OUTPOST 2: DIVIDED DESTINY
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EDEN WALKTHROUGH
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Table of Contents:
- Introduction
- Updates/Revisions
- Mission one
- Mission two
- Mission three
- Mission four
- Mission five
- Mission six
- Mission seven
- Mission eight
- Mission nine
- Mission ten
- Mission eleven
- Mission twelve
- The End
- Legal Junk
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I wrote this because I was looking around the request list one day,
and I decided to write this because I have rapped this games many
times over and over.
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Version 1.0 - The whole FAQ. Everything. If you have any questions,
comments, or corrections, please e-mail me at:
_
[email protected] _ ,my name is Cam Roth.
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Mission One -
Mission Briefing:
Commander:
Something has gone horribly wrong. We must evacuate the colony
immediately. All available Evacuation Transports have been filled to
capacity and are ready to leave.
Our survivability projections have identified the vehicles and supplies
we need to build a viable new colony.
Gather these materials and rendezvous at the mining beacon southeast of
our colony. An exact list of needed materials is available in the
Specific Objectives.
Hurry, Commander. Time is running out.
The Map:
Terrain map for Eden Mission 1. This is a 64 x 64 map
Easy Level
Mission Objectives:
Move all units and their cargos to the mining beacon southeast of
our colony.
Strategies:
Your vehicles are already loaded with their cargos, so you will not
have to do any docking or loading at all. You just have to move
all the vehicles to the mining beacon.
Position the mouse in the northwest corner, press and hold the left
mouse and drag the mouse pointer to the southeast corner of the
map. Release the left mouse button, and all of the vehicles will
be selected. Move the cursor (it should be the Move cursor) to the
mining beacon and click. Right-click to de-select your vehicles
and watch them go.
Normal Level
Mission Objectives:
All of the following materials must be evacuated, that is, moved to
the vicinity of the mining beacon to the southeast of the colony.
1) 6 structure kits (each must be loaded onto a ConVecs):
Basic Lab,Structure Factory,Tokamak, Agridome, Common Ore
Smelter, Command Center.
2) 4000 units of Common Metals (loaded into 4 Cargo Trucks).
3) 4000 units of Food (loaded into 4 Cargo Trucks)
4) Colonists (loaded in 3 Evacuation Transports)
5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo-
Miners
Strategies:
Some of your vehicles are already loaded and ready, others need to
be loaded. Find the empty ConVecs and get them to the Structure
Factory quickly. While they are going, load two empty Cargo Trucks
with food at the Agridome and two with Common Metals at either the
Common Ore Smelter or Common Metals Storage Tanks. Once all the
structure kits are in ConVecs, drag- select the entire screen (just
as in the Easy level) and move the vehicles to the mining beacon.
Hard Level
Mission Objectives:
All of the following materials must be evacuated, that is, moved to
the vicinity of the mining beacon to the southeast of the colony.
1) 6 structure kits (each must be loaded onto a ConVecs):
Basic Lab, Structure Factory, Tokamak, Agridome,
Common Ore Smelter, Command Center.
2) 4000 units of Common Metals (loaded into 4 Cargo Trucks).
3) 4000 units of Food (loaded into 4 Cargo Trucks)
4) Colonists (loaded in 3 Evacuation Transports)
5) Other vehicles: Earthworker, 2 Robo-Surveyors, 2 Robo-
Miners
Strategies:
At the Hard level, none of your vehicles have the cargoes they need,
you do not have enough Common Metals in storage or vehicles on the
map, and there is a Power shortage as well.
First, solve the Power problem. Since the colony is about to wiped
out, you need not worry about Morale, research, or your Colonists'
health. Idle all Residences, Labs, Recreation Facilities, and
Medical Centers. You must release enough Power to bring your
Garages Active.
Next, find the Cargo Trucks loaded with the Common Ore. Dock them
at the Smelter to make the Common Metals you need. While they are
en route, get the vehicles out of storage at the Garages.
Load the ConVecs and Cargo Trucks, then drag-select the entire map
to select all of your vehicle.
Research:
There is no research available in this Unit Mission.
Mission Two -
Mission Briefing:
Commander:
Our secret terraforming experiments have produced a deadly side
effect. A mutated microbe is spreading through the planet's crust.
Our scientists call it the "Blight."
Your computer display has been modified to show its projected
growth. We do not yet know how to stop it.
We must establish a temporary colony here. The emergency evacuation
has left many of our people exhausted and weak, and our food
supplies are diminishing to critical levels.
To survive we need to grow more food and mine ores to produce more
metals.
Most of our surviving colonists do not yet know what happened but
rumors are circulating. Morale is holding at a steady level.for
now.
As the Blight continues to spread we will eventually need to
evacuate again. We must build structure kits to be ready when that
time comes.
In addition, the scientific databases we evacuated from Eden are
badly scrambled and must be reconstructed.
We have done a new survivability projection of resources for our
next evacuation. Check the Specific Objectives for that list.
Move quickly Commander. The Blight is approaching.
The Map
Terrain map for Eden Mission 2. This is a 128 x 64 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 20 Children, 14
Workers, and 8 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with Common
Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker, one
Robo-Miner, and one Robo-Surveyor.
Strategies:
Group select all seven empty Cargo Trucks and set on an ore-hauling
route between the mine to the east and the smelter. After the
first load of ore has been delivered, send two empty Trucks
to the Agridomes.
Start building an Agridome kit. Move a ConVec to the loading dock
of the Structure Factory and load it with the Agridome kit as soon
as it has been completed. Deploy the Agridome directly below the
Structure Factory to avoid travel time. Start producing another
Agridome kit.
Start researching one of the topics in the Basic Lab. The research
order doesn't matter in this mission. As soon as your hear the
"Research Completed" message hit the space bar to jump to
the Basic Lab and assign another topic.
After accumulating 5000 Common Metals in the Smelter, take the
Trucks from the ore-hauling route and load one Truck at a time.
Normal Level
Mission Objectives:
1) You must have a minimum population of 20 Children, 14
Workers, and 8 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits in storage at
Structure Factory: Agridome,Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with Common
Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Earthworker, one
Robo-Miner, and one Robo-Surveyor.
Strategies:
Survey the beacon to the east and build a Mine on it.. Construct the
buildings in a row stretching towards the beacon. Build the
Smelter close to the east end of the base to keep the route from
the Mine to the Smelter short. Build the Mine and have the empty
Cargo Trucks set up an ore- hauling route. As soon as you have
enough Metals build a second Agridome.
You may want to unload some of the Metals in the Trucks so you can
begin building the structure kits you need. Use those empty Trucks
to haul more ore.
Remember to keep your Basic Lab busy doing research.
You may want to move the Evac Transports and other units that you
are not using out of the way to the east side of the map. They will
not be in any danger there.
If you have enough Metals in storage near the end of the mission,
consider building Storage Tanks on the east side of the colony, away
from the microbe. This lets you load Metals at both the Smelter
and the Storage Tanks avoiding a bottleneck at the Smelter.
Hard Level
Mission Objectives:
1) You must have a minimum population of 20 Children, 14
Workers, and 8 Scientists.
2) You must research these topics: Astronomy, Boptronics,
Chemistry, Planetary Sciences, and Social Sciences.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with Common
Metals and two Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least one Earthworker, one Robo-Miner, and
one Robo-Surveyor.
Strategies:
You must act quickly and precisely here. Start your ConVecs moving
toward the Command Center, then select each one and order it to
deploy its structure kit. These should stretch in a l
line from the Command Center eastward, with the Common Ore Smelter
at the end of the line.
Build your Tokamak quickly south of the Command Center. The "rocky
plains" terrain, light gray colored without vegetation, is the
fastest terrain to build on in the game. Get the Tokamak there
quickly.
After the ConVecs have started moving give a Robo-Surveyor a path to
the mining beacon using waypoints. Without waypoints he will not
get their soon enough. Do the same with one of your
Robo-Miners.
When those units are on their way, move the Cargo Trucks carrying
Metals to your Smelter's construction site to unload them as soon as
it is completed.
If you are one Tube too far apart when you place your structures,
you can still unload the Metals in the Smelter when it is completed.
Build Tubes to connect the buildings.
You may need to unload all metals and use them for building
structure kits. Keep your ConVecs near the Structure Factory to
load structure kits as they are completed.
Build another Agridome as soon as possible to build up enough food
and do the basic research as you go along. Building the Agridome
between the Smelter and the Mine will give the Trucks some
bulldozed terrain to drive across.
Finally, as in the Normal level, you may want to build Storage Tanks
on the west side of your colony, so that you may load metals in two
places at the end of the mission.
Research:
On all three levels, you must research all of the topics available.
These are:
Topic Predecessor Cost Sci Lab
Astronomy None 400 5 Basic
Astronomy is the study of matter and energy in the universe,
particularly the composition and movement of celestial bodies.
Prior to our hurried departure, our astronomical database contained
a great deal of information on nearby star systems and the local
region of space. This database was corrupted and must be
rebuilt.
Our astronomical database has been rebuilt, giving us increased
knowledge of the possible resources and hazards of this part of
space. It can provide the basis for future research.
Boptronics None 400 5 Basic
"Boptronics" refers to hybrid devices and systems which use
electronic, biological and optical components. Our colony is
entirely dependent on this type of equipment, but our database of
boptronic engineering techniques has been damaged.
Reassembling this data is a top priority for our survival.
Our boptronics database has been restored. We will soon be able to
develop new processes, techniques, and devices.
Chemistry None 400 5 Basic
The science of chemistry investigates the composition and properties
of materials. Our databases contained all of Earth's knowledge of
chemistry, as well as the results of many experiments carried out
since we landed on New Terra; our studies in analytical chemistry,
examining the composition of materials in the New Terrestrial soil
are particularly valuable.
This chemical database must now be rebuilt.
The chemical database has been reconstructed, and will provide the
foundation of future scientific progress.
Planetary Sciences None 400 5 Basic
The planetary sciences data bank included studies of the soil,
landforms, and atmosphere of New Terra, as well as all geoscientific
research done on Earth and the solar system prior to the
planet's destruction. Restoration of this database is essential to
our continued survival on New Terra.
Our planetary sciences database has been reassembled.
Social Sciences None 400 5 Basic
The planetary sciences data bank included studies of the soil,
landforms, and atmosphere of New Terra, as well as all geoscientific
research done on Earth and the solar system prior to the
planet's destruction. Restoration of this database is essential to
our continued survival on New Terra.
Our planetary sciences database has been reassembled.
Mission Three -
Mission Briefing:
Commander:
Our colony has relocated again as far away from The Blight as our
limited supplies would allow.
Now we must expand our research and grow our colony to survive.
The Basic Lab is no longer useful. The new Standard Lab
configuration will allow us to develop new technologies with
tangible results.
Cybernetic Teleoperation research will allow us to build more
vehicles and remotelyoperate them.
An active Nursery will allow us to expand our population and
decrease infant mortality rates. An active University will allow us
to train new workers and scientists.
This new colony location is seismically active. This seems to be a
side effect of The Blight as it spreads over New Terra. Be prepared
for tremors.
The colonists will soon realize the gravity of our situation and
morale may begin to fluctuate.
This may affect our production rates at factories, agridomes, and
laboratories. High morale will improve the birth rate and lower the
mortality rate.
Do what you can to keep the colonists happy but do not forget about
our other objectives.
The Blight is still a threat. We must keep sufficient Evacuation
Transports ready and prepare other resources to move if we cannot
stop it.
To have any hope of stopping The Blight we must learn more about it.
Our scientists need some data from some of the Advanced Labs in our
original colony.
They believe they can make modifications to some vehicles providing
temporary resistance to the effect of The Blight.
One other modification to these vehicles must be made. Before the
"accident", our Council had become very concerned about the threats
from Plymouth's leaders.
To protect ourselves in the face of these hostile words our Council
ordered some of our scientists to develop defensive weapons systems.
Several prototypes had been developed using modified industrial
lasers. The prototypes had been installed in some structures and
vehicles for testing purposes.
Our scientists believe the Blight may have infected and altered the
organic memories of these systems. They may perceive our
expedition's return as some kind of a threat.
The vehicles we send back will need to be equipped properly to
defend themselves. Research will allow us to construct our own
weapon prototypes.
The Savant computers have done projections of what we will need to
accomplish all of these goals. See the Specific Objectives list for
this information.
Act quickly Commander. We must be ready.
The Map:
Terrain map for Eden Mission 3. This is a 128 x 64 map.
Easy Level
Mission Objectives:
1) You must have a minimum population of 28 Children, 22
Workers, and 15 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation,
Large-Scale Optical Resonators*, Mobile Weapons Platform*.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least five Cargo Trucks loaded with Common
Metals and three Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must build a Vehicle Factory*.
7) You must have at least five ConVecs, one Robo-Surveyor, one
Robo-Miner*, two Scouts*, and four Lynx*.
Objectives marked with an asterisk (*) are added during the course
of the mission as other objectives are achieved.
Strategies:
This mission requires close attention to Morale to help meet your
population goals. Build an additional Residence and Agridome as
soon as possible; this will help build Morale. Start training
all but two Workers to be Scientists at the beginning of the
mission. This will increase the number of Scientists (increasing
the speed of your research) and also reduce the number of unemployed
Workers. Continue to train small numbers of Scientists throughout
the mission.
Put all available Cargo Trucks on an ore-hauling route between the
Mine to the northwest of the base and your Common Ore Smelter. If
the Trucks get too bunched up at the Smelter's dock,
move a couple of them out of the way to clear the jam. After the
rest are moving again, unload them at the Smelter and reroute them.
Trucks must be unloaded to accept programming for an automatic mine
route. Research topics which aid morale. Starting with
Environmental Psychology, then proceed to Health Maintenance,
Seismology, and Emergency Response Systems in that order. Build a
Medical Center as soon as Health Maintenance is completed, and build
a DIRT as soon as Emergency Response Systems has been researched.
This will require 3 Workers and 2 Scientists to staff, so plan
accordingly. Do not research Metals Reclamation until it is the
last topic available.
After the Morale issues have been completed, research Cybernetic
Teleoperation, Large Scale Optical Resonators, and Mobile Weapons
Platform in that order. Start building your Vehicle Factory kit as
soon as you have completed Cybernetic Teleoperation. The other two
are required to let the Vehicle Factory produce Laser Lynx tanks.
While they are being researched, build the Vehicle Factory, 2
Scouts, and a Robo-Miner.
Normal Level
Mission Objectives:
1) You must have a minimum population of 28 Children, 22
Workers, and 15 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with Common
Metals and three Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least five ConVecs, one Robo-Surveyor, one
Robo-Miner*, two Scouts*, and four Lynx*.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Research Seismology first. This will give you warning of the quakes
coming and let you move any vehicles out of the way.
Very soon after that research Cybernetic Teleoperations. Then place
a Residence, Vehicle Factory and a Medical Center on the map as
quickly as you can.
Hard Level
Mission Objectives
1) You must have a minimum population of 26 Children, 20
Workers, and 15 Scientists.
2) You must research these topics: Emergency Response
Systems, Health Maintenance, Cybernetic Teleoperation.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must have at least six Cargo Trucks loaded with Common
Metals and three Cargo Trucks loaded with Food
5) You must have enough Evacuation Transports for your
population.
6) You must have at least one Robo-Surveyor, one Robo-Miner,
three Scouts, and five Lynx.
Strategies:
This is one of the hardest missions in the game. You do not have
very many people and the quakes and microbe make it a very difficult
scenario.
At the beginning, focus almost entirely on building your Morale. Do
Health Maintenance immediately. This is the only way to keep enough
Workers and Scientists alive since your Morale starts at such a poor
level that your death rate will be high. Also, do not train all of
your Workers into Scientists at the start. Workers contribute twice
as much to the birth rate as Scientists. If you convert them, you
will not be able to produce enough Children to succeed. You may
only have a few Scientists doing research at a time, but getting
more Children is the critical challenge. Do the vehicles and
weapons research near the very end.
Remember that you can Idle some structures to free up Workers for
others, so once your Structure Factory has finished all the kits you
need Idle it to get those Workers into other structures.
Do not worry about the mining beacons in the south and southwest.
These will get hit by a lot of quakes and you will lose a lot of
Cargo Trucks that way. Send all of the Trucks to haul ore from
the mine in the west.
Most of the quakes hit to the west of your base but there are a
couple that can be north and south.
If you have researched Seismology, move your vehicles out of the way
when you get the warning and Idle the structures near the epicenter
until the quake is over.
As you complete the vehicle requirements, move your vehicles out of
the way to the northeast corner of the maps... no quakes ever hit
there.
You may wish to build a GORF and recycle some of your structures at
the end to get enough Metals. If the only thing you have left to
complete is the Metals requirement, forget worry about
Morale and recycle as many structures as you need to finish.
Build Storage Tanks near the end to avoid a botteneck at the
Smelter.
Research
Topic Predecessor Cost Sci Lab
Advanced Vehicle Power Plant
High-Temp. Superconductivity 1500 12 Std
Several of the vehicle models we use are powered by the R-2000 cool-
fusion plant. Our work in High-Temperature Superconductivity may be
applicable to an improvement of this power plant.
The new R-3000 series cool-fusion plant has been installed in all
Cargo Trucks, Robo-Dozers, and Earthworkers,
replacing the earlier R-2000 model. This application of the High-
Temperature Superconductivity technology has increased the speed of
these three vehicles.
Increases speeds of the Cargo Truck, Robo-Dozer, and Earthworker.
Cybernetic Teleoperation None 800 10 Std
Prior to the evacuation from our original colony site, Workers
remotely operated our vehicles using a technology called
Teleoperation. Since the catastrophe, we no longer have enough
Workers to teleoperate our vehicles. The Savant computers at the
Command Center have taken on part of this burden, but the job is
taxing their capacity. We need a specialized computer vehicle
control system. This Cybernetic Teleoperation project should
allows us to operate a much larger number of vehicles.
Our research has resulted in a specialized variant of the Command
Center, with dedicated computers and communications capabilities.
In addition, all vehicle designs now include the
less expensive Noesis computer, utilizing elements of the Savant
technology. This transfers much of the computing burden from the
Robot Command Center to the vehicle itself.
Allows production of Robot Command Center and Vehicle Factory
structure kits at the Structure Factory.
Emergency Response Systems None 1000 10 Std
Given the new dangers confronting our colony, we need more
protection against disaster than our emergency shelters are able to
provide. Unfortunately, those colonists trained in
emergency response were killed before we could evacuate Eden.
This project will develop new methods, tools, and techniques to
respond to structural damage.
Disaster Instant Response Teams (DIRTs) can reduce damage to
structures. Once the DIRT structure has been deployed, DIRT members
trained in emergency medical care and structural reinforcement will
be on the scene in a matter of seconds.
Allows production of DIRT structure kits at the Structure
Factory.
Environmental Psychology None 1500 12 Std
Environmental Psychology studies the relationships between human
behaviors and the environments in which they occur.
The forced evacuation of our old colony site has increased the
stress on our Colonists; additional research in this field may help
us to create a more supportive environment and improve Morale.
Our expanded knowledge of the causes and effects of crowding and
environmental and situational stressors has enabled us to redesign
our Residences. We can now house more people in the same space,
while improving Morale.
Increases Residence capacity from 25 to 35 Colonists.
Health Maintenance None 600 6 Std
Although our emergency medical systems are adequate to deal with
accidents and disasters, our people are suffering from a lack of
regular medical care. We could exploit the vast medical knowledge
in our databases to develop a regimen of health maintenance
practices.
Medical Center personnel are trained in a variety of techniques of
preventive medicine as well as the treatment of illness and injury.
Each Medical Center can support the health needs of up to 40
colonists, improving the health and morale of the colony.
Allows production of Medical Center structure kits at the Structure
Factory.
High-Temperature Superconductivity None 1200 12 Std
Superconductivity is the ability of certain materials to conduct
electric current with no resistance and extremely low losses.
The best superconductive materials we have require an operating
temperature of 152 degrees Kelvin (-121 degrees Celsius). Many new
applications could be developed with a significant increase in the
temperature of superconduction.
Our research into High-Temperature Superconductivity has resulted in
the discovery of an alloy that is superconducting at 236 degrees
Kelvin (-37 degrees Celsius), over 80 degrees higher than previous
superconductors, improving power generation at our Tokamaks.
Increases Tokamak Power output from 250 to 300 units.
Hydroponic Growing Media None 1500 10 Std
Our Agridomes use a variety of methods, including Hydroponics
(soilless farming) to fill our Food requirements. Some of our
Agricultural Workers have ideas on ways to improve the
growing medium in which our Hydroponic crops are grown.
By adjusting the nutrients in the liquid in which our hydroponic
crops are grown, we have been able to increase production at our
Agridomes.
Increases Food production from 40 units to 50.
Large-Scale Optical Resonators None 1200 12 Std
Satellite observation indicates several of Chairman Nguyen's armed
vehicles and guard posts still function at the old colony site. The
full plans for these were not in the databases we brought from Eden,
so we must recreate the technology. The key development will be the
design of an optical resonator large enough to produce a weapons-
strength beam.
Industrial laser torches provided the model for the Laser turret,
whose large-scale optical resonators are capable of generating a
beam that can slice through enemy targets quite easily.
Allows production of Guard Post structure kits at the Structure
Factory. Makes the Laser weapon available.
Metallogeny None 1200 12 Std
Metallogeny is the branch of geology that seeks to define the
relationship between the geological history of an area and its
mineral deposits. Metallogenic research is aimed at achieving a
better understanding of the nature and geological settings of base
and precious metal deposits, and to use this understanding to help
develop areas of high mineral potential.
Our Metallogenic research has developed a new technique of locating
and exploiting veins of Ore. This new method has increased Common
Ore production.
Increases Common Ore Mine yield.
Metals Reclamation None 800 10 Std
With our growing needs, we can no longer afford to overlook any
possible sources of Metals.
A few adaptations to our current Smelter technology may enable us to
reclaim some of the materials in structures we no longer need.
The Garbage and Ore Recycling Facility (GORF) uses a variant of the
hot-cracking technology used at the Common Ore Smelter to extract
usable Metals from deconstructed structures, unneeded structure
kits, and rubble.
Allows production of GORF structure kits at the Structure
Factory.
Mobile Weapons Platform Cybernetic Teleoperation
Large-Scale Optical Resonators 1400 12 Std
While our Command Center staff is quite pleased with the new Guard
Post/Laser structures, they point out that our defenses are rather
inflexible, due to their lack of mobility. At their suggestion, our
Scientists have outlined a project for developing a mobile weapons
platform, which can be armed with the Laser turret.
The Lynx light combat chassis is a design adapted from existing
vehicles. The Lynx includes light armor-plating and a weapons hard
point, to which a Laser turret (or any other weapons system we
develop) may be attached.
Allows production of Lynx at the Vehicle Factory.
Seismology None 1700 11 Std
Our previous research on the geology of New Terra indicated that the
planet was not subject to seismic activity; recent events, however,
have changed the situation. Our planetary sciences database shows
that seismologists had developed methods of seismic event
prediction on Earth; some of these techniques may be adaptable to
New Terra.
We have developed equipment to detect certain hydrogeochemical early
warning signals of seismic events. Among the most reliable
indicators are variations in the concentration of radon and carbon
dioxide in the molten salts found in deep bore wells
or in fumaroles. These warnings should give us some time to idle
structures in the vicinity of the epicenter, reducing damage to
them.
Gives early warning of quakes.
Mission four -
Mission Briefing:
Commander:
Recent observations indicate that the Blight grows less rapidly at
night. We will send our research convoy to our old home under the
cover of darkness.
We have modified several Scouts and Lynx tanks to temporarily resist
the effects of The Blight.
Unfortunately, we do not know how long we will be able to retain
control of the vehicles before they become infected or what effect
the Blight will have on the units. Watch them carefully and proceed
as quickly as possible.
Each Lynx is equipped with our new Laser weapon. These vehicles are
very similar to those previously developed at our original colony
site.
Our units must infiltrate the colony and find the Advanced Labs
where the information we need is located.
Move a Scout directly next to the side of the lab so the Scout can
scan the structure for the data. Scanning,
locating, and transmitting the data back to us will take the Scout a
few moments.
This expedition is a one way trip. Once our units enter the
infected area, they will be carriers of the Blight.
We do not want them to return unless we are sure it will be safe.
The Advanced Labs have sustained heavy damage and may explode
spontaneously. If that happens the
data will be lost forever. We must hurry.
Check the Specific Objectives list for more information.
The Map
Terrain map for Eden Mission 4. This is a 64 x 64 map
Easy Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the old
Eden colony site. The labs are
located at 46,34, 26,25, and 20,55.
Strategies:
Keep your tanks grouped tightly together. Book-mark all of the
combat units with Ctrl+1 and all of the
Scouts with Ctrl+2. This lets you move them as a group without
having to click-and-drag each time.
Clear the way for the Scouts with the Lynx units, attacking any
enemies in your path. Try to route your
way around Guard Posts rather than attacking them whenever possible.
Keep your Scouts close
behind your Lynx for protection. Make your way to each of the three
Labs in succession, moving as quickly as possible.
Avoid letting your vehicles cross loading docks, as this will cause
them to be damaged.
Normal Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the old
Eden colony site. The labs are located at 46,34, 26,25, and 20,55.
Strategies:
Keep your tanks in one large group. Since the enemy units are
clustered, you will always have the advantage in combat this way.
Keep a quick pace: if you do not, all of the enemy Lynx will come
hunting after your Scouts. Furthermore, the Advanced Labs are
damaged and may spontaneously explode, so you must get to them as
quickly as possible.
Hard Level
Mission Objectives
You must transmit data from each of three Advanced Labs in the old
Eden colony site.
Strategies:
The key to success here is to remember that you just need to get the
Scouts next to the Labs, not level the entire base. Your units will
become infected at around time mark 90, so do not waste time on
needless firefights. (You can see the current time mark on the
Communications/Messages report.)
Watch the mini-map and avoid the large patrol going around. The
Scout-hunting force of three Laser Lynx, hiding near the center of
the map, will come out much sooner on this level so be ready for
them or even hunt them down before they move on your Scouts.
One successful strategy is to split your forces into four groups on
this mission. Send Group One, two Scouts and two Lynx, to the
northwest corner, using waypoints to route around the edge of the
map.
Group Two is a single Scout; send it to the east side of the map.
Group Three is four or five Lynx and two Scouts. Group Four
consists of your remaining Lynx.
Move Group Three from the southeast corner, to the two Garages in
the southwest corner and wait.
Use waypoints to keep these units out of the Guard Post range. Most
of the Guard Posts in the base are connected to the Command Center
by tubes, and will therefore do extra damage.
While Group Three is moving, head northwest with Group Four. Punch
your way through by blowing up structures and the one Laser Guard
Post in the way, then engage the Laser Lynx guarding the Lab.
While the guards are busy, sneak Group Two (the lone Scout) in from
the east side. Once the data is transmitted take any surviving Lynx
and move to the southwest, past the Guard Post to engage the
three Scout-hunters waiting in the dark.
As that battle progresses, use Group Three to attack the guards at
the Lab in the southwest and send one of the Scouts to the north
side of the Lab when they are distracted. When the data is
transmitted take all remaining units towards the west side of the
map to avoid the Guard Post and head north to the final Lab. Send
your Lynx in from the south and the Lynx from Group One from the
north. Again, use waypoints to avoid the Guard Posts. While the
enemy Lynx are engaged, send in your Scouts from different
directions to the sides of the lab.
Research:
There is no research available in this Unit Mission.
Mission five -
Mission Briefing:
Commander:
Data recovered from the expedition shows the terraforming microbe
breaks down organic compounds into their base elements. Scientists
don't know how to stop it yet and its growth rate is
increasing. Unless a breakthrough is made, the Blight will consume
the entire planet.
We must start constructing another starship as a contingency. The
first step of this project will be developing our rocket boosters
and launching a satellite into orbit.
Computer models show that New Terra has natural resources barely
sufficient to support construction of a starship as the Blight
spreads. We must continue to move just ahead of the Blight
and exploit as many of these resources as we can.
Projections also show that we are missing valuable data about the
starship construction. Our scientists have identified a crash site
of the starship Conestoga, which brought us to this planet
many years ago but crashed when its orbit decayed.
To gather more data we must prepare a convoy of Scouts, Cargo
Trucks, and armed escorts to explore the site and recover parts of
the wreckage. This will allow our scientists to reverse engineer
the parts and expedite our new starship construction. We do not
know what threats we will encounter and we must be ready.
The Standard Lab will no longer serve for some of the more complex
research tasks. An Advanced Lab will be built so new research
topics may be pursued. These research topics may be volatile and
prone to accidents. Be careful where you construct the Advanced
Lab.
The Tokamaks have shown that they degrade over time and require
frequent repair. Pay attention to them or they may become unstable
and explode. As our colony expands we need better power
producing alternatives.
Our remote operations of vehicles is limited as well. A Robot
Command Center with dedicated Savant computers will allow more
control of our vehicles. The vehicles will also be able to use more
complicated "smart routing" algorithms to improve their transit
times.
The Robo-dozer has proven to be useful in decreasing building times
for structures. When placed on a pre-bulldozed area, structures are
completed in substantially less time. Bulldozed roads will
allow vehicles to travel over rough terrain much more rapidly as
well.
Medical Centers will reduce the mortality rates of our workers and
scientists.
The area we have moved into has rich deposits of needed ores, and
some unusual kinds of ores as well. However, this area holds a new
threat as well: potential volcanic activity which may be a side
effect of The Blight.
Computer projections of what we will need to succeed are shown in
the Specific Objectives list.
The Map
Terrain map for Eden Mission 5. This is a 64 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 40 Children, 30
Workers, and 20 Scientists.
2) You must research these topics: Robot-Assist Mechanic and
Geothermal Power.
3) You must have the following structure kits loaded into
ConVecs: Agridome, Command Center, Common Ore Smelter,
Structure Factory, Tokamak.
4) You must launch one Satellite.
5) You must have at least three empty Cargo Trucks, six Cargo
Trucks loaded with Common Metals, two Cargo Trucks loaded
with Food, and two Cargo Trucks loaded with Rare Metals.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least one Earthworker, one Robo-Surveyor,
three Scouts, six Lynx, and three Rail Gun Panthers*.
Strategies:
You will not face any Plymouth attacks on this level, so concentrate
on completing research, keeping Morale high, and meeting the mission
objectives. Keep both the Advanced Lab and the Standard
Lab busy with research until all topics have been completed.
Start a ore route between the Common Ore Mine to the southeast of
the base and the Common Ore Smelter using all ten Cargo Trucks.
Build Tubes down to the Mine area, then build a second
Common Ore Smelter next to the Mine. Assign two Trucks to the ore
route between the Mine and the new Smelter, and leave the rest of
the trucks running the route between the Mine and the original
Smelter. This will give you more Common Metals than you need for all
of the mission objectives.
Build two Residences and an additional Agridome early in the mission
to help keep up Morale. If you are doing well, you should be able
to get new Workers to staff new structures about as quickly
as you can build them. Train any excess Workers as Scientists to
increase the speed of research.
Research Rare Ore Processing and Vulcanology first, followed by
Space Program and Hypnopaedia. This will let you start accumulating
Rare Ore and the disaster warning will improve Morale. Do not
research Leisure Studies until the end of the mission.
After "Rare Ore Processing" has been researched, survey and build a
Rare Ore Mine south of the existing Common Ore Mine. Build your
Rare Ore Smelter next to the Mine, and run Tubes down from the
second Commonn Ore Smelter. Assign two trucks from the original
ore route to a new route between the Rare Ore Smelter and the Rare
Ore Mine. Rare Ore is required to build the Spaceport, the SULV,
the Edward Satellite, and any Panther tanks.
Normal Level
Mission Objectives
1) You must have a minimum population of 40 Children, 30
Workers, and 20 Scientists.
2) You must research these topics: Robot-Assist Mechanic and
Geothermal Power.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must launch one Satellite.
5) You must have at least three empty Cargo Trucks, five Cargo
Trucks loaded with Common Metals, two Cargo Trucks loaded
with Food, and two Cargo Trucks loaded with Rare Metals.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least five ConVecs, one Earthworker, one
Robo-Surveyor, two Scouts, four Lynx, and two Rail Gun
Panthers.
Strategies:
Research and accumulate Rare Ore as quickly as is possible. Ignore
the starting Common Ore Mine and build one in the eastern portion of
the map. This Mine is much closer and more easily defended. If you
work quickly, this mission provides an excellent oppurtunity to do
extra research.
Delay completing one of your mission objectives, such as leaving one
Cargo Truck unloaded, until you have done all the research the
Blight allows.
Hard Level
Mission Objectives
1) You must have a minimum population of 40 Children, 30
Workers, and 20 Scientists.
2) You must research these topics: Robot-Assist Mechanic and
Geothermal Power.
3) You must have the following structure kits in storage at
Structure Factory: Agridome, Command Center, Common Ore
Smelter, Structure Factory, Tokamak.
4) You must launch one Satellite.
5) You must have at least three empty Cargo Trucks, five Cargo
Trucks loaded with Common Metals, two Cargo Trucks loaded
with Food, and two Cargo Trucks loaded with Rare Metals.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least five ConVecs, one Earthworker, one
Robo-Surveyor, two Scouts, four Lynx, and two Rail Gun
Panthers.
Strategies:
Quickly solve the Power and Food shortages by deploying some of the
kits in storage and constructing another Tokamak kit. At some point
you will want to do the Geothermal Power research to build a
Geothermal Plant for your Power needs.
Build several Rail Gun Guard Posts around the edges of your base and
connect them to the Command Center with Tubes. Eventually Plymouth
will send in about six Microwave Lynx to attack. This is an
effective way to stop them.
Get the Rare Ore Processing research at the Advanced Lab done as
soon as possible so you can get the Panthers and Spaceport built.
Research
Topic Predecessor Cost Sci Lab
Advanced Combat Chassis Rare Ore Processing 2200 14 Adv
While the Lynx has generally been a satisfactory design, it has
proven to have a short life expectancy in combat. Our defenses
require a heavier, more durable combat chassis.
The Panther medium combat chassis, based on the same vehicle body as
the ConVec and Cargo Truck, is a heavier, better armored defender
than its predecessor, the Lynx. Although slower than the Lynx, its
greater durability in combat should improve our defenses.
Allows production of Panthers at the Vehicle Factory.
AutoDiagnostic Exams Health Maintenance 1500 8 Std
The increase in our population is straining the capacity of our
Medical Centers. We may be able to increase their capacity by
automating some tasks.
A new type of robotic medical assistant has been developed which can
perform many routine tasks at the Medical Center, allowing the staff
to care for more patients.
Increases Medical Center capacity to 75 Colonists.
Consumerism None 1000 6 Std
Though there are a number of goods and services they can purchase,
our colonists are asking for something more: items that they can
enjoy during their leisure hours. A few colonists have asked
for time at our research facilities to respond to this need.
Our research into the psychological benefits of consumerism has led
to the development of a production facility in which a variety of
goods can be produced. These items can induce a short-term increase
in Morale.
Allows production of Consumer Goods Factory structure kits at the
Structure Factory.
DirectionalMagneticFields IndependentTurretSystems
Advanced Combat Chassis 2000 14 Adv
Some of our researchers, reviewing the military database brought
from Earth, have found an abstract of a proposal for a weapon that
uses a directional magnetic field to propel a projectile.
Although plans for the weapon were lost, we believe we can recreate
such a device.
The Rail Gun turret uses an electric current to accelerate a
projectile to velocities of several hundred meters per second. The
weapon consists of two copper rails and the R-10 cool-fusion power
cell, which charges a capacitor. The capacitor is discharged into
one rail and the current flows through the projectile into the
second rail, producing a directional magnetic field that accelerates
the projectile.
Makes the Rail Gun weapon available.
DIRT Procedural Review Emergency Response Systems 1800 10 Std
As our colony grows, more and more resources must be invested in
DIRTs to maintain adequate protection. DIRT members have made
several suggestions that may reduce this burden. A review
of methods and procedures is in order.
Using suggestions made by DIRT members, our emergency response
procedures have been improved. Among the improvements are an
additional team member, redesigned power-assist armor, and a new
type of structural breach patch.
Increases DIRT protection capacity to 15 structures, increases DIRT
Worker requirement to 3.
Geothermal Power High-Temperature Superconductivity
Rare Ore Processing 2200 14 Std
On Earth, a significant percentage of electric power was generated
by geothermal power plants. </pre><pre id="faqspan-2">
Although New Terra does not have ground water like Earth, and
therefore cannot have the same kind of steam generation that Earth's
geothermal plants had, recent volcanic activity indicates a great
deal of underground heat that we may be able to tap into to produce
power.
Although New Terra does not have ground water, and therefore does
not generate underground steam and hot water that produced power on
Earth, the fumaroles in this area do contain molten salts and gasses
that can be used similarly. The Geothermal Plant is a less
expensive and more stable power generation facility than our current
Tokamak plant.
Allows production of Geothermal Constructor (GeoCon) vehicles at the
Vehicle Factory.
Hypnopaedia None 800 10 Std
As our research projects become more complex, we need to improve our
methods of training scientists. Hypnopaedia, or sleep-learning, is
a method we plan to investigate.
Our hypnopaedia project has borne limited fruits. Sleep-learning is
useful only in reducing the time required for memorization. This is
helpful in that a large part of our research training requires
knowledge of what types of research are described in our scientific
databases.
Reduces points required to train Scientists to 3750
IndependentTurretSystems High-Temp Superconductivity
1700 12 Adv
Our weapons turrets currently feed off the Lynx cool-fusion power
plant. Because of the other demands on this power system, the
amount of power that is available to the weapon is limited. Our
research project will develop an independent power source for
weapons turrets.
The R-10 cool-fusion power cell, just developed, is a small but
powerful generator designed to fit into the weapons turret on our
Lynx combat vehicles. This replaces the power feeds from the Lynx'
own cool-fusion plant, and makes possible other, more powerful
weapons systems.
Increases Laser penetration damage to 45.
Leisure Studies None 1200 6 Std
Our colonists are asking for additional entertainment options for
their off-duty hours. This project proposes to tap the humanities
database for possible leisure-time activities.
Our leisure studies project has produced a number of activities, for
both individuals and groups, that will amuse, entertain, and
stimulate our colonists. Recreation facility personnel are trained
to organize physical exercise classes, games, and tournaments, and
to teach various handicrafts.
Allows production of Recreation Facility structure kits at the
Structure Factory.
Rare Ore Processing Metallogeny 2500 16 Adv
Since our arrival on New Terra, we have encountered a number of
sites that are rich in rare mineral deposits, but we have had
neither applications which called for Rare Metals nor methods of
processing these Rare Ores. Now, our scientists have a number of
projects they wish to undertake which would require Rare Metals.
Rare Metals will be a great asset to us. These metals can be used
in several new research projects.
Allows production of Rare Ore Smelter and Rare Metals Storage Tanks
structure kits at the Structure Factory, and modifies Robo-Miners to
deploy as Rare Ore Mines. Production cost of Robo-Miner increases
to 700 Common Metals.
Recycler Postprocessing Metals Reclamation 1500 10 Std
The hot-cracking column used in our GORFs successfully reclaims
approximately 50% of the Metals content of materials. We have some
theories about a secondary process that can recover additional
metals from the remaining slag.
Metals recovered through recycling increased.
Increases amount of Metals recovered through recycling.
Reinforced Vehicle Construction
Rare Ore Processing 1200 12 Std
The Cargo Truck, and some similar vehicles, have shown themselves to
be all too vulnerable to damage from disasters, explosions, and
attacks. Through the use of new composite alloys incorporating Rare
Metals, we can increase their durability.
The durability of these vehicles has been improved through a
combination of revised construction and the use of a composite alloy
incorporating Rare Metals.
Increases Hit Points and changes production costs of ConVecs, Cargo
Trucks, and Evacuation Transports.
CargoTruck ConVec Evacuation Transport
Hit Points 750 375 280
Common Metals cost 500 1000 650
Rare Metals cost 100 150 100
Robot-Assist Mechanic None 800 8 Std
Our cybernetics experts have proposed a new robot that can be used
in repairing vehicles.
Robot-Assist Mechanics, installed at the Garage, are capable of
doing most vehicle repairs. A special version has been mounted on a
vehicle for field repairs.
Allows production of Garage structure kits at the Structure Factory,
and of Repair Vehicles at the Vehicle Factory.
Robotic Image Processing None 1400 12 Std
The visual recognition systems of our robotic vehicles have a
limited useful range, partially due to the limitations of the image
processing software. Some of our programmers have a possible
solution.
Through a combination of improved image processing software and
increased zoom telescoping vision systems, the visual recognition
range of certain units has been improved.
Increases sight ranges of the Light Tower (from 8 to 9), Guard Post
(from 8 to 9), and Scout (from 7 to 8).
Space Program Rare Ore Processing 4000 18 Adv
With the discovery that the Blight cannot be stopped, and that New
Terra will eventually become uninhabitable, it becomes imperative
that we develop a space launch facility as the first step in our
evacuation of New Terra.
Our space program is underway. As an initial cargo, we have
developed the Early Disaster Warning and Resource Detection (EDWARD)
satellite.
Allows production of Spaceport structure kits at the Structure
Factory, and of the Single Use Launch Vehicle (SULV) and the EDWARD
satellite at the Vehicle Factory.
Vulcanology None 1600 8 Std
Recent volcanic activity on New Terra threatens our colony. To
protect our colonists, we need to develop a method of predicting
eruptions so that we can safely evacuate our colonists.
Using data from our planetary sciences database as well as
investigations of volcanoes and magma vents here on New Terra, we
have developed an early warning system that will accurately predict
volcanic eruptions. Our dual-method monitoring system uses
seismometers to measure rock movement that may indicate rising magma
in the planet's crust and correlation spectrometers that
measure sulfur dioxide in plumes rising out of volcanic craters.
Gives early warning of volcanic eruptions.
Mission six -
Mission Briefing:
Commander:
We have sent a convoy of Scouts, Cargo Trucks, and armed escorts to
one of the sites where part of the Conestoga fell to New Terra.
Our scientists have identified some crucial components we need to
recover from this site. Finding them and returning them to our
Spaceport will allow our scientists to reverse engineer the parts
and expedite our new starship construction.
If the parts are not already identified then move the Scouts within
scanning range of all the wreckage sites. As the parts are
identified your computer display will mark their locations. Once a
part is located load it in a Cargo Truck and return it to the
convoy's starting point.
Satellite information has identified several Plymouth units in the
area. We do not know their intent.
Be prepared for any actions they might take but remember that
returning the parts intact is our top priority.
Be prepared for one other threat as well as the Blight continues to
spread the atmosphere on New Terra is thickening. High winds are
generating dangerous vortexes that can destroy our fragile
vehicles. Keep the vehicles away from these ominous twisters.
See the Specific Objectives list for further information.
The Map
Terrain map for Eden Mission 6. This is a 128 x 64 map
Easy Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga. The
pieces are located at 31,2, 90,9, and 116,52. Once acquired, they
must be returned to the convoy's starting location.
Strategies:
Keep your tanks grouped tightly together. Try bookmarking your
combat units in one group and your Scouts and Cargo Trucks in
another. Avoid combat whenever possible. Observe the patrol
routes of the Plymouth units and see if you can time your travel
to take advantage of holes in their defenses.
When attacks are necessary, use the greater range of your Rail Guns
to kill them without incurring damage. Attack and retreat - keep
them in range of your Rail Guns, but your units out of range of
their Microwave weapons. Use the same strategy against Plymouth's
Guard Posts. If you destroy the Tokamak and Command Center in the
Southeast corner of the map, all of the Guard Posts will
be Disabled and you can safely ignore them.
Normal Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga. The
pieces are located at 7,7, 90,30, and 114,35. Once acquired, they
must be returned to the convoy's starting location.
Strategies:
Take care of your Scouts! You have superior forces, but if you lose
your Scouts, all will be lost.
Beware the vortexes in this mission. They can help by destroying
enemy units but they can also destroy yours if you are caught
sleeping.
Keep the Rail Guns together. Remember that a Rail Gun has a greater
range than a Microwave.
Clear out as many units as necessary, but keep the Scouts and Cargo
Trucks in a safe area.
Hard Level
Mission Objectives
You must pick up three pieces of wreckage from the Conestoga. Once
acquired, they must be returned to the convoy's starting location.
The pieces may be located at one of these three sets of locations:
Piece 1 Piece 2 Piece 3
GroupI 131,2 90,9 116,52
GroupII 7,79 0,30 114,35
GroupIII 62,2 64,5 226,8
Strategies:
A vortex shows up about time mark 42 right at your starting convoy
location. Move everyone east before then. Most of the vortexes
happen on the west side of the map.
Keep everyone grouped together when attacking RPGs. Identify all of
the wreckage first and clear the way before picking it up in the
trucks and sending it back to the starting point.
Research
There is no research available in this Unit Mission.
Mission seven -
Mission Briefing:
Commander:
To continue development of the new starship, our scientists require
large quantities of both Common Metals and Rare Metals. We have
established a mining base in the foothills of a nearby
mountain range. This location has rich deposits of both Common Ore
and Rare Ore.
The area is both seismically and volcanically active, however, and
it is simply too dangerous to establish the full colony in this
location. The mining base is staffed with some "volunteer" help.
A convoy of loaded ConVecs and Cargo Trucks has been sent in to help
speed up the mining effort.
A small complement of armored vehicles has also been dispatched to
the location but few robots can be spared from the main colony's
defenses and we do not have enough extra resources to support a
Structure Factory in the mining base.
Satellite observations have shown numerous Plymouth vehicles in the
area. Our secret location may not be as secret as we thought. Be
prepared to defend the base if the Plymouth units locate it.
The increased effect of the Blight is also creating havoc in the
skies. Severe electrical storms have been noted by our scientists.
These may pose a threat to our base as well.
Our projections show what we must do to succeed. Check the Specific
Objectives list for details.
The Map
Terrain map for Eden Mission 7. This is a 128 x 64 map.
Easy Level
Mission Objectives
You must have 10000 units of Common Metals and 7500 units of Rare
Metals in storage.
Strategies:
The challenge here is to fend off the attacking Plymouth units while
accumulating enough Metals to complete the mission. Attacks come
from the four corners of the map, sometimes from two directions at
once. Each attack will consist of two to six units, so be prepared
to build several groups of eight Lynx for defense.
Start all five Cargo Trucks on an ore-hauling route between the
southern Mine and the Common Ore Smelter. Bulldoze a double-wide
path to the Mine to decrease travel time. When the mine yield
on this mine drops to 240, move your cargo trucks to service the
mine located to the west of the original mine. Build Rail Gun Lynx
immediately. After you have 12 or so, build additional Cargo
Trucks and start an ore-hauling route between the Rare Ore Mine in
the southwest and the Rare Ore Smelter.
When you build the Guard Posts that are in the ConVecs, connect them
to the base with Tubes to maximize their effectiveness. You can
defend the northeastern approach with three Guard Posts
and two Rail Gun vehicles. Place an additional Guard Post to defend
the southwestern approach in conjunction with a group of eight Lynx
to be shuttled between the southwestern and northwestern approaches.
Place the remaining Guard Posts near the southern mine, along with
another group of six to eight Lynx. Always repair damaged Guard
Posts immediately after each attack. You have a ConVec for each, so
there is no shortage of vehicles to repair them.
Having several combat units in reserve allows you to cycle damaged
vehicles to the Garage for repair between attacks while maintaining
the integrity of your defense. It is faster and cheaper to repair
them than to build replacements.
If you lose one of your Tokamaks, build a GeoCon and tap either of
the fumaroles in your base.
Normal Level
Mission Objectives
You must have 12000 units of Common Metals and 8000 units of Rare
Metals in storage.
Strategies:
Immediately build a small armada of Rail Gun units. Once there are
enough to defend your base, build a Rare Ore Mine on the beacon east
of your base. This Mine has a higher yield and is far more
defensible the initial mine. Bulldoze roads for your Cargo Trucks.
These roads will greatly increase the speed with which they travel.
Hard Level
Mission Objectives
You must have 12000 units of Common Metals and 8000 units of Rare
Metals in storage.
Strategies:
There are devastating quakes in several places and many assaults
that come in from the four corners. Build two or three Rail Gun
Guard Posts at the northeast corner and connect them to the
base with Tubes.
Send the four Robo-Miners out to build on the four remaining
beacons. Even though you may not mine at them the enemy will attack
them and split their forces up to do it. This will also give you
some warning of incoming attacks.
Pick one Rare Ore and one Common Ore Mine and concentrate your
defenses there. At some point the enemy will come in and target
your Vehicle Factory and later your Storage Tanks. Both of these
are critical to defend. You may want to build Guard Posts near
those and hook up Tubes to them.
Build the Garage in a central location and quickly get your units
repaired between battles.
In assault waves with EMPs and Spiders, focus on knocking out the
Spiders first if you have several combat units. If you only have
one vehicle to defend against this kind of wave, retreat out of
range until you can get reinforcements.
You will have to keep building new units and repairing them. A
Repair Vehicle (or two) is also very good to have. It is faster
than the ConVec in both speed and repair time. Use it to fix up the
Guard Posts that get damaged.
And finally, build some small Wall segments in key locations. These
can channel enemy units to your "kill zones," but keep them short or
the enemy will just shoot their way through.
Research
There is no research available in this Unit Mission.
Mission eight -
Mission briefing:
Commander:
The attack on our mining location has shown that remote bases will
be difficult to defend. Our resources are better used defending
only a centralized colony.
Further analysis of the Blight has confirmed our deepest fears. It
cannot be stopped. New Terra is doomed.
To survive we must once again take to the stars. The construction
of our starship has become our highest priority and will require
massive amounts of Rare Ore. Computer projections show that known
Rare Ore sites on New Terra will barely have sufficient yield to
complete our starship and defend ourselves.
Early estimates show our new starship will hold about 200 colonists.
Between this and our limited resources, we must be careful about our
population growth. Idle the Nursery and University as needed to
limit the amount of new children and workers.
We may wish to explore an idea proposed by one of our scientists for
harnessing the magma of New Terra.
Although the process is theoretical and potentially dangerous we may
have no alternative.
We must also continue to grow and protect our colony. Plymouth has
become desperate and unpredictable.
Some of our vehicle engineers have proposed a new combat chassis
that will counter the Plymouth threat.
Our astronomers report that New Terra has passed through a large
comet's tail and the debris may cause a meteor shower. Be alert to
any potential danger from meteor impacts.
Recently our Gene Bank was destroyed by subversive elements. We do
not know if Plymouth was behind this action or not. The
investigation is continuing but without a viable Gene Bank it will
be impossible to establish a new colony on another world. The only
known surviving Gene Bank is located in Plymouth.
The new Senate is making plans for negotiating the transfer of the
Gene Bank to our starship. If a transfer cannot be arranged we will
devise alternative methods for obtaining it.
Check the Specific Objectives list to see the things we need to be
prepared.
The Map
Terrain map for Eden Mission 8. This is a 64 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 54 Children, 36
Workers, and 27 Scientists.
2) You must research these topics, if not previously
completed: Advanced Vehicle Power Plant, Reinforced
Vehicle Construction. You must also research Dual-Turret
Weapons Systems*.
3) You must build and launch these starship components:
Skydock, Ion Drive Module, Fusion Drive Module.
4) You must have at least 8000 units of Common Metals, 3000
units of Food, and 4000 units of Rare Metals in storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least four Lynx, four Panthers, three
Tigers*, and two Scouts.
Objectives marked with an asterisk (*) are added during the course
of the mission as other objectives are achieved.
Strategies:
You will be faced with multiple attacks by Plymouth units coming
from the northwest, northeast, and south in this mission. Get your
Metals production up to speed early and build as many Lynx as
you can before the attacks start.
Research Electromagnetic Pulsing, Increased Capacitance Circuitry,
Scout-class Drive Train Refit, and Efficiency Engineering first.
This will give you faster, better Rail Gun and EMP Lynx, which in
combination are very effective at destroying attackers with minimum
losses. A most effective combination is three EMP and five Rail Gun
Lynx as a defensive unit. Dual-turret Weapons Systems allows you to
build Tigers, but they are not really needed in this mission except
to fulfill the mission requirements so you can delay this topic
until later.
Smelter Postprocessing and Rare Ore Extraction will increase your
Metals production rate, while Meteorology and Severe Atmospheric
Disturbances will increase your warning times and boost
Morale. These are worth researching very early.
Research and launch the Skydock as it opens additional research
topics you will need to complete the mission objectives.
Remember to keep your Morale high and continuously train more
Scientists.
Normal Level
Mission Objectives
1) You must have a minimum population of 54 Children, 36
Workers, and 27 Scientists.
2) You must research these topics, if not previously
completed: Advanced Vehicle Power Plant, Reinforced
Vehicle Construction. You must also research Dual-Turret
Weapons Systems*.
3) You must build and launch these starship components:
Skydock, Ion Drive Module, and either the Fusion Drive
Module OR the Fueling Systems.
4) You must have at least 10000 units of Common Metals, 4000
units of Food, and 7500 units of Rare Metals in storage.
5) You must have enough Evacuation Transports for your
population.
6) You must have at least six Lynx, four Panthers, three
Tigers*, and two Scouts.
Objectives marked with an asterisk (*) are added during the course
of the mission as other objectives are achieved.
Strategies:
Develop the Magma Well technology and implement it immediately.
Building a Rare Ore Smelter directly next to the Magma Well to get
as much Rare Ore as quickly as possible. Do not let your
defenses down! Develop Acid Weaponry and Electromagnetic Pulsing and
use these new weapons to defend your base. If you have not done so,
research Robotic Image Processing - you will want it for the next
mission.
Hard Level
Mission Objectives
1) You must have a minimum population of 54 Children, 36
Workers, and 27 Scientists.
2) You must build and launch these starship components:
Skydock, Ion Drive Module, and either the Fusion Drive
Module OR the Fueling Systems.
3) You must have at least 10000 units of Common Metals, 4000
units of Food, and 8000 units of Rare Metals in storage.
4) You must have enough Evacuation Transports for your
population.
5) You must have at least six Lynx, five Panthers, four
Tigers, and three Scouts.
Strategies:
The strategies that apply to the other difficulty levels work here
as well, but you will be under a very difficult assault that comes
very frequently. The Acid Cloud works very well against Spiders but
you will need to have plenty of Guard Posts (connected to your base)
to defend your important structures.
Watch for meteors and electrical storms. The storms will move from
one edge of the map to the other.
Protecting your Power supplies is very hard in this mission because
the enemy will focus on that.
You may want to build some Tokamaks in your base and protect them
with Guard Posts if your Geothermal Plants get knocked out.
Rare Ore will become critical on this mission. Make sure you build
the Magma Wells early and have your Rare Ore Smelter between the
lower Mine and Magma Well. Keep it well defended.
Research
Topic Predecessor Cost Sci Lab
Acid Weaponry Magma Refining 3500 16 Adv
Our Common Ore Smelters produce a number of toxic byproducts during
the processing of Common Ore into Common Metals. We believe we can
use these wastes in a new weapons system.
Our Acid Cloud turrets fire a projectile which releases a cloud of
corrosive acid that can eat through even the toughest armor. The
cloud dissolves after a brief period, but any target caught within
the cloud will take heavy damage.
Makes the Acid Cloud weapon available.
Advanced Robotic Manipulator Arm
Robot-Assist Mechanic 2800 16 Std
Certain units, such as the ConVec, use manipulator arms to
accomplish complex tasks. Our cybernetic experts have a proposal
for improving the flexibility and strength of these manipulator
arms.
Several small refinements to the manipulator arms of these units,
such as reconfigured joints, use of higher tensile strength metals
in construction, and a software upgrade, add up to a substantial
improvement in the production and repair rates of these units.
Improves the productivity of ConVecs, Earthworkers, Robo-Dozers,
Repair Vehicles, and Garage by 25 percent. (Improves structure kit
deployment, Tube and Wall construction, repair, and bulldozing
times.)
Blight-Resistant Isotopes Health Maintenance 2000 14 Adv
During a recent evacuation, a minor accident at a Tokamak revealed a
potential method of dealing with the Blight. Destabilized by an
earthquake, the Tokamak exploded and released an unusual
waste product--an isotope that seemed to retard the growth of the
Blight!
We have isolated the particular isotope that affects the Blight.
Unfortunately, the isotope has a short half-life, and is difficult
to produce in large quantities. However, we have modified the
Earthworker to build temporary barriers against the Blight. These
barriers will not permanently destroy the microbe, but may buy us
extra time for evacuations.
Allows deployment of Microbe Walls by the Earthworker.
Dual-TurretWeaponSystems
Reinforced Vehicle Construction 4000 18 Adv
One of our research Scientists has proposed doubling the rate of
fire of our combat units by installing a dual weapons turret. This
may be just the decisive advantage we need to end this
destructive conflict.
The dual-turret weapons systems are capable of twice the effective
rate-of-fire of their single-turret predecessors, but duplicate only
70% of the components, sharing certain support systems. Due to
their size, they can only be mounted on the Tiger heavy combat
chassis, a tracked vehicle based on the Earthworker and Robo-Dozer
designs.
Allows production of Tigers at the Vehicle Factory.
Efficiency Engineering Consumerism 4000 16 Std
All of our factories use a similar assembly-line method of
production. Some of our factory workers, reading through the
databases of industrial engineering techniques from Earth, have
proposed a study of our factories, to look for possible increases in
manufacturing efficiency.
Using time-and-motion analysis of the various production facilities,
our researchers developed several new tools and techniques that
reduced the production time of all products.
Reduces production time at Structure Factory, Vehicle Factory,
Consumer Goods Factory, and Spaceport 25%.
Electromagnetic Pulsing None 1600 10 Adv
Since the early development of atomic weaponry, scientists have
known about the disruptive effect of the electromagnetic pulse (EMP)
on electronic circuitry. Our scientists believe they can use this
knowledge to produce a defensive weapons system.
Electromagnetic pulse (EMP) grenades, fired from Guard Posts or
combat chassis, produce a disruption in the power distribution
circuitry of all vehicles or structures in range. This will briefly
render the target inoperable.
Makes the EMP weapon available.
Enhanced Defensive Fortifications None 1600 12 Std
With tensions increasing between the two colonies, we must make our
defenses as strong as possible, especially as we begin development
of our starship.
The armor applied to our Guard Posts is now equal to that protecting
our most vital structures.
Upgrades armor of Guard Posts to Heavy.
Expanded Housing Environmental Psychology 1600 10 Std
As our population has grown, so has the number of Residence
structures we need to house our people, making the colony more
difficult to manage. A larger Residence facility, serving more
colonists, would reduce some of our administrative problems.
The new Advanced Residence structure provides our colonists with
larger, more spacious quarters, yet reduces administrative and
maintenance difficulties and has only a slightly higher cost.
Allows production of Advanced Residence structure kits at the
Structure Factory.
Explosive Charges None 325 4 Std
A simple and inexpensive weapons system could be developed by
placing high explosive charges into a weapons turret. Although the
vehicle would be destroyed by the detonation, the size of the
charge could quickly incapacitate several enemy units at once.
The Starflare turret is a large trinitrotoluene (TNT) bomb, which
may be placed on the Lynx or Panther combat chassis, or installed
into a Guard Post. This high-explosive will damage all units
within range.
Makes the Starflare weapon available.
Fueling Systems Ion Drive Module 3500 18 Adv
Portions of a severely-damaged spacecraft were among the wreckage
found at the 'Conestoga' crash site. The ship was known to have
carried an emergency refueling unit, designed to scoop hydrogen
from the atmosphere of gas giants similar to Jupiter. Should New
Terra have been found to be uninhabitable, this 'Fuel Shark' would
have been able to refuel the 'Conestoga' for travel to another
star.
The Fueling Systems consist of storage tanks for liquid mercury,
used to fuel the Ion Drive, and the Fuel Shark, an autonomous
ramscoop vehicle that dives into the outer layers of the planet's
atmosphere to gather hydrogen fuel for the Fusion Drive. The Fuel
Shark will substantially reduce the number of launches necessary to
prepare the starship for flight.
Allows production of the Fueling Systems at the Spaceport.
Fusion Drive Module Ion Drive Module 3500 18 Adv
Some of the wreckage recovered from the starship crash site appears
to be part of a fusion motor propulsion system. Further examination
of the wreckage will allow us to re-build such a system.
Our fusion propulsion system plans are complete. The Fusion Drive
Module contains both the fusion motor, used for high-acceleration
in-system maneuvering, and the tanks which store the hydrogen fuel
used in this motor. Once we have reached interstellar space, this
fusion motor will convert into a fusion reactor that will provide
power to the Ion Drive.
Allows production of the Fusion Drive Module at the Spaceport.
Heat Mining Geothermal Power 1600 10 Std
Our Geothermal Plants rely on the molten salts and gasses found in
fumaroles to generate power.
Heat Mining, or Hot Dry Rock geothermal power generation, may allow
us to place Geothermal Plants in places without fumaroles by
injecting cold water into deep bore wells, then capturing the
steam produced when the water reaches the hot rocks in the New
Terran surface.
Our Heat Mining project has met with limited success. We have not
been able to develop a viable geothermal plant that can be deployed
away from fumaroles, but by injecting cold water into the
fumarole, we have been able to increase the output of our Geothermal
plants.
Geothermal Plant Power output increased to 650.
High-Energy Ray-Composite Projector
Meteor-Watch Observatory 4000 18 Std
Some very ambitious high-energy physicists have submitted a proposal
for an energy weapon.
Their theory combines both microwave and laser projection with a
particle beam projector.
The High-Energy Ray-Composite (HERC) Projector is now functional.
Although the equipment needed to produce this energy/particle beam
is far too massive for use in a weapons turret, it is ideal
for use as a meteor defense. Using the tracking capabilities of the
Observatory, the HERC beam can destroy even the largest meteors with
a single shot - if it hits its target.
Allows production of Meteor Defense structure kits at the Structure
Factory.
Hot-Cracking Column Efficiency None 1400 14 Std
Smelters and GORFs are dependent on hot cracking columns to separate
the Metal content of Ores or rubble. This equipment has a very high
Power demand. We believe that we may be able to apply
our high-temperature superconductive material to some elements of
this system and reduce the Power demand.
The Power requirement of the Common Ore Smelter and Rare Ore
Smelter, and GORF have been reduced.
Reduces the Power requirement of the Common Ore Smelter, Rare Ore
Smelter, and GORF to 40.
Increased Capacitance Circuitry None 1800 10 Adv
As our experience in using Rare Metals grows, we find new
applications for these materials. Our boptronics engineers believe
they can refine the design of the dielectric insulators used in some
of our high-voltage capacitors to improve their efficiency.
The new design of the dielectric insulator has increased the
capacitance of the capacitors used in the Rail Gun weapon systems.
The higher discharge increases the acceleration of the projectile by
20%. In addition, our researchers are brainstorming another
possible use for this technology, and will soon submit a new project
proposal.
Increases Rail Gun concussion damage to 100 and penetration damage
to 50.
Ion Drive Module Skydock 3500 18 Adv
While the main drive of the 'Conestoga' was a less capable fusion
drive, it appears that an improved ion propulsion system was
developed shortly before launch and used in some thruster systems.
The remains of one of these thrusters has been recovered from the
'Conestoga' crash site.
Reverse-engineering this thruster will be a substantial step in
developing our evacuation starship.
The ion motor used in the 'Conestoga' was a low-thrust/long-duration
system activated once the ship reached interstellar space. The Ion
Drive Module contains this interstellar drive as well as
supplemental ion and chemical guidance thrusters to be attached to
the starship.
Allows production of the Ion Drive Module at the Spaceport.
Magma Refining None 3200 16 Adv
Initial observations of the magma vents that have begun to appear on
the New Terran surface indicate that the magma is rich in Rare
Metals. If we could develop a method of safely using this
magma, it would greatly increase our supply of this resource.
Using the same basic configuration as our Mines, we have created a
process of extracting and cooling magma from magma vents. The
product of this process is a steady supply of Rare Ores,
with a constant yield of 100 units of Rare Metals.
Allows Robo-Miners to deploy as Magma Wells. Increases Robo-Miner
production cost to 800 Common Metals.
Meteorology None 1600 10 Std
Although there have always been electrical discharges in the New
Terran atmosphere, the atmosphere's low pressure caused these
discharges to be manifested as sudden glows, rather than
lightning strikes as on Earth. Now, with the thickening of the
atmosphere, dangerous lightning is becoming more of a danger. We
need to study these strikes so that we can predict their occurrence
and take precautions.
We now understand the atmospheric conditions that lead to
filimentous, or arc, lightning discharges in the New Terran
atmosphere, and can predict their occurrence. On Earth, collisions
between water particles of varying sizes caused the build-up of an
electrical charge in the atmosphere.
Negatively-charged particles in storm clouds were attracted to the
positively-charged ground. The process is similar on New Terra,
except that instead of water particles colliding, we have dust
particles colliding.
Gives early warning of electrical storms.
Meteor-Watch Observatory None 1800 12 Std
After the recent meteorite impacts, our observations have found that
more are to come. New Terra is entering a field of debris, probably
caused by the collision of two asteroids. We need a way to
track this debris so we can have some advance warning of meteorite
impacts.
Deployment of the Observatory structure will allow us at least a
minimal amount of warning of meteorite impacts in the area of our
colony. The Observatory incorporates a wide-field optical
telescope with a sophisticated tracking system to allow us to
project the path of incoming meteors.
Allows production of Observatory structure kits at the Structure
Factory.
Multitainment Console Upgrade Leisure Studies 1200 8 Std
The demands on our Recreation Facilities have grown even as our
colony has grown. This project hopes to ease the situation by
improving the multitainment consoles so many of our Colonists use
during their off-duty hours.
Our improved Multitainment Consoles are smaller and less expensive,
while maintaining their high performance level. The number of units
included in the Recreation Facility design has been
increased, allowing the facility to serve more colonists.
Increases Recreation Facility capacity to 60 Colonists.
Rare Ore Extraction None 4000 18 Adv
Our Rare Ore mining facilities have had only moderate success at
finding the best methods of extracting higher grades of Rare Ore.
Several proposals have been put forward to improve our
efficiency.
Our project has met with limited success. We have developed two new
processes that determine the Rare Metal content of certain gangue
materials, such as quartz, and eliminate specimens containing only
trace amounts of Metal.
Increases Rare Ore Mine yield.
Reinforced Panther Construction
Reinforced Vehicle Construction 1600 12 Adv
The composite alloy developed in our Reinforced Vehicle Construction
project may be beneficial for our Panther combat chassis as
well.
A redesign of the Panther using a new composite alloy has increased
the durability of this combat chassis.
Increases Panther Hit Points to 700. Changes production cost of
Panther to 300 Common Metals and 150 Rare Metals.
Scout-class Drive Train Refit None 1500 12 Std
The Scout, and some similar vehicles, use the G-75 drive train. We
have discovered a design flaw in the G-75 that impairs its
efficiency. This project would redesign the G-75 to make it more
effective.
The G-75 drive train used in these three vehicles has been replaced
by the G-80 model, which improved vehicle speed through a more
efficient transfer of energy from the power plant to the wheels.
Increases speeds of the Scout, Robo-Surveyor, and Lynx light combat
chassis.
Severe Atmospheric Disturbances Meteorology 1600 10 Std
The vortexes we have been experiencing are a new phenomenon on New
Terra; we must study these severe storms to determine how they are
caused and how to predict them.
The vortexes start in a manner similar to the 'dust-devils' common
on Earth and Mars. Ground-level air, heated by sunlight, rises.
Cooler air rushes into the area that the warmer air has left, but
from there, the spinning column of air is enhanced and focused by a
yet-unknown process which may be electromagnetic in nature. While
our understanding is limited, we can now forecast
conditions that will lead to their formation, and have developed
technologies for early detection.
Gives early warning of vortexes.
Skydock None 3500 18 Adv
We must begin construction of an evacuation starship as soon as
possible. The first step is an orbital station from which we can
start deploying components of the ship.
Our Skydock will function as an orbital command post. In addition
to docking facilities for our launch vehicles ferrying components
and technicians, it serves as a command and control facility for
construction of our evacuation starship.
Allows production of the Skydock at the Spaceport.
Smelter Postprocessing Recycler Postprocessing 4000 18 Adv
The chemical postprocessing technique we developed for improving
metals reclamation at the GORF may be adaptable for use at our
Common Ore and Rare Ore Smelters.
We have successfully adapted the chemical postprocessing treatment
used at the GORF to improve the yield of our Smelters.
Increases Common Ore Smelter and Rare Ore Smelter production.
Mission nine -
Mission Briefing:
Commander:
Our starship development is progressing but we are missing some key
components.
Patrol units have located another debris field from the Conestoga
that may yield the information we need.
A convoy will attempt to recover the wreckage we need. Use the
Scouts to scan the wreckage site for any pieces that are not already
identified. When they are marked, move a Cargo Truck to the
location to load the wreckage. Bring the loaded Cargo Trucks back
to the convoy's starting point.
Plymouth appears to be preparing their own starship and their raid
on our colony shows how unbalanced they have become. They will be
in the vicinity as well and may show hostile intent.
Based on observations in the recent raid on our base Plymouth seems
to have developed several new units and weapons capabilities.
Respond accordingly but remember that recovering the wreckage is our
primary objective.
See the Specific Objectives list for additional information.
The Map
Terrain map for Eden Mission 9. This is a 128 x 128 map.
Easy Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga. The
pieces are located at 124,68, 115,11, 78,55, and 104,99. Once
acquired, they must be returned to the convoy's starting location.
Strategies:
While this mission looks a lot like mission six, the best strategy
for this one is to systematically hunt down and kill the Plymouth
units, Guard Towers, and anything else you run across before you
start picking up the wreckage. Use your four Tiger tanks as the
spearhead of your attack. After eliminating all of the Plymouth
defenders, separate your units into 2 groups, and assign each group
2 pieces of wreckage. Try to pick up the last two pieces at the
same time. This will cause more Plymouth units to come out to
attack you, and it is best if they are not looking for stragglers
they can easily pick off. Use your all your remaining combat units
to crush Plymouth's reinforcements before they approach your Cargo
Trucks.
Normal Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga. Once
acquired, they must be returned to the convoy's starting location.
Each piece is randomly placed in one of several possible locations.
Piece Possible Locations
I 22,104 23,111 28,79 31,38 28,37
II 115,20 112,16 114,9 106,9 89,7
III 86,121 85,110 86,99 80,79 78,55 94,73
96,56 113,37 125,22 104,99 59,84 60,65
71,47
IV 115,62 124,68 127,92 119,86 122,53
Strategies:
Wait until you have discovered all four pieces before picking them
up. Then get them almost all at the same time.
You can go in from either the northeast or the southwest. The
northeast is a little easier at first but a volcanic eruption will
eventually cut off your path. You will also be very close to Eden's
reinforcements, which enter from the east. Going in through the
southwest gives you several Factories and Guard Posts to destroy, as
well as several vehicles waiting for you but has no danger
from the lava.
If you completed EMP research in Mission Eight, use your EMP units
to disable the ESG Guard Posts, then pummel them with Rail Guns. If
an ESG shoots you stop moving immediately and return fire. If you
continue moving through the mines, you will get hit by each one you
drive across.
If you sit still you can return fire and only get hit by one at a
time, and the ESG has a long reload rate.
Once you pick up all the pieces an angry convoy will come in to
attack your Cargo Trucks but you will also get reinforcements at the
starting location. Be ready for the attack.
Hard Level
Mission Objectives
You must pick up four pieces of wreckage from the Conestoga. Once
acquired, they must be returned to the convoy's starting location.
Each piece is randomly placed in one of several possible locations.
Piece Possible Locations
I 22,104 23,111 28,79 31,38 28,37
II 115,20 112,16 114,9 106,9 89,7
III 86,121 85,110 86,99 80,79 78,55 94,73
96,59 113,37 125,22 104,99 59,84 60,65 71,47
IV 115,62 124,68 127,92 119,86 122,53
Strategies:
The tactics here are the same as for the Normal level, however, this
mission is now at night and the enemy has quite a few more units.
They will also have a larger reinforcement wave and when you
pick up the last piece they will have a much larger assault wave on
your Cargo Trucks. Beware of the lava flow and any storms in the
area.
When fighting against EMP units spread your units out with the
Scatter command to avoid having multiple units disabled with one
hit. When fighting the RPG units keep your units together for the
maximum firepower.
Research
There is no research available in this Unit Mission.
Mission ten -
Mission Briefing:
Commander:
The Blight continues to consume New Terra. Our focus has been on
building our starship and we must continue our efforts to complete
it.
The natural disasters and meteor showers are increasing their
intensity as well. New Terra is dying violently. Several new
technologies may offer us some degree of protection from these
events.
Our scientists have also developed plans for a reusable launch
vehicle (RLV). This vehicle will have a higher initial expense but
its reusability will be more efficient as we complete our new
starship.
Unfortunately, our starship development has suffered a setback in
schedule. Recently a small convoy of Plymouth units invaded our
base and kidnapped several scientists who were working on
our project.
This foolish and desperate action has also ended our negotiations to
peacefully acquire the Gene Bank from Plymouth. The Senate has
unanimously approved preparations for a counterstrike to
invade Plymouth and acquire the Gene Bank.
To help build the invasion force our scientists have proposed
several new weapons. We may need to research these items to help
ensure our success.
Soon we will rescue the Gene Bank, finish our starship, and leave
this infected world.
The Specific Objectives list generated by our Savant computers will
show what we must do to stay on schedule.
The Map
Terrain map for Eden Mission 10. This is a 128 x 128 map.
Easy Level
Mission Objectives
1) You must have a minimum population of 70 Children, 41
Workers, and 37 Scientists.
2) You must research these topics, if not previously
researched: Magma Refining, Expanded Housing, Increased
Capacitance Circuitry, Meteor-Watch Observatory, High-
Energy Ray Composite Projector*. You must also research
Improved Launch Vehicle and Artificial Lightning*.
3) You must build an Observatory* and a Meteor Defense*.
4) You must build and launch these starship components:
Command Module, Habitat Ring, Orbital Package.
5) You must have at least 8000 units of Common Metals, 4000
units of Food, and 5000 units of Rare Metals in storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least six Lynx, five Panthers, four
Tigers, and two Scouts.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Start eight Cargo Trucks on an ore-hauling route from the Mine in
the northeast corner of your base to the Common Ore Smelter. Put
two Cargo Trucks on the ore-hauling route between the Rare
Ore Mine located above the northwest corner of your base and your
Rare Ore Smelter.
Build a strong defensive force immediately. You will face attacks
from the south and the west, with up to 14 units in each attack.
Research Artificial Lightning as soon as possible so you can build
your most effective weapon, Thor's Hammer. Also research Extended-
Range Projectile Launcher, Grenade Loading Mechanism and Advanced
Armoring Systems to improve your combat units. A good defensive
force for each border might consist of three or four Acid Cloud
Lynx, three or four EMP Lynx, four Rail Gun Lynx and four Thor's
Hammer Lynx. Remember that EMPs are ineffective against Scorpions,
so keep them out of the way. Build two Advanced Residences and two
Agridomes immediately, and a Recreation Facility and a GORF right </pre><pre id="faqspan-3">
after that. This will boost Morale. Build a second Common Ore
Smelter next to the Mine in the northeast. You will need to
demolish the Agridome to make enough space, so make sure you have
adequate Food production facilities first.
Build a Rare Ore Mine or a Magma Well just below the center southern
Guard Post. Build a second Rare Ore Smelter just above the Mine.
Research Magma Purity Control to boost the yield of your Magma Well
to 150.
There should be no topics left to research in the Standard Lab, so
Idle it and build a second Advanced Lab to speed up your research.
You have plenty of Workers so train several batches of Scientists,
ten at a time.
Watch out for the storms and vortexes. If you leave your units
where they can be hit it could get very costly.
For the Space Program, research Improved Launch Vehicle and build
your RLV before any of the starship components.
Normal Level
Mission Objectives
1) You must have a minimum population of 70 Children, 41
Workers, and 37 Scientists.
2) You must research these topics, if not previously
researched: Expanded Housing, Meteor-Watch Observatory,
High-Energy Ray Composite Projector*. You must also
research Improved Launch Vehicle and Artificial Lightning.
3) You must build an Observatory* and a Meteor Defense*.
4) You must build and launch at least three starship
components.
5) You must have at least 10000 units of Common Metals, 4000
units of Food, and 7500 units of Rare Metals in storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least eight Lynx, seven Panthers, and six
Tigers.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
Build a Magma Well at the location directly south of your base. Once
you are able, build new Smelters much closer to your Mines. Keeping
your old Common Ore Smelter active and have both
running to the same Mine, you will need the Metals. Once you have
the resources, build an RLV.
The Plymouth attacks on this level are pretty fierce so you should
research Artificial Lightning and build an army of Thor's Hammer
units. It will also be important to defend your Tokamaks, they will
be a primary target of many of the attacks.
Hard Level
Mission Objectives
1) You must have a minimum population of 70 Children, 41
Workers, and 37 Scientists.
2) You must research these topics, if not previously
researched: Expanded Housing. You must also research
Improved Launch Vehicle and Artificial Lightning.
3) You must build an Observatory and a Meteor Defense.
4) You must build and launch at least three starship
components.
5) You must have at least 10000 units of Common Metals, 4000
units of Food, and 8000 units of Rare Metals in storage.
6) You must have enough Evacuation Transports for your
population.
7) You must have at least eight Lynx, seven Panthers, and six
Tigers.
Strategies:
Magma Wells, GeoCons, and Acid Clouds are the key elements here.
Many, many Arachnids come in and the Acid Cloud is one of the best
weapons against it.
Also very important is Thor's Hammer. The Thor's Hammer Tiger is
Eden's most devastating weapon but it requires a fair amount of Rare
Ore to build.
Build Tubes out to your Geothermal Plants and put Thor's Hammer
Guard Posts up to help defend them.
Build the Meteor Defense and Observatory early in the mission and
put them near your Spaceport.
While they will not knock down every meteor, they will stop enough
to make them very worthwhile.
Small wall segments will help funnel the assault from the north down
into an area where you should have Acid Cloud and Thor's Hammer
Guard Posts hooked up through Tubes.
Also very effective against Spiders and Scorpions are Laser Tigers.
They are the least expensive Tiger to build but they fire very
rapidly and can destroy an entire column of Arachnids very quickly
while taking minimal damage.
Research
Topic Predecessor Cost Sci Lab
Advanced Armoring Systems None 3200 18 Adv
The technologies developed by our space program have some spinoff
applications on New Terra.
One of these is an improvement to the armor systems we use on some
of our vehicles.
Materials research done as part of our space program has resulted in
an alloy well suited for use in combat vehicle armor.
Upgrades Lynx armor to Medium and Panther armor to Heavy.
Artificial Lightning
Increased Capacitance Circuitry 4000 18 Adv
A new weapons system proposal has been submitted by our research
staff. Using the dielectric insulator produced by our Increased
Capacitance Circuitry project, a rapid discharge of a bank of
capacitors could create an artificial lightning strike of massive
power. The difficulty is in targeting the strike to strike enemy
units, rather than a random discharge.
Our artificial lightning weapon, dubbed Thor's Hammer, is the most
powerful weapon we have ever developed. This targeted lightning
strike is capable of destroying small enemy units with a single
shot!
Makes the Thor's Hammer weapon available.
Command Module None 3500 18 Adv
Wreckage from the second 'Conestoga' crash site included a
remarkably intact section of the ship's command deck. This will
speed our development of the command and control systems of the
ship.
Several dozen Savant computer systems, working in parallel, make up
the core of the Command Module. This is the most sophisticated
computer system we have ever devised, capable of guidance
control, power direction, and self-maintenance, without human
intervention, for decades.
Allows production of the Command Module at the Spaceport.
Extended-Range Projectile Launcher
Acid Weaponry
Electromagnetic Pulsing 4000 18 Adv
Our after-action equipment performance reports show a weakness in
the launch mechanism used in our EMP and Acid Cloud weapons turrets.
Though this weakness does not cause an equipment failure, our
engineers would like to revisit the design of this launcher.
The redesigned launch mechanism used in both of these weapons has
lengthened the maximum range of these weapons.
Increases weapon ranges of the EMP and Acid Cloud to 7.
Grenade Loading Mechanism
Extended-Range Projectile Launcher 3600 18 Adv
Tests of the reloading mechanism in our grenade launching weapons,
the EMP and Corrosive Acid have revealed some potential areas of
improvement.
The hydraulic grenade loading mechanism used in some of our weapons
turrets had been designed to handle ammunition that was much less
shock-resistant that those we currently have in use.
Increasing the 'rattle' tolerances of the system allows for a faster
loading system.
Improves the rate of fire for EMP and Acid Cloud weapons.
Habitat Ring None 3500 18 Adv
Two of the recovered fragments of the 'Conestoga' are from the hull
of the habitat ring. They contain large superconductive magnetic
coils, which appear to be a kind of radiation shielding system.
Before and after our interstellar flight, our colonists will live in
the Habitat Ring. These temporary quarters are shielded from
radiation and small particle collisions by a magnetic field
generated by superconductive coils built into the hull.
Allows production of the Habitat Ring at the Spaceport.
Improved Launch Vehicle None 6000 18 Adv
Our SULVs lack cargo sufficient capacity for some of the resource
cargo modules we will need to launch in the final stage of the
evacuation of New Terra. In addition, they are proving quite
expensive on a per launch basis. Our aeronautical experts have
proposed a new launch vehicle to address both of these issues.
The RLV program solves both of the design issues caused by our
original SULV. The cargo capacity of the RLV is 40% larger than
that of the SULV, allowing it to carry the largest starship
modules we develop. And, though a single RLV is much more costly
than a single SULV, on a per-launch basis, the RLV is significantly
less expensive.
Allows production of the Reusable Launch Vehicle (RLV) at the
Spaceport.
Magma Purity Control Magma Refinin 4500 18 Adv
Although magma contains all of the elements we classify as Rare
Metals, it also contains several other elements which are
essentially waste materials. We may be able filter out some of
these additional materials in our molten magma flow.
Our Magma Purity Control technique removes several waste materials
from the magma before cooling it for transport to the Rare Ore
Smelter.
Increases Rare Ore Yield of Magma Wells to 150 units of Rare
Metals.
Orbital Package None 3500 18 Adv
Upon arrival at our new home, we want to deploy a series of
satellites and probes that will provide data about the planet and
support colony operations.
This group of satellites and probes, to be deployed upon reaching
our destination planet, includes EDWARD, a communications satellite,
a solar power satellite, orbital observers, and several types
of atmospheric and geologic probes.
Allows production of the Orbital Package at the Spaceport.
Sensor Package None 3500 18 Adv
A portion of the 'Conestoga's sensor suite was among the debris
retrieved from the second crash site. This appears to have been
part of the telemetry system used to monitor the deep-space probes
sent out to locate a suitable destination. We believe we can use
this as the basis for a similar system.
Before we can depart the New Terra system, we must have a
destination. Our Sensor Package includes a Nanoprobe launcher,
capable of sending thousands of microbe-sized probes toward
potentially habitable planets, and a sensor/telemetry system which
will evaluate the reports sent back by the Nanoprobes.
Allows production of the Sensor Package at the Spaceport.
Solar Power None 3200 18 Adv
The technology behind solar power has been available for quite some
time, the size of the solar collector panels needed to generate a
significant amount of power has always been judged prohibitive,
especially since our periodic evacuations began. However, with the
redevelopment of a space program, it is possible to build a solar
collector satellite which beams the energy it collects to a
ground-based receiver.
The solar power system, comprised of a collector satellite and
ground-based receiver, is an inexpensive alternative energy source.
The satellite, once in orbit, can be retargeted at a new ground
location after an evacuation, and the receivers are much less
volatile than our Tokamak fusion reactors.
Allows production of the Solar Power Array at the Structure Factory
and the Solar Power Satellite at the Spaceport.
Stasis Systems Health Maintenance
Habitat Ring 3500 18 Adv
The cold-sleep system used in the 'Conestoga' successfully slowed
the metabolic rate of the colonists traveling from Earth to New
Terra, but at the cost of shortening their lives once they had
arrived. Fortunately, our medical technology has advanced
significantly since our arrival, and we believe we now have a method
of inducing true suspended animation without the same loss of
longevity.
The Stasis Systems contain suspended animation chambers for 200
colonists. This module, like the Habitat Ring, is equipped with our
superconductive magnetic coil radiation shield system.
Allows production of the Stasis Systems at the Spaceport.
Mission eleven -
Mission Briefing:
Commander:
Our counterstrike on Plymouth is ready. The primary objective is to
capture the Gene Bank.
We have information that leads us to believe it is being stored at
one of Plymouth's Advanced Labs.
Move the Scout to the side of each Advanced Lab and give it time to
scan the structure until the Gene Bank is located.
Once the Gene Bank is found escort the specially modified Cargo
Truck to the Lab. Park it on the side of the Lab to load the Gene
Bank. When the Truck is loaded return it to the convoy's starting
location.
The Senate has reached a decision about the rescue of the hostages
as well. Some Senate members suggested that our limited resources
would be wasted on trying to rescue them and that they should be
left in place as valuable sources of information about what Plymouth
is doing.
But after testimony of some of our top scientists it was decided
that we must bring them back to finish some key components of our
own starship.
After identifying their location with a Scout, send in the specially
modified Evacuation Transport to pick them up by parking it at the
side of the Lab. Then return them to the convoy's starting
location.
Our kidnapped citizens have given us some other disturbing
information. Plymouth has been working on their launch capability
and modifying their SULV. But it appears they have put very little
recent effort into finishing their starship.
Instead of finishing their own starship Plymouth may try to take
ours. Since our Skydock has minimal defensive capabilities we must
stop Plymouth's launch capability.
In addition to procuring the Gene Bank and rescuing the scientists
the convoy must quickly destroy Plymouth's Spaceport and all of the
Advanced Labs before they can launch their raid on our Skydock.
Plymouth refuses to negotiate. We have no choice.
Check the Specific Objectives list for more details.
The Map
Terrain map for Eden Mission 11. This is a 128 x 128 map
Easy Level
Mission Objectives
1) You must rescue the Scientists and capture the Gene Bank.
Once acquired, they must be returned to the convoy's
starting location.
2) You must destroy all Advanced Labs and the Spaceport.
Strategies:
Start at the Southwestern entrance to the Plymouth colony and go
through it leaving nothing but rubble behind.
Use your EMP's and Thor's Hammers to quickly reduce Guard Towers.
Keep your combat units grouped together with your Scouts, Cargo
Truck and Evacuation Transport bringing up the rear.
Put your Tigers in the front of your attack as they are the slowest
and therefore set the pace. They also pack the biggest punch, and
there is little that can stand up to a Thor's Hammer Tiger!
Make sure to Scout the Advanced Labs and retrieve the Gene Bank and
Scientists before you blow them up!
Normal Level
Mission Objectives
1) You must rescue the Scientists and capture the Gene Bank.
Once acquired, they must be returned to the convoy's
starting location.
2) You must destroy all Advanced Labs and the Spaceport.
Strategies:
Enter the base via the entrance in the southwest corner of the map.
The best strategy is to disable all of the Plymouth Vehicle
Factories so that they can not manufacture more combat units. You
can accomplish this in a couple of ways. You can Disable all
Command Centers, thus disabling all other Plymouth structures. You
can destroy all Power generation facilities. You can also try
destroy the Vehicle Factories themselves. Once the Vehicle Factories
are out of the way, the mission becomes a lot easier
Be careful of the EMPs and Spiders. Taking out the Arachnid
Factories will help prevent losing your units to EMP/Spider attacks.
If you drop below a certain number of units, reinforcements will
arrive. They also show up when you pick up the Gene Bank and
Scientists. Any remaining enemy units will attack you at that
point, so be ready to defend yourself.
Hard Level
Mission Objectives
1) You must rescue the Scientists and capture the Gene Bank.
Once acquired, they must be returned to the convoy's
starting location.
2) You must destroy all Advanced Labs and the Spaceport.
Strategies:
Enter Plymouth from the southwest. Use Thor's Hammer to take out
the structures along the ridge, especially the Command Center and
Vehicle Factory.
Watch out for vortexes in the desert and storms going across the
map. Either of those can destroy your Cargo Trucks or Evacuation
Transport, ending the mission.
Move carefully and slowly and pick off as many of the Factories and
Guard Posts as you can without taking damage.
When you have picked up the Gene Bank and Scientists, all remaining
enemy units will charge after those vehicles. Be ready, or even
better, take out as many of them as you can before you pick up the
last item.
Dropping below a certain number of units will bring in
reinforcements that will head to your starting convoy location.
Research
There is no research available in this Unit Mission.
Mission twelve -
Mission Briefing:
Commander:
With the Gene Bank secured, we must finish our starship and evacuate
for the last time.
Word has leaked out that we may not have enough room for everyone on
the starship and low morale is hampering our efforts. See what you
can do to make the colonists happier and more productive for our
final effort.
The scientists we rescued have brought information about the level
of desperation at Plymouth.
They are simply too far behind to finish a starship in time.
They may be ready to negotiate a treaty... or they may launch one
last full-scale assault on our Spaceport.
Plymouth had recently begun to make some special modifications to
their SULV's. Our rescue came before our scientists could gather
information about these modifications.
Be ready for anything that happens. Plymouth will probably attack
with everything they have left. If so, we must defend our colony
long enough to collect the necessary resources for our long journey
to a new world.
We don't know what to expect. Perhaps Plymouth will finally realize
the gravity of their situation and begin to act rationally.
Quickly finish the items in the Specific Objectives list and
evacuate the colony. Humanity lives or dies with your actions
Commander.
Good luck.
The Map
Terrain map for Eden Mission 12. This is a 128 x 64 map.
Easy Level
Mission Objectives
1) You must build and launch these starship components:
Fueling Systems, Stasis Systems, Sensor Package, Phoenix
Module.
2) You must launch 10000 units of Common Metals, 10000 units
of Food, and 10000 units of Rare Metals to the starship.
3) You must evacuate Plymouth's Children* and 200 Colonists*
to the starship.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
The challenge is to fend off increasingly difficult attacks from the
north, northeast, east, and southwest while accumulating enough
resources to complete the starship. Build 3 Agridomes
immediately. If you have adequate Colonists, you can safely ignore
most of the Morale issues for this mission, but you still need to
generate a substantial food surplus to launch to the starship.
Start five Cargo Trucks on an ore-hauling route between the Mine to
the northwest of your base and your Common Ore Smelter. Use the
sixth Cargo Truck for a route between the Rare Ore Mine
south of your base and your Rare Ore Smelter. After you have
completed building your defenses, build three more Cargo Trucks and
put them on the Rare Ore route. Forget defending the Mine in
the northeast corner of the map -several attacks come through that
small area. You will be able to generate more than enough Metals to
build a great defense and complete your starship. Do not
worry about conserving Metals until after you are assured of
survival.
A good defensive strategy is to ring your base with Thor's Hammer
Guard Towers, all connected to the base by Tubes. In addition to
having more destructive power than a mobile Thor's Hammer,
they cannot be captured and used against you if they are EMP'd.
Build a Solar Power Array and Satellite to provide power safely
inside your base where you can defend it, rather than defending the
Geothermal Plant to the west. Build multiple Thor's Hammer Tigers
to complete your defense.
Normal Level
Mission Objectives
1) You must research Magma Refining, if not previously
researched.
2) You must build and launch these starship components:
Fueling Systems, Stasis Systems, Sensor Package, Phoenix
Module.
3) You must launch 10000 units of Common Metals, 10000 units
of Food, and 10000 units of Rare Metals to the starship.
4) You must evacuate Plymouth's Children* and 200 Colonists*
to the starship.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
This mission requires an incredible amount of Metals. Build a
second Common Ore Smelter directly next to the high yield Mine north
of your base. You will also need an armada of EMP and Thor's Hammer
units to defend the perimeter of your base. Erect a Meteor Defense
near your Spaceport. This structure will protect you from meteors
and incoming EMP Missiles. If you do not have enough Colonists,
build a Nursery. You will also need to place enough Agridomes on the
map so that you can eventually meet the Food cargo requirement. Use
the Garage to repair damaged Tigers; it costs much less Rare Metals
than constructing new ones.
Also, build alternate power supplies. The initial Geothermal Plant
is far too difficult to defend and will likely be lost.
Hard Level
Mission Objectives
1) You must launch 10000 units of Common Metals, 10000 units
of Food, and 10000 units of Rare Metals to the starship.
2) You must evacuate Plymouth's Children* and 200 Colonists*
to the starship.
Objectives marked with an asterisk (*) are added during the
course of the mission as other objectives are achieved.
Strategies:
This mission has the most massive assault from Plymouth in the game!
Grouping Thor's Hammer Tigers together will pick off the combat
units that come in, and smaller units can pick off the Arachnids.
This is a combination of all the mission elements your have learned
so far. The attacks from Plymouth are nearly continuous. You will
need to build GeoCons several times since the enemy will
attack them to lower your power supply.
The Mine in the upper right will be a lost cause. So many units
pour in from that area that you will not be able to defend it, so
use the high yield Mine just west of your base.
One of the most effective strategies it to ring your base with
Thor's Hammer Guard Posts connected to the base by Tubes. This
configuration can often destroy a Lynx from close range in a
single shot.
Acid Cloud Guard Posts are also very useful in areas where Arachnids
enter. Set them up and order them to attack a location on the
ground. They will fire continuously and the Arachnids will
walk right into it.
Build a Meteor Defense close to your Spaceport. Plymouth will
launch many EMP Missiles at your base and most of them will target
the Spaceport. The Meteor Defense can not only knock down
some meteors but it can also target incoming EMP missiles. The only
drawback is the Power requirement. If you have a Power shortage
Idle it first until your other structures get back online and
you get a new Power source.
Build plenty of Agridomes to keep the food supply growing, even if
your Morale gets to terrible (it will) and build them early to allow
enough time to get up to the required amount of Food.
While all of the fighting is going on you will need to maintain and
grow your population to at least 200 people and have massive
quantities of Common and Rare Metals and Food in storage.
Get yourself situated with plenty of combat units to protect your
base and then worry about the people and supplies.
Once you have all of the starship parts finished and deployed and
you have loaded the supplies, the Children's Evacuation Transport
will arrive.
You can begin to recycle structures at the GORF to continue to build
weapons if necessary, but once the Children's Module is launched you
need only to launch 200 Colonists to win the game.
Research
Topic Predecessor Cost Sci Lab
Heat Dissipation Systems Artificial Lightning 3600 18 Adv
Some of our weapons systems generate high levels of heat when
repeatedly fired in combat. These weapons require a cooling-off
period before they can be fired again. This delay could be
shortened by adding a heat dissipation system.
Our new weapons turret heat sinks allow these weapons to be fired
more quickly. The heat sinks use dichlorodifluoromethane gas as a
coolant to prevent weapon overheating.
Increases rate of fire of Laser, Rail Gun, and Thor's Hammer.
Phoenix Module None 3500 18 Adv
Before we land our colonists on the new planet, we must send a
lander to prepare the early stages of a colony. We have in our
databases portions of the plans for the Seed Factory used on our
arrival on New Terra, but they are incomplete and obsolescent.
When deployed, this self-contained lander transforms into several of
the initial structures and vehicles needed to start a colony. These
structures are all capable of operation without human presence, and
will give our new home a head start.
Allows production of the Phoenix Module at the Spaceport.
Precision Trajectory Projection Software
High-Energy Ray Composite Projector 2400 14 Std
Our Meteor Defense is effective... when it can find the target.
Field tests of the system show a significant possibility of
inaccurate targeting coordinates generated by the Observatory
tracking software.
Revision of the meteor tracking software, using algorithms developed
as part of the space program, has improved the trajectory projection
software used at the Observatory. This will increase the
probability of destroying incoming meteors before they reach our
colony.
Improves Observatory's meteor targeting system.
******************************************************************
Well, that's it. If you have any questions, corrections, or
comments, please e-mail me at: _
[email protected] _
*************************************************************
This document copyright (c) Cam Roth, 1999.
This document is not to be tampered in any way if you want to
post it on your sight, and you must e-mail me for written
permission if you want to.