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MOUSE COMMANDS
L Use the left mouse button to:
Select UnitsLeft-click on a single unit or drag a selection box around a
number of units.
Determine Unit Click on a unit to see its Status bar (hit points, etc.).
Status
MOVE UNITSClick a map point while a unit or group is selected to move the
unit(s) to the map point. If your unit(s) are able to reach the
selected point, they will comply.
ATTACKClick an enemy unit/building while a unit or group is selected
to attack that target. To force an attack on your own units or
buildings, hold a while clicking on your unit/building.
: Use the right mouse button to:
FAST SCROLLIn the game, right-click and drag to scroll rapidly over the map.
DESELECTRight-click on the map. Right-clicking also cancels the
“Information (?)” command.
CANCEL Right-click on a production button to cancel production currently
PRODUCTIONin progress.
KEYBOARD COMMANDS
Menu Controls
✵ To go back one menu screen, press s.
✵ To move forward/back through option buttons, press t / st.
✵ To select the highlighted option, press e.
✵ To pause and access the Main menu during a game, press q.
NOTE:Keyboard menu controls don’t work when the game’s paused.
Gameplay Controls
✵ To assign units to a Group, select the units that you want to group then press
c + 1 – 0 at the top of the keyboard.
✵ To select an assigned Group, press the assigned number key (1 – 0). All
units within the Group are selected.
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EARTH: WHAT THE HELL HAPPENED?
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THE PAST
It’s unclear who threw the first stone, but in any case it was a big one with “Warning—Nuclear
Device” plastered all over Lots of warheads rained down from the heavens following the first,
and within a week little was left of humanity. A few stragglers stayed alive on the surface, while
others scuttled underground at the first hint of nuclear war and were spared the initial effects.
But most of the population turned to ash (although it must be pointed out that they saved on
cremation fees), leaving two “races” of “people,” the Survivors and the Evolved.
THE SURVIVORS
The Survivors stayed underground for 60 years, eating recycled food that made Soylent Green
look like haute cuisine. But it wasn’t the tin can dinners that drove them back to the surface.
It was a lack of the resources needed to run their rapidly decaying technology. The war had
destroyed most machines, and those left over were cannibalized to create life-support systems. The Survivors managed to hold on to the technological know-how to create just about
anything; all they needed was resources. And maybe some time in the sun. A military community, the Survivors now want to take the surface and “Wipe the tainted land with the
freakers’ filthy, stinkin’ dead hides.”
THE EVOLVED
When the sunblock ran out, the living folks on the surface mutated pretty badly. These people, eventually calling themselves The Evolved, had to battle mutated beasties and plants
and even though they eventually tamed some of these critters, they still didn’t have too good
a time. Their mutant warrior brains didn’t quite cook in the intensified sun, but sautéed
lightly in their natural juices. The Evolved came to believe that the fiery destruction was
caused by angry gods, The Scourge, who punished humans for doing forbidden scientific and
political things. If the Evolved see the Earth returning to former methods of leadership,
well... they won’t be too pleased at all. And they’ll try to stop it. With force.
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THE PRESENT
Ever since the first Survivor popped his blinking head above ground, there’s been trouble.
Survivors want to reclaim what they believe belongs to them, the true humans. The Evolved
want to stop the Survivors for the sake of the planet, for to continue on their path would be
to bring down an even less forgiving Scourge. So there is war. And war needs war machines,
and war machines need oil. Oil is the basic and rare commodity. You got oil, you got power.
Simple. Whoever wins the war wins the near-barren land. Not much of a prize, but there
ain’t much else to win.
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BASIC STUFF
This section tells you everything you need to know to get up and running. Or killing. Whatever.
Unless you’re one of those smart ass kids who beats everyone at every game without ever
cracking a manual, you probably should at least skim this section before getting started.
GAME SETUP MENU
When you start
intro. Use it to start a new game, load a saved game, join a multiplayer game, and other stuff.
NEW GAMEStrangely enough, this starts a new game. When you start a new
LOAD GAMEAccess previously saved games. Scroll through the list using the
PLAY MISSIONReplay a mission that you’ve previously completed. The button at
Krush, Kill 'N' Destroy™
game, you get to choose the side you’ll play as. Click on either
the Survivors (the underground, militant, “normal”-lookin’ folk) or
the Evolved (the above-ground, tribal, mutated-lookin’ folk). You’re
sent
to the first mission briefing for that side, then it’s game on!
on-screen arrows, then click on the game you want to continue.
Click LOAD to proceed.
the top toggles between the Survivor missions and the Evolved
missions. Select the mission you want and hit OK.
(KKND for short), the Main menu appears after the
HIGHLIGHTED OPTION (DUH)
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MULTIPLAYER GAMEEnter the hugely fun arena of multiplayer gaming, where you get
to blow your friends to garden fertilizer. See
on p. 29 for details on how to bring out your inner bastard.
QUITExit the game and return to your operating system.
Multiplayer Mayhem
YOUR OBJECTIVE
You are briefed in detail before every mission via your mobile communications system.
The overall objective is to
a) Build and maintain your troops, buildings, and vehicles by finding and extracting oil to
power your base, then
b) Obliterate the other side.
We’ll first discuss the gettin’ of the oil, then go onto an explanation of tech levels in the
game, using your control panel, controlling your troops, making units, and stuff like that.
PLUNDERING THE LAND:
OIL, RESOURCE UNITS, AND YOU
Everyone wants oil. It fuels things, lubricates things, keeps pasta from sticking, and can give
you that “no-fuss” hairstyle that every post-apocalyptic swinger wants. But how do you get
it?
Oil reservoirs lie underground, and can be tapped at certain points where the earth’s crust
is weakest. The reservoirs vary in how much oil they hold, but they all look the same on the
surface—a bubbling, gooey puddle.
MOBILE OIL DERRICK
With a Machine Shop (Survivor) or Blacksmith (Evolved), you can build a Mobile Oil Derrick.
Send this unit out a-huntin.’ When an available tap-in point is uncovered on the ground,
order your derrick to sit on it. The derrick converts into a monstrous Oil Rig and starts
bleeding the Earth dry. A small display appears above the unit, indicating how much oil
remains in the seam, as well as the rig’s hit points, number of contained defenders, and all
that good stuff.
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NOTE:Once the Oil Rig is constructed, it can no longer be moved.
RESOURCE UNITS
Oil is converted to Resource Units when it’s taken to a Power Station. Resource Units (R.U.) are
the basic units of the game, funds allowing you to create more units, repair existing ones, and
possibly even buy a European sedan and take an interest in dressage and small, rat-like dogs.
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OIL TANKERS
Oil Tankers haul your oil from Rig to Power Station. As a special offer, you get a free Oil
Tanker with each Power Station you build. At higher Tech Levels (see below) you can build
additional Oil Tankers to speed up the oil gathering process. Newly created tankers travel to
the nearest tap-in point, unless directed otherwise. They then travel between the two constructions until the oil seam has dried up, after which they head back to base and complain
about the sudden lack of job satisfaction. The same tanker can be used for other Oil Rigs.
TECH LEVELS
Tech Levels determine the level of technology you can create in a mission. The more complex
the vehicle, animal, or unit, the higher the tech level required before it can be made useful.
There are two types of Tech Levels: Global and Local.
GLOBAL TECH LEVELS
The folks with fully developed craniums are constantly working at improving existing technology and creating new technology. As you progress through the missions, these people get
more ideas. Their results are represented in the complexity of units, buildings, and vehicles
you can potentially build at that time. What you can actually build at any particular moment
is determined by ...
LOCAL TECH LEVELS
When you first construct a building, it exists at its lowest tech level. It can produce only
basic units, vehicles, whatever. Buildings can have their own tech level increased to the maximum allowed by the current global level, and can then produce more complex units. This is
made possible through the use of a Research Lab or Alchemy Hall.
Research Lab/Alchemy Hall
Building a Research Lab (Survivor) or Alchemy Hall (Evolved) gets you the groundwork for
increasing Tech Levels. It really is the first step towards a more advanced you.
Increasing Tech Levels
To increase a building’s tech level, left-click on the Research Lab/Alchemy Hall, then move the
cursor over the desired building. If the building is upgradable, the cursor changes to four white
research arrows. Left-click on the building to begin research. When the “Researching” icon
pulses at full color, research is complete and the Tech Level of that building increases by one.
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NOTE: You can only advance one building at a time. Note also that if the
building cannot currently be advanced any further, a “No Advance”
cursor (a red circle with a line through it) appears. The symbol is
a bit like a “No Smoking” symbol, only it means “No Thinking.”
FURTHER NOTE: You can also upgrade the tech level of your Repair Bay/
Menagerie using the method described above. Doing so makes
for faster and cheaper repairs on vehicles and/or animals.
Canceling Research
If you wave the cursor over any building currently being researched, the cursor becomes a
“Research Cancel” cursor. Click this on the building to stop the research, but beware—you
lose all Research Units that were spent in this latest round of upgrading.
KNOW YOUR CONTROL PANEL
The on-screen control panel is active throughout each mission, sitting snugly to the right of
the main gameplay screen. Positioning the cursor over these buttons for about one second
brings up text showing that button’s name.
Toggles between displaying how many Resource Units you own, and...well...not displaying
them.
RADAR
The Radar button toggles an overview of the mission area on/off. The basic map, showing
uncovered terrain and your own units, is activated when you upgrade your Outpost or Clan
Hall to Tech Level 2. Upgrading the Outpost/Clan Hall again allows the Radar to display
enemy units also. Left-clicking in this miniature map is a quick way to move the main display
to an area you wish to look at, but note that you can’t select anything on this smaller map,
nor can you order anything about.
OPTIONS
Accesses the
game and access this menu.) From here you can elect to access further options (sound and
mouse), Load Game, Save Game, Restate the current Mission Briefing, Return to the current game, Restart the current mission, or Quit to the Main screen.
1.To save a game, click SAVE GAME in this Options menu. Scroll up and down the list of
numbers (using the on-screen arrows) until you reach the save game slot you wish to
use, then click on that slot position.
2.Click the SAVE GAME button, then type in a name for this slot. Hit e, and the game
is saved.
✵To overwrite an existing saved game, select its slot then click SAVE GAME.
3.To get back in the action, select RETURN TO GAME.
KKND
Options menu. (You can also press qduring gameplay to pause the
INFORMATION
Clicking this button turns the cursor into a question mark. But not only that, it also allows
you
to find a unit’s name just by passing the cursor over it. Right-click to cancel this function,
and remember that left-clicking on a unit shows its health, tech level, etc.
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CREATE INFANTRY/CREATE WARRIORS
Accesses a fly-out menu of all available Infantry/Warriors (if you own an Outpost or Clan
Hall).
✵To begin training, left-click a fly-out button. When the button’s progress bar is full, the
new unit pops out of the relevant Outpost/Clan Hall.
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✵ To schedule production of multiple units, keep clicking. Up to nine units can be scheduled
to be produced automatically, one after the other. Queue more than nine units and pro-
duction enters infinite mode, where units continually produce until resources run out or
production is canceled (right-click the button).
✵ To cancel the production of one unit, right-click on the button. To cancel queued units,
keep right-clicking. You get back any unspent Resource Units.
When you own multiple Outpost/Clan Halls, you get multiple columns of fly-out menus. Each
column is color-coded to match the color bar on the side of the relevant building’s status bar.
CREATE VEHICLES/CREATE VEHICLES & ANIMALS
This fly-out menu displays a column of Vehicles if you’ve built a Survivor Machine Shop or an
Evolved Blacksmith. If you’re Evolved and you’ve built a Beast Enclosure, you get a separate
column of animals you can make. Again, multiple creation buildings results in multiple, colorcoded fly-out menus.
CREATE BUILDING
✵ To create a building, click the building’s creation button from this fly-out menu. The cursor
is now a ghostly image of that building when moved out to the main gameplay screen.
✵ Click this image where you want to build, and construction begins (assuming no obstruc-
tions are present).
➤ See
NOTE: If your Outpost/Clan Hall is destroyed, your building creation is
Makin’ Stuff
initially limited to replacing that building.
on p. 10 for more details.
CREATE DEFENSIVE STRUCTURE
Displays a list of Guard Towers available at the present time, which are created in the same
way that buildings are created. Upgrading your Outpost/Clan Hall gives you access to higher
Tech Levels of Guard Towers. Expecting guests? The Defensive Structure menu may just be
for you!
NOTE: You can only have up to eight guard towers at one time. Don’t sit
back and defend—
ATTACK, ATTACK, ATTACK!
AIRCRAFT MENU
When your Outpost and Machine Shop (for Survivors) or Beast Enclosure and Clan Hall (for
Evolved) reach the maximum Global Tech level (only possible in the later missions), all the
wonders of the Air Strike become available via your CREATE PLANE or CREATE WASP button. Click the button to access the next button...
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CREATE BOMBER/WASP
Click this button to begin preparations for an Air Strike. When it’s ready (and it takes a little
while), the final, dastardly button appears below the Aircraft menu button...
DEPLOY AIR STRIKE
Click this button, then click the cursor on your desired target. Your aerial attack squad
starts heads toward the target. Sit back and enjoy the screams!
ORDERING THINGS AROUND
The interface is designed to keep mouse bashing to a minimum, as decided by the
International Excessive Game Users Collective and the Rodent Protection Foundation.
SELECTING
To select a person, vehicle, or animal, left-click on the unit. The unit’s health bar is displayed. You can click on buildings to see their health and other stats, but they’re much less
likely to move if you order them.
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DESELECTING
Clicking the right mouse button deselects the current unit/group.
GROUPING
Hey, we said “Grouping” not “Groping,” so watch those big hands of yours! To simultaneously
select a number of units, click and drag a selection box around the desired units. While a
group is selected, any unit command affects the entire group.
SAVING AND RECALLING GROUPS
For quick access to different units or sets of units, you can use the “Group Save” feature.
After selecting a unit or group of units, press
to assign the selected units to the number. To re-select the assigned units, press the number (
1 – .0). Up to 10 groups can be saved and recalled in this manner (’cause there’s
10 number keys, you see).
MOVING
To move a unit or group of units, select it, then left-click on the desired destination. This
destination can either be anywhere in the unexposed black area or on any exposed terrain
that’s valid. What constitutes valid terrain? Well, something that isn’t a whopping great hole
in the ground, a cliff, or an ocean. You get the picture. If the terrain’s invalid, you’ll see the
“No-Go” cursor when you point at it (a red circle with a line through it).
c + 1 – 0 on the top of your keyboard
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