Games PC TOTAL ANNIHILATION User Manual

S
G
O
O
N
TABLE OF CONTENTS
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 T roubleshooting .................................... 7
Uninstalling Total Annihilation........................... 7
3. Improving Game Performance ........................... 7
Adjusting Y our System....................................... 8
Adjusting Game Options ................................... 8
Installation T roubleshooter ................................ 9
II. Starting a New Game............................... 10
1. T he Galactic War ............................................. 10
2. Game Overview .............................................. 11
3. New Game Options ........................................ 11
4. Starting a New Single Player Game ................. 12
New Campaign ............................................... 13
Skirmish.......................................................... 13
Game Options................................................. 14
5. Starting a New Multiplayer Game ................... 25
Choosing the Right Connection Method.......... 25
Serial Games................................................... 25
Modem Games ............................................... 25
Network (LAN) Games .................................... 26
Playing on the Internet.................................... 26
Selecting a Multiplayer Game.......................... 27
Creating a New Multiplayer Game .................. 28
The Battle Room ............................................. 28
Customizing Multiplayer Games...................... 29
T
TALLIN
I. IN
3
I
INSTALLING TOTAL ANNIALATION
III. Playing the Game .................................... 31
1. Game Components ......................................... 31
Metal.............................................................. 31
Energy ............................................................ 31
Structures ....................................................... 32
Units............................................................... 32
2. Game Interface ............................................... 33
Choosing the mouse interface......................... 33
Main Battle Screen.......................................... 33
Battle Map...................................................... 34
Mini-map........................................................ 34
Resource status bar......................................... 35
Unit status bar ................................................ 35
3. The Build and Orders Menus ........................... 36
The Build Menu............................................... 36
Building Structures.......................................... 37
.
Building Units ................................................. 37
The Orders Menu ............................................ 37
Firing Orders................................................... 38
Movement Orders ........................................... 38
Immediate Orders ........................................... 38
Commander’s Handbook.............................. 40
IV. Structures and Units................................ 42
Common Units and Structures......................... 42
ARM Units ...................................................... 48
CORE Units..................................................... 57
IV. Customer Services
Technical Support Information .............. 67
Technical Support (U.S. & Canada) .................. 70
Technical Support (Europe).............................. 71
Ordering Our Products .................................... 72
4
S
G
O
O
I. INSTALLING THE GAME
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.
Multiplayer
Up to 4 Players: Pentium 133, 24 MB RAM Up to 8 Players: Pentium 133, 32 MB RAM Up to 10 Players: Pentium 166, 48 MB RAM
NOTE
It’s good practice to have some free space on your hard drive at all times­preferably at least 10% of your hard drive capacity.
N
T
TALLIN
I. IN
INSTALLING TOTAL ANNIHILATION
Standard Installation
1.Place the Total Annihilation CD 1 in your CD-ROM drive.
2.Wait for the installation menu to appear. When it does, click the Regular Install button, then follow the on-screen instructions.
5
I
INSTALLING TOTAL ANNIALATION
NOTE
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.
.
NOTE
Almost all video and sound cards on the market support DirectX. However, if you have an older video or sound card, this may not be the case. Contact your video/audio card manufacturer to obtain updated driv­ers compatible with DirectX.
3.Insert Total Annihilation CD 1 to start a single player game.
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. After inserting Total Annihilation CD 1 into your CD ROM drive, double-click the My Computer icon on your desktop.
2. Double-click the CD ROM icon.
3. Double-click the SETUP.EXE icon. This launches the installation program.
Multiplayer Spawn Installation
This installation program installs Total Annihilation for multiplayer games only. It enables you to play Total An­nihilation against human opponents without having the game CD (Total Annihilation CD 1) in your CD ROM drive if you’re not hosting the game. You will need: One disc 1 for 3, two disc 1’s for 6 and three disk 1’s for 10.
Installing DirectX 5
Total Annihilation has been designed to take advantage of Microsoft’s DirectX 5 video and audio drivers. You need to install DirectX 5 for optimum game perfor­mance.
To install DirectX 5 and/or to check whether you have DirectX 5 already on your system, click on the In­stall DirectX button in the installation menu. The DirectX 5 installation program will check your system for earlier DirectX versions and report what it finds.
• If no DirectX components are found, the installation
program will automatically install DirectX 5 on your system.
6
S
G
O
O
• If earlier versions of DirectX are found, you’ll see them listed with the version numbers. Click on the Re-Install DirectX button to update your DirectX driv­ers to version 5.
DirectX T roubleshooting
N
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.
2. Double-click the Add/Remove Programs icon. You’ll see a list of programs that are present on your sys­tem, including DirectX.
3. Click on the DirectX entry, and then on the Add/Re­move button in the lower right hand corner. You’ll see a list of DirectX components on your system.
4. Click on the Restore Drivers button. This will restore your previous DirectX drivers.
NOTE
The Uninstall pro­gram does not re­move DirectX 5 from your system. To re­move DirectX or restore your previ­ous version of DirectX, refer to the DirectX T rouble­shooting section in this manual.
T
TALLIN
I. IN
Uninstalling T otal Annihilation
If you ever want to remove Total Annihilation from your system, use the Uninstall program included with the game. You’ll see the Uninstall icon (a bone) below the game icon in the Windows 95 shortcut menu.
Do not uninstall the game simply by dragging the Total Annihilation folder to the Recycling Bin. This will leave some of the game’s components still installed on your system.
Improving Game Performance
Large numbers of units and structures can considerably slow down the game. You can try to improve perfor­mance by common-sense adjustments to your system, or by adjusting the game options.
7
II
.
STARTING A NEW GAME
Adjusting Y our 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.
Adjusting Game Options
You can improve game performance by adjusting the following options:
1. Turning off CD music in the Game Options screen.
2. Turning off or reducing unit sounds and chat through the Sound and Interface buttons in the Game Options screen.
3. Turning off shading, anti-aliasing, and shadows through the Visuals button in the Game Options screen. This will result in less impressive graphics.
4. Slowing down the game speed with the slider avail­able through the Interface button in the Game Op­tions screen.
In addition, in Skirmish and Multiplayer games, you
can do the following to improve performance:
1. Reduce the number of computer opponents (Skirmish mode).
2. Select a smaller map (both Skirmish and Multiplayer).
3. Choose Permanent LoS (Line of Sight; both Skirmish and Multiplayer).
4. Restrict the number of units that can be built (Multiplayer only).
5. Disable Cheat Codes (Multiplayer only).
8
S
G
G
INSTALLATION TROUBLESHOOTER
Game doesn’t install
Check whether you have enough space on your hard drive, and whether the CD ROM drive is working prop­erly.
AME
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.
A NEW
TARTIN
II.
9
II
STARTING A NEW GAME
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. This electronic duplication of brain matrices was made mandatory for all the citizens of the
.
galaxy. Effectively, it meant immortality; but there were many who were unwilling to toss their bodies aside so casually, and others that regarded patterning as a straightforward atrocity.
The rebels fled from the rule of CORE and hid in the outer edges of the galaxy. With time, they formed an organization known as ARM. A murderous war began. ARM developed high-powered combat suits for its sol­diers; CORE transferred the minds of its finest soldiers into deadly machines, duplicating its best fighters thou­sands of times over. ARM countered this by using clon­ing. The war raged on, consuming the resources of the entire galaxy, and leaving most of it a scorched waste­land.
After four thousand years of fighting, both sides came to stalemate. Their vast military complexes were smashed; their economies were ruined. The once-mighty armies of CORE and ARM were reduced to a few scat­tered survivors. But they continued to battle on ravaged worlds, their mutual hatred as strong as ever.
For each side, the only acceptable outcome was the total annihilation of the other.
10
S
G
G
GAME OVERVIEW
Total Annihilation is a real-time strategy game. You win by making the right strategic choices in structure and unit management, and you play in real time, without taking turns.
You must not only make all the right moves; you must make them fast. Even a not so good move made promptly is better than a brilliant one made too late.
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. Treat it as you do terrain in the real world, because that’s how it af­fects your units. If you choose True Line of Sight in the Game Options, terrain features will affect what your units can see and what they can’t.
Finally, Total Annihilation is a game in which both winning and losing are fun. Don’t worry about winning too much when you’re fresh to the game. Just play, and have fun!
AME
A NEW
TARTIN
II.
NEW GAME OPTIONS
The Main Menu screen presents you with four options.
11
II
STARTING A NEW GAME
* SINGLE starts a new single player
game.
* MULTI starts a new multiplayer
game.
* INTRO replays the opening movie,
showing an intense battle between ARM and CORE.
* EXIT takes you back to the desktop.
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. Part of the fun in the game consists of discover­ing these differ­ences, and putting them to good use.
One general com­ment: on the whole CORE units are slightly more heavily armored, but slower than their ARM counterparts.
STARTING A NEW SINGLE PLAYER GAME
Choosing SINGLE from the New Game screen gives you a new set of options.
• NEW CAMPAIGN will start a new campaign game.
• SKIRMISH will set up a battle be­tween you and up to three computer opponents on the multiplayer map of your choice.
• OPTIONS takes you to the Game Options screen. This presents you with a set of choices, discussed in a separate section.
12
• LOAD GAME loads a previously
saved game.
S
G
G
New Campaign
If you are new to real-time strategy gaming, it will be to your advantage to begin with the ARM campaign and try the SKIRMISH mode only after you’ve played a few missions. There is also a tutorial walk through in this manual. Using the tutorial will give you a clear indica­tion how to gather and manager your metal and energy resources.
Selecting New Campaign takes you to the Campaign
Screen. Once there, you’ll choose:
• 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.
AME
A NEW
TARTIN
Skirmish
Play the SKIRMISH mode after you have played enough missions to feel comfortable with the game. Selecting SKIRMISH will launch a game in which you play against up to three computer opponents.
Traditionally, this is good training ground for later multiplayer games, but you’ll probably fight a better Campaign game, too. The Skirmish mode gives you in­stant access to the game’s most sophisticated units, whereas the Campaign is arranged in a learning curve.
The Skirmish screen also gives you an opportunity to customize your game. The panel on the left lets you set starting conditions for yourself and up to three com­puter opponents. You can adjust the number of players, type of army under each command, army color, and starting amounts of metal and energy. Higher amounts of metal and energy result in sophisticated weapons appearing within a shorter time frame.
II.
13
II
STARTING A NEW GAME
GAME OPTIONS
The Game Options screen accessed through the OP­TIONS button presents a wide variety of choices. Many of these affect game performance.
The Game Options screen can also be accessed dur-
.
ing 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.
14
• INTERFACE leads to a menu with
Interface Options. Slowing the game speed, reducing the number of text lines, and turning off or reducing Unit Text all improve performance. The Interface button within the In­terface Options menu lets you choose between left and right-click mouse interface. This choice is dis­cussed in Section III-please see Table of Contents.
• VISUALS opens a menu with Graphic Options. The Gamma slider regulates the brightness of the screen, and the Screen Size slider­the resolution. Turning Shading, Anti-Aliasing, and Shadows off im­proves game performance.
S
G
G
ARM MISSION 1: A HERO RETURNS
THE OBJECTIVE:
The objective of this mission is to secure your Galactic Gate from a Core threat. To do this you must regain control of your Galactic Gate.
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:
AME
A NEW
TARTIN
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. By using all your units to attack one unit you mass their firepower and can take out enemy units faster with less damage in­curred to your own units (very important since you have no capabilities to repair units in this level). Keep an eye on your radar screen (upper left hand corner) this will show your units in blue dots, a green exposed area that you can see as green, uncovered territory as black, ex­plored territory that is out of sight as gray and enemy units as red dots.
Click on the upper left-hand corner of your game line-of-site screen. All of your units will start moving up and to the left. Your units will start moving across the terrain at different rates. If you are trying to mass your firepower onto enemy units, it’s important to keep all of your units together, so keep an eye on them and don’t let them get too spread out.
II.
15
II
STARTING A NEW GAME
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.
Now, look up on the radar-scope (upper left) and you might see some red dots, those are enemy units. Move your massed units in their direction and attack. If you don’t see any units, continue moving up the map to the left. You should encounter more enemy units, attack them as you come across them. When you reach the top of the screen move along to the right. You will skirt the top of the caldera that contains the Galactic Gate. Once you reach the upper right-hand corner start mov­ing back down to where you started.
.
You should have taken out all the Core units, for this mission, it’s time to reclaim your Galactic Gate. Move all your units up and into the caldera containing the Galactic Gate. This will end the mission.
16
S
G
G
ARM MISSION 2: CORE K-BOT BASE, DESTROY IT
AME
THE OBJECTIVE:
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. The two crossing points are towards the left and the bottom right of where you start. Just to your right is a small cliff where some Core units will attack from in the beginning of the mission. If you travel to the upper right side of the screen you will see a canyon opening where patrolling Core units will come out of, be prepared if you go there. The Core K-Bot facility is lo­cated almost directly down from your starting position.
A NEW
TARTIN
II.
THE STRATEGY:
You have started this mission with a new unit, your Commander! He’s a very powerful asset and you only have one of them. Protect him at all costs! Don’t worry, you have plenty of time before you get attacked and your Commander is in danger, but be aware.
First, you need to build resource generators. Select your Commander and then pick the Solar Generator Plant from the Build Menu, on the left-hand side of the screen. Your cursor will change into a green square when you move it back onto your line-of-site screen if it
17
II
.
STARTING A NEW GAME
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.
Once you have built the Solar Generator, build a Metal extractor. You can build Metal Extractors any­where, but on top of a silver metal deposit is best, there are three to choose from, pick the one closest to the top of the screen. Once it’s built, order your Commander to build another Solar Generator. Next, have him build a Metal Extractor on the ore patch furthest right. As soon as this is completed have him build a laser tower next to the Metal Extractor you just built. Doing this will help to protect you from patrolling Core AK’s that might wander into your camp from the Canyon. Continue to build a Solar Generator . While the Solar Generator is being built, select another Metal Extractor to be built from the left-hand menu. Now, move your cursor over the line-of-site map, hold down the “Shift” key and left click the green build box over the last metal deposit. There should now be a green box over the metal de­posit. If this is done right, as soon as your Commander finishes building the Solar Generator, he should start building a Metal Extractor. Select a K-Bot lab from the left-hand menu and move the cursor over a patch of land that you can build it on and again, holding down the “shift” key left click. Another green box should ap­pear, larger then the first.
Since you have your base being built, it’s time to start attacking the enemy. Select all of your K-Bots. You can either, click and drag a box over them or hold down the “shift” key and select each unit individually with the left mouse button. As you select them a green box should appear around the unit. Once all the units have been selected, a green box should be around all of your K-Bots, not including your Commander (You don’t
18
S
G
G
want to use him in battle yet). With all of your K-Bots selected press the CTRL-”1" key. When you have the unit health bars on (toggled by the “~” key) a number “1” should now appear under all selected units, they now been grouped together and call all be reselected by using ALT-”1". Move them to the top of the screen. When they have reached the top of the screen order them to move to the right. You will see a green area at the mouth of a Canyon and encounter enemy units there. As with the previous mission attack in strength, mass your firepower against one Core unit at a time. Stop the units at the mouth of the Canyon, they will finish up any Core units that try to come through there.
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. As you do so you will see the cost of metal and energy to manufacture the unit. Click on the Jethro 4 times. You should see a +4 superimposed over the Jethro icon. This means your K­Bot lab will build 4 Jethro’s before stopping production. We don’t want to stop there, click 4 times each on a Hammer, Rocko and PeeWee. This should start the building of a small assault force. As units nanolathe they walk off the platform, move them to a clear patch of land to wait until all the other units have been pro­duced. If you didn’t have time to fill out the registration card before, you do now.
Once all the units have been manufactured high­light/select the whole group of 16 K-Bots by either “Shift”-click or click/drag and do a CTRL-”2" too set them as ALT-”2" group. Move them down to the right, you might encounter some Core units on your side of the water. Frag them as you go. Hold your units on your side of the River. You should be able to see the shallow crossing point in the river from there. Once all
AME
A NEW
TARTIN
II.
19
II
STARTING A NEW GAME
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. Run your units to the ridge top and then attack the laser. It shouldn’t take long.
You will start encountering more enemy units once you have reached the top of the ridge. Attack them in force as you’ve been doing. You will start to see struc­tures a Radar Tower, an Energy Storage Unit and a Solar Generator (all Core). Destroy them, but keep attacking the Core units attacking you as soon as you see them. None of those structures can kill you but the K-Bots can! Once you have destroyed all the buildings and
.
aren’t being attacked by roving Core units move just a little bit up to the left. You should be able to see the Core K-Bot lab. Attack and destroy it. That will end the level.
20
G
G
MISSION 3: SPIDER
AME
TECHNOLOGY
OBJECTIVE:
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:
The key to this mission is time. Build up your base with a some energy generators, a metal extractor and a couple laser towers for defense (Placed on the outside of the Dragon Teeth). If you start running low on re­sources, use your Commander to reclaim trees for en­ergy and rocks for metal. Build a manufacturing plant of some sort and start cranking out units. Slowly ad­vance up the map to the Spiders. If you stay on your side of the river it’s easier. Once you’ve cleaned out a path for the Spiders to get to your base, select them and walk them on down. You might have to walk them around the base a little to complete the mission.
THE
III. PLAYIN
21
II
STARTING A NEW GAME
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. Build your base as normal, balancing your energy and metal extraction. Use a couple laser towers to bolster your defensive parameter. Slowly expand gaining metal re­sources and space to build while protecting structures with laser towers. A Radar Tower will give you early warning if enemy units are approaching, even if you haven't explored the territory.
As your units start to see action they will become damaged. You can repair them with your Commander, or any construction vehicle, by selecting the "Repair" button from the orders menu or by selecting your Com­mander, pressing the "R" key and then select the unit you want to repair. The Commander will move over to him and start repairing him. If you have a lot of dam­aged units you can select the unit you want to do the repairing and then select Patrol ( the "P" key) and click
22
S
G
G
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.
Keep your eye out for enemy units attacking from the top along the right hand side of the map and from the lower left.
AME
A NEW
TARTIN
II.
23
II
STARTING A NEW GAME
MISSION 5: THE GATE TO THALASSEAN
OBJECTIVE:
Capture the Core Galactic Gate.
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.
STRATEGY:
Build enough structures to support a line of laser towers from where you start on towards the right. Space them about 6 inches apart and keep expanding that direction until you hit the side of the map. As you move along you will find ore deposits to get metal from. Keep building energy production facilities as you go along and the occasional radar tower. Build a K-bot lab and a Vehicle Plant when you can, along the way. Once you've built either a K-bot lab or Vehicle plant make a couple construction vehicles to help you repair, build and reclaim metal hulks as you go. Start moving down the right side of the map taking out Core patrols as you go. Make an at least one advanced plant (vehicle, so you can build amphibious tanks). As you start produc­ing advanced units add them to your ranks and keep attacking down the right side. Once you've reached the bottom start moving to the left. This way you will finish off all the land units and be able to concentrate on tak­ing the Island and the Gate. Move on the island with
24
S
G
G
about 6-10 amphibious tanks and you should be able to take out everything on the Island. Then bring your Commander out to the Island and capture the gate.
STARTING A NEW MULTIPLAYER GAME
To play Total Annihilation against human opponents, click on the Multi button on the New Game screen.
The Choose Connection screen will appear, giving you the following connection options.
• IPX Connection for Direct Play. This is the option usu-
ally 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. Choose this when
your computer is connected to the other computer with a null modem cable.
AME
A NEW
TARTIN
II.
CHOOSING THE RIGHT CONNECTION METHOD
Serial Games
If your computer is connected to another computer with a serial cable, select the Serial Connection for Direct Play option this will allow you to play Total Annihilation via the serial port. Choosing a Serial Connection will take you to the Serial Connection screen.
Modem Games
If you have a modem connected to your computer, you can host or join a game over the telephone. Choos­ing Modem Connection will give you the option of call­ing to join a game, or hosting a game by answering a call.
25
II
STARTING A NEW GAME
The Modem Connection screen keeps a list of the
names and phone numbers of people you play.
LAN Games
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
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. Remember that to play over the Internet, you must first connect to your Internet service provider .
You will have to input the number your computer uses as its address when connected to the Internet. If you are playing over a LAN, leave this field blank.
.
To obtain your computer’s address number: once you are connected, run a program called winipcfg.exe, located in your Windows directory. A typical address consists of four groups of three digits each, separated by periods (for example, 156.132.084.120).
26
Playing on the Internet
The Select Connection screen offers several ways to quickly begin Internet play.
• GET MPLAYER installs Mplayer files from Total Annihilation CD Disc
1. You will then be led with on­screen instructions through the con­nection phase.
• GET HEAT offers to install HEAT Katalyst 1.2
• GET KALI You must first connect to your Internet service provider (ISP for short). Once you are, this option will download software that lets you access the KALI server.
• DWANGO To use this option, you must also be connected to your ISP. This option will connect you to the
S
G
G
DWANGO server, and give you more information on DWANGO Internet gaming.
• Play Free on TEN You need to con­nect to your ISP first. This option will connect you to TEN, and lead you through the connection setup.
• GET WIREPLAY [UK] Installs Wireplay files from Total Annihilation CD 1.
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.
AME
A NEW
TARTIN
II.
• PASSWORD opens a field that has to be filled in only if attempting to join a password-protected game.
• NEW lets you host your own multiplayer game, and brings up the Create New Game Screen.
• UPDATE refreshes the multiplayer games list.
• WATCH allows you to watch games in progress. Hosts can turn this op­tion off.
• JOIN lets you join a selected game, and takes you to the Battle Room.
27
II
STARTING A NEW GAME
CREATING A NEW MULTIPLAYER GAME
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.
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.
.
28
Whether you host or join a game, the Battle Room
asks you for Player Information:
• NAME: Your chosen name.
• SIDE: Choose ARM or CORE .
• COLOR: Army colors .
• ALLY : Alliances can be proposed,
accepted, and rejected by players both here and later, during play.
• TEAM: For Skirmish mode games only. Lets you ally with selected computer players. This alliance can­not be broken later, during the game.
G
G
• PING: Time, in milliseconds, that the connected computers take to relay information. In other words, the delay.
• GO?: Everybody , including you, clicks on this button when they’re ready to play. Once everyone has done so, the host can start the game.
Customizing Multiplayer Games
• 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).
• LOCATION: Starting positions can be Fixed, or Random.
• LOS: The Line of Sight setting can be turned to True, Circular, or Perma­nent. True: terrain features block a unit’s line of sight, and the fog of war is active. Circular: units see ev­erything within spotting range, re­gardless of terrain; active fog of war. Permanent: units see everything within spotting range, regardless of terrain; but there is no fog of war.
• MAP: Displays the mapping setting. Mapped: map is revealed from the start. Unmapped: map has to be explored.
AME
THE
III. PLAYIN
• CHEAT CODES: Toggles the avail­ability of cheat codes.
29
II
STARTING A NEW GAME
• WA TCHING: 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.
Skirmish Games
Single player Skirmish games start with the same op-
.
tions as when hosting a multiplayer game. However you’re facing multiple computer opponents instead of real people. This means you can set the difficulty level to Easy, Medium, or Hard.
For more information on Skirmish games, please
refer to the Starting a New Single Player Game section.
30
G
G
III. PLAYING
THE GAME
This section discusses the game components-featured resources, structures, and units-and how to control them through the game’s interface.
GAME COMPONENTS
The game features two resources: energy and metal. These are used to build structures and units.
AME
THE
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.
• Converting Energy into metal. Build a Metal Maker. This will delete portions of your energy supply and convert it into metal.
• Reclaiming. This can only be done with the Com­mander, Construction Kbots and Construction Ve­hicles. You’ll see the RECLAIM button on the selected unit’s Orders menu.
• By gathering the lumps of ore scattered on many planetary landscapes (they look like clusters of shiny lumps or rocks). Again, this can only be done through the RECLAIM function of construction-capable units.
It’s important to maintain stocks of metal. Building Metal Storage structures can be helpful. Once you’ve progressed into the game, additional ways of obtaining metal become available.
III. PLAYIN
Energy
Building anything also requires energy. Like metal, en­ergy can be obtained in several ways:
31
III
PLAYING THE GAME
• SOLAR COLLECTORS gather the sun’s energy.
• TIDAL GENERATORS generate energy by the ocean tide.
• 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. You cannot build anything without sufficient en-
.
ergy even if you have a large storage of metal. Building Energy Storage structures is helpful. As you progress into the game, additional ways of producing energy be­come available.
Structures
There are several types of structures in Total Annihila­tion. Some give you metal and energy, as explained in the preceding sections. Many produce units, including both combat and construction units which in turn can build higher-level structures. Other structures perform strictly combat roles: you’ll build them for defensive and offensive purposes.
Section IV of this manual contains hierarchy charts for units and structures, as well as a short description of every Level 1 and Level 2 structure found in the game. As you progress, additional units and structures may become available...
32
Units
Total Annihilation features probably the widest selection of land, sea, and air units featured in any real-time strategy game. In addition, additional units are available at www.cavedog.com.
G
G
The units in the game break down into combat units
and construction units.
Construction units have several functions:
• Building new structures. Note that several construc­tion units can work on a single structure at the same time. This significantly shortens construction time. To assign an additional construction unit to a project, order it to repair the building under construction.
• Repairing structures and units.
• 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.
AME
THE
III. PLAYIN
Choosing the Mouse Interface
You choose your favored mouse interface through the Options menu, which displays an Interface button.
• The left-click mouse interface uses the left mouse but-
ton for selecting units and giving them orders. The right mouse button is used to deselect units, and to find a location within the Mini-Map.
• The right-click mouse interface uses the left mouse
button to select units, but the right mouse button to give them orders. The left mouse button is also used to deselect units, and within the Mini-Map.
The Main Battle Screen
Once you have completed game setup and started a game of Total Annihilation, you are taken to the Main Battle Screen. Most of it is taken up by the Battle Map, where the action takes place.
33
III
PLAYING THE GAME
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. New games typically start with an unex­plored map; you have to explore it with your units to reveal the battlefield and find the enemy. You can only see what your units and structures can ‘see’ at any given time. Unexplored areas are black. Areas that were explored by your units, but are not currently under your observation will show as gray on the map.
Note that units or structures selected on the Battle Map show their health bars. A green bar indicates good health; yellow, some damage; red, serious damage.
Units selected on the Main Map may be given or­ders using the Mini-Map, and the other way around. For example, you can click on a unit on the Main Map and move it to a new location by clicking on it in the Mini­Map.
34
The Mini-Map
The upper left corner of the Battle Screen features a small map of the entire battlefield. This little map is use­ful for keeping track of the situation, and for quickly
G
G
jumping from one area to another. You can also move units and order them to fire on the Mini-Map, just like on the main Battle Map.
To quickly jump to a location, click on it within the Mini-Map. You can also scroll within the Mini-Map by clicking and holding the appropriate mouse button. This depends on your choice of the mouse interface.
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
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 (-).
AME
THE
III. PLAYIN
Note that maximum storage can change, depending on whether you build storage facilities.
The Unit Status Bar
The Unit Status Bar appears at the bottom of the Main Battle Screen. To access it, hold the mouse cursor over a unit. You will be told what type of unit it is, and how many enemy units it has killed. Units with more than 5 kills become veterans, which very slightly improves their combat capabilities. Each subsequent 5 kills result in another small improvement in the unit’s battlefield per­formance. Use your construction units to repair veteran units often.
35
III
.
PLAYING THE GAME
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.
THE BUILD AND ORDERS MENUS
There are two buttons under the Mini-Map when a unit is selected: Build and Orders. Use them to toggle be­tween Build and Orders menus. To issue a command from either menu, you first have to select the unit or units you want to give orders. The Orders menu is dif­ferent for construction units and different for combat units, reflecting the selected unit’s capabilities.
The Build Menu
The Build menu is the one used for construction units and your Commander.
When you click the Build button, a set of building icons will appear. Note that only six icons are shown at any one time. To view all possible building choices, use the left/right scroll arrows located under the building icons.
36
G
G
Building Structures
To build a structure, select the construction unit and click on the appropriate icon in the Build menu. When you move the mouse cursor over the Battle Map, you’ll see an outline of the intended structure. A red outline means you cannot build in the selected location; green means you can.
After you’ve chosen the building site, click to start
the construction process.
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.
To cancel building a unit, right-click on the unit’s icon in the Build menu.
AME
THE
III. PLAYIN
The Orders Menu
When you select a unit, a menu automatically appears Build and Orders buttons. This menu reflects the capa­bilities of the selected unit. Combat units will have dif­ferent Orders menus from construction units.
The choices available in the Orders menu can be grouped into firing orders, movement orders, and imme­diate orders.
37
III
PLAYING THE GAME
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. The unit will not open fire unless ordered to do so. This is useful when trying to capture an enemy structure or unit, or for avoid­ing friendly fire casualties.
.
Movement Orders
There are three movement options, from passive to active:
• HOLD POSITION. The unit will not move from its assigned position no matter what happens.
38
• MANEUVER. A unit will maneuver
in self-defense or in order to attack a nearby enemy, but only within a short radius of its assigned position.
• ROAM. Unit has freedom to move wherever it likes. This means it will follow enemy units it has engaged in combat.
Immediate Orders
In addition to general movement and firing orders, a unit can also be given immediate orders. Note that or­ders can be queued up: you can order a unit to perform a sequence of tasks.
Many immediate orders are signaled by a changed
cursor, as indicated:
G
G
• RECLAIM. This order can only be issued to construction units and the Commander. The unit reclaims metal or energy from the selected location.
• REPAIR. Applies only to construc­tion units and the Commander. Unit will repair another selected unit, or join another construction unit in building a structure.
• MOVE. Tells the unit to relocate to a new position; doesn’t change unit’s general movement orders.
• 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.
• STOP. This command cancels all previous commands issued to the unit.
• PATROL. Lets you set a patrol route for the unit.
AME
THE
III. PLAYIN
• LOAD/UNLOAD . This order may only be issued to transport units.
• D-GUN. Only the Commander has the Disintegrator Gun. It works just as advertised, but uses lots of en­ergy.
Note that the cursor changes to reflect a unit’s im­mediate orders only if you have selected the left-click mouse interface.
39
III
PLAYING THE GAME
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 as-
signed 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)............ Select the previous menu for that
unit
. (period) .............. Select the previous menu for that
unit
40
~ (tilde)................ toggle on/off the damage bars for
the units
PAUSE................ pause the game
F1 ......................Display information on the selected
unit
F2 ......................Bring up the options menu
F3 ......................Go to the unit that last reported
information
F9 ......................Screen capture, will Print screen to
file SHOT ####.pcx
F12 ....................Clear all chat messages
CTRL+ A............Select all of your units
G
G
CTRL + C............Center screen and select your Com-
mander
CTRL + D ........... Self-destruct selected units
CTRL + S ............ Select all units currently on the screen
CTRL + Z ............ Select all units of they same type
A........................ Give and Attack order
G........................Give a Guard order
M .......................Give a Move order
AME
THE
P ........................ Give a Patrol order
III. PLAYIN
S ........................ give a Stop order (cancel any previous
orders)
D........................Use the Disintegrator gun
C ........................Give a Capture Order
R ........................Give a Repair order
E ........................ Give a Reclaim order
H........................ Share resources with another player
N........................Scroll to the next unit off screen
T ........................ Track the selected unit
- ......................... Reduce the game speed
+........................ Increase the game speed
SHIFT .................Hold down to queue up multiple com-
mands
ENTER................Activate the message bar
41
IV
STRUCTURES AND UNITS
IV. STRUCTURES AND UNITS
COMMON UNITS AND STRUCTURES
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
.
Commander
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. Use your Commander cautiously, losing him often means losing the game.
Construction Kbot
ARM: 120 metal, 2410 energy CORE: 130 metal, 2540 energy
The Level 1 Construction Kbot can build Level 1 and 2 structures as well as an Advanced Kbot Lab. It is a slow builder, so using two or three on indi­vidual construction jobs is highly rec­ommended.
Construction V ehicle
ARM: 185 metal, 2030 energy CORE: 175 metal, 2145 energy
The Level 1 Construction Vehicle can build Level 1 and 2 structures, as well as an Advanced Vehicle Plant. This vehicle has much better armor than the Construction Kbot.
42
S
C
S
S
Construction Ship
ARM: 255 metal, 2130 energy CORE: 260 metal, 2375 energy
The Level 1 Construction Ship can build some Level 1 and 2 structures as well as an Advanced Shipyard. This unit plays an important role since it’s the only naval vessel that can build torpedo launchers and repair other ships.
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.
AND UNIT
TURE
TRU
Advanced Construction Kbot
ARM: 300 metal, 5784 energy CORE: 325 metal, 6096 energy
The Advanced Construction Kbot can build top secret Level 3 structures. It builds faster than a Construction Kbot; however, it’s fragile and a slower mover.
IV.
Advanced Construction Vehicle
ARM: 481 metal, 4263 energy CORE: 455 metal, 4504 energy
The Advanced Construction Vehicle can build secret Level 3 structures. It’s a relatively quick builder, and notice­ably better armored than the Ad­vanced Construction Kbot. However, it cannot get to all the spots a Kbot can.
43
IV
STRUCTURES AND UNITS
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.
.
V ehicle Plant
ARM: 620 metal, 1000 energy CORE: 600 metal, 1100 energy
The Vehicle Plant builds all Level 1 vehicles, including the Construction Vehicle.
44
Aircraft Plant
ARM: 850 metal, 1370 energy CORE: 830 metal, 1340 energy
The Aircraft Plant builds all Level 1 aircraft, including the Construction Aircraft.
Shipyard
ARM: 615 metal, 775 energy CORE: 600 metal, 750 energy
The Shipyard builds all Level 1 naval ships, including the Construction Ship.
S
C
S
S
Advanced Kbot Lab
ARM: 2007 metal, 3277 energy CORE: 1972 metal, 3625 energy
The Advanced Kbot Lab builds all Level 2 Kbots, including the Advanced Con­struction Kbot.
Advanced V ehicle 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.
AND UNIT
TURE
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
ARM: 2524 metal, 2402 energy CORE: 2460 metal, 2325 energy
The Advanced Shipyard builds all Level 2 naval ships, and the Construction Ship.
TRU
IV.
COMMON LEVEL 1 STRUCTURES
Radar T ower
ARM: 49 metal, 750 energy CORE: 50 metal, 800 energy
The Radar Tower gives you informa­tion on your enemies’ location within a small radius. Detected enemy units and structures show up as a dot (of a different color than your own) on the Mini-Map.
45
IV
STRUCTURES AND UNITS
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.
Metal Maker
ARM: 0 metal, 687 energy
.
CORE: 0 metal, 700 energy
These structures can be built to fabri­cate metal using excess energy. 60 energy converts into 1 metal.
Metal Storage
ARM: 305 metal, 535 energy CORE: 320 metal, 550 energy
This structure increases your maximum metal storage by 1000 units.
46
Solar Collector
ARM: 145 metal, 760 energy CORE: 141 metal, 790 energy
A Solar Collector is the most reliable form of energy production. Each Col­lector generates 20 energy .
Wind Generator
ARM: 52 metal, 509 energy CORE: 55 metal, 523 energy
The amount of energy a Wind Genera­tor outputs varies constantly. On plan­ets with no wind these are completely useless!
S
C
S
S
Energy Storage
ARM: 240 metal, 2430 energy CORE: 250 metal, 2490 energy
This structure increases your maximum energy capacity by 3000 energy.
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
AND UNIT
TURE
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.
Tidal Generator
ARM: 82 metal, 768 energy CORE: 81 metal, 752 energy
Tidal Generators collect an amount of energy dependent on the strength of the tides; these are different on every world.
TRU
IV.
Torpedo Launcher
Cost: 804 metal, 2658 energy Cost: 831 metal, 3058 energy
These launch torpedoes at enemy ships and submarines. Their sonar has longer range than that of subs.
Dragon’ s T eeth
ARM: 10 metal, 250 energy CORE: 11 metal, 300 energy
These spiked barriers block enemy units, and are useful in base defense.
47
IV
STRUCTURES AND UNITS
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 T ower
ARM “Defender”: 79 metal, 843 energy CORE “Pulverizer”: 76 metal, 805 energy
Missile Towers are most effective against aircraft - they fire medium­range guided missiles.
Heavy Plasma Cannon
ARM “Guardian” 1946 metal, 7687 energy CORE “Punisher”1887 metal, 7585 energy
.
The Heavy Plasma Cannon fires pow­erful long-range plasma projectiles from two barrels. It’s the most durable Level 2 defensive structure, effective against both enemy units and struc­tures. Its long range makes it good for coastal defense.
48
ARM UNITS
LEVEL 1 KBOTS
“Peewee” Infantry Kbot
Cost: 53 metal, 697 energy
Equipped with good sensors, the Pee­wee is designed primarily for armed reconnaissance.
It isn’t well armed or armored, but boasts a good rate of fire. Have groups of Peewees scout out the battlefield, and patrol approaches to your base.
S
C
S
S
“Hammer” Artillery Kbot
Cost: 151 metal, 1187 energy
The Hammer’s medium range cannon fires high-energy plasma rounds; it can hit targets hidden behind ridges and other obstacles. The Hammer’s punch makes it very useful, but its light ar­mor means it needs to be protected by tougher units.
AND UNIT
“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.
TURE
TRU
“Jethro” Anti-Air Missile Kbot
Cost: 128 metal, 1219 energy
The Jethro’s guided missiles are most effective against aircraft; they pack much less punch against Kbots or ve­hicles. Only lightly armored, Jethros are most effective when used to pro­tect other units from aerial attacks.
IV.
LEVEL 2 KBOTS
“Zipper” Fast Scouting Kbot
Cost: 151 metal, 2221 energy
The quickest Kbot in the game, the Zipper is agile enough to avoid a lot of the enemy’s gunfire. Its medium laser is only an average weapon, but used in groups, Zippers are devastating at hit-and-run attacks.
49
IV
STRUCTURES AND UNITS
“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. However, its weapon’s short range often exposes this unit to enemy artillery.
“Invader” Crawling Bomb
The blast created by a detonating In-
.
vader destroys or damages everything within a large radius. Invaders can be used to soften up enemy defenses before major base assaults, or for sur­gical strikes against selected targets.
50
“Eraser” Radar Jammer
Cost: 73 metal, 1326 energy
The Eraser makes your units and struc­tures invisible to enemy radar. When using an Eraser, assign other units to guard it as it has no weapons, and is only lightly armored.
LEVEL 1 VEHICLES
“Jeffy” Fast Attack Vehicle
Cost: 37 metal, 564 energy
The speedy, inexpensive Jeffy is a good reconnaissance tool. Able to cover large distances quickly, a Jeffy can effectively patrol large perimeters. Armed with only a light laser and weak armor, it isn’t well suited for intense combat.
S
C
S
S
“Flash” Fast Assault Tank
Cost: 106 metal, 870 energy
The Flash is ARM’s primary recon tank. Groups of Flash tanks can destroy undefended enemy buildings, but their weak armor makes them unsuitable for confronting enemy tanks. The Flash is most useful in the early stages of the game, before the stronger Level 2 tanks appear.
“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.
AND UNIT
TURE
TRU
“Stumpy” Medium Assault Tank
Cost: 165 metal, 1246 energy
Armed with a medium plasma cannon and medium armor, the Stumpy is a well-balanced Level 1 tank. It serves as the backbone of ARM’s tank forces until the appearance of the Bulldog Heavy Tank.
IV.
LEVEL 2 VEHICLES
“Bulldog” Heavy Assault Tank
Cost: 467 metal, 2994 energy
The Bulldog is the heaviest ARM battle tank. While slower than a Stumpy, it has stronger armor and a more power­ful plasma cannon. Use Bulldogs pri­marily in open terrain where they can close on the enemy easily.
51
IV
STRUCTURES AND UNITS
“T riton” Amphibious T ank
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. The Jammer is fairly fast, capable of concealing large tank columns on the move. Like the Eraser Kbot, the Jammer is unarmed and clad in light armor - armed units should be assigned to guard it.
.
“Luger” Mobile Artillery
Cost: 264 metal, 2140 energy
The Luger’s anti-sliver shells are the most potent ARM weapon - lethal against units and structures alike. It is most effective when firing from a dis­tance, since its light armor makes it very vulnerable to enemy fire.
“Merl” Mobile Rocket Launcher
Cost: 462 metal, 2246 energy
The Merl is capable of firing powerful long range rockets. Since the rockets are unguided, they are only effective against enemy structures and station­ary units. Keep AA units near your Merls, as they are defenseless against aircraft.
52
S
C
S
S
“Spider” All Terrain Attack V ehicle
Cost: 230 metal, 2200 energy
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. In addition, Spiders can be deployed through any terrain; no grade is too steep for a Spider.
AND UNIT
“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.
TURE
TRU
LEVEL 1 SHIPS
“Skeeter” PT Boat
Cost: 100 metal, 985 energy
The Skeeter is the fastest and least expensive ARM ship. Its guided mis­siles are effective against aircraft, but its light laser is no match against en­emy ships. Skeeters are the only ARM Level 1 ship with AA capabilities.
IV.
“Crusader” Destroyer
Cost: 898 metal, 4537 energy
The Crusader’s biggest assets are its sonar and depth charges. Its anti-sub­marine (ASW) capabilities make this ship useful even after Level 2 ships appear.
“Lurker” Submarine
Cost: 1151 metal, 3724 energy
The Lurker excels at sinking enemy surface ships. Armed with heavy un­guided torpedoes, Lurkers are capable of sinking any ship in seconds - they remain useful throughout the game.
53
IV
STRUCTURES AND UNITS
“Hulk” Amphibious Transport
Cost: 919 metal, 4639 energy
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
“Piranha” Attack Submarine
Cost: 1448 metal, 5481 energy
Faster than Level 1 subs and armed with small guided torpedoes, the Pira­nha is designed to hunt down other submarines. The Piranha’s smaller tor­pedo warheads do significantly less damage to surface ships.
.
“Ranger” Missile Ship
Cost: 2348 metal, 7804 energy
The Ranger is ARM’s best naval AA unit. In addition to guided AA missiles, the Ranger can launch heavy rockets at coastal targets and other ships. While better than the Skeeter against aircraft and other ships, the Ranger is just as defenseless against sub attacks and needs a sonar-equipped escort.
“Conqueror” Cruiser
Cost: 1719 metal, 8608 energy
The Conqueror is the best ARM ship for land bombardments. Though it cannot take as much damage as a Millenium Battleship, it can enter shal­lower waters, and its plasma cannon has greater range. In addition, its so­nar and depth charges can protect it and your other capital ships from en­emy subs.
54
S
C
S
S
“Millenium” Battleship
Cost: 4404 metal, 20731 energy
The Millenium Battleship is ARM’s most effective weapon against enemy surface vessels. While it is clad in very heavy armor, the Millenium is defense­less against subs and should always be accompanied by other, sonar­equipped ships.
“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
AND UNIT
TURE
TRU
“Peeper” Scout
Cost: 40 metal, 1475 energy
The Peeper is a good unit for aerial reconnaissance. Inexpensive and fast, this scout ship can often outrun guided missiles. Its high speed also enables it to patrol large distances very quickly.
IV.
“Freedom Fighter” Fighter
Cost: 99 metal, 3234 energy
The most inexpensive fighter available to the ARM forces, the Freedom Fighter is best suited for intercepting enemy bombers. You can also employ this versatile fighter to support your Kbots and vehicles against CORE’s level 1 ground units.
55
IV
STRUCTURES AND UNITS
“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” T ransport
Cost: 107 metal, 2479 energy
The Atlas is useful in delivering units to inaccessible regions of the map ­islands and high hilltops for example. Relatively slow and unarmed, this transport plane is very vulnerable, so provide an escort of a pair of fighters. If shot down, the Atlas and its cargo are destroyed.
.
LEVEL 2 AIRCRAFT
“Brawler” Gunship
Cost: 314 metal, 6249 energy
Able to hover over its target, the Brawler can be used to attack air, ground, as well as naval units. Its dual EMGs - though not very powerful ­have a very high rate of fire. In addi­tion, The Brawler is clad in heavy ar­mor that protects it well against en­emy AA weapons.
“Hawk” Stealth Fighter
Cost: 254 metal, 6893 energy
The Hawk’s stealth technology makes it invisible to enemy radar. Equipped with dual guided missile launchers, it is a great bomber killer. The Hawk can hold its own against CORE Level 2 fighters, too.
56
S
C
S
S
“Phoenix” Strategic Bomber
Cost: 209 metal, 7624 energy
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.
“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
AND UNIT
TURE
TRU
LEVEL 1 KBOTS
IV.
“A.K.” Infantry Kbot
Cost: 56 metal, 696 energy
CORE’s primary infantry Kbot, the A.K. is a more powerful unit than its ARM counterpart, the Peewee. It is only equipped with light armor, but be­cause of its quickness and low price tag, the A.K. remains useful even after Level 2 Kbots appear.
“Crasher” AA Kbot
Cost: 129 metal, 1224 energy
The Crasher is armed with light guided missiles. While good against enemy aircraft, its missiles inflict only minor damage to ground units. Five or six patrolling Crashers can protect an entire base from Level 1 aircraft.
57
IV
STRUCTURES AND UNITS
“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. Try to keep them away from enemy fire, however - their armor is very weak.
LEVEL 2 KBOTS
.
“Pyro” Flame Thrower Kbot
Cost: 260 metal, 2200 energy
The Pyro’s flamethrower, while lethal, is only effective at close range. Use Pyros to ambush slower tanks and Construction Kbots.
“Roach” Cr awling Bomb
Cost: 65 metal, 5471 energy
The Roach is a walking anti-matter bomb capable of blowing up many enemy targets at once. Great at soft­ening up base defenses, Roaches should be kept clear of your other units!
“The Can” Heavy Kbot
Cost: 420 metal, 3500 energy
Although quite slow, the Can is the most heavily armored Kbot available to CORE. It is also well armed with a heavy laser. Use the Can to provide your other, speedier units with sup­port.
58
S
C
S
S
“Spectre” Radar Jammer
Cost: 70 metal, 1453 energy
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.
AND UNIT
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.
“Instigator” Light Recon Tank
Cost: 110 metal, 887 energy
The small Instigator is very quick and maneuverable. Its quick-firing laser is good against both units and struc­tures, particularly at leveling unde­fended metal extractors and solar col­lectors. Keep in mind that its light armor makes the Instigator unsuitable for intense combat.
TURE
TRU
IV.
“Slasher” Mobile Missile Launcher
Cost: 116 metal, 947 energy
The Slasher provides more AA fire­power than a Crasher Kbot. One or two Slashers are capable of defending a large base from aerial assaults. Slashers are also good at defending your moving units from enemy gun­ships.
59
IV
STRUCTURES AND UNITS
“Raider” Medium Assault T ank
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. It isn’t very accurate, and the blast af­fects a large area. Use mobile radar,
.
“Reaper” Heavy Assault T ank
Cost: 473 metal, 3048 energy
preferably mounted on aircraft, to spot for Mobile Artillery; if you use land units, chances are they’ll be destroyed.
The Reaper is a very valuable unit. This versatile tank is well armored, heavily armed and isn’t as slow as the Goliath. Reapers make short work of structures but require AA protection from enemy aircraft.
60
“Crock” Amphibious T ank
Cost: 295 metal, 2310 energy
The Crock tank is fully submersible, and able to cross large bodies of wa­ter. Their moderate armor makes them incapable of withstanding much pun­ishment but unlike other tanks, Crocks can submerge to escape enemy fire.
S
C
S
S
“Diplomat” Mobile Heavy Rocket Launcher
Cost: 427 metal, 2470 energy
The Diplomat is the ultimate building killer. It can fire its powerful unguided rockets from long range, and can quickly eliminate any stationary tar­get. Slow and weakly armored, these units should be kept behind a protec­tive screen of tanks and Kbots.
AND UNIT
“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.
TURE
TRU
“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.
IV.
“Goliath” Super Heavy Tank
Cost: 697 metal, 3906 energy
No tank on the battlefield is as strong as a Goliath. In teams, the Goliath is capable of overrunning top secret, sophisticated defensive structures - its armor can withstand a lot of pound­ing. The most expensive tank in the game, the Goliath is still a bargain when compared to some Level 2 ships and aircraft.
61
IV
STRUCTURES AND UNITS
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.
“Enforcer” Destroyer
Cost: 887 metal, 4505 energy
The Enforcer is the only Level 1 sur­face ship with anti-submarine weap­onry. Its medium plasma cannon and armor are strong by Level 1 standards. With the appearance of Level 2 Cruis-
.
“Snake” Submarine
Cost: 1199 metal, 3902 energy
ers, your Enforcers should be re-as­signed to escort your more expensive capital ships.
The Snake is CORE’s ship-killing sub­marine. Armed with heavy unguided torpedoes, a Snake can sink even a battleship in seconds. Remember that Snakes have very thin armor - it will buckle quickly under depth charge attacks.
62
“Envoy” Transport Ship
Cost: 887 metal, 4786 energy
The slow, lumbering Envoy can trans­port six ground units inside. Use them when islands need to be exploited for their resources or strategic location. Guard this unarmed transport; if it goes down, the units on board are also lost.
S
C
S
S
LEVEL 2 SHIPS
“Shark” Sub Killer
Cost: 1356 metal, 5245 energy
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. You’ll need to protect the Missile Frigate with ASW ships, as they have no anti-sub weapons of their own.
“Executioner” Cruiser
Cost: 1724 metal, 8551 energy
The Executioner is CORE’s prime fight­ing ship. Designed for heavy combat, this cruiser has heavy armor and a long range plasma cannon that can hit sea and ground targets. Additionally armed with depth charges, the Execu­tioner can also tackle enemy subma­rines.
AND UNIT
TURE
TRU
IV.
“Warlord” Battleship
Cost: 4181 metal, 19741 energy
With the most powerful naval plasma cannon and the heaviest armor in the game, the Warlord specializes in de­stroying surface ships and coastal structures. The Warlord, however, lacks anti-aircraft or anti-sub weaponry.
63
IV
STRUCTURES AND UNITS
“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 1 AIRCRAFT
“Fink” Scout
Cost: 36 metal, 1369 energy
The small Fink has longer spotting range than other CORE aircraft, mak­ing it ideal for exploring the map in the early stages of a game. Assigned to patrol duty, the Fink can alert you
.
“Avenger” Fighter
Cost: 101 metal, 3181 energy
to enemy activity even if the enemy fields radar jammers.
The Avenger is a basic fighter, de­signed to intercept ARM aircraft. Weakly armed and armored, the Avenger is most useful when escorting Level 1 bombers to their targets.
64
“Shadow” Bomber
Cost: 131 metal, 5691 energy
The Shadow bomber is best used very early in the game when AA defenses are nonexistent or weak. Too slow to dodge AA fire, the Shadow also has no air-to-air weaponry, making it very vulnerable to enemy fighters.
S
C
S
S
“V alkyrie” Air T r ansport
Cost: 115 metal, 2695 energy
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. If shot down, both the plane and its cargo are de­stroyed.
LEVEL 2 AIRCRAFT
AND UNIT
“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.
TURE
TRU
“Vamp” Stealth Fighter
Cost: 257 metal, 6973 energy
Though scantily armored, the Vamp Stealth Fighter is armed with twin air­to-air missile launchers and is invisible to enemy radar. Effective as they are against enemy aircraft, Vamps are very vulnerable to AA fire.
IV.
“Hurricane” Strategic Bomber
Cost: 220 metal, 8050 energy
The Hurricane is a powerful bomber that can level buildings and wipe out units with equal ease. It is armed with a secondary light laser that helps fight off enemy fighters. Remember to re­pair your Hurricanes between sorties, as they are a big investment.
65
IV
STRUCTURES AND UNITS
“Titan” T orpedo 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.
Cavedog Entertainment 13110 NE 177th Place Suite # B101, Box 180 Woodinville, WA 98072-996 Attn: Customer Service
Please be sure to include the exact name of the product you have and the platform (such as Total Annihilation for Windows ’95), your complete name, mailing address, including your zip or postal code if applicable, and your phone number in case we need to call you. The replacement product will be sent via First Class Mail only. If
.
you are calling outside of the US or Canada, you’ll need to speak to one of our agents at 425-398-3063 to determine your shipping and handling charges. This is not a Technical Support line.
Defective Disk
Very often, customers just need some technical support in order to get their products up and running. You will need to speak with a live technical specialist in order to determine if your product is defective. For phone assistance, call Cavedog Entertainment’s Tech Support at 425-398-3063. We have an Interactive Voice Response and Faxback system that is available twenty-four hours a day, seven days a week. If you should need live support, we are available Monday through Friday, 7:30 AM until 7:30 PM (PST).
Please note that live Tech Support may be closed on major holi­days. We ask that you do the following when calling: be at your computer; have your system information ready for our technicians including system make and model; RAM; video and sound card data and drivers; and any screen or error messages you’ve encountered and where (if not currently displayed on your screen). It will expedite your handling significantly.
In the event our technicians determine that you will need to forward materials directly to us, please include a brief letter explain­ing what is enclosed and why. Make sure you include the Return Merchandise Authorization Number supplied you by the technician Warranty
66
Technical Support (U.S. & Canada)
Assistance Via World Wide Web
Get current technical information at the Infogrames, Inc., web-site at: h t t p : / / w w w. i n f o g r a m e s . c o m, 24/7 and access our FAQ documents, (Frequently Asked Questions), our Hints/Cheat Codes if they’re available, and an E-Mail area where you can get help and ask questions.
Help Via Telephone
Call Infogrames, Inc.’s Tech Support at 425-398-3063. We have an Interactive Voice Re­sponse and Faxback system that’s available 24/7. We will have automated support, our FAQ documents such as gameplay tips, information on Control Keys, possible cheat code combination keys, instructions for finding secret screens and/or additional game levels if they exist. Live support is available M-F, 8:00 AM until 6:00 PM (PT). We may be closed on major holidays. You can send faxes to: (425) 806-0480, or write to the address below. If you encounter what may be determined to be a defective product issue such as your game freezing at the beginning or during gameplay, no display, etc., the automated system will tell you our product return and replacement options.
Product Return Procedures
If you encounter a defective product issue, you ust call Tech Support at 425-398-3063. If we agree, we will issue you a Return Merchandise Authorization Number. Make sure you include this RMA# , along with your full name, address and your phone number within your return in case we need to call you. Any materials not containing this RMA# will be returned to you. Your mail should be sent to:
Infogrames, Inc. Attn: TS/CS Dept. 13110 NE 177th Place Suite # B101, Box 180 Woodinville, WA 98072-9965
Warranty Policy In The United States & Canada If our technicians
determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Infogrames, Inc. will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging. If you do not have the original receipt, or if the warranty period has expired, Infogrames, Inc. will replace the product storage medium for a nominal fee.
Other Infogrames Products To order other fine products from Infogrames, call
1-800-245-7744 or visit our web site, h t t p : / / w w w. u s . i n f o g r a m e s . c o m.
END-USER LICENSE A GREEMENT
PLEASE READ CAREFULLY. BY USING THIS SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS END-USER LICENSE AGREEMENT (“LICENSE”). IF YOU DO NOT AGREE TO THESE TERMS, DO NOT USE THE SOFTWARE AND PROMPTLY RETURN THE DISC OR CARTRIDGE IN ITS ORIGINAL PACKAGING TO THE PLACE OF PURCHASE.
1. Grant of License. The software accompanying this license and related documenta­tion (the “Software”) is licensed to you, not sold, by Infogrames North America, Inc. (“INA”), and its use is subject to this license. INA grants to you a limited, personal, non­exclusive right to use the Software in the manner described in the user documentation. If the Software is configured for loading onto a hard drive, you may load the Software only onto the hard drive of a single machine and run the Software from only that hard drive. You may permanently transfer all rights INA grants to you in this license, provided you retain no copies, you transfer all of the Software (including all component parts, the media and printed materials, and any upgrades), and the recipient reads and accepts this license. INA reserves all rights not expressly granted to you by this Agreement.
2. Restrictions. INA or its suppliers own the title, copyright, and other intellectual prop­erty rights in the Software. The Software contains copyrighted material, trade secrets and other proprietary material. You may not delete the copyright notices or any other proprietary legends on the original copy of the Software. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software. You may not copy, rent, lease, sublicense or distribute the Software. You may not electronically transmit the Software from one computer, console or other platform to another or over a network. Any attempt to transfer any of the rights, duties or obligations hereunder is void.
3. Termination. This License is effective until terminated. You may terminate this Li- cense at any time by destroying the Software. This License will terminate immediately without notice from INA if you fail to comply with any provision of this license. Upon ter­mination, you must destroy the Software.
4. Disclaimer of Warranty on Software. You are aware and agree that use of the Software and the media on which it is recorded is at your sole risk. The Software and the media are provided “AS IS.” Unless otherwise provided by applicable law, INA war­rants to the original purchaser of this product that the Software storage medium will be free from defects of materials and workmanship for ninety (90) days from the date of purchase. This warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. INA EXPRESSLY DISCLAIMS ALL OTHER WARRANTIES,
EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. INA DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET YOUR REQUIREMENTS. NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY INFOGRAMES OR ANY IINFOGRAMES­AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY OR IN ANY WAY INCREASE THE SCOPE OF THIS WARRANTY. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EX­CLUSIONS MAY NOT APPLY TO YOU.
5. Limitation of Liability. UNDER NO CIRCUMSTANCES, INCLUDING NEGLI­GENCE, SHALL INA BE LIABLE FOR ANY INCIDENTAL, SPECIAL OR CONSE­QUENTIAL DAMAGES IN CONNECTION WITH THE SOFTWARE, INCLUDING THOSE THAT RESULT FROM THE USE OF OR INABILITY TO USE THE SOFT­WARE, EVEN IF INA HAS BEEN ADVISED OF THE POSSIBILITY OF THOSE DAMAGES. IN NO EVENT SHALL INA’S TOTAL LIABILITY TO YOU FOR ALL DAMAGES, LOSSES AND CAUSES OF ACTION (WHETHER IN CONTRACT, OR OTHERWISE) EXCEED THE AMOUNT PAID BY YOU FOR THE SOFTWARE. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.
6. Miscellaneous. This license shall be governed by and construed in accordance with the laws of the State of California, USA, exclusive of its choice of law and/or conflicts of law jurisprudence; and, in respect of any dispute which may arise hereunder, you consent to the jurisdiction of the federal and state courts of Santa Clara County, California. If any pro-vision of this license is unenforceable, the rest of it shall remain in effect. This license (including any addendum or amendment to this license which is included with the Soft­ware) constitutes the entire agreement between you and INA with respect to the use of the Software and the support services (if any) and they supersede all prior or contempora­neous oral or written communications and representations with respect to the Software or any other subject matter covered by this license.
Loading...