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   Version:     1.1.1
   Date:        02/02/00
   Email:       [email protected]
   Website:     www.oddco.com

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  1.1.1 - Third Version. Redesigned Layout. Released 02/02/00
  1.1.0 - Second Version. Redone into .faq file. Released 03/05/99
  1.0.0 - First Version. Released 07/02/99

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| CONTENTS                                                           |
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                0 ................ COPYRIGHT
                1 ................ UPDATES
                2 ................ CONTENTS
                3 ................ THE RACES
                4 ................ STRATEGY
                5 ................ HINTS
                6 ................ TECHNOLOGIES
                7 ................ CODES
                8 ................ CONTACTING THE AUTHOR
                9 ................ CREDITS AND THANKYOUS

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                             THE RACES

ChCh-t
  This insectoid race grows population quickly. Their military
  units are weaker, but they manufacture military units faster than
  other races. Their military units also move faster during combat.
  ChCh-t Scouts can steal resources from enemy territories.

Cyth
  The Cyth never become too unhappy, so you may risk taxing them
  heavily. Their Command Corps mind blast enemy military units -
  annihilating them completely. Cyth Scouts also poison land which
  destroys a food stockpile in an enemy territory.

Humans
  These economic geniuses gain high income through trade and taxes.
  Resource transportation costs are much less for them than other
  races. Also Human infantry have a berserk battle order which
  doubles their attack strength, but kills them off after a battle.
  Humans are highly susceptible to Skirineen scandals; these
  scandals lower their morale.

Maug
  Maug scientists rapidly research technology, so they can build
  high-tech buildings and units quickly.  Their Scouts can sabotage
  enemy artillery, airplanes, missiles, and buildings.  Maug
  military units are very good at catching spies.  All Maug are
  chronically afflicted with colds and light fevers, so their morale
  drops very quickly.

Re'Lu
  Re'Lu have telepathic powers which lets them see the entire
  planet, both world and settlement views, giving them much
  information to plan a devious strategy. Re'Lu Scouts can subvert
  morale in rival territories. Their Command Corps also mind control
  other units, making them fight for the Re'Lu during a battle.
  They have weak artillery units.

Tarth
  The Tarth are military behemoths. Tarth infantry, artillery, and
  defense fortifications all have attack bonuses. Their infantry
  units employ a juggernaut battle order that crumbles buildings
  quickly. Also Tarth farms produce high amounts of food. Tarth
  Scouts make poor spies and are often caught. Their ships are also
  very weak and can sink easily.

Uva Mosk
  Their tie to nature lets them produce more natural resources than
  any other race. Uva Mosk Command Corps can also shaman dance,
  which lets them create resource bonuses in territories. All Uva
  Mosk infantry units may spy on other colonies, and so these units
  are not easily caught. The Uva Mosk pay less taxes than other
  races.

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                             STRATEGY
  Ok, you will start off with these statistics:

  Beginning Colony Size
     1 City Center, 400 colonists (4 icons), 500 credits
     100 Food, 75 Wood, 100 Energy, 150 Iron, and 1 Colonizer

  Now from here you can branch off many ways. The two most common
ways to go are: 1 - Defeat your opponents in Combat and win, or
2 - Build the required amount of city centers.

OPTION ONE

  Build a University and study as many Offensive technologies as
possible (see TECHNOLOGIES for more information). Setup some colonies
to produce what you need for full scale war (food, wood, iron, etc).
Build as many troops as possible (get mostly Battle and Assualt
Troopers). Throw in five Laser cannons, three Fusion Cannons, two
Disruptor Cannons and a Holocaust Cannon, and you will have your land
army complete.
  Your Air attack should consist of Turbo Wing Fighters, a few
Starflare Bombers, four to fivee Scatterpack Warheads, two to three
Groundbreaker Warheads, and a Supernova Warhead.
  Only use the big Warheads when you think it is necessary.
  With this force and the right amount of offensive attack strategy,
you should be able to beat them into the ground. You might come up
across some resistance along the way, this would be because you have
spent too much time, mucking around with the army and you let the
other side grow too big. No problem just use the big Warheads to help
their numbers deminish, then attack.

OPTION TWO

  With this option it is 100% Defence. Now Defence does include
spying and other stuff, so when you get the chance spy, and spy hard.
Now all you have to do is protect your cities, and build the required
amount of city centers. This is easy follow the TECHNOLOGIES to get
what you need and build. Watch Power and all other resources as they
will go fast.

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                               HINTS

  From one of the first FAQs on Deadlock came this Hint for getting
the best outcome out of a turn.

This is quoted from Robert Camp's Deadlock FAQ from 1996 and I quote:

  'Here is a cheat that I found in the program that will work
  wonders most of the time in battle situations. Heres how it works:

  Each time at the end of your turn when you press the End Turn
  button, the computer saves the game in a file called
  Autosave.sav. If there is a battle to be fought, the battle will
  be the first event to occur after the game is saved. Therefore,
  you can fight a battle and if you don't like the results, Load
  the Autosave.sav game back in and replay it. Each time the battle
  is played out, there will be a different result, probably because
  of the random factors programmed into the AI. I have played some
  battles as many as 8 times and watched the outcomes. In many
  cases, I will win or lose the battle depending on the random
  factors. There are MANY RANDOM FACTORS that you may not be aware
  of. If you try this a couple of times, you will see what I mean.
  You may not always be able to win a battle using this method, but
  you will get your choice of the most favorable outcome available.

  There is more I could talk about, but I think this is enough for
  now. There is still so much that I do not know about this game.
  There are alot of things that I would do to improve it too. I get
  tired of all of the micro managing of resources, probably because
  I am impatient. At least we don't have to micromanage each
  unitduring battles.'

Now this is possible but it is rather slow.

  I make it my number one rule not to trade with Skirineen. I will
only trade with them if I desperatly need to. If you do trade with
them be prepared for some to all of you people to revolt against you.

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                           TECHNOLOGIES

Resource Technologies

  Food and Wood Technologies

     Synthetic Fertilizer
        Category:                 Resource Technology
        Tech Level:               One
        Research Cost:            50 labor points
        Base Technology:          None
        Technology It Leads To:   Molecular Bonding
        Buildings You Can Make:   Hydroponic Farm
        What It Improves:         Produces food much faster

     Food Replication
        Category:                 Resource Technology
        Tech Level:               Five
        Research Cost:            1000 labor points
        Base Technology:          Triidium Processing
        Technology It Leads To:   None
        Buildings You Can Make:   Food Replicator
        What It Improves:         Increases food production

  Energy and Anti-Matter Technologies

     Nuclear Fusion
        Category:                 Resource Technology
        Tech Level:               One
        Research Cost:            50 labor units
        Base Technology:          None
        Technology It Leads To:   Fusion Cannon, Shockwave
                                  Projector
        Buildings You Can Make:   Fusion Plant
        What It Improves:         Produces more energy

     Anti-Matter Containment
        Category:                 Resource Technology
        Tech Level:               Three
        Research Cost:            250 labor points
        Base Technology:          Fusion Cannon or Molecular Bonding
        Technology It Leads To:   Anti-Matter Rifle, and Ion Weapons
        Resources You Can Make:   Anti-Matter
        Buildings You Can Make:   Anti-Matter Plant
        What It Improves:         Increases energy production and
                                  lets you produce anti-matter

  Iron and Endurium Technologies

     Molecular Bonding
        Category:                 Resource Technology
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Synthetic Fertilizer
        Technology It Leads To:   Anti-Matter, Containment, Energy
                                  Defense, Endurium Mining
        Buildings You Can Make:   Mantle Drill
        What It Improves:         Lets you mine more metal

     Sub-Space Scanner
        Category:                 Resource Technology
        Tech Level:               Five
        Research Cost:            1,000 labor points
        Base Technology:          Cortex Scanner
        Technolgy It Leads To:    None
        Buildings You Can Make:   Sub-Space Magnet
        What It Improves:         Lets you mine more metal

     Endurium Mining
        Category:                 Resource Technology
        Tech Level:               Three
        Research Cost:            250 labor points
        Base Technology:          Molecular Bonding, Fusion Cannon
        Technolgy It Leads To:    Triidium Processing
        Resources You Can Make:   Endurium
        What It Improves:         Lets you mine endurium

  Steel and Triidium Technologies

     Metallurgy
        Category:                 Resource Technology
        Tech Level:               One
        Research Cost:            50 labor points
        Base Technology:          None
        Technolgy It Leads To:    Automation, Hoverway
        Resources You Can Make:   Steel
        What It Improves:         Lets you convert iron into steel

     Triidium Processing
        Category:                 Resource Technology
        Tech Level:               Four
        Research Cost:            500 labor points
        Base Technology:          Endurium Mining
        Technolgy It Leads To:    Food Replication
        Resources You Can Make:   Triidium
        What It Improves:         Lets you convert endurium into
                                  triidium

  Electronics Technologies

     Electronics
        Category:                 Resource Technology
        Tech Level:               One
        Research Cost:            50 labor points
        Base Technology:          None
        Technolgy It Leads To:    Rocketry, Surface-Air Missiles,
                                  Chaos Computer
        Resources You Can Make:   Electronic Parts
        Units You Can Make:       Scouts, Command Corps
        What It Improves:         Lets you make electronic parts

Colony Enhancements

  Research Technologies

     Chaos Computer
        Category:                 Colony Enhancement
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Electronics
        Technolgy It Leads To:    Metal Replication, Artificial
                                  Intelligence
        Buildings You Can Make:   Tech Lab
        What It Improves:         Speeds up technology research

     Cortex Scanner
        Category:                 Colony Enhancement
        Tech Level:               Four
        Research Cost:            500 labor points
        Base Technology:          Artificial Intelligence
        Technolgy It Leads To:    Sub-Space Scanner, Assault Armor,
                                  Cloaking
        Buildings You Can Make:   Collective Tech Lab
        What It Improves:         Speeds up technology research

  Factory Technologies

     Automation
        Category:                 Colony Enhancement
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Metallurgy
        Technolgy It Leads To:    Metal Replication, Artificial
                                  Intelligence
        Buildings You Can Make:   Automated Factory
        Special Abilities:        Speeds up unit production in a
                                  factory

     Artificial Intelligence
        Category:                 Colony Enhancement
        Tech Level:               Three
        Research Cost:            250 labor points
        Base Technology:          Chaos Computers or Automation
        Technolgy It Leads To:    Cortex Scanner
        Buildings You Can Make:   Robotic Factory
        What It Improves:         Speeds up production in a factory

     Metal Replication
        Category:                 Colony Enhancement
        Tech Level:               Four
        Research Cost:            500 labor points
        Base Technology:          Chaos Computers or Automation
        Technolgy It Leads To:    None
        Buildings You Can Make:   Replication Station
        Special Abilities:        Speeds Up unit production in a
                                  factory

  Colony Transportation

     Hoverway
        Category:                 Colony Enhancement
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Metallurgy
        Technolgy It Leads To:    None
        What It Improves:         Reduces all transport costs by
                                  one credit a trip

     Transporters
        Category:                 Colony Enhancement
        Tech Level:               Seven
        Research Cost:            5,000 labor points
        Base Technology:          Anti-Matter Beam, Advanced
                                  Cloaking
        Technolgy It Leads To:    None
        What It Improves:         Eliminates transportation costs
                                  and increases how far military
                                  units travel

  Colony Defense Systems

     Energy Deflectors
        Category:                 Colony Enhancement
        Tech Level:               Three
        Research Cost:            250 labor points
        Base Technology:          Molecular Bonding, Fusion Cannon
        Technologies It Leads To: None
        Buildings You Can Make:   Energy Defense
        What It Improves:         Increases your colony's defense
                                  capability

     Anti-Matter Deflectors
        Category:                 Colony Enhancement
        Tech Level:               Five
        Research Cost:            1,000 labor points
        Base Technology:          Orbital Surveillance System
        Buildings You Can Make:   Anti-Matter Defense System
        Technology It Leads To:   None
        What It Improves:         Increases your colony's defense
                                  capability

  Surveillance Systems

     Orbital Surveillance System
        Category:                 Colony Enhancement
        Tech Level:               Four
        Research Cost:            500 labor points
        Base Technology:          Rocketry
        Technolgy It Leads To:    Anti-Matter Defense System
        Buildings You Can Make:   The Anti-Colony Assault Silo
        Special Abilities:        Lets you see more of the planet
                                  in the planet view.

Military Technologies

  Infantry Technologies

     Surface-Air Missiles
        Category:                 Military Technologies
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Electronics
        Technolgy It Leads To:    None
        Units You Can Make:       SAM Trooper
        Special Abilities:        Attack both ground and air
                                  targets equally well

     Anti-Matter Rifle
        Category:                 Military Technologies
        Tech Level:               Four
        Research Cost:            500 labor points
        Base Technology:          Anti-Matter Containment
        Technolgy It Leads To:    Disruptor Beam
        Units You Can Make:       Battle Trooper

     Assault Armor
        Category:                 Military Technologies
        Tech Level:               Five
        Research Cost:            1,000 labor points
        Base Technology:          Cortex Scanner
        Technolgy It Leads To:    None
        Units You Can Make:       Assault Trooper

Artillery Technologies

     Fusion Cannon
        Category:                 Military Technologies
        Tech Level:               Two
        Research Cost:            100 labor units
        Base Technology:          Nuclear Fusion
        Technolgy It Leads To:    Anti-Matter Containment, Energy
                                  Defense, Endurium Mining
        Units You Can Make:       Fusion Cannon

     Disruptor Beam
        Category:                 Military Technologies
        Tech Level:               Five
        Research Cost:            1,000 labor points
        Base Technology:          Anti-Matter Rifle
        Technolgy It Leads To:    Anti-Matter Beam
        Units You Can Make:       Disruptor Cannon

     Anti-Matter Beam
        Category:                 Military Technologies
        Tech Level:               Six
        Research Cost:            2,000 labor points
        Base Technology:          Disruptor Beam
        Technolgy It Leads To:    Transporters
        Units You Can Make:       Holocaust Cannon  Supernova
                                  Warhead

  Ship Technologies

     Shockwave Projectors
        Category:                 Military Technologies
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Nuclear Fusion
        Technolgy It Leads To:    None
        Buildings You Can Make:   Hydroport
        Units You Can Make:       Shockwave Dreadnought

     Ion Weapons
        Category:                 Military Technologies
        Tech Level:               Four
        Research Cost:            500 labor points
        Base Technology:          Anti-Matter Containment
        Technolgy It Leads To:    None
        Units You Can Make:       Shockwave Carrier, Groundbreaker
                                  Warhead

  Aircraft Technologies

     Starflare Bomb
        Category:                 Military Technologies
        Tech Level:               Three
        Research Cost:            250 labor points
        Base Technology:          Rocketry
        Technolgy It Leads To:    None
        Units You Can Make:       Starflare Bomber

     Cloaking
        Category:                 Military Technologies
        Tech Level:               Five
        Research Cost:            1,000 labor points
        Base Technology:          Cortex Scanner
        Technolgy It Leads To:    Advanced Cloaking  Uncloaking
        Units You Can Make:       Supernova Spyjet
        Special Abilities:        Gives you a special cloaked
                                  airplane

  Warhead Technologies

     Rocketry
        Category:                 Military Technologies
        Tech Level:               Two
        Research Cost:            100 labor points
        Base Technology:          Electronics
        Technolgy It Leads To:    Starflare Bomb, Neutrionic Fuel,
                                  Orbital Surveillance System
        Buildings You Can Make:   Missile Base
        Units You Can Make:       Scatterpack Warheads

  Unit Enhancements

     Neutrionic Fuel
        Category:                 Colony Enhancement
        Tech Level:               Three
        Research Cost:            250 labor points
        Base Technology:          Rocketry
        Technolgy It Leads To:    None
        Buildings You Can Make:   Military Airbase
        Special Abilities:        Lets your airplanes fly one more
                                  territory

     Advanced Cloaking
        Category:                 Unit Enhancement
        Tech Level:               Six
        Research Cost:            2,000 labor points
        Base Technology:          Cloaking
        Technolgy It Leads To:    Transporters
        Special Abilities:        Lets your infantry units,
                                  Colonizers, and sea transports
                                  have a cloaking ability

     Uncloaking
        Category:                 Unit Enhancement
        Tech Level:               Six
        Research Cost:            2,000 labor points
        Base Technology:          Cloaking
        Technolgy It Leads To:    None
        Special Abilities:        Lets all your Command Corps
                                  detect cloaked units

/:...:\  /:...:\  /:...:\  /:.(.: o :.).:\  /:...:\  /:...:\  /:...:\
                               CODES

  To enter these codes you have to press CTRL and F1 at the same
time and then type in the codes that you want. These codes only work
in single player mode.

  Code              Cheat Description
  MAKE IT SO        Gives you 1,000 credits and increases resources
                    in that territory by 100 units.
  GHOTI             Completes current Research project.
  FRODO             Maxes population in territories.
  TOUCHE            View any of the ending cut scenes.
  SAGE RAT          Secret message.

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| CONTACTING THE AUTHOR                                              |
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   Any type of feedback (other than abusive) is welcomed.  Although I
can't promise that I will reply to all email I get, but I will try to.
   Any email that asks for specific help will not be answered.  All
that I know about the game I have put here.
   If you are writing to me please put in the topic in capitol
letters '<NAME OF FAQ> - FAQ REPLY:' then what ever topic you want
after it. Remember where it has '<NAME OF FAQ>' put the name there
instead of that without the <>'s.  This will help me moderate what
type of email it is.
   You can contact me at this address: - [email protected]

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| CREDITS AND THANK YOU'S                                            |
·--------------------------------------------------------------------·

   ARGöNAUT (a.k.a Scott A. Moss) for writing this FAQ.
   CJAYC for GameFAQs one if not the best Game site on the net.

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| THIS FAQ WAS MADE USING - FAQ3DIT - http://www.oddco.com           |
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                                         COPYRIGHT ARGöNAUT 1999-2000