more
    Recycling Centers near him and add Flow Conduits to piles. Upgrade the Vehicle
    Assemblies with Inversion Processors and a Wave Amplifier, then build and
    upgrade 2 more while producing Field Inverters and Amplifiers. While you are
    building, the 60 seconds expire and the next objective appears.
    
    "Defeat the incoming Assembly Walkers (0/2)," who come in from the west and
    southwest with Grunt and Defiler escorts. Infect the Walkers with Corruptors to
    slow them down. Infect the Defilers as well, and produce a couple Hackers if
    there are very many of them. Use your Field Inverters and Amplifiers to take
    out the Walkers. Note that vehicles can use the flow network in this mission.
    Erect Redirection Turrets around your base when the Constructors finish their
    tasks. Build the EM Destabilizer if you wish. Once these Walkers are destroyed,
    a new objective is assigned.
    
    Habitat Walkers enter from the west and south along with their objective,
    "Defeat the incoming Habitat Walkers (0/2)." They are armed with Radiator
    Artillery they seem not to use. Infect and destroy them. Your forces should be
    at the pop cap by now, barring a few losses against this wave. Build the Black
    Hole Generator if you wish.
    
    The next objective, "Defeat the incoming Science Walkers (0/3)," appears after
    the Habitat Walkers are destroyed. These Walkers are outfitted with Cascade
    Reactors. The top priority is to destroy one Cascade Reactor on each to
    prevent the use of Radiation Cascade. Infect them and use your Field Inverters
    and Amplifiers to attack the Reactors. The Walkers may use Radiation Cascade on
    your troops, so spread them out to minimize damage. Once Radiation Cascade is
    nullified, destroy the Walkers one by one. With the army you have, you can
    concentrate on the core directly instead of destroying the horn sockets first.
    Take out all 3 Science Walkers to complete the objective, the mission, and the
    Novus campaign.
    
    ==============================
    Hierarchy 1: Ancient Directive     [CW021]
    ==============================
    Summary: This mission introduces the Hierarchy basics, including outfitting a
    Walker.
    
    Map: Sahara
    
    Initial Assets
         Resources: 10,000
         Structures: None
         Units: Orlok [must survive]
                Grunts (15)
    
    Limits
         Structures: None
         Units: None
         Research: 1
    
    Walkthrough: Research Assault 1 and note the first objective, "Assault the
    first Novus base cluster." March east then north to reach it. A large number of
    Ohm Robots is in your way. Use Siege Mode on particularly dense clusters. The
    base consists of a Flow Generator, a Robotic Assembly, a Vehicle Assembly, and
    an Aircraft Assembly. Destroying the Flow Generator alone satisfies the
    objective. The Vehicle Assembly produces Antimatter Tanks until it or the Flow
    Generator is leveled.
    
    The next objective, "Assault the second Novus base cluster," is assigned. March
    west past more Ohms and a few Antimatter Tanks. The layout of the second base
    is the same except it has a Science Center. Again, destroy the Flow Generator
    to complete the objective. When you go far west enough, a Habitat Walker and
    Grunt reinforcements arrive along with an objective, "The Habitat Walker must
    survive." Outfit the Walker with Plasma Turrets and Weapon Accelerators, then
    spend the rest of your resources on Grunts.
    
    March west in accordance with the new objective, "Assault the third Novus base
    cluster." 3 Blade Troopers and 3 Antimatter Tanks are in the way, so destroy
    them. The base contains more Ohms and Antimatter Tanks. This base has a
    Nanocenter. Level buildings to complete the objective and the mission.
    
    Since the Walker appears when you pass a certain point, it is possible to do
    this mission faster by marching west at the beginning instead of east and
    using your starting force to attack the third base while the Walker tramples
    the second and first Flow Generators. This is very dangerous on Hard
    difficulty.
    
    =============================
    Hierarchy 2: Restless Natives      [CW022]
    =============================
    Summary: This mission introduces Hierarchy resource collection and much of the
    tech tree.
    
    Map: Gulf Coast
    
    Initial Assets
         Resources: 7,000
         Structures: Arrival Site
         Units: Orlok [must survive]
                Glyph Carvers (2)
                Monoliths (3)
                Grunts (6)
                Lost Ones (6)
    
    Limits
         Structures: Arrival Site
                     Spitter Turret
         Units: Glyph Carver
                Monolith
                Habitat Walker
                Detection Drone
                Grunt
                Lost One
         Research: 2
    
    Walkthrough: The first several objectives are an introduction to the Hierarchy
    tech tree. It is not necessary to do them in order or to wait for Orlok to
    assign them. They are: "Use Glyph Carvers to summon a Reaper Drone," "Summon a
    Detection Drone," "Summon a Habitat Walker," and "Summon a Spitter Turret."
    Start by summoning 2 Reaper Drones and teleporting another Glyph Carver. Send 1
    Reaper north to the cow herds. You may have to micromanage this Reaper to
    collect all the cows. Summon a Habitat Walker and 2 more Reapers. Summon the
    Detection Drone and place 2 Spitter Drones at the western exit of your base,
    then upgrade them. When the Habitat Walker drops, outfit it either with Plasma
    Turrets and either Weapon Accelerators or Armor Plating. March it west along
    with your Lost Ones and Grunts. There is a human installation with an Infantry
    Barracks and Motor Pool pumping out units. Take out any human units and
    destroy the structures.
    
    By this time, the objective "Destroy the southern missile base" will have
    appeared. Move your reapers into the area you just cleared of humans and build
    a few Spitter Turrets to guard them. Research Assault 1 and Mutagen 1 and
    summon in 2 more Habitat Walkers and as many Reapers as you need to reach 7.
    March your Walkers and Grunts west to the missile base, which is guarded by a
    few infantry Squads, 2 Tanks, and 2 Antimatter Tanks, possibly along with other
    units being produced elsewhere on the map. Take them out and trample the base,
    although it fires a missile before you can finish.
    
    Your objectives change to, "Destroy the western missile base" and "Destroy the
    northern missile base." The bases are guarded by a few Amplifiers, Antimatter
    Tanks, infantry squads, and Tanks each. March your Grunts, Lost Ones, and
    Walkers (which should all be fully outfitted by now) to the bases and crush
    them with the Walkers to complete the objectives and the mission.
    
    It is possible to finish this mission with Monoliths alone. If you do this,
    be aware that Dervish Jets will swarm into the map and attempt to take out your
    Monoliths. They will leave eventually, freeing you to complete the mission.
    
    =============================
    Hierarchy 3: City of the Gods      [CW023]
    =============================
    Summary: This mission stresses the healing aspects of radiation and introduces
    basic Masari elements.
    
    Map: Atlatea
    
    Initial Assets
         Resources: 0
         Structures: None
         Units: Orlok [must survive]
                Grunts (7)
                Lost Ones (5)
                Defilers (3)
    
    Limits
         Structures: None
         Units: None
         Research: 0; several researchable capabilities are available, including
                   Plasma Weapons and Phase Modules.
    
    Walkthrough: The first objective is, "Destroy the first transmitter." March
    north, keeping the Grunts and Lost Ones ahead of the Defilers. Use Project
    Radiation and Bleed Mode to heal your infantry. Kill the 6 Disciples in your
    way and destroy the transmitter.
    
    More objectives, "Destroy the second transmitter" and "Destroy the third
    transmitter," appear. March south then west, killing Disciples as you go.
    Reinforcements of the same composition as your initial detachment are flown in
    to your west. Meet up with them and march north through more Disciples and a
    Conqueror. Now a Knowledge Vault and 2 Machinae boosted by 2 Architects come
    online to the west, prompting a new objective: "Destroy the Masari Machinae."
    Send your Lost Ones to bomb the Machinae while the rest of your army continues
    north. The second and third transmitters have Disciples and a Conqueror
    guarding each bridge. Clear out the units and destroy one of the transmitters.
    March Orlok with the Grunts and Defilers south to the area where the transport
    arrived earlier. Leave Lost Ones behind and destroy the last transmitter when
    Orlok reaches his destination.
    
    Masari forces spawn across the map along with a new objective, "Move Orlok to
    the transport." The transport flies in to drop off reinforcements; send Orlok
    there to complete the objective and the mission.
    
    ========================
    Hierarchy 4: Pure Energy           [CW024]
    ========================
    Summary: This mission encourages the use of various special abilities. It also
    allows control of Walkers beyond the Habitat Walker.
    
    Map: Altiplano
    
    Initial Assets
         Resources: 7,000
         Structures: None
         Units: Orlok [must survive]
                Purifier [must survive]
                Reaper Drone
                Grunts (3)
                Lost Ones (18)
    
    Limits
         Structures: Arrival Site
                     Spitter Turret
                     Gravitic Turret
         Units: Glyph Carver
                Monolith
                Habitat Walker
                Assembly Walker
                Detection Drone
                Science Walker
                Grunt
                Lost One
                Saucer
                Defiler
         Research: 3
    
    Walkthrough: The first objective is, "Post a scout on the ridge." Research
    Assault 1, then Quantum 1, then Mutagen 1. Meanwhile, march east (with the
    Purifier in the rear) to find 3 Hydraulic Pumps guarded by a few Ohm Robots.
    Kill the Ohms, capture the Pumps, and send a Lost One to the circle to
    complete the objective. You can now see the plain below.
    
    The next objective, "Destroy the Novus weapon crates (0/4)," can be advanced by
    Orlok's Siege Mode or by sending in Lost Ones. Send one Lost One per crate and
    Phase it when it meets resistance, then set a bomb next to the crate. The Lost
    One will not survive. Once the crates are gone, this objective is cleared and
    the next, "Escort the Purifier to the Material Uplink," is introduced.
    
    March east and 3 Corruptors come to attack the Purifier. Destroy them. Nufai
    sends you 5 Saucers, which you can use to repair it. The Saucers fly over a
    Field Inverter and a few Ohms, so destroy that Novus force to be safe. Continue
    east. There are 3 Variants at the bottom of the slope. Some may be using
    mirages, so have Orlok trample any suspicious objects or livestock. Farther
    east are a few Ohms and 3 more Hydraulic Pumps you can capture. March north to
    the Uplink. The Purifier may require micromanagement to negotiate the terrain.
    Get it to the Uplink to complete the objective.
    
    You take over Nufai's base and get 2 new objectives, "Defend Nufai and the
    Purifier while Nufai activates the Material Uplink" and "Destroy the Novus
    Base." Nufai's base has an Arrival Site, a Habitat Walker, an Assembly Walker,
    a Detection Drone, 3 Grunts, 3 Defilers, 5 Spitter Turrets, and 3 Gravitic
    Turrets. The Hydraulic Pumps and Reaper Drone should have given you ample
    resources, so fully outfit your Walkers, start producing units, and head west
    immediately. Teleport in a Glyph Walker to summon a third Walker. The Novus
    base to the west has Redirection Turrets, so use Defilers, Saucers, and Lost
    One bombs to take them out. The Novus forces consist of Ohm Robots, Blade
    Troopers, Antimatter Tanks, Amplifiers, Field Inverters, Dervish Jets, and
    Mirabel and Viktor. Mirabel flees the map, however. Destroy the important Novus
    structures (not the Flow Conduits, Recycling Centers, or Redirection Turrets)
    to complete the objectives and the mission.
    
    ===========================
    Hierarchy 5: A Living Prize        [CW025]
    ===========================
    Summary: This mission emphasizes Slaves, gives you control of Brutes, and
    introduces many new Masari elements.
    
    Map: This map is not available outside the campaign.
    
    Initial Assets
         Resources: 0
         Structures: None
         Units: Defilers (2)
    
    Limits
         Structures: None
         Units: None
         Research: 0
    
    Walkthrough: 2 objectives promptly appear, "Destroy the nearby Masari
    resistance" and "Use the Defilers to enslave the nearby primitives." Activate
    Bleed Mode and march northeast to the human village. Cover the villagers in
    radiation and send the resulting Slaves south to destroy 4 Disciples and 2
    Inquisitors. The next objective, "Destroy the barricade force generator," can
    be quickly completed with the number of Slaves available in the village.
    
    The next objective, "Find the Masari leader," is assigned. March your Slaves
    across the bridge and destroy the 3 Guardians around the village, then move in
    your Defilers to enslave the villagers. March the Slaves northeast and kill the
    4 Disciples in the way. 8 Grunts and 2 Brutes are now flown in and 2 new
    objectives are added, "Use your Brutes to destroy the Masari turrets" and
    "Secure the landing site for Commander Orlok." Gather your units into an army.
    
    March north and kill the 6 Disciples. Have your Brutes Leap onto the cliffs and
    Charge the Guardians to destroy them quickly. Proceed north and kill 5
    Disciples with your infantry while the Disciples create more Slaves in the
    northern village. Eliminating the Disciples clears the objective. Orlok, 2
    Saucers, and 2 Brutes are dropped in by a transport. March west and take out
    the Conqueror and 2 Disciples. Continue and use the Grunts, Slaves, and Brutes
    to remove the next Conqueror and Disciples while Orlok and the Saucers kill the
    Inquisitor. West is another Masari bridge, but the mechanism is on the other
    side. Fly the Saucers across and destroy it. March west to a Masari outpost
    consisting of a Skirmisher Portal, Machina, 3 Guardians, and 1 Sky Guardian.
    Charge the turrets with Brutes and destroy the remaining buildings. March north
    into the defile. There are Sky Guardians on either side as well as elsewhere in
    this area, so be careful with your Saucers and try to destroy the turrets from
    range. Move north past the turrets and Prince Zessus appears. He runs to Orlok
    and Teleports, so try to keep as many troops near Orlok as possible. The
    destination is a field surrounded by Guardians. Charge them immediately. Leave
    the field and Zessus returns, then repeats the Teleport into another Guardian
    trap. Destroy the turrets, then kill Zessus to complete the "Find the Masari
    leader" objective and the mission.
    
    
    ===============================
    Hierarchy 6: Overriding Command    [CW026]
    ===============================
    Summary: The full arsenal of the Hierarchy is unleashed barring Kamal and
    Nufai.
    
    Map: Arecibo
    
    Initial Assets
         Resources: 7,000
         Structures: None
         Units: Orlok [must survive]
                Glyph Carver
                Habitat Walker
                Grunts (6)
                Lost Ones (4)
                Brute
    
    Limits
         Structures: Arrival Site
                     Spitter Turret
                     Gravitic Turret
                     Matter Conduit
         Units: Glyph Carver
                Monolith
                Reaper Drone
                Habitat Walker
                Assembly Walker
                Detection Drone
                Science Walker
                Grunt
                Lost One
                Brute
                Saucer
                Defiler
                Phase Tank
         Research: 6
    
    Walkthrough: There are several ways to approach this mission given the options
    available, and any of them can fail on occasion. This is probably the hardest
    mission in the game.
    
    As soon as the mission begins, sell your Habitat Walker and turn your troops
    back. The starting battle is unwinnable. The first objective, "Build an Arrival
    Site," appears. An area is highlighted, but summon the Site north of there,
    closer to the human facilities. March your troops to the facilities and secure
    them. This area provides the bulk of your resources and will be periodically
    attacked.
    
    When the Arrival Site drops, the objective is completed and a new one, "Escort
    Orlok to the transmitter and activate it," is issued. Teleport another Glyph
    Carver and start summoning Reaper Drones until you have all 7. Build a few
    Spitter and Gravitic Turrets to secure your Arrival Site and Reapers. Allied
    Masari units cluster around Orlok and can be hurt by the radiation from
    upgraded Spitter Turrets, so keep him away from those. Summon 2 Assembly
    Walkers and research Assault 3. Outfit the first Walker with Cost Optimizers
    and a Defiler Pod, then start summoning in a large number of Saucers and a few
    Defilers. Summon a Detection Drone, then a Science Walker, then the Material
    Conduit. When Assault 3 is available, outfit the Assembly Walkers with Mass
    Drivers and Plasma Turrets, then cancel the Assault suites and research Mutagen
    4. Build 3 Cascade Reactors on the Science Walker when Mutagen 4 finishes, then
    cancel Mutagen 4 and research Quantum 3. You should now have Mutagen 3 and
    Quantum 3. Build Range Enhancers on the Science Walker.
    
    The enemy guarding the dish consists of a Habitat Walker, an Assembly Walker,
    and a Science Walker along with Grunt and Lost One escorts. Enemy transports
    periodically fly in Grunts, Lost Ones, Brutes, and Phase Tanks. There is an
    enemy base in the north consisting of an Arrival Site, a Detection Drone, and a
    large number of turrets. Do not attack this base. March your army, barring
    Orlok, towards the dish and take out the enemy Walkers. Have your Saucers
    repair your Walkers and your Defilers attack the enemy ground forces. Use
    Radiation Cascade when you can hit an enemy Walker with it. Clear the dish of
    enemies, then rebuild your forces. Sell your Reapers and Glyph Carvers and
    replace them with combat units. Send Orlok to the transmitter. The next
    objective, "Keep Orlok near the transmitter for two minutes," is an opportunity
    to finish any remaining preparations and charge Radiation Cascade.
    
    A cutscene occurs, then the next objective, "Defeat Kamal Re'x," appears.
    Concentrate all fire including Siege Mode, Radiation Cascade, and Matter Drop
    on him to complete the objective, the mission, and the Hierarchy campaign.
    
    ============================
    Masari 1: Flight of the Gods       [CW031]
    ============================
    Summary: This mission introduces Masari base building.
    
    Map: This map is not available outside the campaign.
    
    Initial Assets
         Resources: 700/720
         Structures: None
         Units: Prince Zessus [must survive]
                Disciple
    
    Limits
         Structures: Citadel
                     Matter Engine
                     Skirmisher Portal
                     Machina
                     Knowledge Vault
                     Oracle
                     Guardian
                     Sky Guardian
         Units: Architect
                Disciple
                Conqueror
                Inquisitor
         Research: 1
    
    Walkthrough: "Escape the Hierarchy prison compound" is the first objective.
    Prince Zessus cannot use his abilities in this mission, making him weaker than
    normal. Switch to Dark Mode and let your Dark Matter Armor fill. Move north and
    kill 3 Grunts, then have Zessus stand in the circle to free 8 Disciples. Kill
    the 3 attacking Grunts, then move north and kill the 3 guarding the next
    circle. Move into the circle, then pass through the prison gate to gain an
    Architect and activate the Masari base.
    
    The next 3 objectives appear one after another and deal with Masari base
    building: "Build a Matter Engine with your Architects," "Build a Knowledge
    Vault," and "Upgrade the Knowledge Vault." Your base consists of a Citadel, 4
    Matter Engines, 3 Skirmisher Portals, 2 Machinae, and 2 Oracles. All the
    structures are damaged. Task your Architect to the Citadel and produce 9 or 11
    more Architects. Repair the existing structures and build a Matter Engine and
    Knowledge Vault. Begin producing Disciples and Conquerors. Build turrets along
    the north side of your base, especially the northwest area. Saucers and Grunts
    attack that area regularly. Build 2 Flight Machinae and produce Inquisitors.
    Upgrade the Knowledge Vault, Matter Engines, turrets, and Oracles.
    
    After you upgrade the Knowledge Vault, the next objective, "Rescue the captives
    in the northern Hierarchy prison compound," appears. Leave Zessus in the base
    and march the rest of the army north to find Grunts, Brutes, Saucers, Defilers,
    Phase Tanks, turrets, and a Habitat Walker. Destroy them all. There is also an
    Arrival Site and several Reaper Drones you may choose to wreck. Meanwhile, have
    your Architects build a field of turrets stretching from your northwest Matter
    Engine to north of the hill in the middle of the map. When the Hierarchy forces
    in the north are eliminated, return the Conquerors to base and march the
    Disciples and Inquisitors into the northern compound. The compound is filled
    with Grunts and turrets, so move forward slowly and take a few targets at a
    time. Move to the arrow in the prison compound to free 8 Disciples and some
    human allies. Switch to Light Mode and send your troops back to the base.
    
    An Assembly Walker and a small force of Brutes, Grunts, Phase Tanks, and
    Defilers appear near your base along with an objective: "Defeat the Hierarchy
    Assembly Walker." Your turrets ought to shred them; destroy whatever remains to
    complete the objective and the mission.
    
    ======================
    Masari Global Campaign             [CW03X]
    ======================
    The game switches to a global scenario. The only hero at first is Lord Charos,
    and which provinces he may visit are strictly limited. Immediately remove 5
    Disciples from Charos's retinue and fill his fleet cap with Inquisitors. The
    Hierarchy does not possess enough anti-air in the next 6 battles to stop them.
    Conquer the provinces and build an Energy Magnet, 2 Key Inspirations, a Will
    Processor, and whatever other buildings you like as you go. Upgrade 1 Key
    Inspiration with Advanced Production Vehicle and the other with Advanced
    Production Air. Upgrade the Will Processor with Spy Systems.
    
    ===============
    Masari 2: Congo                    [CW032]
    ===============
    Map: Congo
    
    Walkthrough: The base is in the northwest. Destroy it with Inquisitors.
    
    ================
    Masari 3: Sahara                   [CW033]
    ================
    Map: Sahara
    
    Walkthrough: The base is in the northwest. Destroy it with Inquisitors.
    
    ======================
    Masari 4: North Africa             [CW034]
    ======================
    Map: North Africa
    
    Walkthrough: Fly the transport north a bit before dropping. The base is
    directly south of your starting position. Destroy it with Inquisitors.
    
    ===================
    Masari 5: Altiplano                [CW035]
    ===================
    Map: Altiplano
    
    Walkthrough: The base is in the northeast. Destroy it with Inquisitors.
    
    ======================
    Masari 6: Amazon Basin             [CW036]
    ======================
    Map: Amazon Basin
    
    Walkthrough: The base is in the northeast. Destroy it with Inquisitors.
    
    ================
    Masari 7: Guiana                   [CW037]
    ================
    Map: Guiana
    
    Walkthrough: The base is southwest of your starting location. Destroy it with
    Inquisitors.
    
    =========================
    Masari 8: Central America          [CW038]
    =========================
    Map: Central America
    
    Walkthrough: In case it is not clear, the objective here is to destroy the
    Basic Defense module or the Origin Core to which it is attached. You can
    attempt this mission repeatedly since it is within the global portion. The Core
    is defended by Nufai and a large garrison.
    
    There are several approaches to this mission. One is to send Charos in with
    Peacebringers and use Dark Mode. Attack the Origin Core directly and use Dark
    Vortex to keep enemy troops away long enough for the Peacebringers to succeed.
    Another is to send in Zessus with Figments and whittle away the enemy forces.
    The most reliable is to send Charos with a couple Peacebringers and many
    Inquisitors. Drop them in the southwest and build up a base while Inquisitors
    harass the enemy. Once the Citadel is up, treat the mission as a skirmish in
    which you start with a handicap. Build up an army, crush the Hierarchy, and
    complete the mission.
    
    If the Basic Defense module is destroyed when the mission ends, regardless of
    whether it is a victory or defeat, the objective is completed and the global
    campaign portion ends.
    
    =========================
    Masari 9: Deus ex Machina          [CW039]
    =========================
    Summary: The full arsenal of the Masari is unleashed.
    
    Map: Anahuac
    
    Initial Assets
         Resources: 700/640
         Structures: Citadel
                     Matter Engines (3)
                     Guardians (4)
                     Skirmisher Portal
                     Machina
                     Knowledge Vault
                     Flight Machina
                     Oracle
                     Sky Guardian
         Units: Lord Charos [must survive]
                Queen Altea [must survive]
                Prince Zessus [must survive]
                Architects (3)
                Disciples (10)
                Sentries (2)
    
    Limits
         Structures: Citadel
                     Matter Engine
                     Guardian
                     Skirmisher Portal
                     Machina
                     Knowledge Vault
                     Flight Machina
                     Oracle
                     Sky Guardian
                     Matter Controller
         Units: Architect
                Disciple
                Seer
                Sentry
                Conqueror
                Figment
                Peacebringer
                Inquisitor
                Sky Lord
         Research: 6
    
    Walkthrough: "Destroy the Purifier" is the objective. Altea orders an immediate
    attack on the Purifier, but there is no point in that now. Instead, move your
    combat units including heroes to the north side of your base. Produce 5 or 7
    more Architects, build 2 more Matter Engines and another Flight Machina, and
    upgrade the Knowledge Vault followed by the Matter Engines. Produce Inquisitors
    and research Light 3.
    
    When the Purifier withdraws, "Protect Mirabel and General Moore while Novus
    establishes a base" becomes an objective. This should not require any
    intervention, but be ready to send Inquisitors to assist if necessary. Continue
    the building plan and reinforce the east side of the base with turrets. Build
    another Flight Machina. Research Balance 2, then Light 4. When you have spare
    resources, upgrade the Knowledge Vault again and build the Matter Controller.
    
    Fly your Inquisitors north and destroy a Spitter Turret, then a Defiler in a
    slave pen. This stops the Slave attacks on the north part of your base. Destroy
    the nearby Assembly Walker, then fly north and take out a Habitat Walker. Make
    sure there is a clear path from your base to the northwest corner of the map,
    then rally the Flight Machinae there. Fly east and destroy the Gravitic
    Turrets, Saucers, and anything else defending the Purifier. Use Destabilize to
    isolate targets. Destroy the Purifier to complete the objective.
    
    A Hierarchy transport drops Kamal Re'x near your base and a new objective
    appears: "Defeat Kamal Re'x." Kill him to complete the objective, the mission,
    the Masari campaign, and the game.
    
    --------
    Factions                           [FA000]
    --------
    There are three fully playable factions: the Hierarchy, the Masari, and Novus.
    Humans are playable only in the Prelude portion of the single-player campaign
    and have no way to collect resources or erect structures.
    
    =========
    Hierarchy                          [FA010]
    =========
    The Hierarchy is a conquering alien empire. The centerpiece of its forces is
    the Walker, a huge, lumbering combination of unit and structure. The Hierarchy
    tends to move slowly but has few stationary elements. Its tactical dynamic
    mechanic is the ability to build and alter Walker hardpoints during the battle.
    Most Hierarchy units employ either plasma or radiation weaponry. Radiation
    damages targets over time. Research allows significant upgrades to both weapon
    types and can add radiation to plasma attacks. The Hierarchy also possesses
    phase technology, which allows the user to become immune to all interference.
    However, the user is destroyed if it leaves phase while inside another object.
    
    Structures                         [FA011]
    ----------
    Hierarchy structures are summoned by Glyph Carvers. The Carver creates a glyph
    for half of the building time, then the glyph's health fills for the other
    half. As the glyph has no health while being carved, it can be destroyed by any
    attack during this period.
    
    Arrival Site
         Cost: 2,500
         Time: 1:15
         Prerequisites: None
         Description: This is the Hierarchy's command center and only crucial
         stationary structure.
    
    Spitter Turret
         Cost: 450
         Time: 0:25
         Prerequisites: Habitat Walker, Assembly Walker, or Detection Drone
         Description: This turret fires streams of radiation. It can be upgraded
         for 300 resources to emit a cloud of radiation.
    
    Gravitic Turret
         Cost: 300
         Time: 0:25
         Prerequisites: Habitat Walker, Assembly Walker, or Detection Drone
         Description: This is an anti-air turret. Its gravity beam slows aircraft
         while it crushes them. It can be upgraded for 400 resources to drag
         targets to the ground so all weapons can hit them.
    
    Matter Conduit
         Cost: 2,800
         Time: 1:25
         Prerequisites: Arrival Site and Science Walker
         Description: This superweapon has the Mass Drop ability, which dumps
         resources from space into the target area. They do high damage and can be
         harvested.
    
    Units                              [FA012]
    -----
    3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes
    in skirmish and multiplayer are teleported by the Arrival Site. Heroes in
    global scenarios are present at the start and may be rebuilt in global mode.
    Heroes cannot be crushed, infected, or mind controlled.
    
    Orlok
         Cost: 2,000
         Time: 0:55
         Prerequisites: Assault 2 [skirmish and multiplayer]
         Description: He is the Assault hero. His plasma has anti-air capability
         and he has a powerful siege cannon. The siege cannon's ammo can only be 
         refilled by having Orlok grab resources. He can switch to Endure Mode, in
         which he takes much less damage but cannot fire.
    
    Kamal Re'x
         Cost: 1,600
         Time: 0:55
         Prerequisites: Quantum 2 [skirmish and multiplayer]
         Description: He is the Support hero. He fires psionic waves and bats back
         aircraft with psionic thrusts. His Forcefield ability blocks enemy fire
         and his Abduct ability immediately removes all units except heroes and
         Walkers, converting them into resources. He is a tremendously powerful
         hero.
    
    Nufai
         Cost: 1,400
         Time: 0:55
         Prerequisites: Mutagen 2 [skirmish and multiplayer]
         Description: He is the Stealth hero. He has a melee attack and can phase
         into enemy vehicles while attacking them. His Paranoia ability makes enemy
         units attack their own faction, while Tendrils grounds aircraft
         temporarily.
    
    2 units are teleported by the Arrival Site.
    
    Glyph Carver
         Cost: 700
         Time: 0:22
         Prerequisites: None
         Description: It carves glyphs. Not much can be done without it.
    
    Monolith
         Cost: 750
         Time: 0:23
         Prerequisites: Reaper Drone
         Description: This is the Hierarchy's scout. It flies very slowly but
         teleports across large distances. Its sight range increases if it stays
         still. It breaks enemy stealth. The radiation beam it fires has anti-air
         capability but is not very useful in combat because of its poor range and
         the Monolith's terrible combat speed. The beam also slows the unit build
         rate of production structures and reduces the range of turrets. Quantum 1
         grants the Phase Self ability.
    
    5 units are summoned by Glyph Carvers, much like structures.
    
    Reaper Drone
         Cost: 1,200
         Time: 0:35
         Prerequisites: Arrival Site
         Description: Reapers collect resources. In addition to steadily harvesting
         resource piles, Reapers can instantly collect some objects such as people,
         poles, horses, and cows. Micromanagement is required as instant pickups
         are not prioritized over regular piles. The collection beam is a
         reasonably powerful weapon.
    
    Habitat Walker
         Cost: 2,000
         Time: 1:05
         Prerequisites: Arrival Site
         Description: This Walker produces infantry. It is armed with a powerful
         plasma cannon. It has 4 crown sockets and 4 leg sockets. When destroyed,
         the crown sockets reveal coolant nodes, while the leg sockets slow the
         Walker. The Walker is destroyed when 2 coolant nodes are eliminated.
         Crown Hardpoints: Armor Plating
                           Brute Pod
                           Lost One Pod
                           Radiation Artillery
                           Range Enhancer
                           Weapon Accelerator
         Leg Hardpoints: Arc Turret
                         Armor Plating
                         Cost Optimizer
                         Plasma Turret
                         Repair Chamber
                         Teleport Accelerator
    
    Assembly Walker
         Cost: 2,200
         Time: 1:10
         Prerequisites: Arrival Site and Reaper Drone
         Description: This Walker produces vehicles. It has a powerful plasma
         cannon. Research can discover hardpoints that turn this into a terrifying
         assault unit. It has 3 crown sockets and 4 leg sockets. The destruction of
         leg sockets slows the Walker. The left arm and right arms reveal shield
         generators when destroyed, while the front panel reveals the core. Both
         shields must be destroyed before the core can be attacked. The Assembly
         Walker is destroyed along with the core.
         Crown Hardpoints: Armor Plating
                           Beam Cannon
                           Defiler Pod
                           Mass Driver
                           Phase Tank Pod
                           Range Enhancer
                           Weapon Accelerator
         Leg Hardpoints: Arc Turret
                         Armor Plating
                         Cost Optimizer
                         Plasma Turret
                         Repair Chamber
                         Teleport Accelerator
    
    Detection Drone
         Cost: 1,400
         Time: 0:44
         Prerequisites: Arrival Site and Reaper Drone
         Description: This unit cannot attack. It activates radar on the minimap.
         It has a useful Scan Pulse ability that dispels the fog of war in the
         target area and also cleanses friendly units of the Novus virus while
         lifting stealth and phase from enemy units. Quantum 1 upgrades Scan Pulse
         so it clears mind control as well.
    
    Science Walker
         Cost: 2,400
         Time: 1:15
         Prerequisites: Arrival Site and Detection Drone
         Description: This Walker uses a very powerful beam that has anti-air
         capability. It has 3 crown sockets and 3 leg sockets as well as a core.
         The leg sockets slow the Walker when destroyed. The crown sockets
         refill the shield that protects the core. The destruction of the core
         means the destruction of the Walker; it is possible for this to happen
         even without the destruction of hardpoint sockets, though it is difficult.
         Research must be done to build many of the Science Walker's hardpoints,
         which have very powerful effects: revealing the entire map, mind control,
         target jamming, and a superweapon.
         Crown Hardpoints: Cascade Reactor
                           Machine Magnet
                           Mind Magnet
                           Visual Optimizer
         Leg Hardpoints: Arc Turret
                         Range Enhancer
                         Repair Chamber
                         Targeting Jammer
                         Weapon Accelerator
    
    3 units are teleported by the Habitat Walker.
    
    Grunt
         Cost: 300
         Time: 0:18
         Prerequisites: None
         Description: The Hierarchy's basic infantry is slow and has short range
         on its shotgun. However, it does decent damage at close range. The ideal
         position for this unit is surrounding the enemy. Grunts capture neutral
         buildings. Assault 1 issues it a grenade it uses against vehicles and
         structures.
    
    Lost One
         Cost: 325
         Time: 0:20
         Prerequisites: Lost One Pod
         Description: This specialized infantry is in some ways weaker than the
         Grunt, having only speed and anti-air as advantages. Research aids this
         unit a great deal, as Assault 1 grants the powerful plasma bomb while
         Quantum 1 enables Phase Self.
    
    Brute
         Cost: 850
         Time: 0:28
         Prerequisites: Brute Pod
         Description: This heavy infantry deals high damage in melee and has high
         health as well. It is particularly good at destroying structures; its
         Charge attack destroys turrets in one hit. Leap allows it to cross terrain
         obstacles and to get near or past the enemy. Assault 2 upgrades Leap to
         Death From Above, which causes damage when the Brute lands.
    
    3 units are teleported by the Assembly Walker.
    
    Saucer
         Cost: 750
         Time: 0:28
         Prerequisites: None
         Description: The main aircraft of the Hierarchy has the ability to switch
         its plasma orbs from attacking the enemy to repairing friendly vehicles
         and structures. It serves decently as an air superiority unit, though it 
         cannot keep up with Dervishes.
    
    Defiler
         Cost: 850
         Time: 0:30
         Prerequisites: Defiler Pod
         Description: The Defiler drowns small units in radiation with Project
         Radiation, tears apart large units with its radiation beam, heals friendly
         infantry with Project Radiation Bleed Mode, and creates Slaves. It is an
         enormously valuable unit.
    
    Phase Tank
         Cost: 800
         Time: 0:28
         Prerequisites: Phase Tank Pod
         Description: This tank combines speed with phasing, making it useful for
         scouting and hit-and-runs. With research, namely Mutagen 1, Mutagen 3, and
         Quantum 3, it can gain impressive firepower. It is a powerful unit in some
         strategies, but less useful in others.
    
    1 unit is created by irradiating organics.
    
    Slave
         Cost: None
         Time: N/A
         Prerequisites: Organic killed by radiation
         Description: This is a weak unit that dies slowly over time.
    
    Research                           [FA013]
    --------
    Assault
         1:
              Hardpoint: Arc Turret
              Hardpoint: Range Enhancer
              Plasma Weapons - Vehicle grenades for Grunts and bombs for Lost Ones
         2:
              Call Hero: Orlok the Eternal
              Death from Above: Upgrades Brute Leap
              Foo Longevity - Lengthens Saucer orb duration
         3:
              Hardpoint: Mass Driver
              Hardpoint: Visual Optimizer
         4:
              Hardpoint: Beam Cannon
              Locomotor Enhancement - Upgrades Walker speed
    
    Mutagen
         1:
              Irradiated Shots - Plasma weapons do radiation damage over time
              Volatile Reactors - Vehicles erupt in radiation when destroyed
         2:
              Call Hero: Nufai
              Hardpoint: Brute Pod
              Hardpoint: Radiator Artillery
         3:
              Advanced Mutagens - Slaves are more common and live longer
              Gamma Radiation - Radiation does more damage and healing (by at least
              50%, not exactly 50%)
         4:
              Hardpoint: Radiation Cascade
    
    Quantum
         1:
              Mental Frequency - Detection Drone Scan Pulse removes mind control
              Phase Modules - Lost Ones and Monoliths can use Phase Self
         2:
              Call Hero: Kamal Re'x
              Fast Ordering - Carving times reduced
              Hardpoint: Phase Tank Pod
         3:
              Molecular Armor - Walkers take half damage
              Quantum Ordnance - Plasma weapons gain additional splash damage
         4:
              Hardpoints: Mind and Machine Magnet
              Hardpoint: Targeting Jammer
              
    
    Hardpoints                         [FA014]
    ----------
    Arc Turret
         Cost: 800
         Time: 0:20
         Prerequisites: Assault 1
         Description: Anti-air weapon.
    
    Armor Plating
         Cost: 700
         Time: 0:20
         Prerequisites: None
         Description: Tough armor that protects the socket.
    
    Beam Cannon
         Cost: 1,300
         Time: 0:30
         Prerequisites: Assault 4
         Description: Adds a sweeping beam weapon with devastating damage; fired as
         an ability.
    
    Brute Pod
         Cost: 650
         Time: 0:18
         Prerequisites: Mutagen 2
         Description: Allows the Walker to teleport Brutes.
    
    Cascade Reactor
         Cost: 1,300
         Time: 0:30
         Prerequisites: Mutagen 4
         Description: 3 Reactors are needed for the Radiation Cascade ability, a
         wave of radiation that harshly damages and irradiates everything in a huge
         path.
    
    Cost Optimizer
         Cost: 300
         Time: 0:15
         Prerequisites: None
         Description: Reduces unit costs by 8%.
    
    Defiler Pod
         Cost: 500
         Time: 0:14
         Prerequisites: None
         Description: Allows the Walker to teleport Defilers.
    
    Lost One Pod
         Cost: 400
         Time: 0:16
         Prerequisites: None
         Description: Allows the Walker to teleport Lost Ones.
    
    Mass Driver
         Cost: 1,000
         Time: 0:24
         Prerequisites: Assault 3
         Description: Adds a slow but powerful weapon that cannot be redirected.
    
    Machine Magnet
         Cost: 1,000
         Time: 0:30
         Prerequisites: Quantum 4
         Description: Mind controls up to 2 inorganic units.
    
    Mind Magnet
         Cost: 1,000
         Time: 0:30
         Prerequisites: Quantum 4
         Description: Mind controls up to 2 organic units.
    
    Phase Tank Pod
         Cost: 700
         Time: 0:18
         Prerequisites: Quantum 2
         Description: Allows the Walker to teleport Phase Tanks.
    
    Plasma Turret
         Cost: 800
         Time: 0:22
         Prerequisites: None
         Description: Adds another, somewhat weaker plasma cannon.
    
    Radiation Artillery
         Cost: 1,100
         Time: 0:35
         Prerequisites: Mutagen 2
         Description: Launches a warhead that emits radiation. This is used as an
         ability.
    
    Range Enhancer
         Cost: 700
         Time: 0:20
         Prerequisites: Assault 1
         Description: Raises range of Walker weapons and abilities.
    
    Repair Chamber
         Cost: 400
         Time: 0:16
         Prerequisites: Assembly Walker
         Description: Repairs the Walker like a Saucer's orbs, though slightly more
         effectively.
    
    Targeting Jammer
         Cost: 800
         Time: 0:25
         Prerequisites: Quantum 4
         Description: Makes the Walker and nearby friendly units untargetable. This
         is used as an ability.
    
    Teleport Accelerator
         Cost: 300
         Time: 0:15
         Prerequisites: None
         Description: Reduces unit teleport times by 12%.
    
    Visual Optimizer
         Cost: 1,000
         Time: 0:30
         Prerequisites: Assault 3
         Description: Greatly increases sight range. If a Detection Drone is
         present, a Science Walker with 3 Visual Optimizers lifts the fog of war
         across the entire map.
    
    Weapon Accelerator
         Cost: 700
         Time: 0:20
         Prerequisites: None
         Description: Reduces recharge times for Walker weapons and abilities.
    
    ======
    Masari                             [FA020]
    ======
    The Masari is an alien race with hyper-advanced technology that inspired much
    of Earth's mythology. Their units tend to have good firepower and be tough to
    kill. Their tactical dynamics system is the ability to change between Light
    Mode and Dark Mode. Generally, Light Mode grants greater range and firepower as
    well as flight, while Dark Mode grants speed and a second life bar called Dark
    Matter Armor. Masari weapons set their targets on fire for damage over time in
    Light Mode and slow their targets in Dark Mode. Matter Engines generate
    resources without harvesting resource piles, meaning the Masari never run out
    of resources.
    
    Structures                         [FA021] 
    ----------
    Masari structures are built by Architects. 2 Architects may cooperate, halving
    the build time.
    
    Citadel
         Cost: 300
         Time: 2:00
         Prerequisites: None
         Description: This is the Masari's command center.
    
    Matter Engine
         Cost: 85
         Time: 0:45
         Prerequisites: Citadel
         Description: This structure generates resources every 3 seconds and raises
         the maximum resources Masari can store at once. Its yield can be increased
         by tasking Architects to it, upgrading it with the Matter Sifter for 85
         resources given a Knowledge Vault with Ancient Knowledge, and researching
         Balance 4. Matter Engines explode and deal immense damage when they are
         destroyed. Light 2 gives them the ability to self-destruct. Reaper Drones
         can destroy them without triggering the explosion.
    
    Guardian
         Cost: 55
         Time: 0:35
         Prerequisites: Citadel
         Description: This turret is somewhat weak unless assisted by Architects.
    
    Skirmisher Portal
         Cost: 100
         Time: 0:40
         Prerequisites: Citadel
         Description: This structure produces infantry.
    
    Machina
         Cost: 130
         Time: 0:50
         Prerequisites: Citadel and Skirmisher Portal
         Description: This structure produces vehicles.
    
    Knowledge Vault
         Cost: 100
         Time: 0:50
         Prerequisites: Matter Engine
         Description: This is a tech building. Its existence permits construction
         of Seers, Conquerors, Oracles, Flight Machinae, and Sky Guardians. It can
         be upgraded with Ancient Knowledge for 175 resources to allow upgrades for
         the Matter Engine, Guardian, Sky Guardian, and Oracle. It can be upgraded
         again with Forbidden Knowledge for 250 resources to allow Sky Lords,
         Peacebringers, and another Oracle upgrade.
    
    Oracle
         Cost: 60
         Time: 0:40
         Prerequisites: Knowledge Vault
         Description: This structure enables radar. It can be upgraded for 55
         resources with Detection of Motion to show moving enemies on the radar far
         beyond the Oracle's sight range. It can be upgraded again for 80 resources
         with The All-Seeing Eye to break enemy stealth in a huge radius. If Light
         4 is researched, the Oracle becomes a devastating turret.
    
    Flight Machina
         Cost: 140
         Time: 0:50
         Prerequisites: Knowledge Vault
         Description: This structure produces flight-capable units.
    
    Sky Guardian
         Cost: 50
         Time: 0:35
         Prerequisites: Knowledge Vault
         Description: This is an anti-air only turret. In Light Mode it fires a
         continuous beam at a single target, while in Dark Mode it fires shotgun
         blasts that can hit multiple units. It is reasonably powerful even without
         Architects.
    
    Matter Controller
         Cost: 450
         Time: 2:50
         Prerequisites: Knowledge Vault with Forbidden Knowledge
         Description: This is the Masari superweapon. In Light Mode, it fires
         Burning Wrath, which is a pillar of fire that can be controlled like a
         unit. In Dark Mode, it fires Matter Storm, which damages and immobilizes
         enemies while refilling friendly Dark Matter Armor.
    
    Units                              [FA022]
    -----
    3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes
    in skirmish and multiplayer are produced by the Citadel. Heroes in global
    scenarios are present at the start and may be rebuilt in global mode. Heroes
    cannot be crushed, infected, or mind controlled.
    
    Lord Charos
         Cost: 180
         Time: 1:38
         Prerequisites: Light 2 [skirmish and multiplayer]
         Description: He is the Assault hero. He has a strong melee attack and his
         Frenzy ability lets him attack faster and take less damage. He can use
         Blaze of Glory in Light Mode, which harms nearby enemies. He can use Dark
         Vortex in Dark Mode, which forms a tornado that lifts all nearby units and
         tosses them away. This ability is excellent at disrupting enemy
         formations and blunting assaults.
    
    Queen Altea
         Cost: 130
         Time: 1:35
         Prerequisites: Dark 2 [skirmish and multiplayer]
         Description: She is the Support hero. She cannot attack. Her aura heals
         nearby friendly units and cleanses virus infections and mind control. Her
         Peace ability creates a field that protects the area from attacks while
         also prohibiting units within from attacking. It can cancel superweapon
         attacks. Her Unmake damages enemies over time.
    
    Prince Zessus
         Cost: 160
         Time: 1:35
         Prerequisites: Balance 2 [skirmish and multiplayer]
         Description: He is the Stealth hero. He attacks with a boomerang, which
         has anti-air capability. Its recharge time is based on the time it takes
         to return, so Zessus deals more damage the closer he is to his target. He
         can use Teleport, which sends him and any nearby units to the target
         destination. Teleport can also move the effects of a superweapon, such as
         a Black Hole. He can use Explode in Light Mode, which damages himself and
         all nearby enemies. He can use Dark Miasma in Dark Mode, which covers the
         map in a storm that reduces the sight and movement of enemies while
         helping friendly units regenerate Dark Matter Armor.
    
    1 unit is produced by the Citadel.
    
    Architect
         Cost: 30
         Time: 0:23
         Prerequisites: None
         Description: The Architect builds structures and repairs both them and
         units. He can also be tasked to buildings to make them produce more
         resources, turn out units faster, hurry upgrades, or fire faster and
         farther. 2 may effectively assist any one building.
    
    2 units are produced by the Skirmisher Portal.
    
    Disciple
         Cost: 25
         Time: 0:28
         Prerequisites: None
         Description: Masari's basic infantry has anti-air and does notable damage
         against vehicles, but much less against infantry.
    
    Seer
         Cost: 50
         Time: 0:40
         Prerequisites: Knowledge Vault
         Description: This unit cannot attack. Her target shares its vision with
         the Seer instead. The Seer also breaks enemy stealth and cleanses viruses
         and mind control.
    
    4 units are produced by the Machina.
    
    Sentry
         Cost: 45
         Time: 0:35
         Prerequisites: None
         Description: The Sentry is a very fast vehicle that serves as a scout. It
         can also transport infantry units. When doing so, the capabilities of the
         Sentry itself change. While carrying Architects it generates a healing
         aura. Disciples serve as an additional gun turret. Seers lengthen the
         Sentry's sight and attack range. Avengers help it fire faster.
    
    Conqueror
         Cost: 75
         Time: 0:50
         Prerequisites: Knowledge Vault
         Description: This is the Masari's standard tank. It is both powerful and
         durable, and is generally speaking an excellent unit. Light 2 grants an
         area of effect attack that even hits air units, giving the Conqueror even
         more power as well as versatility.
    
    Figment
         Cost: 50
         Time: 0:45
         Prerequisites: None
         Description: The Figment is fast and cloaked, making it a great scout. Its
         weapon shreds infantry. Its special ability is to lay a mine, the Light
         Mode version of which explodes for good damage and the Dark Mode version
         of which briefly immobilizes enemy units. The Figment is a surpassingly
         versatile unit.
    
    Peacebringer
         Cost: 185
         Time: 1:15
         Prerequisites: Knowledge Vault with Forbidden Knowledge
         Description: The Peacebringer is the most powerful unit in the game
         barring Walkers fully outfitted in combat hardpoints. Its triple cannon
         have anti-air capability. It has a tractor beam that slows one target.
         Its hitpoints are enormous. Light 3 grants it Disintegrate, which does
         cataclysmic damage for a short time. This unit can go one-on-one with most
         heroes and win.
    
    2 units are produced by the Flight Machina.
    
    Inquisitor
         Cost: 60
         Time: 0:48
         Prerequisites: None
         Description: This unit serves as infantry in Dark Mode and aircraft in
         Light Mode. He is reasonably fast and has a reasonably powerful weapon,
         which is anti-air in Light Mode. Balance 2 grants Destabilize, which
         freezes the target for a short time and prevents it from dealing or taking
         damage.
    
    Sky Lord
         Cost: 175
         Time: 1:10
         Prerequisites: Knowledge Vault with Forbidden Knowledge.
         Description: This unit serves as infantry in Dark Mode and aircraft in
         Light Mode. Both her attack types affect a large area, making this unit
         powerful against masses of opponents. In Light Mode, her immense range
         lets her take out turrets safely. Dark 2 grants her Screech, which repels
         enemy air units briefly.
    
    1 unit is produced when a Masari vehicle is destroyed.
    
    Avenger
         Cost: None
         Time: None
         Prerequisites: A destroyed Masari vehicle
         Description: The Avenger is a weak infantry unit. If Balance 2 is
         researched, Architects can heal Avengers to turn them back into the lost
         vehicle.
    
    Research                           [FA023]
    --------
    Light
         1:
              Burning Brilliance - Structures burn nearby enemies in Light Mode
              Remote Harm - Seers damage enemies near the enemy sharing vision
              with them
         2:
              Burning Fury - Conqueror gains Energy Vortex ability
              Call Hero: Lord Charos
              Immolation - Matter Engines gain self-destruct ability
         3:
              Molecular Instability - Peacebringer gains Disintegrate ability
              Phoenix - Aircraft have a 50% chance to respawn with 50% health when
              destroyed
         4:
              Burst Threshold - Burning Wrath duration doubles
              Piercing Gaze - The Oracle becomes a powerful turret
    
    Dark
         1:
              Advanced Dark Matter Armor - Structures have Dark Matter Armor
              Unseen Barrier - Sky Guardians gain Gust ability
         2:
              Area Denial - Figment mines have greater area and effect
              Aversion - Sky Lord gains Screech ability
              Call Hero: Queen Altea
         3:
              Dark Matter Affinity - Dark Matter Armor is filled when Dark Mode is
              entered
              Facilitated Growth - Inquisitor increases Dark Matter Armor
              regeneration for nearby units
         4:
              Dark Embrace - Matter Storm gains 100% duration and heals friendly
              units
              Dark Matter Mastery - Dark Matter Armor regenerates in combat
    
    Balance
         1:
              Methods of Deception - Sentry does not appear on radar and Seer does
              not get auto-attacked
              Stationary Revelation - Structures have greater sight range
         2:
              Call Hero: Prince Zessus
              Reconstruction - Architects can turn Avengers back into vehicles
              Stasis - Inquisitor gains Destabilize ability
         3:
              Cleansing Energy - Switching modes cleanses all harmful effects
              Unregulated Conversion - Matter Engines harm nearby enemies and gain
              resources for doing so
         4:
              Energy Stream - Matter Engines collect 2 more resources per 3 seconds
              Shadowed Perception - Seer cloaks all nearby units and structures
              except herself; cloaks self when sharing enemy vision
    
    =====
    Novus                              [FA030]
    =====
    Novus is a race of intelligent machines sworn to avenge its creators and other
    organic races by stopping the Hierarchy. Novus units tend to stress mobility
    and effects like cloak, mirage, and the Novus virus. This computer virus gives
    Novus the vision of the infected target and slows the target's movement and
    unit production speeds when applicable. The Novus flow network powers
    structures and allows rapid transit. Infantry can use the flow network at all
    times and vehicles can use it when Flow 3 is researched, but Mirabel & Viktor
    and Vertigo cannot use it. Some Novus weapons fire antimatter, which sticks to
    targets briefly before detonating. The more antimatter globs there are at once
    on a single target, the more damage their detonation causes.
    
    Structures                         [FA031]
    ----------
    Novus structures are built by Constructors. Up to 3 Constructors may cooperate
    to reduce building time.
    
    Command Core
         Cost: 2,400
         Time: 1:05
         Prerequisites: None
         Description: This is the command center for Novus. It also enables radar.
         Each Command Core on the field allows a patch to be applied, to a maximum
         of two.
    
    Flow Generator
         Cost: 800
         Time: 0:20
         Prerequisites: None
         Description: At least one of these must be present to power the flow
         network. They also power nearby buildings and act as part of the network.
    
    Flow Conduit
         Cost: 175
         Time: 0:10
         Prerequisites: None
         Description: These transmit the flow network. They power nearby buildings
         and allow Novus to flow to, from, or through them. Conduits are useless
         without a Flow Generator. Conduits are stealthed as long as they are
         powered.
    
    Robotic Assembly
         Cost: 700
         Time: 0:18
         Prerequisites: Flow Generator
         Description: This structure produces infantry. It can be upgraded with a
         Blade Trooper Assembly for 800 resources so it can produce Blade Troopers.
    
    Recycling Center
         Cost: 1,200
         Time: 0:25
         Prerequisites: Flow Generator
         Description: This structure produces Collectors and receives their loads,
         turning those into resources. Setting a rally point for a Recycling Center
         sends its Collectors to that spot first.
    
    Vehicle Assembly
         Cost: 1,300
         Time: 0:30
         Prerequisites: Flow Generator and Recycling Center
         Description: This structure produces infantry. It can be upgraded with a
         Wave Amplifier for 1,000 resources so it can produce Amplifiers or with an
         Inversion Processor for 1,000 resources so it can produce Field Inverters.
         These upgrades overwrite each other.
    
    Aircraft Assembly
         Cost: 1,300
         Time: 0:30
         Prerequisites: Flow Generator and Recycling Center
         Description: This structure produces aircraft. It can be upgraded with a
         Dervish Assembly for 1,000 resources to produce Dervish Jets.
    
    Science Center
         Cost: 1,800
         Time: 0:55
         Prerequisites: Flow Generator and Recycling Center
         Description: This is a tech building. It enables a second patch to be
         applied. It allows the construction of Hackers, Redirection Turrets, and
         the EM Destabilizer and permits upgrades to the Vehicle Assembly and
         Aircraft Assembly. If upgraded with a Singularity Compressor for 1,400
         resources, the Black Hole Generator may be built.
    
    Redirection Turret
         Cost: 700
         Time: 0:20
         Prerequisites: Science Center
         Description: This turret fires antimatter and has anti-air capability.
         Furthermore, it seizes enemy projectiles and sends them back at the enemy.
         It cannot redirect beams, Mass Drivers, Saucer orbs, or Sky Lord attacks.
    
    EM Destabilizer
         Cost: 2,800
         Time: 1:20
         Prerequisites: Science Center
         Description: This superweapon fires an EM pulse that shuts down inorganic
         enemies in the target area. Computing 4 makes it infect enemies as well.
    
    Black Hole Generator
         Cost: 4,000
         Time: 1:40
         Prerequisites: Science Center with Singularity Compressor
         Description: This superweapon launches a black hole at the target area,
         causing immense damage. Little can survive this, although command center
         buildings can.
    
    Units                              [FA032]
    -----
    3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes
    in skirmish and multiplayer are produced by the Command Core. Heroes in global
    scenarios are present at the start and may be rebuilt in global mode. Heroes
    cannot be crushed, infected, or mind controlled.
    
    Mirabel and Viktor
         Cost: 2,000
         Time: 0:55
         Prerequisites: Nanotech 2 [skirmish and multiplayer]
         Description: They are the Assault hero. Their flechette rifle has anti-air
         capability. Mirabel and Viktor are swift, especially when the jetpack is
         active. The ability Missile Barrage does good damage to everything in the
         target area. Sniper Attack does enormous damage to a single target (and
         everything in between); its high damage modifier against Walker hardpoints
         allows it to destroy any of them in a single shot. They are a very
         powerful and popular hero.
    
    The Founder
         Cost: 1,400
         Time: 0:55
         Prerequisites: Flow 2 [skirmish and multiplayer]
         Description: He is the Support hero. His melee attack is reasonably
         powerful. He has two modes, Prowess and Performance. In Prowess Mode, he
         can use Rebuild, which costs health and turns each nearby resource pile
         into a single Ohm Robot, regardless of how many resources were in the
         pile. In Performance Mode, he is very fast and can use Network Tap, which
         lets him act as a Flow Conduit with a gargantuan transmission range. He is
         a specialized hero who is essential for certain strategies (such as flow
         infiltration) and nearly useless for most.
    
    Vertigo
         Cost: 1,600
         Time: 0:55
         Prerequisites: Computing 2 [skirmish and multiplayer]
         Description: He is the Stealth hero. He has permanent cloaking. He is tied
         with the Dervish Jet as the fastest unit in the game, but he is more
         maneuverable. His Viral Control gives him mind control over a single
         target that has been infected by the Novus virus. His Upload and Download
         allow him to act as a transport for any single friendly unit at a time,
         even heroes.
    
    1 unit is produced by the Command Core.
    
    Constructor
         Cost: 500
         Time: 0:13
         Prerequisites: None
         Description: This is a builder unit. Up to three may cooperate to build a
         structure. It also repairs Novus structures and units for a small resource
         cost.
    
    3 units are produced by the Robotic Assembly.
    
    Ohm Robot
         Cost: 100
         Time: 0:05
         Prerequisites: None
         Description: This is the cheapest and weakest buildable unit in the game.
         It is fast for infantry and has anti-air, giving it versatility if not
         power. It can capture neutral buildings. Its Swarm ability lets it
         damage an inorganic enemy with its self-destruct mechanism.
    
    Hacker
         Cost: 600
         Time: 0:16
         Prerequisites: Science Center
         Description: This unit cannot attack. It can lockdown an inorganic target,
         preventing that target from moving or acting, or take control of a turret.
         Its Viral Bomb ability does large damage to a target infected by the Novus
         virus. Its Purge Systems cleanses nearby friendly units of infections and
         mind control and also removes stealth and phasing from nearby enemy units.
         The Hacker cannot have its mind controlled. Computing 3 allows lockdown to
         affect multiple targets. Auto-attacking enemies do not target the Hacker.
    
    Blade Trooper
         Cost: 650
         Time: 0:18
         Prerequisites: Blade Trooper Assembly
         Description: The Novus heavy infantry has a melee attack. This attack is
         tremendously powerful against infantry. Blade Troopers use a jetpack to
         move quickly over long distances. The Blackout Bomb draws fog of war over
         the target area for the enemy, briefly preventing new commands. Duplicate
         creates 2 Blade Trooper Clones which move and attack as if they were Blade
         Troopers. Flow 2 gives cloaking. This unit is more useful for hit-and-run
         attacks than for general combat.
    
    4 units are produced by the Vehicle Assembly.
    
    Variant
         Cost: 350
         Time: 0:16
         Prerequisites: None
         Description: This hover vehicle is a good scout and anti-infantry combat
         unit. It is among the fastest ground vehicles. It has a mirage generator
         which allows it to appear to be another object such as a silo or horse
         when it is immobile and not firing. Its ability toggles auto-attack, since
         attacking breaks the mirage effect. 
    
    Antimatter Tank
         Cost: 550
         Time: 0:18
         Prerequisites: None
         Description: This tank both fires antimatter to attack and spreads
         antimatter pellets with Vent Core. Its power is limited in small numbers.
    
    Amplifier
         Cost: 800
         Time: 0:26
         Prerequisites: Science Center and Wave Amplifier
         Description: This vehicle is something of a siege unit. It fires a beam
         that becomes stronger over time and prevents the target from using special
         abilities (many units are immune to this). It can switch to Harmonic Pulse
         Mode, which radiates a pulse periodically. This pulse pushes back infantry
         and devastates structures. Amplifiers are useful for destroying buildings
         and Walkers. Flow 4 allows the sonic resonance beam to strike multiple
         targets of the same type, such as Walker hardpoints.
    
    Field Inverter
         Cost: 1,000
         Time: 0:28
         Prerequisites: Science Center and Inversion Processor
         Description: This vehicle is a capable combat unit against infantry,
         vehicles, and aircraft. It can also erect a shield that absorbs enemy
         attacks at the cost of the Field Inverter's own health. The shield can be
         upgraded with Flow 2 to provide cloaking or Computing 3 to redirect some
         projectiles. The Field Inverter is a mainstay of the Novus army.
    
    2 units are produced by the Aircraft Assembly.
    
    Corruptor
         Cost: 500
         Time: 0:20
         Prerequisites: None
         Description: Although equipped with a laser, the main use of this unit
         lies in its ability, Corrupt, which infects a single inorganic target with
         the Novus virus. The Corruptor also breaks enemy stealth.
    
    Dervish Jet
         Cost: 850
         Time: 0:28
         Prerequisites: Dervish Assembly
         Description: This fighter/bomber fires antimatter bombs with anti-air
         capability. It can defeat the aircraft of any other faction. It is the
         fastest unit in the game, tied with Vertigo. Its Death Bloom ability
         damages all nearby enemies.
    
    1 unit is produced by Recycling Centers.
    
    Collector
         Cost: None
         Time: N/A
         Prerequisites: None
         Description: These units fly over the map to collect resources and bring
         them back to their Recycling Center. They can use the flow network. The
         Recycling Center respawns them if destroyed. They cannot be sold, making
         them a good target for virus infections.
    
    Research                           [FA033]
    --------
    Flow
         1:
              Patch: Visual Amplifier
              Rapid Flow: Flow speed increased
         2:
              Call Hero: The Founder
              Patch: Spectrum Cycle
              Stealth Upgrades - Field Inverter shield cloaks nearby units; Blade
              Troopers cloak
         3:
              Advanced Flow - Vehicles and aircraft can flow
              Power Efficiency - Transmission ranges increased
              Nanite Purification - Units are cleansed of harmful effects when they
              flow
         4:
              Cascade Resonance - Amplifiers hit multiple targets
              Patch: Emergency Flow
              Patch: Overclocking
    
    Nanotech
         1:
              Clone Stability - Blade Trooper Clones last longer
              Patch: Backup Systems
         2:
              Call Hero: Mirabel
              Collection Efficiency - Collectors collect faster
              Patch: Optimized Collection
         3:
              Matter Conversion - Structures sell for 100% of cost
              Rapid Rebuild - Structures repair themselves
         4:
              Patch: Optimized Assembly
              Nanite Refinement - Unit costs reduced
    
    Computing
         1:
              Rapid Patching - Patch cooldown timer lowered
              Viral Contagion - Virus infects nearby targets
         2:
              Call Hero: Vertigo
              Patch: Reboot
              Patch: Viral Reboot
         3:
              Improved Manipulation - Hacker gains Multitasking to lockdown
              multiple targets; Field Inverter shields deflect some projectiles
              Patch: Viral Cascade
         4:
              Viral Magnetics - EM Destabilizer infects enemies with virus
    
    Patches                            [FA034]
    -------
    Patching is the tactical dynamics mechanism for Novus. 1 patch may be applied
    at a time if a Command Core is present. A Science Center or second Command Core
    allows a second patch to be applied. Some patches have a duration, while others
    last until they are replaced.
    
    Backup Systems: Units and structures gain 18% maximum hitpoints and are healed
    for that amount. This can be used as an in-combat heal.
    
    Coolant Boost: Reduces fire damage. This is used against Masari.
    
    Emergency Flow: Powers buildings for 28 seconds regardless of flow network
    condition.
    
    Optimized Assembly: Doubles unit production speed for 20 seconds.
    
    Optimized Collection: Collectors hold more resources.
    
    Overclocking: Attack and movement speeds are increased, but so is damage taken.
    
    Radiation Shielding: Reduces radiation damage. This is used against the
    Hierarchy.
    
    Reboot: All units and structures are disabled for 6 seconds and cleansed of
    harmful effects. This is sometimes necessary to combat virus infections.
    
    Spectrum Cycle: All units and structures break enemy stealth. This is
    especially useful against Novus because of Flow Conduits and Vertigo.
    
    Viral Cascade: All enemies that are legitimate targets for the Novus virus
    within powering distance of the flow network are infected.
    
    Viral Reboot: All enemies infected by the Novus virus shut down for 16 seconds.
    This patch is powerful, but cleanses enemies of the virus.
    
    Visual Amplifier: All units and structures can see farther. This is especially
    useful for Field Inverters and Amplifiers, which can fire farther than they can
    see.
    
    ----------------
    Global Scenarios                   [GS000]
    ----------------
    Global campaigns are a feature of Universe at War that combines strategic and
    tactical elements. The globe is divided into 25 regions. Skirmish-type battles
    are fought in them, using the map that shares the region's name. The goal is to
    conquer the home regions of the other factions, which is to say the regions
    that house Atlatea for the Masari, the Central Processor for Novus, or the
    Origin Core for the Hierarchy.
    
    ======
    Heroes                             [GS010]
    ======
    Attacks are made by the faction's heroes. Each type of hero has its own
    qualities. Assault heroes have a builder contingent (2 Architects, 1 Glyph
    Carver, or 1 Constructor) and a fleet cap of 50. Their fleets move the slowest.
    Support heroes have a builder contingent and a fleet cap of 35. Their fleets
    move at a medium speed. Stealth heroes do not have a builder contingent and
    have a cap of 25. Their fleets are fast and stealthed, meaning they cannot be
    seen on the global map and cannot be attacked by Basic Defenses. Heroes can add
    to their fleets in the global map when they are in an occupied region with an
    uninterrupted path to a global structure that produces units. They can also
    carry over surviving units from tactical battles. If a hero is killed, it may
    be recalled with an expenditure of resources and time.
    
    ==========
    Structures                         [GS020]
    ==========
    Global mode has its own set of buildings. Novus and the Hierarchy share a
    pricing system while the Masari use a different scale.
    
    Atlatea, Central Processor, Origin Core
         Cost: N/A
         Time: N/A
         Description: The home base produces basic units and serves as a command
         center. It generates resources and allows 1 suite to be researched. A
         faction is eliminated when its base is destroyed.
         Modules: Basic Defense, Block Spying, Command and Control, Megaweapon
         Countermeasures, Repair
    
    Energy Magnet, Material Center, Abduction Core
         Cost: 188 / 3,000
         Time: 0:45
         Description: This building generates resources every day and increases the
         maximum resources allowed. It serves as a command center.
         Modules: Basic Defense, Block Spying, Megaweapon Countermeasures, Stealth
         Detection
    
    Key Inspiration, Nanocenter, Creation Core
         Cost: 220 / 3,500
         Time: 1:30
         Description: This structure produces units.
         Modules: Advanced Production Infantry, Advanced Production Vehicle,
         Advanced Production Air, Basic Defense, Block Spying
    
    Will Processor, Research Center, Theory Core
         Cost: 175 / 2,800
         Time: 2:30
         Description: This structure increases the number of suites that may be
         researched in a tactical battle by 1.
         Modules: Spy Systems, Block Spying, Basic Defense, Megaweapon
         Countermeasures, Stealth Detection
    
    Core Amplifier, Gray Mass Launcher, Purifier
         Cost: 1,750 / 28,000
         Time: 4:00
         Description: This is the megaweapon. It destroys everything in the target
         province.
    
    =======
    Modules                            [GS030]
    =======
    Each global structure except the megaweapons can be augmented by 2 modules.
    
    Advanced Production Air
         Cost: 155 / 2,800
         Time: 0:30
         Description: This allows the production of Sky Lords, Dervish Jets, or
         Saucers.
    
    Advanced Production Infantry
         Cost: 95 / 1,500
         Time: 0: 30
         Description: This allows the production of Seers, Hackers and Blade
         Troopers, or Lost Ones and Brutes.
    
    Advanced Production Vehicle
         Cost: 125 / 2,000
         Time: 0:30
         Description: This allows the production of Conquerors, Figments, and
         Peacebringers; Antimatter Tanks, Amplifiers, and Field Inverters; or
         Defilers and Phase Tanks.
    
    Basic Defense
         Cost: 125 / 2,000
         Time: 0:30
         Description: This attacks any fleets that approach or fly over it in
         the strategic section and acts as a reasonably powerful turret in the
         tactical section.
    
    Block Spying
         Cost: 220 / 3,500
         Time: 0:30
         Description: This module prevents Spy Systems from working on its region.
    
    Command and Control
         Cost: 155 / 2,500
         Time: 2:00
         Description: This increases transport speeds.
    
    Megaweapon Countermeasures
         Cost: 250 / 4,000
         Time: 0:30
         Description: This module prevents megaweapons from affecting the region.
    
    Repair
         Cost: 155 / 2,500
         Time: 5:00
         Description: Damaged units and structures in the region are repaired.
    
    Spy Systems
         Cost: 190 / 2,800
         Time: 0:30
         Description: This module enables an ability that reveals the contents of
         an enemy province in the strategic portion and can reveal the map for a
         brief period at the beginning of a tactical battle.
    
    Stealth Detection
         Cost: 155 / 2,500
         Time: 1:00
         Description: This module detects stealth fleets passing nearby.
    
    ---------------
    Version History                    [VH000]
    ---------------
    
    1.0 - 06/24/08 - Initial Version
    
    1.01 - 10/02/08 - Some units and difficulties clarified, grammar corrected
    
    Email all questions and concerns to Baruraga@gmail.com
    
    Copyright 2008 Andrew Moore