Universe at War: Earth Assault
FAQ/Walkthrough by Baruraga
Version 1.0

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Table of Contents
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Campaign Walkthrough               [CW000]
    Prelude 1                     [CW001]
    Prelude 2                     [CW002]
    Novus 1                       [CW011]
    Novus 2                       [CW012]
    Novus 3                       [CW013]
    Novus 4                       [CW014]
    Novus 5                       [CW015]
    Novus 6                       [CW016]
    Novus 7                       [CW017]
    Hierarchy 1                   [CW021]
    Hierarchy 2                   [CW022]
    Hierarchy 3                   [CW023]
    Hierarchy 4                   [CW024]
    Hierarchy 5                   [CW025]
    Hierarchy 6                   [CW026]
    Masari 1                      [CW031]
    Masari Global Campaign        [CW03X]
    Masari 2                      [CW032]
    Masari 3                      [CW033]
    Masari 4                      [CW034]
    Masari 5                      [CW035]
    Masari 6                      [CW036]
    Masari 7                      [CW037]
    Masari 8                      [CW038]
    Masari 9                      [CW039]
Factions                           [FA000]
    Hierarchy                     [FA010]
         Structures               [FA011]
         Units                    [FA012]
         Research                 [FA013]
         Hardpoints               [FA014]
    Masari                        [FA020]
         Structures               [FA021]
         Units                    [FA022]
         Research                 [FA023]
    Novus                         [FA030]
         Structures               [FA031]
         Units                    [FA032]
         Research                 [FA033]
         Patches                  [FA034]
Global Scenarios                   [GS000]
    Heroes                        [GS010]
    Structures                    [GS020]
    Modules                       [GS030]
Version History                    [VH000]

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Campaign Walkthrough               [CW000]
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Most missions take place on maps available in skirmish and multiplayer,
although the mission versions often differ in notable ways.

Each mission has limits on which structures and units may be produced by the
player, as well as how many research suites may be activated. If you are not
able to perform research during the campaign, the game has not been patched to
the latest version.

The methods presented in this walkthrough are not the only ways to finish the
missions. They do reliably complete the missions on all difficulty levels. The
difficulties are Easy, Normal, and Hard. On Easy, the enemy benefits from only
75% of the resources it collects, takes 50% longer to build, and deals 50%
damage. On Normal, the enemy has no handicap or advantage in these areas. On
Hard, the enemy gains an extra 30% from its resource harvesting, has building
times cut to 75%, and does 50% extra damage. The nature of the campaign
missions renders most of these bonuses irrelevant except damage. (In skirmish
games and global scenarios, Hard enemies have only a 15% resource boost, 90%
building times, and 10% more damage, but enjoy better build orders and AI than
Normal or Easy enemies.)

===================
Prelude 1: Training                [CW001]
===================
Summary: This mission requires basic unit commands and introduces the use of
abilities.

Map: Washington D.C.

Initial Assets
    Resources: 0
    Structures: None
    Units: Col. Randal Moore [must survive]
           Marine Squads (6)
           Flamethrower Squads (2)

Limits
    Structures: None
    Units: None
    Research: N/A

Walkthrough: The first objective is, "Secure the Capitol Building and rescue
the President," but it is the last to be achieved. March your army east with
Moore in the lead and kill the Lost One. Continue to see 2 Lost Ones who run
away, then continue east to the roadblock.

The next objective, "Use Colonel Moore's Grenade ability to destroy the fuel
tanker," appears. You now have access to the Grenade ability and should use it
liberally. Grenade the tanker to complete the objective, kill the Lost Ones,
and move east. Kill the next 2 Grunts and march on, killing Lost Ones and
Grunts as you go.

When you reach the human turrets, a new objective appears: "Help defend the
checkpoint." Kill the 6 attacking Grunts to clear it. 3 Humvees are now under
your control. There is a Spitter Turret to the north on which you should use
Grenade. Kill the Grunts past the turret. Several Lost Ones will dart in,
take some shots, and run away. Try to run over them with Humvees. March east
to find a couple Grunts and 3 Reaper Drones. Another hero, Sgt. Woolard,
arrives with reinforcements of 3 Tanks, 2 Rocketlauncher Squads, and 2
Flamethrower Squads. March your force east to the radiation, turn south, then
proceed northeast. 2 Brutes Leap off buildings to attack you, so kill them.
Continue northeast to a Reaper Drone and a transport that is dropping Lost
Ones. Destroy the Reaper and a few Lost Ones; the transport will leave on its
own. Proceed east and kill the 3 Grunts to complete the first objective and the
mission.

=============================
Prelude 2: Commander in Chief      [CW002]
=============================
Summary: This mission introduces basic base commands and leads into the main
story.

Map: This map is not available outside the campaign.

Initial Assets
    Resources: 0
    Structures: None
    Units: Gen. Randal Moore [must survive]
           Presidential Ambulance [must survive]
           Marine Squads (5)
           Rocketlauncher Squad

Limits
    Structures: None
    Units: Marine Squad
           Flamethrower Squad
           Rocketlauncher Squad
           Humvee
           Tank
           Apache
    Research: N/A

Walkthrough: The starting objective is, "Escort the President to Fort McNair."
Keep the ambulance in the rear, but do not leave it far behind the troops. Head
west through Lost One opposition. Watch for Lost One bombs and run away if one
is set. Turn south when you reach the building just north of a small parking
lot. Grunts start appearing along with the Lost Ones on this road. Move the
ambulance past the gates to complete the objective. You now have control of the
human base. It contains an Infantry Barracks, Motor Pool, and Airfield along
with several turrets. You also take control of 4 Apaches, 3 Tanks, and 4
Humvees and are granted 7,500 resources.

A new objective, "Escort Sergeant Woolard to Fort McNair," is assigned.  He and
his pair of Tanks and Humvees appear in the north and head for the fort. Send
your Apaches to assist him. Begin building whichever units you like. The
objective is cleared when Woolard reaches the fort.

A Habitat Walker and 3 Saucers appear in the north along with a new objective,
"Make your last stand at Fort McNair." Your Earth weapons won't do much against
the Walker. Meanwhile, forces of Grunts, Lost Ones, and Brutes will appear to
the east and attack the fort, so concentrate your defenses there. Run over Lost
Ones with Humvees. Keep your heroes alive and away from the Walker until a
cutscene activates.

You now control Mirabel and Viktor and get an objective: "Defeat the alien
Walker." Use Sniper Attack on one of the Walker's crown hardpoints, then attack
the Saucers. 9 Ohm Robots stream through a portal. Have them attack the Saucers
4 Dervish Jets enter. Finish off the Saucers and concentrate fire on one
hardpoint, then the socket beneath, then the coolant node. 6 Antimatter Tanks
arrive, then 3 Amplifiers. Continue focusing on the Walker. When one coolant
node is destroyed, do the same to another hardpoint. Destroy 2 coolant nodes to
complete the objective, the mission, and the Prelude.

===========================
Novus 1: Base of Operations        [CW011]
===========================
Summary: This is an introduction to the bottom tier of Novus tech and the flow
network.

Map: Middle East

Initial Assets
    Resources: 20,000
    Structures: Command Core
                Flow Generator
                Flow Conduits (many, unpowered)
                Black Hole Generator (unpowered)
    Units: Mirabel and Viktor [must survive]
           Constructors (4)

Limits
    Structures: Flow Generator
                Flow Conduit
                Recycling Center
                Robotic Assembly
    Units: Constructor
           Ohm Robot
    Research: 0

Walkthrough: "Build a Flow Conduit in the highlighted area" is the first
objective. Build the Conduit in the circle that appears. This completes the
objective and powers the Flow Conduits spread across the map. Now 2 circles
appear along with an objective, "Build Recycling Centers in the highlighted
areas (0/2)." Build 4 Recycling Centers to complete the objective and get rich.
The last base-building objective is, "Build Robotic Assemblies within the power
radius (0/2)." Build 5 Robotic Assemblies and produce Ohm Robots ceaselessly
until you hit the pop cap. Activate the Radiation Shielding patch (do this in
every Novus mission). Ohms cannot capture neutral buildings in this mission
even though there are such structures on the map.

A new objective, "Reinforce and defend the supply locations," is assigned. 2
Lost Ones, 1 Grunt, and 1 Detection Drone appear in the north. Flow your Ohms
there and destroy them. 3 Lost Ones, 2 Grunts, and 1 Detection Drone then
appear in the east. Eliminate them. 3 Lost Ones, 3 Grunts, and 1 Detection
Drone appear in the south.  Annihilate them to complete the objective.

The next objective is, "Defend the base." Saucers begin spawning all over the
map and attacking your Flow Generator. They spawn infinitely until the
Generator is destroyed, then fly off the map. It is not possible to save the
Flow Generator. You recieve new orders: "Rebuild the Flow Generator in the
highlighted area." Do so to complete the objective and power the Black Hole
Generator, which begins charging its Black Hole. 2 Habitat Walkers now enter
the map from the south, teleport in Grunts, and march on your base. Kill the
Grunts with your Ohm Bots. Each Walker already has 2 coolant nodes exposed,
making it easy to destroy them with Ohms and Mirabel. Alternatively, wait for
the Black Hole Generator to charge then drop a Black Hole on them.  Either way,
destroying the Walkers completes the "Defend the base" objective and the
mission.

================================
Novus 2: Horror in the Heartland   [CW012]
================================
Summary: This mission introduces the Variant and Hacker, as well as numerous
Hierarchy units.

Map: Midwest

Initial Assets
    Resources: 0
    Structures: None
    Units: Mirabel and Viktor [must survive]
           Hackers (2)
           Variants (4)

Limits
    Structures: None
    Units: None
    Research: 0; Multitasking is already enabled

Walkthrough: "Investigate the glyph to the west" is the first objective. March
west and make sure the Variants are set to Weapons On. Keep Mirabel in the lead
since she has health regeneration, but be sure to pull her back before she is
destroyed. Slaves stream out of farm buildings to attack you, so kill them.
Reach the glyph and destroy the Defiler (the humans may do this for you) to
trigger a cutscene and complete the objective. Human allies will assist you
from now on, mostly ineffectually. 2 Defilers attack from the north. Lock them
down and destroy them.

The next objective, "Disable the sentient holding pens (0/3)," is given. Three
circles appear, one for each pen. Mirabel must stand in each circle. Go to the
southernmost pen first, then the westernmost, then the northernmost. Reaper
Drones and Slaves are scattered around the map, and Hierarchy transports fly in
Grunts, Defilers, Brutes, Lost Ones, and Phase Tanks. The pens themselves are
guarded by Lost Ones and Grunts while Defilers stand inside, creating slaves.
Since the fog of war is lifted on the pens, you may be able to use Sniper
Attack on the Defilers from a distance. Novus transports will fly in
replacements for lost units. When you clear the objective, the next appears.

"Escort a Hacker to the Detection Drone." A Hierarchy base is revealed to be
east of the northernmost pen. A narrow path guarded by several Lost Ones and
2 Spitter Turrets leads to it. Use your Hackers to take control of the turrets,
which are the major threat. Kill the Lost Ones, then relinquish control of one
Spitter Turret and destroy it. Move one Hacker east to the Detection Drone to
complete the objective and the mission.

=============================
Novus 3: Pieces of the Puzzle      [CW013]
=============================
Summary: This mission introduces more tech, Vertigo, and the Novus virus.

Map: Eastern Siberia

Initial Assets
    Resources: 10,000
    Structures: Command Core
                Flow Generator
                Flow Conduits (many)
                Novus Portal Piece Transport [must survive]
    Units: Mirabel and Viktor [must survive]
           Vertigo [must survive]
           Constructors (3)
           Ohm Robots (5)

Limits
    Structures: Command Core
                Flow Generator
                Flow Conduit
                Recycling Center
                Robotic Assembly
                Aircraft Assembly
    Units: Constructor
           Ohm Robot
           Blade Trooper
           Corruptor
    Research: 1

Walkthrough: There is only one objective: "Use Vertigo to bring all seven
portal pieces back to the base (0/7)." The first piece is highlighted on the
minimap, but do not collect it. Have Vertigo and Mirabel kill the Reaper Drones
east of your base while your Constructors build 3 Recycling Centers and 3
Robotic Assemblies, then 2 more Recycling Centers, 2 more Robotic Assemblies,
and an Aircraft Assembly. As soon as the Robotic Assemblies come up, have them
start producing Ohms. Upgrade one with a Blade Trooper Assembly and build those
as well. Build 3 Corruptors from the Aircraft Assembly. Flow your infantry to
the northwest, near the Reaper Drone. There are several Gravitic Turrets in the
area, Glyph Carvers summoning both Gravitic and Spitter Turrets, and an Arrival
Site teleporting Glyph Carvers and Monoliths. Destroy them all. Keep flowing
infantry to the north and clear it of turrets, then clear the entire map of
Hierarchy forces. There are a few Lost Ones and Saucers in addition to the
Reapers and turrets. Meanwhile, return Mirabel to your base, research Computing
1, and have your Constructors cover the map with Flow Generators and Conduits.

When the map is clear, return your infantry to the base and have Vertigo Upload
the first portal piece and Download it near the Novus Portal Piece Transport to
secure it. When the second piece appears, have Vertigo do the same. The third
piece then appears, so collect it. When that is done, a cutscene occurs. The
fourth and fifth pieces appear and 3 Habitat Walkers enter the map from the
north. They begin teleporting Grunts and marching for three spots in the river.
Have your Corruptors infect the Walkers; these particular Walkers do not bring
in units when infected. Kill any units they produced before infection with
your infantry. Have Vertigo collect the fourth and fifth pieces, then the sixth
and seventh when they appear. Keep him clear of the Habitat Walkers as they are
equipped with Arc Turrets. Secure all the pieces to complete the objective and
the mission.

======================
Novus 4: The Road Home             [CW014]
======================
Summary: This mission stresses the importance of vehicles and neutral
structures.

Map: Turkestan

Initial Assets
    Resources: 10,000
    Structures: Command Core
                Flow Generator
                Novus Portal Piece Transport
    Units: Mirabel and Viktor [must survive]
           Constructors (3)
           Field Inverters (3)
           Ohm Robots (3)

Limits
    Structures: Command Core
                Flow Generator
                Flow Conduit
                Recycling Center
                Home Portal [must survive]
                Robotic Assembly
                Vehicle Assembly
                Aircraft Assembly
    Units: Constructor
           Ohm Robot
           Hacker
           Variant
           Antimatter Tank
           Corruptor
    Research: 2

Walkthrough: The starting objective, "Use Constructors to begin building the
Home Portal within six minutes," means you need to amass 20,000 resources. This
is very easy, but you should build an army as well, so do not start building
the Portal until the timer is low. There are 8 Hydraulic Pumps spread around
the map. Send your Ohms to capture them. There are 4 pairs of Military Laser
Turrets. Capture those once the Pumps all belong to Novus. Have your
Constructors begin building Recycling Centers and Vehicle Assemblies as well as
expanding the flow network to nearby resource piles. You should get 5 Recycling
Centers and 3-5 Vehicle Assemblies. Research Nanotech 2 and activate the
Optimized Collection patch. Produce mass Antimatter Tanks. When the timer
reaches about 1:30, Reaper Drones appear along with a new objective: "Protect
the sentient villages. At least one village must survive (4 remaining)." The
captured Military Laser Turrets can complete this objective by themselves. When
the timer is low, begin building the Home Portal to complete the first
objective.

A new objective, "Protect the Home Portal at all costs," is assigned. The
Portal is very fragile, so put the 3 Field Inverters in Shield Mode and stand
over it while Mirabel and a few Antimatter Tanks remain nearby to defend.
Hierarchy forces start coming in from the north, starting with 2 Grunts, 5 Lost
Ones, a Brute, and a Defiler. Next an Assembly Walker enters, prompting a new
objective: "Destroy the Assembly Walker." Antimatter Tanks can take it out
easily; destroy all three crown hardpoints and their sockets, then the left and
right shield generators, then the core. Use Vent Core liberally. There is also
a Habitat Walker east of the Assembly Walker, so destroy that to curtail Grunt
reinforcements.

When the Assembly Walker explodes, a new objective, "Destroy the Hierarchy
Base," is assigned. The base consists of an Arrival Site and a Detection Drone
east of the Habitat Walker. Destroy them to complete the remaining objectives
and the mission.

===============
Novus 5: Uplink                    [CW015]
===============
Summary: All the Novus tech not seen in previous missions is available.

Map: South Africa

Initial Assets
    Resources: 7,000
    Structures: Command Core
                Flow Generator
                Flow Conduits (2)
                Recycling Center
                Robotic Assembly
                Vehicle Assembly
    Units: Mirabel and Viktor [must survive]
           Constructors (4)
           Dervish Jets (3)
           Field Inverters (2)

Limits
    Structures: Command Core
                Flow Generator
                Flow Conduit
                Recycling Center
                Robotic Assembly
                Vehicle Assembly
                Aircraft Assembly
                Science Center
                Redirection Turret
                EM Destabilizer
    Units: Constructor
           Ohm Robot
           Hacker
           Blade Trooper
           Variant
           Antimatter Tank
           Amplifier
           Field Inverter
           Corruptor
           Dervish Jet
    Research: 3

Walkthrough: Mirabel wants to "Build a Science Center and an Aircraft
Assembly," so do so. Build 4 more Recycling Centers and 2 or 3 more Vehicle
Assemblies. Upgrade 1 Vehicle Assembly with a Wave Amplifier and the others
with Inversion Processors, then start producing Field Inverters and Amplifiers.
Upgrade the Aircraft Assembly and build a couple more Dervishes. Use your air
force to destroy attacking Saucers and patrol the area north of the base, where
you will extend the flow network for resource gathering. Groups of Grunts and
Phase Tanks appear there. Build a few Hackers. Construct Redirection Turrets
around your base, especially in the northwest corner. Saucers attack there
regularly, so post a Shield Mode Field Inverter and a Hacker there. Produce an
Ohm Robot and capture the nearby Novus Repair Bay. Research Computing 3.

While you are doing this, General Moore appears with a new objective: "Help
General Moore rescue the pinned aircraft (0/4)." The minimap highlights 4 areas
where Gravitic Turrets hold human helicopters in place. Each area is guarded by
a small force of Saucers, Phase Tanks, and Grunts. March a force of Field
Inverters, Amplifiers, and Hackers out to take care of this objective, adding
to this army as it travels. Destroy all the turrets to complete the objective.

"Defeat the Walkers guarding the Material Uplink (0/2)" is the next objective.
There are 3 bridges leading to the Uplink in the west. Each is guarded by 2
Spitter Turrets and a Monolith. Have your Hackers take control of the turrets
and march your Field Inverters and Amplifiers across. Destroy the 2 Assembly
Walkers to complete the objective. "Escort Mirabel to the Material Uplink" is
the next step. Send Mirabel there to complete the objective and the mission.

===================
Novus 6: Blindsided                [CW016]
===================
Summary: This mission stresses the Constructor's repair capability.

Map: This map is not available outside the campaign.

Initial Assets
    Resources: 10,000
    Structures: None
    Units: Mirabel and Viktor [must survive]

Limits
    Structures: None
    Units: None
    Research: 0

Walkthrough: The first objective, "Escort Mirabel to a Hierarchy communications
terminal," should be delayed. There is a prison cell immediately south of
Mirabel containing 3 Blade Troopers and 3 Ohm Robots. Shoot the cell door to
add them to your force. Just east of Mirabel is a junction with a Reaper Drone
guarding another cell. Destroy the Reaper and the cell door. There are another
3 cells of this kind for a total of 15 Blade Troopers and 15 Ohms. There are
also 3 cells containing 4 Constructors each for a total of 12. Free them all.
The remaining guard junctions contain 1 Reaper Drone and 1 Brute each. The
central junction contains the communications terminal, a Hierarchy Outpost you
should capture, and a Manipulator. The Manipulator is a Hierarchy unit which is
unique to this mission. Kill it. In the north, there are two ring junctions
with Walkers stationed as turrets inside them. On the left is a Habitat
Walker and on the right is an Assembly Walker with Mass Drivers. Use Sniper
Attack to take out the Mass Drivers. The Hierarchy Outpost's Pulse Scan makes
this easier. From there you can take the time to Sniper attack the Walkers to
death, or you can move Mirabel into range and attack regularly. Once the target
Walker is concentrating its fire on her, bring up Constructors to repair her
and march Ohms to attack the Walker. When both the Walkers are gone, return to
the center and divide your forces into three groups. Each should have 4
Constructors and some escorts. Finally, move Mirabel into the objective circle.

After the cutscene, the objective is, "Use Constructors to repair the ship's
power cores (0/3)." Dispatch one group to each core and send Mirabel to the
dormant Material Uplink in the southeast. Repair the cores while your combat
units hold off the increasing Hierarchy forces. When all 3 cores are repaired,
the objective "Move Mirabel to the Material Uplink" appears. Since she is
already there, the objective and the mission immediately end.

====================
Novus 7: Under Siege               [CW017]
====================
Summary: The full arsenal of Novus is unleashed.

Map: Middle East

Initial Assets
    Resources: 40,000
    Structures: Command Core
                Flow Generator
                Flow Conduits (many)
                Recycling Centers (2)
                Robotic Assemblies (2)
    Units: Mirabel and Viktor [must survive]
           The Founder [must survive]
           Vertigo [must survive]
           Constructors (4)
           Antimatter Tanks (2)
           Field Inverters (2)
           Amplifiers (2)
           Dervish Jets (3)

Limits
    Structures: Command Core
                Flow Generator
                Flow Conduit
                Recycling Center
                Robotic Assembly
                Vehicle Assembly
                Aircraft Assembly
                Science Center
                Redirection Turret
                EM Destabilizer
                Black Hole Generator
    Units: Constructor
           Ohm Robot
           Hacker
           Blade Trooper
           Variant
           Antimatter Tank
           Amplifier
           Field Inverter
           Corruptor
           Dervish Jet
    Research: N/A; however, several researchable capabilities are granted
              automatically, including Advanced Flow, Viral Contagion, and
              Multitasking.

Walkthrough: "Hierarchy invasion in 60 seconds" is a warning rather than an
objective. Vertigo Uploads Mirabel automatically. Fly him and his Dervishes to
the base and Download Mirabel. Build a Science Center, an Aircraft Assembly,
and 3 Vehicle Assemblies. Convert The Founder to Performance Mode, move him to
the resources northeast of the base, and use Network Tap. Build 3 more
Recycling Centers near him and add Flow Conduits to piles. Upgrade the Vehicle
Assemblies with Inversion Processors and a Wave Amplifier, then build and
upgrade 2 more while producing Field Inverters and Amplifiers. While you are
building, the 60 seconds expire and the next objective appears.

"Defeat the incoming Assembly Walkers (0/2)," who come in from the west and
southwest with Grunt and Defiler escorts. Infect the Walkers with Corruptors to
slow them down. Infect the Defilers as well, and produce a couple Hackers if
there are very many of them. Use your Field Inverters and Amplifiers to take
out the Walkers. Note that vehicles can use the flow network in this mission.
Erect Redirection Turrets around your base when the Constructors finish their
tasks. Build the EM Destabilizer if you wish. Once these Walkers are destroyed,
a new objective is assigned.

Habitat Walkers enter from the west and south along with their objective,
"Defeat the incoming Habitat Walkers (0/2)." They are armed with Radiator
Artillery they seem not to use. Infect and destroy them. Your forces should be
at the pop cap by now, barring a few losses against this wave. Build the Black
Hole Generator if you wish.

The next objective, "Defeat the incoming Science Walkers (0/3)," appears after
the Habitat Walkers are destroyed. These Walkers are outfitted with Cascade
Reactors. The top priority is to destroy one Cascade Reactor on each to
prevent the use of Radiation Cascade. Infect them and use your Field Inverters
and Amplifiers to attack the Reactors. The Walkers may use Radiation Cascade on
your troops, so spread them out to minimize damage. Once Radiation Cascade is
nullified, destroy the Walkers one by one. With the army you have, you can
concentrate on the core directly instead of destroying the horn sockets first.
Take out all 3 Science Walkers to complete the objective, the mission, and the
Novus campaign.

==============================
Hierarchy 1: Ancient Directive     [CW021]
==============================
Summary: This mission introduces the Hierarchy basics, including outfitting a
Walker.

Map: Sahara

Initial Assets
    Resources: 10,000
    Structures: None
    Units: Orlok [must survive]
           Grunts (15)

Limits
    Structures: None
    Units: None
    Research: 1

Walkthrough: Research Assault 1 and note the first objective, "Assault the
first Novus base cluster." March east then north to reach it. A large number of
Ohm Robots is in your way. Use Siege Mode on particularly dense clusters. The
base consists of a Flow Generator, a Robotic Assembly, a Vehicle Assembly, and
an Aircraft Assembly. Destroying the Flow Generator alone satisfies the
objective. The Vehicle Assembly produces Antimatter Tanks until it or the Flow
Generator is leveled.

The next objective, "Assault the second Novus base cluster," is assigned. March
west past more Ohms and a few Antimatter Tanks. The layout of the second base
is the same except it has a Science Center. Again, destroy the Flow Generator
to complete the objective. When you go far west enough, a Habitat Walker and
Grunt reinforcements arrive along with an objective, "The Habitat Walker must
survive." Outfit the Walker with Plasma Turrets and Weapon Accelerators, then
spend the rest of your resources on Grunts.

March west in accordance with the new objective, "Assault the third Novus base
cluster." 3 Blade Troopers and 3 Antimatter Tanks are in the way, so destroy
them. The base contains more Ohms and Antimatter Tanks. This base has a
Nanocenter. Level buildings to complete the objective and the mission.

Since the Walker appears when you pass a certain point, it is possible to do
this mission faster by marching west at the beginning instead of east and
using your starting force to attack the third base while the Walker tramples
the second and first Flow Generators. This is very dangerous on Hard
difficulty.

=============================
Hierarchy 2: Restless Natives      [CW022]
=============================
Summary: This mission introduces Hierarchy resource collection and much of the
tech tree.

Map: Gulf Coast

Initial Assets
    Resources: 7,000
    Structures: Arrival Site
    Units: Orlok [must survive]
           Glyph Carvers (2)
           Monoliths (3)
           Grunts (6)
           Lost Ones (6)

Limits
    Structures: Arrival Site
                Spitter Turret
    Units: Glyph Carver
           Monolith
           Habitat Walker
           Detection Drone
           Grunt
           Lost One
    Research: 2

Walkthrough: The first several objectives are an introduction to the Hierarchy
tech tree. It is not necessary to do them in order or to wait for Orlok to
assign them. They are: "Use Glyph Carvers to summon a Reaper Drone," "Summon a
Detection Drone," "Summon a Habitat Walker," and "Summon a Spitter Turret."
Start by summoning 2 Reaper Drones and teleporting another Glyph Carver. Send 1
Reaper north to the cow herds. You may have to micromanage this Reaper to
collect all the cows. Summon a Habitat Walker and 2 more Reapers. Summon the
Detection Drone and place 2 Spitter Drones at the western exit of your base,
then upgrade them. When the Habitat Walker drops, outfit it either with Plasma
Turrets and either Weapon Accelerators or Armor Plating. March it west along
with your Lost Ones and Grunts. There is a human installation with an Infantry
Barracks and Motor Pool pumping out units. Take out any human units and
destroy the structures.

By this time, the objective "Destroy the southern missile base" will have
appeared. Move your reapers into the area you just cleared of humans and build
a few Spitter Turrets to guard them. Research Assault 1 and Mutagen 1 and
summon in 2 more Habitat Walkers and as many Reapers as you need to reach 7.
March your Walkers and Grunts west to the missile base, which is guarded by a
few infantry Squads, 2 Tanks, and 2 Antimatter Tanks, possibly along with other
units being produced elsewhere on the map. Take them out and trample the base,
although it fires a missile before you can finish.

Your objectives change to, "Destroy the western missile base" and "Destroy the
northern missile base." The bases are guarded by a few Amplifiers, Antimatter
Tanks, infantry squads, and Tanks each. March your Grunts, Lost Ones, and
Walkers (which should all be fully outfitted by now) to the bases and crush
them with the Walkers to complete the objectives and the mission.

It is possible to finish this mission with Monoliths alone. If you do this,
be aware that Dervish Jets will swarm into the map and attempt to take out your
Monoliths. They will leave eventually, freeing you to complete the mission.

=============================
Hierarchy 3: City of the Gods      [CW023]
=============================
Summary: This mission stresses the healing aspects of radiation and introduces
basic Masari elements.

Map: Atlatea

Initial Assets
    Resources: 0
    Structures: None
    Units: Orlok [must survive]
           Grunts (7)
           Lost Ones (5)
           Defilers (3)

Limits
    Structures: None
    Units: None
    Research: 0; several researchable capabilities are available, including
              Plasma Weapons and Phase Modules.

Walkthrough: The first objective is, "Destroy the first transmitter." March
north, keeping the Grunts and Lost Ones ahead of the Defilers. Use Project
Radiation and Bleed Mode to heal your infantry. Kill the 6 Disciples in your
way and destroy the transmitter.

More objectives, "Destroy the second transmitter" and "Destroy the third
transmitter," appear. March south then west, killing Disciples as you go.
Reinforcements of the same composition as your initial detachment are flown in
to your west. Meet up with them and march north through more Disciples and a
Conqueror. Now a Knowledge Vault and 2 Machinae boosted by 2 Architects come
online to the west, prompting a new objective: "Destroy the Masari Machinae."
Send your Lost Ones to bomb the Machinae while the rest of your army continues
north. The second and third transmitters have Disciples and a Conqueror
guarding each bridge. Clear out the units and destroy one of the transmitters.
March Orlok with the Grunts and Defilers south to the area where the transport
arrived earlier. Leave Lost Ones behind and destroy the last transmitter when
Orlok reaches his destination.

Masari forces spawn across the map along with a new objective, "Move Orlok to
the transport." The transport flies in to drop off reinforcements; send Orlok
there to complete the objective and the mission.

========================
Hierarchy 4: Pure Energy           [CW024]
========================
Summary: This mission encourages the use of various special abilities. It also
allows control of Walkers beyond the Habitat Walker.

Map: Altiplano

Initial Assets
    Resources: 7,000
    Structures: None
    Units: Orlok [must survive]
           Purifier [must survive]
           Reaper Drone
           Grunts (3)
           Lost Ones (18)

Limits
    Structures: Arrival Site
                Spitter Turret
                Gravitic Turret
    Units: Glyph Carver
           Monolith
           Habitat Walker
           Assembly Walker
           Detection Drone
           Science Walker
           Grunt
           Lost One
           Saucer
           Defiler
    Research: 3

Walkthrough: The first objective is, "Post a scout on the ridge." Research
Assault 1, then Quantum 1, then Mutagen 1. Meanwhile, march east (with the
Purifier in the rear) to find 3 Hydraulic Pumps guarded by a few Ohm Robots.
Kill the Ohms, capture the Pumps, and send a Lost One to the circle to
complete the objective. You can now see the plain below.

The next objective, "Destroy the Novus weapon crates (0/4)," can be advanced by
Orlok's Siege Mode or by sending in Lost Ones. Send one Lost One per crate and
Phase it when it meets resistance, then set a bomb next to the crate. The Lost
One will not survive. Once the crates are gone, this objective is cleared and
the next, "Escort the Purifier to the Material Uplink," is introduced.

March east and 3 Corruptors come to attack the Purifier. Destroy them. Nufai
sends you 5 Saucers, which you can use to repair it. The Saucers fly over a
Field Inverter and a few Ohms, so destroy that Novus force to be safe. Continue
east. There are 3 Variants at the bottom of the slope. Some may be using
mirages, so have Orlok trample any suspicious objects or livestock. Farther
east are a few Ohms and 3 more Hydraulic Pumps you can capture. March north to
the Uplink. The Purifier may require micromanagement to negotiate the terrain.
Get it to the Uplink to complete the objective.

You take over Nufai's base and get 2 new objectives, "Defend Nufai and the
Purifier while Nufai activates the Material Uplink" and "Destroy the Novus
Base." Nufai's base has an Arrival Site, a Habitat Walker, an Assembly Walker,
a Detection Drone, 3 Grunts, 3 Defilers, 5 Spitter Turrets, and 3 Gravitic
Turrets. The Hydraulic Pumps and Reaper Drone should have given you ample
resources, so fully outfit your Walkers, start producing units, and head west
immediately. Teleport in a Glyph Walker to summon a third Walker. The Novus
base to the west has Redirection Turrets, so use Defilers, Saucers, and Lost
One bombs to take them out. The Novus forces consist of Ohm Robots, Blade
Troopers, Antimatter Tanks, Amplifiers, Field Inverters, Dervish Jets, and
Mirabel and Viktor. Mirabel flees the map, however. Destroy the important Novus
structures (not the Flow Conduits, Recycling Centers, or Redirection Turrets)
to complete the objectives and the mission.

===========================
Hierarchy 5: A Living Prize        [CW025]
===========================
Summary: This mission emphasizes Slaves, gives you control of Brutes, and
introduces many new Masari elements.

Map: This map is not available outside the campaign.

Initial Assets
    Resources: 0
    Structures: None
    Units: Defilers (2)

Limits
    Structures: None
    Units: None
    Research: 0

Walkthrough: 2 objectives promptly appear, "Destroy the nearby Masari
resistance" and "Use the Defilers to enslave the nearby primitives." Activate
Bleed Mode and march northeast to the human village. Cover the villagers in
radiation and send the resulting Slaves south to destroy 4 Disciples and 2
Inquisitors. The next objective, "Destroy the barricade force generator," can
be quickly completed with the number of Slaves available in the village.

The next objective, "Find the Masari leader," is assigned. March your Slaves
across the bridge and destroy the 3 Guardians around the village, then move in
your Defilers to enslave the villagers. March the Slaves northeast and kill the
4 Disciples in the way. 8 Grunts and 2 Brutes are now flown in and 2 new
objectives are added, "Use your Brutes to destroy the Masari turrets" and
"Secure the landing site for Commander Orlok." Gather your units into an army.

March north and kill the 6 Disciples. Have your Brutes Leap onto the cliffs and
Charge the Guardians to destroy them quickly. Proceed north and kill 5
Disciples with your infantry while the Disciples create more Slaves in the
northern village. Eliminating the Disciples clears the objective. Orlok, 2
Saucers, and 2 Brutes are dropped in by a transport. March west and take out
the Conqueror and 2 Disciples. Continue and use the Grunts, Slaves, and Brutes
to remove the next Conqueror and Disciples while Orlok and the Saucers kill the
Inquisitor. West is another Masari bridge, but the mechanism is on the other
side. Fly the Saucers across and destroy it. March west to a Masari outpost
consisting of a Skirmisher Portal, Machina, 3 Guardians, and 1 Sky Guardian.
Charge the turrets with Brutes and destroy the remaining buildings. March north
into the defile. There are Sky Guardians on either side as well as elsewhere in
this area, so be careful with your Saucers and try to destroy the turrets from
range. Move north past the turrets and Prince Zessus appears. He runs to Orlok
and Teleports, so try to keep as many troops near Orlok as possible. The
destination is a field surrounded by Guardians. Charge them immediately. Leave
the field and Zessus returns, then repeats the Teleport into another Guardian
trap. Destroy the turrets, then kill Zessus to complete the "Find the Masari
leader" objective and the mission.


===============================
Hierarchy 6: Overriding Command    [CW026]
===============================
Summary: The full arsenal of the Hierarchy is unleashed barring Kamal and
Nufai.

Map: Arecibo

Initial Assets
    Resources: 7,000
    Structures: None
    Units: Orlok [must survive]
           Glyph Carver
           Habitat Walker
           Grunts (6)
           Lost Ones (4)
           Brute

Limits
    Structures: Arrival Site
                Spitter Turret
                Gravitic Turret
                Matter Conduit
    Units: Glyph Carver
           Monolith
           Reaper Drone
           Habitat Walker
           Assembly Walker
           Detection Drone
           Science Walker
           Grunt
           Lost One
           Brute
           Saucer
           Defiler
           Phase Tank
    Research: 6

Walkthrough: There are several ways to approach this mission given the options
available, and any of them can fail on occasion. This is probably the hardest
mission in the game.

As soon as the mission begins, sell your Habitat Walker and turn your troops
back. The starting battle is unwinnable. The first objective, "Build an Arrival
Site," appears. An area is highlighted, but summon the Site north of there,
closer to the human facilities. March your troops to the facilities and secure
them. This area provides the bulk of your resources and will be periodically
attacked.

When the Arrival Site drops, the objective is completed and a new one, "Escort
Orlok to the transmitter and activate it," is issued. Teleport another Glyph
Carver and start summoning Reaper Drones until you have all 7. Build a few
Spitter and Gravitic Turrets to secure your Arrival Site and Reapers. Allied
Masari units cluster around Orlok and can be hurt by the radiation from
upgraded Spitter Turrets, so keep him away from those. Summon 2 Assembly
Walkers and research Assault 3. Outfit the first Walker with Cost Optimizers
and a Defiler Pod, then start summoning in a large number of Saucers and a few
Defilers. Summon a Detection Drone, then a Science Walker, then the Material
Conduit. When Assault 3 is available, outfit the Assembly Walkers with Mass
Drivers and Plasma Turrets, then cancel the Assault suites and research Mutagen
4. Build 3 Cascade Reactors on the Science Walker when Mutagen 4 finishes, then
cancel Mutagen 4 and research Quantum 3. You should now have Mutagen 3 and
Quantum 3. Build Range Enhancers on the Science Walker.

The enemy guarding the dish consists of a Habitat Walker, an Assembly Walker,
and a Science Walker along with Grunt and Lost One escorts. Enemy transports
periodically fly in Grunts, Lost Ones, Brutes, and Phase Tanks. There is an
enemy base in the north consisting of an Arrival Site, a Detection Drone, and a
large number of turrets. Do not attack this base. March your army, barring
Orlok, towards the dish and take out the enemy Walkers. Have your Saucers
repair your Walkers and your Defilers attack the enemy ground forces. Use
Radiation Cascade when you can hit an enemy Walker with it. Clear the dish of
enemies, then rebuild your forces. Sell your Reapers and Glyph Carvers and
replace them with combat units. Send Orlok to the transmitter. The next
objective, "Keep Orlok near the transmitter for two minutes," is an opportunity
to finish any remaining preparations and charge Radiation Cascade.

A cutscene occurs, then the next objective, "Defeat Kamal Re'x," appears.
Concentrate all fire including Siege Mode, Radiation Cascade, and Matter Drop
on him to complete the objective, the mission, and the Hierarchy campaign.

============================
Masari 1: Flight of the Gods       [CW031]
============================
Summary: This mission introduces Masari base building.

Map: This map is not available outside the campaign.

Initial Assets
    Resources: 700/720
    Structures: None
    Units: Prince Zessus [must survive]
           Disciple

Limits
    Structures: Citadel
                Matter Engine
                Skirmisher Portal
                Machina
                Knowledge Vault
                Oracle
                Guardian
                Sky Guardian
    Units: Architect
           Disciple
           Conqueror
           Inquisitor
    Research: 1

Walkthrough: "Escape the Hierarchy prison compound" is the first objective.
Prince Zessus cannot use his abilities in this mission, making him weaker than
normal. Switch to Dark Mode and let your Dark Matter Armor fill. Move north and
kill 3 Grunts, then have Zessus stand in the circle to free 8 Disciples. Kill
the 3 attacking Grunts, then move north and kill the 3 guarding the next
circle. Move into the circle, then pass through the prison gate to gain an
Architect and activate the Masari base.

The next 3 objectives appear one after another and deal with Masari base
building: "Build a Matter Engine with your Architects," "Build a Knowledge
Vault," and "Upgrade the Knowledge Vault." Your base consists of a Citadel, 4
Matter Engines, 3 Skirmisher Portals, 2 Machinae, and 2 Oracles. All the
structures are damaged. Task your Architect to the Citadel and produce 9 or 11
more Architects. Repair the existing structures and build a Matter Engine and
Knowledge Vault. Begin producing Disciples and Conquerors. Build turrets along
the north side of your base, especially the northwest area. Saucers and Grunts
attack that area regularly. Build 2 Flight Machinae and produce Inquisitors.
Upgrade the Knowledge Vault, Matter Engines, turrets, and Oracles.

After you upgrade the Knowledge Vault, the next objective, "Rescue the captives
in the northern Hierarchy prison compound," appears. Leave Zessus in the base
and march the rest of the army north to find Grunts, Brutes, Saucers, Defilers,
Phase Tanks, turrets, and a Habitat Walker. Destroy them all. There is also an
Arrival Site and several Reaper Drones you may choose to wreck. Meanwhile, have
your Architects build a field of turrets stretching from your northwest Matter
Engine to north of the hill in the middle of the map. When the Hierarchy forces
in the north are eliminated, return the Conquerors to base and march the
Disciples and Inquisitors into the northern compound. The compound is filled
with Grunts and turrets, so move forward slowly and take a few targets at a
time. Move to the arrow in the prison compound to free 8 Disciples and some
human allies. Switch to Light Mode and send your troops back to the base.

An Assembly Walker and a small force of Brutes, Grunts, Phase Tanks, and
Defilers appear near your base along with an objective: "Defeat the Hierarchy
Assembly Walker." Your turrets ought to shred them; destroy whatever remains to
complete the objective and the mission.

======================
Masari Global Campaign             [CW03X]
======================
The game switches to a global scenario. The only hero at first is Lord Charos,
and which provinces he may visit are strictly limited. Immediately remove 5
Disciples from Charos's retinue and fill his fleet cap with Inquisitors. The
Hierarchy does not possess enough anti-air in the next 6 battles to stop them.
Conquer the provinces and build an Energy Magnet, 2 Key Inspirations, a Will
Processor, and whatever other buildings you like as you go. Upgrade 1 Key
Inspiration with Advanced Production Vehicle and the other with Advanced
Production Air. Upgrade the Will Processor with Spy Systems.

===============
Masari 2: Congo                    [CW032]
===============
Map: Congo

Walkthrough: The base is in the northwest. Destroy it with Inquisitors.

================
Masari 3: Sahara                   [CW033]
================
Map: Sahara

Walkthrough: The base is in the northwest. Destroy it with Inquisitors.

======================
Masari 4: North Africa             [CW034]
======================
Map: North Africa

Walkthrough: Fly the transport north a bit before dropping. The base is
directly south of your starting position. Destroy it with Inquisitors.

===================
Masari 5: Altiplano                [CW035]
===================
Map: Altiplano

Walkthrough: The base is in the northeast. Destroy it with Inquisitors.

======================
Masari 6: Amazon Basin             [CW036]
======================
Map: Amazon Basin

Walkthrough: The base is in the northeast. Destroy it with Inquisitors.

================
Masari 7: Guiana                   [CW037]
================
Map: Guiana

Walkthrough: The base is southwest of your starting location. Destroy it with
Inquisitors.

=========================
Masari 8: Central America          [CW038]
=========================
Map: Central America

Walkthrough: In case it is not clear, the objective here is to destroy the
Basic Defense module or the Origin Core to which it is attached. You can
attempt this mission repeatedly since it is within the global portion. The Core
is defended by Nufai and a large garrison.

There are several approaches to this mission. One is to send Charos in with
Peacebringers and use Dark Mode. Attack the Origin Core directly and use Dark
Vortex to keep enemy troops away long enough for the Peacebringers to succeed.</pre><pre id="faqspan-2">
Another is to send in Zessus with Figments and whittle away the enemy forces.
The most reliable is to send Charos with a couple Peacebringers and many
Inquisitors. Drop them in the southwest and build up a base while Inquisitors
harass the enemy. Once the Citadel is up, treat the mission as a skirmish in
which you start with a handicap. Build up an army, crush the Hierarchy, and
complete the mission.

If the Basic Defense module is destroyed when the mission ends, regardless of
whether it is a victory or defeat, the objective is completed and the global
campaign portion ends.

=========================
Masari 9: Deus ex Machina          [CW039]
=========================
Summary: The full arsenal of the Masari is unleashed.

Map: Anahuac

Initial Assets
    Resources: 700/640
    Structures: Citadel
                Matter Engines (3)
                Guardians (4)
                Skirmisher Portal
                Machina
                Knowledge Vault
                Flight Machina
                Oracle
                Sky Guardian
    Units: Lord Charos [must survive]
           Queen Altea [must survive]
           Prince Zessus [must survive]
           Architects (3)
           Disciples (10)
           Sentries (2)

Limits
    Structures: Citadel
                Matter Engine
                Guardian
                Skirmisher Portal
                Machina
                Knowledge Vault
                Flight Machina
                Oracle
                Sky Guardian
                Matter Controller
    Units: Architect
           Disciple
           Seer
           Sentry
           Conqueror
           Figment
           Peacebringer
           Inquisitor
           Sky Lord
    Research: 6

Walkthrough: "Destroy the Purifier" is the objective. Altea orders an immediate
attack on the Purifier, but there is no point in that now. Instead, move your
combat units including heroes to the north side of your base. Produce 5 or 7
more Architects, build 2 more Matter Engines and another Flight Machina, and
upgrade the Knowledge Vault followed by the Matter Engines. Produce Inquisitors
and research Light 3.

When the Purifier withdraws, "Protect Mirabel and General Moore while Novus
establishes a base" becomes an objective. This should not require any
intervention, but be ready to send Inquisitors to assist if necessary. Continue
the building plan and reinforce the east side of the base with turrets. Build
another Flight Machina. Research Balance 2, then Light 4. When you have spare
resources, upgrade the Knowledge Vault again and build the Matter Controller.

Fly your Inquisitors north and destroy a Spitter Turret, then a Defiler in a
slave pen. This stops the Slave attacks on the north part of your base. Destroy
the nearby Assembly Walker, then fly north and take out a Habitat Walker. Make
sure there is a clear path from your base to the northwest corner of the map,
then rally the Flight Machinae there. Fly east and destroy the Gravitic
Turrets, Saucers, and anything else defending the Purifier. Use Destabilize to
isolate targets. Destroy the Purifier to complete the objective.

A Hierarchy transport drops Kamal Re'x near your base and a new objective
appears: "Defeat Kamal Re'x." Kill him to complete the objective, the mission,
the Masari campaign, and the game.

--------
Factions                           [FA000]
--------
There are three fully playable factions: the Hierarchy, the Masari, and Novus.
Humans are playable only in the Prelude portion of the single-player campaign
and have no way to collect resources or erect structures.

=========
Hierarchy                          [FA010]
=========
The Hierarchy is a conquering alien empire. The centerpiece of its forces is
the Walker, a huge, lumbering combination of unit and structure. The Hierarchy
tends to move slowly but has few stationary elements. Its tactical dynamic
mechanic is the ability to build and alter Walker hardpoints during the battle.
Most Hierarchy units employ either plasma or radiation weaponry. Radiation
damages targets over time. Research allows significant upgrades to both weapon
types and can add radiation to plasma attacks. The Hierarchy also possesses
phase technology, which allows the user to become immune to all interference.
However, the user is destroyed if it leaves phase while inside another object.

Structures                         [FA011]
----------
Hierarchy structures are summoned by Glyph Carvers. The Carver creates a glyph
for half of the building time, then the glyph's health fills for the other
half. As the glyph has no health while being carved, it can be destroyed by any
attack during this period.

Arrival Site
    Cost: 2,500
    Time: 1:15
    Prerequisites: None
    Description: This is the Hierarchy's command center and only crucial
    stationary structure.

Spitter Turret
    Cost: 450
    Time: 0:25
    Prerequisites: Habitat Walker, Assembly Walker, or Detection Drone
    Description: This turret fires streams of radiation. It can be upgraded
    for 300 resources to emit a cloud of radiation.

Gravitic Turret
    Cost: 300
    Time: 0:25
    Prerequisites: Habitat Walker, Assembly Walker, or Detection Drone
    Description: This is an anti-air turret. Its gravity beam slows aircraft
    while it crushes them. It can be upgraded for 400 resources to drag
    targets to the ground so all weapons can hit them.

Matter Conduit
    Cost: 2,800
    Time: 1:25
    Prerequisites: Arrival Site and Science Walker
    Description: This superweapon has the Mass Drop ability, which dumps
    resources from space into the target area. They do high damage and can be
    harvested.

Units                              [FA012]
-----
3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes
in skirmish and multiplayer are teleported by the Arrival Site. Heroes in
global scenarios are present at the start and may be rebuilt in global mode.
Heroes cannot be crushed, infected, or mind controlled.

Orlok
    Cost: 2,000
    Time: 0:55
    Prerequisites: Assault 2 [skirmish and multiplayer]
    Description: He is the Assault hero. His plasma has anti-air capability
    and he has a powerful siege cannon. The siege cannon's ammo can only be
    refilled by having Orlok grab resources. He can switch to Endure Mode, in
    which he takes much less damage but cannot fire.

Kamal Re'x
    Cost: 1,600
    Time: 0:55
    Prerequisites: Quantum 2 [skirmish and multiplayer]
    Description: He is the Support hero. He fires psionic waves and bats back
    aircraft with psionic thrusts. His Forcefield ability blocks enemy fire
    and his Abduct ability immediately removes all units except heroes and
    Walkers, converting them into resources. He is a tremendously powerful
    hero.

Nufai
    Cost: 1,400
    Time: 0:55
    Prerequisites: Mutagen 2 [skirmish and multiplayer]
    Description: He is the Stealth hero. He has a melee attack and can phase
    into enemy vehicles while attacking them. His Paranoia ability makes enemy
    units attack their own faction, while Tendrils grounds aircraft
    temporarily.

2 units are teleported by the Arrival Site.

Glyph Carver
    Cost: 700
    Time: 0:22
    Prerequisites: None
    Description: It carves glyphs. Not much can be done without it.

Monolith
    Cost: 750
    Time: 0:23
    Prerequisites: Reaper Drone
    Description: This is the Hierarchy's scout. It flies very slowly but
    teleports across large distances. Its sight range increases if it stays
    still. It breaks enemy stealth. The radiation beam it fires has anti-air
    capability but is not very useful in combat because of its poor range and
    the Monolith's terrible combat speed. The beam also slows the unit build
    rate of production structures and reduces the range of turrets. Quantum 1
    grants the Phase Self ability.

5 units are summoned by Glyph Carvers, much like structures.

Reaper Drone
    Cost: 1,200
    Time: 0:35
    Prerequisites: Arrival Site
    Description: Reapers collect resources. In addition to steadily harvesting
    resource piles, Reapers can instantly collect some objects such as people,
    poles, horses, and cows. Micromanagement is required as instant pickups
    are not prioritized over regular piles. The collection beam is a
    reasonably powerful weapon.

Habitat Walker
    Cost: 2,000
    Time: 1:05
    Prerequisites: Arrival Site
    Description: This Walker produces infantry. It is armed with a powerful
    plasma cannon. It has 4 crown sockets and 4 leg sockets. When destroyed,
    the crown sockets reveal coolant nodes, while the leg sockets slow the
    Walker. The Walker is destroyed when 2 coolant nodes are eliminated.
    Crown Hardpoints: Armor Plating
                      Brute Pod
                      Lost One Pod
                      Radiation Artillery
                      Range Enhancer
                      Weapon Accelerator
    Leg Hardpoints: Arc Turret
                    Armor Plating
                    Cost Optimizer
                    Plasma Turret
                    Repair Chamber
                    Teleport Accelerator

Assembly Walker
    Cost: 2,200
    Time: 1:10
    Prerequisites: Arrival Site and Reaper Drone
    Description: This Walker produces vehicles. It has a powerful plasma
    cannon. Research can discover hardpoints that turn this into a terrifying
    assault unit. It has 3 crown sockets and 4 leg sockets. The destruction of
    leg sockets slows the Walker. The left arm and right arms reveal shield
    generators when destroyed, while the front panel reveals the core. Both
    shields must be destroyed before the core can be attacked. The Assembly
    Walker is destroyed along with the core.
    Crown Hardpoints: Armor Plating
                      Beam Cannon
                      Defiler Pod
                      Mass Driver
                      Phase Tank Pod
                      Range Enhancer
                      Weapon Accelerator
    Leg Hardpoints: Arc Turret
                    Armor Plating
                    Cost Optimizer
                    Plasma Turret
                    Repair Chamber
                    Teleport Accelerator

Detection Drone
    Cost: 1,400
    Time: 0:44
    Prerequisites: Arrival Site and Reaper Drone
    Description: This unit cannot attack. It activates radar on the minimap.
    It has a useful Scan Pulse ability that dispels the fog of war in the
    target area and also cleanses friendly units of the Novus virus while
    lifting stealth and phase from enemy units. Quantum 1 upgrades Scan Pulse
    so it clears mind control as well.

Science Walker
    Cost: 2,400
    Time: 1:15
    Prerequisites: Arrival Site and Detection Drone
    Description: This Walker uses a very powerful beam that has anti-air
    capability. It has 3 crown sockets and 3 leg sockets as well as a core.
    The leg sockets slow the Walker when destroyed. The crown sockets
    refill the shield that protects the core. The destruction of the core
    means the destruction of the Walker; it is possible for this to happen
    even without the destruction of hardpoint sockets, though it is difficult.
    Research must be done to build many of the Science Walker's hardpoints,
    which have very powerful effects: revealing the entire map, mind control,
    target jamming, and a superweapon.
    Crown Hardpoints: Cascade Reactor
                      Machine Magnet
                      Mind Magnet
                      Visual Optimizer
    Leg Hardpoints: Arc Turret
                    Range Enhancer
                    Repair Chamber
                    Targeting Jammer
                    Weapon Accelerator

3 units are teleported by the Habitat Walker.

Grunt
    Cost: 300
    Time: 0:18
    Prerequisites: None
    Description: The Hierarchy's basic infantry is slow and has short range
    on its shotgun. However, it does decent damage at close range. The ideal
    position for this unit is surrounding the enemy. Grunts capture neutral
    buildings. Assault 1 issues it a grenade it uses against vehicles and
    structures.

Lost One
    Cost: 325
    Time: 0:20
    Prerequisites: Lost One Pod
    Description: This specialized infantry is in some ways weaker than the
    Grunt, having only speed and anti-air as advantages. Research aids this
    unit a great deal, as Assault 1 grants the powerful plasma bomb while
    Quantum 1 enables Phase Self.

Brute
    Cost: 850
    Time: 0:28
    Prerequisites: Brute Pod
    Description: This heavy infantry deals high damage in melee and has high
    health as well. It is particularly good at destroying structures; its
    Charge attack destroys turrets in one hit. Leap allows it to cross terrain
    obstacles and to get near or past the enemy. Assault 2 upgrades Leap to
    Death From Above, which causes damage when the Brute lands.

3 units are teleported by the Assembly Walker.

Saucer
    Cost: 750
    Time: 0:28
    Prerequisites: None
    Description: The main aircraft of the Hierarchy has the ability to switch
    its plasma orbs from attacking the enemy to repairing friendly vehicles
    and structures. It serves decently as an air superiority unit, though it
    cannot keep up with Dervishes.

Defiler
    Cost: 850
    Time: 0:30
    Prerequisites: Defiler Pod
    Description: The Defiler drowns small units in radiation with Project
    Radiation, tears apart large units with its radiation beam, heals friendly
    infantry with Project Radiation Bleed Mode, and creates Slaves. It is an
    enormously valuable unit.

Phase Tank
    Cost: 800
    Time: 0:28
    Prerequisites: Phase Tank Pod
    Description: This tank combines speed with phasing, making it useful for
    scouting and hit-and-runs. With research, namely Mutagen 1, Mutagen 3, and
    Quantum 3, it can gain impressive firepower. It is a powerful unit in some
    strategies, but less useful in others.

1 unit is created by irradiating organics.

Slave
    Cost: None
    Time: N/A
    Prerequisites: Organic killed by radiation
    Description: This is a weak unit that dies slowly over time.

Research                           [FA013]
--------
Assault
    1:
         Hardpoint: Arc Turret
         Hardpoint: Range Enhancer
         Plasma Weapons - Vehicle grenades for Grunts and bombs for Lost Ones
    2:
         Call Hero: Orlok the Eternal
         Death from Above: Upgrades Brute Leap
         Foo Longevity - Lengthens Saucer orb duration
    3:
         Hardpoint: Mass Driver
         Hardpoint: Visual Optimizer
    4:
         Hardpoint: Beam Cannon
         Locomotor Enhancement - Upgrades Walker speed

Mutagen
    1:
         Irradiated Shots - Plasma weapons do radiation damage over time
         Volatile Reactors - Vehicles erupt in radiation when destroyed
    2:
         Call Hero: Nufai
         Hardpoint: Brute Pod
         Hardpoint: Radiator Artillery
    3:
         Advanced Mutagens - Slaves are more common and live longer
         Gamma Radiation - Radiation does more damage and healing (by at least
         50%, not exactly 50%)
    4:
         Hardpoint: Radiation Cascade

Quantum
    1:
         Mental Frequency - Detection Drone Scan Pulse removes mind control
         Phase Modules - Lost Ones and Monoliths can use Phase Self
    2:
         Call Hero: Kamal Re'x
         Fast Ordering - Carving times reduced
         Hardpoint: Phase Tank Pod
    3:
         Molecular Armor - Walkers take half damage
         Quantum Ordnance - Plasma weapons gain additional splash damage
    4:
         Hardpoints: Mind and Machine Magnet
         Hardpoint: Targeting Jammer


Hardpoints                         [FA014]
----------
Arc Turret
    Cost: 800
    Time: 0:20
    Prerequisites: Assault 1
    Description: Anti-air weapon.

Armor Plating
    Cost: 700
    Time: 0:20
    Prerequisites: None
    Description: Tough armor that protects the socket.

Beam Cannon
    Cost: 1,300
    Time: 0:30
    Prerequisites: Assault 4
    Description: Adds a sweeping beam weapon with devastating damage; fired as
    an ability.

Brute Pod
    Cost: 650
    Time: 0:18
    Prerequisites: Mutagen 2
    Description: Allows the Walker to teleport Brutes.

Cascade Reactor
    Cost: 1,300
    Time: 0:30
    Prerequisites: Mutagen 4
    Description: 3 Reactors are needed for the Radiation Cascade ability, a
    wave of radiation that harshly damages and irradiates everything in a huge
    path.

Cost Optimizer
    Cost: 300
    Time: 0:15
    Prerequisites: None
    Description: Reduces unit costs by 8%.

Defiler Pod
    Cost: 500
    Time: 0:14
    Prerequisites: None
    Description: Allows the Walker to teleport Defilers.

Lost One Pod
    Cost: 400
    Time: 0:16
    Prerequisites: None
    Description: Allows the Walker to teleport Lost Ones.

Mass Driver
    Cost: 1,000
    Time: 0:24
    Prerequisites: Assault 3
    Description: Adds a slow but powerful weapon that cannot be redirected.

Machine Magnet
    Cost: 1,000
    Time: 0:30
    Prerequisites: Quantum 4
    Description: Mind controls up to 2 inorganic units.

Mind Magnet
    Cost: 1,000
    Time: 0:30
    Prerequisites: Quantum 4
    Description: Mind controls up to 2 organic units.

Phase Tank Pod
    Cost: 700
    Time: 0:18
    Prerequisites: Quantum 2
    Description: Allows the Walker to teleport Phase Tanks.

Plasma Turret
    Cost: 800
    Time: 0:22
    Prerequisites: None
    Description: Adds another, somewhat weaker plasma cannon.

Radiation Artillery
    Cost: 1,100
    Time: 0:35
    Prerequisites: Mutagen 2
    Description: Launches a warhead that emits radiation. This is used as an
    ability.

Range Enhancer
    Cost: 700
    Time: 0:20
    Prerequisites: Assault 1
    Description: Raises range of Walker weapons and abilities.

Repair Chamber
    Cost: 400
    Time: 0:16
    Prerequisites: Assembly Walker
    Description: Repairs the Walker like a Saucer's orbs, though slightly more
    effectively.

Targeting Jammer
    Cost: 800
    Time: 0:25
    Prerequisites: Quantum 4
    Description: Makes the Walker and nearby friendly units untargetable. This
    is used as an ability.

Teleport Accelerator
    Cost: 300
    Time: 0:15
    Prerequisites: None
    Description: Reduces unit teleport times by 12%.

Visual Optimizer
    Cost: 1,000
    Time: 0:30
    Prerequisites: Assault 3
    Description: Greatly increases sight range. If a Detection Drone is
    present, a Science Walker with 3 Visual Optimizers lifts the fog of war
    across the entire map.

Weapon Accelerator
    Cost: 700
    Time: 0:20
    Prerequisites: None
    Description: Reduces recharge times for Walker weapons and abilities.

======
Masari                             [FA020]
======
The Masari is an alien race with hyper-advanced technology that inspired much
of Earth's mythology. Their units tend to have good firepower and be tough to
kill. Their tactical dynamics system is the ability to change between Light
Mode and Dark Mode. Generally, Light Mode grants greater range and firepower as
well as flight, while Dark Mode grants speed and a second life bar called Dark
Matter Armor. Masari weapons set their targets on fire for damage over time in
Light Mode and slow their targets in Dark Mode. Matter Engines generate
resources without harvesting resource piles, meaning the Masari never run out
of resources.

Structures                         [FA021]
----------
Masari structures are built by Architects. 2 Architects may cooperate, halving
the build time.

Citadel
    Cost: 300
    Time: 2:00
    Prerequisites: None
    Description: This is the Masari's command center.

Matter Engine
    Cost: 85
    Time: 0:45
    Prerequisites: Citadel
    Description: This structure generates resources every 3 seconds and raises
    the maximum resources Masari can store at once. Its yield can be increased
    by tasking Architects to it, upgrading it with the Matter Sifter for 85
    resources given a Knowledge Vault with Ancient Knowledge, and researching
    Balance 4. Matter Engines explode and deal immense damage when they are
    destroyed. Light 2 gives them the ability to self-destruct. Reaper Drones
    can destroy them without triggering the explosion.

Guardian
    Cost: 55
    Time: 0:35
    Prerequisites: Citadel
    Description: This turret is somewhat weak unless assisted by Architects.

Skirmisher Portal
    Cost: 100
    Time: 0:40
    Prerequisites: Citadel
    Description: This structure produces infantry.

Machina
    Cost: 130
    Time: 0:50
    Prerequisites: Citadel and Skirmisher Portal
    Description: This structure produces vehicles.

Knowledge Vault
    Cost: 100
    Time: 0:50
    Prerequisites: Matter Engine
    Description: This is a tech building. Its existence permits construction
    of Seers, Conquerors, Oracles, Flight Machinae, and Sky Guardians. It can
    be upgraded with Ancient Knowledge for 175 resources to allow upgrades for
    the Matter Engine, Guardian, Sky Guardian, and Oracle. It can be upgraded
    again with Forbidden Knowledge for 250 resources to allow Sky Lords,
    Peacebringers, and another Oracle upgrade.

Oracle
    Cost: 60
    Time: 0:40
    Prerequisites: Knowledge Vault
    Description: This structure enables radar. It can be upgraded for 55
    resources with Detection of Motion to show moving enemies on the radar far
    beyond the Oracle's sight range. It can be upgraded again for 80 resources
    with The All-Seeing Eye to break enemy stealth in a huge radius. If Light
    4 is researched, the Oracle becomes a devastating turret.

Flight Machina
    Cost: 140
    Time: 0:50
    Prerequisites: Knowledge Vault
    Description: This structure produces flight-capable units.

Sky Guardian
    Cost: 50
    Time: 0:35
    Prerequisites: Knowledge Vault
    Description: This is an anti-air only turret. In Light Mode it fires a
    continuous beam at a single target, while in Dark Mode it fires shotgun
    blasts that can hit multiple units. It is reasonably powerful even without
    Architects.

Matter Controller
    Cost: 450
    Time: 2:50
    Prerequisites: Knowledge Vault with Forbidden Knowledge
    Description: This is the Masari superweapon. In Light Mode, it fires
    Burning Wrath, which is a pillar of fire that can be controlled like a
    unit. In Dark Mode, it fires Matter Storm, which damages and immobilizes
    enemies while refilling friendly Dark Matter Armor.

Units                              [FA022]
-----
3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes
in skirmish and multiplayer are produced by the Citadel. Heroes in global
scenarios are present at the start and may be rebuilt in global mode. Heroes
cannot be crushed, infected, or mind controlled.

Lord Charos
    Cost: 180
    Time: 1:38
    Prerequisites: Light 2 [skirmish and multiplayer]
    Description: He is the Assault hero. He has a strong melee attack and his
    Frenzy ability lets him attack faster and take less damage. He can use
    Blaze of Glory in Light Mode, which harms nearby enemies. He can use Dark
    Vortex in Dark Mode, which forms a tornado that lifts all nearby units and
    tosses them away. This ability is excellent at disrupting enemy
    formations and blunting assaults.

Queen Altea
    Cost: 130
    Time: 1:35
    Prerequisites: Dark 2 [skirmish and multiplayer]
    Description: She is the Support hero. She cannot attack. Her aura heals
    nearby friendly units and cleanses virus infections and mind control. Her
    Peace ability creates a field that protects the area from attacks while
    also prohibiting units within from attacking. It can cancel superweapon
    attacks. Her Unmake damages enemies over time.

Prince Zessus
    Cost: 160
    Time: 1:35
    Prerequisites: Balance 2 [skirmish and multiplayer]
    Description: He is the Stealth hero. He attacks with a boomerang, which
    has anti-air capability. Its recharge time is based on the time it takes
    to return, so Zessus deals more damage the closer he is to his target. He
    can use Teleport, which sends him and any nearby units to the target
    destination. Teleport can also move the effects of a superweapon, such as
    a Black Hole. He can use Explode in Light Mode, which damages himself and
    all nearby enemies. He can use Dark Miasma in Dark Mode, which covers the
    map in a storm that reduces the sight and movement of enemies while
    helping friendly units regenerate Dark Matter Armor.

1 unit is produced by the Citadel.

Architect
    Cost: 30
    Time: 0:23
    Prerequisites: None
    Description: The Architect builds structures and repairs both them and
    units. He can also be tasked to buildings to make them produce more
    resources, turn out units faster, hurry upgrades, or fire faster and
    farther. 2 may effectively assist any one building.

2 units are produced by the Skirmisher Portal.

Disciple
    Cost: 25
    Time: 0:28
    Prerequisites: None
    Description: Masari's basic infantry has anti-air and does notable damage
    against vehicles, but much less against infantry.

Seer
    Cost: 50
    Time: 0:40
    Prerequisites: Knowledge Vault
    Description: This unit cannot attack. Her target shares its vision with
    the Seer instead. The Seer also breaks enemy stealth and cleanses viruses
    and mind control.

4 units are produced by the Machina.

Sentry
    Cost: 45
    Time: 0:35
    Prerequisites: None
    Description: The Sentry is a very fast vehicle that serves as a scout. It
    can also transport infantry units. When doing so, the capabilities of the
    Sentry itself change. While carrying Architects it generates a healing
    aura. Disciples serve as an additional gun turret. Seers lengthen the
    Sentry's sight and attack range. Avengers help it fire faster.

Conqueror
    Cost: 75
    Time: 0:50
    Prerequisites: Knowledge Vault
    Description: This is the Masari's standard tank. It is both powerful and
    durable, and is generally speaking an excellent unit. Light 2 grants an
    area of effect attack that even hits air units, giving the Conqueror even
    more power as well as versatility.

Figment
    Cost: 50
    Time: 0:45
    Prerequisites: None
    Description: The Figment is fast and cloaked, making it a great scout. Its
    weapon shreds infantry. Its special ability is to lay a mine, the Light
    Mode version of which explodes for good damage and the Dark Mode version
    of which briefly immobilizes enemy units. The Figment is a surpassingly
    versatile unit.

Peacebringer
    Cost: 185
    Time: 1:15
    Prerequisites: Knowledge Vault with Forbidden Knowledge
    Description: The Peacebringer is the most powerful unit in the game
    barring Walkers fully outfitted in combat hardpoints. Its triple cannon
    have anti-air capability. It has a tractor beam that slows one target.
    Its hitpoints are enormous. Light 3 grants it Disintegrate, which does
    cataclysmic damage for a short time. This unit can go one-on-one with most
    heroes and win.

2 units are produced by the Flight Machina.

Inquisitor
    Cost: 60
    Time: 0:48
    Prerequisites: None
    Description: This unit serves as infantry in Dark Mode and aircraft in
    Light Mode. He is reasonably fast and has a reasonably powerful weapon,
    which is anti-air in Light Mode. Balance 2 grants Destabilize, which
    freezes the target for a short time and prevents it from dealing or taking
    damage.

Sky Lord
    Cost: 175
    Time: 1:10
    Prerequisites: Knowledge Vault with Forbidden Knowledge.
    Description: This unit serves as infantry in Dark Mode and aircraft in
    Light Mode. Both her attack types affect a large area, making this unit
    powerful against masses of opponents. In Light Mode, her immense range
    lets her take out turrets safely. Dark 2 grants her Screech, which repels
    enemy air units briefly.

1 unit is produced when a Masari vehicle is destroyed.

Avenger
    Cost: None
    Time: None
    Prerequisites: A destroyed Masari vehicle
    Description: The Avenger is a weak infantry unit. If Balance 2 is
    researched, Architects can heal Avengers to turn them back into the lost
    vehicle.

Research                           [FA023]
--------
Light
    1:
         Burning Brilliance - Structures burn nearby enemies in Light Mode
         Remote Harm - Seers damage enemies near the enemy sharing vision
         with them
    2:
         Burning Fury - Conqueror gains Energy Vortex ability
         Call Hero: Lord Charos
         Immolation - Matter Engines gain self-destruct ability
    3:
         Molecular Instability - Peacebringer gains Disintegrate ability
         Phoenix - Aircraft have a 50% chance to respawn with 50% health when
         destroyed
    4:
         Burst Threshold - Burning Wrath duration doubles
         Piercing Gaze - The Oracle becomes a powerful turret

Dark
    1:
         Advanced Dark Matter Armor - Structures have Dark Matter Armor
         Unseen Barrier - Sky Guardians gain Gust ability
    2:
         Area Denial - Figment mines have greater area and effect
         Aversion - Sky Lord gains Screech ability
         Call Hero: Queen Altea
    3:
         Dark Matter Affinity - Dark Matter Armor is filled when Dark Mode is
         entered
         Facilitated Growth - Inquisitor increases Dark Matter Armor
         regeneration for nearby units
    4:
         Dark Embrace - Matter Storm gains 100% duration and heals friendly
         units
         Dark Matter Mastery - Dark Matter Armor regenerates in combat

Balance
    1:
         Methods of Deception - Sentry does not appear on radar and Seer does
         not get auto-attacked
         Stationary Revelation - Structures have greater sight range
    2:
         Call Hero: Prince Zessus
         Reconstruction - Architects can turn Avengers back into vehicles
         Stasis - Inquisitor gains Destabilize ability
    3:
         Cleansing Energy - Switching modes cleanses all harmful effects
         Unregulated Conversion - Matter Engines harm nearby enemies and gain
         resources for doing so
    4:
         Energy Stream - Matter Engines collect 2 more resources per 3 seconds
         Shadowed Perception - Seer cloaks all nearby units and structures
         except herself; cloaks self when sharing enemy vision

=====
Novus                              [FA030]
=====
Novus is a race of intelligent machines sworn to avenge its creators and other
organic races by stopping the Hierarchy. Novus units tend to stress mobility
and effects like cloak, mirage, and the Novus virus. This computer virus gives
Novus the vision of the infected target and slows the target's movement and
unit production speeds when applicable. The Novus flow network powers
structures and allows rapid transit. Infantry can use the flow network at all
times and vehicles can use it when Flow 3 is researched, but Mirabel & Viktor
and Vertigo cannot use it. Some Novus weapons fire antimatter, which sticks to
targets briefly before detonating. The more antimatter globs there are at once
on a single target, the more damage their detonation causes.

Structures                         [FA031]
----------
Novus structures are built by Constructors. Up to 3 Constructors may cooperate
to reduce building time.

Command Core
    Cost: 2,400
    Time: 1:05
    Prerequisites: None
    Description: This is the command center for Novus. It also enables radar.
    Each Command Core on the field allows a patch to be applied, to a maximum
    of two.

Flow Generator
    Cost: 800
    Time: 0:20
    Prerequisites: None
    Description: At least one of these must be present to power the flow
    network. They also power nearby buildings and act as part of the network.

Flow Conduit
    Cost: 175
    Time: 0:10
    Prerequisites: None
    Description: These transmit the flow network. They power nearby buildings
    and allow Novus to flow to, from, or through them. Conduits are useless
    without a Flow Generator. Conduits are stealthed as long as they are
    powered.

Robotic Assembly
    Cost: 700
    Time: 0:18
    Prerequisites: Flow Generator
    Description: This structure produces infantry. It can be upgraded with a
    Blade Trooper Assembly for 800 resources so it can produce Blade Troopers.

Recycling Center
    Cost: 1,200
    Time: 0:25
    Prerequisites: Flow Generator
    Description: This structure produces Collectors and receives their loads,
    turning those into resources. Setting a rally point for a Recycling Center
    sends its Collectors to that spot first.

Vehicle Assembly
    Cost: 1,300
    Time: 0:30
    Prerequisites: Flow Generator and Recycling Center
    Description: This structure produces infantry. It can be upgraded with a
    Wave Amplifier for 1,000 resources so it can produce Amplifiers or with an
    Inversion Processor for 1,000 resources so it can produce Field Inverters.
    These upgrades overwrite each other.

Aircraft Assembly
    Cost: 1,300
    Time: 0:30
    Prerequisites: Flow Generator and Recycling Center
    Description: This structure produces aircraft. It can be upgraded with a
    Dervish Assembly for 1,000 resources to produce Dervish Jets.

Science Center
    Cost: 1,800
    Time: 0:55
    Prerequisites: Flow Generator and Recycling Center
    Description: This is a tech building. It enables a second patch to be
    applied. It allows the construction of Hackers, Redirection Turrets, and
    the EM Destabilizer and permits upgrades to the Vehicle Assembly and
    Aircraft Assembly. If upgraded with a Singularity Compressor for 1,400
    resources, the Black Hole Generator may be built.

Redirection Turret
    Cost: 700
    Time: 0:20
    Prerequisites: Science Center
    Description: This turret fires antimatter and has anti-air capability.
    Furthermore, it seizes enemy projectiles and sends them back at the enemy.
    It cannot redirect beams, Mass Drivers, Saucer orbs, or Sky Lord attacks.

EM Destabilizer
    Cost: 2,800
    Time: 1:20
    Prerequisites: Science Center
    Description: This superweapon fires an EM pulse that shuts down inorganic
    enemies in the target area. Computing 4 makes it infect enemies as well.

Black Hole Generator
    Cost: 4,000
    Time: 1:40
    Prerequisites: Science Center with Singularity Compressor
    Description: This superweapon launches a black hole at the target area,
    causing immense damage. Little can survive this, although command center
    buildings can.

Units                              [FA032]
-----
3 units are heroes. Heroes appear in the campaign as the plot dictates. Heroes
in skirmish and multiplayer are produced by the Command Core. Heroes in global
scenarios are present at the start and may be rebuilt in global mode. Heroes
cannot be crushed, infected, or mind controlled.

Mirabel and Viktor
    Cost: 2,000
    Time: 0:55
    Prerequisites: Nanotech 2 [skirmish and multiplayer]
    Description: They are the Assault hero. Their flechette rifle has anti-air
    capability. Mirabel and Viktor are swift, especially when the jetpack is
    active. The ability Missile Barrage does good damage to everything in the
    target area. Sniper Attack does enormous damage to a single target (and
    everything in between); its high damage modifier against Walker hardpoints
    allows it to destroy any of them in a single shot. They are a very
    powerful and popular hero.

The Founder
    Cost: 1,400
    Time: 0:55
    Prerequisites: Flow 2 [skirmish and multiplayer]
    Description: He is the Support hero. His melee attack is reasonably
    powerful. He has two modes, Prowess and Performance. In Prowess Mode, he
    can use Rebuild, which costs health and turns each nearby resource pile
    into a single Ohm Robot, regardless of how many resources were in the
    pile. In Performance Mode, he is very fast and can use Network Tap, which
    lets him act as a Flow Conduit with a gargantuan transmission range. He is
    a specialized hero who is essential for certain strategies (such as flow
    infiltration) and nearly useless for most.

Vertigo
    Cost: 1,600
    Time: 0:55
    Prerequisites: Computing 2 [skirmish and multiplayer]
    Description: He is the Stealth hero. He has permanent cloaking. He is tied
    with the Dervish Jet as the fastest unit in the game, but he is more
    maneuverable. His Viral Control gives him mind control over a single
    target that has been infected by the Novus virus. His Upload and Download
    allow him to act as a transport for any single friendly unit at a time,
    even heroes.

1 unit is produced by the Command Core.

Constructor
    Cost: 500
    Time: 0:13
    Prerequisites: None
    Description: This is a builder unit. Up to three may cooperate to build a
    structure. It also repairs Novus structures and units for a small resource
    cost.

3 units are produced by the Robotic Assembly.

Ohm Robot
    Cost: 100
    Time: 0:05
    Prerequisites: None
    Description: This is the cheapest and weakest buildable unit in the game.
    It is fast for infantry and has anti-air, giving it versatility if not
    power. It can capture neutral buildings. Its Swarm ability lets it
    damage an inorganic enemy with its self-destruct mechanism.

Hacker
    Cost: 600
    Time: 0:16
    Prerequisites: Science Center
    Description: This unit cannot attack. It can lockdown an inorganic target,
    preventing that target from moving or acting, or take control of a turret.
    Its Viral Bomb ability does large damage to a target infected by the Novus
    virus. Its Purge Systems cleanses nearby friendly units of infections and
    mind control and also removes stealth and phasing from nearby enemy units.
    The Hacker cannot have its mind controlled. Computing 3 allows lockdown to
    affect multiple targets. Auto-attacking enemies do not target the Hacker.

Blade Trooper
    Cost: 650
    Time: 0:18
    Prerequisites: Blade Trooper Assembly
    Description: The Novus heavy infantry has a melee attack. This attack is
    tremendously powerful against infantry. Blade Troopers use a jetpack to
    move quickly over long distances. The Blackout Bomb draws fog of war over
    the target area for the enemy, briefly preventing new commands. Duplicate
    creates 2 Blade Trooper Clones which move and attack as if they were Blade
    Troopers. Flow 2 gives cloaking. This unit is more useful for hit-and-run
    attacks than for general combat.

4 units are produced by the Vehicle Assembly.

Variant
    Cost: 350
    Time: 0:16
    Prerequisites: None
    Description: This hover vehicle is a good scout and anti-infantry combat
    unit. It is among the fastest ground vehicles. It has a mirage generator
    which allows it to appear to be another object such as a silo or horse
    when it is immobile and not firing. Its ability toggles auto-attack, since
    attacking breaks the mirage effect.

Antimatter Tank
    Cost: 550
    Time: 0:18
    Prerequisites: None
    Description: This tank both fires antimatter to attack and spreads
    antimatter pellets with Vent Core. Its power is limited in small numbers.

Amplifier
    Cost: 800
    Time: 0:26
    Prerequisites: Science Center and Wave Amplifier
    Description: This vehicle is something of a siege unit. It fires a beam
    that becomes stronger over time and prevents the target from using special
    abilities (many units are immune to this). It can switch to Harmonic Pulse
    Mode, which radiates a pulse periodically. This pulse pushes back infantry
    and devastates structures. Amplifiers are useful for destroying buildings
    and Walkers. Flow 4 allows the sonic resonance beam to strike multiple
    targets of the same type, such as Walker hardpoints.

Field Inverter
    Cost: 1,000
    Time: 0:28
    Prerequisites: Science Center and Inversion Processor
    Description: This vehicle is a capable combat unit against infantry,
    vehicles, and aircraft. It can also erect a shield that absorbs enemy
    attacks at the cost of the Field Inverter's own health. The shield can be
    upgraded with Flow 2 to provide cloaking or Computing 3 to redirect some
    projectiles. The Field Inverter is a mainstay of the Novus army.

2 units are produced by the Aircraft Assembly.

Corruptor
    Cost: 500
    Time: 0:20
    Prerequisites: None
    Description: Although equipped with a laser, the main use of this unit
    lies in its ability, Corrupt, which infects a single inorganic target with
    the Novus virus. The Corruptor also breaks enemy stealth.

Dervish Jet
    Cost: 850
    Time: 0:28
    Prerequisites: Dervish Assembly
    Description: This fighter/bomber fires antimatter bombs with anti-air
    capability. It can defeat the aircraft of any other faction. It is the
    fastest unit in the game, tied with Vertigo. Its Death Bloom ability
    damages all nearby enemies.

1 unit is produced by Recycling Centers.

Collector
    Cost: None
    Time: N/A
    Prerequisites: None
    Description: These units fly over the map to collect resources and bring
    them back to their Recycling Center. They can use the flow network. The
    Recycling Center respawns them if destroyed. They cannot be sold, making
    them a good target for virus infections.

Research                           [FA033]
--------
Flow
    1:
         Patch: Visual Amplifier
         Rapid Flow: Flow speed increased
    2:
         Call Hero: The Founder
         Patch: Spectrum Cycle
         Stealth Upgrades - Field Inverter shield cloaks nearby units; Blade
         Troopers cloak
    3:
         Advanced Flow - Vehicles and aircraft can flow
         Power Efficiency - Transmission ranges increased
         Nanite Purification - Units are cleansed of harmful effects when they
         flow
    4:
         Cascade Resonance - Amplifiers hit multiple targets
         Patch: Emergency Flow
         Patch: Overclocking

Nanotech
    1:
         Clone Stability - Blade Trooper Clones last longer
         Patch: Backup Systems
    2:
         Call Hero: Mirabel
         Collection Efficiency - Collectors collect faster
         Patch: Optimized Collection
    3:
         Matter Conversion - Structures sell for 100% of cost
         Rapid Rebuild - Structures repair themselves
    4:
         Patch: Optimized Assembly
         Nanite Refinement - Unit costs reduced

Computing
    1:
         Rapid Patching - Patch cooldown timer lowered
         Viral Contagion - Virus infects nearby targets
    2:
         Call Hero: Vertigo
         Patch: Reboot
         Patch: Viral Reboot
    3:
         Improved Manipulation - Hacker gains Multitasking to lockdown
         multiple targets; Field Inverter shields deflect some projectiles
         Patch: Viral Cascade
    4:
         Viral Magnetics - EM Destabilizer infects enemies with virus

Patches                            [FA034]
-------
Patching is the tactical dynamics mechanism for Novus. 1 patch may be applied
at a time if a Command Core is present. A Science Center or second Command Core
allows a second patch to be applied. Some patches have a duration, while others
last until they are replaced.

Backup Systems: Units and structures gain 18% maximum hitpoints and are healed
for that amount. This can be used as an in-combat heal.

Coolant Boost: Reduces fire damage. This is used against Masari.

Emergency Flow: Powers buildings for 28 seconds regardless of flow network
condition.

Optimized Assembly: Doubles unit production speed for 20 seconds.

Optimized Collection: Collectors hold more resources.

Overclocking: Attack and movement speeds are increased, but so is damage taken.

Radiation Shielding: Reduces radiation damage. This is used against the
Hierarchy.

Reboot: All units and structures are disabled for 6 seconds and cleansed of
harmful effects. This is sometimes necessary to combat virus infections.

Spectrum Cycle: All units and structures break enemy stealth. This is
especially useful against Novus because of Flow Conduits and Vertigo.

Viral Cascade: All enemies that are legitimate targets for the Novus virus
within powering distance of the flow network are infected.

Viral Reboot: All enemies infected by the Novus virus shut down for 16 seconds.
This patch is powerful, but cleanses enemies of the virus.

Visual Amplifier: All units and structures can see farther. This is especially
useful for Field Inverters and Amplifiers, which can fire farther than they can
see.

----------------
Global Scenarios                   [GS000]
----------------
Global campaigns are a feature of Universe at War that combines strategic and
tactical elements. The globe is divided into 25 regions. Skirmish-type battles
are fought in them, using the map that shares the region's name. The goal is to
conquer the home regions of the other factions, which is to say the regions
that house Atlatea for the Masari, the Central Processor for Novus, or the
Origin Core for the Hierarchy.

======
Heroes                             [GS010]
======
Attacks are made by the faction's heroes. Each type of hero has its own
qualities. Assault heroes have a builder contingent (2 Architects, 1 Glyph
Carver, or 1 Constructor) and a fleet cap of 50. Their fleets move the slowest.
Support heroes have a builder contingent and a fleet cap of 35. Their fleets
move at a medium speed. Stealth heroes do not have a builder contingent and
have a cap of 25. Their fleets are fast and stealthed, meaning they cannot be
seen on the global map and cannot be attacked by Basic Defenses. Heroes can add
to their fleets in the global map when they are in an occupied region with an
uninterrupted path to a global structure that produces units. They can also
carry over surviving units from tactical battles. If a hero is killed, it may
be recalled with an expenditure of resources and time.

==========
Structures                         [GS020]
==========
Global mode has its own set of buildings. Novus and the Hierarchy share a
pricing system while the Masari use a different scale.

Atlatea, Central Processor, Origin Core
    Cost: N/A
    Time: N/A
    Description: The home base produces basic units and serves as a command
    center. It generates resources and allows 1 suite to be researched. A
    faction is eliminated when its base is destroyed.
    Modules: Basic Defense, Block Spying, Command and Control, Megaweapon
    Countermeasures, Repair

Energy Magnet, Material Center, Abduction Core
    Cost: 188 / 3,000
    Time: 0:45
    Description: This building generates resources every day and increases the
    maximum resources allowed. It serves as a command center.
    Modules: Basic Defense, Block Spying, Megaweapon Countermeasures, Stealth
    Detection

Key Inspiration, Nanocenter, Creation Core
    Cost: 220 / 3,500
    Time: 1:30
    Description: This structure produces units.
    Modules: Advanced Production Infantry, Advanced Production Vehicle,
    Advanced Production Air, Basic Defense, Block Spying

Will Processor, Research Center, Theory Core
    Cost: 175 / 2,800
    Time: 2:30
    Description: This structure increases the number of suites that may be
    researched in a tactical battle by 1.
    Modules: Spy Systems, Block Spying, Basic Defense, Megaweapon
    Countermeasures, Stealth Detection

Core Amplifier, Gray Mass Launcher, Purifier
    Cost: 1,750 / 28,000
    Time: 4:00
    Description: This is the megaweapon. It destroys everything in the target
    province.

=======
Modules                            [GS030]
=======
Each global structure except the megaweapons can be augmented by 2 modules.

Advanced Production Air
    Cost: 155 / 2,800
    Time: 0:30
    Description: This allows the production of Sky Lords, Dervish Jets, or
    Saucers.

Advanced Production Infantry
    Cost: 95 / 1,500
    Time: 0: 30
    Description: This allows the production of Seers, Hackers and Blade
    Troopers, or Lost Ones and Brutes.

Advanced Production Vehicle
    Cost: 125 / 2,000
    Time: 0:30
    Description: This allows the production of Conquerors, Figments, and
    Peacebringers; Antimatter Tanks, Amplifiers, and Field Inverters; or
    Defilers and Phase Tanks.

Basic Defense
    Cost: 125 / 2,000
    Time: 0:30
    Description: This attacks any fleets that approach or fly over it in
    the strategic section and acts as a reasonably powerful turret in the
    tactical section.

Block Spying
    Cost: 220 / 3,500
    Time: 0:30
    Description: This module prevents Spy Systems from working on its region.

Command and Control
    Cost: 155 / 2,500
    Time: 2:00
    Description: This increases transport speeds.

Megaweapon Countermeasures
    Cost: 250 / 4,000
    Time: 0:30
    Description: This module prevents megaweapons from affecting the region.

Repair
    Cost: 155 / 2,500
    Time: 5:00</pre><pre id="faqspan-3">
    Description: Damaged units and structures in the region are repaired.

Spy Systems
    Cost: 190 / 2,800
    Time: 0:30
    Description: This module enables an ability that reveals the contents of
    an enemy province in the strategic portion and can reveal the map for a
    brief period at the beginning of a tactical battle.

Stealth Detection
    Cost: 155 / 2,500
    Time: 1:00
    Description: This module detects stealth fleets passing nearby.

---------------
Version History                    [VH000]
---------------

1.0 - 06/24/08 - Initial Version

1.01 - 10/02/08 - Some units and difficulties clarified, grammar corrected

Email all questions and concerns to [email protected]

Copyright 2008 Andrew Moore