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FAQ/Walkthrough by Enguzrad

Version: 1.0 | Updated: 09/24/16

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    /____/\__,_/_.___/_/ /_/ /_/\__,_/_/  /_/_/ /_/\___/

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                                       /_  __/  _/_  __/   |  / | / / ___/
                                        / /  / /  / / / /| | /  |/ /\__ \
                                       / / _/ /  / / / ___ |/ /|  /___/ /
                                      /_/ /___/ /_/ /_/  |_/_/ |_//____/


              Submarine Titans v1.1.0 Walkthrough/Strategy Guide
                                  by Enguzrad
                Version 1.0 - Last Updated 24th September 2016


==============================================================================
    Table of Contents                                               [TofC]
==============================================================================

     [TofC]  ........  Table of Contents
     [UpHi]  ........  Update History
     [IaUA]  ........  Introduction and Used Abbreviations
     [GaTr]  ........  Game Troubleshooting
     [GaSe]  ........  Game Settings
     [GaMe]  ........  Gameplay Mechanics
       [Ecmy]  ........  Economy
       [MaTr]  ........  Market and Trading
       [AmSy]  ........  Ammunition System
       [DeSy]  ........  Depth System
       [Pjis]  ........  Projectiles
       [TeTh]  ........  Technology Theft
     [FaDe]  ........  Factions Details
       [WhSh]  ........  White Sharks
         [WSSu]  ........  WS Submarines
         [WSSt]  ........  WS Structures
         [WSTe]  ........  WS Technologies
       [BlOc]  ........  Black Octopi
         [BOSu]  ........  BO Submarines
         [BOSt]  ........  BO Structures
         [BOTe]  ........  BO Technologies
       [Sili]  ........  Silicons
         [SISu]  ........  SI Submarines
         [SISt]  ........  SI Structures
         [SITe]  ........  SI Technologies
     [Wagh]  ........  Walkthrough
       [WSCa]  ........  WS Campaign
         [WS01]  ........  Preparing the Ground
         [WS02]  ........  First Blood
         [WS03]  ........  The Deal
         [WS04]  ........  Burst Wave
         [WS05]  ........  Hurricane
         [WS06]  ........  Sudden Impact
         [WS07]  ........  The Vengeance
         [WS08]  ........  Still Waters
         [WS09]  ........  Meat Grinder
         [WS10]  ........  The Last Assault
       [BOCa]  ........  BO Campaign
         [BO01]  ........  Discovery
         [BO02]  ........  Layover
         [BO03]  ........  Escape
         [BO04]  ........  Retribution
         [BO05]  ........  Allies
         [BO06]  ........  Revelations
         [BO07]  ........  Deep Strike
         [BO08]  ........  Double Time
         [BO09]  ........  Destiny
         [BO10]  ........  Ragnorok
       [SICa]  ........  SI Campaign
         [SI01]  ........  Overlap
         [SI02]  ........  Escalation
         [SI03]  ........  Balance
         [SI04]  ........  Retrieval
         [SI05]  ........  Betrayal
         [SI06]  ........  Shield
         [SI07]  ........  Lifeline
         [SI08]  ........  Fairway
         [SI09]  ........  Purification
         [SI10]  ........  Beacon
     [LaCo]  ........  Legal and Copyright
     [Crts]  ........  Credits




==============================================================================
    Update History                                                  [UpHi]
==============================================================================

v1.0 (24/09/16) - Added: SI campaign, detailed SI info, SI info for Economy
                         and Market & Trading section
                  Changed: fixed/added information in WS info, BO info and
                           Walkthrough

v0.7 (04/09/16) - Added: BO campaign, detailed BO info, gameplay mechanics -
                         Projectiles section
                  Changed: fixed/added some information in WS info, Economy,
                           Walkthrough, Legal and Copyright

v0.5 (31/07/16) - Initial version of the guide - WS campaign, gameplay
                  mechanics, detailed WS info, general BO & SI info.




==============================================================================
    Introduction and Used Abbreviations                             [IaUA]
==============================================================================

Submarine Titans is a sci-fi realtime strategy featuring 3 factions (one of
which is alien) with unique technologies and weapons. It includes some notable
game mechanics, namely ammunition supply, technology stealing and movement in
third dimension.
While it has interesting background story, I didn't find it's campaign very
engaging. The AI also can't take full advantage of game's possibilities which
make this game very good for multiplayer, if you can look past it's a bit
clunky controls.

All information in this guide was gathered either from the game itself -
patched to v1.1.0 USA, from the game manual - obtained from publisher's
website (link in Credits section) or by my own observation.


  Used Abbreviations
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  sub - Submarine
  DPS - Damage per Second
  HP  - Hit Points
  WS  - White Sharks
  BO  - Black Octopi
  SI  - Silicons
  M   - Metal
  E   - Energy
 (I)  - Infinite ammunition
 (R)  - Self-recharging ammunition
 (S)  - Requires supply with ammunition
 (N)  - Cannot be resupplied




==============================================================================
    Game Troubleshooting                                            [GaTr]
==============================================================================

Submarine Titans being an older game has some issues with running on modern
systems.


  Run the Game
  ¨¨¨¨¨¨¨¨¨¨¨¨
First of all you will most probably need a d3drm.dll to even run the game.
You will have to put it into the game's folder or into your Windows/System32
folder.
If the game still doesn't start, use compatibility mode for Windows 98.
I uploaded the DLL on following link but you should be able to find it
elsewhere too.

d3drm.dll:
  https://www.dropbox.com/s/z3hrrwvupuh45ok/d3drm.dll?dl=0


  Patch the Game
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨
There was a patch released which brings game to version 1.1.0.
It contains many bug fixes to gameplay and campaigns and few balance changes.
I uploaded the patch file as well (patch is labeled as for USA version of the
game but might work anyway).

patch v1.0to1.1:
  https://www.dropbox.com/s/c688004pdsuycc9/st1_mj0to0_1_usa.exe?dl=0


Another patch I found should fix some problems with missions 7 and 10 in WS
campaign.

mission patch:
  https://www.dropbox.com/s/sdcnkh9kxugbxxg/sub_titans_missions.zip?dl=0


  Fix the Game
  ¨¨¨¨¨¨¨¨¨¨¨¨
On my 64 bit Windows 7 machine I encountered 2 problems with this game:
- messed up colors
- bad framerate

Eventually I solved both problems thanks to Aqrit's ddwrapper (link in Credits
section). I just extracted it into game's folder and edited aqrit.cfg to
enable ColorFix and ForceDirectDrawEmulation.

While it solved framerate issues completely, colors kept breaking from time to
time. They will fix themselves again when loading a save or new mission but I
started to just end explorer.exe process via Task Manager before launching the
game. When explorer.exe is not running, colors stay fine with or without the
ddwrapper.

There are of course other tools available on the Internet, so feel free to
experiment a bit and maybe you will find a better solution.

I also wasn't able to get game's map editor to work properly. Whenever I
attempt to open a map or create a new map, the editor crashes with the same
exception.


If you have any other issues, try to change a few settings in STConfig.exe.
For example if you have a problem with sound, changing 3D Sound setting to
Hardware acceleration might help you.




==============================================================================
    Game Settings                                                   [GaSe]
==============================================================================

Submarine Titans has a surprising amount of options for configuring the game
which includes few external tools as well.



  External Tools
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In your game folder you can find several tools - STCongig.exe, SndCfg.exe,
STEditor.exe and STAiMake.exe.

  STConfig.exe
  ¨¨¨¨¨¨¨¨¨¨¨¨
Your standard tool for setting up the game. Allows you to manage your player
profiles, define for them video and audio settings, autosaving, shortcut keys,
paths for game folders and preferred FSGS server.
It is worth noting that game allows for playing your own music from CD and set
shortcuts as combinations of keys.

  SndCfg.exe
  ¨¨¨¨¨¨¨¨¨¨
An interesting tool which allows you to change sound tracks played when
certain action happens. That includes everything from buttons in menu to
reports of your units.
It has the standard Submarine Titans list of sound effects but you can add
more effects in .wav format.

  STEditor.exe
  ¨¨¨¨¨¨¨¨¨¨¨¨
Serves for creating maps and missions. Unfortunately, I couldn't figure out
how to make it work and it keeps throwing exception when I try to create or
open a map.

  STAiMake.exe
  ¨¨¨¨¨¨¨¨¨¨¨¨
Command line compiler for Submarine Titans scripting language which is used
for programing AI in missions created with STEditor.



  Internal Settings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
While in-game (not in the main menu, only when you play a mission) you can
change settings regarding game's video and audio.
It is basically the same what you can set with STConfig.exe but there are few
extra settings:
- sound/music volume (main volume changes your operating system volume)
- scrolling speed (map and minimap separately)
- game speed (can be changed at any time, even in multiplayer)
- message pop-up (sets display of messages from system and players)




==============================================================================
    Gameplay Mechanics                                              [GaMe]
==============================================================================

------------------------------------------------------------------------------
    Economy                                                         [Ecmy]
------------------------------------------------------------------------------

Submarine Titans has 2 resources which can be found on maps and can be mined.
Those are Metal and Corium.
However, the game uses other resources as well, which are gathered
differently, and humans and aliens are also using Metal and Corium deposits in
different way.



  Humans (WS/BO)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Human factions use Metal and Corium to build their structures and submarines.
Their structures also require a supply of Oxygen and they are able to extract
Gold from seawater which is used to finance their research and trade with
surface communities.


  Metal and Corium
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
Humans mine Metal and Corium by building an Extractor/Mine on top of resource
deposit and using transport submarines to move Metal or Corium from Extractor/
Mine to Depot/Silo.
Transport submarine takes some time to load resources from Extractor/Mine and
unload them to your Depot/Silo. If you want to get the most of your resource
deposit, build Depot/Silo right next to it and use 2 transport subs so that
when one is unloading into Depot/Silo the other is loading itself.


  Gold
  ¨¨¨¨
Humans extract gold using a Gold Extractor/Sublimator.
When you select it, you can see the current level of gold in the seawater,
the rate of extraction and the amount extracted.

The overall amount of gold in the map is finite.
The lower is the concentration of Gold in the seawater the slower it will be
extracted which makes completely depleting available gold very time-consuming.

The Gold Extractor/Sublimator also requires that other Gold Extractors/
Sublimators are at least 13 tiles away. Otherwise it has lower extraction rate
based on how close it is to other Gold Extractor/Sublimator. This is
independent on structure's owner and faction.

Gold Extractor/Sublimator slowly accumulates Gold and when it's full, that
Gold is transferred to your resource reserves and the process begins anew.
You can also transfer the Gold immediately using a corresponding button. There
seems to be no drawback for doing this.


  Oxygen
  ¨¨¨¨¨¨
Human structures require a supply of Oxygen to work properly. On your User
Interface you have displayed the current level of Oxygen next to displayed
amounts of resources in your supply.
As long as the Oxygen level is blue, your structures work at their maximum
efficiency. If it falls to red, your structures will be built and will work
slower until you build more Air Extractors/O2 Sublimators or lose some
structures.

Different structures consume different amounts of Oxygen but Oxygen
consumption is independent on whether is structure working or is idle.

If you select your Air Extractor/O2 Sublimator, you can also select priorities
in Oxygen supply. These priorities do nothing when you have enough Oxygen
but when your Oxygen supply is low, it will change how much are certain
processes slowed down by Oxygen shortage.



  Aliens (SI)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Silicons doesn't use Metal to build their submarines but uses Silicon
instead which they extract from the seabed. Metal is used to generate Energy
to power their regeneration ability and conduct research. But they need Corium
as well which is mined the same way as humans do it.  


  Corium
  ¨¨¨¨¨¨
Silicons mine Corium the same way as humans do by building a Corium Collector
on top of Corium deposit and using Transport submarines to move Corium from
the Corium Collector to Corium Silo.
Transport submarine takes some time to load resources from Corium Collector
and unload them to your Corium Silo. If you want to get the most of your
deposit, build Corium Silo right next to it and use 2 Transport subs so that
when one is unloading into Corium Silo the other is loading itself.
  
  
  Silicon
  ¨¨¨¨¨¨¨
Silicon is extracted from seabed using Silicon Extractor. The amount of
Silicon on the map is finite and it is approximately 75 units of Silicon for
every map tile.

Silicon Extractor extracts Silicon from a square area of 30x30 tiles with the
Silicon Extractor in the middle of the area. You can't build a Silicon
Extractor within the extraction area of another Silicon Extractor.

The rate of extraction is fixed and doesn't change with the amount of Silicon
left in the extraction area. Silicon Extractor gathers 100 units of Silicon
before transferring the Silicon to your resource reserves.


  Energy
  ¨¨¨¨¨¨
Energy is generated from Metal in Metal Deposits using Energy Accumulator.
Metal is transformed into Energy with 1:1 ratio. The efficiency of Energy
Accumulator shows the amount of Metal left in the Metal Deposit and doesn't
have any impact on the rate of Energy generation.

Energy Accumulator gathers 100 units of Energy before transferring the Energy
to your resource reserves. However, Energy Accumulator won't generate Energy
if your Energy capacity is full. Your starting Energy capacity is 1000 units
and you can increase it by constructing Replenish Pods which add 2000 to your
Energy capacity each.




------------------------------------------------------------------------------
    Market and Trading                                              [MaTr]
------------------------------------------------------------------------------

Human factions are able to trade Gold for resources with surface human
communities via TradeCenter for the WS and Market for the BO respectively.

You are able to buy or sell both Corium and Metal for displayed exchange rate.
This exchange rate will increase or decrease in time as shown by little green
arrows which indicate how will exchange rate change in the future. If there is
no arrow, the exchange rate won't change in near future.

You are able to set exact amount of Corium/Metal you want to buy or sell.
The amount of Gold exchanged is always rounded down which you can exploit when
buying to get a better price.
For example, if you have exchange rate of 12 Metal for 1 Gold, you can set
the amount of Metal to buy to 23 for which you still pay 1 Gold, getting
almost double the Metal for the same price.


Silicons have a similar trading options thanks to Energy Converter structure
which is able to convert Corium and Silicon into energy and vice versa. Unlike
Market or TradeCenter the exchange rate is fixed as follows:

      Energy to Corium      10:1               Corium to Energy       1:2
      Energy to Silicon      1:10              Silicon to Energy     50:1

However for conversion of resources to Energy, the Recyclotron is the better
choice. Submarines consumed by Recyclotron are recycled into energy based on
their production value with rates of 1:3 for Corium, 1:2 for Metal and 1:1 for
Silicon. Therefore a BO Fighter gives you 750 Energy (300M 50C converts to
600 + 150 E) regardless of how much damaged the sub is.
Also while Energy Accumulator won't continue to produce energy when your
Energy capacity is full, both Energy Convertor and Recyclotron will give you
energy even over your current Energy storage capacity.
You can also recycle your own submarines which essentially gives you access to
infinite resources because you can recycle a Transport (worth of 100 S) into
100 Energy and convert the energy to 1000 Silicon in the Energy Converter. Of
course this requires you to have a Protoplasm Generator constantly building
submarines for recycling and to order around Suppliers who transport subs into
the Recyclotron.
That's why you should recycle your own submarines only when you have an Energy
shortage because your attention is often needed elsewhere.
    

Apart from trading with the surface, you are also able to put your resources
into containers and move those containers with repair submarines / Supplier.
This is how you transfer resources between players, by unloading the container
into your ally's TradeCenter/Market/Energy Converter and it is also often used
as a mission objective in the campaign.
If you unload a container of Silicon into TradeCenter/Market, it will turn
into equal amount of Metal. If you unload a container of Metal into Energy
Converter, the SI player won't get anything. But you can unload container of
Metal into Recyclotron which will convert it to Energy.




------------------------------------------------------------------------------
    Ammunition System                                               [AmSy]
------------------------------------------------------------------------------

In Submarine Titans, submarines and defense towers require ammunition to fire
their weapons. There are 3 types of ammunition:

- Infinite (I)
    Weapons with infinite ammunition will never run out of it.
    They either have an ammunition count which will decrease as unit fires and
    when it reaches zero it will immediately jump back to full, or they just
    have "##" instead of ammunition count.

- Self-Recharging (R)
    These weapons do have an ammunition count which will decrease as unit
    fires but it will also gradually increase on its own when the weapon is
    not firing.

- Supplied (S)
    Does have an ammunition count which decreases when unit fires. When the
    counter reaches zero, unit is resupplied with ammunition from your
    ArmCenter/Munitions Factory/Arsenal up to its maximum amount of ammo.
    In case of submarines, this resupply occurs only once when counter reaches
    zero. In case of defensive structures, the ammo is being resupplied
    constantly until ammo counter reaches its maximum value.


Some units fires multiple projectiles from their weapons. In this case they
consume amount of ammo equal to amount of fired projectiles and every
projectile does its listed full damage.
For example BO Heavy Cruiser fires 2 Ruby Lasers at once which decreases
Heavy Cruiser's ammo count by 2 and does 2x 120 = 240 damage.



  Ammunition Production
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

Every Faction has its own structure for producing ammunition. WS and BO can
also produce each other's ammunition with appropriate stolen technology.
Production of ammunition takes some time and resources, and every ammunition
producing structure can hold only a limited supply of individual types of
ammunition.
You can choose which ammunition you want and don't want to produce
individually for every of your ammunition producing structures. Small
Torpedoes are the only type of ammunition which have both WS and BO available
and they are listed in both yours and enemy list of ammunition but it behaves
like if it was listed only once.

What follows is a table of production time ("upgraded" refers to ammunition
production speed upgrade technology) and cost, and maximum storage of all
ammunition types:

  Name                           Time (upgraded)       Corium        Storage
  ArmCenter
    Small Torpedo                     2 (1)               1            100
    Medium Torpedo                    4 (2)               2            100
    Large Torpedo                     5 (2)               3            100
    DC Bomb                          12 (6)               4            100
    Depth Mine                       20 (10)             50             20
  Plasmatron
    Nuclear Torpedo                 180                2000              5

  Munitions Factory
    Small Torpedo                     2 (1)               1            100
    Splinter Torpedo                  3 (2)               2            100
    Cassette (Mother) Shell           4 (2)               3            100
    Magnetic Mine                    12 (6)               5             50
    Electromagnetic Torpedo           5 (2)               3            100
    Laser Snare                      20 (10)             50             20
  Laser Bomb Launcher
    Laser Bomb                      120                2000              1

  Arsenal
    Gas Shell                         3 (1)               3            100
    Bio-Acid Shell                    4 (2)               4             50
    Neuro-Shell                      16 (8)              40             20
    BHE Shell                         6 (3)               5            100
    Jump Mine                         5 (2)               4             50
    Acoustic Mine                    20 (10)             60             20
    Bio-Mine                          4 (2)               4             50

  Vacuum Bomb Launcher
    Vacuum Bomb                     120                2000              1




------------------------------------------------------------------------------
    Depth System                                                    [DeSy]
------------------------------------------------------------------------------

Submarine Titans utilizes third dimension in the form of 5 depth levels in
which your structures and submarines can be located.
This allows your mobile units to move over various obstacles including other
submarines and structures which essentially makes a game where every unit
behaves like a flying unit in other strategies.
However, submarines can't go through other submarines or structures, so you
still can block off enemy subs using your own.

The depth has also significant impact on combat.
Most defensive structures and submarines can't target enemies which are too
high or too low, allowing enemy to bypass your defensive structures without
resistance, if they are built on the lowest depth level.
That's why it's best to build towers on rocks so they sit somewhere in the
middle depth level.
On the other hand, non-military structures are best to be built behind rocks
which will limit the angles from which most enemies can fire at it.
Defensive structure don't get any range bonus from being in elevated position.

Submarines themselves will try to dodge incoming fire by changing their depth
level up and down when they are in Defense state. If you order them to attack
a target, they will stop dodging and will change depth level only to get
a clear shot at targeted enemy.
Because of the relatively slow movement of projectiles it is beneficial to
leave your submarines in state of Defense order so they pick their targets on
their own but will keep dodging.
Of course, if you have too much submarines in one place, they will block each
other from dodging or the projectile which missed one of your subs will just
hit the one behind it.
It is probably the best to spread your submarines, let them dodge and use a
small group of them to snipe specific enemies.

When it comes to interaction between submarines and structures, whether it's
repairing a submarine, capturing a structure or building/dismantling
a structure, the structure needs an empty space above them.
That means submarines can't interact with structures in the highest depth
level, nor you can actually build structures in highest depth level. You can
only move them there.




------------------------------------------------------------------------------
    Projectiles                                                     [Pjis]
------------------------------------------------------------------------------

Majority of weapons in Submarine Titans shoots projectiles.
These projectiles either move in a straight line with speed and direction
specified in the moment of their creation or are also affected by gravity.
Projectile deals damage to object it hits, no matter if it is the enemy or
an ally, and can travel up to 20 tiles before it disappears.

When a submarine is destroyed, it releases a number of fragments which deal
roughly 250 damage in total, if they hit something.




------------------------------------------------------------------------------
    Technology Theft                                                [TeTh]
------------------------------------------------------------------------------

White Sharks and Black Octopi can steal each others technologies. Silicons,
being an alien faction, can't research any technologies of other factions and
other factions can't research Silicon technologies.

When you capture a structure which belongs to different faction, you get for
a short time access to some enemy technologies, which you can start
researching. WS can steal BO technologies and BO can steal WS technologies but
WS can't steal technologies from other WS player, the same applies to BO.

Different captured structures will give you different amount of time during
which you have access to enemy technologies. The time varies from half a
minute to over one minute and some structures don't give access to
technologies at all - RepCenter/Repair Dock, Air Extractor/O2 Sublimator,
Depot/Silo, TradeCenter/Market, Metal Extractor/Metal Mine, Corium Extractor/
Corium Mine, Gold Extractor/Gold Sublimator.
Once you start researching a stolen technology, it will continue researching
even after you lose access to enemy database.

When you get access to enemy database you can only research technologies which
are both stealable and have been already researched by your enemy.
Stolen technologies can be researched in any order, ignoring their usual
prerequisites.
                      



==============================================================================
    Factions Details                                                [FaDe]
==============================================================================

Full Repair is a cost in Metal or Energy for repairing sub or structure from
1 HP to full health.
Repair cost for submarines is listed for repairs with Repair structure/Repair
submarine.
Silicons are exception because their subs and structures repair themselves
using their stored energy. The time needed for repair increases exponentially
with decreasing amount of energy left in the storage. For example, Escort with
100% energy will regenerate 10 HP per 2 seconds, with 75% it's per 3 seconds,
with 50% it's per 4 seconds, with 25% it's per 6 seconds and with 10% energy
left it's 10 HP per 14 seconds.
The regeneration rate varies between individual submarines and structures.


Damage, Rate of Fire and Range are listed with their original and upgraded
values in following manner:

original value/upgrade 1/upgrade 2/...




------------------------------------------------------------------------------
    White Sharks                                                    [WhSh]
------------------------------------------------------------------------------

White Sharks are a straightforward faction relying on outnumbering the enemy
and destroying him quickly.

They have solid offensive ability thanks to the easily spammable cheapest
military submarine in the game - Sentinel, accompanied by resilient Cruiser
and high damaging Terminator.
They can also quickly ruin enemy base with DC Bombers, and just like other
factions they also can capture enemy buildings and create minefields.

When it comes to defending, White Sharks have access to standard towers such
as HF Cannon for defense against tougher submarines and Ultrasonic Generator
which is excellent against swarms of weak submarines.
They also know how to protect themselves against the special tactics of their
enemies. Liberator submarine is capable of detecting Black Octopi submarines
in stealth and Silicons mass teleportation capability is countered with
Teleshield.

The only trick in their sleeve is the Psychotron. It is the ultimate defense
tool, forcing enemy submarines to attack anything closest to them, even if it
is a friendly sub.

Finally, White Sharks weapon of mass destruction - nuclear torpedo, takes
longer to set up thanks to longer research, requirement of two structures and
longer build time of nuclear warhead, but it is easier to expand the
production of nukes and the nuke itself will reliably kill anything in the
impact area.



  WS Submarines                                                     [WSSu]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Supply Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Constructor
     Corium:        0      Metal: 1000      Build Time:   30
     Prerequisites: None
     Hit Points:  800      Speed:    6      Full Repair: 114/984 M
     Weapons:
       None
     Description:
       Your structure builder, capable of building any WS structure and BO
       structures for which you have stolen technology.
       Constructor initiates building process and building then builds itself,
       consuming resources gradually over time. The construction is finished
       when structure's health reaches 100 %, thus any damage will make the
       construction longer and more expensive. When the construction is
       finished, the structure becomes temporarily invincible during the final
       animation. If you abort construction, the already consumed resources
       are lost.
       Constructor is also able to disassemble your structures which will
       refund 0% to 60% of structure's cost in dependence on how much is
       the structure damaged. Disassembly is short and structure does it on
       its own, just like construction. If you disassemble captured Silicon
       structure, you will obtain only Corium.

  o TranSub
     Corium:        0      Metal:  600      Build Time:   20
     Prerequisites: None
     Hit Points:  400      Speed:    6      Full Repair: 100/600 M
     Weapons:
       None
     Description:
       Used for moving resources from Extractors to Depot. Won't load
       resources unless you have a Depot. Can work with both WS and BO
       resource structures but can't steal from ally's or enemy's Extractor or
       Mine.
       TranSub holds up to 800 units of Metal or up to 120 units of Corium.

  o RepSub
     Corium:        0      Metal:  800      Build Time:   30
     Prerequisites: Mobile RepSub
     Hit Points:  800      Speed:    6      Full Repair: 114 M
     Weapons:
       None
     Description:
       Mobile platform capable of transporting cargo containers, various
       mission related artifacts and your, ally's or paralyzed enemy
       submarines (paralyzed enemy will stay paralyzed and blind as long as it
       stays loaded on RepSub). Transported submarine is disabled and RepSub
       with loaded object still counts as one submarine for purpose of
       teleporting.
       It can also repair submarines (both yours and ally's) but for
       much higher price than RepCenter can.


  Military Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Sentinel
     Corium:       40      Metal:  200      Build Time:   20
     Prerequisites: None
     Hit Points:  300      Speed:   12      Full Repair: 0/200 M
     Weapons:
       Light HF Shells
         Damage:  30/ 80                    Ammo: 100 (I)      Speed: Medium
         Fire Delay: 1.2                    Range:  5          Guided: No
     Description:
       The cheapest armed sub in the game to build and maintain (cheap repair,
       no ammo supply required). Their DPS lacks behind Hunter until you
       research an upgrade which puts it slightly over Hunter's max DPS.
       At that point their only disadvantage is low health, which is to some
       degree compensated by high-speed dodging but it still makes them easy
       targets to area damage.
       Despite having an ammo count, Sentinel will never run out of ammo.

  o Hunter
     Corium:       80      Metal:  400      Build Time:   30
     Prerequisites: None
     Hit Points:  500      Speed:    9      Full Repair: 0/375 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 2                      Range:  5          Guided: No
     Description:
       Starts up as a stronger version of Sentinel until HF-Shell Upgrade
       which makes Sentinel more cost-effective unit. At that point is Hunter
       useful only when facing weapons capable of dealing constant area
       damage.

  o Cruiser
     Corium:      300      Metal: 1000      Build Time:   70
     Prerequisites: Large Torpedo Technology
     Hit Points: 1300      Speed:    9      Full Repair: 110/932 M
     Weapons:
       Large Torpedo 2x
         Damage:  90/120/150/170/200        Ammo:  30 (S)      Speed: Slow
         Fire Delay: 3.5                    Range:  5          Guided: No
     Description:
       Most resilient military sub in your arsenal with good DPS. It should be
       used as a core of your fleet together with Sentinels/Hunters as
       a filler. They are quite expensive on Corium so try to not lose them
       much.

  o Terminator
     Corium:      600      Metal: 1000      Build Time:   60
     Prerequisites: Plasma Generator
     Hit Points:  800      Speed:    6      Full Repair: 400/984 M
     Weapons:
       High Plasma Charge
         Damage: 600                        Ammo:   5 (I)      Speed: Medium
         Fire Delay: 4                      Range:  5          Guided: No
     Description:
       Your submarine killer/assassin unit. Very high DPS comes with high cost
       to build and repair. You really don't want to be losing these subs.
       Despite having an ammo count, Terminator will never run out of ammo.
       The Terminator's weapon ignores top 26% of damage reduction from armor
       upgrades, i.e. the actual damage reduction from armor upgrades against
       this weapon is 20%/34%/34% instead of 20%/40%/60%.


  Special Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Marauder
     Corium:      100      Metal:  800      Build Time:   40
     Prerequisites: Marauder Equipment
     Hit Points: 1200      Speed:    9      Full Repair: 200/795 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 3                      Range:  5          Guided: No
     Description:
       Marauder is a very durable sub for its price and while his damage
       output is negligible, it compensates it with ability to capture enemy
       structures.
       In order to capture a structure, Marauder has to get right above it.
       It has a certain chance for success. If it succeeds, structure comes
       under control of Marauder's owner. After every attempt to capture
       a structure, Marauder becomes slightly damaged.
       Capturing is a preferable way of dealing with spread out enemy towers
       and can be a good way of how to deal with enemy structures in general.
       Most structures upon capture also give you a short access to enemy
       technologies, if you both play a human faction.

  o Mine-Layer
     Corium:       90      Metal:  700      Build Time:   40
     Prerequisites: Depth-Mine Technology
     Hit Points:  800      Speed:    9      Full Repair: 114/680 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 3                      Range:  5          Guided: No
       Depth Mines
         Damage: 1000                       Ammo:  10 (S)      Speed: Immobile
         Fire Delay: None                   Range:  1          Guided: No
     Description:
       Statistically a more durable and weaker version of Hunter. Mine-Layer's
       main use comes with ability to place Depth Mines.
       Depth Mines deal a lot of damage in small area and are invisible to
       enemy. Depth Mine is triggered by any enemy sub which comes in close
       contact with it (1 tile radius, triggers also in depth level directly
       above and under the mine, triggers for subs in stealth as well) but
       explosion damages all units, even other Depth Mines, causing a chain
       reaction. So don't put them right next to each other.
       Depth Mine cannot move but it can change its depth.
       Depth Mine is also quite expensive to manufacture. If you are low on
       Corium, consider just building more Mine-Layers instead of making Depth
       Mines in ArmCenter.

  o DC Bomber
     Corium:      250      Metal: 1000      Build Time:   50
     Prerequisites: Depth Bomb Technology
     Hit Points: 2000      Speed:    6      Full Repair: 105/1000 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 3                      Range:  5          Guided: No
       DC Bombs 15x
         Damage: 500                        Ammo:  45 (S)      Speed: Slow
         Fire Delay: 5                      Range:  1          Guided: No
     Description:
       Very resilient sub and for good reason. In order to use DC Bombs it has
       to be over the target spot. When in position, it will scatter around
       a salvo of DC Bombs which can quickly reduce enemy base to rubble.
       DC Bombs are excellent against tightly packed structures or just big
       non-defensive structures in general.
       DC Bombs ignores top 20% of damage reduction from armor upgrades, i.e.
       the actual damage reduction from armor upgrades against this weapon is
       20%/40%/40% instead of 20%/40%/60%.
       However, DC Bomber eats his bombs like candy, they are poor against
       lone towers and while DC Bombs can hit subs as well, hitting enemy subs
       is rare and generally it just creates problems with multiple DC Bombers
       hitting each other when attacking one place.

  o Liberator
     Corium:      150      Metal:  700      Build Time:   60
     Prerequisites: Anti-Phantom Technology
     Hit Points:  700      Speed:    9      Full Repair: 230/690 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 3                      Range:  5          Guided: No
       Beacon
         Damage: None                       Ammo:  10 (N)      Speed: Immobile
         Fire Delay: None                   Range:  5          Guided: No
     Description:
       Liberator is an Anti-BO sub. Its combat capabilities are unimpressive
       but it can lay down Beacons which detects BO's stealthed submarines in
       radius of 5 and Liberator itself detects stealth in radius of 8.
       The only reason to build Liberator is when you need to deal with
       Phantoms or Stealth Scouts outside your base.


  Cyborg
  ¨¨¨¨¨¨

  o Cyberworm
     Corium:       20      Metal:  200      Build Time:   30
     Prerequisites: Cyber Technology
     Hit Points: 1000      Speed:    6      Full Repair: None
     Weapons:
       None
     Description:
       Cheap unarmed submarine which can not be paralyzed. It can infiltrate
       enemy Silo or Depot and transfer 200 Gold from enemy to you. If the
       owner of infiltrated Silo/Depot doesn't have any Gold, it will transfer
       100 Corium instead.
       If it infiltrates SI Corium Silo, you gain 200 Gold and the owner of
       the Corium Silo looses 100 Corium.


  Non-Buildable Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o WS Flagship
     Corium:      300      Metal: 1000      Build Time: Very Slow
     Prerequisites: None
     Hit Points: 3000      Speed:    9      Full Repair: 323/984 M
     Weapons:
       Large Torpedo 2x
         Damage:  90/120/150/170/200        Ammo:  30 (S)      Speed: Slow
         Fire Delay: 3.5                    Range:  5          Guided: No
     Description:
       This submarine is available in campaign and multiplayer. It is
       essentially a more durable version of Cruiser and although it cannot be
       built it has the same production cost as Cruiser stated in Titanopedia.
       If you have this submarine, you most probably mustn't lose it.



  WS Structures                                                     [WSSt]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Basic Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o SubCenter
     Corium:        0      Metal: 1800      Build Time:   90
     Prerequisites: None
     Hit Points: 2000                       Full Repair: 400 M
     Weapons:
       None
     Description:
       Produces all your submarines with exception of Cyberworm. It can also
       produce BO's military and special submarines, if you have stolen the
       right technology.
       Doesn't function while being repaired.

  o RepCenter
     Corium:        0      Metal:  700      Build Time:   30
     Prerequisites: None
     Hit Points: 1500                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Can repair two of your submarines at once.
       It also shows the price for repairing the submarine when it is being
       repaired but stated price doesn't match the actual amount of consumed
       resources.

  o ArmCenter
     Corium:      400      Metal: 1000      Build Time:   40
     Prerequisites: None
     Hit Points: 1200                       Full Repair: 300 M
     Weapons:
       None
     Description:
       Produces your ammunition and BO ammunition, if you have the necessary
       technologies.

  o TechCenter
     Corium:      300      Metal: 1400      Build Time:   60
     Prerequisites: None
     Hit Points: 1000                       Full Repair: 300 M
     Weapons:
       None
     Description:
       Used for developing new technologies. If you have access to enemy BO
       database thanks to captured enemy structure, you can also start
       research of some BO's technology.
       Aborting research of technology will refund Gold and reset its
       progress.
       Doesn't function while being repaired.

  o Sonar
     Corium:        0      Metal:  700      Build Time:   15
     Prerequisites: Long Range Sonar
     Hit Points:  800                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Shows enemy structures and submarine in range on your minimap. While it
       has shorter range than equivalent structures of other factions (radius
       26, 36 after upgrade), it can become mobile.
       With appropriate upgrade, it can also temporarily show target area on
       map, if that area is not protected by sonar disperser. Doing that
       depletes its charge which it has to build up again.

  o InfoCenter
     Corium:        0      Metal:  500      Build Time:   60
     Prerequisites: Research Enemy Cipher Key
     Hit Points:  700                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Allows you to hack enemy systems which, if successful, gives you
       information about the number of enemy player's military and
       non-military subs and structures as well as amount of his resources.
       Numbers of units shown are compared to yours (e.g. 5/2 = enemy has 5
       units of this type and you have 2).
       The hack attempt takes 20 seconds (10 s with upgrade) and if succesful,
       you get access to information about enemy for 40 seconds - the counter
       starts when you first view the information.
       With appropriate research it also protects structures in radius 6 from
       enemy strategic weapons by randomly moving the point of its impact
       away. If you have two Infocenters and strategic weapon's impact point
       is moved from one Infocenter to the other, it won't be moved again by
       the second Infocenter.
       It will also detect enemy teleportation with the right technology.

  o CyberCenter
     Corium:        0      Metal:  600      Build Time:   60
     Prerequisites: Cyber Technology
     Hit Points:  600                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Used to build Cyberworms. Once you start producing one, you can't abort
       it. Doesn't function while being repaired.


  Supply Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Air Extractor
     Corium:        0      Metal:  500      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Increases amount of Oxygen you have so you can support more structures.
       Also allows to set priorities for Oxygen supply in case of Oxygen level
       falling too low.

  o TradeCenter
     Corium:        0      Metal:  700      Build Time:   40
     Prerequisites: None
     Hit Points: 1000                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Allows you to sell resources for Gold and buy them with Gold.
       It can also create and accept resource containers.

  o Metal Extractor
     Corium:        0      Metal:  200      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Can be built only on Metal deposits. Loads TranSubs with Metal from the
       deposit.

  o Corium Extractor
     Corium:        0      Metal:  300      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Can be built only on Corium deposits. Loads TranSubs with Corium from
       the deposit.

  o Depot
     Corium:        0      Metal:  300      Build Time:   40
     Prerequisites: None
     Hit Points:  800                       Full Repair: 100 M
     Weapons:
       None
     Description:
       TranSubs unload resources here to transfer them to your reserves.

  o Gold Extractor
     Corium:        0      Metal:  600      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Extracts Gold from seawater. Transfers Gold to your reserves when full
       or when ordered to. Holds a maximum of 100 Gold.


  Defensive Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o HF Cannon
     Corium:       40      Metal:  500      Build Time:   20
     Prerequisites: Hydro-Fusion Technology
     Hit Points: 1600                       Full Repair: 100 M
     Weapons:
       Heavy HF Shell 2x
         Damage:  70/120                    Ammo:  ## (I)      Speed: Medium
         Fire Delay: 2/1                    Range:  8          Guided: No
     Description:
       Your basic tower. Doesn't do much damage without the HF-Shell Upgrade
       but it's cheap and durable. After upgrades to damage and fire rate it
       becomes your second best tower in terms of DPS. It has limited
       vertical angle in which it can fire so put it in an elevated place.
       Can't fire while being repaired.

  o Stationary Torpedo Launching Platform (SToLP)
     Corium:       80      Metal:  800      Build Time:   30
     Prerequisites: Medium Torpedo Technology
     Hit Points: 1800                       Full Repair: 100 M
     Weapons:
       Medium Torpedo 2x
         Damage:  80/100/130/150/180        Ammo:  40 (S)      Speed: Slow
         Fire Delay: 3                      Range:  8          Guided: No
     Description:
       Offers slightly better damage and durability than HF Cannon but for
       triple the repair price. Worth it only when you don't have upgrades for
       HF Shells. Upgraded HF Cannon makes SToLP obsolete. It has limited
       vertical angle in which it can fire so put it in an elevated place.
       Can't fire while being repaired.

  o Ultrasonic Generator
     Corium:      300      Metal:  600      Build Time:   25
     Prerequisites: Ultrasonic Technology
     Hit Points:  500                       Full Repair: 200 M
     Weapons:
       Ultrasonic Field
         Damage:  25                        Ammo:  (I)         Speed: Immobile
         Fire Delay: 3                      Range: 6/9         Guided: No
     Description:
       Creates an Ultrasonic Field which periodically damages every enemy unit
       in it on all depth levels. Best used against swarms of smaller subs and
       as area denial for structures (structures start to build with
       1 health). Put it behind rocks or other structures to protect it.
       Can't fire while being repaired.

  o Plasma Cannon
     Corium:     1000      Metal:  900      Build Time:   30
     Prerequisites: Plasma Cannon Technology
     Hit Points: 1200                       Full Repair: 300 M
     Weapons:
       High Plasma Charge
         Damage: 600                        Ammo:  ## (I)      Speed: Medium
         Fire Delay: 4                      Range:  8          Guided: No
     Description:
       A tower version of Terminator submarine. Considering its high price
       and lower health it is really not worth building, especially when
       upgraded HF Cannon has comparable DPS. If you have the Corium, build
       Terminators instead or throw a nuke somewhere.
       The Plasma Cannon's weapon ignores top 26% of damage reduction from
       armor upgrades, i.e. the actual damage reduction from armor upgrades
       against this weapon is 20%/34%/34% instead of 20%/40%/60%.
       Can't fire while being repaired.


  Special Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o TranCenter
     Corium:      450      Metal: 1500      Build Time:   90
     Prerequisites: Teleportation Technology
     Hit Points: 1500                       Full Repair: 600 M
     Weapons:
       None
     Description:
       Teleports single submarine or mobile structure on target destination.
       Every unit teleported consumes a part of TranCenter's charge which will
       gradually build up. You can set your destination even in areas you have
       still covered in map shroud.

  o Disperser
     Corium:      100      Metal:  800      Build Time:   20
     Prerequisites: Disperser Screen Technology
     Hit Points:  800                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Makes your structures and submarines invisible to sonar in radius 14.
       With appropriate research it also detects enemy units in stealth in
       radius 9.

  o Shark Control
     Corium:        0      Metal:  500      Build Time:   25
     Prerequisites: Shark Control Technology
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Maintains 3 (or 5 if upgraded) mind controlled sharks around itself.
       Sharks will attack both enemy and your CyberDolphins doing 2000 damage
       to them and dying in the process. Shark Control will gradually attract
       additional sharks to replace the losses.

  o Psychotron
     Corium:      300      Metal:  900      Build Time:   45
     Prerequisites: Psy Technology
     Hit Points:  800                       Full Repair: 400 M
     Weapons:
       None
     Description:
       When activated it creates a field (radius 9) which forces enemy
       submarines and defensive structures in it to attack the object closest
       to them, no matter if it is enemy or not, for 28 seconds.
       It will slowly build charge when idle and spend it while being in
       active state. Once activated, it cannot be deactivated until it runs
       out of charge. It takes 60 seconds to build full charge.
       It can be activated only when it has more than a half charge.

  o Plasmatron
     Corium:     1000      Metal:  600      Build Time:   60
     Prerequisites: Corium 296
     Hit Points:  700                       Full Repair: 400 M
     Weapons:
       None
     Description:
       It's purpose is to build nuclear torpedoes for TLS. It also stores
       nuclear torpedoes which it has built. Doesn't function while being
       repaired.

  o Thermo-Nuclear Launching Shaft (TLS)
     Corium:     2000      Metal: 1000      Build Time:   60
     Prerequisites: Thermo-Nuclear Technology
     Hit Points:  600                       Full Repair: 700 M
     Weapons:
       None
     Description:
       Launches nuclear torpedo on target location creating an expanding 
       shockwave which does at least 3000 damage to everything in radius of 6
       including untargetable objects such as mines and ignores armor
       upgrades.
       It requires some time to prepare the nuclear torpedo for launch.
       Doesn't function while being repaired.

  o Teleshield
     Corium:      200      Metal:  600      Build Time:   60
     Prerequisites: Teleshield
     Hit Points:  700                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Protects area with radius of 8 from enemy teleporting in. If an enemy
       sub or structure tries to teleport in this area, it will deplete a part
       of Teleshield's charge and enemy will be pushed outside the area
       protected by Teleshield.
       If you block off a larger area with Teleshields, the inner parts of
       that area are practically inaccessible by teleportation.



  WS Technologies                                                   [WSTe]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  o Hydro-Fusion Technology
     Gold:  80      Research Time: 0:30     Stealable: Yes
     Prerequisites: None
     Description:
       Allows construction of HF Cannon.

  o Medium Torpedo Technology
     Gold:  80      Research Time: 3:00     Stealable: Yes
     Prerequisites: None
     Description:
       Allows construction of SToLP and manufacture of Medium Torpedo.

  o Long Range Sonar
     Gold:  50      Research Time: 3:00     Stealable: No
     Prerequisites: None
     Description:
       Allows construction of Sonar.

  o Large Torpedo Technology
     Gold: 120      Research Time: 4:00     Stealable: Yes
     Prerequisites: Medium Torpedo Technology
     Description:
       Allows production of Cruiser and manufacture of Large Torpedo.

  o Mobile Sonar Technology
     Gold:  80      Research Time: 2:00     Stealable: Yes
     Prerequisites: Long Range Sonar
     Description:
       Your submarines are upgraded with personal sonar with radius of 12
       which shows enemies on your minimap.

  o Research Enemy Cipher Key
     Gold:  80      Research Time: 3:00     Stealable: No
     Prerequisites: Long Range Sonar
     Description:
       Allows construction of InfoCenter.

  o Upgrade to Engine Class 2
     Gold:  80      Research Time: 1:40     Stealable: No
     Prerequisites: None
     Description:
       Increases speed of your submarines by 25%.

  o Upgrade to Armor Level 2
     Gold: 100      Research Time: 1:30     Stealable: No
     Prerequisites: Medium Torpedo Technology
     Description:
       Reduces the incoming damage to your structures and submarines by 20%.
       Does not reduce damage inflicted by Ultrasonic and Soliton Fields.

  o Depth Mine Technology
     Gold: 150      Research Time: 2:40     Stealable: Yes
     Prerequisites: Large Torpedo Technology
     Description:
       Allows production of Mine-Layer and manufacture of Depth Mine.

  o Upgrade to Torpedo Level 2
     Gold: 100      Research Time: 1:40     Stealable: No
     Prerequisites: Large Torpedo Technology
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Upgrade HF Cannon Fire-Rate
     Gold: 100      Research Time: 4:00     Stealable: Yes
     Prerequisites: Large Torpedo Technology
     Description:
       Increases the fire rate of HF Cannon by decreasing the delay to 1.

  o Detect Teleportation
     Gold: 200      Research Time: 5:00     Stealable: Yes
     Prerequisites: Research Enemy Cipher Key
     Description:
       Allows InfoCenter to show destination of enemy teleportation on your
       minimap.

  o Marauder Equipment
     Gold:  70      Research Time: 4:20     Stealable: No
     Prerequisites: Research Enemy Cipher Key
     Description:
       Allows production of Marauder.

  o Mobile RepSub
     Gold: 100      Research Time: 1:30     Stealable: No
     Prerequisites: Upgrade to Engine Class 2
     Description:
       Allows production of RepSub.

  o Depth Bomb Technology
     Gold: 120      Research Time: 5:00     Stealable: Yes
     Prerequisites: Depth Mine Technology
     Description:
       Allows production of DC Bomber and manufacture of DC Bomb.

  o Upgrade to Torpedo Level 3
     Gold: 100      Research Time: 2:40     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 2
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Ultrasonic Technology
     Gold:  80      Research Time: 4:00     Stealable: Yes
     Prerequisites: Upgrade HF Cannon Fire-Rate
     Description:
       Allows construction of Ultrasonic Generator.

  o Teleshield
     Gold: 200      Research Time: 6:00     Stealable: Yes
     Prerequisites: Detect Teleportation
     Description:
       Allows construction of Teleshield.

  o Disperser Screen Technology
     Gold: 100      Research Time: 4:20     Stealable: No
     Prerequisites: Detect Teleportation
     Description:
       Allows construction of Disperser.

  o Laser Snare Detection
     Gold: 150      Research Time: 6:00     Stealable: No
     Prerequisites: Detect Teleportation
     Description:
       Allows your Mine-Layer to see enemy Laser Snares.

  o Depth & Acoustic Mine Detection
     Gold: 120      Research Time: 4:00     Stealable: No
     Prerequisites: Detect Teleportation
     Description:
       Allows your Mine-Layer to see enemy Depth Mines and Acoustic Mines.

  o Upgrade Hack Ability
     Gold: 150      Research Time: 2:00     Stealable: No
     Prerequisites: Marauder Equipment
     Description:
       Decreases time needed to perform hack by a half.

  o Upgrade to Mobility
     Gold:  50      Research Time: 4:00     Stealable: No
     Prerequisites: Mobile RepSub
     Description:
       Allows your defensive structures and your Sonar to pack up and move.
       Structure in moving state loses all it's functionality including self
       repair.

  o Torpedo Speed Upgrade
     Gold: 200      Research Time: 4:20     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 3
     Description:
       Increases traveling speed of Small, Medium and Large Torpedoes by 30%.

  o Upgrade Ultrasonic Generator
     Gold:  60      Research Time: 3:20     Stealable: Yes
     Prerequisites: Ultrasonic Technology
     Description:
       Increases range of Ultrasonic Generator to 9.

  o Teleportation Technology
     Gold: 200      Research Time: 5:00     Stealable: No
     Prerequisites: Disperser Screen Technology
     Description:
       Allows construction of TranCenter.

  o Marauder Equipment Upgrade
     Gold: 150      Research Time: 5:00     Stealable: No
     Prerequisites: Upgrade Hack Ability
     Description:
       Decreases time required to capture an enemy object by 25%.

  o Increase Information Security
     Gold: 150      Research Time: 2:40     Stealable: No
     Prerequisites: Upgrade Hack Ability
     Description:
       Should reduce chance for enemy to hack you and halve their access time.
       It should also trace structure which hacked you but that does not work.

  o Shark Control Technology
     Gold: 120      Research Time: 3:20     Stealable: Yes
     Prerequisites: Upgrade Hack Ability
     Description:
       Allows construction of Shark Control.

  o Upgrade to Engine Class 3
     Gold:  80      Research Time: 3:20     Stealable: No
     Prerequisites: Upgrade to Mobility
     Description:
       Increases speed of your submarines by 50% (75% in total).

  o Upgrade to Armor Level 3
     Gold: 100      Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade to Armor Level 2, Torpedo Speed Upgrade
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (40% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Upgrade to Torpedo Level 4
     Gold: 100      Research Time: 4:00     Stealable: No
     Prerequisites: Torpedo Speed Upgrade
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Psy Technology
     Gold: 150      Research Time: 4:20     Stealable: Yes
     Prerequisites: Upgrade Ultrasonic Generator
     Description:
       Allows construction of Psychotron.

  o HF-Shell Upgrade
     Gold: 120      Research Time: 3:20     Stealable: Yes
     Prerequisites: Upgrade Ultrasonic Generator
     Description:
       Increases damage of Light and Heavy HF Shell to next level.

  o Anti-Phantom Technology
     Gold: 150      Research Time: 6:00     Stealable: Yes
     Prerequisites: Teleportation Technology
     Description:
       Allows production of Liberator.
       Allows Disperser (and captured Anti-Sonar Shield) to detect submarines
       in stealth mode.

  o Upgrade Sonar Range
     Gold:  50      Research Time: 1:30     Stealable: No
     Prerequisites: Increase Information Security
     Description:
       Increases range of Sonar by 10 and allows Sonar to use View Zone
       ability.

  o Upgrade Shark Control
     Gold: 150      Research Time: 2:40     Stealable: Yes
     Prerequisites: Shark Control Technology
     Description:
       Increases the number of sharks around Shark Control to 5.

  o Cyber Technology
     Gold: 100      Research Time: 5:20     Stealable: Yes
     Prerequisites: Shark Control Technology, Upgrade to Engine Class 3
     Description:
       Allows construction of CyberCenter and production of Cyberworm.

  o Improve Repair Technology
     Gold:  50      Research Time: 2:00     Stealable: No
     Prerequisites: Upgrade to Engine Class 3
     Description:
       RepSub and RepCenter repairs 50% faster.

  o Upgrade to Torpedo Level 5
     Gold: 100      Research Time: 6:00     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 4
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Plasma Generator
     Gold: 100      Research Time: 5:00     Stealable: Yes
     Prerequisites: Psy Technology
     Description:
       Allows production of Terminator.

  o Increase TranCenter Recharge
     Gold: 150      Research Time: 4:20     Stealable: No
     Prerequisites: Anti-Phantom Technology
     Description:
       Reduces TranCenter recharge time by 25%.

  o Anti-Mass Weapons Defense System
     Gold: 300      Research Time: 6:00     Stealable: Yes
     Prerequisites: Anti-Phantom Technology, Upgrade Sonar Range
     Description:
       Allows InfoCenter to change point of impact of strategic weapons aimed
       at a spot inside InfoCenter's range. This process is automatic and
       random but most of the time guarantees that area around InfoCenter is
       safe from strategic weapons.
       Strategic weapon changes its course only once, even if the point
       of impact is moved into range of another InfoCenter.

  o Upgrade to Engine Class 4
     Gold:  80      Research Time: 6:00     Stealable: No
     Prerequisites: Cyber Technology
     Description:
       Increases speed of your submarines by 25% (100% in total).

  o ArmCenter Upgrade
     Gold:  50      Research Time: 2:40     Stealable: No
     Prerequisites: Improve Repair Technology
     Description:
       ArmCenter manufactures ammunition 100% faster (manufacture time of
       ammunition is decreased to 50% of original value).

  o Anti-Laser Screen
     Gold:  80      Research Time: 3:00     Stealable: Yes
     Prerequisites: Plasma Generator
     Description:
       Any laser projectile hitting your submarine or structure is reflected
       back with 25% of its original damage. It does not decrease damage from
       laser projectiles hitting your submarines.
       Works on Light, Ruby and Gas Laser.

  o Plasma Cannon Technology
     Gold: 100      Research Time: 4:20     Stealable: Yes
     Prerequisites: Plasma Generator
     Description:
       Allows construction of Plasma Cannon.

  o Upgrade Extractor Productivity
     Gold:  70      Research Time: 2:00     Stealable: No
     Prerequisites: ArmCenter Upgrade
     Description:
       TranSub is supposed to load and unload resources 25% faster but the
       load/unload time actually stays the same, so it doesn't work.

  o Upgrade to Armor Level 4
     Gold: 100      Research Time: 4:00     Stealable: No
     Prerequisites: Upgrade to Armor Level 3, Antilaser Screen
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (60% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Corium 296
     Gold:  80      Research Time: 6:00     Stealable: Yes
     Prerequisites: Plasma Cannon Technology
     Description:
       Allows construction of Plasmatron and production of Nuclear Torpedoes.

  o Thermo-Nuclear Technology
     Gold: 250      Research Time: 6:00     Stealable: Yes
     Prerequisites: Plasma Cannon Technology
     Description:
       Allows construction of TLS and loading Nuclear Torpedoes into TLS.




------------------------------------------------------------------------------
    Black Octopi                                                    [BlOc]
------------------------------------------------------------------------------

Black Octopi are a well-rounded faction with strong submarines and defense
structures in addition to special technologies enhancing their offensive and
defensive capabilities.

Their offensive ability is excellent thanks to overall high DPS of their
submarines such as Destroyer, Invader, Phantom and Heavy Cruiser - which
combines high DPS with strong armor.
The Phantom is also able to become invisible using its stealth generator
which together with Avenger's paralyzing rays further improves Black Octopi's
offense. They can also spy on their enemy with Stealth Scout, quickly destroy
important targets with Cyberdolphins and just like other factions, BO can also
capture enemy buildings and create minefields.

For defense, BO has two strong towers - Magnetic-Mine Launcher and Heavy Laser
which can both boast with very high damage.
They can also protect their submarines and structures from harm using the
Power Protector and Protective Shield Generator.
The only thing BO lacks is a weapon capable of doing area damage and effective
counter against enemy teleportation and stealth.

Lastly, the Black Octopi weapon of mass destruction - Laser Bomb. Black Octopi
need only one structure for building and launching their Laser Bombs. However,
this structure can hold only one Laser Bomb at a time and the Laser Bomb
itself, while still effective for destroying structures, is much worse when it
comes to destroying fleets. 
 


  BO Submarines                                                     [BOSu]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Supply Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Assembler
     Corium:        0      Metal: 1000      Build Time:   30
     Prerequisites: None
     Hit Points:  800      Speed:    6      Full Repair: 114/985 M
     Weapons:
       None
     Description:
       Your structure builder, capable of building any BO structure and WS
       structures for which you have stolen technology.
       Assembler initiates building process and building then builds itself,
       consuming resources gradually over time. The construction is finished
       when structure's health reaches 100 %, thus any damage will make the
       construction longer and more expensive. When the construction is
       finished, the structure becomes temporarily invincible during the final
       animation. If you abort construction, the already consumed resources
       are lost.
       Assembler is also able to disassemble your structures which will refund
       0% to 60% of structure's cost in dependence on how much is the
       structure damaged. Disassembly is short and structure does it on it's
       own, just like construction. If you disassemble captured Silicon
       structure, you will obtain only Corium.

  o Cargo Sub
     Corium:        0      Metal:  600      Build Time:   20
     Prerequisites: None
     Hit Points:  400      Speed:    6      Full Repair: 0/600 M
     Weapons:
       None
     Description:
       Used for moving resources from Mines to Silo. Won't load resources
       unless you have a Depot. Can work with both BO and WS resource
       structures but can't steal from ally's or enemy's Extractor or Mine.
       Cargo Sub holds up to 800 units of Metal or up to 120 units of Corium.

  o Repair Platform
     Corium:        0      Metal:  900      Build Time:   30
     Prerequisites: Mobile Repair Platform
     Hit Points:  800      Speed:    6      Full Repair: 114 M
     Weapons:
       None
     Description:
       Mobile platform capable of transporting cargo containers, various
       mission related artifacts and your, ally's or paralyzed enemy
       submarines (paralyzed enemy will stay paralyzed and blind as long as it
       stays loaded on Repair Platform). Transported submarine is disabled and
       Repair Platform with loaded object still counts as one submarine for
       purpose of teleporting.
       It can also repair submarines (both yours and ally's) but for
       much higher price than Repair Dock can.


  Military Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Fighter
     Corium:       50      Metal:  300      Build Time:   20
     Prerequisites: None
     Hit Points:  400      Speed:   12      Full Repair: 0/300 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 1.5                    Range:  5          Guided: No
     Description:
       Fighter is basically a middle ground between WS Sentinel and Hunter but
       comes out as slightly better than both. Statistically speaking, two
       Fighters are almost equal to one Destroyer, only real difference being
       that Fighter repairs for free.
       Overall, Fighter is a good and cheap submarine. However, it's combat
       performance is overshadowed by Heavy Cruiser and Invader.

  o Destroyer
     Corium:       80      Metal:  500      Build Time:   40
     Prerequisites: Splinter Torpedo Technology
     Hit Points:  600      Speed:    9      Full Repair: 200/480 M
     Weapons:
       Splinter Torpedo 2x
         Damage:  60/150                    Ammo:  40 (S)      Speed: Slow
         Fire Delay: 2                      Range:  5          Guided: No
     Description:
       Destroyer acts like a heavier version of WS Hunter but it's actually
       just a much better version of WS Hunter because it gets good damage
       right from the start and gets an upgrade later which makes Destroyer's
       DPS useful even in the endgame.
       Despite how good Destroyer is, the Fighter might be the better choice
       since Small Torpedo gets damage upgrades earlier and Fighter itself is
       cheap to maintain. Not to mention Destroyer gets also overshadowed by
       Heavy Cruiser and Invader

  o Heavy Cruiser
     Corium:      300      Metal: 1200      Build Time:   70
     Prerequisites: Ruby Laser Technology
     Hit Points: 1500      Speed:    6      Full Repair: 300/1142 M
     Weapons:
       Ruby Laser 2x
         Damage: 120                        Ammo:  30 (R)      Speed: Fast
         Fire Delay: 2/1                    Range:  5          Guided: No
     Description:
       Most of the BO military submarines are glass cannons - high DPS, low
       Hit Points - but Heavy Cruiser is the exception. It has a lot of HP and
       still retains the high DPS and it is not even that costly for how good
       it is. Arguably it is the best submarine in the game.
       Whatever it is you need destroyed, just send enough of these subs there
       and you are done. It truly is the Mammoth Tank of Submarine Titans.

  o Invader
     Corium:      150      Metal:  800      Build Time:   50
     Prerequisites: Cassette Shell Technology
     Hit Points:  800      Speed:    9      Full Repair: 228/800 M
     Weapons:
       Cassette Shell §
         Damage: 120 (70 * 6)               Ammo:  30 (S)      Speed: Slow
         Fire Delay: 3.5                    Range:  5          Guided: No
     Description:
       Despite the interesting shotgun like effect of Invader's ammunition and
       the fact that Invader itself is still pretty good, at the end it also
       gets overshadowed by the Heavy Cruiser.
       At first Invader acts like a cheaper, less armored Heavy Cruiser but
       after the Subs Laser Rate upgrade it starts lacking behind Heavy
       Cruiser in DPS as well and becomes slightly sturdier but more expensive
       version of Destroyer. The Cassette Shell guarantees at least a partial
       hit on target but the damage against single target will be low and in a
       battle between large fleets Fighters and Destroyers can hit just as
       reliably.
       § Fires a shell which travels 2 tiles before splitting into 6 torpedoes
         doing 70 damage each. If the shell hits before splitting, it does 120
         damage and releases its torpedoes causing 540 damage in total, if all
         projectiles hit the same target.


  Special Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Defender
     Corium:       80      Metal:  700      Build Time:   40
     Prerequisites: Laser Snare Technology
     Hit Points:  900      Speed:    6      Full Repair: 114/690 M
     Weapons:
       Small Torpedo
         Damage:  50/ 70/ 90/110/120        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 2.5                    Range:  5          Guided: No
       Laser Snare
         Damage: 800                        Ammo:  10 (S)      Speed: Immobile
         Fire Delay: None                   Range:  3          Guided: No
     Description:
       Statistically a more durable and weaker version of Fighter. Defender's
       main use comes with ability to place Laser Snares.
       Laser Snares deal a lot of damage to single target and are invisible to
       enemy. Laser Snare is triggered by any enemy sub which comes in close
       contact with it (3 tile radius, triggers also in depth level directly
       above and under it, triggers for subs in stealth as well) which causes
       it to fire a projectile on the submarine and self-destruct.
       Self-destruction doesn't do any damage or set off nearby Laser Snares,
       therefore it is safe to place them close together.
       Laser Snare cannot move but it can change its depth.
       Laser Snare is also quite expensive to manufacture. If you are low on
       Corium, consider just building more Defenders instead of making Laser
       Snares in Munitions Factory.

  o Raider
     Corium:       60      Metal:  700      Build Time:   40
     Prerequisites: Raider Equipment
     Hit Points: 1300      Speed:    9      Full Repair: 216/690 M
     Weapons:
       Light Laser 2x
         Damage:  60                        Ammo:  20 (R)      Speed: Fast
         Fire Delay: 2.5/1.5                Range:  5          Guided: No
     Description:
       Raider is a very durable submarine for its price and has a damage
       output comparable to Fighter. On top of that it also has the ability to
       capture enemy structures.
       In order to capture a structure, Raider has to get right above it.
       It has a certain chance for success. If it succeeds, structure comes
       under control of Raider's owner. After every attempt to capture
       a structure, Raider becomes slightly damaged.
       Capturing is a preferable way of dealing with spread out enemy towers
       and can be a good way of how to deal with enemy structures in general.
       Most structures upon capture also give you a short access to enemy
       technologies, if you both play a human faction.

  o Phantom
     Corium:      250      Metal: 1000      Build Time:   60
     Prerequisites: Phantom Equipment
     Hit Points:  700      Speed:    9      Full Repair: 300/950 M
     Weapons:
       Ruby Laser 2x
         Damage: 120                        Ammo:  20 (R)      Speed: Fast
         Fire Delay: 2/1                    Range:  5          Guided: No
     Description:
       Phantom is basically Heavy Cruiser without the armor. Instead, it has
       a stealth generator which makes it invisible to the enemy units and
       sonar so it can attack without the fear of retaliation.
       Phantom's stealth lasts 48 seconds from full charge and requires 145
       seconds to fully recharge (72 seconds with upgrade).
       When visible, Phantom is still a formidable unit but the low amount of
       HP makes it far less durable than Heavy Cruiser for almost the same
       price.

  o Avenger
     Corium:      200      Metal: 1200      Build Time:   60
     Prerequisites: Paralyzing Rays Technology
     Hit Points:  900      Speed:    9      Full Repair: 300/1200 M
     Weapons:
       Light Laser 2x
         Damage:  60                        Ammo:  30 (R)      Speed: Fast
         Fire Delay: 2/1                    Range:  5          Guided: No
       Paralyzing Rays 2x
         Damage:  20                        Ammo:  (I)         Speed: Slow
         Fire Delay: 23                     Range:  5          Guided: No
     Description:
       Although Avenger costs almost just as much as Heavy Cruiser, it is
       noticeably weaker and less durable. Avenger's only redeeming quality
       are its paralyzing rays which will prevent struck submarine from
       moving and shooting for 15 seconds.
       Paralyzing rays allows you to destroy submarines without them being
       able to retaliate but because it is implemented as an ability it has to
       be targeted manually which requires a greater micromanagement from your
       side. That makes this submarine useful only for stopping certain
       dangerous or important submarines such as DC Bombers and Flagships.

  o Stealth Scout
     Corium:       40      Metal:  500      Build Time:   20
     Prerequisites: Stealth Scout Technology
     Hit Points:  300      Speed:   12      Full Repair: 150/500 M
     Weapons:
       None
     Description:
       Stealth Scout is a small, fast, unarmed submarine with increased vision
       range. It has a stealth generator rendering it invisible to enemy units
       and sonar for 144 seconds from full charge and it requires 144 seconds
       to fully recharge.


  Cyborg
  ¨¨¨¨¨¨

  o Cyberdolphin
     Corium:      200      Metal:  400      Build Time:   35
     Prerequisites: Cyber Technology
     Hit Points: 1000      Speed:   12      Full Repair: None
     Weapons:
       None
     Description:
       Cyberdolphin is a small and fast "submarine" which serves a purpose of
       a guided missile. It carries an explosive which causes 1000 damage to
       target submarine or structure.
       The combination of high speed and high amount of Hit Points gives
       Cyberdolphin the ability to get even into heavily guarded areas.
       Additionally, the Cyberdolphin can not be paralyzed.
       However, they are being attacked by sharks, both wild and
       mindcontrolled ones, which do 2000 damage to Cyberdolphin upon contact.


  Non-Buildable Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o BO Flagship
     Corium:      300      Metal: 1000      Build Time: Very Slow
     Prerequisites: None
     Hit Points: 3000      Speed:    9      Full Repair: 320/1000 M
     Weapons:
       Light Laser
         Damage:  60                        Ammo:  20 (R)      Speed: Fast
         Fire Delay: 3.5                    Range:  5          Guided: No
     Description:
       This submarine is available in multiplayer. It is essentially a more
       durable version of Raider and although it cannot be built it has the
       same production cost as Cruiser stated in Titanopedia.
       If you have this submarine, you most probably mustn't lose it.



  BO Structures                                                     [BOSt]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Basic Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Dockyard
     Corium:        0      Metal: 1800      Build Time:   90
     Prerequisites: None
     Hit Points: 2000                       Full Repair: 400 M
     Weapons:
       None
     Description:
       Produces all your submarines with exception of Cyberdolphin. It can
       also produce WS's military and special submarines, if you have stolen
       the right technology.
       Doesn't function while being repaired.

  o Repair Dock
     Corium:        0      Metal:  700      Build Time:   30
     Prerequisites: None
     Hit Points: 1500                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Can repair two of your submarines at once.
       It also shows the price for repairing the submarine when it is being
       repaired but stated price doesn't match the actual amount of consumed
       resources.

  o Munitions Factory
     Corium:      400      Metal: 1000      Build Time:   40
     Prerequisites: None
     Hit Points: 1200                       Full Repair: 300 M
     Weapons:
       None
     Description:
       Produces your ammunition and WS ammunition, if you have the necessary
       technologies.

  o Research Laboratory
     Corium:      300      Metal: 1400      Build Time:   60
     Prerequisites: None
     Hit Points: 1000                       Full Repair: 300 M
     Weapons:
       None
     Description:
       Used for developing new technologies. If you have access to enemy WS
       database thanks to captured enemy structure, you can also start
       research of some WS's technology.
       Aborting research of technology will refund Gold and reset its
       progress.
       Doesn't function while being repaired.
       
  o ASDIC
     Corium:        0      Metal:  700      Build Time:   15
     Prerequisites: Long Range ASDIC
     Hit Points:  800                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Shows enemy structures and submarine in range on your minimap. Unlike
       WS Sonar it can't become mobile but it has greater range (radius 32,
       42 after upgrade).
       With appropriate upgrade, it can also temporarily show target area on
       map, if that area is not protected by sonar disperser. Doing that
       depletes its charge which it has to build up again.

  o CentComp
     Corium:        0      Metal:  500      Build Time:   60
     Prerequisites: Research Enemy Cipher Key
     Hit Points:  700                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Allows you to hack enemy systems which, if successful, gives you
       information about the number of enemy player's military and
       non-military subs and structures as well as amount of his resources.
       Numbers of units shown are compared to yours (e.g. 5/2 = enemy has 5
       units of this type and you have 2).
       The hack attempt takes 20 seconds (10 s with upgrade) and if succesful,
       you get access to information about enemy for 40 seconds - the counter
       starts when you first view the information.
       With appropriate research it also protects structures in radius 7 from
       enemy strategic weapons by randomly moving the point of its impact
       away. If you have two CentComps and strategic weapon's impact point
       is moved from one CentComp to the other, it won't be moved again by
       the second CentComp.
       It will also detect enemy teleportation with the right technology.

  o Power Station
     Corium:      250      Metal:  500      Build Time:   30
     Prerequisites: Research Energy Supply
     Hit Points:  500                       Full Repair: 300 M
     Weapons:
       None
     Description:
       Whenever your submarines or towers depletes their Laser ammunition,
       Power Station looses some of its charge to replenish them.
       Power Station works at any distance and recharges fast so you will
       usually need just one.

  o Cyber Laboratory
     Corium:      200      Metal:  600      Build Time:   30
     Prerequisites: Cyber Technology
     Hit Points:  500                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Used to build Cyberdolphins. Once you start producing one, you can't
       abort it. Doesn't function while being repaired.


  Supply Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o O2 Sublimator
     Corium:        0      Metal:  500      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Increases amount of Oxygen you have so you can support more structures.
       Also allows to set priorities for Oxygen supply in case of Oxygen level
       falling too low.

  o Market
     Corium:        0      Metal:  700      Build Time:   60
     Prerequisites: None
     Hit Points: 1000                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Allows you to sell resources for Gold and buy them with Gold.
       It can also create and accept resource containers.

  o Metal Mine
     Corium:        0      Metal:  200      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Can be built only on Metal deposits. Loads Cargo Subs with Metal from
       the deposit.

  o Corium Mine
     Corium:        0      Metal:  300      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Can be built only on Corium deposits. Loads Cargo Subs with Corium from
       the deposit.

  o Silo
     Corium:        0      Metal:  300      Build Time:   40
     Prerequisites: None
     Hit Points:  800                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Cargo Subs unload resources here to transfer them to your reserves.

  o Gold Sublimator
     Corium:        0      Metal:  600      Build Time:   15
     Prerequisites: None
     Hit Points:  500                       Full Repair: 100 M
     Weapons:
       None
     Description:
       Extracts Gold from seawater. Transfers Gold to your reserves when full
       or when ordered to. Holds a maximum of 100 Gold.


  Defensive Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Light Laser
     Corium:       50      Metal:  400      Build Time:   20
     Prerequisites: Light Laser Technology
     Hit Points: 1200                       Full Repair: 100 M
     Weapons:
       Light Laser
         Damage:  60                        Ammo:  30 (R)      Speed: Fast
         Fire Delay: 1/0.5                  Range: 7/8         Guided: No
     Description:
       Your first and also weakest tower. It is alright for early defense but
       it will get quickly replaced by other BO towers. It has limited 
       vertical angle in which it can fire so put it in an elevated place.
       Can't fire while being repaired.

  o Magnetic-Mine Launcher (MML)
     Corium:      120      Metal:  600      Build Time:   25
     Prerequisites: Magnetic-Mine Technology
     Hit Points: 1600                       Full Repair: 100 M
     Weapons:
       Cassette Mother-Shell §
         Damage: 120 (70 * 8)               Ammo:  40 (S)      Speed: Slow
         Fire Delay: 2                      Range:  8          Guided: No
       Magnetic Mine
         Damage: 350                        Ammo:  10 (S)      Speed: Slow
         Fire Delay: 3                      Range:  5          Guided: Yes
     Description:
       The best tower you have available. The combination of Cassette Mother-
       Shells and Magnetic Mines gives it high DPS, it has a lot of HP and it
       is not expensive either. It's only weakness is fighting single targets
       at distance because of the splitting mechanic of Cassette Shells.
       It has limited vertical angle in which it can fire so put it in an
       elevated place. Magnetic Mines follow targets in range but they don't
       follow them when they move away. They can also sometimes get stuck in
       adjacent structures and when launched they won't stay around the tower
       indefinitely and will eventually self-destruct.
       Can't fire while being repaired.
       § Fires a shell which travels 2 tiles before splitting into 8 torpedoes
         doing 70 damage each. If the shell hits before splitting, it does 120
         damage and releases its torpedoes causing 680 damage in total, if all
         projectiles hit the same target.
         

  o Heavy Laser
     Corium:      100      Metal:  800      Build Time:   30
     Prerequisites: Gas-Laser Technology
     Hit Points: 1400                       Full Repair: 200 M
     Weapons:
       Gas Laser 2x
         Damage: 200                        Ammo:  60 (R)      Speed: Fast
         Fire Delay: 2/1                    Range: 8/8         Guided: No
     Description:
       Ties with MML as your best tower. It has high DPS regardless of amount
       and distance of targets but it is more expensive on Metal and less
       durable. It is also better for supporting your fleet than MML is
       because it is less prone to friendly fire than Cassette Shells.
       It has limited vertical angle in which it can fire so put it in an
       elevated place.
       Can't fire while being repaired.

  o Electro-Magnetic Launcher (EML)
     Corium:       80      Metal:  700      Build Time:   30
     Prerequisites: Electro-Magnetic Torpedoes
     Hit Points: 1300                       Full Repair: 200 M
     Weapons:
       Electromagnetic Torpedo §
         Damage: 400/500                    Ammo:  20 (S)      Speed: Slow
         Fire Delay: 2                      Range:  8          Guided: No
     Description:
       This tower's weapon has a special effect, which damages the target over
       time. Affected unit is damaged so slow, that it will only rarely finish
       it off but it is useful for stopping Silicon units from regenerating,
       since it depletes their stored energy.
       EML's DPS would be underperforming if it weren't for the fact, that
       Electromagnetic Torpedo ignores Upgrade to Armor Level 4 which
       effectively raises its damage from 500 to 750. Overall, the Heavy
       Laser and MML are still better but EML really shines when used against
       Silicons.
       It has limited vertical angle in which it can fire so put it in an
       elevated place.
       Can't fire while being repaired.
       § It ignores top 20% of damage reduction from armor upgrades, i.e. the
         actual damage reduction from armor upgrades against this weapon is
         20%/40%/40% instead of 20%/40%/60%.
         It also ignores the damage reducing effect of PSG.
         Submarines and structures hit by Electromagnetic Torpedo gain effect
         which damages them for 5 HP every 5 seconds (10 HP with an upgrade),
         ignoring armor upgrades. The effect lasts until the sub/structure is
         fully repaired.
         If a Silicon sub/structure is hit, it looses all it's stored energy.


  Special Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Teleporter
     Corium:      450      Metal: 1500      Build Time:   90
     Prerequisites: Teleportation Technology
     Hit Points: 1500                       Full Repair: 600 M
     Weapons:
       None
     Description:
       Teleports single submarine or mobile structure on target destination.
       Every unit teleported consumes a part of Teleporter's charge which will
       gradually build up. You can set your destination even in areas you have
       still covered in map shroud.

  o Anti-Sonar Shield
     Corium:      100      Metal:  800      Build Time:   20
     Prerequisites: Disperser Screen Technology
     Hit Points:  800                       Full Repair: 200 M
     Weapons:
       None
     Description:
       Makes your structures and submarines invisible to sonar in radius 16.
       With appropriate research it also detects enemy units in stealth in
       radius 10.

  o Protective Shield Generator (PSG)
     Corium:      400      Metal: 1000      Build Time:   40
     Prerequisites: Protective Screen Technology
     Hit Points:  500                       Full Repair: 400 M
     Weapons:
       None
     Description:
       When activated, it creates a field with radius 7 for up to 3 minutes
       which reduces incoming damage to your submarines and structures by 25%.
       This damage reduction is applied before damage reduction from armor
       upgrades.
       PSG needs to be at least half-charged for you to be able to activate
       it. However, it can be deactivated at any time and it takes 2 minutes
       for it to fully recharge.

  o Power Protector
     Corium:     1000      Metal: 1800      Build Time:   90
     Prerequisites: Energy Shield
     Hit Points:  800                       Full Repair: 1000 M
     Weapons:
       None
     Description:
       Any submarine or structure and most projectiles which gets into the
       range of Power Protector is instantly destroyed and Power Protector
       looses some of its charge.
       It charges up only when it's charge was fully depleted and you can't
       build a Power Protector within the range of another Power Protector.
       Although its main purpose is supposed to be protection from
       projectiles, it is hard to keep your submarines on the edge of it's
       range and it's charge is gone after just a few destroyed submarines.
       Still, it is helpful for keeping enemy submarines from trespassing, as
       a minor defense from enemy teleporting to your base and a partial
       protection from Gas Laser Satellite, if you can afford the Power
       Protector's high price.

  o Laser Bomb Launcher
     Corium:     3000      Metal: 1000      Build Time:   60
     Prerequisites: Laser Bomb Technology
     Hit Points:  500                       Full Repair: 600 M
     Weapons:
       None
     Description:
       Builds, stores and launches Laser Bombs. Can store only 1 Laser Bomb at
       a time.
       Launched Laser Bomb will slowly descend on the target tile, and will
       rotate and shoot energy projectiles around itself covering an area with
       radius of 5. These projectiles instantly kills any submarine or
       structure they hit but they don't destroy mines. Submarines are also
       able to dodge these projectiles, making the Laser Bomb less effective
       against submarines.
       Laser Bomb is destroyed when it hits the ocean floor, therefore you
       should target tile with the lowest depth possible to maximize the
       lifespan of Laser Bomb and thus its damage.



  BO Technologies                                                   [BOTe]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  o Light Laser Technology
     Gold:  80      Research Time: 0:30     Stealable: Yes
     Prerequisites: None
     Description:
       Allows construction of Light Laser.

  o Splinter Torpedo Technology
     Gold:  80      Research Time: 2:00     Stealable: Yes
     Prerequisites: None
     Description:
       Allows production of Destroyer and manufacture of Splinter Torpedo.

  o Upgrade Light Laser Range
     Gold: 180      Research Time: 4:20     Stealable: Yes
     Prerequisites: Light Laser Technology
     Description:
       Increases range of Light Laser to 8.

  o Long Range ASDIC
     Gold:  50      Research Time: 1:00     Stealable: No
     Prerequisites: None
     Description:
       Allows construction of ASDIC.

  o Upgrade to Armor Level 2
     Gold: 100      Research Time: 4:00     Stealable: No
     Prerequisites: Splinter Torpedo Technology
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (20% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Upgrade to Torpedo Level 2
     Gold: 100      Research Time: 3:00     Stealable: No
     Prerequisites: Splinter Torpedo Technology
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Laser Snare Technology
     Gold:  80      Research Time: 2:00     Stealable: Yes
     Prerequisites: Splinter Torpedo Technology
     Description:
       Allows production of Defender and manufacture of Laser Snare.

  o Ruby Laser Technology
     Gold: 100      Research Time: 1:30     Stealable: Yes
     Prerequisites: Upgrade Light Laser Range
     Description:
       Allows production of Heavy Cruiser.

  o Research Enemy Cipher Key
     Gold:  80      Research Time: 1:00     Stealable: No
     Prerequisites: Long Range ASDIC
     Description:
       Allows construction of CentComp.

  o Upgrade to Engine Class 2
     Gold:  80      Research Time: 1:40     Stealable: No
     Prerequisites: None
     Description:
       Increases speed of your submarines by 25%.

  o Upgrade to Torpedo Level 3
     Gold: 100      Research Time: 4:00     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 2
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Cassette Shell Technology
     Gold: 130      Research Time: 3:00     Stealable: Yes
     Prerequisites: Laser Snare Technology
     Description:
       Allows production of Invader and manufacture of Cassette Shell.

  o Gas Laser Technology
     Gold: 120      Research Time: 4:40     Stealable: Yes
     Prerequisites: Ruby Laser Technology
     Description:
       Allows construction of Heavy Laser.

  o Raider Equipment
     Gold: 100      Research Time: 1:30     Stealable: No
     Prerequisites: Research Enemy Cipher Key, Ruby Laser Technology, Upgrade
                    to Engine Class 2
     Description:
       Allows production of Raider.

  o Mobile Repair Platform
     Gold: 100      Research Time: 1:30     Stealable: No
     Prerequisites: Upgrade to Engine Class 2
     Description:
       Allows production of Repair Platform.

  o Upgrade to Armor Level 3
     Gold: 100      Research Time: 3:20     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 3, Upgrade to Armor Level 2
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (40% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Upgrade to Torpedo Level 4
     Gold: 100      Research Time: 5:00     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 3
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Magnetic Mine Technology
     Gold: 150      Research Time: 4:00     Stealable: Yes
     Prerequisites: Cassette Shell Technology, Upgrade to Torpedo Level 3
     Description:
       Allows construction of Magnetic-Mine Launcher and manufacture of
       Magnetic Mine.

  o Upgrade Heavy Laser Range
     Gold: 200      Research Time: 5:00     Stealable: Yes
     Prerequisites: Gas Laser Technology
     Description:
       Should increase the range of Heavy Laser but doesn't do anything.

  o Research Energy Supply
     Gold: 170      Research Time: 3:00     Stealable: Yes
     Prerequisites: Gas Laser Technology
     Description:
       Allows construction of Power Station.

  o Teleportation Technology
     Gold: 200      Research Time: 5:00     Stealable: No
     Prerequisites: Gas Laser Technology
     Description:
       Allows construction of Teleporter.

  o Energy Shield
     Gold: 250      Research Time: 6:00     Stealable: Yes
     Prerequisites: Gas Laser Technology
     Description:
       Allows construction of Power Protector.

  o Upgrade Hack Ability
     Gold: 150      Research Time: 1:00     Stealable: No
     Prerequisites: Raider Equipment
     Description:
       Decreases time needed to perform hack by a half.

  o Disperser Screen Technology
     Gold: 100      Research Time: 2:00     Stealable: No
     Prerequisites: Raider Equipment
     Description:
       Allows construction of Anti-Sonar Shield.
       Allows Anti-Sonar Shield (and captured Disperser) to detect submarines
       in stealth mode.

  o Upgrade to Mobility
     Gold: 100      Research Time: 3:00     Stealable: No
     Prerequisites: Mobile Repair Platform
     Description:
       Allows your defensive structures to pack up and move. Structure in
       moving state loses all it's functionality including self repair.

  o Upgrade to Torpedo Level 5
     Gold: 100      Research Time: 6:40     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 4
     Description:
       Increases damage of your Small, Medium and Large Torpedo to next level.

  o Electro-Magnetic Torpedoes
     Gold: 100      Research Time: 4:00     Stealable: Yes
     Prerequisites: Magnetic Mine Technology
     Description:
       Allows construction of Electro-Magnetic Launcher and manufacture of
       Electro-Magnetic Torpedo.

  o Upgrade Light Laser Rate
     Gold: 200      Research Time: 4:00     Stealable: Yes
     Prerequisites: Upgrade Heavy Laser Range
     Description:
       Increases the fire rate of Light Laser by decreasing the delay to 0.5.

  o Upgrade Energy Supply
     Gold:  80      Research Time: 2:00     Stealable: Yes
     Prerequisites: Research Energy Supply
     Description:
       Increases the recharge rate of Power Station by 50%.

  o Detect Teleportation
     Gold: 200      Research Time: 3:20     Stealable: No
     Prerequisites: Teleportation Technology, Upgrade Hack Ability
     Description:
       Allows CentComp to show destination of enemy teleportation on your
       minimap.

  o Stealth Scout Technology
     Gold: 100m     Research Time: 3:00     Stealable: Yes
     Prerequisites: Upgrade Hack Ability
     Description:
       Allows production of Stealth Scout.

  o Radio Clutter Technology
     Gold:  70      Research Time: 0:45     Stealable: No
     Prerequisites: Upgrade Hack Ability
     Description:
       Makes your submarines switch between being visible and being invisible
       to sonar every 3 seconds.

  o Upgrade to Engine Class 3
     Gold:  80      Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade to Mobility
     Description:
       Increases speed of your submarines by 50% (75% in total).

  o Upgrade to Armor Level 4
     Gold: 100      Research Time: 6:00     Stealable: No
     Prerequisites: Upgrade to Armor Level 3, Upgrade to Torpedo Level 5
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (60% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Torpedo Speed Upgrade
     Gold: 200      Research Time: 5:00     Stealable: No
     Prerequisites: Upgrade to Torpedo Level 5
     Description:
       Increases traveling speed of Small, Medium and Large Torpedoes by 30%.

  o Paralyzing Rays Technology
     Gold: 150      Research Time: 4:00     Stealable: Yes
     Prerequisites: Electro-Magnetic Torpedoes
     Description:
       Allows production of Avenger.

  o Upgrade Subs Laser Rate
     Gold: 250      Research Time: 5:00     Stealable: Yes
     Prerequisites: Upgrade Light Laser Rate
     Description:
       Increases the fire rate of Heavy Cruiser, Avenger, Raider and Phantom
       by decreasing the delay by 1.

  o Protective Screen Technology
     Gold: 200      Research Time: 4:00     Stealable: Yes
     Prerequisites: Upgrade Energy Supply
     Description:
       Allows construction of Protective Shield Generators.

  o Increase Teleporter Recharge
     Gold: 150      Research Time: 5:00     Stealable: No
     Prerequisites: Detect Teleportation, Upgrade Energy Supply
     Description:
       Reduces Teleporter recharge time by 25%.

  o Depth & Acoustic Mine Detection
     Gold: 150      Research Time: 2:00     Stealable: No
     Prerequisites: Detect Teleportation
     Description:
       Allows your Defender to see enemy Depth Mines and Acoustic Mines.

  o Phantom Equipment
     Gold: 180      Research Time: 4:00     Stealable: Yes
     Prerequisites: Stealth Scout Technology
     Description:
       Allows production of Phantom.

  o Cyber Technology
     Gold: 120      Research Time: 3:00     Stealable: Yes
     Prerequisites: Stealth Scout Technology, Upgrade to Engine Class 3
     Description:
       Allows construction of Cyber Laboratory and production of Cyberdolphin.

  o Munitions Factory Upgrade
     Gold:  50      Research Time: 2:00     Stealable: No
     Prerequisites: Upgrade to Engine Class 3
     Description:
       Munitions Factory manufactures ammunition 100% faster (manufacture time
       of ammunition is decreased to 50% of original value).

  o Splinter Torpedo Upgrade
     Gold: 150      Research Time: 5:00     Stealable: Yes
     Prerequisites: Torpedo Speed Upgrade
     Description:
       Increases damage of your Splinter Torpedo to next level.

  o EM Torpedo Upgrade
     Gold: 250      Research Time: 5:00     Stealable: Yes
     Prerequisites: Paralyzing Rays Technology, Upgrade Subs Laser Rate
     Description:
       Increases damage of your Electromagnetic Torpedo to next level. Also
       doubles its damage over time.

  o Upgrade Heavy Laser Rate
     Gold: 250      Research Time: 5:00     Stealable: Yes
     Prerequisites: Upgrade Subs Laser Rate
     Description:
       Increases the fire rate of Heavy Laser by decreasing the delay to 1.

  o Laser Snare Detection
     Gold: 150      Research Time: 3:20     Stealable: No
     Prerequisites: Depth & Acoustic Mine Detection
     Description:
       Allows your Defender to see enemy Laser Snares.

  o Raider Equipment Upgrade
     Gold: 180      Research Time: 4:00     Stealable: No
     Prerequisites: Phantom Equipment
     Description:
       Decreases time required to capture an enemy object by 25%.

  o Increase Information Security
     Gold: 150      Research Time: 1:40     Stealable: No
     Prerequisites: Phantom Equipment
     Description:
       Should reduce chance for enemy to hack you and halve their access time.
       It should also trace structure which hacked you but that does not work.

  o Phantom Recharge Upgrade
     Gold: 200      Research Time: 6:00     Stealable: Yes
     Prerequisites: Phantom Equipment
     Description:
       Halves the time required for recharging Phantom's stealth.

  o Upgrade to Engine Class 4
     Gold:  80      Research Time: 4:40     Stealable: No
     Prerequisites: Cyber Equipment
     Description:
       Increases speed of your submarines by 25% (100% in total).

  o Upgrade Mine Productivity
     Gold:  70      Research Time: 2:00     Stealable: No
     Prerequisites: Munitions Factory Upgrade
     Description:
       Cargo Sub is supposed to load and unload resources 25% faster but the
       load/unload time actually stays the same, so it doesn't work.

  o Anti-Ultrasonic Screen
     Gold:  90      Research Time: 3:20     Stealable: Yes
     Prerequisites: Upgrade to Armor Level 4, Upgrade Heavy Laser Rate
     Description:
       Reduces the incoming damage from Ultrasonic Generator to your
       structures and submarines by 25%

  o ASDIC Upgrade
     Gold:  50      Research Time: 2:00     Stealable: No
     Prerequisites: Increase Information Security
     Description:
       Increases range of ASDIC by 10 and allows ASDIC to use View Zone
       ability.

  o Improve Repair Technology
     Gold:  50      Research Time: 2:00     Stealable: No
     Prerequisites: Upgrade Mine Productivity
     Description:
       Repair Platform and Repair Dock repairs 50% faster.

  o Laser Bomb Technology
     Gold: 150      Research Time: 8:20     Stealable: Yes
     Prerequisites: Upgrade Heavy Laser Rate, ASDIC Upgrade
     Description:
       Allows construction of Laser Bomb Launcher and production of Laser
       Bomb.

  o Anti-Mass Weapons Defense System
     Gold: 300      Research Time: 6:00     Stealable: Yes
     Prerequisites: ASDIC Upgrade
     Description:
       Allows CentComp to change point of impact of weapons of mass
       destruction aimed at a spot inside CentComp's range. This process is
       automatic and random but most of the time guarantees that area around
       CentComp is safe from weapons of mass destruction.
       Weapon of mass destruction changes its course only once, even if the
       point of impact is moved into range of another CentComp.




------------------------------------------------------------------------------
    Silicons                                                        [Sili]
------------------------------------------------------------------------------

Silicons shine at the late stages of the game when the many damage reduction
upgrades stack with their regeneration ability which gives great survivability
to their submarines and structures.
Furthermore, their different economy makes them less dependent on resource
deposits and they can cheaply expand their research capabilities.

SI submarines start as being more fragile than their WS and BO counterparts
but they are a bit cheaper and can regenerate their Hit Points during combat.
Their main strength lies in Bio-Acid Assaulter and Dreadnought. While Bio-Acid
Assaulter has excellent DPS and also serves as mine lying unit, ensuring that
Silicons are always ready to lay down some mines, the Dreadnought is very
durable and capable of damaging groups of enemy submarines.
The raw strength of these submarines is then enhanced by Replenisher - which
keeps SI submarines supplied with Energy, Paralysis Probe - which can paralyze
enemy submarines, and Vermin for protection from Psychotron and submarines in
stealth. Some SI submarines are even capable of teleporting themselves.

Silicons don't have particularly strong towers and their towers are immobile
but they can easily combine them together.
SI have direct fire towers for the first line of defense, indirect
fire towers with self-guided projectiles which can attack enemies while
staying hidden behind other towers and a Soliton Oscillator which creates a
field damaging all enemy submarines in range.
They can also protect important structures with Ion Field Generator, turn
paralyzed enemy submarines into usable Energy and transport large amounts of
submarines around the map using teleportation Gates.

The Silicons weapon of mass destruction is the Vacuum Bomb. It is weaker than
other weapons of mass destruction and the Vacuum Bomb Launcher can hold only
one Vacuum Bomb at a time but submarines can't run away from Vacuum Bomb's
implosion.
Silicons have also access to Gas Laser Satellite which is not affected by
defense system from weapons of mass destruction and which, once launched, can
be used to bombard select targets for free.



  SI Submarines                                                     [SISu]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Supply Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Capsule Prototype
     Corium:        0    Silicon:   50      Build Time:      7
     Prerequisites: None
     Hit Points:  800      Speed:    6      Full Repair:    80 E
     Weapons:                               Stored Energy: 100
       None
     Description:
       Capsule Prototype is a single use structure builder used for building
       all Silicon structures except Command Hub Modules.
       When Capsule Prototype initiates construction, it is consumed in the
       process and the construction gradually consumes resources over time.
       The construction is finished when structure's health reaches 100 %,
       thus any damage will make the construction longer and more expensive.
       When the construction is finished, the structure becomes temporarily
       invincible during the final animation. If you abort construction, the
       already consumed resources are lost, including the Capsule Prototype.

  o Transport
     Corium:        0    Silicon:  100      Build Time:     15
     Prerequisites: None
     Hit Points:  500      Speed:    6      Full Repair:    50 E
     Weapons:                               Stored Energy: 100
       None
     Description:
       Used for moving Corium from Corium Collector to Corium Silo. Won't load
       resources unless you have a Corium Silo. Can't steal from ally's or
       enemy's Corium Collector.
       Transport holds up to 120 units of Corium.

  o Supplier
     Corium:        0    Silicon:  400      Build Time:     40
     Prerequisites: None
     Hit Points:  600      Speed:    6      Full Repair:    60 E
     Weapons:                               Stored Energy: 100
       None
     Description:
       Mobile platform capable of transporting cargo containers, various
       mission related artifacts and your, ally's or paralyzed enemy
       submarines (paralyzed enemy will stay paralyzed and blind as long as it
       stays loaded on RepSub). Transported submarine is disabled and Supplier
       with loaded object still counts as one submarine for purpose of
       teleporting.
       It is also able of teleporting on its own thanks to Local Teleportation
       technology.

  o Replenisher
     Corium:       40    Silicon:  600      Build Time:     40
     Prerequisites: Energy Transmitter
     Hit Points:  600      Speed:    6      Full Repair:   250 E
     Weapons:                               Stored Energy: 400
       None
     Description:
       A mobile version of Replenish Pod. Replenisher's main purpose is to
       provide your submarines with Energy, therefore your submarines, when
       ordered to recharge, will recharge instantly when in range of
       Replenisher instead of seeking out a Replenish Pod.
       Replenisher's secondary purpose comes with the ability to disassemble
       both yours and captured enemy structures. Disassembly will refund 0% to
       60% of structure's cost in dependence on how much is the structure
       damaged, it is short and structure does it on its own. If you
       disassemble captured WS or BO structure, you will obtain only Corium.
       Replenisher is also able of teleporting on its own thanks to Local
       Teleportation technology.


  Military Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Small High Speed (SHS) Sub
     Corium:       50    Silicon:  300      Build Time:     20
     Prerequisites: None
     Hit Points:  300      Speed:   12      Full Repair:    30 E
     Weapons:                               Stored Energy: 100
       Energy Shell
         Damage:  40/ 60/100                Ammo:  30 (I)      Speed: Medium
         Fire Delay: 1.5                    Range:  5          Guided: No
     Description:
       The Silicons variation of small, quick submarine. It is more costly
       than Sentinel and weaker than Fighter but it compensates this with the
       ability to regenerate its Hit Points during fight. That combined with
       Silicon armor and regeneration upgrades makes it a good meat shield for
       your other submarines not to mention it is your only submarine which
       can both kill the enemy subs and catch up to them with its high speed.

  o Dreadnought
     Corium:      110    Silicon: 1000      Build Time:     50
     Prerequisites: BHE Shells
     Hit Points: 1500      Speed:    6      Full Repair:   750 E
     Weapons:                               Stored Energy: 500
       BHE Shell §
         Damage: 300                        Ammo:  20 (S)      Speed: Slow
         Fire Delay: 6                      Range: 5/5         Guided: No
     Description:
       Dreadnought is a slow moving, slow firing submarine with low DPS. But
       the BHE Shells do damage in all depth levels and in nearby tiles on
       the lowest depth level which means a single BHE Shell can do up to 1700
       damage in total.
       Therefore you should use Dreadnoughts when you have to deal with swarms
       of small or medium submarines to take full advantage of the area
       damage. It is also great for destroying structures built on the lowest
       depth level. You just have to watch out for other submarines blocking
       Dreadnought's shots because the BHE Shells are fired upwards and if
       there is a submarine above the Dreadnought it will get damaged instead.
       Although Dreadnought should be able to fire from any angle as long as
       the target is in range, Dreadnought still need line of sight at the
       target just like other submarines do. The only difference is that
       Dreadnought ignores submarines and structures between him and the
       target when deciding to fire.
       § When fired it flies up from Dreadnought and moves above the highest
         depth level to target tile where it creates a shockwave expanding 
         downwards. The shockwave damages units on all depth levels in the
         target tile and on the lowest depth level in 4 adjacent tiles.
         The damage is 300 on highest depth level and gradually decreases to
         150 on lowest depth level.
         Big structures on lowest depth level are damaged multiple times for
         every tile they occupy.
         If the BHE Shell hits a submarine before reaching target tile it does
         25 damage to that submarine only.

  o Escort
     Corium:      180    Silicon:  800      Build Time:     45
     Prerequisites: Ion Cassette Shells
     Hit Points:  500      Speed:    9      Full Repair:   200 E
     Weapons:                               Stored Energy: 400
       Ion Cassette Shell §
         Damage: 120/140/160 (20/30/40 * 6) Ammo:  20 (I)      Speed: Slow
         Fire Delay: 2.5                    Range:  5          Guided: No
     Description:
       Your medium submarine. You get access to it very early, it starts
       with good damage, more Hit Points than SHS Sub and it is still pretty
       quick. But it will soon get replaced by Bio-Acid Assaulter which is 
       better in every way except speed and the fact that it requires ammo
       supply from Arsenal.
       § Fires a shell which travels 2 tiles before splitting into 6
         projectiles doing 20/30/40 damage each. If the shell hits before
         splitting, it does 120/140/160 damage and releases its projectiles
         causing 240/320/400 damage in total, if all projectiles hit the same
         target.


  Special Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Paralysis Probe
     Corium:      400    Silicon:  600      Build Time:     70
     Prerequisites: Neuro-Paralysis Shells
     Hit Points:  400      Speed:   12      Full Repair:   160 E
     Weapons:                               Stored Energy: 400
       Neuro-Shell
         Damage:  10/ 20/ 30/ 30            Ammo:  20 (S)      Speed: Medium
         Fire Delay: 4                      Range:  5          Guided: No
     Description:
       The Paralysis Probe has only one function and that is to paralyze enemy
       submarines. To do that it has a weapon firing Neuro-Shells which will
       paralyze enemy submarine for 5, 10 or 15 seconds in dependence on 
       upgrades.
       The Neuro-Shells are expensive to manufacture but if you can afford it,
       the Paralysis Probe will help your fleet to take on large enemy subs
       easily. With maxed out upgrades you will also have enough time to load
       paralyzed submarine on your Supplier and deliver it to Recyclotron,
       which will give you more than enough Energy to pay for used
       Neuro-Shells.
       The last upgrade for Neuro-Shells gives them ability to deplete one
       third of the Power Protector's charge when it blocks the Neuro-Shell.
       You can use that to quickly turn off the BO's Power Protector, if there
       are any targets at the edge of Power Protector's field.

  o Bio-Acid Assaulter
     Corium:      200    Silicon:  700      Build Time:     60
     Prerequisites: Bio-Acid Shells
     Hit Points:  900      Speed:    6      Full Repair:   270 E
     Weapons:                               Stored Energy: 300
       Bio-Acid Shell §
         Damage: 400/600                    Ammo:  25 (S)      Speed: Slow
         Fire Delay: 2.5                    Range:  5          Guided: No
       Acoustic Mine §
         Damage: 950                        Ammo:  10 (S)      Speed: Immobile
         Fire Delay: None                   Range:  1          Guided: No
     Description:
       The backbone of your fleet. The Bio-Acid Assaulter is not only your
       highest damaging submarine but it is also well armored, not very
       expensive and it also acts as your mine layer.
       Once you have access to this submarine, stop building Escorts and build
       Bio-Acid Assaulters instead. This submarine is your answer to highly
       durable enemy submarines such as Cruiser and Heavy Cruiser but it is
       also great for destroying towers.
       With the Acoustic Mines technology, the Bio-Acid Assaulters will carry
       and be able to place Acoustic Mines.
       Acoustic Mines deal a lot of damage in small area and are invisible to
       enemy. Acoustic Mine is triggered by any enemy sub which comes in close
       contact with it (1 tile radius, triggers also in depth level directly
       above and under the mine, triggers for subs in stealth as well) but
       explosion damages all units, even other Acoustic Mines, causing a chain
       reaction. So don't put them right next to each other.
       Acoustic Mine cannot move but it can change its depth. You can also set
       the submarine classes for which the Acoustic Mine will trigger. The
       default setting is that all sub classes triggers the mine.
       However, you can't select more than one Acoustic Mine at once so you
       would have to change the setting for every Acoustic Mine separately.
       Bio-Acid Assaulter also explodes upon death, which deals 200 damage to
       all enemy submarines and structures in radius of 3 on the Bio-Acid
       Assaulter's depth level and the depth level above and below it.
       Big structures are damaged multiple times for every tile they occupy.
       § Bio-Acid Shell ignores top 26% of damage reduction from armor
         upgrades, i.e. the actual damage reduction from armor upgrades
         against this weapon is 20%/34%/34% instead of 20%/40%/60%.
         Structures protected by Ion Field Generator retain the default damage
         reduction from armor upgrades.
       § Acoustic Mine ignores top 40% of damage reduction from armor
         upgrades, i.e. the actual damage reduction from armor upgrades
         against this weapon is 20%/20%/20% instead of 20%/40%/60%.

  o Usurper
     Corium:      100    Silicon:  500      Build Time:     40
     Prerequisites: Enemy Capture
     Hit Points: 1200      Speed:    9      Full Repair:   360 E
     Weapons:                               Stored Energy: 300
       Energy Shell
         Damage:  40/ 60/100                Ammo:  20 (I)      Speed: Medium
         Fire Delay: 2                      Range:  5          Guided: No
     Description:
       While Usurper has weak damage output it is very durable and capable of
       capturing enemy structures.
       In order to capture a structure, Usurper has to get right above it. It
       has a certain chance for success. If it succeeds, structure comes under
       control of Usurper's owner. After every attempt to capture a structure,
       Usurper becomes slightly damaged.
       Capturing is a preferable way of dealing with spread out enemy towers
       and can be a good way of how to deal with enemy structures in general.
       You can't use captured WS and BO structures, not even their abilities,
       at best they act on their own. But you can still disassemble them with
       Replenisher to get some of the Corium used in its construction.

  o Vermin
     Corium:      150    Silicon:  600      Build Time:     40
     Prerequisites: Psy-Shield
     Hit Points:  700      Speed:    9      Full Repair:   360 E
     Weapons:                               Stored Energy: 400
       Energy Shell
         Damage:  40/ 60/100                Ammo:  30 (I)      Speed: Medium
         Fire Delay: 1.5                    Range:  5          Guided: No
     Description:
       Counters special technologies of WS and BO factions. It is able to
       detect enemy stealthed submarines in radius 6 and when it gets in range
       of WS Psychotron, it will shield friendly submarines in radius 6 from
       Psychotron's effect for 30 seconds and will then take few minutes to
       regain the charge. The activation of Psychotron protection is automatic
       and Vermin will fully deplete its charge even when it gets out of
       Psychotron's range.
       In other regards Vermin acts like a sturdier SHS sub. Ignore this sub
       when you are not fighting WS or BO faction.

  o Explorer
     Corium:       40    Silicon:  200      Build Time:     20
     Prerequisites: High Range Explorer
     Hit Points:  200      Speed:    9      Full Repair:    20 E
     Weapons:                               Stored Energy: 100
       None
     Description:
       Your scouting submarine. It has greater field of view than other 
       submarines and is able to teleport itself. A single teleportation
       depletes half of their charge and it takes 46 seconds to fully
       recharge.


  Automatic Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o BioCollector
     Corium:        0    Silicon:    0      Build Time:      0
     Prerequisites: Molecular Repair Facility
     Hit Points:  600      Speed:    6      Full Repair:   None
     Weapons:                               Stored Energy: None
       None
     Description:
       BioCollector is automatically created by Molecular Repair Facility
       (MRF) for free and will on its own collect BioCapsules from your
       destroyed subs.
       It cannot be targeted by player but subs and towers can target it on
       their own. It is capable of teleportation to location where your subs
       died and back to their MRF.
       If it is destroyed, it will respawn at its MRF. If the MRF is destroyed
       as well but other MRF exists, it will respawn there and will become
       fault - it will try to gather BioCapsules but won't be able to unload
       them into any MRF and when it tries to teleport to MRF it will
       disappear.


  Non-Buildable Submarines
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o SI Flagship
     Corium:      300    Silicon: 1000      Build Time: Very Slow
     Prerequisites: None
     Hit Points: 3000      Speed:    9      Full Repair:  1500 E
     Weapons:                               Stored Energy: 500
       Energy Shell
         Damage:  40/ 60/100                Ammo:  20 (I)      Speed: Medium
         Fire Delay: 1.5                    Range:  5          Guided: No
     Description:
       This submarine is available in campaign and multiplayer. It is
       essentially a more durable version of Usurper and although it cannot be
       built it has the same production cost as Cruiser stated in Titanopedia.
       If you have this submarine, you most probably mustn't lose it.



  SI Structures                                                     [SISt]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Basic Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Command Hub
     Corium:      300    Silicon: 1200      Build Time:     45
     Prerequisites: None
     Hit Points: 2000                       Full Repair:  1600 E
     Weapons:                               Stored Energy: 800
       None
     Description:
       Allows you to hack enemy systems which, if successful, gives you
       information about the number of enemy player's military and
       non-military subs and structures as well as amount of his resources.
       Numbers of units shown are compared to yours (e.g. 5/2 = enemy has 5
       units of this type and you have 2).
       The hack attempt takes 20 seconds (10 s with upgrade) and if succesful,
       you get access to information about enemy for 40 seconds - the counter
       starts when you first view the information.
       With appropriate research it also protects structures in radius 6 from
       enemy strategic weapons by randomly moving the point of its impact
       away. If you have two Command Hubs and strategic weapon's impact point
       is moved from one Command Hub to the other, it won't be moved again by
       the second Command Hub.
       Command Hub also allows you to build Command Hub Modules in which you
       research technologies. Command Hub Modules have to be built adjacent to
       Command Hub or other Command Hub Modules but they don't require to be
       connected to Command Hub in order to work.

  o CHub Mobility Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to submarine speed.

  o CHub Intelligence Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to intelligence gathering
       and counter-espionage such as hacking, sonar, anti-sonar and mine
       detection.

  o CHub Super-tech Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to teleportation and
       weapons of mass destruction.

  o CHub Energy Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to consumption and
       production of Energy.

  o CHub Structure Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to defensive structures.

  o CHub Regeneration Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to protection from damage
       and damage regeneration.

  o CHub Submarine Module
     Corium:      200    Silicon:  600      Build Time:     60
     Prerequisites: None
     Hit Points:  500                       Full Repair:   100 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Serves for researching technologies related to submarines and weapons.

  o Arsenal
     Corium:      400    Silicon:  900      Build Time:     45
     Prerequisites: None
     Hit Points: 1200                       Full Repair:   720 E
     Weapons:                               Stored Energy: 600
       None
     Description:
       Produces ammunition for your submarines and structures, if you have the
       necessary technologies.

  o Protoplasm Generator
     Corium:        0    Silicon: 1500      Build Time:     90
     Prerequisites: None
     Hit Points: 1800                       Full Repair:   900 E
     Weapons:                               Stored Energy: 500
       None
     Description:
       Produces all your submarines with exception of BioCollector.

  o Replenish Pod
     Corium:       50    Silicon:  600      Build Time:     30
     Prerequisites: None
     Hit Points:  700                       Full Repair:   140 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Replenish Pod allows you to recharge your structures and submarines
       with Energy. Structures can recharge anytime as long as at least one
       Replenish Pod exists but submarines need to return to Replenish Pod and
       recharge at its sides.
       Replenish Pod also increases your Energy capacity by 2000.

  o BioSonar Station
     Corium:       50    Silicon:  600      Build Time:     30
     Prerequisites: BioSonar Technology
     Hit Points:  700                       Full Repair:   140 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Shows enemy structures and submarine in range on your minimap.
       It's sonar has a long range (radius 30, 40 after upgrade) and it also
       works as a sonar disperser with range 15 and stealth detector with
       range 9 after researching necessary technologies. 
       With appropriate upgrade, it can also temporarily show target area on
       map, if that area is not protected by sonar disperser. Doing that
       depletes its charge which it has to build up again.


  Supply Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Silicon Extractor
     Corium:        0    Silicon:  700      Build Time:     30
     Prerequisites: None
     Hit Points:  600                       Full Repair:   120 E
     Weapons:                               Stored Energy: 200
       None
     Description:
       Extracts Silicon from seabed. Transfers Silicon to your reserves when
       full or when ordered to. Holds a maximum of 100 Silicon.

  o Corium Collector
     Corium:        0    Silicon:  400      Build Time:     20
     Prerequisites: None
     Hit Points:  500                       Full Repair:    50 E
     Weapons:                               Stored Energy: 100
       None
     Description:
       Can be built only on Corium deposits. Loads Transports with Corium from
       the deposit.

  o Corium Silo
     Corium:        0    Silicon:  300      Build Time:     20
     Prerequisites: None
     Hit Points:  500                       Full Repair:    50 E
     Weapons:                               Stored Energy: 100
       None
     Description:
       Transports unload Corium here to transfer them to your reserves.

  o Energy Accumulator
     Corium:        0    Silicon:  800      Build Time:     30
     Prerequisites: None
     Hit Points:  800                       Full Repair:   320 E
     Weapons:                               Stored Energy: 400
       None
     Description:
       Can be built only on Metal deposits. Transforms Metal to Energy and
       transfers it to your reserves when full or when ordered to. Holds a
       maximum of 100 Energy.

  o Energy Converter
     Corium:      200    Silicon:  800      Build Time:     40
     Prerequisites: Transform Corium to Energy
     Hit Points: 1200                       Full Repair:   440 E
     Weapons:                               Stored Energy: 400
       None
     Description:
       Allows you to sell resources for Energy and buy them with Energy.
       It can also create and accept resource containers.

  o Recyclotron
     Corium:      200    Silicon: 1000      Build Time:     45
     Prerequisites: Annihilation Technology
     Hit Points: 1100                       Full Repair:   400 E
     Weapons:                               Stored Energy: 400
       None
     Description:
       Allows you to dismantle submarines in order to get Energy.
       You dismantle submarines by loading them onto Supplier and ordering it
       to drop their cargo into Recyclotron. Be careful when recycling enemy
       submarines, your towers and subs will fire at them when they are being
       unloaded into Recyclotron.


  Defensive Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Polarized Plasma (PP) Pulsar
     Corium:       50    Silicon:  500      Build Time:     20
     Prerequisites: Polarized Plasma Pulsar
     Hit Points: 1000                       Full Repair:   300 E
     Weapons:                               Stored Energy: 300
       Polarized Plasma Shell
         Damage:  80/120/150                Ammo:  ## (I)      Speed: Medium
         Fire Delay: 2/1                    Range:  8          Guided: No
     Description:
       Your first defensive tower. It is not bad at the start but will get
       quickly replaced by other SI towers.
       It has limited vertical angle in which it can fire so put it in an
       elevated place.

  o Soliton Oscillator
     Corium:      500    Silicon:  800      Build Time:     30
     Prerequisites: Soliton Oscillator
     Hit Points:  700                       Full Repair:   560 E
     Weapons:                               Stored Energy: 800
       Soliton Field
         Damage:  30                        Ammo:  (I)         Speed: Immobile
         Fire Delay: 1.5                    Range:  7          Guided: No
     Description:
       Creates a Soliton Field which periodically damages every enemy unit in
       it on all depth levels. Best used against swarms of smaller subs and as
       area denial for structures (structures start to build with 1 health).
       It is stronger and more resilient than WS Ultrasonic Generator but it
       can't be built in range of other Soliton Oscillators.
       Put it behind rocks or other structures to protect it.

  o Gas Shell Launcher
     Corium:      300    Silicon:  900      Build Time:     25
     Prerequisites: Gas Shell Launcher
     Hit Points: 1100                       Full Repair:   440 E
     Weapons:                               Stored Energy: 400
       Gas Shell 2x
         Damage: 150                        Ammo:  40 (S)      Speed: Medium
         Fire Delay: 2/1                    Range:  8          Guided: No
     Description:
       Your best standard defensive tower. It has high DPS and large vertical
       angle in which it can fire but requires ammo supply from Arsenal.

  o Double Plasma Turret (DPT) Gun
     Corium:      200    Silicon:  800      Build Time:     20
     Prerequisites: Double Plasma Turret Gun
     Hit Points: 1400                       Full Repair:   560 E
     Weapons:                               Stored Energy: 400
       High Temperature Plasma Shell 2x
         Damage: 100/120/160                Ammo:  ## (I)      Speed: Medium
         Fire Delay: 2                      Range: 8/8         Guided: No
     Description:
       DPT Gun is very similar to PP Pulsar. At first it is clearly better but
       with upgrades it becomes just a slightly stronger version of PP Pulsar
       and both are significantly worse than Gas Shell Launcher.
       It has limited vertical angle in which it can fire so put it in an
       elevated place.

  o Ion Reflector
     Corium:      200    Silicon:  700      Build Time:     30
     Prerequisites: Ion Reflector
     Hit Points: 1300                       Full Repair:   780 E
     Weapons:                               Stored Energy: 600
       Energy Shell?
         Damage:  20/ 20/ 20                Ammo:  ## (I)      Speed: Medium
         Fire Delay: 1                      Range:  8          Guided: No
     Description:
       A useless tower. When it shoots, it depletes its charge which last for
       20 shots and takes 1 minute to recharge. Unfortunately, those shots are
       very weak and the only time when this tower does any significant damage
       is when it gets shot by the enemy in which case it will fire back a
       projectile doing 25% (50% with upgrade) damage of the shot which has
       hit the Ion Reflector (reflected damage is calculated from base damage
       before damage reductions from armor etc.).
       You could try to exploit that using Ion Field Generator but nobody
       except AI will fall for that.

  o Jump-Mine Launcher
     Corium:      300    Silicon:  900      Build Time:     35
     Prerequisites: Jump-Mine Launcher
     Hit Points: 1000                       Full Repair:   500 E
     Weapons:                               Stored Energy: 500
       Jump-Mine
         Damage: 200                        Ammo:  15 (S)      Speed: Slow
         Fire Delay: 3                      Range:  5          Guided: Yes
     Description:
       A special kind of defense. Releases Jump Mines until it has 7 of them
       out and these Jump Mines will seek targets in range on their own.
       It doesn't require line of sight with the target so you can put it
       behind other towers and the group of 7 Jump Mines delivers nice damage
       to first arriving enemy.
       But the range is not great and once those accumulated Jump Mines are
       gone the tower doesn't release new mines quickly enough to get decent
       DPS. Sometimes the Jump Mines might follow slower submarines to their
       base but you have better options for the same price.

  o Bio-Mine Launcher
     Corium:      300    Silicon:  800      Build Time:     35
     Prerequisites: Bio-Mine Launcher
     Hit Points: 1200                       Full Repair:   600 E
     Weapons:                               Stored Energy: 500
       Bio-Mine
         Damage: 150                        Ammo:  15 (S)      Speed: Slow
         Fire Delay: 6                      Range: 10          Guided: Yes
     Description:
       Works the same way as Jump-Mine Launcher does, but it releases
       Bio-Mines instead of Jump Mines, which float over your towers. It keeps
       5 of them around, releases them slower and they do less damage.
       However, Bio-Mines will engage targets up to 10 tiles away from the
       Bio-Mine Launcher, that makes this the tower with highest range in the
       game. Put it behind your first line defense and it will deliver some
       additional punishment to your enemies. It doesn't do that much damage
       though, so build it only when you have enough resources.

  o Parcher
     Corium:      300    Silicon:  900      Build Time:     35
     Prerequisites: Parcher
     Hit Points: 1400                       Full Repair:   700 E
     Weapons:                               Stored Energy: 500
       Self-Guided Energy Shell §
         Damage: 400/400/400                Ammo:  ## (I)      Speed: Slow
         Fire Delay: 2.5                    Range:  8          Guided: Yes
     Description:
       While the Parcher has less DPS than Gas Shell Launcher, the Self-Guided
       Energy Shell, used by Parcher, is able to not only track targets but
       also go around your other structures between Parcher and the target.
       That allows you to improve the total DPS of your defense by placing
       Parchers behind your frontline towers. Just don't place it right next
       to the tower but leave an empty space between them so the Self-Guided
       Energy Shell has space to turn up and fly over.
       It has limited vertical and horizontal angle in which it can fire so
       put it in an elevated place.
       § Acoustic Mine ignores top 10% of damage reduction from armor
         upgrades, i.e. the actual damage reduction from armor upgrades
         against this weapon is 20%/40%/50% instead of 20%/40%/60%.


  Special Structures
  ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨

  o Gate
     Corium:      100    Silicon: 1000      Build Time:     60
     Prerequisites: Teleportation Gate
     Hit Points: 1300                       Full Repair:   650 E
     Weapons:                               Stored Energy: 500
       None
     Description:
       The Gate is a dual structure. When you built a Gate, you need to build
       its exit using Gate's ability. The Gate's exit can be placed anywhere
       and works as another Gate which is connected to Gate which built it.
       You can teleport submarines between these two Gates and unlike WS
       TranCenter or BO Teleporter, the Gate doesn't need to recharge.
       If any of these two connected Gates is destroyed, the remaining one
       can be used to build a new connected Gate.
       The enemy can use your Gates as well until you research the ID
       Teleportation technology.

  o Ion Field Generator
     Corium:      400    Silicon:  900      Build Time:     50
     Prerequisites: Ion Field Generator
     Hit Points: 1000                       Full Repair:   500 E
     Weapons:                               Stored Energy: 500
       None
     Description:
       Ion Field Generator allows you to select up to 2 friendly structures
       other than Ion Field Generators to protect them with damage reducing
       shield.
       You can set the strength of the shield from 0% to 100% and if you
       protect two structures, the shield's strength divides between them in
       50%:50% ratio and when you increase strength for one structure, it
       lowers the strength for the other structure.
       However, instead of giving the structure 50% damage reduction at 100%
       shield strength and then lowering the damage reduction as the shield
       strength decreases, the damage reduction actually increases as shield
       strength decreases. That means that at 100% strength you get 50% damage
       reduction, at 50% strength you get 75% damage reduction and finally at
       5% you get 97.5% damage reduction. At 0% shield strength the protective
       shield turns off.

  o Molecular Repair Facility
     Corium:      500    Silicon: 1000      Build Time:     90
     Prerequisites: Molecular Repair Facility
     Hit Points:  900                       Full Repair:   600 E
     Weapons:                               Stored Energy: 700
       None
     Description:
       Serves as a storage for BioCapsules collected by BioCollectors from
       destroyed Silicon subs. It produces its own BioCollector for free and
       produces a new one 30 seconds after BioCollector's destruction.
       If your Molecular Repair Facility contains a BioCapsule from certain
       destroyed Silicon submarine, you can build that submarine in Protoplasm
       Generator for half the price, consuming the BioCapsule in the process.
       If a Molecular Repair Facility is destroyed, the BioCapsules contained
       in it are lost.

  o Gas Laser Satellite (GLS) Launcher
     Corium:     3000    Silicon: 1100      Build Time:     50
     Prerequisites: Gas Laser Satellite
     Hit Points: 1200                       Full Repair:   800 E
     Weapons:                               Stored Energy: 800
       None
     Description:
       Allows you to launch a Gas Laser Satellite and call it for bombardment
       of select targets.
       When built it will recharge for 305 seconds after which you can order
       it to launch the GLS. After that it needs another 305 seconds to charge
       up for an attack after which it will need to recharge again for the
       next attack and so on.
       When ordered to attack a target tile the GLS will appear close to the
       target and will fire 12 shots, 1300 damage each (ignoring armor
       upgrades) straight down while moving from the direction of GLS Launcher
       towards the target (or in the opposite direction). That way the fired
       shots are evenly distributed into a row of 5 tiles, with the target in
       the middle. The movement direction is determined by first attack and
       stays the same for all future attacks.
       The GLS is unaffected by the Anti-Mass Weapons Defense System
       technology.

  o Vacuum Bomb Launcher
     Corium:     3000    Silicon:  800      Build Time:     90
     Prerequisites: Vacuum Bomb
     Hit Points:  700                       Full Repair:   360 E
     Weapons:                               Stored Energy: 600
       None
     Description:
       Builds, stores and launches Vacuum Bombs. Can store only 1 Vacuum Bomb
       at a time.
       Launched Vacuum Bomb will explode above the target tile, creating a
       shockwave in radius 5 from the targeted tile which travels towards the
       targeted tile.
       The Shockwave consists of projectiles which do 1000 damage on contact
       at any depth level. A single submarine or structure can be damaged
       multiple times and it will be damaged more the closer it is to the
       targeted tile in center because of how the shockwave becomes more
       dense. Overall the damage is high enough to destroy any submarine or
       structure even with armor upgrades unless they have additional
       protection.

  o Quantum Paralyzer
     Corium:      600    Silicon: 1000      Build Time:     60
     Prerequisites: Quantum Paralyzer
     Hit Points:  800                       Full Repair:   720 E
     Weapons:                               Stored Energy: 800
       None
     Description:
       When an enemy submarine teleports in the range of Quantum Paralyzer
       (radius 10) it will deplete part of Quantum Paralyzer's charge and the
       enemy unit will be paralyzed for 7 seconds.



  SI Technologies                                                   [SITe]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  o Polarized Plasma Pulsar
     Energy: 1000   Research Time: 0:30     Stealable: No
     Prerequisites: None
     Description:
       Allows construction of PP Pulsar.

  o Gas Shell Launcher
     Energy: 1500   Research Time: 2:00     Stealable: No
     Prerequisites: Polarized Plasma Pulsar
     Description:
       Allows construction of GSL and manufacture of Gas Shell.

  o Soliton Oscillator
     Energy: 5000   Research Time: 3:20     Stealable: No
     Prerequisites: Polarized Plasma Pulsar
     Description:
       Allows construction of Soliton Oscillator.

  o Double Plasma Turret Gun
     Energy: 2000   Research Time: 3:00     Stealable: No
     Prerequisites: Polarized Plasma Pulsar
     Description:
       Allows construction of DPT Gun.

  o Bio-Mine Launcher
     Energy: 3000   Research Time: 3:00     Stealable: No
     Prerequisites: Polarized Plasma Pulsar
     Description:
       Allows construction of Bio-Mine Launcher and manufacture of Bio-Mine.

  o BioSonar Technology
     Energy: 1000   Research Time: 2:00     Stealable: No
     Prerequisites: None
     Description:
       Allows construction of BioSonar Station.

  o Energy Conservation Level 2
     Energy: 1000   Research Time: 1:00     Stealable: No
     Prerequisites: None
     Description:
       Decreases the price for repair of your submarines and structures by
       17% to 33% (value differs between various subs and structures).

  o Upgrade GSL Fire Rate
     Energy: 2000   Research Time: 3:00     Stealable: No
     Prerequisites: Gas Shell Launcher
     Description:
       Increases the fire rate of GSL by decreasing the delay to 1.

  o Ion Reflector
     Energy: 3000   Research Time: 5:00     Stealable: No
     Prerequisites: Soliton Oscillator
     Description:
       Allows construction of Ion Reflector.

  o Upgrade PP Pulsar Fire Rate
     Energy: 2000   Research Time: 3:00     Stealable: No
     Prerequisites: Double Plasma Turret Gun
     Description:
       Increases the fire rate of PP Pulsar by decreasing the delay to 1.

  o Jump-Mine Launcher
     Energy: 3500   Research Time: 3:20     Stealable: No
     Prerequisites: Bio-Mine Launcher
     Description:
       Allows construction of Jump-Mine Launcher and manufacture of Jump-Mine.

  o Ion Cassette Shells
     Energy: 1500   Research Time: 4:00     Stealable: No
     Prerequisites: None
     Description:
       Allows production of Escort.

  o Human Cipher Key
     Energy: 1200   Research Time: 3:00     Stealable: No
     Prerequisites: BioSonar Technology
     Description:
       Allows Command Hub to hack into enemy system.

  o Transform Corium to Energy
     Energy: 1000   Research Time: 2:00     Stealable: No
     Prerequisites: Energy Conservation Level 2
     Description:
       Allows construction of Energy Converter.

  o Upgrade Ion Reflector
     Energy: 3500   Research Time: 5:00     Stealable: No
     Prerequisites: Ion Reflector
     Description:
       Ion Reflector now returns 50% of received damage. 

  o Upgrade DPT Gun Range
     Energy: 2000   Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade PP Pulsar Fire Rate
     Description:
       Should increase range of DPT Gun but doesn't do anything.

  o BHE Shells
     Energy: 1600   Research Time: 5:00     Stealable: No
     Prerequisites: Ion Cassette Shells
     Description:
       Allows production of Dreadnought and manufacture of BHE Shell.

  o Local Teleportation
     Energy: 3000   Research Time: 4:00     Stealable: No
     Prerequisites: Human Cipher Key
     Description:
       Allows your Supplier and Replenisher to teleport. A single
       teleportation depletes half of their charge and it takes 46 seconds to
       fully recharge.

  o Data Intrusion
     Energy: 1000   Research Time: 2:00     Stealable: No
     Prerequisites: Human Cipher Key
     Description:
       Decreases time needed to perform hack by a half.

  o Locator
     Energy: 2000   Research Time: 4:00     Stealable: No
     Prerequisites: Human Cipher Key
     Description:
       Increases range of BioSonar by 10, allows BioSonar to use View Zone
       ability and allows it to hide nearby friendly subs and structures from
       sonar.

  o Movement Level 2
     Energy: 1000   Research Time: 2:00     Stealable: No
     Prerequisites: None
     Description:
       Increases speed of your submarines by 25%.

  o Energy Conservation Level 3
     Energy: 2000   Research Time: 4:00     Stealable: No
     Prerequisites: Transfer Corium to Energy
     Description:
       Decreases the price for repair of your submarines and structures by
       33% to 50% in total (value differs between various subs and
       structures).

  o Energy Transmitter
     Energy: 2000   Research Time: 3:00     Stealable: No
     Prerequisites: Transfer Corium to Energy
     Description:
       Allows production of Replenisher.

  o Annihilation Technology
     Energy: 3000   Research Time: 5:00     Stealable: No
     Prerequisites: Transfer Corium to Energy
     Description:
       Allows construction of Recyclotron.

  o Parcher
     Energy: 2500   Research Time: 4:00     Stealable: No
     Prerequisites: Upgrade DPT Gun Range
     Description:
       Allows construction of Parcher.

  o Bio-Acid Shells
     Energy: 1800   Research Time: 5:00     Stealable: No
     Prerequisites: BHE Shells
     Description:
       Allows production of Bio-Acid Assaulter and manufacture of Bio-Acid
       Shell.

  o Energy Shell Level 2
     Energy: 2000   Research Time: 3:20     Stealable: No
     Prerequisites: BHE Shells
     Description:
       Increases damage of your Energy Shell, Ion Casette Shell, High-
       Temperature Plasma Shell, Polarized Plasma Shell and Self-Guided Energy
       Shell to next level.

  o Teleportation Gate
     Energy: 2800   Research Time: 5:00     Stealable: No
     Prerequisites: Local Teleportation
     Description:
       Allows construction of Gate.

  o Data Security Upgrade
     Energy: 1200   Research Time: 2:00     Stealable: No
     Prerequisites: Data Intrusion
     Description:
       Should reduce chance for enemy to hack you and halve their access time.
       It should also trace structure which hacked you but that does not work.

  o Anti-Sonar Dispersion Screen
     Energy: 2000   Research Time: 5:00     Stealable: No
     Prerequisites: Locator
     Description:
       Should allow BioSonar to hide nearby friendly subs and structures from
       sonar but the Locator technology already does that.

  o Enemy Capture
     Energy: 1500   Research Time: 4:00     Stealable: No
     Prerequisites: Locator, Movement Level 2
     Description:
       Allows production of Usurper.

  o Torpedo Evasion
     Energy: 1000   Research Time: 3:00     Stealable: No
     Prerequisites: Movement Level 2
     Description:
       Should somehow improve submarine maneuvers but it seems it doesn't have
       any noticable effect.

  o Upgrade Energy Accumulator
     Energy: 1500   Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade Energy Accumulator
     Description:
       Energy Accumulator is supposed to generate Energy 25% faster but the
       accumulation time actually stays the same, so it doesn't work.

  o Upgrade Silicon Extractor
     Energy: 1200   Research Time: 3:00     Stealable: No
     Prerequisites: Annihilation Technology
     Description:
       Silicon Extractor is supposed to extract Silicon 25% faster but the
       extraction time actually stays the same, so it doesn't work.

  o Silicon Armor Level 2
     Energy: 1000   Research Time: 4:00     Stealable: No
     Prerequisites: None
     Description:
       Reduces the incoming damage to your structures and submarines by 20%.
       Does not reduce damage inflicted by Ultrasonic and Soliton Fields.

  o Neuro-Paralysis Shells
     Energy: 2000   Research Time: 7:40     Stealable: No
     Prerequisites: Parcher, Bio-Acid Shells
     Description:
       Allows production of Paralysis Probe and manufacture of Neuro-Shell.

  o Acoustic Mines
     Energy: 1500   Research Time: 4:00     Stealable: No
     Prerequisites: Bio-Acid Shells
     Description:
       Newly produced Bio-Acid Assaulters carry Acoustic Mines and Arsenal now
       can manufacture Acoustic Mines.

  o Quantum Paralyzer
     Energy: 3000   Research Time: 5:00     Stealable: No
     Prerequisites: Teleportation Gate
     Description:
       Allows construction of Quantum Paralyzer.

  o High Range Explorer
     Energy: 1500   Research Time: 3:00     Stealable: No
     Prerequisites: Anti-Sonar Dispersion Screen, Teleportation Gate
     Description:
       Allows production of Explorer.

  o Teleportation Detection
     Energy: 3000   Research Time: 4:00     Stealable: No
     Prerequisites: Anti-Sonar Dispersion Screen
     Description:
       Allows Command Hub to show destination of enemy teleportation on your
       minimap.

  o Enemy Capture Upgrade
     Energy: 4000   Research Time: 3:00     Stealable: No
     Prerequisites: Enemy Capture
     Description:
       Decreases time required to capture an enemy object by 25%.

  o Movement Level 3
     Energy: 1200   Research Time: 3:00     Stealable: No
     Prerequisites: Torpedo Evasion
     Description:
       Increases speed of your submarines by 50% (75% in total).

  o Energy Conservation Level 4
     Energy: 3000   Research Time: 5:00     Stealable: No
     Prerequisites: Energy Conservation Level 3
     Description:
       Decreases the price for repair of your submarines and structures by
       50% to 60% in total (value differs between various subs and
       structures).

  o Molecular Repair Facility
     Energy: 3000   Research Time: 4:00     Stealable: No
     Prerequisites: Upgrade Energy Accumulator, Energy Conservation Level 3
     Description:
       Allows construction of Molecular Repair Facility.

  o Upgrade Corium Collector
     Energy: 1200   Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade Silicon Extractor
     Description:
       Transport is supposed to load and unload Corium 25% faster but the
       load/unload time actually stays the same, so it doesn't work.

  o Silicon Armor Level 3
     Energy: 2000   Research Time: 5:00     Stealable: No
     Prerequisites: Silicon Armor Level 2
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (40% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Ion Defensive Sheath (20%)
     Energy: 1500   Research Time: 3:00     Stealable: No
     Prerequisites: Silicon Armor Level 2
     Description:
       Reduces the incoming damage from Light Laser, Ruby Laser, Gas Laser,
       High Plasma Charge, Energy Shell, Ion Casette Shell, High-Temperature
       Plasma Shell, Polarized Plasma Shell and Self-Guided Energy Shell to
       your structures and submarines by 20%.

  o Paralytic Weapon Level 2
     Energy: 2000   Research Time: 6:00     Stealable: No
     Prerequisites: Neuro-Paralysis Shells
     Description:
       Increases damage of your Neuro-Shell to next level and adds 5 seconds
       to duration of the paralyzation (10 seconds in total).

  o Upgrade Bio-Acid Shells
     Energy: 1200   Research Time: 3:00     Stealable: No
     Prerequisites: Acoustic Mines
     Description:
       Increases damage of your Bio-Acid Shell to next level.

  o ID Teleportation
     Energy: 1000   Research Time: 6:00     Stealable: No
     Prerequisites: Quantum Paralyzer
     Description:
       Prevents enemy submarines and mobile towers from using your Gate.

  o Anti-Stealth BioSonar
     Energy: 3200   Research Time: 5:00     Stealable: No
     Prerequisites: Teleportation Detection
     Description:
       Allows your BioSonar to detect submarines in stealth mode.

  o Depth & Acoustic Mine Detection
     Energy: 2800   Research Time: 4:00     Stealable: No
     Prerequisites: Teleportation Detection
     Description:
       Allows your Bio-Acid Assaulter to see enemy Laser Snares.

  o Laser Snare Detection
     Energy: 2800   Research Time: 4:00     Stealable: No
     Prerequisites: Teleportation Detection
     Description:
       Allows your Bio-Acid Assaulter to see enemy Depth Mines and Acoustic
       Mines.

  o Movement Level 4
     Energy: 1400   Research Time: 4:00     Stealable: No
     Prerequisites: Energy Conservation Level 4, Movement Level 3
     Description:
       Increases speed of your submarines by 25% (100% in total).

  o Upgrade Arsenal
     Energy: 1400   Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade Energy Accumulator
     Description:
       Arsenal manufactures ammunition 100% faster (manufacture time of
       ammunition is decreased to 50% of original value).

  o Upgrade Regeneration Speed
     Energy: 1800   Research Time: 5:00     Stealable: No
     Prerequisites: Silicon Armor Level 3, Upgrade Energy Accumulator
     Description:
       Increases regeneration speed of your submarines and structures by 100%.

  o Silicon Armor Level 4
     Energy: 3000   Research Time: 6:00     Stealable: No
     Prerequisites: Silicon Armor Level 3
     Description:
       Reduces the incoming damage to your structures and submarines by 20%
       (60% in total). Does not reduce damage inflicted by Ultrasonic and
       Soliton Fields.

  o Ion Defensive Sheath (30%)
     Energy: 2500   Research Time: 4:00     Stealable: No
     Prerequisites: Ion Defensive Sheath (20%)
     Description:
       Reduces the incoming damage from Light Laser, Ruby Laser, Gas Laser,
       High Plasma Charge, Energy Shell, Ion Casette Shell, High-Temperature
       Plasma Shell, Polarized Plasma Shell and Self-Guided Energy Shell to
       your structures and submarines by 10% (30% in total).

  o Ion Field Generator
     Energy: 3200   Research Time: 4:00     Stealable: No
     Prerequisites: Upgrade Ion Reflector, Ion Defensive Sheath (20%)
     Description:
       Allows construction of Ion Field Generator.

  o Paralytic Weapon Level 3
     Energy: 2500   Research Time: 6:00     Stealable: No
     Prerequisites: Upgrade Ion Reflector, Paralytic Weapon Level 2
     Description:
       Increases damage of your Neuro-Shell to next level and adds 5 seconds
       to duration of the paralyzation (15 seconds in total).

  o BHE Shell Range Upgrade
     Energy: 1500   Research Time: 3:00     Stealable: No
     Prerequisites: Upgrade Bio-Acid Shells
     Description:
       Should increase the range of Dreadnought but doesn't do anything.

  o Energy Shell Level 3
     Energy: 2500   Research Time: 4:00     Stealable: No
     Prerequisites: Upgrade Bio-Acid Shells
     Description:
       Increases damage of your Energy Shell, Ion Casette Shell, High-
       Temperature Plasma Shell, Polarized Plasma Shell and Self-Guided Energy
       Shell to next level.
       If you research Upgrade Bio-Acid Shells before Energy Shell Level 2,
       you won't be able to research this technology.

  o Laser Replenish Sheath
     Energy: 2000   Research Time: 5:00     Stealable: No
     Prerequisites: Upgrade Regeneration Speed
     Description:
       Should replenish energy to your submarines when they get hit by laser
       weapons but doesn't work.

  o Anti-Ultrasonic Screen
     Energy: 2000   Research Time: 4:00     Stealable: No
     Prerequisites: Silicon Armor Level 4
     Description:
       Reduces the incoming damage from Ultrasonic Generator to your
       structures and submarines by 25%

  o Ion Defensive Sheath (40%)
     Energy: 3500   Research Time: 5:00     Stealable: No
     Prerequisites: Silicon Armor Level 4, Ion Defensive Sheath (30%)
     Description:
       Reduces the incoming damage from Light Laser, Ruby Laser, Gas Laser,
       High Plasma Charge, Energy Shell, Ion Casette Shell, High-Temperature
       Plasma Shell, Polarized Plasma Shell and Self-Guided Energy Shell to
       your structures and submarines by 10% (40% in total).

  o Energy Shield Neutralization
     Energy: 3000   Research Time: 6:40     Stealable: No
     Prerequisites: Paralytic Weapon 3
     Description:
       Upgrades your Neuro-Shell so when it gets blocked by Power Protector,
       it will deplete one third of its charge.

  o Gas Laser Satellite
     Energy: 4000   Research Time: 6:00     Stealable: No
     Prerequisites: ID Teleportation
     Description:
       Allows construction of Gas Laser Satellite Launcher.

  o Psy-Shield
     Energy: 3000   Research Time: 3:00     Stealable: No
     Prerequisites: Ion Defensive Sheath (40%)
     Description:
       Allows production of Vermin.

  o Vacuum Bomb
     Energy: 4000   Research Time: 7:40     Stealable: No
     Prerequisites: Gas Laser Satellite
     Description:
       Allows construction of Vacuum Bomb Launcher and production of Vacuum
       Bomb.

  o Anti-Mass Weapons Defense System
     Energy: 3000   Research Time: 7:40     Stealable: No
     Prerequisites: Psy-Shield
     Description:
       Allows Command Hub to change point of impact of weapons of mass
       destruction aimed at a spot inside Command Hub's range. This process is
       automatic and random but most of the time guarantees that area around
       Command Hub is safe from weapons of mass destruction.
       Weapon of mass destruction changes its course only once, even if the
       point of impact is moved into range of another Command Hub.




==============================================================================
    Walkthrough                                                     [Wagh]
==============================================================================

All missions were played with Strong AI.
Difficulty changes the behaviour of the AI, what technologies you have access
to, your starting conditions (amount of resources and prebuilt structures) and
the location of certain mission objectives.

The game keeps track of your progress and score in Campaign Statistics where
you can replay any of the missions you have completed before.
Apart from that, the game can also autosave your mission playthrough when the
mission progresses to a certain point and when you win the scenario.
Restarting a mission sometimes keeps the technologies you have researched in
the mission.

You can also change game speed at any time. Setting it at Slow helps a lot in
fights and generally it makes it easier to keep up with AI.

The mine detection technologies seems to work only in the mission in which
they have been researched.



------------------------------------------------------------------------------
    WS Campaign                                                     [WSCa]
------------------------------------------------------------------------------

  Preparing the Ground                                              [WS01]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the ally SubCenter and Depots.
- Research the "Mobile Repsub" technology and build 3 RepSubs and
  a TradeCenter.
- Collect 4500 measures of Cm276 and load it into 3 cargo containers
  containing 1500 each on 3 RepSubs.
- Deliver the RepSubs with the cargo containers to the southern part of the
  sector.


Your first mission is simple - destroy the enemy and deliver the Corium.
You start with a SubCenter, an Air Extractor and a few subs. Your enemy is one
Black Octopi AI with a base in the south corner of the map. He also starts
with quite a large number of subs which he divides into three groups.
First patrolling from south to east, second patrolling from south to west and
the third one is guarding his base. He produces more subs which will replace
any casualties in the patrolling groups and of course he also sends subs to
attack your ally. He has just one Dockyard though so the easiest way how to
defeat him is to outproduce him.

First you need to build a Constructor and queue production of 4 TranSubs.
Once your Constructor is finished, build a RepCenter, send it west to build
a Depot and a Corium Extractor, then back to the east to build another Depot,
Metal Extractor and a Gold Extractor. After that follow a canyon to north and
build another Gold Extractor close to the map edge.

Once finished, send two TranSubs to mine Corium and two to mine Metal.
At this point you should start pumping out Sentinels out of your SubCenter.
You have access to Hunter subs too, but you don't have access to any damage
upgrades in this mission which makes Sentinel more cost effective. And as
a plus you don't need to build an ArmCenter!

Once you have enough resources you should build another SubCenter to speed up
your production. By this time you should have also seen your first attack from
the enemy AI. Fortunately he tends to attack your ally first and often goes
for Extractors, just chase them with your subs and let them do their fancy
dodge maneuvers and you should be fine. Don't forget to set your subs to
automatically retreat and repair when they get damaged.

Once you have fended off the attack you should build a TechCenter. Or if you
are in resource problems, build a TradeCenter first. You will mine a good
amount of gold and there is not much to research so you can use it to get more
Metal or Corium.
First research Long Range Sonar and build it close to the middle of the map,
that will give you nice coverage of most of the map. You can safely ignore
HF Cannons but you should make the research anyway because your technologies
will transfer into next mission.

Once you have enough subs, about 20 or so, send them east to kill the group of
subs which is patrolling there and build Extractors. It is possible that your
ally already built his own extractor there so destroy it with your subs,
destroy your ally's Constructor if necessary, after all you need those
resources more and your first Metal Extractor is probably empty by now.
Enemy AI will keep sending subs there though so you should leave few subs or
build a HF Cannon or two to defend it.

Now it's only a matter of building lots and lots of Sentinels. You should
invest into more RepCenters to save resources and don't forget to deconstruct
any building you no longer need. With your fleet destroy the enemy subs
patrolling west and attack the base in south corner - close in, once the enemy
subs are after you go back a bit to avoid towers and fighting all enemy subs
at once, repair what is left from the fight, repeat.
After few attempts the enemy will be running low on subs, so you can just run
in his empty base, destroy the Dockyard and kill the Assembler.

After that you just need to clear the rest of the base, mine/trade to get
4500 Corium, put it into containers (1500 each) and deliver those containers
south with your three RepSubs - mission accomplished.




  First Blood                                                       [WS02]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Find the Outpost.
- Research "Enemy cipher key" technology and build an InfoCenter.
- Defend the outpost for 15 minutes until the reinforcement arrives.


After the warm up from the first mission comes some real trouble. You will be
defending your base against two Black Octopi AIs with access to Heavy Cruiser
- hard-hitting, high health subs with hard to dodge laser weapons.
Fortunately you get to use some new toys as well.

You start up with some smaller military subs and 4 TranSubs. Leave TranSubs
where they are and go with your other subs to the eastern corner of the map.
On the way there you will get some Black Octopi subs on your tail but don't
stop till you reach the outpost, then destroy your pursuers.
Immediately after you get control of the base, build a Constructor and repair
some of your buildings. After you destroyed enemy subs you can send
the TranSubs to your base and unload them, Metal first.

With your constructor you want to build depots for your Extractors. These
Extractors holds a lot of resources and you should be able to cover your
expenses just from them and TradeCenter. Problem is you will have to defend
them and they are not on a good spot.
Once you started unloading the TranSubs you can start building a RepCenter,
so you can repair your damaged subs, and then build some Gold Extractors
(about 2 or 3) and a TechCenter. I would recommend building important
structures like TechCenter behind the plateau so they are not exposed.
RepCenters will have enough room behind the Extractors.
Keep an eye on your Metal reserve, don't build too much at once.
You want to research Medium Torpedo, Large Torpedo and Upgrade to Torpedo
Level 2. Then you should research Enemy Cipher Key so you can build InfoCenter
and start the countdown. In the remaining 15 minutes research the rest of
technologies.

Once you got research going you should start building some sentinels and
hunters (go for more hunters than sentinels). If you have enough resources
build a TradeCenter and an ArmCenter. Once you have Medium Torpedo researched
you can think about placing some more defensive structures. You should put
a mix of SToLPs and HF Cannons to the west and north of Extractors, about
3 or 4 on both fronts.
Don't bother putting any to the south, enemy coming from the cliff will be
in high depth level and your structures won't be able to target them.
You should also build a Sonar and another SubCenter and once you have Large
Torpedo researched you should start building some Cruisers. Don't build them
in both SubCenters at once though, it would drain your reserves dry. Build
a mix of all three subs instead.

After a quite long time, the AI will start attacking. They will attack both
at once and you don't want to face that. That is why you should provoke one
of them to attack you once you have enough subs (around the time you start
building Cruisers). Hopefully you will be able to destroy a lot of his subs
without his ally coming for help. Just take a Sentinel, get his attention and
lead his subs to yours.
After they finally start attacking, they will practically never stop, so keep
your stuff repaired (build 3 RepCenters or more) and don't let them shoot at
your TranSubs.

After you build an InfoCenter, they will become more aggressive and will
sometimes ignore your defenses and go straight to it. Just keep a well sized
fleet and you should be able to hold out fine.




  The Deal                                                          [WS03]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Convoy 4 RepSubs to the BO Market "Market S27" and unload 4 containers
  there.
- Within 20 minutes deliver the Raider "Black Widow" with the X-Box where you
  originally started the mission.
- The Raider "Black Widow" must survive.


White Sharks are the worst when it comes to research, both in the game and in
the story. So, it's time to steal ourselves some science!
They make this mission look like some kind of stealth mission, that you
shouldn't attack enemy or it would "spoil the deal", but that is far from
truth.
On lower difficulties you might be able to go counterclockwise around the map
edge, unload your RepSubs and run away with Black Widow but with Strong AI you
can forget about that. You will be barely able to sneak RepSubs in the spot
and once the Black Widow gets there, the enemy will throw everything they got
on it and you simply won't have enough subs to keep your prize alive.
To win, I had to destroy one of the two enemy AIs and starve the other, then
I could extract the target in peace.
In regard to technology, there is only one notable addition to enemy arsenal -
Magnetic-Mine Launcher, beware of that one, fires volleys of small torpedoes
in a cone which are excellent against swarms of small subs and it also has
magnetic mines, which hit hard and follow your submarine.

You will start with some small subs, Constructor, two TranSubs and of course
4 RepSubs with cargo which we need to deliver. You are in big open space with
two rich deposits of Metal and Corium. To the northeast there is a long canyon
which leads to Market S27 and is full of enemy towers. On both sides of the
canyon is an enemy base. The plan is to build a base, build Marauders and some
 military subs and get into base of purple AI in order to capture/destroy his
Dockyards and Assembler.

You will need Metal and Corium Extractors, Depots, Air Extractor,
Gold Extractors (you can spread out 3 or 4 on your edge of the map),
TechCenter, TradeCenter (to solve your early metal problems) and of course
some SubCenters (build one or two, then add another one or two later, have at
least three in total).
Because you will be attacking you don't have to bother with towers, RepCenter
or ArmCenter, your first subs will be on suicide mission and will die before
they run out of torpedoes.
With your SubCenters first build two TranSubs for the Corium Extractor and
then start building about 6 Marauders and enough subs to have 4 groups of
10 subs each (3 groups will act as a bait, Sentinels are good for that,
the 4th group will go with Marauders into the base and their target is to
destroy Purple's Assembler - Hunters will be better for that,
if you have the Corium you can mix in some Cruisers).
Meanwhile you should research the Armor Upgrade, HF Cannon Fire Rate Upgrade
and Ultrasonic Technology. You have also access to Depth Mines laid by
Mine-Layer sub but these won't do you any good when you are on the offensive.
Research all technologies before you end the mission though.

Once you feel you have enough subs, send them all to south corner of the map,
leave RepSubs at home for now. You will soon find Purple's Metal Extractor and
some towers, behind the rock wall is his fleet of subs. Use your bait subs
to get attention of his subs and move the rest of your subs around the edge of
the map to the east.
You will encounter a Magnetic-Mine Launcher tower, send your subs behind it,
to the northeast (where is the enemy base) but leave one Marauder to capture
the tower. In the base find enemy's Assembler and destroy it, with your
Marauders capture enemy Dockyards (he has two).
If you manage to do this, Purple AI is done for, because he won't be able to
build anything. Try to capture or destroy as much buildings as you can,
especially Mines, Silos and Cargo Subs so the AI won't eat away the resources.

Now, if you were successful, Purple AI can't build anything but he most
probably still has a lot of subs so you can't just go in the ruins of his base
and start gathering the resources. But he tends to gather his subs near
the Metal deposit at the southern corner of the map. You can take advantage
of that, build some Ultrasonic Generators behind the rock near the Metal
deposit and lure the subs into the effective range of your generators.
AI's subs will spend a lot of time trying to get over the rock wall and will
get badly damaged. If you have problems luring them with subs, move some
tower on top of the rock.

I hope you were building more subs because the other AI won't just stand
around. It will be attacking your base so be ready. Now is the time to build
some defenses and RepCenters. Don't Forget to keep building more subs.
Use Marauders to take control of towers on the cliffs. AI doesn't have
unlimited resources, soon enough he will try to get deposits outside of his
base. With the cliff towers and Purple's Base under your control, you have
control over all deposits outside the other AI's base.

All you need to do now is to secure the area around Market S27, unload your
RepSubs into the Market, wait for Black Widow Raider, load it into your RepSub
and deliver it to your edge of the map. Mission accomplished.




  Burst Wave                                                        [WS04]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Capture the CentComp in the central part of the Sector with the Marauder
  "Tiger Shark".
- Defend the CentComp for 15 minutes before 2 RepSubs arrive to upload the
  experimental subs BO "Baby 1" and "Baby 2".
- Find the experimental subs in the northern part of the Sector. Upload them
  onto the RepSubs and deliver them to the western part of the sector to the
  starting mission point.


Another technology stealing mission. This time you will be both defending
and attacking.
There are 3 enemy AI waiting for you but they are quite tame compared to
previous ones. There is pretty much nothing new in this mission, except enemy
Laser Snare Mines. Your new technologies include upgrades, Disperser
(right now just blocks enemy sonar) and DC Bomber (excellent sub for
destroying tightly packed buildings, you don't need it here). I would say for
both of them - research it, don't build it.
Our tactical approach will be simple - build lots of subs, crush the enemy and
play with mines a bit.

You start up with a lot of resources so put them in use and build your base.
Build 3 SubCenters and don't bother with towers. Depending on your resources,
you can order ArmCenter to produce Depth Mines or just build Mine-Layers -
they come with 10 mines for 90 Corium and some Metal, while ArmCenter eats 50
Corium per 1 mine (if you don't have the research from last mission, research
it, those mines will come handy).
Research Torpedo Upgrade first, then research whatever you like. With your
starting SubCenter build 4 TranSubs and then start building a mix of Cruisers
and Hunters (or Black Octopi Fighters - you should have access to them if you
captured enemy structures in last mission). You can build some Marauders to
capture enemy buildings, for example Magnetic-Mine Launchers would be nice for
defending CentComp once you capture it but capturing multiple towers on one
place can be problematic, so you can build just more military subs instead.

Once you have decent army and the Torpedo Upgrade, send it towards the middle
of the map where Purple has his base. There are few Laser Snares on the way so
send expendable subs like your starting Sentinels first to clean the mines.
Destroy Purple's subs and capture/destroy towers at the entrance to his base,
then go for his Assembler and Dockyard.
After those two are destroyed, Purple can't do anything anymore and you can
destroy or capture rest of his base, just be careful not to provoke Red (his
base is in eastern corner).

Once you have CentComp secured, go capture it with your green Tiger Shark sub
and fortify the eastern entrance with combination of SToLPs and Ultrasonic
Generators.

Now you will have to wait and defend for 15 minutes. Both Red in east corner
and White in north corner will regularly attack your position at CentComp,
occasionally your base.
You can use the time to research some enemy technologies, if you wish so.
Once you lose access to enemy database, you can capture lone Purple's tower in
south corner, where are also resource deposits. You can safely mine there once
you have depleted mines in your base, the enemy tend to not go there.
You should continue producing subs not only for defense but also for your
upcoming attack on White once the time is up. You should also put down some
mines in the area between your stuff and White's base using your Mine-Layers.
Depth Mines pack enough punch to one shot Destroyers (and severely damage
Heavy Cruisers) and they are great when enemy shows up with bigger force then
you expected - just quickly lay some mines and retreat through them. Just be
careful where you place them, they damage you too and can cause chain reaction
so leave at least 1 empty space between them. And don't worry with their depth
level much, put them somewhere in the middle and at least one enemy sub will
trigger them.

Once you have fended off the last attack and your green RepSubs have arrived,
take your now hopefully big fleet and go crush the White AI.
He has Laser Snares around his base and some towers. You will need to clear
his base off all towers, subs and his Dockyard so you can safely load those
experimental subs on your RepSubs. You will recognize those subs easily, they
are green and they don't look like any sub you have seen so far. Your subs
won't attack them, so don't worry about them while attacking.

Once White is dealt with, send your green RepSubs through the path cleared of
Laser Snares, load Baby 1 and Baby 2 on them and send them the same way to
your base in west corner. Red will most probably send after them all he has,
so just intercept his subs with yours and go with RepSubs through your Depth
Mines and you will be fine.




  Hurricane                                                         [WS05]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Find the lost convoy and RepSubs with technology samples within 25 minutes.
- Deliver the RepSubs to the TechCenter THS 467-Q.
- Develop the "Teleshield" technology. RepSubs must survive.
- Annihilate all Black Octopi forces in this sector.


The Black Octopi strikes back, cutting off WS's RepSubs carrying samples for
Teleshield and it's up to you to save them.
This mission is fairly easy, because you start at an excellent defensive
position with rocks covering you from all sides except north. There are no new
additions to enemy arsenal except their ability to teleport close to your
base, so expect the usual Heavy Cruiser army. Similarly, all your new
technologies are upgrades (except Teleshield of course).
There are two enemy AIs, the Red one doesn't even have a base and teleports
his subs in during your defending period. Use the time given to you to set up
defenses and research necessary technologies, then go fetch lost RepSubs to
your base, defend and finish off the enemy.

You start up with small fleet, two TranSubs, Constructor and a specially named
TechCenter. Build your base, you will need at least two SubCenters. North and
northwest from your starting position is another Corium and Metal deposit, you
should start mining them as well.
Thanks to rock walls around your base you can make a good use out of
Ultrasonic Generators hidden behind them and some SToLPs on top of them.
Combine it with mine field and a sizable fleet and you won't have any problem
defending yourself.

The Purple AI will be attacking mainly from west and south, Red AI sometimes
from southeast but often he will teleport to open space to the north from your
base. You should stick around with your fleet in the northern open space so
you can quickly engage teleported enemies before they start to destroy your
stuff.
Occasionally, Purple will attack your remote mines with few subs, you can
either destroy them with your fleet, or just withdraw TranSubs and rebuild
the mine when they leave.

So, you have technologies you wanted, you have your defenses up and a fleet
ready, and there are still about 5 to 10 minutes left to find the RepSubs.
Take your fleet and send it south. In the corner, there are Yellow subs which
will join you. Send them to your base and sacrifice few subs in pursuing Red
Heavy Cruisers. Make sure you don't lose the RepSubs to patrolling Purple
subs.
Once will RepSubs get close to your TechCenter, you will get a message from
your commander and you will have Teleshield technology available. So start
researching it and get ready to defend.

The first attack will come from Red, teleporting some White Sharks subs close
to your base (don't know where they got them, probably some traitors). He will
repeat this attack few more times in the future. Eventually, he will also
attack with his Heavy Cruisers over the rock walls (most probably right into
your Depth Mines and towers).

After you finish researching Teleshield, your objective changes to
annihilation of all Black Octopi forces (which practically means destroy
Purple).
He has his base in west corner, hidden behind rock wall with laser towers.
Just build more SubCenters, build a big fleet, draw out his subs and destroy
them, and finally rush through Laser Snares to his base and destroy towers,
Assembler, Dockyards and everything else.

This is a good opportunity to try out the DC Bomber to destroy his
non-military structures quickly, and you can also capture some of his more
advanced structures to research some new Black Octopi technologies (such as
that awesome Magnetic-Mine Launcher).
After you are finished with the enemy, the mission ends with a Silicon's
surprise attack on your base.




  Sudden Impact                                                     [WS06]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Find and join the fleet of the 2nd Department within 10 minutes.
- Build a SubCenter in the northeastern part of the sector next to the ally
  base.
- Protect 3 TechCenters and TradeCenter of the 2nd Department from enemy
  attacks till you get special directives.
- Unload 6 containers with 2000 units of Cm276 each to the TradeCenter
  "Big Belly 17".
- Capture the Silicons Gate in the northwestern part of the sector.
- Wait for 2 Silicon Artifacts to appear next to the Captured Gate and load
  them onto RepSubs.
- Deliver the 2 Silicon Artifacts to the TechCenter.
- Research the "Psy-technology" technology without losing the 2 Silicon
  Artifacts.
- Annihilate the strong point of the Silicons in the western part of the
  sector.


Now that is official that Silicons exist, it's time to find more about them.
And what better way to do it than blasting them to pieces and running some
tests on them. I'm sure that from the large list of objectives it's obvious
that this mission is going to be exciting.
In this mission you are up against a single enemy Silicons AI with a White
Sharks AI allied to you. You will notice that your ally here is able to not
only defend himself but also help with your defense and attack. Also Silicon
subs are not as resilient as those Black Octopi Heavy Cruisers. Overall it is
another rather easy mission.
Just follow instructions, keep a sizable fleet and you will be fine. You can
research some useful technologies, such as HF-Shell Upgrade which doubles
damage output of Sentinels and HF Cannons (thanks to this upgrade, Sentinels
are once again worthy of consideration when deciding what to build). There
won't be any technology stealing from captured Silicons structures though.

You start up at southwestern edge of the map with a small fleet. There are
also resources there but this is not the place to build your base. Instead
move towards northeastern edge. Soon you will encounter Silicons towers
blocking your way. Fortunately you have a Marauder sub in your possession, use
it to capture the towers so you can move through (don't ask me how can
Marauder capture alien structures, it just works).

Soon you will encounter your ally. Start building your base next to his.
Besides the Corium deposit there are also Metal deposits to the south from
your base and to the east behind some rock walls. It doesn't matter much where
you will mine Metal, you will have to defend the mine anyway.
Not long after you started building the Silicons will attack your ally. They
will be attacking from the north. You can boost your ally's defenses there
with some towers and/or subs.

After a few attacks you will be tasked to donate your ally 12,000 units of
Corium in total (6x 2,000 containers). There is a place here which is isolated
from the rest of the map by impassable high rocks with tiny entrance at the
south corner of the map. It contains a lot of Corium deposits.
The game will tell you that you will need TranCenter to get there but you will
just need a fleet because there are some Silicons subs guarding the place.
Just go there, clear the area from enemy and start mining that Corium. You
should leave there some subs to defend the entrance, maybe build some
RepCenters and Ultrasonic Generators too.
After you delivered the necessary amount of Corium, it is once again time to
steal some technology.

In the Silicons base there are 3 Silicons Gates, you will need to capture just
one of them, preferably the one closest to north corner of the map. Take care
that you won't accidentally destroy it.
A while after you capture it, two artifacts will teleport in (second shortly
after the first). Load them into RepSubs and deliver them to your TechCenter.
Then start with the Psy Technology research.

Of course, the enemy will try to stop you but he really has no chance against
two White Sharks. Finally, you just need to finish him off and take that
dagger to the back from your ally, who apparently works for Black Octopi now
and steals those artifacts.




  The Vengeance                                                      [WS07]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build an InfoCenter and Sonar in the southwestern part of the sector within
  10 minutes.
- Find a half-ruined ASDIC "Big Ear 17" in the central part of the sector and
  capture it.
- Preserve the ASDIC "Big Ear 17" before the 2 Silicon Artifacts appear.
- Load the 2 Silicon Artifacts on RepSubs and deliver them to the southeastern
  part of the sector.
- Build a TranCenter and preserve it and the 2 Silicon Artifacts before
  a Security Forces squadron arrives.
- Provide the opportunity for the Assembler "Hercules" to build a TranCenter
  in the southern part of the sector.


Alright, artifacts are gone but not for long because right in this mission
you will get them back.
You are going to fight two Black Octopi AIs, Purple is right to the north from
your position and will be your main target, Red is hidden behind long canyon
full of towers and you shouldn't bother attacking him.
Enemy has the same old tricks as before (although I didn't notice any mines
this time) but you have some very useful new toys - Psychotron, Cyberworms and
Terminators.
The plan is to build a fleet, hit Purple hard and take his resources, and then
it's just about holding off Red.

Again, you start with a fleet, Constructor and TranSubs. Start building your
base. At first you will be focused on attack, so build enough SubCenters. You
can get some nice economic boost if you build few Cyberworms from CyberCenter.
They are quite cheap, fast and can take a beating. Send them to Purple's base
and attack his Silo with them. Unless you run right into his fleet you should
succeed and steal a significant amount of Gold from him.
Then you just have to wait for a good buying price in TradeCenter and buy
resources you need to build a fleet quickly. Also, don't forget about the
Sonar and InfoCenter.

For your defense you will need only a Psychotron and few towers. Build
Psychotron behind the Corium deposit, so it's covered by rocks. Whenever
a large enemy fleet cruises in range of Psychotron, activate it and watch them
kill each other.
For fleet you want your standard small subs with few big subs combination and
some Marauders. Later you can add in Terminators, which don't need ammo, deal
a lot of damage but are also very expensive.

If you have enough subs for attack, take a look into Purple's base with
Cyberworms or Sonar so you can target his towers and Dockyards with Marauders.
Engage his fleet with yours so your Marauders can go for the Dockyards and
then you can withdraw and lure him into your Psychotron. Beware though, Red
will most probably go help him, but he should run into your Psychotron.
After Purple has no more Dockyards or Assemblers finish off his fleet and
capture or destroy everything in his base.

Before you capture the ASDIC, you should repair your fleet and probably build
some additional ships because once you capture it, Purple will send there his
WS subs and there will be more WS subs teleporting in together with artifacts.
So make sure to have enough subs, or fortify the ASDIC with towers or mines.

When the battle is over, build RepSubs and load artifacts on them, then send
it to south corner of the map with your fleet and Constructor (if you have
captured resource deposits in Purple's base, leave some defense there because
Red sends his subs there from time to time).
Build there a TranCenter as ordered and a Psychotron close to the canyon of
towers. There is a small hole in the rock wall through which Red will be
sending his ships.

When your TranCenter is finished, Yellow WS subs will appear north of Purple's
base and go to south corner (if you have destroyed whole Purple's base, they
should be fine - the towers in north corner don't count, you can ignore
those).
Yellow will build some structures in the south corner and his own TranCenter,
you just need to make sure it doesn't get destroyed by Red. After that your
mission ends with another Silicon surprise attack, what a surprise...




  Still Waters                                                      [WS08]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build a Teleshield next to the TranCenter "Magic Gate" in the southwestern
  part of the sector.
- Build 7 Cargo containers with 1000 units of Corium each, load them on
  the ally teleported RepSubs and deliver the RepSubs back to the TranCenter
  "Magic Gate".
- Do not destroy the Silicons base in the northwestern part of the sector.
- Create Cargo containers with 10000 units of Metal and 5000 units of Corium,
  load them on your RepSubs and deliver them to the northeastern part of
  the sector.
- Secure the construction of the TranCenter "TFB 34" built with
  the Constructor "Leviathan".
- Protect the TranCenter "TFB 34" to teleport 2 RepSubs with resources.
- Protect the flagship "Depth Star" and receive the order where you have to
  build a Psychotron.
- Build a Psychotron within 15 minutes and let the Silicons capture it.
- Capture all Protoplasm Generators in the sector.


We are mining Corium again. What would we need all that Corium for? I smell a
strategic weapon.
But seriously now, this mission starts out hard because of the huge fleet
Purple Black Octopi AI starts with. Besides him there is also a White Silicon
but that one becomes significant later. Still, there is not much new to see
here, just some new defensive structures. Your research gives you access to
some upgrades and a Plasma Cannon.
Prepare for some really hectic beginning of a mission.

OK, you got the usual - fleet, Constructor, TranSubs, some structures. You
want to start building your resources, there is a Metal Deposit in your base
together with Corium deposit a bit more to the east. There are more Corium
deposits in the south and east corner of the map and notice that there are
more resources at the Magic Gate TranCenter.

The reason why is Purple such a pain in the ass here is that in the moment he
gets in a fight with you, he sends all he has there.
He has two subs patrolling between south and east corner of the map, so if you
want to take that southern Corium without putting your fleet against at least
triple the number of enemy subs, you should build a Mine-Layer and put Depth
Mines in the path of the patrol. That way you can get that Corium early
without a fight, just make sure you have your mine field in the right depth.

Unfortunately, Purple will soon attack you from east over the edge of your
rock wall and his whole fleet will be onto you anyway. And those subs will
go right in through that west hole in your rock wall. So, take advantage of
that and put down two Psychotrons, one next to your Sonar and the other on
the cliff next to the access to your base. That way both should reach into the
tunnel through which enemy subs will go in.
Put down some towers in front of the tunnel and some on cliffs close to your
Corium mine. You can lay down some more mines too, just don't bother putting
them inside the tunnel, you can't control your subs there very well.

You should also build a TranCenter so you can send your Constructor to the
Magic Gate and build there that Teleshield and some defenses, because after
Purple's attack, Silicons will try to destroy Magic Gate from the north.

When the attack inevitably comes, just catch them into Psychotron when they
are in the tunnel and just let your towers shoot in the tunnel from
a distance. When one Psychotron runs out, activate the other, the first one
will charge up.
After that, Purple is no longer an issue, he will just send few subs from
time to time to attack your mines. You can grab both Corium mines in the
corners of the map if you didn't already do so, just keep some protection
with them. Also build another TranCenter next to your Magic Gate since you
can't use it to teleport back into base.

Now you have time to recover and gather up resources. There will be Yellow
RepSubs teleporting to Magic Gate, so just teleport them in your base, load
them with 1000 Corium and teleport them back to Magic Gate. They
will teleport away after a while, if they are loaded and close to Magic Gate.
You just need to watch out for Silicons, because they will be trying to
destroy it and they might try to sneak in from south around the edge of the
map, so just be prepared for that.
You should also build SubCenters and start to build up a fleet.

After you have served all the RepSubs you will get orders to destroy the
TranCenter and also to send some RepSubs loaded with resources to northeastern
edge of the map.
Do it and wait for Yellow ships to teleport in, then follow them to a spot
above a Metal deposit. There are some laser towers to the north so take them
out and wait for Leviathan to put down a TranCenter. Build a Psychotron next
to it and send there your fleet, maybe build some towers there too.
When the TranCenter is finished, a huge silicon attack force comes to destroy
it from the north. Catch it in your Psychotron and take it out.

After a while a Yellow Flagship will teleport in. It's a sub which looks like
no sub you have seen so far, just follow it and protect it. It will stop in
the middle of the map and you have to build a Psychotron there. Protect it
from Silicons when it's being built and when it's finished, finish off
remaining Silicon subs and fall back so their Usurper can capture the
Psychotron.

Now you have to capture Protoplasm Generators, which are the buildings
Silicons are using to build their subs. There are 3 of them in the base,
the base has a lot of towers there and most importantly, there is a very big
fleet of Silicon subs there which makes any building close to them practically
uncapturable and it would take a lot of subs and time to take them down,
thanks to their health regeneration.
Fortunately, you don't actually have to capture all Protoplasm Generators,
just ensure the only Protoplasm Generators existing in the map are yours. That
means that you can rush the base with DC Bombers, destroy as much as you can
and just capture at least one Protoplasm Generator.
If there is one close to that big Silicon armada, just destroy it from
distance, assault it with DC Bombers or steal a Cyberdolphin technology from
Black Octopi and strike it down that way.

When you have one or more Protoplasm Generators captured and White has none,
you get immediately mission accomplished.




  Meat Grinder                                                      [WS09]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the TranCenter, CentComp, Market, 2 RepSubs with artifacts and
  the RepSub with "Recruit" for 10 minutes.
- CentComp with adjoining structures in the northeast and southeast must be
  preserved.
- Protect the TranCenter, CentComp, Market, 2 RepSubs with artifacts and
  the RepSub with "Recruit" for 15 minutes before a Constructor arrives.
- Protect the TranCenter, CentComp, Market, 2 RepSubs with artifacts until
  the TechCenter "ACS 13" construction is completed.
- Deliver the 2 RepSubs with artifacts to the TechCenter "ACS 13".
- Capture the Teleporter in the southeastern part of the sector and deliver
  the RepSub with the Black Octopi Raider "Recruit" to the captured
  Teleporter.
- Protect the TranCenter, CentComp until the Marauder "Sting Ray" arrives.
- Research the technology "Research Corium 296" and "Thermo-nuclear
  technology".
- Build a Plasmatron and a TLS within 20 minutes and make a thermo-nuclear
  strike on the Black Octopi CentComp at the northeastern part and
  the southwestern part of the sector.
- Destroy the Silicons base.


It's a thermonuclear device, called it! It's time to defend from 3 front
attack, scare Black Octopi into friendship and bomb Silicons back to space.
Your position in the middle will be under constant attacks from Black Octopi
and Silicons, there is nothing new you would see from them except they got
more aggressive when attacking. You will get just an armor upgrade and later
of course, the thermonuclear warheads.

First of all, don't be fooled by your starting position. You don't want to
stay there because you are right next to Azure BO. So take your subs north and
go in the middle to your ally and settle down there.
Build an Air Extractor, SubCenter, Metal Mine, Depot and Psychotron under
Corium deposit at the southern entrance. Send your fleet down there too.
Build another Psychotron at the northern entrance, hide it under a cliff next
to Ally's HF Cannon. Build 2 TranSubs in your SubCenter and send them to mine
that Metal.

Soon there will be an attack on your southern entrance, some Purple's subs and
quite a lot of Azure's subs. Stall them until your Psychotron is charged
enough to be activated, then activate it and fall back a bit.
When you got your Metal supply going, expand your economy.

If you have secured your resource income, start building defenses. You want to
put some towers on the cliffs at the southern entrance, there is also a hole
in the northern rock wall, somewhere in the middle next to Ally's Sonar. Build
some towers and a Psychotron there as well, Silicons will be coming in through
there. Northern entrance doesn't have many good positions for towers, protect
it with fleet.

After a while your enemies will develop a tactic of "I'm going to annoy you to
death", which in practice means sending Assemblers and Capsules right in the
middle of your base to build towers. They have an escort with them as well,
which of course goes right in behind them. That wouldn't be so bad if the
structures you are supposed to protect could repair themselves. But they
can't, so you really want to avoid having enemies inside your base.
Build some small subs so you can just block them off and don't be afraid to
use your Psychotrons. You can also try building your own structures close to
important structures to shield them, just leave enough room for structures
which Yellow AI will be building in your base later.

When you are satisfied with your defenses, start building a fleet and prepare
a TechCenter or two for later. You want also keep an eye for a good price for
Corium in TradeCenter, because you will need quite a bit for your bombs (they
cost 2000 Corium each).

After you have delivered RepSubs to Yellow's TechCenter and they disappear,
you need to capture the Teleporter southeast from your position (north from
Azure's base which is in south corner).
The best way how to do this is to build a TranCenter, put its exit close to
target Teleporter, distract Azure with your subs, capture the Teleporter with
Marauder and teleport the RepSub with Raider "Recruit" straight to the
Teleporter. It will quickly disappear and you can fall back to your base.

Now you just have to develop the Corium 296 and Thermo-nuclear technologies,
build Plasmatron to produce nukes and TLS to launch them. White Silicon will
be attacking you pretty much constantly now.
Once you have nuclear warhead ready, find Purple's or Red's CentComp (Purple's
is at west edge of his base, couldn't find Red's one) and nuke it. You might
want to save before launching the nuke, because there is a chance the CentComp
will mess up it's targeting enough that it will miss.
With CentComp destroyed, the AI will ally with you (your Yellow AI will be
still aggressive towards it though) and you will get orders to destroy the
Silicons (I though I have to nuke both CentComps, but apparently not).

Silicons will soon try to build some strategic weapons as well, so keep an
eye on them and nuke their base before they do. If you desperately need to
destroy some Silicon's structure, use Black Octopi Cyberdolphins.
For destroying most of his base you need just two nukes, then you can just go
in with your fleet and finish off the rest.




  The Last Assault                                                  [WS10]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Capture a Plasmatron, 2 TLS's, TradeCenter, SubCenter and an Air Extractor.
- Artifacts must be preserved.
- Unload 2 Artifacts next to the Plasmatron.
- Destroy the CentComps in the central closed area
- Build a TranCenter in the central closed area and protect it until
  the flagship arrives.
- Do not enter the southeastern and southwestern areas until you receive
  special orders.
- Capture the Central Beacon complex at the southwestern part of the sector.
- Destroy all remaining Silicons forces in the region.


The final mission. At first getting to your destination with what you have
looks hard as nails but because of the way it is designed you will have all
the time in the world to do it and prepare for the other half of the mission,
which makes this mission actually easy, just a bit tedious.
There are 3 Silicons in the area and two Black Octopi but most of them are cut
off thanks to impassable rock walls. Your only worry is White BO and Yellow
SI, both are passive. The AI here is in overall very passive, most attacks
are scripted. No new technologies here.
You will spend most of the time fighting your way up to the area with Green WS
structures you have to capture and preparing your defenses and missiles.
Then you capture the structures and it's showtime.

You start up with a moderate fleet, in which you have 2 Mine-Layers and
2 Marauders. You also have an ArmCenter to keep you supplied with ammo and
RepSubs so you can repair your damaged subs. You also have cargo containers
with a lot of Metal and Corium but no Constructor.
Send your Marauder north and you will encounter a Light Laser tower, capture
it. Try to avoid damage by closing in high depth and then descend on top of
the tower to capture it. If you just order Marauder to capture the tower, he
will dive first so the tower will be able to shoot him.

Go further north and you will see that the way is forking here, there are also
some towers on cliffs so capture them and repair your Marauders.
To the west is a shortcut, with quite a lot of silicon defenses. But you
should go to the east. It is a much longer way but there is a small BO base
there where you can capture a Dockyard and build yourself a Constructor. So
take care when repairing to keep at least 1000 Metal for Constructor
(preferably 1700 for TradeCenter too, but you should be able to get the 700
Metal from dismantling structures).

To the east there are some more towers and then a White AI's fleet. Capture
the towers you can without getting too near to that fleet and form a trap
using Depth Mines and your towers. Then sacrifice a Sentinel for luring the
enemy fleet into your trap. Don't try to save the Sentinel, they would follow
him past your towers and you would have to deal with them with your subs which
means damage you need to repair.

After you took care of White's fleet, move onward and you will repeat the same
process again with next towers and fleet. After that you will find
an underpass in rock wall. Behind it is the White's base.
To the right of the pass is another White fleet and towers at small Metal
deposit but you don't have to go there. Instead just set up another trap in
front of the pass, and send your lure through the pass and to the west past
Magnetic-Mine Launcher where is another White's fleet of subs. Lure them to
your trap.

After that capture the Magnetic-Mine launcher and go look further north around
the base. There are Metal and Corium deposits. There is still one fleet to
take care off so set up a trap on the cliff near those deposits and go with
your lure northwest along the rock wall until you find the fleet and lead it
to your trap.
After that, you just need to capture towers in the base and then you can
capture buildings. When you capture a tower, pack it up into moving state so
it won't destroy buildings around.
Before you capture the Dockyard you need to take care of a small patrolling
Silicon fleet, which would destroy your captured Dockyard.

Once it's safe, capture the Dockyard, build a Constructor, build a TradeCenter
and unload your resource containers in it. You can than proceed with mining
the resource deposits.
On your way to the west you will encounter more towers, which you should
capture with Marauders. There are also some towers in the highest depth level
which cannot be captured because Marauder needs to sit over a structure to be
able to capture it. Here you can use your Terminators to destroy them by
closing in low and then going up to take a shot at the tower and immediately
diving down again, rinse and repeat.

At the end you will find another set of resource deposits and a Silicon fleet
behind it. You can mine those deposits without having to fight the fleet.
Your final destination is occupied by Black Octopi forces. Those won't follow
you so you will just have to destroy them in direct attack, or hit and run
attack with Terminators.
There are 3 groups of subs there. One at the towers, you will have to destroy
it directly, another more to the north behind rocks, you can build
a Psychotron where the first fleet was and let them kill each other. Third
group is inside the base, it has Avengers which paralyzes your subs so hit and
run is out of question and some Phantoms (those are capable of becoming
invisible, which is what Liberator is for, yet AI never does that...).
Just capture towers around ASDIC and then attack that third group in full
force.

After that you can capture rest of the Black Octopi structures but don't
capture the Green structures yet. You can now fully utilize the incredible
amount of resources you are given and take as much time as you need. So set up
your defenses, build what you need and build some Plasmatrons so you can
prepare some nukes in advance.
Enemies will go in the way you came, along the rock wall, so set up towers,
Psychotron, Depth Mines, whatever. They also will teleport themselves on that
large rock in the entrance to your base, so you can put a minefield on top, or
towers - you can't build towers there but you can build them elsewhere and
move them on top. And don't think Teleshield will protect you, they will
teleport in, either they just bypass it because it's scripted or there is some
limitations to Teleshield... let's just say I had it covered with Teleshield
and it didn't stop them.

When you are prepared, capture Green structures and you will get new orders.
To destroy Red's CentComps. At this time Red will soon start attacking you.
You can get inside his base only by teleporting.
His base has a mountain in the center and structures all around it, there are
2 CentComps, one south from the mountain and the other north from it. Because
of enemy's Anti-Mass Weapons Defense System technology there is only small
chance to actually hitting those CentComps with nukes.
It's much easier to just nuke east and west part of his base and destroy the
CentComps by teleporting in Cyberdolphins. If you don't have the Cyberdolphin
technology and you can't capture a BO structure to research it, you will have
to either save your game before launching a nuke and keep loading it until you
hit, or try to snipe it with Terminators (build multiple TranCenters so you
can teleport more subs at once).

After you have cleared the middle area, teleport your Constructor there and
build a TranCenter. Once it's finished, Flagship will teleport in. Just
teleport it to your base and it's time to take care of the Silicons.

The Orange one is easy. You can nuke the sand out of him. Just snipe his
Command Hub beforehand.
The Azure one in southwest is trickier, you will have to clear the southern
part of his cavern, there you can teleport your forces and attack his base.
Just take care to not destroy the Gates with a not so precise nuclear strike.
When you have secured the Gates, capture them and destroy any remaining Orange
or Azure stuff.
You win, enjoy final talk from your commander because that's all you get. No
ending cutscene. Not that any of previous cutscenes were related to the story
of the campaign, just random videos...




------------------------------------------------------------------------------
    BO Campaign                                                     [BOCa]
------------------------------------------------------------------------------

  Discovery                                                         [BO01]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build an outpost including an O2 Sublimator, four Silos and an ASDIC.
- Investigate reports of an enemy presence and erase all enemies in the
  sector.
  
In your first mission you just have to build a base and destroy the enemy one.
Your opponent will be single Silicon AI and you have to defeat it in 40
minutes. You just need to watch out for your Metal reserves because Metal
deposits here don't hold much of it and you can't buy resources for Gold in
this mission.

Go with your starting force a bit to the west where you will find resource
deposits next to a big empty space.
Start building your base with O2 Sublimator, Dockyard, 2 Silos (one for each
resource deposit, put them right next to them), Metal Mine, Corium Mine, 2
Gold Sublimators (don't forget not to build them too close to each other),
Repair Dock and Research Laboratory.

In your Dockyard build 4 Cargo Subs (2 for each Mine) and in your Research
Laboratory begin the research of Splinter Torpedo Technology. If you don't
have enough Gold, check your Gold Sublimators and transfer the Gold manually
so your Research Laboratory doesn't have to wait for them.

After you research the technology, build another Dockyard and start building
Destroyers and continue with research of Long Range ASDIC. When your Metal
Mine is close to being empty, send your fleet towards north corner of the map.
On the way there is a Metal deposit with enemy submarines hanging around.
Destroy them and take the deposit for yourself.
Repair your submarines and build a Munitions Factory. Order it to produce only
Splinter Torpedoes.

When the Long Range ASDIC technology is researched, build an ASDIC which will
show you concentrated enemy presence at the opposite side of the map.
Head there with your fleet and you will find some enemy structures near 
another Metal deposit.
Start attacking it to lure out enemy fleet and destroy it. With enemy
submarines gone, you can start mining it too and build more Destroyers to 
replace your lost submarines.

When you think you have enough submarines, attack the base itself. Preferably
from the west corner of the map so you can attack the Protoplasm Generator
where enemy is building their submarines and this way you can also get your
enemy's Metal deposit for yourself.
Clear out rest of the base and victory is yours.




  Layover                                                           [BO02]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Escort all Cargo Subs to the Silos and unload resources in the southeast.
- Build 3 Cargo containers with 1000 Corium each, load them on Repair
  Platforms and reach the escape tunnel in the northern part of the sector
  without losing the Cargo containers.

This mission is even easier than the previous one.
This time you are dealing with WS but you are given a lot of subs from the
start so you can just annihilate the enemy. You can also research Heavy
Cruiser and Raider but you don't need them for that.

Send your starting fleet to the Silos in south corner of the map, keep Cargo
Subs behind your fleet. You will encounter three HF Cannons on your way.
Destroy them and continue to the Silos where you have to unload Cargo Subs in
the Silos (you have to select and order them individually).

After that you get control over a nearby base. Build an Assembler there and
start researching the Torpedo Upgrade.
With the Assembler build Metal and Corium Mines next to the Silos, build a
Gold Extractor or two, two more Dockyards and another Metal Mine with Silo
north from your base.

With Metal funneling in from the Mines you can now build few more Destroyers
and then send your whole force to the north corner of the map, along the map
edge. Put your subs to high depth level first to bypass the towers on the sea
floor.
If you encounter enemy subs, destroy them and then get your subs to the north
corner of the map through a small tunnel at the map edge. There is a WS base
so destroy it.
After that move your fleet south under the rock bridge to another small enemy
base. Destroy it too and hunt down enemy Constructors.

If you managed to destroy enough, the WS AI will be defenseless or at least
it will have to rebuild. You can now research what you need, even capture
enemy structures with Raider and research some enemy technologies and then
just build three Repair Platforms, load them with Corium Containers and send
them to the north corner of the map.
Mission accomplished.




  Escape                                                            [BO03]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Escort all Repair Platforms with Corium cargo to the eastern base and
  protect the Black Octopi Artifact.
- Protect 5 Repair Platforms with Corium and the Black Octopi Artifact until
  they reach the north.
  
Another short mission. This one requires a special approach thanks to Repair
Platforms you have to protect. There is one WS AI with significant force
patrolling the area and a base in the middle of the map.
The enemy has a combination of Cruisers, Hunters and Sentinels and Ultrasonic
Generators in the base. You get access to Defender - your mine laying sub.

You start with a badly damaged fleet in addition to Assembler, two Cargo Subs
and four Repair Platforms with Corium. Regroup and stay where you are.
Soon you will get attacked by few WS submarines. After you destroy them,
start building your base - Repair Dock, Silo, Metal Mine.

After that build Dockyard, Silo and Corium Mine and Research Laboratory.
Research Laser Snare Technology, repair your submarines and build Cargo Subs
for the Corium Mine.

Notice a big enemy fleet periodically showing up on your minimap near the
Yellow BO base. In the moment when any of your subs gets close to that base,
that fleet will go right after your Repair Platforms and will destroy them,
thus losing the mission for you.
Instead, take advantage of that and build Defenders, at least 4 of them, and
lay down Laser Snares in your base. When you have the minefield ready, just
send a submarine to the eastern Yellow base and move your Repair Platforms to
the right position to make that enemy fleet go right into your Laser Snares.

After you took care of the enemy, you can now move the Repair Platforms and 
Assembler to Yellow base. Cover them with the rest of your submarines on the
way there.
In the Yellow base start mining resources and build more Dockyards and start
mass producing Heavy Cruisers. When you have about 20 of them, you can send
all you got in the middle of the map and you should be able to destroy the
enemy base without any problems.

When you are done with the enemy base, repair your fleet and send it to the
north corner of the map. Clear out any enemy submarines and towers there.
Now you just need to build a Repair Platform to transport the artifact and
send all 5 Repair Platforms to the north corner of the map.




  Retribution                                                       [BO04]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Destroy all White Sharks forces in the area.
- Protect the Silicon observers.
- Retrieve 3 samples of the White Shark technology and load them in Repair
  Platforms.

They are not kidding when they call this a suicide mission. You will have to
defeat 5 enemy WS AIs at once. You won't see anything new from your enemies
but you now have access to Invader submarine and Power Station which both will
make your life a bit easier.

You have about 4 and a half minutes before the first attack. Fortunately you
start with decent fleet which will be enough for first few attacks. Don't
waste any time and start building your base - O2 Sublimator, 2 Dockyards, 
Metal Mine and Silo.
In the meantime take half of your fleet and go north where you will find more
resource deposits guarded by one enemy tower. Destroy it and leave those subs
there.

Build Cargo Subs in Dockyards, send them to the Metal Mine and then focus on
getting Corium Mine and another Metal Mine running. When you finally got good
income start with building few Defenders and put Laser Snares in front of your
base. You can also build some Heavy Laser towers to cover your Mine in the
north corner of the map.

By this time you are already under attack. Enemy subs will turn up quite often
and enemy Constructors will try to build towers on rocks around your base and
in the base itself. Whenever you destroy towers on some rocks, put your towers
there unless you want to clear that rock again.

Now that you have the resources you can add another Dockyard to your base and
build Research Laboratory and Gold Sublimators. Don't forget to build some
Repair Docks as well and a Munitions Factory, if necessary.
The first thing you want to research is Research Energy Supply so you can
build a Power Station because without it your laser weapons might run dry on
ammo.
Start production of Heavy Cruisers and once you have the necessary technology
mix in some Invaders as well - they don't take as much damage but they got
the same DPS and are cheaper.  

After you got enough Heavy Cruisers (and Invaders) attack the Yellow AI in
eastern corner of the map. You can get right to his base following the edge
of the map. If you have a Stealth Scout you can turn on its stealth and
check out Yellow base first, just beware of Ultrasonic Generators.
Annihilate the base and take Yellow's resource deposits for yourself. In the
corner you will find the first WS Artifact. You can leave it there until you
are finished with other enemies.

Now it's just repair/refill your fleet - raid enemy base - secure new
resources - rinse and repeat 4 more times. There is a lot of resources around
the map so you shouldn't have a problem.
Your only problem will be the enemy Constructors constantly trying to rebuild
destroyed towers and narrow passages through the rock wall hiding Beige, Cyan
and Violet AI.
Just build some towers around to keep your route to Repair Docks safe and if
you have problems getting your large fleet behind the rock wall then split it
up and go through different entrances or you can just build a handful of
Teleporters and send your subs right in the middle of their base.

The last two Artifacts are in the southwest Cyan base. When you think it's
safe load the Artifacts on your Repair Platforms, send them back to your base
and you are done.

  
  
  
  Allies                                                            [BO05]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build a Teleporter in the southern part of the sector.
- Capture the Silicon prisoners (6 immobile Silicon Subs) at the White Sharks
  base in the west. Load them on Repair Platforms, deliver them to the
  Teleporter and unload them there.
- Hold off the White Sharks until reinforcements arrive.
- Clear the area of White Shark forces.

Guess what, this one is pretty much the same as the mission before. The only
difference is that you get some time to prepare before the first attack.
There are 3 WS AIs on the map and they don't have anything new except few
Plasma Cannons. You get access to Magnetic-Mine Launcher and some upgrades.

You start with an Assembler only and a lot of Gold. You have roughly 7 minutes
before enemies start attacking you. Build a Market early so you can trade Gold
for Metal before you get your Mines running. There is a Metal and Corium
deposit in the corner where you start, another Metal Deposit to the north and
a Corium deposit to the northwest.

First attack comes from Green AI which is located northeast from you behind a
rock wall. Green's subs will get to you through narrow passage where rock wall
meets the edge of the map. Build some Heavy Lasers in front of the passage and
build at least 2 Defenders to fortify the position with Laser Snares.
After the first attack, Green and Violet AI will keep attacking you while Red
AI will just sit in its base. Occasionally they will attack your remote Mines
as well.

Since most of the enemy fleet consists of Cruisers you should be building 
a lot of Heavy Cruisers. When you have Magnetic Mine technology researched you
should build just MMLs wherever you need to protect something.
Just defend yourself and keep building Heavy Cruisers until you have enough to
take down the Red AI (you can check Red's fleet size with CentComp, when you
have at least as many Heavy Cruisers as Red has military subs you are safe to
attack him without loosing too many subs).

Red's base is hidden behind another rock wall. You can pass through it at the
edge of the map or at some other spots which are protected with a few towers.
After you have cleared the Red's base you can start mining the resources there
but keep them protected with towers because other two AIs will attack you
there.
The Silicon prisoners are in the west corner. Build a Teleporter in your base,
load those subs on your Repair Platforms and unload them close to the
Teleporter. Now you have to defend for 15 minutes before a friendly Silicon
fleet arrives.

The friendly Cyan Silicon fleet will appear in the north corner and they will
be moving south to your base where they will meet the prisoners and escort
them back north. During this time they will be under attack from Green and
Violet. Cyan subs mostly ignore that they are under attack so you have to
defend them with your own subs. You just have to make sure that all 6 Silicon
prisoners survive their trip to the north corner.

After that you are left to clear the area of enemy forces. Just repair your
submarines and attack the remaining enemy AIs in any order. Green base is in
the southeast area of the map and Violet base is in the northeast area. After
the constant attacks on the Silicon fleet they will hardly have any submarines
left so there shouldn't be any problem with destroying them and finishing the
mission.




  Revelations                                                       [BO06]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build an ASDIC within 20 minutes at the southeastern part of the sector.
- Protect it until the Silicon Convoy is located when it is approaching the
  White Sharks base. 
- Capture the Silicon artifact with the X-box from the White Shark base.
- Transport the Silicon artifact to the CentComp at your northern base.
- Protect the area and the Silicon artifact until our Raider "Retribution"
  arrives.  
  
Compared to what you have been through, this mission is short and easy. It's
just you and a single WS AI. You will see here the hard-hitting Terminator
submarines and the anti-stealth Liberator submarines. You can research
Electro-Magnetic Launcher, Cyberdolphins and a lot of upgrades.

Again you start with an Assembler only (ignoring the CentComp of course). This
time you can build without worrying about defense. There are 4 resource
deposits in your starting area so take full advantage of them and build a lot
of Heavy Cruisers. Don't forget to build a Market to utilize your Gold
reserves and start research with Armor upgrade.

You need to build an ASDIC in the southeastern area before the timer runs out.
The middle area has Depth Mines and Laser Snares in it - send Fighters first
to clear the way before sending your Assembler. Build ASDIC, Repair Docks and
some MMLs there, if needed. There are also another two resource deposits.
The enemy will also patrol the middle area and when the timer starts to run
out they might go to eastern corner and attack your main base from the
southeast. Just pay attention to your sonar and intercept them with your fleet
when they try something stupid.

When the time is up a Silicon fleet will spawn in the north corner, move into
Red's base and go back north to leave the map. After that it's time to attack
Red.
The enemy has two bases, southwest one and northwest one. By this time you
should have close to 40 Heavy Cruisers or an equivalent force of other
submarines so you can just go in with half of your fleet to tie up the enemy
submarines and send the other half right into the southwest base to destroy
it. Then do the same with the other base, repair your subs as necessary.

When the WS AI is no more, load the artifact (it is in the south corner) on
your Repair Platform and send it to your CentComp in the main base. Watch out
for mines - escort it with Fighters or just build Teleporters.
At the moment the artifact gets close to your CentComp, a Silicon fleet will
appear and attack your base from the south entrance and the northwest passage
in the rock wall protecting your base from the west. Just build some MMLs if
you don't have many submarines left and you will be fine.
When you destroy the Silicon fleet you just need to wait for the timer and
the Raider "Retribution" to teleport in, signaling the end of the mission.


  
  
  Deep Strike                                                       [BO07]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Capture the R&D Lab and guard it.
- Research the "Plasma Generator" technology.
- Build a "Terminator", load it on the Repair Platform "Storm" and bring it to
  the Northern part of the sector.
  
Apparently White Sharks are developing a new type of submarine, called
Terminator. I guess those Terminators in the last mission were just in my
imagination...
Anyway, this mission is really easy. There are 3 WS AIs but they do almost
nothing and they don't even build anything capable of stealth detection - in
a mission where you get access to stealthy Phantoms.

You start in the west corner of the map behind impassable rock wall with an
entrance to the north. There is a small passageway around the map edge to the
south but enemies don't use it. You have 4 resource deposits there so start
building your base.
For defense you just need to place few towers on the north hill a keep your
starting fleet there. That should hold against the occasional attacks at the
north entrance.

Your target is a named TechCenter in the east corner. It has different color
than rest of the base and your submarines won't attack it on their own.
But first you should clear the base in the south corner because you will get
access to more resources that way and it is lightly defended anyway.
You can wait for Phantoms and attack with them but their stealth doesn't last
very long and they can't take many hits either so you would need a lot of them
to take out the base without heavy losses. Heavy Cruisers can do the same
easier, 20 will be more than enough with the Subs Laser Rate upgrade.

After you destroy the south base, repair your fleet and do the same with the
east base. Then capture the "R&D Lab" and research "Plasma Generator".
While you wait for the research, you can clear out the north base as well.
This one has a big area in front of the entrance to north corner which is
filled with WS towers and the actual base is in the north corner itself.

After you are done with the Plasma Generator research and you are ready to end
the mission, just build a Terminator submarine, load it into the Repair
Platform "Storm" you got at the beginning of the mission and send it into the
north corner.




  Double Time                                                       [BO08]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the Research Laboratory "Lab SH-34-17" against the White Shark
  attack for 20 minutes.
- Wipe out the Silicon presence.
- Eliminate the White Shark forces in the sector.
- Research Laboratory "Lab SH-34-17" must survive.

And now we are back to a harder mission. Instead of you and your Silicon pal
against the evil White Shark it is you against both of them because the
Silicons will change their mind and attack you. On top of that you don't have
many resources to start with.
WS are the same as always just this time using their Liberators and they have
technology which deflects lasers back at you.
We are going to quickly set up defense and then hit the Silicon to get more
resources to destroy the White Shark.

You start with a small base on a hill. You have roughly 3 minutes before the
first attack. Get your Assembler and build a Silo and Metal Mine on the
deposit next to your base. Research Mine Productivity upgrade. Start building
6 Cargo Subs and build a PSG next to your Dockyard. Send your Assembler
southwest towards your temporary ally where you will find another Metal
deposit. Build a Silo and Mine there and do the same at the Corium deposit
under your base. Meanwhile move your Light Laser towers on the east edge of
your hill so they cover the east entrance to your base.

When the first attack comes your PSG should be half charged so activate it and
fend off the enemy. When you have the Mines running build a few Gold
Sublimators, a Market and a Munitions Factory. Produce only munition necessary
to keep your subs firing and munition for MMLs.
Silicon attack comes about 12 minutes in, so prepare your defense at the
southwest Metal Mine. You will need a PSG and 6 to 8 MMLs. Laser Snares and
Psychotron works too, but the Silicon AI will start attacking you as an ally
and only after your commander is done talking it will change to an enemy so
at first you have to force your units to attack the Silicon submarines.

When the water calms down it's time to start preparing an attack. Silicon AI
has it's base in the west corner, doesn't have any stealth detection and
doesn't replace destroyed towers. Therefore build a dozen of Phantoms and do
a few hit and run attacks in stealth to soften up the base while you build
main attack force (12 Heavy Cruisers or similar force). Just watch out for
Jump Mines, those seems to see through stealth and will follow your subs to
your base.
When the Silicon AI has most of its fleet and towers destroyed, attack with
your main force and wipe out the base. Now you have more resources to mine,
just leave some defense there because the WS AI will continue to send subs
there to rebuild the Plasma Cannons.

Build Repair Docks if you don't have them already and repair your submarines.
Build more submarines and keep defending your base from WS attacks. When you
have close to 30 Heavy Cruisers you are ready to hit the WS AI.
Move your submarines to the south corner of the map. You will encounter few
towers on the way and a base in the corner itself. Destroy it, then move 
northeast to the second base. Ignore the towers and go for the base itself and
destroy it together with enemy Constructors, then fall back the way you came
and repair what survived (if you are using anything else than Heavy Cruisers,
prioritize the Ultrasonic Generators).
After that it is only a matter of destroying remaining enemy structures.

   
  
  
  Destiny                                                           [BO09]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Reduce the White Shark Capital.
- Destroy all White Shark TLSs in the area.

Time to get rid of White Sharks for good. It is you against 2 WS AIs, both
with 3 bases. Expect a few bombs to fall, be aggressive from the start and
build multiple bases. You get access to the rest of your technology tree which
means you will have defense against weapons of mass destruction and one of
your own.

You start with a base and a sizeable fleet. Build Silos closer to your Mines,
send Cargo Subs to work, dismantle one of the Gold Sublimators and build more
further away, build 2 Research Laboratories - research Anti-Mass Weapons
Defense System and Laser Bomb technologies, build CentComp to protect your
base from nukes, build Munitions Factory to supply your fleet.

Meanwhile, send your fleet to the southeast part of the map and destroy
Violet's base there. Build a CentComp and Repair Docks close to the conquered
Corium deposit and repair your subs.
In the south corner there is a Metal deposit but if you attack it, Violet will
send a fleet from the west there. You can prepare for it with building some
towers and moving them close to the passageway leading to western half of the
map.

Build some more Dockyards in your main base and in your new base and build
more submarines. You will soon get hit by a salvo of nukes. If you have the
Anti-Mass Weapons Defense System technology, the CentComp will protect your
base but nukes might hit your Mines or you might get unlucky and the nuke will
go through the CentComp's defense and hit your base anyway. That is why you
want more than one base.

When you have the Laser Bomb technology you can build your own weapons of mass
destruction. The Yellow AI is the only one who has nukes and he doesn't build
InfoCenters so you could hit Yellow's TLSs and Plasmatrons with your Laser
Bombs but after the initial nuke salvo it seems Yellow doesn't build any more
nukes. It's better to just use the Laser Bombs for clearing off enemy towers
and subs before your attack (although Laser Bomb is not as good against
submarines as Nuclear Torpedo).

Anyway, send your rebuilt fleet west and take control of another Corium and
Metal deposits. From that position if you go north you will find a line of
Violet's towers. Behind them is another Violet's base and east from them is an
entrance to walled off Yellow base. North from it is another walled off Yellow
base with entrance next to the Violet's base. The last Yellow base is in west
corner and the last Violet base is just northwest from your main base.

From now on, it's simple. Just bomb the towers and/or fleet guarding a base,
attack it with your fleet, repair your fleet and repeat. If you want to bomb a
Violet's base you can first teleport in a few Cyberdolphins to destroy the
InfoCenter and then you can safely launch your Laser Bomb. If you have a lot
of Corium you can destroy Yellow's base using multiple bombs to cover the
whole base. Or you can ignore those expensive weapons and do it the
old-fashioned way of outnumbering the enemy. Just be careful with stealth,
they have Dispersers everywhere.
When the last WS unit explodes you are victorious and off to the last mission.

  
                                                         

  Ragnorok                                                          [BO10]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Capture the Silicon Beacon Complex in less than 80 minutes.
- Protect the Beacon Complex until all Silicons are annihilated.

Ok, this one is hard. Not only you have to punch your way through a big map
filled with Silicons but you also have a time limit for it. And it is quite
tight, I had 15 minutes left before I got control over the center of the map
so no slacking!
You have to think big here, measly 40 Heavy Cruisers won't cut it like they
did in missions before. Silicons look squishy when they attack but getting
through their defenses is no easy job. You will have to deal with a lot of
paralysis and area damage. The plan is to keep building Heavy Cruisers and
Laser Bombs, use Cyberdolphins and Teleporters to take out enemy Command Hub
and finally bomb the base and march in with your fleet. Then repeat the
process until you reach the center of the map.
If you have access to Psychotron and Thermo-Nuclear Torpedoes, use them. Laser
Bombs can destroy structures fine but they leave most of the enemy submarines
intact, Psychotron will come handy later when you will have to defend the
Beacon Complex.

You start with two fleets and Assemblers in north and east corner of the map.
Set game speed to slow and start building both bases. Oxygen first, then
Dockyard, CentComp (just in case you fail to take out enemy Vacuum Bombs in
time), Silos and Mines - both bases have 2 Metal and 2 Corium deposits, one of
them is a bit further away from the base.
Build necessary Cargo Subs in Dockyards and add in Gold Sublimators, Munitions
Factory and Market. Build one Laser Bomb Launcher and support your fleets with
PSG and few MMLs. Violet Silicon will start to bother you about 8 minutes in.
Your north base can be attacked from southwest and from east - there is a
passage around the map edge. East base is vulnerable only from the west.

As I stated above, the enemy has weapons of mass destruction, and not just one
or two. Fortunately, they belong to separate Red AI and they are kept in one
place - right in the middle between west and south corner, on a hill at the
southwest edge of the map. You can't scout the place with sonar, but you can
teleport there some cheap unit to pinpoint the location and bomb it with your
Laser Bomb. After that you don't have to worry about Vacuum Bombs, they'll
never build more of them.

Now, in your north base build more Dockyards, have at least 4, and build Heavy
Cruisers, at least 20. Build a Power Station and another Laser Bomb Launcher
and prepare Laser Bombs in both of them. Build 4 Cyber Laboratories and have
two Teleporters ready.
The first target is an enemy base in the northeast area, between your bases.
You can scout the place with sonar, find the Command Hub and prepare 8 
Cyberdolphins (don't build them too soon or they will get eaten by sharks).
Teleport your Cyberdolphins close to the Command Hub and destroy it, then bomb
the base with your Laser Bombs and sent your Heavy Cruisers there. They will
keep getting stuck in the passage so just repeat the move order to ensure they
won't try to go around the whole map.
When you attack the enemy base, the Violet AI might decide to send his other
submarines there. You should prepare for that beforehand and place some towers
and Power Protectors on the path to the base you are attacking. And of course
keep building more Heavy Cruisers.

When the base is cleared, take the deposits there for yourself and start
mining them. That way you can add more Dockyards and another two Laser Bomb
Launchers.
The next target is the base in the west corner. It is a large base with a lot
of towers around it. Repair your submarines, build more, keep building more.
Scout the place and when you have 4 Laser Bombs ready, take out the Command
Hub and bomb it. Two bombs for base itself, two for towers north and east from
it so you can get in with your fleet. It will take a while to destroy the
enemy fleet and clear out rest of the base. When your fleet is too damaged,
send it for repairs and go in with freshly produced subs. Prepare another
batch of Laser Bombs, use them if necessary.

When you have cleared the base, build Repair Docks there so your subs don't
have to go all the way back and prepare some defenses at the south pass in the
rock wall - a small line of MMLs and few Power Protectors will be enough.
After you take control of the Beacon Complex, enemy fleet will spawn behind
the rock wall and will move to the center of the map.
Violet AI still has two smaller bases in the south corner divided by rock
wall. Use the same tactics of Cyberdolphins - Laser Bomb - fleet.

Now remains the Orange AI in a circle around the center of the map. This part
will be harder because apart from Command Hubs there are also Quantum
Paralyzers there which will stun your teleported units. So you either have to
send in more Cyberdolphins to deplete Quantum Paralyzer's charge or send them
in normally, or assault it with Heavy Cruisers and fall back when the Command
Hub si gone and bomb the place behind you.
Just keep calm and build Heavy Cruisers. Keep them in multiple groups and
change them for repairs and keep pushing on the enemy. Don't be afraid to use
Laser Bombs more liberally, even though they are not so great for taking out
subs every bit helps and you should have a lot of Corium anyway. Of course,
Corium is mined slowly so you will need to buy some from Market anyway.

Once you have finally cleared that circle of doom, or you are running out of
time but you have at least got control over the northeast entrance to the map
center, teleport some Raiders in the center of the map and capture all those
Cyan structures there.
Immediately after, a White Silicon fleet will teleport into the west corner
and will move through the pass there to the pass leading to the circle and
in it they will move straight to the entrance to the center of the map.
So set up your subs, towers and Laser Snares in their path so they won't make
it to the center. If you are quick, you can catch them in a Laser Bomb when
they spawn.
Shortly after, another wave of White Silicons spawns at the same place.
After that you just need to destroy any Silicon unit left on the map and you
win the mission and thus you also win the Black Octopi campaign.




------------------------------------------------------------------------------
    SI Campaign                                                     [SICa]
------------------------------------------------------------------------------

  Overlap                                                           [SI01]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build two Corium Collectors and at least one Corium Silo.
- Destroy any human Subs encountered.
- Collect 6000 Corium.
- Destroy enemy Green Base.

Your first task in the Silicon master plan is to gather Corium and destroy all
humans. There are two BO AIs on this map, one has only submarines and the
other also has a base. Don't draw their attention to you too soon, you need to
build your own fleet first. Your first Corium deposits are very small but
there is a large one in the Green Base so you don't have to worry about not
having the necessary amount to end the mission.

You start with 3 Capsule-Prototypes. Build a Protoplasm Generator and two
Silicon Extractors. From your starting position, there is a Corium deposit to
the southwest, another one to the southeast. There are more but these two are
safe from getting too close to enemy submarines. North from your starting
position is also a Metal deposit.
The Red AI has two fleets, one in west corner and the other in east corner.
The west one will attack you 10 minutes after the start of the mission.

When is your Protoplasm Generator ready, build 3 Capsule-Prototypes and 2
Transports. Use them to build a Command Hub (don't build it right next to your
other structures or rocks, it needs space to build modules around itself),
Corium Collector and a Corium Silo next to the Corium Collector.
Send your Transports to gather Corium and build more Capsule-Prototypes. Build
as many Silicon Extractors as you can fit into your northern portion of the
map and build another Protoplasm Generator and Corium Collector with Corium
Silo.

When your Command Hub is ready, build a CHub Submarine Module and research in
it the Ion Cassette Shells. While it is researching, build SHS Subs and when
it is researched, build Escorts instead.
When the first attack comes, you should hopefully have enough submarines to
survive it.

After the attack rebuild any destroyed structures and build more submarines,
then attack the other Red fleet.
Now you can build more Silicon Extractors and Corium Collectors and focus on
the Green AI.
Attack Green's Light Lasers to provoke Green's fleet to attack you. Destroy it
and then go to his base in south corner from the east or west to avoid the
towers.
Destroy the base, destroy the towers and collect the required amount of Corium
to finish the mission.




  Escalation                                                        [SI02]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the main Command Hub from attacking human forces.
- Evacuate 6 Suppliers with artifacts and Silicon containers to the west.  

In this mission you will have to deliver your Suppliers to the extraction
point through enemy WS and BO forces. The Red BO AI has a base in the south
part of the map and the Green WS AI has their base in northwest area. Red has
large fleets patrolling around the base so your best bet is to destroy Green's
base and send your Suppliers through there.
To do that, you get access to Dreadnought submarine and two new towers to fend
off Red's attacks.

You start with a prebuilt base with two Corium Collectors. There is also a
Metal deposit to the south, build an Energy accumulator on it. Build also more
Transports and new Corium Silos closer to the Corium Collectors.
In your Command Hub build a Structure and Energy Module. Research Energy
Conservation Level 2 and Gas Shell Launcher technologies.
You will also need some submarines for defense.

The Red AI will attack you mainly from the north, often targeting your Corium
Silos and building Light Lasers in your base. Sometimes they will go inside
your base or attack from the south, going around the rock wall at the map
edge.
At first you have to hunt them with your fleet, later you can add GSLs on
the rocks around your base.

After you are done with the research, add the rest of the modules and research
the BHE Shells technology. That way you can build a mixture of Escorts and
Dreadnoughts to attack the Green AI. You will also need the Arsenal to supply
your Dreadnoughts and GSLs.

Send your fleet to the north corner of the map. Attack the SubCenters there
and destroy Green's fleet which will come after you. Then you can continue
southwest to Green's base and destroy it. Don't engage Red's fleet patrolling
south from Green's base.
Now you can send your Suppliers the same way you have sent your fleet and move
them to the Gate in west corner along the edge of the map to avoid Green's
towers. You will lose control over the Suppliers and they teleport away,
ending the mission.



  
  Balance                                                           [SI03]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the Silicon Representative enroute to the White Shark base.
- Escort all 3 suppliers safely to the White Shark base.
- Build a Command Hub in the east and research "Local Teleportation"
  technology.

In this mission you will have to attack the enemy right away instead of
following the mission objectives because you just don't have enough submarines
to reach the White Shark base.
There are two AIs on this map, Green WS who is your ally and Red BO who is
your enemy. For some reason you get access to some late game technologies
such as the Vacuum Bomb but you won't be able to research them.

Take your starting fleet and send them to south corner of the map, leaving
the Capsule-Prototypes, Suppliers and SI Flagship where they are. Continue
with your fleet to the northwest, avoid the patrolling BO fleet, and get to
the Red base through a passage at the southwest edge of the map. You should
see Corium and Metal deposits and two Light Lasers.

Destroy the Light Lasers and enemy Assembler, which will try to build Mines on
the deposits. Then continue northwest to the base and destroy all Dockyards
there. The Red AI is now crippled and you can withdraw and safely start mining
those resource deposits and build yourself a fleet. You can do whatever you
want, the Red AI won't attack you, just don't research the Local Teleportation
technology yet.

When you clear the path to WS base, send your Suppliers and Flagship there and
you will get new objectives. Build Command Hub in the eastern corner and 
research the Local Teleportation technology. You might notice that you have
more technologies available in the Super-tech Module but once you research the
Local Teleportation, the mission ends.
You could research those technologies before sending Suppliers to the WS base
but in my case it broke the mission. Anyway, when you are done you will get to
see a pretty cool cutscene, enjoy.




  Retrieval                                                         [SI04]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Capture the CentComp "Central Terminal" in the Black Octopi base to the
  north and retrieve the Silicon shell technologist by the Usurper
  "Retribution".
- Capture the CentComp "Main Terminal" in the Black Octopi base to the North
  with the Usurper "Retribution".
- Deliver the Usurper "Retribution" to the Command Hub.
- Research the "Teleportation Detection" technology.

Surprise, surprise, the White Sharks ran away from Black Octopi and left their
Silicon friends behind and now you have to rescue them. You will have to
defend yourself from Red BO and capture the CentComp in Green BO base. For
that you get more defensive structures and Acoustic Mines.

You start with a prebuilt base. There is a Corium and Metal deposit in your
west corner and another Corium deposit to the south, close to map edge. You
are separated from your enemies by a rock wall spanning from southwest map
edge through the center of the map to the northwest map edge. In the center of
the map there are tunnels leading to Red and Green base. Red AI patrols with
a fleet through their tunnel, Green's fleet stays on their side of the wall.

First, build your economy and start with research. Build some additional
Protoplasm Generators and add more subs to your starting fleet. Since your
enemies have large fleets of weaker subs, Dreadnoughts will come handy but
you have to keep them from piling up so they won't block their own shots.
Sooner or later, Red will send a fleet to attack you. Destroy it and move to
the center of the map to destroy Red's fleet which patrols there. Then you can
build some towers in front of the tunnel to Red base to stop future attacks.

For the attack on Green base, prepare a fleet of Bio-Acid Assaulters. Green's
patrolling fleet will probably catch you inside the tunnel to Green base where
the tunnel's ceiling will block Dreadnought's BHE Shells, so don't send them
in with the first wave.
When you have cleared your way to the base itself, you can circle around and
go right inside from the east to destroy the Dockyards and then just destroy
the towers too close to CentComp and capture it with your Usurper.

After that it's just about sending Usurper back to Command Hub and research
the Teleportation Detection technology. You will get access to the rest of
Command Hub's modules but they don't have any new technologies in them.




  Betrayal                                                          [SI05]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Use the Usurper subs to capture the Black Octopi Research Laboratories in
  the north.
- Load 3 BO Artifacts on Suppliers and deliver them to the Command Hub.
- Annihilate the White Sharks base and all their forces in the area.

Not even Silicons could resist stealing some technology from the enemy. That's
why you have to capture BO Research Laboratories and then of course show the
WS what you think about their incompetence. Both WS and BO AI are very
defensive here so you will have a lot of room to build up before crushing your
opposition. You also get some new upgrades, most notably the armor upgrade,
a new tower and the Gate which can teleport your forces around.

You start with a base and a small fleet. Build more Capsule-Prototypes and
build your economy. The south and southwest part of the map is free from enemy
presence so don't be afraid to expand a bit. You just need to build some 
defenses to protect you from the north because the WS AI will sometimes send
a Constructor to you.

When you are done with your economy, build some additional Protoplasm
Generators and start building your fleet while you do the research.
The WS AI keeps a fleet on patrol from west to map center where is the 
entrance to BO base. BO AI stays in his base.
WS AI has mostly weaker subs and BO AI has the usual mixture of Heavy Cruisers
with something little on top. That means you should build enough Bio-Acid
Assaulters and some other subs to take the hits. For the WS fleet you would
want more Dreadnoughts and SHS subs or Escorts but you can avoid it when it
moves to the west and just fight with the BO fleet.

Use hacking or Explorer to check if you have enough subs and move to the BO
base in northern part of the map. At the entrance you will have a fight with
their fleet. When you destroy it, take out enemy towers at the entrance and if
you still have enough subs, move inside and destroy the Dockyard and Assembler
before retreating.
Build a Gate in your base and place its exit in a safe area behind the
entrance to BO base. That way you can teleport your reinforcements there, 
bypassing the WS fleet.

Now, use your Bio-Acid Assaulters to take out enemy towers around the BO
Research Laboratories. Make sure to not destroy the laboratories. After that,
capture them with your Usurpers.
Now you will have to wait for three artifacts to spawn. You will then build
Suppliers and load the artifacts on them and teleport them back to your
Command Hub.
The WS AI will try to destroy the Research Laboratories with a small fleet
containing a DC Bomber. Prepare some Acoustic Mines at the base entrance
beforehand.

The final task is to destroy the WS AI which shouldn't be a problem with the
amount of resources at your disposal. Use Dreadnoughts and SHS/Escorts to
defeat the WS fleet and use Bio-Acid Assaulters to clear enemy towers from 
your path to the base. Inside the base there are some Ultrasonic Generators
which you can quickly neutralize by capturing them with your Usurpers.



  
  Shield                                                            [SI06]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the Black Octopi base and Research Laboratory against the advancing
  White Sharks.  
- Protect the 4 Repair Platforms with cargo until they arrive at the Black 
  Octopi Research Laboratory.
- Escort Repair Platforms southeast.

Looks like White Sharks are winning over the Black Octopi a little too easily.
That's why you will now protect a BO base from attacking WS forces. There are
2 WS AIs here, one of them has a regular base, the other only has a very large
amount of towers around a spot where his subs are teleporting in.
Here you can research new upgrades as usual but also build a Replenisher which
will save you the trip to Replenish Pod and a Paralysis Probe which can
paralyze enemy submarines.

You start with a small fleet. Start building your base where you are and
expand as much as you can without getting too close to the enemy.
The Red WS AI has a base in west corner. Red will build the base and build 
more submarines which will patrol around the base.
The Violet WS AI will from time to time spawn a fleet of Cruisers in the east
corner which will attack the BO base in the north corner. At the beginning of
the mission, there will be the first attack which the BO AI will survive
without your help. The second attack comes approximately 15 minutes after the
beginning of the mission and they will need your help.

When you are done with your economy, build more Protoplasm Generators and
build your fleet. You should be able to build enough submarines to take out
the Red AI and defend the BO AI from Violet's attack.
Red has a mixed force and many Ultrasonic Generators in the base. Build a
mixed force as well but definitely build Bio-Acid Assaulters so you can lay
mines in the path of Violet fleet - build a gate so you can quickly move 
between your base and BO base, just not too close to it, BO AI will still fire
at you. For the Ultrasonic Generators build Usurpers and capture them.

When there are just few minutes left to Violet's attack, attack Red's fleet
when it is outside the base and destroy it. Then you can send part of your
force in the base together with the Usurpers to destroy it and the rest to the
north to help the BO AI. Wait for Violet's subs to engage the towers and
attack them from the back.

Now you will have to wait and defend for quite some time. Gather your subs
in between the BO base and Violet's base, build some towers there and just
defend. Eventually, the BO AI will ally with you and 4 Repair Platforms will
teleport in your base in the south corner. Send them north to the Research
Laboratory.

When they arrive, more enemy submarines will teleport in. A Red fleet will
appear in the west corner and Violet fleet will patrol in the canyon which
leads to the southeast. Destroy those submarines and send the Repair Platforms
to the southeast edge of the map through the canyon.
Sit back and enjoy another good cutscene. Looks like the animators put most
of their effort into this campaign's cutscenes.

  
  
  
  Lifeline                                                          [SI07]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Escort Transports to southern base and unload them.  
- Clear White Sharks presence from this sector.

The White Sharks got bored with punching the Black Octopi all the time and
started to break our toys. You will have to put the situation under control.
There are 3 WS AIs on this map. Two have bases, the third one has just a few
fleets patrolling the area. Regarding the new technologies, you get some
upgrades including an armor upgrade and mine detection, and some new special
structures.

You start in northeast part of the map with a fleet and some Transports. Take
your fleet and go southeast until you hit a wall and southwest from there.
There will be Depth Mines in your way so sacrifice a SHS sub to clear the
path. There is also a Red fleet patrolling from south to northeast which you
will have to destroy. Try to attack them when they reach the northern end of
their path and start to move south again so you make them split.

When you have destroyed the enemy fleet, you have to move south where you will
find a Gate leading to walled off area with a silicon base. On your way there
is another Red fleet which patrols from south to northwest, just wait for it
to move out of the way and send your subs under the Gate where they will be
in safe distance from the enemy. Then start teleporting your subs through the
Gate.

Inside the Silicon base order your Transports to unload into the Corium Silo.
Start building Silicon Extractors and more Capsule-Prototypes. The Violet AI
will soon start to teleport submarines into your base. The enemy subs will
appear next to your Corium Silo and south of the Gate at the other side of
your base. Build Quantum Paralyzers there and put there some subs to destroy
the paralyzed enemy submarines.

When you have your base secured start with research and building of
submarines. You have only one Corium deposit here so don't build too much at
once. There are some resource deposits in the area where you started the
mission but if you try to build anything outside your base the enemy will send
a fleet there.

The enemy has a mixed fleet composition so you will need some Bio-Acid
Assaulters, Dreadnoughts, Escorts, a Replenisher and some disposable SHS subs.
You could build some Paralysis Probes as well but they are a bit expensive on
Corium which doesn't mesh well with just one Corium deposit. You can also
build some Usurpers to capture enemy towers inside their base.

When you are ready just send the subs through a gate, let them destroy the 
tower on the other side and wait until you have your whole fleet on the other
side. Then just attack and destroy the enemy base and repeat it for the other
one. You only have to watch out for the Psychotron so you won't get into its
range when it's active, keeping your submarines spread out a bit so they can
dodge and keeping them supplied with energy so they regenerate quickly.




  Fairway                                                           [SI08]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Protect the Command Hub during the mission.
- Capture White Shark TranCenter in the southeast and protect it until a White
  Shark courier sub and attack plans appear near it.
- Build a new Command Hub in the North and convoy the courier there.
- Unload the Courier Sub near the new Command Hub.
- Defend the Command Hub and attack plans until Black Octopi forces arrive.

So it is you against two White Sharks, again. At the beginning the AIs tend to
stick around their bases, which leaves the whole west quarter of the map to
you. The enemy has the same tricks as before and you just get some upgrades
together with the Gas Laser Satellite Launcher which here is only good for
annoying the enemy.

You start with a basic base and small fleet. Build up your economy. There is
a lot of Metal deposits here, use Energy Converter to turn the excess energy
into Corium whenever needed.
Build a lot of Protoplasm Generators and one or two Molecular Repair 
Facilities. You should build the usual mixed fleet but add in a Vermin once
you research it to protect you from Psychotrons.

After 15 minutes or later the enemy starts to send small fleets outside to
attack your structures so have a quick fleet of your own to defend from these
raids.
With your main fleet you will have to attack the base in southeast and capture
their TranCenter. Your submarines won't shoot at it on their own but still be
careful around it and don't forget to take out SubCenters in south corner.

When you have captured the TranCenter, defend it until an artifact and
friendly Terminator teleports in. Load them on your Suppliers and send them to
your base for now. Leave a fleet at the southeast to stop the enemy at east
corner from getting out of their base.

Rebuild your fleet and prepare for an attack at the north base. The main
entrance is from the southeast but you can also get inside from the west along
the map edge.
When you destroy the base, secure it and build a Command Hub there. Then send
your Suppliers with Courier and artifact to it. Wait a while for the Black
Octopi to teleport in and you win.
  
  
  
  
  Purification                                                      [SI09]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Build a Command Hub, a Quantum Paralyzer and a Teleportation Gate within 15
  minutes.  
- Receive 3 Suppliers carrying Silicon Artifacts during 5 minutes after the
  end of the previous construction.
- Prepare to meet 3 Mobile Platforms at the Northwest. The time is limited to
  15 minutes.
- Protect all 3 Mobile Platforms and all 3 Suppliers.
- Deliver the 3 mobile platforms and 3 Suppliers with Artifacts to the Western
  portion of this sector.
- Destroy enemy CentComp, 3 Teleporters, Power Protector and Research
  Laboratory on the north.
  
As you can see from the list of objectives, this mission is little more
complex than the previous ones. Map is filled with enemies and resources are
few and far between. Fortunately, most of the enemy AIs have limited number of
submarines so there is only one BO AI which will give you some trouble and
that is just because the Laser Bomb Launchers.
Because of them you now can research the Anti-Mass Weapons Defense System and
your own weapon of mass destruction - Vacuum Bomb.

You are given a sizable fleet with 3 Capsule-Prototypes. Move to the southwest
a little until you find a Corium deposit and build your base around it. You
can place Silicon Extractors along the map edge towards the east corner. On
the way to east corner there is also a Metal deposit. In south corner there is
another Corium deposit but there are Red WS subs patrolling there.

After you have your economy set up, build a few towers for defense before
building other structures. After 5 minutes or so there will be several waves
of White BO subs teleporting in the south corner and moving into your base to
attack your Corium Silo. The Red WS subs will be firing on them and your
starting fleet with some towers should be enough to finish them off. The Red
WS might then send the subs at you and Violet BO might attack you as well.
After all that you can safely start mining the Corium deposit in the south
corner.

Before your time runs out, build the required structures. When you build the
teleportation Gate put its second entrance into west corner. There are some
resource deposits there which you can use.
When the time is up you will have to wait for Suppliers with artifacts to
appear, one by one. They will always appear in the east corner so just order
them to teleport into your base.
Eventually you will also get attacked by Yellow BO which has small outpost in
the southwest part of the map. There are only towers there and some resource
deposits so when you destroy the Yellow fleet you can start exploiting them.

When you have all the Suppliers secured you will recieve new orders about
incoming mobile platforms with artifacts. After 15 minutes they will appear in
the north corner and on their own move south to the center of the map and from
there to your starting position.
Even though the Red fleet is gone, their path is still full of Red towers so
build a few Usurpers and capture those towers to secure the path to your base.
When the mobile platforms arrive you will also have to get rid of the Violet
fleet patrolling north from your base or else they might destroy one of those
mobile platforms.

At this time (20:00 mission time) the Violet AI will also start to build Laser
Bomb Launchers and it will be launched at roughly 26:00. The Laser Bomb
Launchers are in the Violet's base in northeast. You can take out the launcher
by teleporting in Suppliers, one by one, so you will deplete the Power
Protector's charge (it takes 6 Suppliers) and then teleport in Suppliers
loaded with Usurpers or Bio-Acid Assaulters to capture/destroy the launcher.
Violet will be building more but his Corium supplies will be depleted and the
process will be slow. You can stop it completely by attacking the Corium Mines
from the east corner and capturing the Heavy Lasers there.

When you have all 6 artifacts in your base, send them to west corner through
your Gate. After that you just have to destroy the Azure BO structures in
Violet's base (CentComp is exception, it is Violet instead of Azure) using
Vacuum Bombs (you can take out CentComp first using Gas Laser Satellite) or
plain old direct assault.
Either way, more enemy submarines will teleport in and will destroy your
mobile platforms with artifacts, sending you to the final mission.




  Beacon                                                            [SI10]
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  Objectives
  ¨¨¨¨¨¨¨¨¨¨
- Break through to the Teleportation Gate captured by the White Sharks and
  re-capture.
- Build the second part of the Teleportation Gates near the Command Hub at the
  central closed area.
- Deliver Black Octopi Repair Platform with the Artifact to the Command Hub.

This is it, the final mission. Let's not waste any time and get out of this
hole they call Earth. This mission is not hard, just painfully slow because
you will have to clear out two really big WS and BO bases full of towers and
subs.
The only new technology you get is an upgrade for Paralysis Probe which allows
it's Neuro-Shells to deplete Power Protector's charge.
At least the enemy won't be using any weapons of mass destruction.

You start with a big fleet and a Repair Platform. You will have to follow the
path leading southwest and then northeast to the Gate. There are 3 WS fleets
patrolling there and some towers as well. You shouldn't have a problem with
destroying them with your large fleet, just don't forget that you have
Usurpers and that capturing a tower is often quicker than destroying it.
Also there is an entrance to Violet BO AI's base near the west corner so don't
hang around there much or Violet might send some subs after you.

When you capture the Gate, build the second entrance in the central area where
the Command Hub is located. Then move in the Repair Platform and your other
submarines. Start building your base as usual and research the upgrade you
need. There is a Corium deposit and two Metal deposits in the base and another
Corium deposit in the west corner.
When you are done with economy, rebuild your fleet.

After you finish the research you have to capture the Beacon complex in the
southeast. Build a Gate and put its second entrance into east corner. Send
your fleet through it and attack the enemy fleet at the Beacon. Make your
Paralysis Probes shoot inside the Power Protector's field so it will block the
Neuro-Shells and deplete it's charge. Then destroy or capture structures
around the Beacon and start capturing the Beacon itself just don't capture all
of the structures yet.

After you capture the whole Beacon, you will be periodically under attack from
BO forces. An Azure fleet will be teleporting to the north part of your base
in the middle of the map and Violet will be sending subs to the Beacon through
a tunnel in the south corner.
Therefore before you capture the Beacon you need to prepare for this with
building towers and subs. There are also Corium deposits near the Beacon so
start mining them.

Capture the Beacon and a countdown will begin. Defend your position, build
more submarines and prepare a Vacuum Bomb. Violet might also send in an
Assembler which will ignore your defenses and go past them so just keep some
mines in its path, if necessary.
When time is up you will get your last orders to destroy Red's and Violet's
base.

Now will be the time to get rid of enemy fleets. Once you use a Vacuum Bomb,
both AIs will send all they got on your Beacon. Prepare defenses on both sides
of the Beacon and prepare a fleet of Usurpers for your own attack.
The Red subs will move in through a tunnel in the east corner. You can fill
the area between the tunnel and Beacon with mines or set up defense right at
the tunnel exit. When you are ready, just drop the Vacuum Bomb in the middle
of Red's base so it won't get moved by InfoCenters outside and at least hits
something.

After the fight is over, send your Usurpers into Red's base and start 
capturing it. Bring some Vermins with you to counter the Psychotrons. Whatever
you capture you can dismantle with your Replenisher and get some of that
important Corium.
When you dismantle the whole WS base you just have to do the same with the BO
base. There are quite a few of those Electro-Magnetic Launchers so keep a
Replenisher around to recharge your Usurpers.
And that's it. Silicons finally returned home and you have finished the
Silicon Campaign.



  
==============================================================================
    Legal and Copyright                                             [LaCo]
==============================================================================

This Walkthrough/Strategy Guide is (C) 2016 to Martin "Enguzrad" Kobath.

This Walkthrough/Strategy Guide may be posted on any web site as long as
the text is not changed, it is accessible for free and as long as the author
(Enguzrad) and the host site (gamefaqs.com) is credited.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.




==============================================================================
    Credits                                                         [Crts]
==============================================================================

Thanks to Xaver and SaliSakal for helping me to test some of the game
mechanics.


Patorjk's Text to ASCII Art Generator - used for making the guide's title.
  link: http://patorjk.com/software/taag

Aqrit's ddwrapper - used for making the game run properly.
  link: http://bitpatch.com/ddwrapper.html

Submarine Titans Manual - available from Strategy First website, included
  tables of unit statistics were used while creating this guide.
  link: http://www.strategyfirst.com/app/webroot/files/files/
        Sub%20Titans%20Manual.pdf

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