I. Installing the Game ..................................... 5 1. System requirements ......................................... 5 2. Installing Total Annihilation ............................... 5 Standard Installation ......................................... 5 Installation without Autoplay ............................ 6 Multiplayer Spawn Installation .......................... 6 Installing Direct X .............................................. 6 DirectX Troubleshooting ...................................
I. INSTALLING TOTAL ANNIALATION III. Playing the Game .................................... 31 1. Game Components ......................................... 31 Metal .............................................................. 31 Energy ............................................................ 31 Structures ....................................................... 32 Units ............................................................... 32 2. Game Interface ...............................................
SYSTEM REQUIREMENTS Minimum Single Play Pentium 100 (133 Recommended) with 16 MB RAM (24 Mb recommended), Microsoft or fully compatible mouse, 4X CD ROM drive, Windows 95, 35 MB hard drive space, 100% SoundBlaster compatible sound card, VGA 256 color or better video.
I. INSTALLING TOTAL ANNIALATION NOTE 3. Insert Total Annihilation CD 1 to start a single player game. Make sure to check out the README file for the latest information about the game. You’ll see its icon in the Total Annihilation folder/ shortcut menu. Installation without AutoPlay If you do not see the installation screen appear automatically after inserting CD 1 into your CD ROM drive, follow these steps: 1.
DirectX Troubleshooting If you run into any video/audio problems following the installation of DirectX 5, but have earlier versions of DirectX installed which work fine, you may restore your original DirectX drivers by following these steps: 1. Double-click on the My Computer icon on your desktop. NOTE 2. Double-click the Add/Remove Programs icon. You’ll see a list of programs that are present on your system, including DirectX. The Uninstall program does not remove DirectX 5 from your system.
G A M E N E W A S T A R T I N G Adjusting Your System 1. Close all other applications. 2. Check your system for programs running in the background (for example, virus detection programs). These can not only slow the game down, but also result in lockups. 3. Change the resolution to 640 x 480. The higher the resolution, the slower the game. 4. Run Scandisk and Disk Defragmenter (provided within Windows 95). 5. Check the Startup menu for applications loading automatically whenever you boot up your system.
Game won’t run Check whether you have any free space left on your hard drive, and whether the CD ROM is working properly. Check for programs running in the background. Ensure you have DirectX installed. Try choosing the lowest resolution possible (640 x 480), and set the display to 256 colors. G A M E N E W A Check whether you have enough space on your hard drive, and whether the CD ROM drive is working properly. S T A R T I N G Game doesn’t install I I .
G A M E N E W A S T A R T I N G I I . II. STARTING A NEW GAME THE GALACTIC WAR Long ago, the galaxy was a paradise of peace and tranquility. A galactic governing body known as CORE ruled this paradise with the quest for scientific advancement as its governing philosophy. Paradoxically, the troubles started when science won the biggest victory of them all-a victory over death itself. The invention of a process called ‘patterning’ allowed the transfer of human consciousness, of the human mind, into machines.
Total Annihilation is a blast, but it is also a complex game. If you are new to real-time strategy games, make sure you know the structures and units at your disposal. It’s a very good idea to have some knowledge of the units and structures at your enemy’s disposal, too. It’s worth your while to take the trouble to learn the structure and unit hierarchy. Section IV of this manual provides hierarchy charts for ARM and CORE structures and units. Total Annihilation features 3D terrain.
G A M E * SINGLE starts a new single player game. N E W * EXIT takes you back to the desktop. I I . S T A R T I N G * INTRO replays the opening movie, showing an intense battle between ARM and CORE. A * MULTI starts a new multiplayer game. NOTE There is no clear-cut advantage to either ARM or CORE. The two armies have corresponding units in each unit class: every unit has an enemy equivalent. However, there are subtle differences between the corresponding units on both sides.
• Which side to play, ARM or CORE; • The difficulty level: Easy, Medium, or Hard. This varies the starting forces available to you and your opponent. Players new to real-time strategy should choose Easy; players new to TA should choose Medium; really tough guys should choose Hard. Skirmish G A M E N E W A Selecting New Campaign takes you to the Campaign Screen.
The Game Options screen accessed through the OPTIONS button presents a wide variety of choices. Many of these affect game performance. I I . S T A R T I N G A N E W G A M E GAME OPTIONS The Game Options screen can also be accessed during the game with the F2 key. • SOUND opens a menu with Sound Options. Turning Unit Sounds off or down improves game performance. • MUSIC opens a menu with Music Options. Turning CD music off improves game performance. • INTERFACE leads to a menu with Interface Options.
THE MAP: You start in the middle bottom of the map. The Galactic Gate is located in the upper section of the map in a big caldera. Core units are scattered across the map to stop you from gaining control of the Gate. THE STRATEGY: Select all units and use them as one. You can do this by clicking and dragging the box over all of your units on the screen or by using the Ctrl-A keys.
G A M E N E W A S T A R T I N G I I . 16 Enemy units should be popping up very quickly. Now click on one of the Core K-bots that have come into sight. All of your units will start to converge and attack that unit. That unit shouldn’t last long and will explode. Now click on the next enemy unit to attack on the screen, again all your units turn to attack that one targeted Core aggressor. Continue doing this until there are no more enemy units to be seen.
Establish a base by building metal extractors, solar collectors, defensive systems and a K-Bot manufacturing facility and then destroy all Core units or just the Core K-Bot lab. THE MAP: The map is comprised of two land masses separated by a river with two crossing points. The Core side has the larger L shaped portion of the map from the mid-left, around the lower left to the lower right. The Arm units start in the middle of the upper right-hand section of the map.
G A M E N E W A S T A R T I N G I I . is over a suitable spot to build one. Select a spot and left-click. Your Commander will start building. If you look to the top of the screen you will see two bars, one is your Metal and the other is your Energy, they will start to go down from 1000 as you build the Solar Generator. If you move the cursor over unit being built and look at the bottom of the screen, you will be able to track the progress of the construction.
G A M E N E W A S T A R T I N G Your commander should be finished building the KBot Lab by now, if not then fill out your registration card while you wait for him to complete the project. Once he has finished move him to the center of the base to build another Solar Generator and select the K-Bot lab. Once you select the K-Bot lab you notice a new build menu appears with K-Bots on it. Move your cursor over the units you can build (ones you can’t are grayed out) and look at the bottom title bar.
G A M E N E W A S T A R T I N G I I . 20 of your units have gathered at the banks of the river click on the other side. They should start fording the river. As your first unit reaches the other side it should start taking fire from a laser on the top of the ridge in front of you. Click your units towards that laser tower. As soon as you can see the ridge crest, click on it. You can click on the laser tower to attack as soon as you see it, but it’s on higher ground and your fire will not be as effective.
Save at least one Spider by returning it to your base. MAP: The map consists of three land masses separated by a “Y” in a river. Your commander and units start at the lower right side of the “Y”. The spiders are located at the very top center of the map at the summit of a steep hill. STRATEGY: G A M E T H E P L A Y I N G OBJECTIVE: I I I . MISSION 3: SPIDER TECHNOLOGY The key to this mission is time.
G A M E N E W A S T A R T I N G I I . MISSION 4: CORE CONTAMINATION SPREADS... OBJECTIVE: Eliminate all core units and structures from this map. MAP: For this map you start the mission in the lower right hand corner. The enemy base is located in the center left side of the map. There is a hill in the left center of the map that is very heavily defended by Core units and laser towers, beware. Strategy: Units in the beginning of this map are few, conserve them, don't send them off to attack everything.
G A M E N E W A S T A R T I N G Keep your eye out for enemy units attacking from the top along the right hand side of the map and from the lower left. I I . a point in the that makes the unit walk around the damaged units. As the Commander or Construction Vehicle moves around on patrol and they encounter damaged units they will stop and repair them, then continue patrolling for more damaged units.
G A M E N E W A Capture the Core Galactic Gate. I I . OBJECTIVE: S T A R T I N G MISSION 5: THE GATE TO THALASSEAN MAP: This map is mostly land from the center left all the way to the right, with water on the left side and a well defended island in the lower Left that has the gate on it. You start in the top center and there is an extensive Core base facility from the lower center bottom to the lower right bottom.
The Choose Connection screen will appear, giving you the following connection options. • IPX Connection for Direct Play. This is the option usually used for games over a LAN. • Internet TCP/IP Connection for Direct Play. This is the option for games over the Internet. • Modem Connection for Direct Play. Choose this if you want your computer connected directly to the other computer via modem. • Serial Connection for Direct Play.
If you have a Local Area Network (LAN) installed, choose the IPX Connection for Direct Play option. This takes you to the Choose Game screen. Internet Games I I . S T A R T I N G N E W LAN Games A G A M E The Modem Connection screen keeps a list of the names and phone numbers of people you play. If you have a LAN that supports TCP/IP, or if you want to play over the Internet, choose the Internet TCP/IP connection for Direct Play option.
SELECTING A MULTIPLAYER GAME If you have chosen a LAN or an Internet-base, you are taken to the Select Game screen. This screen gives you information about available multiplayer games, and the option to create a game yourself. The Select Game screen features the following options: • NAME opens a field in which you enter your callsign. This field must be filled in before you can join or create a multiplayer game. G A M E N E W A • GET WIREPLAY [UK] Installs Wireplay files from Total Annihilation CD 1.
G A M E The Battle Room The Battle Room is where you and others choose sides, teams, and army colors. If you’re hosting the game, this is where you set the game rules. I I . A After choosing New in the Select Game screen, you will be asked to provide the game name, your own name, and a password (if you want to set up a password-protected game). Your choices will subsequently appear on the Battle Room screen.
• SELECT MAP: Allows the host to change the map to be played on. • METAL: Host can set starting metal between 0 and 10000 in increments of 100. • ENERGY: Host can set starting energy between 0 and 10000 in increments of 100 • DEAD COMMANDER: This setting alters the effect of a dead Commander. Choices are: Game Ends, Contiues, and Deathmatch (Restarts Player). G A M E T H E Customizing Multiplayer Games P L A Y I N G • GO?: Everybody, including you, clicks on this button when they’re ready to play.
G A M E N E W A S T A R T I N G I I . • WATCHING: Toggles whether or not game can be watched by non-participants. • STATUS: Toggles the game between Open (others can join in) and Closed (no players can join). • MAX UNITS: Sets the total number of units per player (up to 250). • BUILD RESTRICTIONS: Brings up a list of all the units available in Total Annihilation (includes downloaded new units). Host can ban the building of any unit in the game. • START: Starts the game.
The game features two resources: energy and metal. These are used to build structures and units. Metal You can obtain metal in several ways: • Mining. You can harvest metal by building a Metal Extractor over silver pockets of metal found on the planet’s surface. On CORE planets that are made of metal, place a Metal extractor anywhere.
G A M E • SOLAR COLLECTORS gather the sun’s energy. • TIDAL GENERATORS generate energy by the ocean tide. I I I . P L A Y I N G T H E • WIND GENERATORS create energy by the wind. (If there is no wind on a barren planet, the blades will not turn) • GEOTHERMAL PLANTS. These can only be built over steaming vents you’ll find on certain worlds. • HARVESTING VEGETATION (patches of moss, shrubs, bushes, trees) with the exception of grass. It’s important to store energy in anticipation of needs.
• Reclaiming metal and energy. Construction units can build higher level structures. For instance, a Construction Vehicle built in a Vehicle Plant is able to build an Advanced Vehicle Plant, which in turn can build an Advanced Construction Vehicle. The Commander is the only unit that combines combat and construction capabilities. THE GAME INTERFACE Total Annihilation is played almost exclusively with the mouse. You can configure your mouse to use a left-click or right click interface, as you prefer.
G A M E T H E P L A Y I N G I I I . To the side of the Battle Map is a panel containing a mini-map of the battlefield, and the Build/Orders menu. The top and bottom of the Main Battle Screen feature status bars showing you the state of your resources (top), and the state of the selected unit (bottom; you have to place the mouse cursor over the selected unit to activate this feature). The Battle Map The Battle Map shows the battlefield from an overhead 3D perspective.
Units can be given orders within the Mini-Map, just like on the Main Map. This is particularly convenient when moving a unit a long distance, or conducting long-range bombardment. The Resources Status Bar G A M E I I I . At the top of the Main Battle Screen you’ll see a status bar informing you about the stocks, production, and usage of your resources. Make a habit of checking the numbers for production (+) and usage (-). T H E To quickly jump to a location, click on it within the Mini-Map.
G A M E T H E P L A Y I N G I I I . The horizontal bar is the unit’s health bar. When green from end to end, the unit is 100% healthy. The bar starts showing red when the unit is damaged; more red means more damage. The figures to the right of the health bar show the unit’s metal/energy production/consumption. They will change when you order a construction unit or the Commander to build or repair something. Note that the Commander produces a small amount of energy.
Note that you can order construction of multiple buildings of the same kind. Shift-click (SHIFT key + mouse-click) on all the building sites, and the construction unit will build the same structure in sequence in all chosen locations. Building Units To build a unit, click on the appropriate unit-producing structure, then left-click on the desired unit’s icon in the Build menu. Multiple clicks will form a production queue. Note that you can queue up units of different types.
G A M E T H E P L A Y I N G I I I . Combine firing and movement orders to make units behave the way you want them. Note that a construction units automatically repairs any damaged unit it comes across, and can be given appropriate movement orders. Firing Orders There are three options, from aggressive to passive: • FIRE AT WILL. The unit will open fire on any enemy unit/structure within range. • RETURN FIRE. The unit will only open fire after being fired on. • HOLD FIRE.
• GUARD. Tells the unit to guard an another, selected unit. In practice, attaches one unit to another. • ATTACK. Tells the unit to attack a selected enemy unit or structure. • CAPTURE. Only the Commander can capture enemy units and structures. The larger and more heavily armored the target, the longer it takes to capture. G A M E T H E • MOVE. Tells the unit to relocate to a new position; doesn’t change unit’s general movement orders. P L A Y I N G • REPAIR.
G A M E T H E P L A Y I N G I I I . COMMANDER’S HANDBOOK Keyboard Commands ESC .................... cancels the current command before it is executed CTRL1-CTRL9 ..... Assign the currently selected units to a squad ALT1-ALT9 .......... Activate (select) the previously assigned squad B ........................ Select the build menu for that unit O ........................ Select the Order menu for that unit 1-9 ..................... Select the menu for the current unit , (Comma) ............
CTRL + Z ............ Select all units of they same type A ........................ Give and Attack order G ........................ Give a Guard order M ....................... Give a Move order P ........................ Give a Patrol order T H E G A M E CTRL + S ............ Select all units currently on the screen P L A Y I N G CTRL + D ........... Self-destruct selected units I I I . CTRL + C ............ Center screen and select your Commander S ........................
U N I T S A N D S T R U C T U R E S COMMON UNITS AND STRUCTURES I V . IV. STRUCTURES AND UNITS Commander Common units and structures are those that can be built by both ARM and CORE. Note that the cost of the same item may differ between the two armies. CONSTRUCTION UNITS You will start many missions with a Commander. Armed with the Disintegrator gun and the best nanolathe in the game, the Commander builds and kills - like no other unit.
Construction Aircraft ARM: 105 metal, 4320 energy CORE: 110 metal, 4580 energy The Level 1 Construction Aircraft can build Level 1 and 2 structures as well as an Advanced Aircraft Plant. Use this unit to build defensive structures on unscalable hilltops, and set up supplementary bases or complexes in faraway spots. Advanced Construction Kbot U N I T S A N D The Level 1 Construction Ship can build some Level 1 and 2 structures as well as an Advanced Shipyard.
U N I T S A N D S T R U C T U R E S I V . Advanced Construction Aircraft ARM: 220 metal, 12096 energy CORE: 231 metal, 12824 energy The Advanced Construction Aircraft can build top secret Level 3. This is the most expensive construction unit in the game. Terrain is no obstacle to this unit, which hovers above ground while building. UNIT-PRODUCING BUILDINGS Kbot Lab ARM: 705 metal, 1130 energy CORE: 680 metal, 1250 energy The Kbot Lab builds all Level 1 Kbots, including the Construction Kbot.
Advanced Vehicle Plant ARM: 1984 metal, 3200 energy CORE: 1947 metal, 3520 energy The Advanced Vehicle Plant builds all Level 2 vehicles, including the Advanced Construction Vehicle. Advanced Aircraft Plant ARM: 2210 metal, 4521 energy CORE: 2191 metal, 4422 energy The Advanced Aircraft Plant builds all Level 2 aircraft, including the Advanced Construction Aircraft. Advanced Shipyard U N I T S A N D The Advanced Kbot Lab builds all Level 2 Kbots, including the Advanced Construction Kbot.
U N I T S A N D S T R U C T U R E S I V . Sonar Station ARM: 20 metal, 403 energy CORE: 20 metal, 399 energy The Sonar Station has a large radius sonar range to detect enemy submarines. Detected craft show up on the Mini-Map. Metal Extractor ARM: 50 metal, 521 energy CORE: 51 metal, 514 energy The Metal Extractor is used to exploit metal deposits. The amount of metal it extracts depends on the size of the deposit - larger deposits make it spin quicker.
Light Laser Tower ARM: 262 metal, 2546 energy CORE: 268 metal, 2608 energy The “L.L.T.” fires a short-range rapidfire laser that is effective against lightly armored Level 1 units. COMMON LEVEL 2 STRUCTURES Geothermal Powerplant ARM: 520 metal, 9568 energy CORE: 505 metal, 9375 energy Geothermal Powerplants can only be built on top of geothermal vents. Their output is 250 energy. U N I T S A N D This structure increases your maximum energy capacity by 3000 energy.
U N I T S A N D S T R U C T U R E S I V . Heavy Laser Tower ARM “Sentinel”: 584 metal, 5398 energy CORE “Gaat Gun”: 589 metal, 5443 energy A Heavy Laser Tower fires twin medium-range lasers at enemy units. It is effective against all unit types except aircraft. Each shot also requires 75 energy. Missile Tower ARM “Defender”: 79 metal, 843 energy CORE “Pulverizer”: 76 metal, 805 energy Missile Towers are most effective against aircraft - they fire mediumrange guided missiles.
“Rocko” Rocket Launcher Kbot Cost: 117 metal, 964 energy The Rocko Kbot has the toughest armor among the Level 1 Kbots. Its rockets have a respectable range, and can also hit aircraft. The Rocko is a versatile weapon, equally good at offense and defense. Groups of Rockos can be lethal, even when thrown against relatively sophisticated enemy units.
U N I T S A N D S T R U C T U R E S I V . “Fido” Four Legged Kbot Cost: 398 metal, 3556 energy The four legged Fido is better equipped to deal with steep terrain than other Kbots. It’s well armored, and packs a medium range Gauss cannon that is very effective against ground units and structures. “Zeus” Lightning Kbot Cost: 267 metal, 2228 energy This speedy unit is ARM’s most effective close combat Kbot - its powerful lightning gun is very effective against CORE’s slower tanks.
“Samson” Surface-to-Air Missile Launcher Cost: 119 metal, 1027 energy The Samson’s is the best mobile AA weapon in the ARM arsenal. Capable of defending against even Level 2 aircraft, the Samson requires protection of its own as its light armor can’t take much damage. Team up Samsons with stronger tanks to provide protection for both. “Stumpy” Medium Assault Tank U N I T S A N D The Flash is ARM’s primary recon tank.
U N I T S A N D S T R U C T U R E S I V . “Triton” Amphibious Tank Cost: 831 metal, 3058 energy The lightly armored Triton is ARM’s only amphibious tank. While underwater, Tritons don’t appear on enemy radar - their arrival on an enemy beach will catch your enemy by surprise. If faced with superior resistance, Triton tanks can always escape back into the water. “Jammer” Mobile Radar Jammer Cost: 97 metal, 1621 energy As its name indicates, this vehicle jams enemy radar.
“Seer” Mobile Radar Cost: 85 metal, 941 energy The Seer is equipped with powerful radar that’s useful in locating the enemy. Deployed in defense, the Seer can alert you to approaching enemy forces. It can also be employed offensively, as a spotter for your artillery. LEVEL 1 SHIPS “Skeeter” PT Boat Cost: 100 metal, 985 energy U N I T S A N D The Spider’s stun gun and terrain capability make it a unique unit in the game. Its gun paralyzes targets momentarily - rendering them completely defenseless.
U N I T S Cost: 919 metal, 4639 energy S T R U C T U R E S The unarmed Hulk can carry six ground units. Hulks are slow and unarmed, making them favorite targets of enemy submarines; a destroyer escort is always necessary when transporting units with your Hulk. LEVEL 2 SHIPS I V .
“Colossus” Light Carrier Cost: 1372 metal, 11257 energy The Colossus can repair any aircraft on its decks, and the on-board fission reactor produces energy. It also has radar sensors to facilitate air strikes and naval bombardments. Escort your carriers at all times as they have no weapons of their own. LEVEL 1 AIRCRAFT “Peeper” Scout U N I T S A N D The Millenium Battleship is ARM’s most effective weapon against enemy surface vessels.
U N I T S A N D S T R U C T U R E S I V . “Thunder” Bomber Cost: 130 metal, 5496 energy The Thunder is a slow and lightly armored bomber. It can’t survive strong AA fire; limiting it to one pass over a target is a good policy. The Thunder’s lack of air-to-air weaponry makes it very vulnerable to enemy Level 2 fighters. “Atlas” Transport Cost: 107 metal, 2479 energy The Atlas is useful in delivering units to inaccessible regions of the map islands and high hilltops for example.
“Lancet” Torpedo Bomber Cost: 378 metal, 6438 energy The Lancet’s torpedoes are good against naval targets. It doesn’t have sonar, but with another unit spotting for it, the Lancet can even destroy submarines. CORE UNITS LEVEL 1 KBOTS U N I T S A N D The Phoenix is ARM’s most powerful bomber. Armed with heavy armor and defensive lasers, it is able to defend itself against enemy fighters and survive tough AA defenses. It’s a good idea to repair these expensive bombers after every sortie.
U N I T S A N D S T R U C T U R E S I V . “Storm” Rocket Launcher Kbot Cost: 118 metal, 985 energy The Storm’s armor can take twice the damage of any other CORE Level 1 Kbot. While its rockets are only moderately effective, its durability makes it a good offensive unit. Lead attacks with Storms to draw fire away from your artillery. “Thud” Artillery Kbot Cost: 147 metal, 1161 energy The Thud’s long range plasma cannon is the most powerful weapon among CORE’s Level 1 Kbots.
LEVEL 1 VEHICLES “Weasel” Scout vehicle Cost: 38 metal, 575 energy The Weasel is the quickest and most inexpensive CORE vehicle; useful for exploring early in the game. Weakly armed or armored, the Weasel doesn’t fare very well in combat. U N I T S The Spectre is CORE’s only countermeasures Kbot - its jamming radius roughly approximates a Radar Tower’s. Speedy but unarmed, this fairly inexpensive unit should be guarded by other units.
U N I T S A N D S T R U C T U R E S I V . “Raider” Medium Assault Tank Cost: 169 metal, 1241 energy The Raider is the only Level 1 Tank suitable for close combat. Its medium armor and plasma cannon are sufficient when attacking Level 1 and 2 base defenses. The Raider is inexpensive and reliable, making it useful even when more sophisticated tanks become available. LEVEL 2 VEHICLES Mobile Artillery Cost: 251 metal, 1535 energy The Mobile Artillery lobs high explosive shells at distant enemy targets.
“Informer” Mobile Radar Cost: 86 metal, 1209 energy The Level 2 Informer’s radar range is smaller than a Radar Tower’s. It’s a small and fast unit, great at reconnaissance and at spotting for your long range guns. “Deleter” Radar Jammer Cost: 100 metal, 1757 energy The jamming radius of the Deleter is relatively small; one won’t protect your entire base. Send Deleters out to conceal important installations. If you attach a Deleter to an assault team, the enemy will have no warning of your approach.
U N I T S A N D S T R U C T U R E S I V . LEVEL 1 SHIPS “Searcher” Scout Ship Cost: 95 metal, 917 energy While quick and maneuverable, the Searcher is inadequate for fighting sea battles because of its light armor. The Searcher has better spotting range than other ships, making it an ideal scout. You can also use it to protect your more expensive ships - it is the only Level 1 ship with AA missiles.
The Shark is specially designed to hunt other submarines - its smaller torpedo home in on their target with the help of the Shark’s enhanced sonar. Use Sharks to intercept ARM Lurkers before they can get near your expensive capital ships. Missile Frigate Cost: 2283 metal, 7628 energy The Missile Frigate’s powerful guided missiles are the best naval defense against enemy aircraft. Two or three Hydras are a good investment, as they can quickly eliminate fragile Torpedo Bombers.
U N I T S A N D S T R U C T U R E S I V . “Hive” Light Carrier Cost: 1379 metal, 11715 energy The unarmed Hive provides transport and repair bays for two aircraft. The Hive is unique to CORE’s fleet in that it has a fission reactor, which produces useable energy. It is also equipped with radar, letting you coordinate air strikes and coastal bombardments.
LEVEL 2 AIRCRAFT “Rapier” Gunship Cost: 294 metal, 5778 energy Overall, the Rapier is the most versatile of all CORE aircraft. Sporting heavy armor and guided rockets, the Rapier is effective against both air and ground targets. “Vamp” Stealth Fighter Cost: 257 metal, 6973 energy U N I T S A N D The Valkyrie can transport one ground unit anywhere regardless of terrain. Remember that it is slow and unarmed; when transporting units it is always a good idea to provide Valkyries with an escort.
U N I T S A N D S T R U C T U R E S I V . “Titan” Torpedo Bomber Cost: 364 metal, 6588 energy Designed for sub hunting, the Titan is armed with powerful unguided torpedoes. To hit enemy subs, a naval unit with sonar must spot for the Titan. It’s prudent to keep these fragile bombers away from the enemy’s anti-aircraft weaponry.
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