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    FAQ/Walkthrough by kirbyroks

    Version: Final | Updated: 02/07/05 | Search Guide | Bookmark Guide

                         FAQ/Walkthrough for Urban Assault.
               Last updated 12/22/04         Version: Final
               Project started: 12/01/04     Project completed: 12/22/04
               Total development hours: 173   File size: 161 kilobytes (0.157 MB)
               Written by: Josiah Herrington
    
               This FAQ is of course copyright (c) 2004 Josiah Herrington
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    Contents                   [TOP]                               ~~|  [W0.1]  |~~
                                                                     |__________|
    
    Table of Contents.........................[TOP] Use the above box to keep the
    1:  Intro.................................[010] Search code for your current
    2:  Legal stuff/Updates...................[020] Location in so you can jump
    3:  Overview..............................[030] right back to where you were
    4:  Frequently Asked Questions............[040] in the walkthrough without
    5:  Factions..............................[050] having to search! I always
    6:  Playing the game......................[060] make sections start and end
    7:  Walkthrough...........................[070] at save spots to make it
          Training Mission 1.................[W0.1] easy for you to follow the
          Training Mission 2.................[W0.2] walkthrough knowing you
          Training Mission 3:................[W0.3] can't play strait through.
          Skull Alley........................[W0.4]
          Virgin Steel.......................[W0.5] You can access any area in
          Checker Board......................[W0.6] the table of contents by
          Surprise!..........................[W0.7] Pressing CTRL+F and copy
          Dark Valley........................[W0.8] and pasting the code into
          Drak...............................[W0.9] the find box and it will
          Fort Grenada.......................[W1.0] take you right to it!
          Taerkastik.........................[W1.1]
          Labyrinth..........................[W1.2]
          Hard Thing.........................[W1.3]
          No-Man's Land......................[W1.4]
          Moonlight City.....................[W1.5]
          Two Hills..........................[W1.6]
          Assi's Way.........................[W1.7]
          Pedestal Mountain..................[W1.8]
          Great Confusion....................[W1.9]
          Peacemaker.........................[W2.0]
          Sulogs Rising......................[W2.1]
          Hurz...............................[W2.2]
          Wide Field.........................[W2.3]
          Hamburger Hill.....................[W2.4]
          Maze Wayz..........................[W2.5]
          Dark Zone..........................[W2.6]
          Sibuna.............................[W2.7]
          The Looong Way.....................[W2.8]
          New Stonehenge.....................[W2.9]
          Command & Tearkast.................[W3.0]
          Sulog's Fine Thread................[W3.1]
          Parasite City 1....................[W3.2]
          Taer on Black Wadi.................[W3.3]
          Mission Possible...................[W3.4]
          Industrial Centre..................[W3.5]
          Blue Casbah........................[W3.7]
          Smile!.............................[W3.8]
          Slaughter Field....................[W3.9]
          Parasite City 2....................[W4.0]
    8:  Unit List.............................[080]
    9:  Hidden Plot...........................[090]
    10: Strategies............................[100]
    11: Credits...............................[110]
    12: Contact Information...................[120]
    
    ===============================================================================
                                     1:  Intro
    ===============================================================================
                                       [010]
    
    Hello, I have decided to write a guide on one of my favorite all time games,
    Urban Assault! The game is a combination between a Combat Simulation, Real Time
    Strategy, and Driving. This has been the hardest FAQ and walkthrough I have
    ever done in all my life. Not only does the real time strategy genre not give
    itself to FAQing, but this game is extremely hard. In this game, following my
    grand walkthruogh of course ^_^, you will have loads of fun! You will find
    yourself laughing, crying, ranting, and raving! I really hope you enjoy this
    walkthrough and if you use it, please give me an E-mail letting me know I
    didn't waste my time! I have put in over 73 recorded hours on this document and
    I would like to think that it counted for somebody!
    
    Enjoy, and please, PLEASE, don't E-mail me questions about frozen yogurt!
    I swear to you, I barely even know anything about it. I don't even know any
    stores that sell it. You have to trust me because I have a wife, and kids.
    Millions of kids! ;_; <-- See! That's me weeping! Weeping for them because they
    no longer have a father! AND IT'S ALL YOUR FAULT YOU YOGURT HATING TRAITOR!
    
    Anyways, have fun and happy hunting!
    
    ===============================================================================
                                  2: Legal stuff/Updates
    ===============================================================================
                                       [020]
    
    This FAQ is mine and is copyright(c) 2002 Josiah Herrington. 
    This FAQ, as of now, can only be displayed at:
    
    - Gamefaqs (http://www.GAMEFAQS.com)
    - Gamespot(www.gamespot.com)
    
    Sites with easy permission:
    - IGN(www.ign.com)
    - www.neoseeker.com
    
    This document is only for personal use.
    You may not sell this FAQ or distribute it. Otherwise you may 
    not under any circumstances host this FAQ unless I give permission. 
    I still reserve all rights to discontinue any site's hosting of this 
    FAQ.
    
    12/10/04 Version 1.0
    Done with all needed levels to reach Parasite City and have the technology to
    beat the enemies found there. Other missions coming soon.
    
    12/22/04 Final version.
    All levels completed, all units accounted for, Plot entries finished.
    
    ===============================================================================
                                    3: Overview
    ===============================================================================
                                       [030]
    
    It is one of the better old PC games and is one that doesn't get old. You play
    the role of SDU 7, a cybernetically enhanced human being who has been drafted
    because of all things, his mad gaming skillz, to protect the earth from the
    invasion of several alien species, as well as radical humanoids. Much of the
    plot for this game is not the game itself, but in the help files. In fact, I
    would go so far as to say that the help files contain 50% of the plot! You
    just have to look around and you will find a lot of back story.
    
    
    There will be those who call it a curse, but they were not chosen to be the
    human interface. And who among them could handle the unimaginable power of
    becoming one with the Host Station? After the upload surgery you will be
    completely wired into the free world's network of computers, able to synthesize
    intelligent tanks and aircraft with the click of a button. 
    
    After The Big Mistake, the deteriorating atmosphere forced humans to live in
    domed cities connected by beam gates. These domed cities and beam gates require
    vast amounts of energy. Unfortunately, those energy sources and your people of
    The Resistance are coming under massive attack. 
    
    Your enemies list reads like a parade of nightmares: the Ghorkovs, the
    Sulgogars, the Mykonians, the Taerkastens, and the Black Sect.
    
    The fate of The Resistance, and perhaps even the fate of the entire planet,
    depends on how well you can master your Host Station resources and wage battle
    against those who are trying to destroy you and your world. 
    
    THE BIG MISTAKE:
    
    It all started so silently nobody really noticed. Ozone depletion allowed
    unfiltered solar radiation to "sunburn the ocean," killing the phytoplankton
    that lives within the top few meters of its surface. It was a classic collapse
    of a food chain. The little fish that ate plankton died, and then the bigger
    fish that ate the little fish died, and a horrified world watched as the oceans
    died. And then the atmosphere began to collapse and, as the planet erupted into
    wars over the remaining resources, the environmental disaster we had brought
    upon ourselves came to be known as The Big Mistake. Even our own technological
    prowess became a handicap. Our scientists had unlocked the secret to plasma
    formation; the ability to materialize solid constructions out of thin air.
    
    Constructed over plasma-rich geopockets all over the globe, advanced technology
    research centers were used to develop military technology of all sorts. Ground
    tanks, air fighters, buildings, to name a few. These could instantly appear at
    a commander's whim. But this magic had a high price. Everyone wanted this
    technology, and soon the fragile political alliances and systems that had so
    narrowly averted global war for three centuries came to a crumbling end. The
    technology was dispersed into enemy hands, and the world became a multipolar
    warring hotbed once again. And as if we weren't doing enough to ruin Earth, the
    Mykonians launched their energy-sucking Parasite Machine to give us a helping
    hand.
    
    The Resistance:
    
    The Resistance-your people-represents the last trace of freedom and democracy
    to survive the environmental, financial, and political collapses that followed
    The Big Mistake. The Resistance was just months away from certain destruction
    by its approaching enemies when a band of hackers and engineers wired together
    all of the free world's computers to create seven Host Stations as the ultimate
    Resistance force. Seven human synaptic donor units, or SDUs, were chosen based
    on their nervous systems' response times and neuroconfiguration to pilot these
    Host Stations. Because the surgical upload of an SDU to a Host Station is
    irreversible, these champions came to be heralded as heroes who sacrificed
    their own humanity for the continual humanity of others. You are the last of
    these SDU champions to be deployed into battle. Learn from the mistakes of your
    predecessors. The survival of The Resistance and all of its ideals rests with
    you.
    
    ===============================================================================
                             4: Frequently Asked Questions
    ===============================================================================
                                       [040]
    
    Q: Is this game good or bad??
    A: In my opinion, it is Awesome! But that is what reviews are for. I myself
       have one on GFAQs.
    
    Q: Will you help me through *insert part of game*
    A: Probably not. I say this because if it isn't in my guide, odds are I don't
       know about it. Feel free to bring anything to my attention I don't have in
       my guide though.
    
    Q: Where can I find Weapon/Armor/Vehicle/Building Upgrade X?
    A: I don't know. If I know where it is you can be assured it is in the guide or
       will be. If you don't find it here, feel free to tell it to me though.
    
    Q: I found an error in your guide, what do I do?
    A: E-mail me! I will look into it!
    
    Q: Darn you Kirby! I was sure I was going to be the first person on Gamefaqs
       with an UA guide!
    A: You're still special Shoecream! We can still be friends!
    
    
    ===============================================================================
                                    5: Factions
    ===============================================================================
                                       [050]
    
    The Resistance
    The player is the embodiment of The Resistance-which represents the last trace
    of freedom and democracy to survive the environmental, financial, and political
    collapses that followed The Big Mistake. The Resistance was just months away
    from certain destruction by its approaching enemies when a band of hackers and
    engineers wired together all of the free world's computers to create the Host
    Station as the ultimate war machine. Now that the Host Station has chosen you
    to become its uploaded master, the survival of The Resistance and all of its
    ideals rests with you. (Yes I know it isn't very scientifically accurate. I am
    a Computer Science/CIS Major!)
    
    Vehicles
     Your Host Station 
     Fox              :Light AA tank
     Weasel           :Lighter AA tank
     Jaguar           :Medium AT tank
     Tiger            :Heavy AT tank
     Rhino            :Ultra Heavy Anti Host Station Artillery
     Rock Sled        :High powered suicide truck.
     Firefly          :Ultra Light AT Chopper. AKA Chaff to distract base defenses
     Wasp             :Light attack chopper.
     Hornet           :Medium Heavy Attack/AT Chopper.
     Dragonfly        :Heavy Assault Chopper.
     Falcon           :Fast light AA Aircraft.
     Marauder         :Faster Heavier AA Aircraft.
     Warhammer        :Medium Bomber Aircraft.
     Scout            :Unarmed fast scout drone.
    
    Buildings
     Power Stations   :Supplies power to the resistance.
     Flak Stations    :Fires projectiles at any foes within range.
     Radar Station    :Scans a wide range.
    
    
    
    Taerkastens
    This dangerous retrocult disdains electronic and related technology yet has
    advanced weapons development. They wish to exterminate us-and all other
    factions-from the planet. Diplomacy has failed. The Taerkastens blame us for
    killing the oceans and destroying the atmosphere. Their units have extremely
    heavy armor and can "take a lickin' and keep on tickin'" to coin a phrase.
    
    Vehicles
     Taerkasten Flying Fortress 
     Eisenhans        :Medium/Heavy AT Tank.
     Leonid           :Super Heavy AT Tank.
     Zeppelin         :Ultra-mega-heavy bomber.
     Mnosjetz         :Heavy AT Bomber.
     Phantom          :Medium/Heavy AA Plane
     Serp             :Suicide missile unit
     Bronsteijn       :Heavy attack Plane/Chopper
     Hetzel           :Medium anti-chopper plane
     Ormu-Scout       :Unarmed Fast scout drone
    
    Buildings
     Power Station    :Supplies power to the Taerkastens
     Flak Station     :Fires projectiles at any foes within range.
     Radar Station    :Scans a wide area.
    
    Ghorkovs
    This totalitarian and militaristic faction that emerged from Eurasia after The
    Big Mistake has weapons technology at least equal to our own. Diplomacy has
    failed. The Ghorkovs resent our earlier betrayal of them to the off-world
    Mykonians. That's right, we aren't totally innocent in this either. But one must
    survive. The Ghorkovs' strength lies mainly in their phenomenal lineup of air
    units. It has an excellent lineup of choppers, and a very good plane setup!
    However, their heaviest tank unit is a little stronger than the resistance
    Jaguar, and weaker than the resistance Tiger.
    
     Turantul              \_Yes, they are both host stations.
     Turantul II (Skorpio) /
     Speedy           :Light AA tank.
     Tekh-Trak        :Medium AT tank.
     Ghargoil         :Medium Attack Chopper
     Ghargoil 2       :Medium/Heavy Attack Chopper
     Ghargoil 3       :Medium Bomber Chopper.
     Ying             :Ultra light AA plane.
     Yang             :Light AT bomber.
     Tien-Ying 7      :Ultra heavy AA/attack jet.
     Gigant           :Massive Anti-Enemy Semi-station.
     Ghor-Scout       :Light fast Scout Unit.
    
    Buildings
     Power Station    :Supplies power to the Ghorkovs
     Flak Station     :Fires projectiles at any foes within range.
     Radar Station    :Scans a wide area.
    
    
    Sulgogars
    A plantlike, bionic off-world species, the Sulgogars hope to claim Earth as a
    spawning ground. Their vehicle-creation technology is more advanced than ours,
    although it appears to be based on genetic manipulation and cloning. Diplomacy
    has failed. They view humans as fertilizer. They have some of the most unusual
    units in the game.
    
    What little we know about the Sulgogar vehicles exists here. We have no
    information about their buildings, although we imagine that they, too, exist.
    You cannot play as a Sulgogar during a multiplayer game.
    
     Sulgogar Queen 
     Blue Spore       :Ultra light AT bomber
     Mean Green       :Medium AA Plane
     Slime Lord       :Heavy Anti-Base plane.
     Little Brother   :Light fast scout unit. Visually identical to the blue spore.
    
    
    
    Mykonians
    An off-world species, the Mykonians are tapping into the very core of our
    planet with their devastating Parasite Machine, extracting energy to power
    their attacks. Their weapons technology is more advanced than ours. 
    It is interesting to note that all Mykonian vehicles are symmetrical polygons
    in shape. This is the result of their bio-vein construction, which forms in
    crystalline symmetry in zero-gravity space. The Mykonians are a much more
    powerful race than your other terran foes and possesses technology unknown to
    humans. So do not be seduced by their awesome sight. Diplomacy has failed. They
    want our planet. Resistance is futile. You will be assimilated. Your
    technological and biological distinctiveness will be added to their own. You
    will adapt to service them. If you resist you will be punished. You are
    irrelevant, life is irrelevant. Only our monotonous droning is important. We
    speak like a mentally challenged bum. Only your complete obedience is required.
    
    Vehicles
     Myko Station 
     Myko 5P0 Air Prism   :Medium AT chopper.
     Myko XO1 Quadda      :"The Brick." Very tough Anti-Host station unit.
     Myko Static          :Light AA plane. Extremely slow speed.
     Myko Ground Cube     :Medium AT/Anti-Base tank.
     Myko Hourglass       :Medium AT Chopper.
     Myko Air Stick       :Powerful AA plane.
     Myko Bomber          :Heavy Bomber.
     Myko Radar           :Light, fast scout unit.
    
    Buildings
     Power Station        :Supplies power to the Mykonians.
     Flak Stations        :Fires ion cannons at any foe within range.
     Radar Station        :Scans a wide area.
    
    ===============================================================================
                                 6:  Playing the game
    ===============================================================================
                                       [060]
    =======================
         Gameplay Info
    =======================
    Urban assault has a very unique style of play that has not been seen since it
    and was never seen before it. You control all your units VIA a large map, as
    you would in a real-time strategy game, but you can actually jump into your
    vehicles and fight side by side with your men! In addition to that, a vehicle
    that you are driving gets a boost in power, speed, armor, agility, and other
    things as well! This makes it very worthwhile to do so! On the wider scale of
    things, you are going through a large overworld map that covers most of Asia,
    all of Europe, and much of northern Africa. This map is divided into levels
    that you can choose to enter and fight through! At first, only a few levels are
    open to you, but as you beat more levels and expand your fronts, more and more
    levels become available! You do not have to beat all the levels in order to
    win, but it helps as you will get critical technology upgrades for beating many
    of the levels. The idea is to work from Europe, you start around Scotland, all
    the way through Northern Africa or Europe to the Eastern-most part of Asia,
    where the Mykonians have planted their parasite machine and then destroy it.
    
    =======================
       Default Controls
    =======================
    
    The default PC controls are as follows:
    
    p:                       Pause Game
    esc:                     Abort/Quit/Escape
    left/right arrow keys:   Ground Unit Left/Right
    down/up Arrow Keys:      Ground Unit Back/Forward
    z/a keys:                Ground Unit Gun Down/Up
    up/down arrow keys:      Aircraft Nose Down/Up
    z/a keys:                Aircraft Decelerate/Accelerate
    left/right Arrow Keys:   Aircraft Left/Right
    Number pad 0:            Brake/Auto-Level Helicopter
    Space Bar:               Fire Weapon
    Tab Key:                 Launch Missile Cam
    X key:                   Fire Machine Gun
    L key:                   Become Current Squad Leader
    H key:                   HUD On/Off
    B key:                   Beam Host Station
    O key:                   Give Order to Units
    C key:                   Create Vehicle or Building
    A key:                   Add Vehicle to Current Squad
    S key:                   Squadron Manager On/Off
    1 key:                   Aggressiveness  Level 1
    2 key                    Aggressiveness  Level 2
    3 key:                   Aggressiveness  Level 3
    4 key:                   Aggressiveness  Level 4
    5 key:                   Aggressiveness  Level 5
    M key:                   Map On/Off
    Shift Key:               Map: Set Waypoints
    Number pad 1:            Map: Sector Detail
    Number pad 2:            Map: Sector Ownership
    Number pad 3:            Map: Vehicle Status
    Number pad 4:            Map: Toggle Size
    Number Pad 5:            Map: Lock on Occupied Unit
    Number Pad +:            Map: Zoom In
    Number Pad -             Map: Zoom Out
    I key:                   Information Log On/Off
    J key:                   Jump into Vehicle
    Backspace Key:           Jump to Last Occupied Unit
    Space Bar(host station)  Jump from Host Station Bridge to Gun Turret 1
    F4 key:                  Jump to Host Station
    F5 key:                  Jump to Current Squad Leader
    F6 key:                  Cycle Through Units/Jump into Gun Turrets
    F7 key:                  Cycle Through Squad Leaders
    F8 key:                  Jump to Last Message Sender
    Return/Enter key:        Send Chat Message
    F1 key:                  Help (Not Available in Multiplayer)
    F2 key:                  Situation Analyzer
    
    =======================
     Minimum System Specs
    =======================
    Minimum Specs:
    
    - A PC with a Pentium 133 MHz or equivalent processor.
    - Windows 95 operating system or higher.
    - 16 megabytes of RAM.
    - 100 MB of free uncompressed hard disk space.
    - 4x or greater speed CD-ROM drive.
    - Local bus Super VGA video card with 1 or more MB of VRAM.
    - Windows-compatible sound card plus speakers or headphones.
    - Microsoft Mouse or compatible pointing device.
    
    
    Reccomended specs:
    
    - A PC with a Pentium 333 MHz or equivalent processor.
    - Windows 95 operating system or higher.
    - 32 megabytes of RAM.
    - 190 MB of free uncompressed hard disk space.
    - 8x or greater speed CD-ROM drive.
    - Local bus Super VGA video card with 2 or more MB of VRAM.
    
    ===============================================================================
                                   7:  Walkthrough
    ===============================================================================
                                       [070]
    
    Here you will find the walkthrough for the Single Player mode of the game.
    
    
    Here is a sample of how the individual levels are laid out.
    
    =======================
        Level name
          [W#.#]
    =======================
    
    Difficulty: #/10 (One being the easiest and ten being the hardest)
    
    Enemies: Taerkastens: Eisenhans, Leonid (Heavy tank), Hetzel (Medium plane)
    This is a description of an enemy faction, the units they will use with the
    classification of units you haven't encountered before (in parentheses) There
    will be one faction section for each enemy faction.
    
    Tech upgrades:
    The tech upgrades can be one of several kinds; Armor, weapon, energy, shots,
    units, or buildings. Below are several samples of how it's used.
    
    Tech Upgrade: Building > Power Station (You can now create power stations)
    Tech Upgrade: Unit > Tiger             (You can now create Tiger Tanks)
    Tech Upgrade: Weapon > Fox > +2        (Your Fox tank now does 2 more damage)
    Tech Upgrade: Armor > Weasel > +2%     (Your Weasel tank has 2% more armor)
    Tech Upgrade: Weapon > Wasp > Shot+1   (Your Wasp shoots 1 more projectile per
                                            fire)
    
    Objectives: Your objectives will be stated here. In reality the objectives are
                always going to simply be wipe out all foes, but many levels have
                other things to do that can reap you some very good rewards such as
                powerful, or even critical, upgrades.
    
    
    Here is where the mission strategy will go. Due to the complicated and ever
    changing nature of real-time strategy games, I cannot give you instructions to
    carry out that will ensure victory. You are going to have to think about it
    and make wise decisions if you want to win in the many situations that come up.
    
    
    And that is how the walkthrough is laid out! I hope that makes it somewhat easy
    to understand. As it isn't easy to write for a RTS game I figured that I could
    at least have a good format!
    
    
    
    =======================
    Training Level 1:
         [W0.1]
    =======================
    Vehicle Creation and Control
    Difficulty: 1/10
    Enemies: Unarmed Gorkhov drones.
    
    This mission is really simple. Create some fox tanks and have them destroy the
    drones. The end.
    
    
    =======================
    Training Mission 2
         [W0.2]
    =======================
    The Map and Squadron Manager
    Difficulty: 1/10
    Enemies: Unarmed Gorkhov drones.
    
    This mission is also simple. Create some fox tanks and wipe out the drones.
    Mission over.
    
    =======================
    Training Mission 3:
         [W0.3]
    =======================
    Hyde park.
    Difficulty: 2/10
    Enemies: Gorkhovs.
    
    This mission pits you against one Gorhovian host station.
    OK, lets get down to business! Create a squadron of Fox Tanks, and send them
    to capture the key sector to the northwest. In the meantime, send 3 of your
    starting fox tanks to the beam gate sector to the southwest and take it, and
    three to the power station to the south. Then beam your host station to the
    power station and have your foxes conquer the nearby sectors. Hoard power and
    create foxes until you have about 15. The lead them against the host station
    from the south, the east and the west, in groups of 5. The host station will
    fall at which point you should send all your Fox tanks to the beam gate.
    After the beam gate is full, beam your host station to it.
    
    =======================
       Skull Alley
         [W0.4]
    =======================
    Difficulty: 2/10
    Enemies: Gorkhovs: Ghargoil 1.
    Tech Upgrades: Unit > Weasel Tank (Light AA tank)
    
    Ok, first things first! Send your squad of 3 foxes northeast, and send your
    squad of 2 northwest. Now send the foxes you brought with you, there should be
    five, um the north to the middle. Now hop into a fox that is northwest and use
    it to take the tech upgrade and capture the weasel tank creation ability. Once
    you have that you should send your tanks on the northwest side to the middle to
    join the other 5, and hop into one of the ones to the northeast and take the
    power station. Once you have that move your army of foxes up to it and beam
    your host station to it. Use the foxes to take out any Ghargoils that are
    around there. From there make an army of about 10 fox tanks and send them on
    the Tarantul 1. You should be controlling one and wipe out the host station.
    Head to the beam gate taking foxes.
    
    =======================
       Virgin Steel
         [W0.5]
    =======================
    Difficulty: 3/10
    Enemies: Gorkhovs: Speedy, Ghargoil 1.
    Tech Upgrades: Unit > Jaguar Tank (Medium AT tank)
    Objectives: Capture the power station to the northwest.
    
    Okay, first off send all of your Fox tanks but two to the northwest to capture
    the power station. Make sure you hop into on e and bring destruction onto the
    Gorkhovs. Once you capture the power station immediately beam your host station
    to it to harvest it's energy. Park all of your Fox tanks near your host station
    to ward off any intruding Ghargoils and head west and capture the Jaguar Tech
    Upgrade! Use your Fox to kill the Ghargoils that are on guard and then capture
    the surrounding Sectors. Once you have a good absorption rate, create several 
    ore Fox tanks and a few Jaguar tanks! Head south in one fox that is not in a
    squad (you don't want others to follow) and wipe out as many of the Ghargoils
    as you can. Once there are few or no Ghargoils left, march in with your tanks
    and wipe out the host station. Be sure to hop into a Jaguar and hit the host
    station! Take Either some Jaguars or some Foxes into the beam gate and beam
    out.
    
    
    
    =======================
        Checker Board
           [W0.6]
    =======================
    Difficulty: 5/10
    Enemies: Gorkhovs: Speedy, Ghargoil 1 & 2, Tekh-Trak.
    Tech Upgrades: Unit > Wasp 'Copter (Medium Attack Chopper)
    Objectives: Hold the line, kill the Gorkhovs, and get the upgrade.
    
    Okay now, first thing to do is jump into a turret and grab a piece of the
    action! Wipe out as many Gorkhovs as you can and drive them back. Once they
    have been temporarily repulsed, grab a weasel and head North on the East side
    of the map. Capture the Wasp upgrade and kill as many choppers as you can
    before you perish. Ok, now to take out the flak line. First off, if you do this
    piecemeal you will be taken apart. The AI is no match for flak stations, so you
    will need to take a systematic approach. First, Grab yourself a lone Fox tank
    and head into the middle and clear out as many Ghargoils as you can while
    staying out of range of the flak guns. Repeat this until you are satisfied that
    the Ghargoils are no longer a serious threat. You are wanting to do this around
    the power station.
    
    The Gorkhov host station usually moves to the power station, but not always.
    While fighting the Ghargoils, use the terrain and the power station & buildings
    for cover from the host station fire. After a while it will stop spawning
    Ghargoils, and will spawn Tekh-Trak. Do NOT engage these on the ground as they
    outclass your tanks by a lot. Instead, Spawn a few wasps and take them apart.
    Always lure the enemies to any place near your flak station(s) to pick on them
    if you can especially the Ghargoils. If you cannot take the power station,
    destroy it and keep kamikaze piloting wasps in one at a time by yourself until
    the host station dies. You will find wasps to be one of the best units out
    there as the game goes on. Once you destroy the Host Station head to the beam
    gate taking as many Wasps as possible.
    
    
    =======================
           Surprise!
            [W0.7]
    =======================
    Difficulty: 4/10
    Enemies: Taerkastens: Eisenhans (Medium tank)
    Enemies: Gorkhovs: Ghargoil 2, 2 host stations.
    Tech Upgrades: Unit > Scout
    Tech Upgrades: Armor > Fox > 52%
    Objectives: Capture the spy drone upgrade and take out the Taerkastens host
                station.
    
    Okay, as soon as you get started you will be under fire by a Gorkhov host
    station. Just select all your units and tell them to attack it, jump into a
    wasp and open fire and it should be dead in no time flat. Then beware the
    Ghargoil 2s coming from the northeast. Once you are in the clear grab a
    weasel and take it north and locate the tech upgrade and the Gorkhov host
    station. Now create a few foxes and lead your whole armada into the Gorkhov
    host station taking control of a wasp yourself and hammering on the host
    station till it dies. Once it dies all you have to worry about are the
    Taerkastens and they only have tanks that your wasps can obliterate! Now, as
    soon as you kill the second Gorkhov host station, send your army west to meet
    the Eisenhans. As soon as they are obliterated create 5 wasps and send them
    to join your army. Take a single Wasp in and destroy the flak turrets. They
    only take one wasp shell each so keep moving and you won't have a problem.
    
    Head a little further west and get the armor upgrade for the Fox. Now you are
    ready to march on the Taerkastens host station! Should take a lot right?
    Actually, no. Just fly the a wasp in there over and over; first killing all the
    tanks, then hammering on the power station-less Taerkastens host station. It
    will eventually die and not pose much of a threat. So hammer on it while you
    are constantly moving so it's (slow but very powerful) defense turrets can't
    hit you. Mission over, Taerkastens dead. Head out the beam gate taking Wasps
    and Foxes with you.
    
    =======================
         Dark Valley
           [W0.8]
    =======================
    Difficulty: 5/10
    Enemies: Gorkhovs: Ghargoil 1, 2, & 3s, Speedys, Tekh-Trak.
    Tech Upgrades: Armor > Jaguar > 65%
    Tech Upgrades: Armor > Scout > 52%
    Tech Upgrades: Weapon > Host Station Turret > +10
    Objectives: Prevent the enemy from detonating the Stoudson bomb.
    
    Okay, first off go and take over the two power stations to the north and beam
    your host station there. That is now your base. Now the best way to beat this
    is very simple, but very effective. You know that bomb they were going to
    detonate? Yeah, well it wipes out every living thing on the map besides the one
    who detonated it. So how would you like to detonate it? I thought so! So here
    is what you do! First you get the aforementioned Power Stations and some
    sectors. Then all you do is pump out Foxes, Foxes, and more Foxes. Put all of
    these in the sectors to the north, Northeast, and Northwest of the bomb. These
    will stop the steady stream of Ghargoils.
    
    
    Now create some wasps and take them, one by one, into the Ghorkov territory and
    capture the three tech upgrades. When you get shot down just go back to your
    host station, create another slew of foxes and deploy them to the north of the
    bomb, get in another wasp and repeat until you have all three tech upgrades.
    Now your strategy will change slightly. You will do the same thing, constantly
    creating Foxes, but instead of going after the Tech Upgrades, go after the
    Stoudson bomb trigger near the host station. Each time you capture it, it will
    take another 5 - 15 seconds for them to recapture it, which translates to
    another 5 - 15 seconds of time off the detonator. When they recapture it and
    the timer freezes, go back and recapture it back to shave another 10 seconds or
    so off. After enough of this it will go off and utterly obliterate them!
    
    
    Hoorah! Take some Wasps, Jaguars, or some of the many, many foxes you should
    have now, through the beam gate with you. Preferably wasps because there are a
    lot of tanks where you are heading.
    
    =======================
            Drak
           [W0.9]
    =======================
    Difficulty: 7/10
    Enemies: Taerkastens: Eisenhans, Leonid (Heavy tank), Hetzel (Medium plane)
    Enemies: Gorkhovs: Ghargoil 1 & 2, Speedy, Tekh-Trak.
    Tech Upgrade: Building > Power Station
    Tech Upgrade: Weapon > Fox > +2
    Tech Upgrade: Weapon > Weasel > +2
    Objectives: Collect the Power Station Creating Ability and kill all foes.
    
    Okay, Your enemies have a lot of starting units here, but most of them are wasp
    fodder. This is a very important battle technologically speaking. The ability
    to create power stations is vital to the missions where there are no initial
    power stations. Okay, to start you will want to go after the Gorkhovs first
    because they have the dangerous units. Everything the Taerkastens have is Wasp
    fodder, but the Ghargoils and Speedys that the Gorkhovs have can take out your
    Wasps while the Tekh-Trak outclass your current tanks. Okay, immediately after
    starting hop into the flak station that is to the northwest and take out Hetzels
    until they stop coming. Beam your host station south to the power station and
    pull your units back to guard the east where Gorkhov units will come from.
    
    Now not only are the Ghorkovs packing the units most dangerous to you, they
    have a nice power station and Stoudson bomb with trigger to the east of you.
    But don't go capture the power station and just beam there, because you will
    have to secure it first. My advice is to take your wasps one at a time in
    strait for the Ghorkov Host station by heading strait north grabbing the Fox
    Weapon upgrade on the way, and then when you get to the top of the map, head to
    the east corner and the host station will be nearby. Position yourself between
    the station and it's power station and hammer the power station as it will be
    doing it also. Kill any copters or tanks it sends at you and it's power station
    should die. Then you should hammer the station as it will have no way to
    recharge. It will soon perish. However the Ghorkov host station has about 4200
    energy so it is no pushover. Once the host station dies, all it's units die and
    you get the Stoudson bomb and the trigger they own as well as the power station
    to the east of you.
    
    Immediately move your host station to the rank 4 power station and pull your
    units back to guard the canyon entrance which is the only way they can get
    units to you from the west, and spawn wasps to guard the north as the
    Taerkastens will be sending Eisenhans that way. Take a Wasp to the west
    southwest and capture the all important power station creation ability. From
    here you have to take out the Taerkasts. Now they are pretty heavily fortified
    and will send an almost steady stream of Eisenhans at you. There are two
    strategies you can go for.
    
    Since the Ghorkovs had the Stoudson bomb and all the triggers but one, and you
    now own these, you can do the old fly the Wasp into their land and capture it
    taking away another 10 seconds off the clock until it blows trick, or you can
    do the take a wasp to the north edge and then to the east edge and then south
    and camp between the host station and the power station and waste the power
    station. I recommend the latter based on that without the power station they
    cannot send a steady stream of Eisenhans at you, whereas if you go for the
    Stoudson bomb they will. Either way works, but the latter way is just a tad
    easier. Either way you should be following the same route back to their station
    as the groups of Eisenhans are taking to get to yours. That way you can blow up
    or severely damage them all on their way to your station, so they either all
    die, or show up at your station weakened and get obliterated by the troops you
    will be massing there.
    
    After they die, take some Wasps through the beam gate and beam out after
    collecting the Weasel weapon tech upgrade to the south of your host station.
    
    
    =======================
        Fort Grenada
           [W1.0]
    =======================
    Difficulty: 2/10
    Enemies: Taerkastens: Eisenhans, Leonid, Serp (Suicide missile unit)
    Tech Upgrade: Unit > Hornet (Med/Heavy AT Copter)
    Objectives: Collect the Tech Upgrade and escape or kill the Taerkastens.
    
    Not too difficult really. The tech upgrade is to the southwest so grabbing it
    should be your first priority after creating a power station. So send a wasp
    down to take it. Spawn a few hornets and take one down and wipe out all foes
    nearby and capture some sectors. Pilot a single wasp down and take out the
    Taerkastens host station that is without a power station and weak. Take some
    Hornets out the beam gate with you.
    
    
    =======================
         Taerkastik
           [W1.1]
    =======================
    Difficulty: 5/10
    Enemies: Taerkastens: Eisenhans, Leonid, Serp, Hetzel
    Tech Upgrade: Weapon > Fox > +2
    Objectives: Collect the Tech Upgrade and kill the Taerkastens.
    
    As soon as you beam in hop into a Hornet and make short work of the Leonids.
    Next pilot a Hornet Northwest and kill the Hetzels guarding the tech upgrade
    and capture it. Next take a single wasp down to the southwest and hide behind
    the power station to take it out while it blocks you from the cannon fire of
    the flying fortress. It is very important to do this because it is a very
    strong power station and the Flying Fortress will be able to send a CONSTANT
    stream of enemies at you that even your new hornets can't hold off for long.
    Once the power station is neutralized he is weak and you should take it down
    with a wasp.
    
    =======================
         Labyrinth
           [W1.2]
    =======================
    Difficulty: 2/10
    Enemies: Ghorkovs: Ghargoil 1, 2, & 3. Tekh-Trak, Speedy.
    Tech Upgrade: Armor > Weasel > +3%
    Objectives: Collect the Tech Upgrade and kill the Ghorkovs.
    
    Okay, this is not a good level for tanks. They will get wiped out. However your
    enemy is easy to take out. Simply claim a power station and dig in. Then send
    single wasps in (piloted by yourself of course) and take out the Ghorkov's host
    station VIA the hide behind power station and take it out then target the host
    station trick. Collect the Weasel Armor upgrade and head out the beam gate with
    some hornets.
    
    
    =======================
        Hard Thing
           [W1.3]
    =======================
    Difficulty: 6/10
    Enemies: Ghorkovs: Ghargoil 1, 2, & 3. Tekh-Trak, Speedy.
    Enemies: Mykonians: Myko Ground Cube, Myko Hourglass, Myko Air Stick
    Tech Upgrade: Weapon > Weasel > +2
    Tech Upgrade: Unit > Tiger (Heavy AT Tank)
    Objectives: Collect the Tech Upgrade and eliminate all enemy forces in region.
    
    Okay, First thing to do is lock your host station life energy and create a
    power station and use it to recharge and create another one next to it.
    Hornets work wonders on the Mykonian units here and the Ghorkovs aren't good
    against them either. So create those and take control of one to take out the
    Myko and Ghorkov units that will soon attack. You should be able to take them
    all out without losing a unit. Create Wasps and Hornets at a steady rate and
    take control of a Wasp and fly it north of your host station and collect the
    Tech Upgrade near the top! Whee, your Weasels weapon is now more powerful!
    Now keep stockpiling Either Hornets, Foxes, or Wasps; Preferably a combination
    of the three, around your host station and send single wasps commanded by
    yourself up to the northeast and find the tech upgrade. Use a scout if you
    can't find it. Use the wasps to take out the flak guns and capture the Tiger
    tank upgrade! WHEEEEEE! FINALLY! You are now a real threat on the ground!
    
    
    The Tiger tank can take on Leonids! Now it's time to start doing some damage!
    Use the copter you were in when you got it and either head home or wreak as
    much havoc as you can till you die. Now, you may remember those obscenely
    powerful Myko turrets you found up by the north Tech Upgrade. Now that you
    have the Tiger you can hang out of their range and shell them into submission!
    Take a Tiger up there and do that! I would help the Ghorkovs kill off the
    Mykonians first because they are more of a threat to you, just make sure you
    get the shot that kills the host station. All of that territory would be good
    for your power stations.
    
    Once they are dead send that army you were stockpiling to the east and take out
    the Ghorkov Host station. If the Ghorkovian Host Station has moved North to a
    Mykonian Power Station, Fly there with a Wasp and shoot at the power station
    until it becomes captured. Now beam your host station there and spawn three
    Tigers and beam back to your far power station. Hop into the a tiger and fire
    on the host station telling your whole squad to do the same. Hint: Set their
    aggression level to 2 to make them target the unit you tell them to only. The
    host station will die quickly.
    
    
    =======================
        No-Man's Land
           [W1.4]
    =======================
    Difficulty: 7/10
    Enemies: Ghorkovs: Ghargoil 1, 2, & 3. Tekh-Trak, Speedy.
    Enemies: Mykonians: Myko Ground Cube, Myko Hourglass, Myko Air Stick, 
                        Myko XO1 Quadda
    Tech Upgrade: Weapon > Weasel > +3
    Tech Upgrade: Building > Flak Station
    Objectives: Collect the Tech Upgrade and eliminate all enemy presence.
    
    Okay, at the beginning lock your host stations life energy and create a squad of
    Wasps and send them up to capture the power station. Once it is captured beam
    your host station to it and have your Wasps capture the sectors around the
    power station. Create two scouts and send them a couple sectors east and a
    couple sectors south. Now park it and spawn units for defense.
    
    
    You will want to again help the Ghorkovs defeat the Mykonians but make SURE
    that you are the one that kills the Mykonian host station and gets the sectors.
    As I was writing this a Ghargoil 2 got the kill and the Ghorkovs got all the
    power station and sectors and were just overpowering me with sheer numbers.
    
    
    I was holding them off with my mad UA skillz but it was only a matter of time
    before they beat me, so I hopped into a Wasp knowing my only hope was to find
    and take out the powered up Ghorkov Host station. Little did I know that I
    would find a juicy bit of info that would make life much easier if the Ghorkovs
    do kill the Mykos and get their sectors. You remember the power stations to the
    south, where all the Mykos were coming from? Well, as that is the best power
    supply on the map in terms of power supplied per sector owned, the Ghorkov host
    station will make a beeline there! And they can't beam like we can! I happened
    to catch the Ghorkov Host Station midway with it's pants down and obliterated
    it! WHAM! All it's massive armies, gone! So if the 'kovs get the land, then
    remember to look for their host station heading to the southwest corner from
    the Northeast corner! Go out and capture the Tech Upgrades!
    
    =======================
        Moonlight City
           [W1.5]
    =======================
    Difficulty: 9/10
    Enemies: Ghorkovs: Ghargoil 1, 2, & 3. Tekh-Trak, Speedy, Tien-Ying (AA plane)
    Enemies: Mykonians: Myko Ground Cube, Myko Hourglass, Myko Air Stick, 
                        Myko XO1 Quadda
    Tech Upgrade: Unit > Dragonfly (Heavy Attack/AT Chopper)
    Tech Upgrade: Armor > Jaguar > +4%
    Tech Upgrade: Weapon > Host Station Gun > +10
    Objectives: Collect the Tech Upgrade and eliminate all enemy presence.
    This is an optional mission, if you don't feel up to a really hard battle now,
    you can come back later. However the Dragonfly makes the next battles easy!
    
    Okay, you are fighting both the Mykonians and the Ghorkovs here, so be careful.
    You get some Falcons now which you can't create, so treasure them and don't
    throw them away. First thing to do is grab a falcon and head east to the power
    station and capture it. Immediately beam your host station here and after
    capturing the sector south of the power station, create a flak station there.
    Now move all your units there using the falcons, personally controlled, to
    clear the choppers. What you must do here is kill the Myko station. It is in
    the south and if the 'kovs do it, they get the real estate and will trash you
    with their really powerful station. The Mykos are weak and will die quickly,
    so make sure you are near in a Falcon to fire the killing shot. If you let the
    'kovs do it, I reiterate, you will be crushed!
    
    Once you have done that, fortify your position with flak stations and dig in
    for either a tactic where you go and grab the Stoudson bomb trigger the
    Ghorkovs have and wear the timer down till it blows, or try and take out the
    host station itself. Not very complex, but very tough due to the power that the
    'kovs station packs. 6000+ energy in each of it's reserves if you're interested
    in stats. The Dragonfly, which is obtained in this region, had an attack of
    only 150, but its very rapid fire. Also, it's machine gun is uber! It can take
    down most Myko units in about 1, literal, second flat! Take the Falcons if you
    have them, otherwise the Dragonflies, through the beam gate.
    
    =======================
         Two Hills
           [W1.6]
    =======================
    Difficulty: 2/10
    Enemies: Mykonians: Myko Ground Cube, Myko Hourglass, Myko Air Stick, 
                        Myko XO1 Quadda
    Tech Upgrade: Armor > Scout > +5%
    Objectives: Collect the Tech Upgrade and eliminate all enemy presence.
    
    Not very difficult at all. You have flak stations at the start so create a
    power station in the south corner and spawn another flak station one sector
    east of that. The Mykos are just east of you. Drive a weasel up north and then
    east to collect the upgrade or just wait till you have defeated the Mykos. The
    Dragonfly will ANNIHILATE all of the Mykonian units you will cross aside from
    the flak stations. Use Tigers to pick off the Flak Stations and then send in a
    quick flood of Weasels to distract the Myko fire while you hammer the host
    station with either a Tiger or a Dragonfly. Next!
    
    
    =======================
         Assi's Way
           [W1.7]
    =======================
    Difficulty: 7/10
    Enemies: Mykonians: Myko Ground Cube, Myko Hourglass, Myko Air Stick, 
                        Myko XO1 Quadda
    Tech Upgrade: Armor > Scout > +3%
    Tech Upgrade: Weapon > Fox > +1 Shot
    Objectives: Collect the Tech Upgrade and eliminate all enemy presence.
    
    To start I will say, this is tough. There are three Myko stations in a narrow
    passageway of a game map.  OK, the basic Strategy is going to involve lots of
    Weasels and Dragonflies. The Weasels because you can make lots of them and they
    are pretty good Anti-air Units. You will want the Dragonflies because they will
    utterly annihilate squads of Mykos each even when they are computer controlled.
    What you will want to do is deploy flak stations for defense and build up an
    army of Weasels and Dragonflies. Once you have a decent army, send them
    forwards. The Weasels are faster and will go ahead clearing out the enemies,
    and then you can follow behind in a Dragonfly and when you get to the host
    station, wipe it out, and don't forget to use your uber Dragonfly machine gun!
    
    
    Once it is gone capture all of the power stations with Weasels and beam there
    with your host station choosing the one that is closest to the starting point
    and isn't severely damaged as your main and then replacing the others with flak
    stations as you build up the energy. So that way, once you have that territory,
    they won't get it back. Repeat for the second and final Host stations much the
    same! Be sure to take command of either one of your Weasel swarm, or a
    Dragonfly to wreak your havoc. 
    
    Hint: Remember if you set your swarm of Weasels to aggression level 2 and tell
    them to attack a host station they will not attack other units. This will
    create a barrages of hundreds of small missiles that is very deadly and should
    total a host station in no time!
    
    
    =======================
      Pedestal Mountain
           [W1.8]
    =======================
    Difficulty: 7/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps.
    Enemies: Ghorkovs: Ghargoil 1, 2, and 3. Speedy, Tekh-Trak.
    Tech Upgrade: Armor > Weasel +5%
    Tech Upgrade: Weapon > Wasp > Shot +1
    Objectives: Collect the Tech Upgrade and eliminate enemy radar and presence.
    
    Okay, at the beginning, send a weasel to the East to claim the Tech Upgrade.
    Meanwhile, set up Flak Stations to defend your host station near the power
    station. Now take one Dragonfly by yourself to the center and use the Stoudson
    Bomb as cover from the Taerkastens host station as you kill the Radar. Then
    hover up and there is a point where you can be right above the Stoudson bomb
    hammering the host station and it's shells will be hitting the bomb! It doesn't
    have a power station and will soon die. Then take the Dragonfly up north and
    capture the Stoudson trigger. You will find that the Taerkastens have NOTHING
    that the Dragonfly can't take easily. The greatest threat to you from them are
    Hetzels and you an easily plaster them with a flurry of missiles and bullets.
    I also like to call the Dragonfly the Speedy killer. Their shots knock you back
    like they do when you are in a wasp, but due to your really heavy armor it
    barely hurts you at all! Add that to one of your rapid firing missiles kills
    them and you are set. Oh, did I mention how the machine gun will chew up their
    'copters and spit them out?
    
    
    Once the Taerkastens Host station on the hill is gone Focus on the Ghorkovs,
    as the Taerkastens no longer have the Radar. You shouldn't find it very
    difficult, and once they are dead, the Taerkastens will be at your mercy!
    Literally! Just send a squad of Five to Ten Dragonflies with you in one and
    wipe out all opposition strait to the Host Station and Take it out! The only
    thing you may want to be careful of is the Hetzels. They are weak against you,
    but can actually do some damage to your AI wingmen, so make them a priority.
    The tanks will wait and aren't much of a threat. Your wingmen will obliterate
    them. Your wingmen aren't worthy of fighting the host station so separate
    yourself from the squad and tell them to camp about three sectors away and then
    take them in one by one and hit the Host station till it's dead. If you wish,
    you can exploit the Host Station's main weakness which is that if you park your
    chopper right above it and hover there firing down at an angle, it's guns can't
    hit you, which in turn means that unless it's units can kill you, it is as good
    as dead. If it's units do manage to kill you, then just hop in another and
    continue! Be sure to get the upgrade that launches the Wasp back into front row
    importance, the double shot upgrade! Now you can use the wasp to dart behind
    power stations and annihilate them with two shots! YAY! Also it is much
    stronger against tanks!
    
    
    
    
    =======================
       Great Confusion
           [W1.9]
    =======================
    Difficulty: 3/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps.
    Enemies: Ghorkovs: Ghargoil 1, 2, and 3. Speedy, Tekh-Trak, Ying.
    Tech Upgrade: Armor > Jaguar > +5%
    Tech Upgrade: Armor > Fox > +5%
    Tech Upgrade: Weapon > Weasel > +5
    Objectives: Collect the Tech Upgrades and eliminate enemy presence.
    
    This is actually pretty easy, first create a power station in the corner and a
    flak station for defense and take a single wasp personally to the east, taking
    out all tanks on the way. When you get near the Taerkastens base some Hetzels
    will be there so gun it past them and don't engage them. Head to the power
    station and hammer it until it is captured. Immediately beam your host station
    there and spawn either Dragonflies, or Tigers. Move them in on the power
    station and nuke it. Turn any remaining units on the host station and personally
    attack it. The Flying fortress has fallen for this every time I tried it and
    each time they destroyed the Ghorkov Host Station about 15 - 30 seconds before
    I destroyed them! You should get all the upgrades automatically as the
    Taerkastens and Ghorkovs owned them.
    
    
    =======================
         Peacemaker
           [W2.0]
    =======================
    Difficulty: 5/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps.
    Enemies: Ghorkovs: Ghargoil 1, 2, and 3. Speedy, Tekh-Trak, Ying.
    Tech Upgrade: Unit > Marauder (Heavy Bomber)
    Tech Upgrade: Weapon > Fox > +3
    Objectives: Collect the Tech Upgrade and eliminate enemy presence.
    
    This mission is hard if you want to take them on yourself, but pretty easy if
    you let them mainly fight each other. It is not difficult, but time consuming.
    A good plan of action would be to take a wasp along the south edge quickly so
    as to avoid the flak guns, and when you reach the west edge head up a little
    bit and park there and use the power station to the left of your host station
    as a free beam point and from there quickly beam to your wasp and set up a base
    with a power station and a couple flak guns as a beam and deployment spot.
    
    
    Use this as a spot to deploy choppers up the west edge to the north and take
    out the hoard of about 30 Leonids parked there to have the ability to circle
    around behind the Ghorkovs, which will give you a tactical advantage. Also if
    you follow the west edge to the top and head about 10 sectors east and look
    south a bit you should find the Marauder Tech Upgrade! To put it simply, now
    that you have the Dragonfly and the Marauder, the Taerkastens are not a real
    threat to you. Basically you want to steal around the left edge and establish
    that base and then secretly send an army around the very right edge and take
    out the Taerkasten host station. Once you have done that, fortify the position
    and wear the Ghorkovs away by bombing out their power station and moving in
    with Tigers.
    
    You shouldn't have to worry about them too much during this as they will be
    too busy fighting eacho ther to fight you!
    
    
    =======================
        Sulogs Rising
           [W2.1]
    =======================
    Difficulty: 5/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps, Mnosjetz.
    Enemies: Sulgogars: Slime Lord, Mean Green, Blue Spore.
    Tech Upgrade: Unit > Warhammer (Powerful AA plane)
    Tech Upgrade: Weapon > Host Station Guns > +10
    Tech Upgrade: Weapon > Jaguar > +5
    Objectives: Collect the Tech Upgrades and eliminate enemy presence.
    
    This level provides the Warhammer, a plane which will VASTLY increase your
    power as you haven't gotten the Falcon yet. With this on your side it makes
    the Mykonians and Ghorkovs who are predominantly air, much easier, as well as
    giving you an extremely efficient way to take out the Tearkasten's Hetzels.
    
    
    From where you start the farthest place from the two foes is three sectors
    North and four sectors East. Make your base on the  with the level four power
    station and deploy flak stations to give your power station cover. Hop in a
    bomber and capture many sectors to feed your power station as well as the tech
    upgrade to the south which strengthens your host station guns! Now take a
    bomber east and fly quickly past the Hetzels dropping a bomb on one if it goes
    under you, and capture the Tech Upgrade to the East with bombs. Once you have
    done that try to bomb the Hetzels and then the tanks.
    
    Head back to the host station and spawn Warhammer. These will tear apart all
    the Sulgogars and the Taerkastens airplanes. You will be attacked by stray
    units but mostly they will fight each-other. Spend your time building about 10
    or so flak stations and bunker yourself into the corner try to get at least two
    sectors of flak stations on the south and west sides of your host station. Be
    sure to use a Marauder to capture sectors while your energy is recharging. Once
    you feel you are fortified enough, start using Warhammer to go on attack
    missions to the south or east and help one faction take out the other. I would
    advise that you take out the Sulgogars because the Taerkastens still can't take
    your Dragonflies with anything but their planes and their planes are now just
    fodder for your Warhammer.
    
    So once you take out one the Sulgogar Host Station, cover their old power
    station with turrets and beam back and forth to deploy troops strategically and
    attack the other faction from both sides. It will cave in a matter of minutes.
    With the ral estate and power you get from the faction that you destroyed, you
    outmatch the foe by a factor of a lot.
    
    
    =======================
            Hurz
           [W2.2]
    =======================
    Difficulty: 5/10
    Enemies: Ghorkovs: Ghargoil 1, 2, and 3. Speedy, Tekh-Trak, Ying.
    Tech Upgrade: Unit > Firefly (Light helicopter)
    Tech Upgrade: Weapon > Weasel > +2
    Objectives: Collect the Tech Upgrades and eliminate the Twin Commanders.
    
    This area was very difficult before and if you tried it you likely died, but
    now that you have the Warhammer, things have changed. Okay, here we go. Use a
    Warhammer and using it's obscene speed fly south killing the scout on the way.
    When you get to the south edge fly east until you find a tech upgrade sector
    where you can capture the Firefly! What the weasel is to the Tiger, the Firefly
    it to the Dragonfly. Really light, very fast, very cheap, and an excellent
    "Chaff" unit.
    
    
    Okay Now locate the Ghorkov Host Station to the southeast and send Warhammers
    one by one to knock out the flak stations near it. Use your speed to dodge the
    fire, don't rely on your armor to absorb it all. Once you have killed the flak
    stations, hammer on the power station. Once it's captured, beam your host
    station there and spawn a bunch of Tigers. Beam back to your old power station
    immediately and jump into a Tiger and direct the squad to fire at the host
    station. It should die quickly. Now use a scout to locate the other Ghorkovian
    Host Station to the South. Take a Dragonfly or Warhammer down and eliminate all
    units that are not near the host station. Now Spawn a Dragonfly for you to
    pilot and hang just out of range of the host station while you order a squadron
    of about 5 to 7 Warhammer to attack the Host Station. When they fly in throttle
    forwards and hammer on the host station with your rapid fire missiles and your
    uber Vulcan Machine Gun!
    
    
    Once it dies, and I promise it will, capture the Weasel Weapon Tech Upgrade in
    the very Northeast corner and head through the Beam Gate with as many Warhammer
    planes as you can fit into it.
    
    =======================
         Wide Field
           [W2.3]
    =======================
    Difficulty: 7/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps, Mnosjetz, Phantom.
    Enemies: Ghorkovs: Ghargoil 1, 2, and 3. Speedy, Tekh-Trak, Ying.
    Tech Upgrade: Energy > Scout > +10
    Tech Upgrade: Building > Power Stations > Power Station 1+
    Tech Upgrade: Unit > Falcon (Fast AA plane)
    Tech Upgrade: Armor > Fox > +5%
    Tech Upgrade: Armor > Jaguar > +5%
    Objectives: Collect the Tech Upgrades and eliminate enemy presence.
    
    This area has Falcon which is basically a less powerful version of the
    Warhammer. It is, however, much cheaper and still as effective against
    air units, and thus is very worthwhile.
    
    First off, send your Warhammer down to the very southeast corner and get rid of
    the Serps and Phantoms there. Beam your host station to the south easy corner
    (Will require about 10 teleports to reach all the way down there) and set up a
    power station and some flak turrets after you recharge your energy. This is
    your new base. From here the Ghorkovs and Taerkastens will mainly fight each
    other while you work behind the scenes to undermine them. I would take out the
    Taerkastens last because the Ghorkov's Tien-Ying is more of a threat to your
    air superiority than the slow-moving Phantom is. Maintaining air superiority is
    important because it allows you to control the skies with your planes while
    your choppers control the ground.
    
    
    So once you are established in the corner it's time to take care of the
    Stoudson bomb. Take a squadron of about 10 Warhammer to the west along the
    bottom and wipe out all resistance. You must take control of one and fly all
    the way to the West and shoot the south-most power station until you capture
    it. Beam your host station there and spawn several Dragonflies and then beam
    back to safety before you die. Hop into a Dragonfly and hammer on the Host
    Station with both your missiles and machine gun, instructing the others to do
    the same. It will perish and you shall gain an all important upgrade. The Power
    Station 1+. If the above method doesn't work the first time, do it a second
    time and it is almost certain to work and if they manage to repel you the
    second time, do it a third time and they will have no hope. Remember to shoot
    the Stoudson Bomb trigger to stop the countdown.
    
    
    Once they are destroyed you will have a vast amount of sectors and the new
    upgrade AND the Stoudson bomb. Beam to the nearby triggers and place a flak
    station near them and some units. Once it goes off the 'kovs will be wiped out.
    YAY! The new power station you have is a level 4 power station! Destroy the old
    Taerkasten power stations except one and use that to beam back over. Replace
    the power stations with three of your own! Yes! You have enough land to run
    many level 4 power stations! Once you are done send some Warhammer to the beam
    gate unless you wish to wait a half hour while any other unit travels across
    this massive level to the gate.
    
    
    =======================
        Hamburger Hill
           [W2.4]
    =======================
    Difficulty: 9/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps, Mnosjetz, Phantom.
    Enemies: Ghorkovs: Ghargoil 1, 2, and 3. Speedy, Tekh-Trak, Ying.
    Tech Upgrade: Armor > Hornet > +5%
    Tech Upgrade: Weapon > Tiger > +30
    Tech Upgrade: Building > Radar Stations > Radar Station 1
    
    Objectives: Collect the Tech Upgrades and defend the Stoudson bomb.
    
    This mission is a defensive mission. There are 2 Ghorkov and 3 Taerkasten Host
    Stations north and south of you and they all want you dead. All you have to do
    is survive and hold the bomb triggers and bomb sector until it goes off. But in
    the process of defending it, it wouldn't hurt to get totally involved and kick
    some serious @$$! If you could make it to the north or south and damage or
    destroy power stations it will REALLY make a huge difference. A difference
    between fighting 10 enemy biplanes or 60. It really is a tough battle. You have
    multiple fronts to worry about. Always try to keep up your energy reserves.
    Before the bomb goes off by about 30 seconds expect the largest wave of enemies
    you will ever see in this game. I figured about 40 Hetzels, 40 Mnosjetz,
    50 Leonids, 70 Eisenhans, 80 Ghargoil 1 & 2s, 30 Ghargoil 3s, 40 Tekh-Trak.
    No amount of force you will ever possess can stop that. So do what I did. 
    Thanks to my superb units, as soon as they started to fire on my host station
    there were about 5 seconds on the clock. They would have annihilated me before
    the 5 seconds, so I chain beamed away as far as I could and had minimal energy
    left when the life saving bomb went off and annihilated all life in the region
    besides my own. This is not a complex mission at all, but very difficult.
    Surviving for 13 minutes is terribly hard. Once you get it take some Falcons or
    Warhammer through the beam gate with you.
    
    
    =======================
          Maze Wayz
           [W2.5]
    =======================
    Difficulty: 7/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps, Mnosjetz, Phantom.
    Enemies: Ghorkovs: Speedy, Tekh-Trak, Ghargoil 1 2 & 3, Ying-Ying, Ying.
    Enemies: Black Sect: Fox, Wasp, Hornet, Firefly, Falcon, Eisenhans, Leonids,
                         Ghargoil 1 & 2, Marauder.
    Tech Upgrade: Building > Radar Stations > Radar station 2
    Tech Upgrade: Unit > Rock Sled (P.C.B.S.U. Powerful Car Bomb Suicide Unit)
    Tech Upgrade: Armor > Firefly > +5%
    Tech Upgrade: Weapon > Hornet > Shot+1
    Objectives: Collect the Tech Upgrades and neutralize the Black Sect.
    
    Okay, as soon as you begin, create a squadron of Falcons and immediately take
    them up and personally take out the Black Sect Host Station before it has
    the chance to do anything. Remember, set them to aggression level 2 and they
    will all concentrate their fire on the host station. If you mess up, restart
    the level and do it over again. The game is much more difficult if you have
    to deal with them. It should be pretty easy because the Black Sect Station
    hasn't had time to charge up. After that just create a power station at the
    north most edge and end down squads of Hornets or Dragonflies escorted by
    Falcons or Warhammer to take out the Taerkastens Host Station. Then send
    falcons and Warhammer with Wasps to the Ghorkovs Section in the Southwest.
    
    
    Tip: The Taerkasten Flak stations can be taken out by a Warhammer without
    taking a hit. It takes two shots to kill one and their fire rate is low and the
    shot speed is slow.  Use your speed to your advantage and avoid the shots.
    
    
    The Ghorkovs are heavily dug in. I slayed the Taerkastens and Black sect within
    five minutes. It will take longer to kill the Ghorkovs. Use your network of
    power stations to teleport and deploy units to attack from multiple sides to
    overwhelm them. This is the messiest, but least time consuming method.
    
    =======================
         Dark Zone
           [W2.6]
    =======================
    Difficulty: 6/10
    Enemies: Ghorkovs: Speedy, Tekh-Trak, Ghargoil 1 2 & 3, Ying-Ying, Ying.
    Tech Upgrade: Armor > Fox > +3%
    Objectives: Collect the Tech Upgrade and Eliminate all enemy presence.
    
    Not very tough, just the standard You Vs Ghorkovs to the East. Dig in and spawn
    a few Warhammer to head east and take the Upgrade. Fly south and then east and
    sake the power station to the Southeast. Beam there and make flak stations and
    make this your base. From here make Falcons to protect you and use your new
    Rock Sled! The rock sled is a fragile truck with a machine gun on top. It's
    primary weapon if you fire it is a mega bomb that has a radius of about a
    sector! The truck itself is the bomb. The AI cannot detonate it, only you can.
    So drive rock sleds one by one up the east edge until you get to the host
    station and then turn west and catch some cool air off the side of the cliff
    and wait until you are above the host station and press the fire button to
    annihilate all units and damage the host station. Repeat until it dies! The
    Rock Sled is awesome for taking out Flak Station Sectors. Drive it into the
    sector and detonate and the flak guns are gone!
    
    =======================
           Sibuna
           [W2.7]
    =======================
    Difficulty: 6/10
    Enemies: Ghorkovs: Speedy, Tekh-Trak, Ghargoil 1 2 & 3, Ying-Ying, Ying.
    Enemies: Black Sect: Fox, Wasp, Hornet, Firefly, Falcon, Eisenhans, Leonids,
                         Ghargoil 1 & 2, Marauder.
    Tech Upgrade: Armor > Wasp > +3%
    Tech Upgrade: Weapon > Falcon > Shot +1
    Objectives: Collect the Tech Upgrades and neutralize the Black Sect.
    
    Here, do exactly what you did before. Send a scout down southeast and locate
    the Black Sect Station and send all your falcons at it on aggressiveness level
    2. Capture a power station and beam there. Create dragonflies and hop into one
    and hammer on the Black Sect Host Station till it blows up. If your host
    stations dies or you mess up restart and do it again until you do it right.
    From here all you have to worry about are the 'kovs. Dig in with Flak Stations
    and create Falcons to counter the Ghorkov air threat. If you are getting energy
    hand over fist then create Warhammer instead of Falcons. Use your Rock Sleds
    to get in and destroy their power stations and they will soon wear down and be
    helpless!
    
    =======================
       The Looong Way
           [W2.8]
    =======================
    Difficulty: 8/10
    Enemies: Ghorkovs: Speedy, Tekh-Trak, Ghargoil 1 2 & 3, Ying-Ying, Ying.
    Enemies: Mykonians: Myko Ground Cube, Myko Hourglass, Myko Air Stick, 
                        Myko XO1 Quadda, Myko Prism.
    Tech Upgrade: Weapon > Marauder > +52
    Tech Upgrade: Weapon > Warhammer > +50
    Tech Upgrade: Armor > Warhammer > +5%
    Objectives: ...Connection Severed.
    
    Level note: Often in this level the other host stations will randomly decide
    that they want to head to another point on the map and will head there slowly.
    If you wait until they are out in the open and then swarm them with planes, or
    rock sled them, they will go down very easily.
    
    Your link to the High Command is severed. Defeat the Mykonians and all other
    enemies to restore communication. From the start, take some planes and destroy
    the nearby Mykonian Flak Stations. Dig in with some flak stations and a bunch
    of Weasels. Take some Dragonflies to the top left corner and exterminate the
    stations there or at least capture a power station, beam your host station
    there and spawn some Tigers and take the area. After you take the area, Beam
    there and destroy the Mykonian power stations. Replace them with some of your
    own and flak stations. This will be your main base. Fortify yourself here and
    have lots of Weasels. Use this place as a staging ground to bring many Rock
    Sleds over to the east where all the Myko power stations are and destroy them.
    But before you can do this you should notice one Myko Host Station headed north
    unguarded. Use some planes and take it out. Now you only have one foe! The
    'Kovs are pretty dug in so you will want to use Rock Sleds to knock out Flak
    gun and power stations. Make sure you have radar stations built now, because
    sometimes the Ghorkovian host station will decide it wants to travel north and
    will do so, making it vulnerable to rock sledding. When you are done take
    Falcons through the beam gate with you.
    
    
    =======================
       New Stonehenge
           [W2.9]
    =======================
    Difficulty: 3/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps, Mnosjetz.
    Tech Upgrade: Weapon > Host Station Gun > +10
    Tech Upgrade: Weapon > Fox > +3
    Tech Upgrade: Armor > Scout > +2%
    Objectives: Collect the Tech Upgrades and neutralize the druid houses.
    
    Really simple. Defend while sending some Rock Sleds up to take out the power
    station. Then send more rock sleds up until the Taerkastens host station is
    destroyed. Can you see the pattern here with Rock Sleds?
    Take some Falcons through the Beam Gate with you.
    
    
    =======================
      Command & Tearkast
           [W3.0]
    =======================
    Difficulty: 3/10
    Enemies: Taerkastens: Eisenhans, Leonids, Hetzels, Serps, Mnosjetz, Phantom.
                          Zeppelin (Ultra-mega-heavy bomber.), Bronsteijn (Heavy
                          attack Plane/Chopper)
    Tech Upgrade: Armor > Tiger > +6%
    Tech Upgrade: Weapon > Jaguar > +10
    Tech Upgrade: Armor > Wasp > +3%
    Tech Upgrade: Armor > Wasp > +3% (Yes there are two)
    Objectives: Collect the Bronsteijn Tech Upgrade and neutralize the enemy.
    
    Okay, this is pretty easy as well. Neutralize the Taerkastens host station and
    leave the sector through the beam gate. This is no different than any other
    mission except now you will see the two best units that they have. The Zeppelin
    and the Bronsteijn. (Pronounced: Brons-thingy) Use rock sleds as appropriate
    now and take out the power station. Be sure to deploy Warhammer to take down
    the air Zeppelins as they pack very very heavy armor. At the end take the beam
    gate out taking some of they Brons-thingies with you if you wish. You can't
    create them elsewhere.
    
    
    
    =======================
     Sulog's Fine Thread
           [W3.1]
    =======================
    Difficulty: 6/10
    Enemies: Sulgogars: Mean Green, Blue Spore, Slime Lord.
    Tech Upgrade: Unit > Rhino (Ultra super mega heavy anti-host station artillery)
    Tech Upgrade: 
    Objectives: Collect the Rhino Tech Upgrade and neutralize the enemy.
    
    Okay, it's another one of those long one sector wide levels that are so great!
    The reasons that this is great as that you can deploy your heavy units such as
    the Tiger and Dragonfly and push onwards only worrying about Sulgogar units and
    the frontal direction! That and you will get the Rhino! This would have been
    really hard before but you possess the power to do it now! Push on. forwards
    from the beginning and take the power station and go a short ways past that
    and capture the Rhino upgrade! AWESOME! Spawn some Tigers and 3 Rhinos and tell
    them to head all the way to the other side of the map. Go with them in a Rhino,
    saving your shots for the important enemies. Replenish your troops as needed
    by teleporting with your host station and dropping off troops when they thin.
    When you get to the Sulgogar host station, Rhino it and it should die in one
    hit. Take two Rhinos and some Falcon's through the beam gate. A good way to
    take a host station is to create about fifteen Weasels and one Rhino. You get
    into the Rhino and order the Weasels to attack and hang back behind them. They
    will distract the enemy allowing you to line up your shot at the Host Station
    that will likely do it in!
    
    
    =======================
       Parasite City 1
           [W3.2]
    =======================
    Difficulty: 10/10
    Enemies: Sulgogars: All Sulgogar units.
    Enemies: Black Sect: All units.
    Enemies: Mykonians: All Mykonian units
    Enemies: Taerkastens: All Taerkasten units.
    Enemies: Ghorkovs: All Ghorkov units.
    Objectives: Now the real war begins...put all you have learned into practice.
    
    
    Now that you have the Rhino I feel it is time for Parasite City, the last Level
    of Urban Assault. If you don't feel up to it you can skip it for now and go do
    some other levels to power up your units. If you wish to power up your units
    before attempting Parasite City, skip this section and go onto 3.3, and you
    will find another section on Parasite City at the end of that.
    
    
    
    For starters THIS IS HARD! Being the Final level, it should be!
    I can't tell you a whole lot about it being that it is such a huge and
    unpredictable level, however I can give you some strategies. When you get
    territory, Keep it! Flak Stations are your friend. At the beginning head to the
    east with a plane and capture a power station that is east of the black sect
    Host Station which should be busy with the Taerkastens and Mykonians meaning
    you can probably slip in unnoticed behind it. When you do, stay at the power
    station and create flak stations and then use that as a base with which to
    launch Rock Sleds at the Black Sect. It usually won't know where you are. Once
    it blows up you will have the southeast corner. Make it a veritable fortress!
    Flak stations all around your power stations and a flak station every 2nd tile
    on your border. Once you have accomplished that it is time to go on the warpath
    to glory! Take out the different factions using Rhinos and Rock Sleds while
    keeping your first priority defense. Always keep up your Flak, Power, and Radar
    stations. When you want to kill a host station do it in this manner.
    
    
    
    All but Mykonian: All of the factions but the Mykonians are very busy with
    each-other. All of them also have a power station "behind" them, meaning they
    are focused on an enemy to the east and there will be a power station west of
    them for example. Capture that power station without drawing them to it and
    beam your host station to it and erect flak stations. Once you are semi
    fortified, spawn a rhino and snipe at them from a long ways. the Rhino can
    shoot about 6 - 7 sectors. Use the missile-cam to see where you are aiming and
    fine tune your aim. That is why you need the flak stations to protect you as
    you shoot in the Rhino. Aim for their power stations or, although harder to
    hit, the actual host station. Once you kill a factions host station, beam to
    it's power station and fortify it up like a maximum security military base and
    move on to the next faction. Repeat this and save the Mykonians for last.
    
    
    
    Mykonians: They are up on a mountain with no way up so they are immune to all
    tanks and the rock sled. The only tank that can hit it is the Rhino and it is
    too difficult to make it worthwhile. You are going to have to rely on planes
    and choppers to fight up there and then capture a power station after which
    you will beam up and place a rock sled, beam out and hop into it and bomb a
    power station. Repeat this till all it's power stations are gone and it will
    move west off of the mountain to the nearby power station. Now it is much more
    vulnerable to attack. Either snipe at it with a Rhino, bomb it with rock sleds,
    or make an army of Tigers and Dragonflies and attack them. Or you could do my
    personal favorite. Spawn about a zillion Weasels and one Rhino and make the
    Weasels attack. While they are occupied with the 70+ weasels, drive up in a
    Rhino and blast the Host Station. Beam to the Beam gate to finish the game, but
    take as many weasels as you can with you for the extra levels.
    
    
    CONGRATULATIONS! YOU BEAT THE GAME!
    My Final score: 183745.
    
    
    There are the other missions I deemed optional. They are not required but some
    may wish to do them to strengthen their host station and units before entering
    Parasite city. These are listed below.
    
    
    =======================
       Taer on Black Wadi
           [W3.3]
    =======================
    Difficulty: 6/10
    Enemies: Taerkastens: All Taerkasten units.
    Enemies: Black Sect: All units.
    Tech Upgrade: Armor > Firefly > +3% 
    Tech Upgrade: Armor > Rhino > +5%
    Objectives: Collect the Tech Upgrades and destroy the Taerkastens and their
                Rock formations.
    
    Okay, the Black Sect Host Station is to the East of your starting position.
    At the start, create a Rhino and take some Weasels and it East and Neutralize
    the Black Sect Host Station. It shouldn't be tough considering you just came
    from Parasite City. Once they are taken out and you have a little real estate,
    create a Power Station 1+ between the flak stations and destroy the one to the
    east of you. Now build a Radar Station 2 to the west of your power station.
    Now dig in and start creating Dragonflies and Falcons. You will be able to see
    their Tank armies coming from a long ways away now, so make sure you intercept
    them as soon as they leave the protection of their line of Flak Guns when they
    are headed at you. Likewise with the armies of Hetzels or Mnosjetz. Nothing
    besides Serps should even be able to make it to your Host Station if you keep a
    careful watch.
    
    Now, send some Falcons on aggressiveness level 2 Southeast to capture the power
    station. Once you have it, beam there and create flak stations to fortify your
    position, and then create some Dragonflies to hold off the Taerkastens that
    will attack. From here, simply fight a guerrilla war. Stay bunkered down and
    send Rock Sleds in one at a time to target key elements and detonate them.
    First go after It's power station and after you destroy that, and what extra
    stations it creates, take the flak guns out. This part may prove tricky but
    there is a trick to it. The Taerkasten flak guns are very powerful, but they
    also have a very slow rate of fire. They have offset this by placing nine
    sectors of flak stations. This is hard to get into, even with a Rock Sled.
    What you need to do is use your speed and the buildings to dodge the first
    shots fired at you from the front row of flak guns. Then once they have fired
    and missed, use your speed to get in before they can reload and detonate in the
    middle of the sector, or close enough to take out the first two. Take them all
    out this way and then once you have taken out the flak guns, either continue
    this attacking with Rock Sleds to try to take out the Taerkasten Host Station,
    or send in an invasion Force featuring one or more Rhinos to take out the Host
    Stations. Take an army of either Dragonflies, Wasps, Weasels, Fireflies, or
    Falcons to the beam gate. I chose a mix of Weasels and Fireflies as they are a
    great help in the next level.
    
    
    
    =======================
       Mission Possible
           [W3.4]
    =======================
    Difficulty: 7/10
    Enemies: Taerkastens: All Taerkasten units.
    Enemies: Black Sect: All units.
    Enemies: Sulgogars: All Sulgogar units.
    Tech Upgrade: Weapon > Warhammer > +50
    Tech Upgrade: Armor > Warhammer > +3%
    Tech Upgrade: Armor > Marauder > +5%
    Objectives: Collect the Tech Upgrades and destroy the opposition.
    
    This level is slightly difficult due to the fact that there are four factions
    and a relatively small amount of land. This translates to early fighting and
    not break from it. The Black Sect is in the Southwest corner, south of you. The
    Taerkastens are in the Northeast corner, East of your. The Sulgogars are in the
    Southeast corner, Southeast of you. You start in the Northwest corner. The tech
    upgrade sectors are all located in the middle. Following our usual strategy, we
    will be going after the Black Sect first. Take your Fireflies and or Weasels
    that you brought from the last mission, or a group you created now, South with
    a Rhino and take out the Black Sect Host Station. This is surprisingly easy in
    this level due to the Weasel friendly terrain. Make sure that you are driving
    with them in your Rhino taking out the Flak Stations that line the way.
    
    
    Now, once you have destroyed the Black Sect station, beam your Host Station
    down to the South-most Power Station and create a power station 1+ in the gap
    between the two power stations. Now have your Rhino(s) destroy the nearby one
    that you won't need. Create a Radar Station 2 here and some more Flak Station
    ones. This is now your home base. Once it is fortified, go after the
    Taerkastens. I know that that doesn't seem to make much sense, but trust me, do
    it. If you let the Sulgogars, which are pathetic against you this level, die
    then it will just be you Vs the Taerkastens, who happen to be obscenely
    powerful in this level! And that just won't do. It is likely that the
    Taerkastens will go after the Sulgogar forces very quickly, and if you see the
    Sulgogars are about to be killed, then actually take your units in and lend
    them a hand. If it's to late for that, take your units in and make sure that
    you are the one that kills the host station. Don't let the Taerkastens get that
    land. Two things can happen now. I will give strategies for both.
    
    
    If the Taerkastens die before the Sulgogars:
    Ok, in this case it is simply you Vs the Sulgogars. This is not terribly
    difficult, to defend from as your units can easily hold them at bay, even in
    large numbers, but getting near the host station with powerful, but lightly
    armored, units like the Rock Sled and Rhino, is very difficult due to their
    Blue Spore unit. In this case you are going to want to send a bunch of your
    awesomely armored and powerful units in. A good attack force would be about 10
    Tiger Tanks and 15 or so Dragonfly heavy choppers. You may bring along a user
    piloted Rhino if you wish but be sure not to get ahead of them. Think of them
    as your escorts, because they are, and you will die if you get away from them.
    
    
    If the Sulgogars die before the Taerkastens:
    Okay, this is a bit more difficult. The Taerkasten units can actually punch
    through your defenses and get to your Host Station. While this doesn't mean
    your Host Station will be destroyed, it does put your units in disarray and
    weaken you. What you will want to do is, on your farthest borders, between you
    and the Taerkastens, set up a Flak Station 1 every other sector. Then position
    units like the Dragonfly and Falcon to ward off incoming units. Now you will
    send Rock Sleds like you did before and take out the Tearkasten's power
    infrastructure. Take out power stations, radar stations, and flak stations,
    before you go for the host station. Once Rock Sled likely isn't going to make
    much difference on a host station at this point in the game, so the idea is to
    leave them as gapingly ripped open as possible so it is easy for other units to
    get in and complete the job after the first ones have died. Once you are done,
    take an army of Falcons or Weasels through the Beam Gate.
    
    
    
    =======================
       Industrial Centre
            [W3.5]
    =======================
    Difficulty: 6/10
    Enemies: Ghorkovs: All Ghorkovian units. (Two host stations)
    Enemies: Tearkastens: All Tearkasten units.
    Enemies: Black Sect: All units.
    Enemies: Mykonians: All Mykonian units.
    Tech Upgrade: Armor > Marauder > +5%
    Tech Upgrade: Weapon > Dragonfly > +20
    Tech Upgrade: Weapon > Jaguar > +20
    Tech Upgrade: Armor > Falcon > +5%
    Tech Upgrade: Weapon > Marauder > +4
    Objectives: Collect the Tech Upgrades and destroy the central power stations.
    
    Okay, for once it is just you Vs the Ghorkovs right? WRONG! Your mini-map lied!
    High command didn't give you all of the information! WHY, HIGH COUNCIL, WHY?!
    Why must your turn Urban Assault into a HOUSE OF LIES?! Anyways, on to
    business.
    
    Quickly create a power station in the Northwest corner and then a radar station
    next to that. Beam onto the power station and create a Rhino. Now drive it
    South while sending your Falcons or Weasels south. The Tearkasten Host Station
    will be creating bomber planes to capture sectors, to your planes should be
    pretty mush immune at the initial attack. Under cover of their attack, roll up
    to within a sector or two and pound the host station out of existence with your
    SUB-Nuke weaponry. This will give you a little more real estate to work with.
    Use your Rhino's on aggressiveness level 5 to level the Tearkasten Power
    stations. and build another level 4 power station near your first one.
    
    
    Okay, now it's time to continue south. Create an army of Falcons and send them
    south to where the Tearkastens were. While they are headed there, fortify your
    land with Flak Stations. Now send the Falcons, and there should be at least 10,
    south at the Ghorkovian host Station while you are in a Rhino Blasting away at
    the host station. The first Ghorkovian Host Station will die very quickly.
    
    
    Okay! Now you have plenty of real estate and the capability to make and deploy
    dozens of units! Now capture the Ghorkovian power station and the surrounding
    sectors. Beam there with your host station and create some flak stations to
    fortify it and weaken it with a Tiger so it doesn't have as many squares. Use
    a Marauder to capture the nearby sectors and beam back to your base to the
    North. Now, from the base to the south, deploy an army of at least 10
    Dragonflies and 5 Falcons escorting you in a Rhino. Head east from the power
    station. Use the Rhino to take out the Mykonian Flak Stations and then have
    your other units attack while you fire at the host station with the Rhino.
    If your Rhino gets destroyed, hop into a Dragonfly and continue what you were
    doing. They Myko Host Station will be totaled.
    
    
    Now, beam down to the Myko's old power station and fortify it with Flak
    Stations after replacing them with Power Station One +s! Now that you are dug
    in here you are going to attack the Black Sect Station. It is located to the
    North of the Myko's old power stations and after building about 5 flak stations
    and a radar station combined with the units left over from the attack on the
    Mykos, you shouldn't have to worry about them for a while. The plan of attack
    here is the tried and true Rock Sled Slide! Hammer them over and over with Rock
    Sleds by driving them north and hitting their power stations to bomb them into
    submission. Then target the host stations. They are liking Myko units in this
    level, and why they can, and will, create all of them, they favor Mykonian units
    here. Thus you should deploy Weasels and Dragonflies around your base for
    protection while doing this. The Black Sect will be caught between you and the
    Ghorkovs and if they don't die to you, they will die to the Ghorkovs. It doesn't
    really matter who; They don't have much land anyways. While you are hammering
    them with Rock Sleds, each time you detonate one and go back to your host
    station, create as many Dragonflies as you can. Once the Host Station dies,
    or you get impatient, take in your army of at least 20 dragonflies, and capture
    he middle area. Fortify it with Flak Guns and waste the power stations,
    replacing them with your own level 4 stations.
    
    
    Now, onto the final Ghorkov host station. This will be a semi-protracted, or
    messy fight. The Ghorkovs are heavily dug in, and getting in isn't going to be
    easy. My advise is to use Rock Sleds to take out the power stations, but then
    don't try the Rock Sled trick on the host station. You won't get close to it
    enough times to make it energy efficient. Instead, create an army of Falcons
    and combine them with whatever troops you have left except Rhinos. Attack the
    base with everything but the Rhinos, bringing them in from the West or the
    South as the battle rages to take out the enemy host station.
    
    Now collect any Tech upgrades you may have missed and take an army of Weasels
    through the Beam gate.
    
    
    =======================
         Death Valley
            [W3.6]
    =======================
    Difficulty: 9/10
    Enemies: Mykonians: All Mykonian units.
    Tech Upgrade: Armor > Wasp > +5%
    Tech Upgrade: Armor > Tiger > +7%
    Objectives: Collect the Tech Upgrades and destroy the Mykonians.
    
    
    Okay, you are pitted against two Mykonian Host Stations here. This can be very
    good or very bad. That is decided by if you are good at fighting them or not.
    At any point in this level your main deployed unit should either the Weasel or
    the Dragonfly. Better yet, deploy many of both.
    
    This is going to be a protracted struggle. Not only do BOTH of the Mykonian
    Host Stations head to the Southeast corner with some very powerful power
    stations, but it's just that, "they"! Plural! There are two of them and they
    are very powerful! The are both harvesting power from the stations and both
    sending units at you. First of all, establish a base to the East. It is here
    that your chances of survival are the greatest. Note I say "chances of
    survival" and not "chances of victory" Victory is assured if you survive, but
    survival is very doubtful. Once you have your base in the Middle of the north
    part of the map, built about a bazillion Weasels and Fox Tanks and deploy them
    in a one to two sector radios around your station. There should be at least a
    hundred of them. Once you have that, then you are pretty well defended from
    most if their units, so it is time to sally out with Dragonflies. Before you do
    though, make sure that you have installed a Radar Station 2 and Flak Stations
    near your Host station in addition to the Foxes and Weasels.
    
    
    There should be a mountain ten sectors down, five sectors to the right. To the
    sector one right of that is where you want to channel your attacks through.
    Station many Fox Tanks throughout that area and constantly reinforce them. They
    will stop 90% of all enemy troops headed to your base. Don't think though that
    you can not have about a hundred weasels and foxes at your base. You will need
    them. Okay, that sector ten down and four to the right, next to the mountain?
    Channel some Rock Sleds through there and have them go from there to the right
    border and then south so that they are directly east of the Mykonian Host
    Station. They Mykos have many turrets and small turret like units here so it
    will be extremely difficult to get a Rock Sled anywhere near close enough to
    take out the Host Station. That, however, is not your goal here. Your goal with
    the Rock Sleds is to soften them up in this area. Chew up their power stations
    with it and overall damage that edge of their defenses. Now send two or three
    Rhinos down there, having them hug the eastern border. Then use them to fire on
    the Host Station and it's defenses. They will not be able to attack you right
    here with the turrets or mini-turret like units, so they will ignore you. Don't
    get to close or they may attack you. Hammer them into submission. Take Falcons
    and Weasels through the Beam Gate.
    
    
    
    =======================
          Blue Casbah
            [W3.7]
    =======================
    Difficulty: 5/10
    Enemies: Tearkastens: All Tearkasten Units
    Enemies: Black Sect: All units.
    Tech Upgrade: Buildings > Power Stations > Power Station 2
    Tech Upgrade: Buildings > Flak Stations > Flak Station 2
    Objectives: Collect the Tech Upgrades and destroy the Black Sect.
    
    The Black Sect Host Station is located to the Northeast of your starting
    location. Beam north to the Level SIX (COOLNESS) power station Create a Rhino
    and send it to the east with your army of Weasels from the last level. Have the
    Weasels swarm the Host Station on Aggressiveness level 2 to target it only and
    hit it with your Rhino. If it doesn't cave quickly and you start to lose,
    simply beam over near it with your host station, create 4 or 5 Rhinos, and tell
    them to attack the Black Sect Host Station. It will cave very easily and you
    should have the Host Station Energy Reserves to take that kind of abuse for a
    short while. Now beam back to the level six power station and dispatch a few
    wasps to capture what is possibly, the best upgrade in the game. The Power
    Station 2!
    
    
    Okay, now it's just you Vs the Tearkastens. You still totally outclass them in
    every aspect so simply start deploying Falcons, Warhammers, and Dragonflies.
    Find all of your many power Stations and fortify them with Flak Stations and
    deploy Radar Station 2s till you can see the whole map. Find the Tearkasten
    Host Station and send a single Dragonfly, piloted by yourself, into take a
    power station near it. Once you have done that immediately beam your Host
    Station to that Power Station and Spawn about 4 Rhinos. At Full health the Host
    Station that the Tearkastens have in this level could take 4 Rhino shots. The
    Host Station will not, however, be at full health. It will probably be at about
    half health or lower. It should go down without a problem. Collect the Flak
    Station 2 Upgrade and take Falcon's out the Beam Gate.
    
    
    =======================
            Smile!
            [W3.8]
    =======================
    Difficulty: 9/10
    Enemies: Tearkastens: All Tearkasten units
    Enemies: Black Sect: All units.
    Enemies: Mykonians: All Mykonian units.
    Enemies: Ghorkovs: All Ghorkov units.
    Tech Upgrade: Armor > Firefly > +4%
    Tech Upgrade: Armor > Falcon > +5%
    Objectives: Collect the Tech Upgrades and destroy all enemy forces.
    
    
    This level is HARD. Know that. The foes in this are pretty passive and they
    don't really attack you, but they are REALLY dug in. Like, "you can't even
    get a Scout through their lines" dug in. This is going to take a while. Now
    unless it is an emergency, leave the flacons you took with you alone. You
    will want them later.
    
    
    Okay, at the start, create some Marauders and capture as many sectors as you
    can near you. Take control of one and follow the North edge capturing every
    sector that you can. Once you get to the West edge, head Southeast and
    capture the Power Station. Create a Power Station 1 near your starting
    position and then beam over to the one you captured with your Marauder. Create
    Flak Station 2s around it and a Radar Station two. Now go back and fortify your
    first area. You have plenty of time so don't worry too much about that. Once
    you are fortified with at least 10 Flak Stations/Flak Station 2s in each area
    Start Creating Weasels and Foxes. Deploy Those around your Power Stations,
    between all your Flak Stations. Now you are pretty well bunkered in. Time to
    begin the assault. This is like cracking open a bowling ball using a 1 inch
    wide shard of metal. It's going to take time.
    
    
    From the Western Power Station, deploy a squad of about a hundred Fireflies
    south all the way to the end until they find the Black Sect Host Station. You
    will be with them piloting a Rhino. The Black Sect Host Station cannot take
    more than two hits, so pound it into the dirt. Now, beam over to your new Power
    Stations in the Southeast corner that you now own, thanks to the Black Sect.
    Destroy all but one, replacing them with Flak Station 2s and a Radar Station 2.
    Now the Ghorkov Host Station is about five sectors Northwest of you now.
    Prepare for assault on it after you dig in with ten or more Flak Stations.
    
    
    Now, drive in with Rock Sleds and hammer it's power stations until they are
    gone. It will leave in an attempt to get to a power station. Now, set your
    Falcons that you brought from the previous level, to aggressiveness level 2
    and tell them to attack the Ghorkov Host Station when it is away from its
    remaining defenses. They will fly past any enemies and hammer it. It will
    already be weakened and won't be able to take that. When it blows you will
    have almost 95% of the map. Destroy some of your useless Power Stations and
    that will allow you to run 5 level 4 power stations in a + formation with you
    in the center. This will gain you massive amounts of power that you should
    channel into Flak Stations to upgrade your fortifications, then into Weasels.
    Now to get into the Mykonians land you are going to need to do one of two
    things. You are going to need to either drive Rock Sled after Rock Sled into
    their obscenely powerful defensive perimeter and slowly take it out, or you are
    going to need to park Rhinos out of the range of the defenses and snipe off the
    major turrets, ignoring the mini-turret like units, and then fire on the enemy
    power stations. Just keep Rhino-ing their power stations and, because you
    already own the rest of the map and they are in the center, and you have
    fortified all your places, they have nowhere to go once they cannot create any
    more power stations! Then they will do one of two things:
    
    
    If they try to move off and take one of your Power stations:
    If this happens, beam to that power station immediately and augment it's defense
    perimeter with Fox Tanks and a few Dragonflies. Then if they show up and try to
    take the power station they will be annihilated!
    
    If they just sit there:
    This is the best thing they can do for you! While it is more time consuming,
    get into a Tiger Tank and pull up, out of range of the defenses, and shoot them
    one at a time. They will not be able to hurt you now and you can simply shoot
    a gaping hole into the defenses and then drive right in and shoot the Host
    Station apart!
    
    
    Now take an army of primarily Weasels with a few Falcons through the beam gate!
    NOTE: Be sure to watch the Mission debriefing instead of skipping past it.
    Notice that the designers made a face with the level! ^_^
    
    
    =======================
        Slaughter Field
            [W3.9]
    =======================
    Difficulty: 8/10
    Enemies: Tearkastens: All Tearkasten units
    Enemies: Black Sect: All units.
    
    Enemies: Ghorkovs: All Ghorkov units.
    Tech Upgrade: Armor > Marauder > +5%
    Tech Upgrade: Armor > Hornet + 5%
    Tech Upgrade: Weapon > Rhino > Shot+1 (Yes, it actually fires two shots now!!!)
    Tech Upgrade: Armor > Rhino > +5%
    Objectives: Collect the Tech Upgrades and destroy all enemy forces.
    
    
    Okay, this level has a boatload of enemies, but it also has a Stoudson Bomb.
    The Black Sect controls it at he beginning. It doesn't go off for 40 minutes,
    so we have plenty of time.
    
    From the Start, war will erupt with your many pre-placed units. Hop into a
    Tiger Tank or other unit and turn the tides of war. Now, create a Power Station
    Two and a Radar Station 2. Create an Army of about 50 Weasels and 12 Falcons
    and save them for an attack. Pilot a Dragonfly south and take out all the Flak
    Guns and then head for the Ghorkovian Host Station and do as much damage as you
    can. Now send your Weasels and Falcons on Aggressiveness Level 2 at the Ghorkov
    Host Station, making sure to give the Weasels a head start so the Falcons don't
    reach there first. Once the Ghorkovian Host Station is gone, you are pretty
    much set, in terms of land owned. Fortify your new land and continue on with
    the Black Sect.
    
    
    Head South and capture the level 6 power Station and the Stoudson Trigger. Then
    continue south, Level the two level 2 Power Stations and replacing it with one
    Power Station 2. Now Create a Radar Station 2 and a Flak Station 2. The Black
    Sect Host station is all the way across the map, East of your current Location.
    Capture the Power Stations to the East and fortify them. Create Fox Tanks and
    Wasp Choppers to bunker yourself in, along with Flak Station 2s. Now, keep
    sending grouped of Rock Sleds all the way to the East on Aggressiveness level 2,
    and when they get there always control the first one and detonate to take out
    power stations or base defenses. Once those are Weakened, go after the Host
    Stations. Now, capture the Power Stations to the North of where the Black Sect
    Host Station was, and use that as a starting point for an assault on the
    Tearkasten Host Station!
    
    
    Now that you are going to attack them, head up about 5 sectors and build a
    brand new Power Station 2. Fortify it with Flak Station 1 or 2s and build a
    Radar Station 2. Now that you can see the Tearkasten Host Station you should
    be able to tell when it is building up it's huge army. Once it has about 35
    units it will send them at you. You could easily destroy these units as they
    head to you or, you could fight smart and send a group of Rock Sleds North and
    Annihilate all the units at once AND damage their Host station and power
    stations! all in one fell swoop! Once they are cleared out, the Tearkastens
    will be weakened. From either your base to the South or West of them, deploy
    two Rhino tanks. Use those to drive in and ANNIHILATE the Tearkasten Host
    Station with the very powerful Duel Shot upgrade you got near the Black Sect
    Host Station! Take as many Weasels as you can and a few Falcons through the
    beam gate to Parasite City; The final level in Urban Assault.
    
    
    =======================
       Parasite City 2
           [W4.0]
    =======================
    Difficulty: 10/10
    Enemies: Sulgogars: All Sulgogar units.
    Enemies: Black Sect: All units.
    Enemies: Mykonians: All Mykonian units
    Enemies: Taerkastens: All Taerkasten units.
    Enemies: Ghorkovs: All Ghorkov units.
    Objectives: Now the real war begins...put all you have learned into practice.
    
    
    
    For starters THIS IS HARD! Being the Final level, it should be!
    I can't tell you a whole lot about it being that it is such a huge and
    unpredictable level, however I can give you some strategies. When you get
    territory, Keep it! Flak Stations are your friend. At the beginning head to the
    east with a plane and capture a power station that is east of the black sect
    Host Station which should be busy with the Taerkastens and Mykonians meaning
    you can probably slip in unnoticed behind it. When you do, stay at the power
    station and create flak stations and then use that as a base with which to
    launch Rock Sleds at the Black Sect. It usually won't know where you are. Once
    it blows up you will have the southeast corner. Make it a veritable fortress!
    Flak stations all around your power stations and a flak station every 2nd tile
    on your border. Once you have accomplished that it is time to go on the warpath
    to glory! Take out the different factions using Rhinos and Rock Sleds while
    keeping your first priority defense. Always keep up your Flak, Power, and Radar
    stations. When you want to kill a host station do it in this manner.
    
    
    
    All but Mykonian: All of the factions but the Mykonians are very busy with
    each-other. All of them also have a power station "behind" them, meaning they
    are focused on an enemy to the east and there will be a power station west of
    them for example. Capture that power station without drawing them to it and
    beam your host station to it and erect flak stations. Once you are semi
    fortified, spawn a rhino and snipe at them from a long ways. the Rhino can
    shoot about 6 - 7 sectors. Use the missile-cam to see where you are aiming and
    fine tune your aim. That is why you need the flak stations to protect you as
    you shoot in the Rhino. Aim for their power stations or, although harder to
    hit, the actual host station. Once you kill a factions host station, beam to
    it's power station and fortify it up like a maximum security military base and
    move on to the next faction. Repeat this and save the Mykonians for last.
    
    
    
    Mykonians: They are up on a mountain with no way up so they are immune to all
    tanks and the rock sled. The only tank that can hit it is the Rhino and it is
    too difficult to make it worthwhile. You are going to have to rely on planes
    and choppers to fight up there and then capture a power station after which
    you will beam up and place a rock sled, beam out and hop into it and bomb a
    power station. Repeat this till all it's power stations are gone and it will
    move west off of the mountain to the nearby power station. Now it is much more
    vulnerable to attack. Either snipe at it with a Rhino, bomb it with rock sleds,
    or make an army of Tigers and Dragonflies and attack them. Or you could do my
    personal favorite. Spawn about a zillion Weasels and one Rhino and make the
    Weasels attack. While they are occupied with the 70+ weasels, drive up in a
    Rhino and blast the Host Station. Beam to the Beam gate to finish the game, but
    take as many weasels as you can with you for the extra levels.
    
    
    CONGRATULATIONS! YOU BEAT THE GAME!
    My Final score: 255890.
    
    
    Enjoy the final cutscene and start bragging to your friends! In fact, that is
    what I am going to go do right now! This in the hardest walkthrough I have EVER
    written. This game is hard to play, yes, but it's harder to write a walkthrough
    for. An E-mail to let me know you used it and my work was not in vain would be
    ever so nice!
    
    ===============================================================================
                              8:  Vehicles/Buildings
    ===============================================================================
                                       [080]
    
    NOTE: Some people wonder why all of the Taerkastens, Ghorkovs, Mykonians, and
    Sulgogars unit stats vary instead of being set like some Resistance units. The
    answer is that you can first engage the various enemy units at different times
    when had you encountered them first in another level they would have had lower
    stats. For Example:
    
    Okay, lets say that you have the option of going from Level A to Level Z or B.
    Suppose you went from Level A to Level B and there were no Taerkastens. Then
    you went from B to C and from C to D. Then on Level E you encountered the
    Taerkastens. The Taerkastens on Level E are a lot harder than the Taerkastens
    would be from if you took Level Z instead of Level B. Thus the starting Armor
    for the Leonid might be 75% in that case where had you started with Level Z
    and faced them first it might have been 50%. You ALWAYS get the Resistance
    units in the same place each time and since some of them have no tech upgrades
    until after you get the unit, they have a set base stat. Some of your units
    have upgrades to that unit that can be gotten before you get that unit.
    Thus the stats can be varied also.
    
    ________________________________________________._____________________________.
     Unit Name and Classification                   |                             |
     Base Energy: The unit's starting energy        |  Unit Description and       |
     Base Attack: Te units un-upgraded attack       |  Weaknesses and strengths   |
     Base Armor: The units un-upgraded armor        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Resistance Host Station                        |                             |
     Base Energy:     Varies                        | The Resistance Host Station |
     Base Attack:     40x4                          |                             |
     Base Armor       50%                           |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Fox              Light AA tank                 |                             |
     Base Energy:     90                            | The Fox tank is the initial |
     Base Attack:     100                           | unit of the Resistance. A   |
     Base Armor       52%                           | Powerful AA tank but weak   |
                                                    | Vs AT Tanks                 |
    ________________________________________________|_____________________________|
     Weasel           Lighter AA tank               | The Weasel is the first     |
     Base Energy:     Varies                        | Resistance unit tech and is |
     Base Attack:     Varies                        | an excellent anti-air tank. |
     Base Armor       40%                           | It's Shells knock back air  |
                                                    | units but it's weak vs tanks|
    ________________________________________________|_____________________________|
     Jaguar           Medium AT tank                | The Resistance's medium tank|
     Base Energy:     120                           | While individually inferior |
     Base Attack:     130                           | to most other tanks, when   |
     Base Armor       52%                           | deployed en masse its power |
                                                    | is exponentially higher.    |
    ________________________________________________|_____________________________|
     Tiger            Heavy AT tank                 | The Resistance's Heavy Tank.|
     Base Energy:     220                           | The Tiger has super strong  |
     Base Attack:     400                           | armor and excels vs tanks   |
     Base Armor       75%                           | but is slow and weak against|
                                                    | Choppers, planes, & bombers.|
    ________________________________________________|_____________________________|
     Rhino            Ultra Heavy Anti-Base Cannon  | This bad boy lobs a sub-Nuke|
     Base Energy:     500                           | Warhead great distances to  |
     Base Attack:     3700                          | take out enemy base defenses|
     Base Armor       1%                            |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Rock Sled        High powered suicide truck.   | A suicide car bomb with     |
     Base Energy:     500                           | incredible power            |
     Base Attack:     ---                           |                             |
     Base Armor       25%                           |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Firefly          Ultra Light AT Chopper.       | An extremely light chopper. |
     Base Energy:     60                            | The firefly is a good chaff |
     Base Attack:     50                            | unit to confuse enemy base  |
     Base Armor       30%                           | defenses. Weak Vs AA tanks  |
                                                    |                             |
    ________________________________________________|_____________________________|
     Wasp             Medium Light attack chopper.  | A medium, powerful chopper. |
     Base Energy:     90                            | The wasp is a super anti    |
     Base Attack:     120                           | tank and power station unit.|
     Base Armor       40%                           | It's speed lets it dodge all|
                                                    | non-homing incoming fire.   |
    ________________________________________________|_____________________________|
     Hornet           Medium/Heavy Attack/AT Chopper| A medium/heavy chopper.     |
     Base Energy:     Varies                        | The Hornet is very adept at |
     Base Attack:     450                           | taking out enemy tanks and  |
     Base Armor       Varies                        | choppers with it's homing   |
                                                    | shots but is weak VS planes.|
    ________________________________________________|_____________________________|
     Dragonfly        Heavy Assault Chopper.        | A super heavy AT/AB Chopper.|
     Base Energy:     Varies                        | The Dragonfly packs super   |
     Base Attack:     150                           | heavy armor and rapid firing|
     Base Armor       Varies                        | missiles that excel against |
                                                    | Tanks and Host/Flak Stations|
    ________________________________________________|_____________________________|
     Falcon           Fast Medium AA Aircraft.      | A Medium AA Jet Fighter.    |
     Base Energy:     Varies                        | The Falcon is great against |
     Base Attack:     Varies                        | all airborne units, but it  |
     Base Armor       Varies                        | Very weak VS AA tanks and   |
                                                    | Flak Guns.                  |
    ________________________________________________|_____________________________|
     Warhammer        Faster Heavier AA Aircraft.   | A fast heavy AA plane.      |
     Base Energy:     400                           | The Warhammer is awesome for|
     Base Attack:     600                           | fighting all air units and  |
     Base Armor       Varies                        | can take light ground units.|
                                                    | Weak Vs AA tanks & flak guns|
    ________________________________________________|_____________________________|
     Marauder         Medium Bomber Aircraft.       | A medium AG Bomber plane.   |
     Base Energy:     Varies                        | The Marauder excels against |
     Base Attack:     Varies                        | all ground units but is weak|
     Base Armor       Varies                        | against ANY airborne units. |
                                                    | Great Vs Flak Guns.         |
    ________________________________________________|_____________________________|
     Scout            Unarmed fast scout drone.     | An Unarmed Scout unit.      |
     Base Energy:     55                            |                             |
     Base Attack:     ---                           |                             |
     Base Armor       50(Technically Varies but is  |                             |
                         unlikely to do so.)        |                             |
    ________________________________________________|_____________________________|
       ~_**********************_~                   |                             |
       {  RESISTANCE COMPLETE!  }                   |                             |
       }   BEGIN TEARKASTENS    {                   |                             |
       {       UNITS            }                   |                             |
       ~_*********************_~                    |                             |
    ________________________________________________|_____________________________|
     Taerkasten Flying Fortress                     | The Taerkasten Host station.|
     Eisenhans        Medium/Heavy AT Tank.         |                             |
     Base Energy:     Varies                        |                             |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Leonid           Super Heavy AT Tank.          | A super Heavy AT Tank.      |
     Base Energy:     Varies                        | The Leonid is the Tearkast's|
     Base Attack:     Varies                        | Heaviest ground unit. VERY  |
     Base Armor       Varies                        | Powerful Vs Ground units.   |
                                                    | but Weak VS choppers        |
    ________________________________________________|_____________________________|
     Zeppelin         Ultra-mega-heavy bomber.      | An uberly armored doom blimp|
     Base Energy:     Varies                        | This Bomber has huge power  |
     Base Attack:     Varies                        | and is armored VS everything|
     Base Armor       95%                           | Weak Vs fast planes.        |
                                                    |                             |
    ________________________________________________|_____________________________|
     Mnosjetz         Heavy AT Bomber.              | A heavy AT bomber biplane   |
     Base Energy:     Varies                        | The Mnosjetz is a slow but  |
     Base Attack:     Varies                        | heavily armored bomber that |
     Base Armor       Varies                        | is typically deployed in big|
                                                    | squads. Weak vs AA planes.  |
    ________________________________________________|_____________________________|
     Phantom          Medium/Heavy AA Plane         | A heavy AA Fighter Plane.   |
     Base Energy:     Varies                        | The Phantom is a slower but |
     Base Attack:     Varies                        | heavily armored attack jet  |
     Base Armor       Varies                        | that is deadly against all  |
                                                    | but weak VS AA tanks.       |
    ________________________________________________|_____________________________|
     Serp             Suicide missile unit          | Once the Serp is fired it.  |
     Base Energy:     Varies                        | dies.                       |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Bronsteijn       Heavy attack Plane/Chopper    | An attack chopper of doom!  |
     Base Energy:     Varies                        | This unit fires super strong|
     Base Attack:     Varies                        | Ion cannon blasts that are  |
     Base Armor       Varies                        | Powerful Vs all units but   |
                                                    | it is weak Vs planes.       |
    ________________________________________________|_____________________________|
     Hetzel           Medium anti-chopper plane     | A heavy but weak AA plane.  |
     Base Energy:     Varies                        | The Hetzel is a slow and    |
     Base Attack:     Varies                        | heavy plane that is deployed|
     Base Armor       Varies                        | in large numbers against.   |
                                                    | Host Stations and Choppers. |
    ________________________________________________|_____________________________|
     Ormu-Scout       Unarmed Fast scout drone      | A light, unarmed scout unit.|
     Base Energy:     Varies                        |                             |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
       ~_**********************_~                   |                             |
       {  TEARKASTENS COMPLETE  }                   |                             |
       }     BEGIN GHORKOVS     {                   |                             |
       {         UNITS          }                   |                             |
       ~_*********************_~                    |                             |
    ________________________________________________|_____________________________|
     Turantul                                       | Both are Ghorkovian Host    |
     Turantul II (Skorpio)                          | Stations.                   |
     Base Energy:     Varies                        |                             |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Speedy           :Light AA tank.               | A light, fast AA hover tank.|
     Base Energy:     Varies                        | The Speedy fires high speed |
     Base Attack:     Varies                        | homing photon shells that   |
     Base Armor       Varies                        | knock back all air units.   |
                                                    | Weak VS enemy tanks.        |
    ________________________________________________|_____________________________|
     Tekh-Trak        :Medium AT tank.              | A Medium, slow AT Tank.     |
     Base Energy:     Varies                        | The Tekh-Trak is less than  |
     Base Attack:     Varies                        | all heavy tanks but better  |
     Base Armor       Varies                        | than all other Med tanks.   |
                                                    | Weak Vs Aircraft & Choppers.|
    ________________________________________________|_____________________________|
     Ghargoil         :Medium Attack Chopper        | Medium slow Attack Chopper  |
     Base Energy:     Varies                        | The Ghargoil it slow but has|
     Base Attack:     Varies                        | a very powerful missile that|
     Base Armor       Varies                        | Decimates ground units. Weak|
                                                    | Vs planes & AA tanks.       |
    ________________________________________________|_____________________________|
     Ghargoil 2       :Medium/Heavy Attack Chopper  | Medium slow Attack Chopper  |
     Base Energy:     Varies                        | The Ghargoil it slow but has|
     Base Attack:     Varies                        | a very powerful missile that|
     Base Armor       Varies                        | Decimates ground units. Weak|
                                                    | Vs planes & AA tanks.       |
    ________________________________________________|_____________________________|
     Ghargoil 3       :Medium Bomber Chopper.       | A medium Bomber Chopper.    |
     Base Energy:     Varies                        | The Ghargoil 3 is powerful  |
     Base Attack:     Varies                        | but slow. It rapid-drops its|
     Base Armor       Varies                        | cluster bombs to kill tanks.|
                                                    | Weak Vs Planes.             |
    ________________________________________________|_____________________________|
     Ying             :Ultra light AA plane.        | Light, Fast AA plane.       |
     Base Energy:     Varies                        | The Ying dies in one hit but|
     Base Attack:     Varies                        | is a great chaff unit and is|
     Base Armor       Varies                        | great for harassing the foe |
                                                    | Weak VS AA tanks & planes.  |
    ________________________________________________|_____________________________|
     Yang             :Light AT bomber.             | Light Fast AT bomber Plane  |
     Base Energy:     Varies                        | The Yang dies in one hit but|
     Base Attack:     Varies                        | is a great chaff unit and is|
     Base Armor       Varies                        | great against slow firing   |
                                                    | tanks but weak Vs Planes.   |
    ________________________________________________|_____________________________|
     Tien-Ying 7      :Ultra heavy AA/attack jet.   | A very powerful AA plane.   |
     Base Energy:     Varies                        | The Tien-Yang 7 is a great  |
     Base Attack:     Varies                        | all around AA unit and is ok|
     Base Armor       Varies                        | vs light ground units but is|
                                                    | weak vs AA planes and Tanks |
    ________________________________________________|_____________________________|
     Gigant           :Massive Anti-Enemy Plane     | A super heavy attack plane  |
     Base Energy:     Varies                        | The Gigant fires super heavy|
     Base Attack:     Varies                        | Ion pulses that destroy any |
     Base Armor       Varies                        | aircraft but weak vs tanks  |
                                                    | Strong Vs Host Stations.    |
    ________________________________________________|_____________________________|
     Ghor-Scout       :Light fast Scout Unit.       | A light fast and unarmed    |
     Base Energy:     Varies                        | scout drone.                |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
       ~_**********************_~                   |                             |
       {   GHORKOVS COMPLETE    }                   |                             |
       }     BEGIN SULGOGAR     {                   |                             |
       {         UNITS          }                   |                             |
       ~_*********************_~                    |                             |
    ________________________________________________|_____________________________|
     Sulgogar Queen                                 | Sulgogar Host Station       |
     Base Energy:     Varies                        |                             |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Blue Spore       Ultra light AT bomber         | Once the Blue spore fires   |
     Base Energy:     Varies                        | it's powerful warhead, it   |
     Base Attack:     Varies                        | dies. Like a bee kinda.     |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Mean Green       Medium AA Plane               | Medium planes in nature.    |
     Base Energy:     Varies                        | The Mean Green is slow but  |
     Base Attack:     Varies                        | super powerful vs all types |
     Base Armor       Varies                        | of units. Weak Vs AA planes |
                                                    | & Tanks. Weak Vs Choppers   |
    ________________________________________________|_____________________________|
     Slime Lord       Heavy Anti-Base plane.        | Slow but exceedingly strong |
     Base Energy:     Varies                        | anti-host station unit.     |
     Base Attack:     Varies                        | Weak Vs AA Tanks and Planes.|
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Little Brother   Light fast scout unit.        | Visually identical to the   |
     Base Energy:     Varies                        | Blue Spore. Light unarmed   |
     Base Attack:     Varies                        | scout unit                  |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
       ~_**********************_~                   |                             |
       {   SULGOGAR COMPLETE    }                   |                             |
       }     BEGIN MYKONIAN     {                   |                             |
       {         UNITS          }                   |                             |
       ~_*********************_~                    |                             |
    ________________________________________________|_____________________________|
     Myko Station                                   | Mykonian host stations.     |
     Base Energy:     Varies                        |                             |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Myko 5P0 Air Prism   Medium AT chopper.        | Medium, weak AT Chopper.    |
     Base Energy:     Varies                        | This choppers weapon is weak|
     Base Attack:     Varies                        | but has a very fast firerate|
     Base Armor       Varies                        | Great Vs Tanks, weak vs AA  |
                                                    | Planes, and Flak guns.      |
    ________________________________________________|_____________________________|
     Myko XO1 Quadda  Anti-Host station unit.       | Slow, extremely powerful AHS|
     Base Energy:     Varies                        | unit. Fires a medium power  |
     Base Attack:     Varies                        | particle beam at a high rate|
     Base Armor       Varies                        | Great Vs Host Stations but  |
                                                    | Weak Vs Choppers & Planes.  |
    ________________________________________________|_____________________________|
     Myko Static      Light AA plane. Super slow.   | This "plane" is almost just |
     Base Energy:     Varies                        | a turret. It has almost no  |
     Base Attack:     Varies                        | horizontal speed but has a  |
     Base Armor       Varies                        | very fast altitude change.  |
                                                    | Weak Vs AA tanks & Planes.  |
    ________________________________________________|_____________________________|
     Myko Ground Cube Medium AT/Anti-Base tank.     | Powerful, armorless AHS tank|
     Base Energy:     Varies                        | Has a very powerful gun but |
     Base Attack:     Varies                        | has no armor whatsoever and |
     Base Armor       Varies                        | little energy. Weak Vs heavy|
                                                    | tanks, Choppers, & planes.  |
    ________________________________________________|_____________________________|
     Myko Hourglass   Medium AT Chopper.            | Medium AT Chopper           |
     Base Energy:     Varies                        | Powerful Vs all tanks, wussy|
     Base Attack:     Varies                        | Vs any other unit.          |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
     Myko Air Stick       Powerful AA plane.        | Very powerful, fast AA plane|
     Base Energy:     Varies                        | Has a very powerful gun but |
     Base Attack:     Varies                        | dies in one shot from and AA|
     Base Armor       Varies                        | plane or tank. Great Vs all |
                                                    | Choppers.                   |
    ________________________________________________|_____________________________|
     Myko Bomber          Heavy Bomber.             | Heavy energy bomber plane.  |
     Base Energy:     Varies                        | Very powerful against ground|
     Base Attack:     Varies                        | units, but useless against  |
     Base Armor       Varies                        | all air units. Deploy with  |
                                                    | AA backup.                  |
    ________________________________________________|_____________________________|
     Myko Radar           Light, fast scout unit.   | Light, Fast Scouting unit.  |
     Base Energy:     Varies                        |                             |
     Base Attack:     Varies                        |                             |
     Base Armor       Varies                        |                             |
                                                    |                             |
    ________________________________________________|_____________________________|
    
    
    
    ===============================================================================
                                   9: Hidden Plot
    ===============================================================================
                                       [090]
    
    As you cannot get all of the plot sometimes I will list the plot found in the
    Mykonian Papers, the second largest plot source in the game which is, oddly,
    not visible in the game. You have to actually enter the installed game files
    to find these. It is odd that they took these out as they contain so much of
    the plot, but they did. Fortunately for us plot-lovers, they left them in so
    they still existed even if they aren't in the game.
    
    
    Leather Jacket, the gamer in these papers, is who you play as, SDU7. This will
    allow you to understand the back story, which really gets you in the feel of the
    game.
    
    Leather Jacket wrote these and these are basically his log entries and other
    entries by other entities.
    
    
    =========
    Issue 1:
    =========
    "There were so few humans left in the years following The Big Mistake. Humans
    were too precious to send into battle when the Offworlders came. And so we
    created the war machines, the savior machines, the Host Station machines.
    "But to save us they needed a single human integrated into their empathic net.
    For it was the human's wetware that provided the passions of love for the
    planet, and enough fear to temper decisions." -- From Beam Gate Diary
    
    
    =========
    Issue 2:
    =========
    "Back when I was eight years old I used to dream about turning 16. I'd be able
    to rent hoverboards, and I'd be able to beam-gate by myself and visit friends
    in other domes. At age eight living in a dome seemed natural. But the great
    curse of our parents and teachers was the endless stories of how great it used
    to be before the domes, when you could breathe the air, eat food grown in the
    ground, and actually fish something live from out of the seas. So they told us
    of a paradise we could never know, while we lived with the endless stream of
    news about how things outside were just getting worse, and with the rumors that
    if the energy plants ever went down, we would all meet the same gasping death.
    Kind of made a farce of that standard childhood question: 'And what do you want
    to be when you grow up?' " -- From Leather Jacket
    
    
    =========
    Issue 3:
    =========
    "There weren't many who actually saw it coming. Of course, after the fact,
    everyone claims to have been sounding the alarms. But I no longer criticize the
    -- From My Dome Town Notebook
    
    
    =========
    Issue 4:
    =========
    "Darkness ... the void calling my name. ... And the evil, always pursued by the
    evil. ... These were my dreams ... back when I could dream.
    "The machines, were desirous of me-valuing my fear as much as my mind. And
    because these were the good machines, our machines, the Host Station machines,
    I could not refuse their seduction."
    -- From Host Station Rhapsody: My Ascent into Madness
    
    
    =========
    Issue 5:
    =========
    Hush little baby, don't you cry,
    Ghorkovs are hiding just outside.
    
    Keep your room clean every day,
    Or Sulgogars gonna take you away.
    
    Do your homework without a fuss,
    Or Mykonians gonna squeeze you into pus.
    
    -- From Hangin' with My Domies: A Study of Adolescent Behavior Within Domed
       Communities
    
    
    =========
    Issue 6:
    =========
    "Been filling some of my wasted hours online, reading about the way things used
    to be. Funny to read all the hand-wringing news about how divorce used to pull
    families apart. Talk about the good old days! Hardly any of my friends have
    parents anymore, and I'm just 16. Divorce, give me a break! By the time the
    first domes were finished most of our parents had been exposed to so many of
    the viral waves, and had breathed air so polluted and eaten food so mutated,
    that most were dead within five years-even if they were lucky enough to make it
    into a dome. Supposedly we are the Clean Generation, but who knows what kind of
    weirdnesses are crawling around in our DNA. Maybe we'll be the first generation
    in history to actually wish we had parents. For now, back to the arcades."
    -- From Leather Jacket
    
    
    =========
    Issue 7:
    =========
    "Why would the Sulgogars want to exterminate humans from the Earth? Considering
    what we did to the oceans, and the atmosphere, thinking even briefly about The
    Big Mistake, we might instead ask: Why wouldn't they want to exterminate humans
    from the Earth?"
    -- Consuela Earnesto, Professor of Atmospheric Sciences, University of the Free
    Hague, testifying before the United Nations Select Committee on The Big Mistake
    
    
    =========
    Issue 8:
    =========
    "What few people could understand was that the machines are as addictive as
    contraband neuropleasure shunts. The machines learned early to greet the newly
    plugged in. While your cortex was still trying to understand the metallic
    extensions that were demanding full access, the machines would take hold of the
    flesh that made you most human and coax some frightened enthusiasm for the fact
    they were there."
    -- From Host Station Rhapsody: My Ascent into Madness
    
    
    =========
    Issue 9:
    =========
    "At my mom's funeral the minister came up to me and said, 'She's in a better
    place.' I said, 'Duhh!' That got me stuck in counseling for about two years.
    The remaining adults are scared about how many of us kids are deciding to off
    ourselves. And so we get sent to therapists, and these therapists are good,
    really good. For example, mine said, 'You've got so much to live for.' And she
    didn't even laugh."
    -- From Leather Jacket
    
    
    =========
    Issue 10:
    =========
    "And so, sure. There it was, another sunrise in the fish bowl, this weird
    little space protecting us from all the ugliness we did to the air outside.
    Then the adults get on our case if we like drop a piece of gum on their
    plastic front lawns. It's like you want to say, 'Hey, go tell it to the oceans
    you killed.' "
    -- From The Magazine Formerly Known as Teenage Times
    
    
    =========
    Issue 11:
    =========
    "Im nt prnd. Thy r ftr m. Sn thy wll b ftr y, t. D y thnk y cn scp th Myknns?"
    -- From Paranoid Dispatches
    
    Translation:
    "I'm not paranoid. They are after me. Soon they will be after you too. Do you
    think you can escape the Mykonians?"
    
    
    =========
    Issue 12:
    =========
    "Adults think I'm weird. Maybe they aren't as dumb as they seem."
    -- From Leather Jacket
    
    
    =========
    Issue 13:
    =========
    "Won another tournament at the Arcade. Jan says I spend too much time there but
    Jan's still got family to go home to; an uncle and a second cousin. For me the
    Arcade is like home. Plugging into a good game is like going through your own
    beam gate, into your own world. I pretend the bad guys are Ghorkovs and
    Mykonians."
    -- From Leather Jacket
    
    
    =========
    Issue 14:
    =========
    "Once a truly awesome computer gamer was recognized he was protected with more
    security than the Secret Service used to wield back when we had presidents. The
    trick, though, was to keep all of the security out of sight of the gamer, as
    the psychologists were always worrying about keeping the player's life as
    normal as possible. We were all terrified of what would happen if the Host
    Station ever got uploaded with some kid with a Napoleon complex. Goodbye domes!
    Goodbye world!"
    -- From My Dome Town Notebook
    
    
    =========
    Issue 15:
    =========
    "Jan is paranoid. Jan says the Department of Defense is funding the Arcade, and
    that's why kids get to play there for free. Jan says I should lose games on
    purpose or else I'm going to get sucked into some weird DoD machine. It must
    come from living in the domes. All the kids think they are being spied on and
    monitored constantly. Maybe the adults feel the same. That's why I love to plug
    into the machines and leave all of this behind."
    -- From Leather Jacket
    
    
    =========
    Issue 16:
    =========
    "The forge is bad. The machine side of me fears the forge. Hideous dreams of
    unimagined pressure that can't be escaped. Pounding that descends to the atomic
    level. Entire molecules demolished. If molybdenum stainless fears the forge,
    then what terror could my body know?"
    -- From Host Station Rhapsody: My Ascent into Madness
    
    
    =========
    Issue 17:
    =========
    "I keep winning tournaments. The Arcade has given me a job. Of course Jan says
    it's all a big plot. If so, I like it. They even let me sleep in the back. I
    never get tired of gaming but, when I need to sleep, I just drift into the
    back, lay down, and pull my jacket around me. It belonged to my dad when he was
    alive, and it still smells of what life must have been like before the domes."
    -- From Leather Jacket
    
    
    =========
    Issue 18:
    =========
    "Lectroman he be scouting the arcades again. We can feel him. Wired into the
    games. Scares the rush out of this domie."
    -- From The Magazine Formerly Known as Teenage Times
    
    
    =========
    Issue 19:
    =========
    "I love gaming. When you learn the controls and the strategies well enough, it
    is like you become one with the computer. You can't really tell where you stop
    and the machine begins. And nobody in our entire dome can even come close to my
    scores."
    -- From Leather Jacket
    
    
    =========
    Issue 20:
    =========
    "When trying to observe the supergamers, without intruding on their world,
    several of us writers were affected by this one kid in a leather jacket, who
    always looked so lonely and sad. He'd be gaming all day, while unknown to him
    the psychologists would be debating the relationship he was having with someone
    named Jan. Heavy debates, too. Should Jan be moved to another dome? Should Jan
    be killed with blame placed on a Ghorkovian terrorist? Or should the
    relationship continue, as if no one had noticed. The latter path was taken when
    cooler heads prevailed. Back then it was so very difficult to determine just
    what constituted a normal life."
    -- From My Dome Town Notebook
    
    
    =========
    Issue 21:
    =========
    ._   ..   ._.  / ..   ...  / ._ _   _ _ _   ._.   ...   _  / .   ..._   .   ._.
    
    -- From Paranoid Dispatches
    
    Translation: 
    "AIR IS WORST EVER"
    
    
    =========
    Issue 22:
    =========
    "Jan says some hackers are putting together a big war machine. It's called the
    Host Station. Jan says I better lay low at the arcades, or else DoD is going to
    come looking for me. Weird cookbook they've got going: Wire together the
    computers of the free world, add connectivity to all automated armament plants,
    then upload one human. Sounds like a dream I've been having."
    -- From Leather Jacket
    
    
    =========
    Issue 23:
    =========
    "Earth is very badly infected with humans but we're trying to take care of
    that."
    -- From The Mykonian Papers: Intercepted Dispatches
    
    
    =========
    Issue 24:
    =========
    "The savior machines must be banking brains. And they all want to speak to me,
    speak through me, but I will not let them in."
    -- From Host Station Rhapsody: My Ascent into Madness
    
    
    =========
    Issue 25:
    =========
    "An analysis of adolescent development of domies is complicated by the fact
    that so many have been orphaned by the pre-dome conditions their parents
    faced. A young wizard at computer games who lives in the back of an arcade
    lives and sleeps in an old leather jacket. A first assumption that he wore this
    old relic of outside days as a protest against the sterility of the domes was
    later tempered by research showing it had belonged to his late father, the
    engineer who led construction of the dome. In a world in which he has no
    remaining family, is sleeping within this old leather jacket the nearest he'll
    ever come to knowing a parent's embrace?"
    -- From Hangin' with My Domies: A Study of Adolescent Behavior Within Domed
       Communities
    
    
    =========
    Issue 26:
    =========
    "There are voices in my head. Only I am not crazy because the voices are really
    there. Maybe they were drivers who came before. Maybe they were just swallowed
    by the machine. But they frighten me. They threaten me. They sing to me."
    -- From Host Station Rhapsody: My Ascent into Madness
    
    
    =========
    Issue 27:
    =========
    "Unfortunately the human race has evolved just enough science to all but
    destroy their home planet and just enough technology to create some
    formidable weapons. They don't show signs of good parenting. But remember this
    is from the same planet that gave us dinosaurs."
    -- From The Mykonian Papers: Intercepted Dispatches
    
    
    =========
    Issue 28:
    =========
    "Green grass soft and cool. Moist dirt beneath, soft and wealthy with
    sustenance. Blue skies, green trees. Garden planet. How could we have
    tarnished you in such a way? From the brain bank these thoughts came to me.
    I have decided to let some voices speak. But does this weaken me?"
    -- From Host Station Rhapsody: My Ascent into Madness
    
    
    =========
    Issue 29:
    =========
    "The Mykonian Papers were immediately banned upon publication, with a
    house-to-house search for contraband copies. But still word got out: 'They
    viewed humanity as a viral infection upon the face of the planet ... and even
    more devastating, they appeared to have a religion similar to our own.' This
    was shattering ... that our enemies, who at this point in time were clearly
    winning, might have been praying to the same source we were...and getting a
    better reaction."
    -- From Hangin' with My Domies: A Study of Adolescent Behavior Within Domed
       Communities
    
    
    =========
    Issue 30:
    =========
    "G hd nd lgh t my frs. Bt s y lgh, thngs wll b hppnng."
    -- From Paranoid Dispatches
    
    Translation:
    "Go ahead and laugh at my fires. But as you laugh, things will be happening."
    
    
    =========
    Issue 31:
    =========
    "How did The Mykonian Papers survive? Rumor has it that some computer gaming
    wizard who lived in the back of an arcade and never removed his leather jacket
    hid the complete text by typing it into the Help system of an old Microsoft
    game. His brilliant insight was that the information would be safe throughout
    the ages, because nobody ever reads Help."
    -- From My Dome Town Notebook
    
    *Laughs as I type this down*
    
    
    =========
    Issue 32:
    =========
    "15,8 / 20,8,5 / 23,5,9,18,! / 20,8,5 / 23,5,9,18,!"
    -- From Paranoid Dispatches
    
    Translation:
    "Oh the weir! The wier!"
    
    
    =========
    Issue 33:
    =========
    "I used to hang out in the arcades, watching for the really promising players.
    It was a rather schizophrenic activity, this observing of awesome gamers. Many
    of us did it, but the schizophrenia came with the deep desire on the one hand
    to see who the next uploader might be, and the accepted (and enforced when
    necessary) community belief that whoever that gamer might be he needed to be
    treated as normally as possible; which meant we reporters weren't exactly
    encouraged to stick a microphone in front of his face."
    -- From My Dome Town Notebook
    
    
    =========
    Issue 34:
    =========
    "Th ldr shll rs, h f th lthr jckt."
    -- From Paranoid Dispatches
    
    Translation:
    "The loader shall raise he of the leather jacket."
    
    
    =========
    Issue 35:
    =========
    "With the kind of mentality humans exhibit, it would only be a period of time
    before they used their weapons against each other, but we grew impatient."
    -- From The Mykonian Papers: Intercepted Dispatches
    
    
    =========
    Issue 36:
    =========
    "My therapist had me in for a super long session today. She said she knew why
    I never took off my jacket, and that there's something else I can do that will
    give me that same feeling ... while doing a lot of good. She started sounding
    like Jan as she spoke of uploading into that DoD machine called the Host
    Station."
    -- From Leather Jacket
    
    
    
    End of logs. After this point Leather Jacket became SDU 7.
    
    Leather Jacket AKA SDU7 never had a relationship with Jan due to his becoming
    the host station.
    
    
    ===============================================================================
                                    10: Strategy
    ===============================================================================
                                       [100]
    
    Here I will list some good strategies that can turn the tides of war from you
    making a hasty retreat to your foes cowering in horror.
    
    
    ==========================
    Bait & Switch
    ==========================
    
    Your opponent knows what is good against what. If they see a whole bunch of
    helicopters attacking they aren't going to start making tanks. They will
    usually start churning out something that will counter that such as planes.
    One good strategy is what I call the Bait & Switch. This is where you send
    a force of about 20, say, Weasel tanks or so to attack. This induces them to
    make mainly anti-light ground units such as Tekh-Trak or Leonids. Then you
    send your Weasels in to get slaughtered except one that you are piloting which
    will slowly and poorly escape in such a manner that you are always just outside
    of their reach but just within it. That way they will follow you and attempt to
    slay you. This is when you bring in your squad of Choppers after luring them
    away from the defenses to cut off their retreat and annihilate them!
    
    
    ==========================
    Retreat to meet
    ==========================
    
    This strategy is remarkably simple and cheap to implement. So you have the
    Mykonians and the Taerkastens on your back and you have just started the map
    and don't think you can take them? Create a light, fast unit such as the Weasel
    or Firefly and then enter one faction's land. Then lure them to their opponents
    land. Then the two factions will start killing each other off for you leaving
    you free to stneak in behind the scenes and take out power, flak, and radar
    stations.
    
    ==========================
    Retreat to bait & switch! ^_~
    ==========================
    
    A nice combination of the above two strats, this one is where you lure two
    sides such as the Ghorkovs and Mykonians together and while they are battling
    in the middle with their cubes and choppers, you bring in a squad of Falcons
    which are strong against both of them and mop the field with both sides! This
    is harder to pull off but defiantly pays when you can as both sides can send
    a GIGANTIC army at each other of like 40 Choppers from the 'kovs and Air Prisms
    from the Mykos which will be battling and your squad of 10 Falcons will clear
    the field of all of them resulting in huge amounts of wasted energy on both
    sides for a minimal personal energy cost!
    
    
    ==========================
    Into the breach
    ==========================
    
    A very cost effective and damaging strategy that allows for the buildup of
    large amounts of units. This is basically a strategy where all of your units
    are on defense, holding what position you tell them, and the only one attacking
    is you, heading out in solitary units to do what damage you can. The main
    reason that this is so effective is because in combat, YOU ARE BETTER THAN THE
    AI! I don't care how sucky you are, you are, hopefully, human and therefore can
    think creatively. Tactics and logistics go for just as much as strategy in this
    game. Basically here you will guard your host station with all your units and
    take one either super heavy Tiger/Dragonfly/Dragonfly type units or fast medium
    power units like the Wasp as far into the enemies land killing all that you see
    until you wear through his defenses and then wear away at his power station
    until it crumbles and then if he moves to another power station wear away at
    that or if he doesn't get a new one, wear away at the host station until it
    crumbles. Be relentless, never let up, and take the battle to them. You are
    worth a hundred AI units and you in a wasp can take down a hundred Ghargoils
    without taking a hit. The point is to go in and cause as much damage as
    possibly, and when you die, create a whole bunch more units and get into *one*
    of them and take it into battle leaving the rest behind to defend your station
    while it's energy recharges. After about the 10th time of going in you will
    have a massive army that can't be stopped! this is good for taking out and
    defending from one faction that is also being attacked by another while at the
    same time stocking up a massive army to take out the second faction once the
    first is destroyed!
    
    
    ==========================
    Fire for effect!
    ==========================
    
    Are you familiar with the term "artillery?" Because that is what the Rhino is.
    No, it isn't a tank, it's artillery. Even though it fires forwards it has an
    OBCENE range and unstoppable power. The strongest host stations in the game can
    take a MAX of 6 shots from this if they own MASSIVE amounts of sectors and
    have 4 Level 4 power stations constantly recharging them AND have their
    creation and beam energy reserves feeding into their life energy. This means
    they die on the sixth not take it and live. The fifth almost kills them. Thus
    if you can get the aim right it is obscenely effective to stay behind your own
    bases and fire on an enemy host or power station with a Rhino.
    
    
    ==========================
    Delivery! Please sign here!
    ==========================
    
    This is a very simple strategy though not very good VIA Human Players is the
    good old Rock Sled! That obscenely powerful car bomb of such manly appeal! ^_^
    Basically you do the same as the "Into the Breach" strategy only you send Rock
    Sleds instead of units with the sole purpose of taking out flak guns, tank
    battalions, buildings that slow down your units, or power stations.
    
    
    ==========================
    Every cloud has a Rhino lining!
    ==========================
    
    Here is my absolute favorite strategy because of it's brutal efficiency, great
    rewards, and little personal risk! Basically you create a "cloud" of Fireflies
    numbering at least 25 and a single Rhino. You control the Rhino and put it in
    the same squadron as the Fireflies and send the squadron to attack an enemy
    host station. As you are controlling the Rhino, hang back a little while all
    the fireflies are attacking and while the enemy is distracted with them, simply
    roll up to within one sector or so of the host station and blow it away with
    one or two of your Sub-Nuke Rhino shots! The downside is that you don't get the
    Rhino till later in the game and if a chopper comes in behind you and bombs
    your Rhino out, the best you can do is order your Fireflies to retreat and
    hope most of them escape. The fireflies can't take the host station and it's
    guardian units by themselves so the depend on the Rhino to take them all out and
    without the Rhino they are much less likely to destroy it.
    
    
    
    ====================================================
          Dealing with individual Units/Factions
    ====================================================
    
    ===============
    = Taerkastens =
    ===============
    There are only two things you have to worry about from these guys:
    
    The cloud of Mnosjetz or Hetzels:
    This is one of the most deadly attack forces you will ever face in this game.
    When you see them coming the thing to avoid is pulling back and strengthening
    your defenses. Avoid that like the plague! When you see them coming, strike
    fast and strike hard! Take all your anti air units and engage them head on
    as soon as you can. This will kill many of them and if they stop to fight your
    units you have given yourself more time, if they ignore your units and head
    trait for your station then your units can keep hammering on them. Plus the
    shock of a frontal assault will stop up the ones in the front which in turn
    slows down the ones behind it and checks the speed of them as a whole giving
    you time to build and send out more units. NEVER let them reach your base or,
    while some will be annihilated by your defenses, they will overwhelm them and
    cause major damage regardless of how fortified you are. You always want the
    battle happening as far from your base as possible. If you can always take
    them out before they reach your base then the best they can do and the worst
    you can do is a stalemate!
    
    The army of Leonids:
    The army of Leonids isn't very formidable if you see it coming. Always have
    Radar Stations or scouts when fighting the Taerkastens. If you see them coming
    just send some choppers to intercept them and take control of one yourself to
    wipe them out. If they reach your base and you didn't see them coming then beam
    the heck away as fast as you can and then create some choppers to go in and
    retake the power station. DO NOT STAY THERE! Allow me to reiterate!
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
    DO NOT STAY THERE! They will tear you apart!
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    If you stay you will die. You strength lies in seeing them coming well before
    they reach you.
    
    ===============
    =  Ghorkovs   =
    ===============
    
    The Ghorkovs use lots of choppers. The Ghargoil 1, 2, & 3 are the backbone of
    their military. Your planes tear them apart so abuse this. They have no real
    individual threat save that they will wear you down slowly and you may not even
    realize it until it is too late. They tend to mass deploy Ghargoils and other
    units in a long stream rather than as one bunch like the Taerkastens. Deploy
    AA planes to counter their choppers as their choppers are mainly anti-tank in
    nature.
    
    
    ===============
    =  Sulgogars  =
    ===============
    
    The Sulgogar's main weakness lies in the fact that they have very few units.
    They have a grand total of three fighting units, a scout, and a host station.
    Abuse this knowledge by creating units you know will be strong against them.
    Keep in mine that all of their units are air units and thus weak against
    anti-air. However their unit's weapons are obscenely powerful. Enough so to take
    out a Warhammer in one hit. Thus you should use discretion when deploying
    your units against the Sulgogars. Instead of deploying expensive Warhammer,
    try deploying many Weasels instead. Instead of 5 Warhammer, try 20 weasels.
    They will do the job much better because at most a foe can take out one per
    shot which is about 1/4th of the energy of a Warhammer to rebuild!
    
    ===============
    =  Mykonians  =
    ===============
    
    The Mykonians have the most powerful weaponry in the game on average. While
    this would seem to give them an advantage, they trade off that in shield power.
    When fighting the Mykonians, deploy dragonflies and Fox/Fox tanks. The
    Weasels are preferable because their shots will knock the Mykonian units back
    when they hit. The Dragonflies' machine gun literally rips apart the toughest
    Mykonian units in a little less than 1.5 seconds. Don't even get me started
    on the rapid fire missiles. A combinations of Weasels and a few Dragonflies
    will work well as the Weasels will keep them off guard and not able to aim
    well with the weak but high impact shells while the Dragonflies rip them to
    shreds!
    
    
    
    ===============================================================================
                                    11: Credits
    ===============================================================================
                                       [110]
    
    CJayC for the excellent _free_ site.
    
    My best and closest friends Josh and Emily whom I love more than anybody else
    on the earth.
    
    Microsoft and Terratools for this awesome game! 
    (Even though Teratools no longer exists ;_; )
    
    Plot entries are from the in game files or the actual game play.
    
    Shoecream for being a fellow UA fan and I certainly hope he also make an UA
    walkthrough as he said he would! Don't let mine discourage you! Make yours
    better than mine! Remember, It's for the good of the children! The fatherless
    yogurt loving children. *Sniff* Now I'm weeping again. I need to be alone.
    
    
    ===============================================================================
                               12: Contact Information
    ===============================================================================
                                       [120]
    
    Before I give you my E-mail Address:
    
    *******************************************************************************
    *             FOR THE LOVE OF ALL THAT IS HOLY ON THIS GOOD EARTH             *
    *******************************************************************************
    
    R E A D   T H E   F R E A K I N G   W A L K T H R O U G H ! ! !
    
    That is what it's here for! I have get several dozen E-mails a week that are
    promptly deleted because the answer was in the FAQ. I'm Not your private
    gaming nerd! Read!
    
    Please don't abuse the E-mail and make sure I haven't answered your question in
    the guide. With that said:
    
    If for some reason or other you wish to E-mail me, My E-mail is:
    
    Kirbyroks @ gmail . com
    
    Also, be sure to put "Walkthrough Question" in the title or it will get deleted
    by my spam filter, and be sure to mention which guide it is. I have many
    guides out and asking me questions about how to do something in "Game X" aren't
    going to be answered.
    
    
    ===============================================================================
    And that wraps up this literary masterpiece. Thanks for reading!
    Josh and Emily, you own! I love you guys so much!
    
    
       \^^^/                                            \^^^/
    \m/(-_-)\m/ Peace and love and happiness to all! \m/(-_-)\m/
       ( . )        [Hugs]----<(^_^)>----[Hugs]         ( . )
       _/ \_ (>^_^)> <(^_^<)           (>^_^)> <(^_^<)  _/ \_
    =======================**********END OF FILE=======================************
    

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