700 ANALYSIS RESULT:\Host Station under attack!\Energy situation critical!\ADVICE:\Escape by beaming Host\Station to operative power station.
701 ANALYSIS RESULT:\Host Station under attack!\Energy situation critical!\ADVICE:\Situation hopeless.
702 ANALYSIS RESULT:\Host Station under attack!\ADVICE:\Defend Host Station by creating new vehicles.\Jump to Host Station gun turrets\and fight manually.
703 ANALYSIS RESULT:\Some units are in close combat\with enemy forces.\Situation serious.\ADVICE:\Create new vehicles and send as reinforcements.\Jump into squad leader vehicle\for optimal command position.
704 ANALYSIS RESULT:\Power station output is low because\surrounding emission area is too small.\ADVICE:\Conquer sectors adjacent to power station.\Create or reassign small squads for fast expansion.\Aggressiveness Level 4 is recommended.
705 ANALYSIS RESULT:\Energy absorption rate nonoptimal.\ADVICE:\Beam Host Station to your strongest power station\for faster energy absorption.
706 ANALYSIS RESULT:\Enemy power station discovered.\ADVICE:\Create or reassign vehicles and take it! Enemy\energy system must be destroyed!
707 ANALYSIS RESULT:\Energy system should be established.\ADVICE:\Create new power station.
708 ANALYSIS RESULT:\Tech upgrade facility discovered.\ADVICE:\Create or reassign vehicles and take it!
709 ANALYSIS RESULT:\Beam gate discovered.\ADVICE:\Create or reassign vehicles and take it!\Beam gate must be acquired to\leave this level.
710 ANALYSIS RESULT:\Key sector discovered.\ADVICE:\Create or reassign vehicles and take it!\All key sectors must be conquered\to open beam gate.
711 ANALYSIS RESULT:\Enemy host station discovered!\ADVICE:\Order squads to destroy power stations\around enemy host first.\Jump into squad leader vehicle and assume direct command.
712 ANALYSIS RESULT:\Enemy host station discovered!\ADVICE:\Assemble squads for host station attack!\Jump into squad leader vehicle and assume direct command.
713 ANALYSIS RESULT:\Not enough of surrounding area\has been explored.\ADVICE:\Create scout vehicles and send them out.
714 ANALYSIS RESULT:\Not enough sectors have been conquered.\ADVICE:\Use small squads and fast vehicles\to conquer sectors more efficiently.
715 ANALYSIS RESULT:\Ready to beam.\ADVICE:\Send your best vehicles into open beam gate\and then beam Host Station into gate.
877 Use Throttle to Move Tank Forward/Back and Joystick to Move Reticle
878 Use 16-Bit Textures (On May Resolve Display Artifacts with 3-D Cards)
879 Use DrawPrimitive Calls (On May Improve Performance)
880 Mouse Control Mode Activated: Click Right Mouse Button to Deactivate
881 ERROR: Unit limit reached.
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896 ERROR: No valid target given.
897 ERROR: Not enough room. Move cursor to open space.
898 ERROR: Not enough energy.
899 ERROR: Sector must be conquered.
900 ERROR: Location too far away.
901 ERROR: Location too close to your Host Station.
902 ERROR: Creation systems busy.
903 ERROR: Target sector occupied.
904 ERROR: Target location not optimal.
905 ERROR: Location not in sensor area.
906 Go to Level Select Screen
907 Go to Training Mission Screen
908 Apply Changes and Go to Main Menu
909 Go to Main Menu Without Applying Changes
910 Host a New Multiplayer Session
911 Send a Chat Message
912 Select The Resistance as Your Faction
913 Select Ghorkovs as Your Faction
914 Select Mykonians as Your Faction
915 Select Taerkasten as Your Faction
916 Click When Ready to Start
917 Click When Not Ready to Start
918 Load Game
919 Save Game
920 Go to Input Settings Screen
921 Go to Options Screen
922 Go to Options Screen
923 Go to Save/Load Screen
924 <OBSOLETE>
925 <OBSOLETE>
926 <OBSOLETE>
927 Load Last Game You Saved In-Game
928 <OBSOLETE>
929 Restart Mission Debriefing
930 Start Mission
931 Exit Urban Assault
932 <OBSOLETE>
933 Press the key you want to assign.
934 Sound Playing Left
935 Sound Playing Right
936 Go to Multiplayer Setup
937 Go to Online Help
938 Go to Main Menu
939 Go to Level Select Screen
940 Cancel Multiplayer Setup and Go to Main Menu
941 <OBSOLETE>
942 Select Connection Type and Proceed
943 Enter Call Sign and Proceed
944 Select Level and Proceed
945 Connect to Selected Session
946 Start Multiplayer Game
947 Go Back to Connection Screen
948 Go Back to Call Sign Screen
949 Go Back to Level Selection Screen
950 <OBSOLETE>
951 <OBSOLETE>
952 <OBSOLETE>
953 <OBSOLETE>
954 <OBSOLETE>
955 <OBSOLETE>
956 <OBSOLETE>
957 <OBSOLETE>
958 <OBSOLETE>
959 <OBSOLETE>
960 <OBSOLETE>
961 <OBSOLETE>
962 <OBSOLETE>
963 <OBSOLETE>
964 <OBSOLETE>
965 <OBSOLETE>
966 <OBSOLETE>
967 <OBSOLETE>
968 Delete Selected Game (You Cannot Delete Currently Loaded Game)
969 Create New Game
970 Load Selected Game
971 Enter a Game Name and Click to Save
972 Delete Selected Game
973 Enter a Game Name and Click to Create
974 Go to Previous Screen Without Applying Changes
975 Cancel Without Loading Game
976 Cancel Without Saving Game
977 Cancel Deletion of Game
978 Cancel Creation of Game
979 Go to Main Menu Without Applying Changes
980 Apply Changes and Go to Main Menu
981 Change Display Resolution in the Drop-Down List
982 Turn Sound Effects On/Off
983 Invert Left and Right Stereo Speakers to Right and Left
984 Turn Horizon On/Off (Off Improves Frame Rate)
985 Turn Sky On/Off (Off Improves Frame Rate)
986 Turn Texture Filtering On/Off (Direct3D Only)
987 Turn Music On/Off
988 Turn Software Cursor On/Off (On May Improve Cursor Flickering)
989 Turn In-Game Enemy Indicator Arrows On/Off
990 Change Sound Effects Audio Volume
991 Change Music Volume
992 Change Number of Explosion Effects (Lower Improves Frame Rate)
993 Apply Changes and Go to Main Menu
994 Go to Main Menu Without Applying Changes
995 Reset All Key Assignments to Original Factory Settings
996 Turn Joystick Support On/Off
997 Turn Force Feedback Device Support On/Off
998 Delete Key Assignment from Selected Action
999 Exit to Level Select Screen
1000 Nop
1001 Esc
1002 Spacebar
1003 Up Arrow
1004 Down Arrow
1005 Left Arrow
1006 Right Arrow
1007 F1
1008 F2
1009 F3
1010 F4
1011 F5
1012 F6
1013 F7
1014 F8
1015 F9
1016 F10
1017 F11
1018 F12
1019 Backspace
1020 Tab
1021 Clear
1022 Enter
1023 Ctrl
1024 Shift
1025 Alt
1026 Pause
1027 Page Up
1028 Page Down
1029 End
1030 Home
1031 Select
1032 Exec
1033 Print Screen
1034 Insert
1035 Delete
1036 Help
1037 1
1038 2
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1045 9
1046 0
1047 A
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1049 C
1050 D
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1054 H
1055 I
1056 J
1057 K
1058 L
1059 M
1060 N
1061 O
1062 P
1063 Q
1064 R
1065 S
1066 T
1067 U
1068 V
1069 W
1070 X
1071 Y
1072 Z
1073 Num 0
1074 Num 1
1075 Num 2
1076 Num 3
1077 Num 4
1078 Num 5
1079 Num 6
1080 Num 7
1081 Num 8
1082 Num 9
1083 Num Times Sign
1084 Num Plus Sign
1085 Num Period
1086 Num Minus Sign
1087 Num Enter
1088 Num Divide Sign
1089 Comma
1090 Period
1091 Hyphen
1092 Less Than
1093 Semicolon
1094 Equal Sign
1095 Grave Accent (`)
1096 Apostrophe
1097 Forward Slash
1098 Right Bracket
1099 Back Slash
1100 Left Bracket
1101 1101 = EXTRA_13
1102 Scroll Lock
1103 Num Lock
1104 1104 = EXTRA_16
1105 1105 = EXTRA_17
1106 1106 = EXTRA_18
1107 1107 = EXTRA_19
1108 1108 = EXTRA_20
1109 1109 = EXTRA_21
1110 1110 = EXTRA_22
1111 1111 = EXTRA_23
1112 1112 = EXTRA_24
1113 1113 = EXTRA_25
1114 1114 = EXTRA_26
1115 1115 = EXTRA_27
1116 1116 = EXTRA_28
1117 1117 = EXTRA_29
1118 1118 = EXTRA_30
1119 1119 = EXTRA_31
1120 Left Mouse Button
1121 Middle Mouse Button
1122 Right Mouse Button
1123 Joystick Button 1
1124 Joystick Button 2
1125 Joystick Button 3
1126 Joystick Button 4
1127 Joystick Button 5
1128 Joystick Button 6
1129 Joystick Button 7
1130 Joystick Button 8
1200 --- Vehicle Names ---
1201 Weasel
1202 Jaguar
1203 Tiger
1204 Falcon
1205 Marauder
1206 Wasp
1207 Warhammer
1208 Phantom
1209 Scout
1210 Firefly
1211 Rock Sled
1212 Rhino
1213 Evilfurz
1214 Dragonfly
1215 Hornet
1216 Fox
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1222 Speedy
1223 Ying
1224 Ghargoil
1225 Ghargoil 3
1226 Tekh-Trak
1227 Gigant
1228 Ghargoil 2
1229 Ghor-Scout
1230 Gigant 2
1231 Tien-Ying 7
1232 Eisenhans
1233 Hetzel
1234 Bronsteijn
1235 Ormu-Scout
1236 Serp
1237 Leonid
1238 Mnosjetz
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1256 Resistance Host Station
1257 Turantul II
1258 Myko Station
1259 Turantul I
1260 Taerkasten Flying Fortress
1261 Sulgogar Queen
1262 Black Sect Station
1263 Hourglass
1264 XO1 Quadda
1265 5P0 Air Prism
1266 Static
1267 Radar
1268 Ground Cube
1269 Air Stick
1270 Bomber
1271 Mean Green
1272 Slime Lord
1273 Blue Spore
1274 Little Brother
1275 Gun Turret
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1278 Gun Turret
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1280 Gun Turret
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1290 Gun Turret
1291 Gun Turret
1292 Gun Turret
1293 Gun Turret
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1330 Yang
1331 Zeppelin
1332 Target Host Station
1333 Gigant
1334 Bronsteijn
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1338 Target Drone
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1342 Target Drone
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1500 --- Single-Player Building Names ---
1501 Power Station 1+
1502 Flak Station 2
1503 Radar Station 1
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1511 Power Station 2
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1528 Flak Station 1
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1554 Radar Station 2
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1563 Power Station 1
1564 Power Station 2+
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1699 --- Multiplayer Building Names ---
1700 <>
1701 Power Station 1
1702 Flak Station
1703 Radar Station
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1710 Power Station 1
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1712 Power Station 1
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1717 Power Station 1
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1725 Flak Station
1726 Flak Station
1727 Flak Station
1728 Radar Station
1729 Radar Station
1730 Radar Station
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1754 Power Station 2
1755 Power Station 2
1756 Power Station 2
1757 Power Station 2
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1761 Power Station 3
1762 Power Station 3
1763 Power Station 3
1764 Power Station 3
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1800 --- Level Names ---
1801 Training Mission 3: First Blood
1802 Raging Steel
1803 Sturmfront
1804 Checker Board
1805 Surprise!
1806 <>
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1810 Labyrinth
1811 Dark Valley
1812 Fort Grenada
1813 <>
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1815 Parasite City
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1820 Hard Thing
1821 Drak
1822 Pedestal Mountain
1823 Taerkastik
1824 <>
1825 Training Mission 1: Vehicle Creation and Control
1826 Training Mission 2: The Map and Squadron Manager
1827 Training Mission 3: Game Objectives and Conquering Sectors
1828 <>
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1830 No-Man's-Land
1831 Hurz
1832 Great Confusion
1833 New Stonehenge
1834 Two Hills
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1840 Moonlight City
1841 Wide Field
1842 Peacemaker
1843 Command & Taerkast
1844 Assi's Way
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1850 Death Valley
1851 Dark Zone
1852 Hamburger Hill
1853 Sulogs Rising
1854 Sulog's Fine Thread
1855 <>
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1860 Mykophobia
1861 Sibuna
1862 Maze Wayz
1863 Blue Casbah
1864 Taer on Black Wadi
1865 <>
1866 Gauntlet
1867 <>
1868 <>
1869 <>
1870 Desert of Madness
1871 Smile
1872 Industrial Centre
1873 Slaughter Field
1874 Mission Possible
1875 The Loong Way
1876 <>
1877 <>
1878 <>
1879 <>
1880 Net 4 2
1881 The Net on Hill
1882 Easy Net
1883 Robot
1884 Steamhammer
1885 Kleine Netzigkeit
1886 Get Out of My Way
1887 The Race
1888 Netropolis
1889 Cross Over
1890 North or South
1891 There Can Only Be One
1892 Powerplant
1893 13
1894 Triangle
1895 Lost and Found
1896 Duo
1897 <>
1898 E3 Assimilated
1899 Debug - Demo
1900 The Artificial
1901 Friedrich II
1902 Two Sides
1903 Pneumoconiosis
1904 Devastators
1905 Radial
1906 Merry Christmas
1907 Triplication
1908 Funeral March
1909 Interglacial
1910 Templar Knights
1911 Jauntier Threesome
1912 Stars-n-Stripes
1913 All Versus Me!
1914 Accounting Equation
1915 Babelsberg
1916 Citykiller
1917 Four Power Talks
1918 Rushhour
1919 Contradistinction
1920 Salivation
1922 Inferno
1923 Airfight
1924 Sectionalism
1925 Swarthiness
1926 Cryogenics
1927 Encroachments
1928 The Last Stand
1929 Haywire
1930 Run to the Hills
1931 Shootout
1932 Under the Gun
1933 Terror
1934 Blitzkrieg
1935 Anarchy
1936 Your Personal Amok
1937 Insanity
1938 Galgenberg
1939 Break on Through
1940 Kreuzberg
1941 Smear the Mykonians
1942 Clashing
1943 Fort Bravo
1944 Sarlacc Pit
1945 Dogfight
1946 Outback
1947 Crybaby
1948 Event Horizon
1949 Jazz
1950 R.A.G.
1951 Scramble
1952 Duck and Cover
1953 Divine
1954 Hell on Earth
1955 Hit-n-Run
1956 Sanssouci
1957 Zwinger
1958 Rock-n-Roll
1959 Arzgebirg Warriors
2100 --- Mission Texts ---
2101 ... and finally tonight some bad news. \The sixth Resistance Champion selected \to engage in our multifront war has \perished under Ghorkovian hands. Falcons \in Missing Man formation will fly over \Hyde Park tomorrow during the scheduled \memorial. ...\ --Resistance Nightly News, \ 3/17/2071 \ \BOTTOM LINE: You are going to die. But \read our mission briefings and we can \help you live longer. And who are we? We \are the stored memories of the best \Host Station masters who came before \you, went into battle and, upon death, \were digitally linked into the network. \We come bearing knowledge. \ \THE PLAN: This is your final training \mission. This region is the foothold to \the rest of the continent and contains a \long-abandoned power station that, if \reacquired, can be reactivated to supply \power to our own Resistance forces \once again. \ \**Create several Foxes and lead them 3 \sectors SE to conquer the power station \(lightning symbol on map). \ \**Fire several shots at the power station \structure to conquer it (sector will turn \blue when conquered). \ \**Immediately beam your Host Station \directly above the conquered power \station to harvest its energy faster. To \beam your Host Station, select it on the \map, and then click its destination. \ \Central AI warns that Ghorkovian forces \staged at outlying fringes may interdict \with Ghargoil 1 attack helicopters. If \so, terminate with extreme prejudice.
2102 ... ahh yes, the strategy of it all. The wise \SDU will always invest in the right \vehicles to suit differing tactical \imperatives. The Fox is a great \anti-aircraft weapon, while the Wasp is a \tank-buster. ... \ --From interview with retired Defense \ General Weissflog \ \BOTTOM LINE: You have a new \enemy: the Taerkasten. This archaic \and fanatical brotherhood zealously \guards this region, as it contains \multiple technology upgrade centers. \You absolutely must capture these tech \upgrades (sigma symbol on map) in \order to acquire valuable new weapons \for The Resistance. Capture these \sectors by firing several shots at the \structures within. \ \Finally, find and locate the Taerkasten \Flying Fortress host station and destroy \it. You will have to marshal multiple \squads of differing vehicle classes to \get past its defenses. Beware of the \dreaded Taerkasten Hetzel biplane \squads. \ \BIG NEWS: Central AI reports that \somewhere within this region is a \technology upgrade sector for a powerful \new tank, the Jaguar. Acquire it ASAP.
2103 ... heh heh ... about the only good thing \about fighting both the Ghorkovs and \the Taerkastens at the same time is that \they don't like each other either. \ --D. D. Kobelin, SDU 6 \ \THE GAME PLAN: SDU 7, your entry \point puts you between both the \Ghorkovs and the Taerkastens, so think \strategically and plan for a protracted \multifront struggle. Central AI \advances the following battle plan. \ \First, a cluster of friendly power stations \has been predeployed by SDU 6. Beam \your Host Station over to them for \maximum power absorption. \ \Use Scouts to find out where enemy \power stations are and where some \highly valuable tech upgrades reside. It \is rumored that scattered throughout \this region are tech upgrades for a new \class of advanced attack 'copter, a \heavy ground unit, and a fixed-wing \attack jet. These vehicles will definitely \give you the upper hand in your \imminent confrontation. \ \Because you are well fortified with \prebuilt flak stations (take direct control \by double-clicking them), you can leave \your Host Station for awhile to \explore.
2104 ... We've been at stalemate here so long\it's hard to tell who owns what \anymore. If someone can just break \through their flak line. ... \ --Interview with Resistance \ Med-Tech S. Priebus, staff #31767 \ \BOTTOM LINE: We're fighting at Check-\Point Bordeaux, long known as \Checker Board for the patchwork of \Resistance and Ghorkovian sectors. Your\primary mission is to knock out the \enemy's line of gun stations on the \northern perimeter. Intelligence \reports that the Ghorkovs are test-\deploying a ferocious new tank, called \the Tekh-Trak. Also, this region's tech\upgrade will yield our new Wasp fighter \'copter. \ \YOUR PRESENCE REQUESTED: We'll beam\into battle behind a line of our own \existing flak stations. Jump onto one of\the gun turrets to beat back advancing \forces. Your presence on the battlefield\will definitely be required for victory.\So jump into a vehicle and beware of the\Tekhs!
2105 I freakin' told them but they didn't \listen! Never, never enter battle \at Twin Rocks--the 'Kov's have a special \thing for that place. ... \ --SDU 5 Post-Death Debrief \ (restored 7/15/2016) \ \BOTTOM LINE: Sorry, but our entry \coordinates are set for Twin Rocks: You \will see action immediately. Another \problem: Multiple Ghorkovian host \stations have been detected, including \the more powerful Turantul II, which can \produce huge complements of \Ghargoil 2s. Central AI reports that a \Scout spy satellite can be captured in \a technology upgrade sector. Look for \a power source near you ASAP. \ \TAKING IT WITH YOU: As you know, the \beam gate can take vehicles from one \mission to the next when you drive them \onto the beam gate platform before \transporting your Host Station to it. \We have recalibrated our Beam Gate \Network so that room for one more \vehicle is made each time you destroy \an enemy host station.
2110 By the time we heard about the Mykonian \Labyrinth, the Ghorkovs were already \there, trying to figure out just what \the weird terraforming Mykonians had \been up to. \ --SDU 2 Post-Death Debrief \ (restored 3/17/2014) \ \BOTTOM LINE: Clear the Ghorkovs from \this giant maze so our scientists can \analyze why the Mykonians have been \digging labyrinths. Steeply walled terrain \will require careful planning. \Helicopters are advantageous if you \have them. Launch Scout spy satellites to \locate power stations and technology \upgrade sectors, as we calculate their \presence at a 92.7% probability. \ \TIP: When fighting in large battle \arenas, effectively monitor the action \by holding down the right mouse button \on the map and dragging quickly to move \the map around.
2111 So, you're offering me life everlasting \in the Host Station Memory Bank, \right? It's a deal, if you'll just erase \everything I saw in Dark Valley. \ --Host Station Archives \ 2231.44578.GSF.2-8-50 \ \BOTTOM LINE: Everyone on the home \front is pulling for you. The Ghorkovs \have turned this once-industrial area \into a weapons manufacturing region. \You must destroy the Ghorkovian power \station sectors (north) to stop their \production of new weapons. Also, a \Stoudson Bomb, capable of destroying all \enemies and buildings in the region \with a single shockwave, has been \activated somewhere in this region. It \will detonate and destroy all of your \forces unless you deactivate it. You \must proceed north to find the \Stoudson Trigger sector (black and \yellow square) and then conquer it to \stop the bomb's countdown. The \probability is 89.2% that you will \encounter Speedy platoons and the \ferocious dual-prop Ghargoil 3 bomber \'copter. Fortunately, we will beam into \battle just south of two of our own \power stations, although they still \need to be captured. \ \TIP: Because transporting your \Host Station to a conquered power \station does not cost any beam \energy, no matter how far, hop from \one power station to another to \quickly move and deploy your forces \in this expansive region.
2112 Is it magic? Some lost metaphysics? We all \know the Taerkastens are tied to the past. \But how do they float those fortresses? \ --Sequential Thoughts for Nonsequential \ Times \ \BOTTOM LINE: Hate to send you so deep \into Taerkasten territory, but Central AI \reports the existence of a significant \technology upgrade that, if acquired, \will allow you to achieve tactical superiority \over Taerkasten armored divisions. You \will be up against the well-shielded \Leonid tanks, including some commanded \by an especially fanatical cell of the cult. \ \SURVIVAL GUIDE: Among your predecessors \here in the Memory Bank, there is a big \aversion to taking on Taerkastens this close \to their home. A prudent move would be to \capture that technology upgrade sector \and then head for the beam gate.
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2115 Now the real war begins. All that \you've learned is put into practice. \ --Central AI
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2120 Everything about the Mykonians scared \us--including their cubical ships all \covered with organic tubing. We called \them worm boxes, because that stuff \moved and looked alive. \ --From interview with retired pilot\ D. Mansbart \ \BOTTOM LINE: This is a risky operation \due to multiple enemies--both \Ghorkovs AND Mykonians--but it is \essential for opening the northern \territories. Your mission is to seek \out and destroy the Ghorkovian \and Mykonian sources of power. Two \recon helis have been predeployed in \a northeastern sector near a \Mykonian power station. Theoretically, \we should be able to obtain this \region's tech upgrades and weaken \the enemy powerbase while the \Ghorkovs and Mykonians are busy \fighting each other. Central AI \calculates that your success rate \may be substantially higher if you \enter this region possessing power \station building technology. \ \THINKING OF YOU: You have impressed \the core AI elements, as you have \progressed farther than 53.9% of your \SDU predecessors. Welcome to the \A-List.
2121 The Stoudson Bomb was certainly \designed by committee! All those trigger \points--and if someone gets there first, \Goodbye!\ --Bernd Beyreuther, former Stoudson \ Corp. VP of Special Projects\\BOTTOM LINE: Drak contains the \much-rumored Stoudson Bomb, capable \of destroying all enemies and \buildings in the region with a single\shockwave. The bomb requires multiple\trigger points (black/yellow key \sectors) to be conquered in order to\detonate. Unfortunately, a design \error allows it to be triggered by \enemies as well. Whoever owns all \Stoudson Bomb key sectors and the \bomb itself will annihilate the entire \region. Prevent it from falling into \enemy hands. \ \ENGINEERING REQUEST: Central AI reports \a technology upgrade sector for creating\power stations. This is your most critical\acquisition to date. Marshal all resources\to gain it.
2122 Are they alive? No, but given the way \they'll sometimes show up unannounced \to help defend a host station, it makes \you wonder. \ --Substrate Zero: Artificial \ Intelligence & Being \ \BOTTOM LINE: Another multifront battle: \The Taerkastens have built a massive \radar station on top of Pedestal \Mountain, guarding it with their own \version of the Stoudson Bomb. They \have been using this Pedestal radar \site to monitor your travails on this \continent. Word has it the Ghorkovs \want it for themselves. Destroy the \radar completely so that it does not \fall into any enemy hands, and then take \out the Ghorkovian and Taerkasten power \stations. \ \SURVIVAL GUIDE: We beam into the \theater at Pillar Rocks. Capture the \unclaimed power station to the east. \Beware of the Taerkasten Hetzel, an \ancient-looking but deadly plane usually \deployed in large squads. The Ghorkovs \have brought their Ghargoil 3s. A wise \tactic is to delay the onslaught by \destroying enemy scout satellites as \soon as you see them, because your \enemies cannot deploy units to \sectors they cannot see..
2123 The Taerkastens are a mystery. \Supposedly they were the first humans \to meet the Mykonians--a horrific \encounter that sent them into a cultlike \fervor to save Earth from the aliens. \Cool! But why kill us, too? \ --Teenage Manifesto: Thoughts on \ Joining The Resistance \ \BOTTOM LINE: You have ventured as far \as SDU 5 before we lost contact. Primary \goal: Knock out the Taerkasten Flying \Fortress and its power stations to the \southwest. Central AI reports that \SDU 5's abandoned power station to the \northeast can be reclaimed and tapped \for power as the launch pad of your \major offensive here. \ \SCOUTING AROUND: To discover hidden \power stations as well as enemy \concentrations, create a Scout. Send it \out on its own, or fly it yourself for a \bird's-eye view.
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2125 Downlink from Resistance Training \Command: \ \Welcome SDU 7! Your predecessors on \the front have suffered grave losses, \and Resistance Central AI needs you \battle-ready ASAP. Learn to use your \Host Station controls well. \ \Your first training mission is to destroy \all airborne target drones located north \of your entry point. \ \First, create a new squad of Fox light \tanks by clicking the Create button \(located on lower left) and then \clicking anywhere in the 3-D world \to create them. \ \Next, jump into a vehicle by clicking the \Jump into Vehicle button (lower middle) \and then clicking the desired vehicle. \ \Finally, lead your new squad north \toward the target drones. Use the arrow \keys to steer, the Spacebar to fire, and \the 0 key on the numeric keypad to \brake. You can also use the joystick: \The throttle controls forward and back \movement, while the targeting reticle \can be moved independently of joystick \movement. \ \Deploy newly fitted ground-to-air guided \missiles at the target drones until all are \destroyed. \ \Your sentient Host Station will guide \you. Good luck.
2126 Let him who desires peace, prepare for \war \ --Vegetius \ \Soon you will be ready for frontline \deployment SDU 7. Your next training \mission is to defeat a larger group of \target drones by deploying your units to \multiple locations using the map. \ \To view where enemy target drones \have been dispersed, display the map by \clicking the Map button (bottom \of screen, second from left) or by \pressing the M key. \ \Then, to deploy your squads to multiple \target positions, hold down the left \mouse button, drag around the units \you want, and then click a destination \point. \ \At any time, jump into any vehicle by \simply double-clicking the vehicle's \icon on the map or by using the Jump \into Vehicle button. \ \You will be aided by a predeployed \squad of Wasp light-attack 'copters. \Helicopters can be flown by using the \A and Z keys or the throttle on your \joystick to control altitude. Tilting the \'copter forward will move it forward. \The 0 key on the numeric keypad will \'auto-level' your 'copter. \ \The key to winning is jumping into \vehicles often, so join your squads on \the battlefield. Good luck!
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2130 The Mykonian flak station, that \pulsating ring of blue, has a hypnotic \beauty, and the desire to barbecue you. \ --The Hexagon Papers \ \BOTTOM LINE: We beam into an existing \standoff between the Ghorkovs and \Mykonians to capture a crucial \technology upgrade--the ability to \create flak stations. Mission: Find and \acquire this tech upgrade, and destroy \both the Ghorkovian and Mykonian \power sources. Be advised that both \enemies are heavily fortified by their \own high-density flak batteries. So \invest in well-armored units when \rushing enemy positions, and try to find \weak penetration points. Lastly, the \Ghorkovs have deployed a highly \accurate squad of Ghargoil 3 bombers in \this region, so protect your power \stations with good anti-air units such \as Foxes.\ \ENGINEERING REQUEST: The AI Engineering \Module reminds you that each technology \upgrade is vital for future missions. \Try to acquire all of them.
2131 Question: The Ghorkovs are human. The \Taerkastens are human. The Resistance \are human. Why can't they get along? \Answer: Because they are human. \ --Joke from a decoded Mykonian \ textbook \ \BOTTOM LINE: The Clone Commanders, twin \Ghorkovian generals who always fight \side by side, are guarding two power \stations with their twin Turantul IIs. \Central AI believes that they are \readying this plasma-rich region for a \Gigant repair facility. We have lost \two SDU champions here. If you can \reclaim their power stations, we may \have a chance. \ \DIPLOMATIC DISPATCH: Reports that the \Ghorkovs hate The Resistance because we \tried to sell them out to the Mykonians \are categorically denied--but true.
2132 Those Taerkasten crazies like \their iron and stone, \Make it float with their \metaphysical tome. \Want to kill all on Earth, \and make it their own. \ --The Dying Planet Blues \ \ BOTTOM LINE: This region is the most \expansive to date, so dig in and plan \on a protracted effort. Prior to losing \SDU 2 here, it was noted that the \Ghorkovs had begun a massive buildup \in this region for unknown reasons. \Your critical assignment is to \ascertain who has the upper hand \and to eliminate all sources of enemy \power. Clearing this region will allow \you to continue farther into the \African continent and perhaps figure \out what the Taerkastens and \Ghorkovs are so afraid of. \ \TIP: Central AI believes that your \success rate will be the highest if \you can first orchestrate a plan to \damage the Taerkasten powerbase by \taking out their power station to the \northwest.
2133 The Standing Stones of New Stonehenge \are additional evidence that the \Taerkastens not only worship rock but \have also found a way to draw power from \it. Is this why the Mykonians came? \ --Professor Uli Weinberg, quoted in\ Resistance Quarterly \ \BOTTOM LINE: We beam into the heart of \Taerkasten holy country to seek out and \terminate key Taerkasten Druids within \their military order. Central AI informs \that their extermination will delay the \execution of 17 captured Resistance \POWs. The Druids are bunkered in Festung \houses to the north. Level these houses \to ensure no survivors, and extract \immediately. \ \DARK TOMORROWS: The Mykonian Parasite \continues to sap Earth's energy. Someday \you will be asked to destroy it. Gather \all the technology upgrades you can.
2134 **Earth = Grade 7J battery** supports \Parasite energy extraction for \>=MykoCycle. Upon depletion, proper \disposal is required. \ --Translated from Intercepted \ Mykonian Dispatches \ \CENTRAL AI REPORTS: Mykonian control \of this sector jeopardizes all future \northern offensives. \ \BOTTOM LINE: This city is one of the \densest Mykonian-infested regions to \date. The eastern half has already \fallen to Myko-cabling and been rendered \forever uninhabitable. Your mission is \one of reconnaissance. Find out what \the Myko host station is protecting-- \and why. Our information on beam gate \routing in this region is incomplete. \ \TIP: You may encounter a new enemy, \the Myko XO1 Quadda. Beware of its \rapid and relentless firing rate, and \try not to engage one head-on.
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2140 Yes Counselors, regarding the Dragonfly \Project, the budget called for 35% \allocation to armor development, 15% to \improved controls, and 50% allocation \to new rapid-pulse photon shells. But I \assure you what we ended up with was \100% pure heaven. ... \ --Dr. E. Yuen, lead engineer at \ Resistance Research \ \BOTTOM LINE: The original mission \parameters for SDU 6 were routine: \Destroy the Ghorkovian Ivory Tower \embassy to the southeast and capture \the Dragonfly tech upgrade. However, \we have discovered that the Ghorkovs \are already engaged in heavy melee with \the Mykonians and will not hesitate \to engage your forces immediately with \battle-hardened battalions. If you \survive their first attack wave (use \already-deployed Falcons and Hornets \transferred from SDU 6), regroup to \dismantle the enemy's radar \capabilities. Then move on to the \Mykonians. \ \IF ALL ELSE FAILS: Although we would \prefer to save the region's \infrastructure, High Command authorizes \you to activate all Stoudson triggers \for complete region destruction if \necessary.
2141 The Rhino Gambit involves confusing the \enemy by creating a large number of \inexpensive weapons, such as the \Firefly. While the enemy deals with the \pesky attacks, you take command of the \essentials--such as taking out a radar \or power station, or a juicy mothership. \ --SDU 5 Post-Death Debrief \ (restored 7/15/2016) \ \BOTTOM LINE: The Taerkastens have \gained control over a Stoudson Bomb. The \Ghorkovs are trying to take it away. \You'll need the technology upgrades \here--should you live long enough to \reach Parasite City. \ \SKY WARS: It's called the Falcon. Don't\leave without it.
2142 The Retreat-to-Meet Gambit works when \fighting multiple factions. Fly over one \enemy, then feign retreat, leading them \into the territory of the other. As the \two sides clash, work behind the scenes \to capture or destroy their power \stations. \ --SDU 5 Post-Death Debrief \ (restored 7/15/2016) \ \BOTTOM LINE: The Ghorkovs dared to \invade Taerkasten territory. Both sides \are entrenched and have formidable flak \stations. As much as possible let them \fight each other, as you attack power \stations and motherships. \ \SPY IN THE SKY: Central AI requests \deployment of Scout spy satellites to \determine complete enemy positions.
2143 For centuries humans pondered the \mystery of the pyramids and the secret \of the Sphinx, never knowing that the \alchemy of the Taerkastens was behind \it all. \ --The Hexagon Papers \ \BOTTOM LINE: We beam into this \Taerkasten stronghold to capture a \prototype of their Bronsteijn flying ion \cannon. Stealing this weapon will \achieve tactical superiority. Once \captured, make extras to carry with you \through the beam gate--as Bronsteijn \plasma formation will occur on only \these ion-rich Taerkasten grounds. \ \ARCHEOLOGICAL NOTE: Finding where the \Taerkastens hid the Bronsteijn is like \solving the riddle of the Sphinx.
2144 All of their writhing bionic duct work! \And then we learned that, like an \iceberg, most of it was beneath the \surface, and all of it led back to \Parasite City. So, where is hope? \ --SDU 4 Post-Death Debrief \ (restored 3/19/2015) \ \BOTTOM LINE: We have found a huge \Mykonian conduit corridor--defended by \three Mykonian host stations. This is \big! Predeployed drones have already \created a stand of flak stations to \cover our entry, but the going will be \tough. \ \ENGINEERING REQUEST: A crucial weapon \upgrade has been developed--double-shot \capacity for the Fox. Please obtain.
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2150 Nightmares rip apart the sleep of anyone \who's ever seen what Mykonians do to a \city. The snaking cables that cover \every surface are actually alive--and \plenty able to seek out and find any \survivors who try to hide. \ --Beyond Human: A Study of \ Mykonian Methods \ \BOTTOM LINE: No one has reached this \far into Mykonian territory to date. \There are no human survivors here. This \entire region has been Mykonized so \their data transfer and unit deployment \will be very fast. Expect a rude \welcome. Explore this region and \eliminate ALL Mykonian presence. Your \survival probability is calculated at \7%. God Speed SDU 7.
2151 Resistance covert ops has always been \a cowboy operation. Their most \outrageous hit was stealing a trio of \Gigants right out from under the \Ghorkov's noses! \ --Substrate Zero: Artificial \ Intelligence & Being \ \BOTTOM LINE: At huge risk, some \Ghorkovian Gigants have been liberated \for you and retooled to standard \Resistance controls. You will be able \to advance on the enemy here fighting \fire with fire. How they are controlled \is unknown, but we expect that your \neuronet will adapt with 97% success. \Be advised that same covert ops has \detected a new class of Ghorkovian \mothership--the Skorpio. \ \ENGINEERING REQUEST: If any of your \Gigants survive, please take them to the \beam gate before beaming out.
2152 The power of rocks, soul of the Earth, \Grant us thy power, alchemy, birth. \ --Taerkasten High Priest Sylvius III, \ from Taerkasten Alchemy and the \ End of Gravity \ \BOTTOM LINE: The Taerkastens use this \region as a staging area where their host \stations are outfitted and recharged. \It is believed that beneath the large \heavily fortified hill is a giant \Taerkasten hive community and supply \lines. Fortunately, a Stoudson \Bomb preactivated by SDU 4 is \available to help you wipe out \the Taerkastens. Goals: Defend the \hill and hold the Stoudson Bomb \and its key sectors for the \duration of its countdown to \destroy all. Also, find an essential piece \of technology that we will need for the \attack on Parasite City--the ability to \terraform radar stations. Grab the radar \technology, and then take the hill long \enough to beam out to safety.
2153 And then came the Sulgogars, those vast \parasitic jellyfish aliens that float \through the air looking for power \stations to nest on ... and people to eat. \ --The Hexagon Papers \ \BOTTOM LINE: The Taerkastens are locked \in battle with the Sulgogars in an old \industrial sector. A natural landbridge \divides the two factions. Normally we \wouldn't go near Sulgogars, and just let \the Taerkastens do our work, but there \is a critical technology upgrade we \need--the Warhammer. \ \DISCRETION AND VALOR: Central AI \suggests you get the Warhammer and \beam to safety. But some of us in the \battle network would sure like to see \you blow apart the Sulgogars along \the way.
2154 Initially it was thought that \Sulgogars weren't cruel, that they \simply saw humans as food. Then we \got a closer look at what they did to \their food. \ --Confessions to the Memory Bank \ \BOTTOM LINE: It's a trap, but still we \must go. Sulgogars have created a \fine thread of death, a long corridor \just 1 sector wide guarding Rhino \technology that Central AI feels is \needed for the coming assault on \Parasite City. \ \EATING ENGINEERS: Good News--Sulgogars \cannot create power stations. If \engineers ever emerged in Sulgogaran \society, they'd be eaten.
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2160 It was meant to be a projection of \power, assurance to the people that The \Resistance would always be there ... but \when we lost the Ring of Power, we also \gave our enemy the ranch. \ --Central AI analyst Sean Kellogg \ \BOTTOM LINE: Ghorkovs and Taerkastens \once battled here over the Ring of Power-- \a constellation of eight class-A power \stations originally built for Resistance \ operations. Then the Mykonians came, \destroyed everyone, and sent sentient \snaking bionic extrusions out to prepare \the sector for parasitic conversion. \Reclaim all power stations in the region \away from enemy hands. \ \THE TOMORROW MAKERS: No one has \progressed as far as you. Our analysts \are recalibrating your odds in our war \models. Continue your assault on the \Mykonians toward Parasite City.
2161 The key to an effective multifront war \is to eliminate the most uncertain \element first. When the Black Sect \enters battle, deal with them \immediately--and deal with them \completely. \ --Retired SDU Mentor J. Mayo, \ Hyde Park Archives \ \BOTTOM LINE: Prepare for a long and \exhausting battle. The Anubis Canyons \are huge and contain the heart of the \dreaded Black Sect operations. Central \AI believes that their nerve center may \be within a deep canyon valley 0.8 \kilometer below sea level. Air units are \advised to avoid the maze terrain. \ \YOU HAVE COMPANY: In hopes of knocking \off the Black Sect as well, the Ghorkovs \have deployed their new host station--\the Skorpio class--in this region. Your \secondary objective is to take out their \supply depot and power stations \southwest of you. It's as if everyone is \heading for Parasite City, yet everyone \wants to arrive alone.
2162 The Black Sect's origin could be traced \back to the earliest European secret \societies, with all the requisite \branches into the royal families. But \few would dare trace it back. \ --Sequential Thoughts for \ Nonsequential Times \ \BOTTOM LINE: This wasn't supposed to \happen. The next generation Anvil-class \host station created for you by\Resistance Research has been stolen by \the Black Sect. The source of the leak \has been traced to SDU 1, whom we \assume has defected due to her \sudden and mysterious disappearance \in this region. As equal-opportunity \terrorists, the Black Sect has also \stolen technology from other factions. \The Ghorkovs and the Taerkastens have \thus moved into the area as well. \Central AI calculates that your \survival rate will be higher if you \focus on the Black Sect first. \ \WHAT YOU CAN'T SEE: The stolen \Anvil-class host station has stealth \projection, rendering it and all of its \networked battle units invisible to your \radar systems.
2163 The Black Sect has fashioned history \since before there was history, \allowing deluded heads of state to \believe they acted on their own. We \should be flattered that upon stirring \themselves to enter this war, they chose \to steal their host station from our \side. \ --The Hexagon Papers \ \BOTTOM LINE: Central AI believes the\Black Sect and Taerkastens had once \entered into a technology share \agreement. This deal was rudely severed \when the Black Sect turned 'their' \Bronsteijns against their makers. The \Taerkastens now seek revenge. Covert Ops \has reconverted a series of power \stations for you, allowing you to beam \without cost from one station to the \next. Destroy the Black Sect.
2164 What secrets are held in the stone of \Earth? Taerkastens float cities with it. \The Mykonian's Parasite City draws power \from it. And now the Black Sect fights \for the ancient Pyramids of Black \Valley. The weirdness of stone! \ --Teenage Manifesto: Thoughts on \ Joining The Resistance \ \BOTTOM LINE: Resistance science has no \explanation for the powers that the \Taerkastens harvest from their rock \formations. Our only knowledge is that \destroying them weakens their ability \to produce units. It seems the Black \Sect wants to acquire them for their own \dire purposes, so they have occupied a \valley to the southeast. \ \ENGINEERING REQUEST: Destroy the \Taerkasten Standing Stones shrine. Your \likelihood of success will increase if \you destroy the Black Sect first.
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2166 Is there really a Parasite City? Are the \Mykonians really sucking energy from \the core of Earth? All I know is that \the closer I got to the place, the more \insane the fighting got. \ --Lt. S. Karau, Covert Ops \ \BOTTOM LINE: The Ghorkovs do not want \you to reach Parasite City and are \attempting to seal off this next \logical route in the beam gate network. \To increase your odds, our analysts \suggest taking the first sector and then \immediately building flak stations and \a power plant. \ \EYE ON THE SKY: Central AI predicts a \high probability of a Ghorkovian air \attack, heavy with the deadly Gigants.
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2170 If we uploaded praise for the next one \thousand years, it could not begin to \express the gratitude humanity will have \if you can defeat the Mykonians here and \then beam into Parasite City to save the \planet. \ --Direct Input Message from \ The Resistance President \ \BOTTOM LINE: Central AI has nothing to \say, except that you have far exceeded \our initial performance projections for \you by reaching this stage. We will \monitor your actions to learn. It is \believed that two powerful Myko stations \inhabit this region. Our records \indicate possible Resistance power \station technology somewhere north of \insertion point. \ \NEXT STOP: Parasite City.
2171 Back at the academy, we learned that \the intangibles of leadership are far \more important on the battlefield than \material factors. I guess those old \mentors were right. I'll take a decisive \SDU with a wreck of a host station any \day. \ --Resistance High Council Member \ G. Fjermedal \ \BOTTOM LINE: All we know for sure is \that you will be up against Ghorkovs, \Mykonians, and the Black Sect--that you \will be grossly overwhelmed in numbers. \Beyond that, you are the one with the \knowledge. You are the first SDU to get \this close to victory. \ \IF YOU WIN HERE: Prepare for \Parasite City for the final battle to \liberate Earth from the Mykonians.
2172 This crazy theory amongst scientists \that the earth itself is a gigantic \organism capable of self-balancing its \many life forms may not be so off base\ ... Ha! Perhaps the Ghorkovs, \Taerkastens, Black Sect, and Resistance \arms race exists solely to send every \damn one of us back into the stone age. \ --Journal Entry of SDU 2 \ \BOTTOM LINE: All human factions have\ martialed their remaining forces here \for an imminent confrontation with the \Mykonians. The High Council sees this as \an opportunity to weaken all factions' \powerbases prior to Parasite City. Seek \out and destroy the cluster of enemy \power stations toward the region's \center. This way, you may have 34.7% \fewer enemies to deal with on your final \battle--Parasite City.
2173 Diplomacy could have been our greatest \weapon. If the Taerkastens, Ghorkovs, \and Black Sect had united with The \Resistance, it would have been a \shorter war. But you cannot erase \generations of institutionalized \hatred. \ --Resistance Historian \ Prof. A. Flemming \ \BOTTOM LINE: This is one of a handful \of entry points into Parasite City in \the beam gate network. Your primary \mission objective is to find either one \of two beam gates in the region and \extract your forces through and on to \Parasite City. However, all human \factions have marshaled their \remaining forces here as well, so the \High Council sees an opportunity to rid \ourselves of our Terran enemies once \and for all. \ \NOTE: The Black Sect has control of \a Stoudson Bomb in this region. \Adjust mission parameters with \discretion. Many AI drones have been \remotely redeployed to this region \to support you.
2174 You are making possible what was thought \to be impossible. Perhaps you really \can save the planet. We will do whatever\ we can to help. \ --Direct Input Message from \ The Resistance High Council \ \BOTTOM LINE: Absolutely nothing is \known of this region, as no Resistance \forces have ever reached it until now. \The probability is 98.2% that you \will encounter the following combination \of enemies: Taerkastens, the Black \Sect, and Sulgogars. \ \NEARLY THERE: Victory here means that \we can beam into Parasite City for the \final battle. \ \Good luck.
2175 << transmission incomplete: upload \severed >> \ --Direct Input Message from The \ Resistance High Council \ \ BOTTOM LINE: ***** \ \ << transmission incomplete: upload \severed >>
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2399 --- Last Minute Newcomer Strings ---
2400 Urban Assault
2401 This session is no longer available.
2402 To update the session list, press the Spacebar.
2403 System Error
2404 has game files different from yours.
2405 Latency problems detected.
2406 Latency problems detected.
2407 Network Status
2408 Unable to Solve This Problem
2409 Problem Resolved
2410 <>
2411 The Resistance
2412 Sulgogars
2413 Mykonians
2414 Taerkasten
2415 Black Sect
2416 Ghorkovs
2417 Neutral
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2420 Close
2421 Close Mission Debriefing Screen
2422 Save/Load
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2425 You were removed by the host
2426 because of network problems.
2427 The following players have been removed
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2430 Exit Game If Problem Persists After a Few Minutes
2431 16-Bit Textures
2432 DrawPrimitive
2433 Alternate Joystick Tank Controls
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2437 Your TCP/IP Address:
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2440
2441 the existing saved game?
2442 multiplayer game alone?
2443 < >
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2450 Faction
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2452 Kills/All
2453 Score:
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2459 Weapon Upgrade:
2460 Armor Upgrade:
2461 New Vehicle:
2462 New Building:
2463 Radar Upgrade:
2464 Combined Upgrade:
2465 Generic Upgrade:
2466 Please insert the Urban Assault CD.
2467 Downloading Mission Objectives ...
2468 *** You Are Victorious ***
2469 *** %s Has Been Defeated ***
2470 Do you really want to exit the training mission?
2471 Triggered
2472 Software
2473 Unit Limit:
2474 Vs. Host Stations
2475 Vs. Tanks
2476 Vs. Planes/Bombers
2477 Vs. Helicopters
2478 Reconnaissance
2479 Conquer Sectors
2480 Do you really want to exit the mission?
2481 Do you really want to save the mission?
2482 Do you really want to load the mission?
2483 Do you really want to restart the mission?
2484 At least one player must have a CD.
2485 You need two CDs to start this session.
2486 Do you really want to launch online Help?
2487 Parasite
2488 <>
2489 <>
2490 Tip: Playing the first three training missions \and watching the training videos are \HIGHLY recommended.
2491 Tip: The human factor is key to victory, \so take first-person control of your \vehicles as much as possible. No AI can \match the Intangibles of Human \Leadership.
2492 Tip: Three keys to winning are: acquire \power stations, expand your territory \to increase your power stations' output, \and take first-person control of your \vehicles.
2493 Tip: Jumping into a vehicle dramatically \increases its firepower, firing rate, \maneuverability, and shielding. Your \direct first-person control makes a \vast difference.
2494 Tip: Energy is essential for survival. \Conquer power stations and then acquire \surrounding sectors to increase their \output.
2495 Tip: When you take direct control of \a unit, you may press the L key to become \the squad leader. Any target you \shoot at will become your entire \squad's target.
2496 Tip: Pay attention to your energy \absorption, shown in the upper-left \corner of the screen. If the percentage \is low, conquer more sectors to increase \your power stations' output.
2497 Tip: All power stations you own require \a certain number of conquered \sectors to support them before they \are at optimal power output. \For each white box on your power \station, you must own 16 more \sectors to become 100% efficient.
2498 Tip: When flying a helicopter, raise the \throttle to gain lift, and then move \forward by tilting the helicopter slightly \forward. Hit the brake to auto-level.
2499 Tip: Capture as many sectors as \possible to expand your territory and \increase your power stations' output. \As your enemy loses the territory \you gain, his power stations' \output will decrease.
2500 Tip: Don't just wait in your Host Station \for energy to reload. Use the time to \fight or scout in the first person, as \your enemy is sure to be building up \his own forces.
2501 Tip: If at first you are unable to complete \a mission, you may need to acquire \technology upgrades from another \mission, from another game pathway, \before coming back to the uncompleted \mission.
2502 Tip: Different mission levels require \different strategies. Always assess \the situation at the beginning, starting \with the mission briefing, to develop \a step-by-step strategy toward \destroying the enemy.
2503 Tip: You can absorb energy residue \from destroyed vehicles if you take \first-person control of a vehicle and \drive through the enemy residue.
2504 Tip: Setting the correct aggressiveness \level for each squad at the correct \time is crucial. Levels can be quickly \set by pressing the numbers 1 to 5 \after selecting your squad.
2505 Tip: The more power you are absorbing \from power stations and surrounding \captured sectors, the quicker your \creation, beam, and Host Station life \energy reservoirs fill.
2506 Tip: Power stations you conquer become \free beam points. No matter how far \away, you can transport your Host \Station to them without expending any \energy.
2507 Tip: Systematically dismantle your \enemy's power structure. First, \destroy your enemy's power stations, \and then go after his host station.
2508 Tip: Each vehicle type has its own \advantages and disadvantages. While \creating vehicles, use the effectiveness \list in the lower right of your screen \to determine the right vehicle for \the job.
2509 Tip: Don't underestimate enemy scouts, as \they are the eye of the enemy. Destroy \enemy scouts at your first opportunity \to mask your location and tactics.
2510 Tip: In the Squadron Manager, \dragging a unit with the right \mouse button will also move \all units to its right.
2511 Tip: Press the Backspace key to jump \back into the last vehicle you occupied. \Press F8 to jump into the vehicle that \last sent you a message (denoted \by a blinking 'i').
2512 Tip: When joining your squads in battle, \try to jump into units just before they enter \battle rather than after it has begun. \This will give you the best field \orientation and edge in any battle.