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Unit FAQ by DarthMarth
Version: 1.0 | Updated: 04/05/04
------------------------------------------------------------------------------- Empire Earth for PC Unit FAQ Written by DarthMarth Version 1.0 Started: Friday, December 13, 2002 Released: Last Updated: ------------------------------------------------------------------------------- 1. INTRODUCTION Hello and welcome to my Unit FAQ for Empire Earth one of the best real-time strategy games of all time. With an assortment of units spanning from prehistoric times to the future, you'll be glad to have all the help you can get understanding them! ------------------------------------------------------------------------------- 2. TABLE OF CONTENTS 1......Introduction 2......Table of Contents 3......Game Controls 4......Unit Guide 5......Legal Information ------------------------------------------------------------------------------- 3. GAME CONTROLS Any veteran of real-time strategy games should have no trouble with the basic controls, but Empire Earth offers quite a few advanced controls not found in many other games. View Controls Arrow Keys: Scroll Right/Left Bracket: Zoom in/out Period: Follow selected unit F2: Toggle through zoom modes F5: Toggle through hidden units modes F9: Take a screenshot Ctrl-F9: Take a low-resolution screenshot of entire map Alt-F9: Take a high-resolution screenshot of entire map Selection Controls Tab: Select Idle Citizen Comma: Select Idle Military Unit A: Select Idle Atomic Bomber B: Select Idle Bomber D: Select Idle Fighter/Bomber F: Select Idle Fighter Ctrl-#: Create group # out of selected units Shift-#: Add selected unit to group # Alt-#/##: Select and center group # #: Select group # Game/AI Controls Numpad +: Increase game speed Numpad -: Decrease game speed Enter: Chat mode F1: Return to Scenario Editor when in test mode F3: Pause F4: Quick Save Shift-F4: Quick Load Ctrl-F4: Auto save load F10: Game options Alt-F: Flare Mode Page Up: Display previous messages Ctrl-Shift-Z: "Banzai" all-out computer attack-allied players will assist you Ctrl-Alt-Z: "Banzai" all-out computer attack-allied players will not assist you ------------------------------------------------------------------------------- 4. UNIT GUIDE Here it is-the purpose of this FAQ. There are many different unit categories in Empire Earth, each containing several units and meant to fulfill a purpose. Empire Earth uses a rock-paper-scissors system, meaning that each unit in weak to something. GROUND UNITS-SHOCK INFANTRY Includes: Club Man, Mace Man, Short Sword, Long Sword Strength: Archers Weakness: Spear (Pierce) Produced At: Barracks These are your basic melee infantry units, useful until the Renaissance. Their armor makes them handy for taking on archers. Watch out for spear infantry, though. GROUND UNITS-SPEAR (PIERCE) INFANTRY Includes: Spear Man, Phalanx, Pike Man, Halberdier Strength: Shock infantry, Cavalry Weakness: Archers, Gun Infantry Produced At: Barracks Good for engaging shock infantry and all types of cavalry. Halberdiers are powerful and can be used even up to the Industrial age. Best when mixed with shock infantry. GROUND UNITS-ARCHERS Includes: Slinger, Simple Bowman, Composite Bow, Long Bow Strength: Spear (Pierce) Infantry Weakness: Shock Infantry Produced At: Archery Range Before the Renaissance, these units should be your staple ranged combat support units. Protect them from harm with melee units like Spear Infantry. Archers can be deadly against unarmored or slow targets. GROUND UNITS-GUN (RANGED) INFANTRY Includes: Arqebus, Musketeer, Grenadier, Doughboy, Marine, Sentinal, Guardian Strength: Spear(Pierce) Infantry, Gun Cavalry, Anti-Tank (AT), Zeus Cyber, Anti-Air (AA) Weakness: Sword Cavalry, Field Cannon, Tank, Artillery, Pandora Cyber, Bombers, Helicopter Gunship Produced At: Barracks As soon as possible, make these your main infantry force. They can have great range when upgraded, do excellent damage, and are not expensive. They have as many weaknesses as strengths, so protect them with other units. GROUND UNITS-FIELD CANNON Includes: Hand Cannoneer, Trench Mortar, Heavy Mortar Strength: Buildings, Gun Infantry Weakness: Sword Cavalry Produced At: Barracks These guys replace archers as combat support units. Their shots do decent damage against buildings and their area of effect makes them powerful against massed infantry. Put them behind ranged infantry. GROUND UNITS-INFANTRY ANTI-INFANTRY Includes: Elite Guard, Machine Gun Strength: Infantry Weakness: Other Anti-infantry Produced At: Barracks These two ranged units are built to mow down scores of infantry units. Their range is not that of the Gun Infantry, but they are still powerful. GROUND UNITS-INFANTRY ANTI-TANK Includes: Grenade Launcher, Bazooka Strength: Tanks Weakness: Anti-infantry Produced At: Barracks These units can make shorts work of tanks. Their rockets even work against buildings. These units should be included in every atomic age infantry squad. GROUND UNITS-STEALTH Includes: Sharpshooter, Sniper Strength: Infantry Weakness: Anti-infantry Produced At: Barracks These two units are great for combat support. Their stealthiness means that they are invisible unless an enemy unit gets too close. Their shots, while very slow, are highly damaging and almost always one-shot-one-kill against infantry. GROUND UNITS-MEDIC Includes: Medic-Imperial, Atomic, and Digital Strength: None Weakness: Anti-infantry Produced At: Barracks Medics are obviously used for healing units. They will automatically heal any nearby units. A must-have for every army. GROUND UNITS-JALEVIN Includes: Javelin Thrower, Pilum Strength: Shock Infantry Weakness: Other archers Produced At: Archery Range Unlike other archers, Javelin Throwers and Pilums have piercing attack like Pikemen, giving them different strengths and weaknesses. GROUND UNITS-SPEED ARCHER Includes: Chariot Archer, Cavalry Archer Strength: Spear (Pierce) Infantry Weakness: Shock Infantry Produced At: Archery Range These are basically fast, agile archers. Nothing else special, except that they take 2 population instead of 1. GROUND UNITS-SWORD CAVALRY Includes: Horseman, Catraphact, Curassier, Imperial Curassier Strength: Archers, Gun Infantry, Field Cannon Weakness: Spear (Pierce) Infantry, Gun Cavalry Produced At: Stables These units are basically very fast, tough Shock Infantry. They also take 2 population. GROUND UNITS-SPEAR (PIERCE) CAVALRY Includes: Bronze Cavalry, Knight Strength: Shock Infantry, Shock Cavalry Weakness: Spear (Pierce) Infantry Produced At: Stables These cavalry units, with Piercing attacks, are faster, tougher Spear Infantry. Like all cavalry, they take 2 population units. GROUND UNITS-GUN CAVALRY Includes: Carabineer, Dragoon Strength: Sword Cavalry Weakness: Spear (Pierce) Infantry, Gun Infantry Produced At: Stables Though their range is not as great as Gun Infantry, Gun Cavalry are much faster and tougher. Unfortunately, they take 2 population. GROUND UNITS-MISCELLANIOUS INFANTRY Includes: Rock Thrower, Sampson, Barbarian, Viking, Partisan, Flame Thrower, Stinger Soldier Strength: Various Weakness: Anti-Infantry Produced At: Barracks There are a number of un-upgradable infantry units. Many of them are very powerful and should not be ignored. The Rock Throwers are very basic, short- ranged infantry units accessible from the Prehistoric Age. Sampsons swing massive tree trunks and excel at demolition. Barbarians are melee units that can walk right through forests. Vikings have the stealth ability of the Stealth Infantry but are melee units. Partisans can also walk through trees but are ranged and can attack air units. Flame Throwers have fast attacks that can quickly raze buildings. And last but definitely not least, Stinger Soldiers are powerful infantry units against air units. GROUND UNITS-MISCELLANIOUS ARCHERS Includes: Elephant Archer, Crossbow Strength: Spear (Pierce) Infantry Weakness: Shock Infantry Produced At: Archery Range There are not nearly as many miscellaneous archers as there are infantry. Elephant Archers, although slow and using 2 population, are very tough to kill and have the second most powerful arrow attack in the game, second only to Crossbow, early non-stealthy Snipers that fire deadly bolts. GROUND UNITS-MISCELLANIOUS CAVALRY Includes: War Elephant, Persian Cavalry Strength: Various Weakness: Spear (Pierce) Infantry Produced At: Stables The War Elephants are nonranged versions of Elephants Archer: tough, slow, and hungry for an extra population unit. The Persian Cavalry, on the other hand, is made up of very light, fast, and piercing units, also taking 2 population and having a short ranged attack. GROUND UNITS-ARMOR PIERCING TANK Includes: A7V, Panzer, Leopard Strength: Tanks, Infantry, Artillery Weakness: Minotaur Cyber, Anti-Tank Produced At: Tank Factory Armor Piercing Tanks can be used against infantry or buildings, but fighting other tanks and heavily armored vehicles is what they do best. GROUND UNITS-HIGH EXPLOSIVE TANK Includes: MkV, Sherman, M1, Gladiator, Centurion Strength: Infantry, Artillery Weakness: Minotaur Cyber, Anti-Tank Produced At: Tank Factory These tanks are made for fighting unarmored infantry and other light units. They are not as heavily armored or tough themselves, though. GROUND UNITS-ANTI AIR TANK Includes: Flak Halftrack, Skywatcher AA Strength: Air Units Weakness: Minotaur Cyber, Anti-Tank Produced At: Tank Factory These units are not quite as important as the other two types of tanks. They can only attack air and are not as strong as Armor-piercing tanks. They should still be included in a successful army, though. GROUND UNITS-EARLY ANTI-INFANTRY ARTILLERY Includes: Stone Thrower, Ballista Strength: Infantry Weakness: Infantry Produced At: Siege Factory That's right, these artillery units are strong against and weak to infantry. Keep them behind the lines so they can attack massed enemy units. GROUND UNITS-SEIGE TOWER Includes: Siege Tower, Heavy Siege Tower Strength: None Weakness: Infantry Produced At: Siege Factory Unlike other Siege Units, Siege Tower do not attack. Instead they allow units to cross over enemy walls. I personally prefer to simply knock the wall down instead. GROUND UNITS-CATAPULT Includes: Catapult, Trebuchet Strength: Buildings Weakness: Infantry Produced At: Siege Factory These are your basic building-wreckers. They have enough range to get past towers unharmed and do heavy damage to buildings. Use some of these whenever attacking a base. GROUND UNITS-BATTERING RAM Includes: Ram, Heavy Ram Strength: Buildings Weakness: Infantry Produced At: Siege Factory These are the only melee siege weapons, with the possible exception of Sampson. They can weather heavy fire from towers because of their tough armor, so they must be countered with infantry. GROUND UNITS-LATE ANTI-INFANTRY ARTILLERY Includes: Bombard, Artillery, Colossus Artillery Strength: Massed units, buildings Weakness: Tanks, Infantry Produced At: Siege Factory These units are very inaccurate against moving targets because of the way in which they fire their shots high up into the air. They are good for the back lines, killing multiple clumps of units. The shots are powerful enough to attack buildings and have an area effect. GROUND UNITS-ANTI-INFANTRY CANNON Includes: Culverin Cannon, Bronze Cannon Strength: Infantry Weakness: Infantry Produced At: Siege Factory These cannons carry field weapons like Bombards, but the shots are weaker, faster, and have a smaller area of effect. Replace Bombards with these if you value accuracy. GROUND UNITS-ANTI-TANK ARTILLERY Includes: 57mm AT Gun, 120mm AT Gun, Thor At Gun, Hercules AT Gun Strength: Tanks Weakness: Infantry Produced At: Siege Factory These units, though not as useful as anti-building artillery, should still be put into most armies that face tanks. GROUND UNITS-ANTI-BUILDING Includes: Basilisk Cannon, Serpentine Cannon, Howitzer Cannon, Paladin Cannon Strength: Buildings Weakness: Tanks, Infantry Produced At: Siege Factory Bring these along whenever assaulting buildings. The shots can be used against infantry, but do very high amounts of damage to building. It only takes a few to bring a base to the ground. GROUND UNITS-PRIEST Includes: Priest Strengths: None Weakness: None Produced At: Temple Priests are not as useful as military units, but are still powerful because of their ability to convert enemies over to your side. While the conversion process takes time, cannot be used near a University, and must be recharged, the ability to control enemy units is a very powerful one. GROUND UNITS-PROPHET Includes: Prophet Strength: Various Weakness: None Produced At: Temple Unlike many false ones, these prophets have the power to bring the end as well as predict it. They can summon a variety of calamities that can devastate an enemy base after charging up enough, as long as the target is not near a Temple, but take up 5 population. Earthquake Faith Used: 60 Target: Enemy building The Earthquake obviously causes the ground underneath the target to tremble and quake, as well as wreak havoc among buildings. Just be sure not to use it near friendly buildings. Volcano Faith Used: 75 Target: Open ground When summoned, a volcano will indiscriminately fire chunks of burning rock all over the place, damaging friends and foes alike. Because of this, try to use it where your own army is not near. Consider using it as a parting gift if your army is forced to retreat. Fire Storm Faith Used: 75 Target: Enemy building The Fire Storm is a huge fire that can burn down buildings and ships, even spreading to adjacent targets. Hurricane Faith Used: 100 Target: Open water The Hurricane inflicts heavy damage upon all sea units caught within it. It can even somehow be controlled just like a normal unit. Malaria Faith Used: 100 Target: Enemy units This contagious disease infects all units near the target and can even spread. It cannot kill units, however. Plague Faith Used: 100 Target: Enemy units This calamity is much like the previous one, but unlike Malaria, it can be fatal. Like Malaria, it is contagious. GROUND UNITS-CITIZENS Includes: Male and female Citizens Strength: Hunting game Weakness: Everything else Produced At: Town Center/Capitol Citizens are the basic workers of Empire Earth. They can hunt, fish, gather resources, and build buildings. Never think of using them for combat, though. GROUND AND AIR UNITS-SCOUT Includes: Canine Scout, Hot Air Balloon, Observation Balloon Strength: None Weakness Anti-air (AA) Produced At: Town Center/Capitol These unarmed units are highly mobile and made for scouting. The Canine Scouts, though groundbound, are very fast. The Hot Air and Observation Balloons are available in ages 9 and 10, and can fly. GROUND UNITS-STRATEGIST HERO Includes: Sargon of Akkad, Alexander the Great, Charlemagne, William the Conquerer, Isabella, Elizabeth I, Otto von Bismarck, Givan De Verran, Erwin Rommel, RW Bresdan, Alexi Septimus, Molly Ryan Strength: Various Weakness: None Produced At: Town Center/Capitol Strategist Heroes are made to command, not fight. They can heal units like Medics and their Battle Cry demoralizes enemy units. Use them behind the lines as combat support units and be aware that each side can only have one hero at a time, Strategist or Warrior. GROUND UNITS-WARRIOR HERO Includes: Gilgamesh, Hannibal, Julius Caesar, Richard the Lionheart, Henry V, Oliver Cromwell, Napolean, Manfred von Richthofen (Red Baron), Travis Shackelford, Dennis St. Albans, Sergei Molotov, Cyborg Molotov Strength: Various Weakness: None Produced At: Town Center/Capitol Unlike Strategist heroes, Warriors are made to lead from the thick of the battle, not the back lines. They are strong fighters and provide morale to friendly troops near them. SEA UNITS-FISHING BOAT Includes: Fishing Raft, Fishing Boat-Bronze, Imperial, Trawler, Digital Strength: None Weakness: Anything that attacks water Produced At: Dock As if Forage Patches and farms were not enough, Fishing Boats allow you to harvest the sea's bounty. Just select them and right click on a school of fish to have them get started. Be sure to protect them though; they are very weak to attack. SEA UNITS-TRANSPORT Includes: Transport Raft, Transport-Copper, Bronze, Imperial, Atomic, Gargantua Strength: None Weakness: Anything that attacks water Produced At: Dock Before you get Transport Helicopters, and even after, Transports are valuable in that they can ferry large numbers of units across water, including units Helicopters cannot carry, like Siege Weapons, Tanks, and Cybers. SEA UNITS-FRIGATE Includes: War Raft, Frigate-Copper, Bronze, Byzantine, Middle, Renaissance, Imperial, Royal, Good Hope, Warrington, Juggernaut Strength: Galley/Galleon, Submarines Weakness: Battleship Produced At: Dock Frigates are the first warships produced, and for good reason; they can take on any sea units, especially submarines; besides the Sea King, they are the only units that can see them. The Frigate fire accurate, long-ranged cannon (and in the Digital age, laser) which makes them an essential part of any navy. They can also bombard land, but this is best left to Battleships and Nuclear Submarines. SEA UNITS-BATTLESHIP Includes: Battleship-Copper, Bronze, Byzantine, Middle, Renaissance, Imperial, Royal, Dreadnought, Bismarck, Leviathan Strength: Frigates, land units and buildings Weakness: Submarines, Galley/Galleon Produced At: Dock The Battleships are some of the toughest units in the game-they have unmatched HP and armor, and do huge amounts of damage. Battleships fire huge cannonballs that can devastate just about any sea or land unit at long range. Unfortunately, the Battleships cannot hit moving targets. Use them as naval support units or early Nuclear Submarines. SEA UNITS-GALLEY/GALLEON Includes: Galley-Copper, Bronze, Byzantine, Middle, Galleon-Renaissance, Imperial, Royal Strength: Battleship, land units and buildings Weakness: Frigate, Submarines Produced At: Dock Although they become obsolete in the Atomic age, Galleys and Galleons are powerful while they last. While their flaming missiles are weaker than other ships, they are fired at an extraordinary rate, making them devastating to any sea units they can hit and buildings. SEA UNITS-CRUISER Includes: Gunboat, Dardo, Saggitarian Strength: Air Units Weakness: Sea units Produced At: Dock Cruisers are the ideal unit for naval commanders constantly assaulted by air units. Cruisers are deadly against air units, but must be heavily protected, because air units are all they attack. SEA UNITS-ATTACK SUBMARINE Includes: U-Boat, Nautilus, Hammerhead Strength: Battleship, Cruiser, Nuclear Submarine Weakness: Frigate, Sea King Helicopter Produced At: Naval Yard Attack Submarines are built to strike unseen, which they do well; only Frigates and Sea Kings can spot them. Their torpedoes are deadly against all sea units, but flank them with Battleship to protect from Frigates. SEA UNITS-AIRCRAFT CARRIER Includes: Enterprise, Nexus Strength: None Weakness: Anything that attacks water Produced At: Naval Yard Aircraft Carriers are floating airports that can build, launch, and repair their own personal Fighter/Bombers. While not as strong as regular Fighter/Bomber, these aircraft can pack a punch in numbers. Even a few fully loaded Aircraft Carriers can be a powerful force, especially when accompanied by other sea units. SEA UNITS-NUCLEAR SUBMARINE Includes: Trident, Triton Strength: Land units, buildings Weakness: Attack submarine, Sea King helicopter, Frigate Produced At: Naval Yard Nuclear Submarines take over the job of bombarding land from the Battleships starting in the Modern Age. Their missiles do huge amounts of damage, have the longest range of any attack, and home in, allowing Nuclear Subs to attack anything on land with deadly accuracy and power. Unfortunately, they have a VERY slow rate of fire and cannot attack sea units, so they must be protected at all costs. Even despite their shortcomings, they are very valuable, even a few can lay waste to an unprepared base. AIR UNITS-FIGHTER/BOMBER Includes: Fokker, ME 109, ME 262, F-117, Talon, Phoenix Strength: Bombers, Helicopters Weakness: Fighter, Anti-Air (AA) Produced At: Airport The Fighter/Bombers are the mainstay of any air force. They are able to attack land, air, or sea but do not especially excel at any of these. Still, Fighter/Bombers are some of the most versatile units in the game and should not be ignored. AIR UNITS-FIGHTER Includes: Sopwith, Spitfire, P-51, F-15, Jackal, Nebula Strength: Air Units Weakness: Anti-air (AA) Produced At: Airport Fighters are considerably more specialized than Fighter/Bombers, and do their narrow line of work, engaging other air units, considerably better. Since Fighter/Bombers can also attacks air, field large numbers of these only if your opponent has a huge population of air units. AIR UNITS-BOMBER Includes: Gotha, HE 111, B-17, B-2, B-111 Wyvern Strength: Land units, sea units, buildings Weakness: Fighter, Fighter/Bomber, Anti-air (AA) Produced At: Airport Bombers are made to attack ground, and they do their job very well. Even the early Gotha does good damage and has a large area of effect. Bombers can significantly damage or even destroy everything near their target, including their target, but they must return to refuel after 1 run. AIR UNITS-ATOMIC BOMBER Includes: B-29, B-52, Titan Strength: Land units, sea units, buildings Weakness: Fighter, Fighter/Bomber, Anti-air (AA) Produced At: Airport Atomic Bombers are the big daddy of Bombers. While incredibly weak and unarmored, their atomic bombs are the most powerful weapons in the game; only heavily fortified buildings withstand its assault. On a typical run, the Atomic Bomber can completely annihilate everything within its considerable blast radius. Each bomber only carried one bomb, so aim for heavily populated or developed areas. AIR UNITS-ANTI-TANK Includes: Typhoon, A-10 Strength: Tanks Weakness: Fighter, Anti-air (AA) Produced At: Airport While Helicopter Anti-tanks are more versatile because of their ability to hover and not refuel, Anti-tanks are armed with damaging machine guns that can do at least as much damage. Not to mention that they are slightly faster. AIR UNITS-HELICOPTER TRANSPORT Includes: Helicopter Transport, Pegasus Transport Strength: None Weakness: Fighter, Fighter/Bomber Anti-air (AA) Produced At: Airport The Helicopter Transport takes the sea Transport a step up-it can cross any terrain and is very quick. Like all other helicopters, Transports have infinite fuel and can hover. Unfortunately, it can only carry infantry and has less capacity than sea Transports. Still, they are very good, so use them when you can. AIR UNITS-SEA KING Includes: Sea King, Sea King II Strength: Submarines Weakness: Fighter Bomber, Fighter/Bomber Anti-air (AA) Produced At: Airport Sea Kings are specialized units, like Cruisers. They can only attack Submarines, and excel at it. While they must be heavily protected, they provide a viable alternative to Frigates. AIR UNITS-HELICOPTER GUNSHIP Includes: Helicopter Gunship, Reaper Gunship Strength: Infantry Weakness: Fighter Bomber, Fighter/Bomber Anti-air (AA) Produced At: Airport Helicopter Gunships provide valuable combat support, sporting machine guns and later lasers capable of mowing down scores of infantry. They do not fare well against armor, though. AIR UNITS-HELICOPTER ANTI-TANK Includes: Helicopter Anti-Tank, Spectre AT Strength: Tanks Weakness: Fighter Bomber, Fighter/Bomber Anti-air (AA) Produced At: Airport The Helicopter AT fires missiles that can lay waste to tanks, and can even do damage to buildings, ships, and artillery. Not much else, just try comboing them with Gunships. ROBOTIC UNITS-COMBAT CYBERS Includes: Ares I and II, Pandora I and II, Hyperion I and II, Minotaur I and II, Zeus Strength: Various Weakness: Anti-Tank, Zeus Produced At: Cyber Factory Combat Cybers are the soldiers of the future; obedient, single-minded, and covered in blinking lights. Each Combat Cyber has a different strength. The Ares Cybers have a weak but quick attack, are flying, non-refueling units and can heal themselves. Hyperion Cybers are almost flying, as they can walk under water and over cliffs. They have the most Hit Points of any Combat Cyber and, except for Zeus, the highest attack. Pandora Cybers have the second-weakest attack and the lowest hit points, But are very effective at killing infantry because their homing attacks do decent splash damage. Minotaurs are very effective at dealing with tanks, and the Zeus Cybers, who have the highest attack and second highest Hit Points of any Combat Cyber, are effective at killing other Cybers. Also be aware that all Cybers take 2 population units. ROBOTIC UNITS-APOLLO ULTRA CYBER Includes: Apollo Strength: None Weakness: Anti-air (AA) Produced At: Cyber Lab The Apollo Cybers make excellent Combat support units. They fly, can heal other Cybers, and have two special abilities. The Diffraction Shield creates a force field around the target that reduces the damage to it, and the Ion Pulse temporarily increases the damage done to all units in its blast radius. ROBOTIC UNITS-FURY ULTRA CYBER Includes: Fury Strength: Buildings Weakness: Zeus Cyber, Anti-tank Produced At: Cyber Lab Furies are melee Cybers that do good damage, especially against buildings. They are very fast and have one special ability: Self Destruct. It causes the Fury to detonate itself. The ability can be used any time, and is automatically used when the Fury dies. ROBOTIC UNITS-TEMPEST ULTRA CYBER Includes: Tempest Strength: None Weakness: Anti-Tank, Zeus Cyber Produced At: Cyber Lab Tempest Cyber attack with high-tech swords that do moderate damage to all armor types. They are even faster than Furies, making them very mobile. Their two special abilities are Resonator, which does damage to all units in its area of effect proportional to their attack strength, and Antimatter Storm. This flashing pink storm is like the Prophet's Hurricane, but does damage to air units and can still be controlled like the Hurricane. ROBOTIC UNITS-HADES CYBER Includes: Hades Strength: None Weakness: Anti-Tank, Zeus Cyber Produced At: Cyber Lab Hades Cybers are the most advanced Cyber in the game. Although they cannot attack, they have 3 powerful abilities that make them excellent combat support units. Their Time Warp ability transports a target unit into the future, removing it from the game for several minutes. Teleport can move the Hades anywhere on the map, although it removes some of the Cyber's HP. Nano Virus works like the Prophet's Plague only on Cybers. It slowly damages Cybers and can spread. ROBOTIC UNITS-POSEIDON CYBER Includes: Poseidon Strength: None Weakness: Anti-Tank, Zeus Cyber Produced At: Cyber Lab Poseidons are best made to combat other Cybers, but can be useful anywhere. They can travel underwater like the Hyperion Cyber (though not over cliffs) and have a Refractive Cloak ability the makes all units around them except other Poseidons invisible. Their Assimilate allows them to convert other Cybers, given time. ------------------------------------------------------------------------------- 5. LEGAL INFORMATION Copyright 2002 DarthMarth This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. And a special thanks to Sierra for making this great game!