http://users.bart.nl/~jamin Total Annihilation Playing Guide Assuming that you can get through the first five Arm and Core missions by yourself, we've decided to walk you through the next five on each side instead. Enjoy... 6. Beachhead on Thalassean Even though you start with just the Commander, he shouldn't have any trouble dispatching the Core welcoming committee. Save energy by not using your Disintegrator Gun. Collect the metal wreckage before building three Metal Extractors and Wind Generators. All the time, keep an eye out for Core scout ships in the harbour area. Once you have your generators, build a ship yard in the harbour, and then construct two Lurker submarines, a Construction Ship, two Crusader destroyers and then several more submarines. There are still a few more Core AKs on the island which need taking care of, but build the ships as fast you can. Core naval units approach from several directions, but primarily east and west. Position two subs by the eastern islands until you can build a couple of Torpedo Launchers. Use the Construction Ship to reclaim sunken metal rather than the Commander, as he has no water defences. Build a small fleet of Lurkers and Crusaders and a couple of Skeeters as counterattacks against Core ships. Core Snake subs and Enforcer destroyers patrol aggressively just outside the harbour. Make sure you have at least two submarines at the mouth of the harbour at all times to prevent the Core forces from reclaiming it. Move the Commander to the western side of the island to build a Kbot Lab. Build six to eight Hammer artillery units to take out the Core surface ships that soon appear. Create a Construction Kbot to build Guardian stationary plasma cannons along the western coast. Move your subs and destroyers to the western side of your island, and as your navy expands, send out a small force of subs and destroyers to the north side and patrol the area. Build an Advanced Shipyard and then two Piranha attack subs (to take out Core submarines) and two Conqueror cruisers, whose long range guns should take care of the surface ships. Keep your ships mobile. Core naval units are limited, and you may need to mop up the last one or two. Rather than sacrifice your Hammers, repair them when their health drops below 50%. 7. The Defence of Larab Harbour The key to winning this mission is to look after your Moho Mine, repairing it after each Core attack from the air. As the mission begins you are seconds away from an initial attack. An Enforcer and Hydra arrive almost immediately at the centre of the world, followed by Searchers. A squadron of Shadow bombers will dump its load in the north-west. To combat this, move your Ranger ship south, and use your Skeeters and Crusader for a full on attack. Move two Jethros and a Samson to the west of your base as anti-aircraft defence. Use the shipyard to produce a Construction Ship and several Lurkers. Get the subs to the south-east edge of the harbour to protect against the Core ships. Use the Construction Ship to build an Advanced Ship Yard immediately, so that you can produce Piranhas, Rangers and Conquerors. Use the Commander to repair the Mine, collect metal and build a Vehicle Plant. The latter should create Samsons at first as air defence, and then a Construction Vehicle to build Defender missile towers against air attack and plasma cannons against sea-based offensives. Use the Construction Ship to reclaim metal from the sea, before building several Torpedo Launchers at the harbour opening, while being protected by submarines. Use the Commander to build more Solar Collectors (or Wind Generators) and reclaim metal. The Construction Vehicle should now take over the task of repairing the Mine in between attacks, build Guardians and Defenders. Build two more Construction Ships to reclaim sunken ships, while maintaining energy and metal levels so that you can continue to build the expensive naval units in the Advanced Shipyard. Bear in mind that your task is to protect the Mine. Don't try to attack Core, whose force is enormous - thankfully not all of the navy attacks at once. If you are in danger of being overrun, build extra Torpedo Launchers to protect the gaps between the harbour and the small island in the mouth. Group land-based defenders near the Mine, ready to repel any amphibious tanks that might get past your subs. The Dragons Teeth slow any amphibious tanks and you can concentrate your firepower, including the Disintegrator Gun. When the attacks begin to trail off, it's probably safe to seek out the remaining forces to end the mission. 8. The Gate to Tergiverse IV This mission is best described as a bitch. Set aside a couple of hours to finish it. And save regularly, because all your hard work will be in vain if you accidentally destroy the Galactic Gate on the northern island. Build a Construction Ship immediately, followed by several Lurker submarines. You also need to construct a radar tower as soon as is feasible, and the tiny island immediately to the north-west is an ideal location - the Commander can even walk to it. Of course, you also need energy and metal, but sources are scarce so collect any wrecks you find. While building the Construction Ship, get the Lurkers, Skeeters, Crusader and Ranger to patrol around your base. Get the Construction Ship to build at least three Torpedo Launchers around the top of your island, while your Commander builds a Vehicle Plant to construct Samsons. Also create a Construction Vehicle to make Guardians and Defender missile towers. The purpose of the mission is to gradually expand onto the four islands to your north (and you can ignore the larger one immediately to the north-east). Use the smaller islands to protect against naval attacks. Concentrate defences around the channels between each of the islands. Get the Construction Ship to build an Advanced Shipyard to the south of the existing shipyard after creating the Torpedo Launchers. Keep building naval units in both yards. Build a Guardian on the north-east edge of the second island you occupy. Once you have created Level-2 Piranhas, Rangers and Conquerors you can begin your attempt at occupying the third island in the centre of the map. Build eight to ten Flash and Stumpy tanks and Samsons as a base defence force, ably assisted by the Dragons Teeth you were supplied with at the start. Your initial assault on the centre island can involve a destroyer shelling Core Torpedo Launchers out of their range. A long-range plasma cannon will help too. Finally, go for all out attack with several Conquerors, two Millennium battleships, several Rangers, and a few Lurkers, Crusaders and Skeeters. Anything you can through at it, to be honest. Use the speed control if things start to get a little hairy - they will. Your Hulks can bring over a bunch of anti-air units - Jethros and Samsons - to take out the Core air force. Use the new island as an established staging area before going for the final island, but be ready for shelling from that one and a second to the north-east. Consider building an Advanced Vehicle Plant to chuck out Amphibious Tanks, transported to the island by Hulks. When ready to take the suckers out, be aware that the Galactic Gate is likely to get pulvarised if you leave your force to its own devices. Control the attack carefully. When it looks as if it might be in the bag, walk your Commander across so that he can capture the Gate. 9. The Hydration Plant Although you start with just a Commander, you do get to play with air units for the first time in this mission. As the mission begins, two Pyros are attacking your Commander. Dispatch them fearlessly and capture the Core Radar Tower and Metal Extractor. Construct your own Radar Tower and Aircraft Plant immediately, followed by two Light Laser Towers to the north and south. Core fighters will attack, but should be fought off by the towers, at least until you can get some air defences going. With your first Freedom Fighter, patrol around the top of your base. Repair the Laser Towers and Metal Extractor as necessary. With several Freedom Fighters and Thunder Bombers, patrol your base to gradually disable the Core air force. You'll need plenty of aircraft to wipe them out completely, though, sending them to the north edge. While they work the enemy, continue to build aircraft, including Atlas transports. Although you are thinning Core's force, it's still safer to fly the Commander to the second hillock to your north. Unless you have destroyed it already, you will find a Light Laser Tower here. Capture the Solar Collectors. To the north of this second hillock is the Hydration Plant, surrounded by Dragon's Teeth. Either fly or walk the Commander to it, taking out any remaining Core troops. Once the Plant is captured, the mission is a success - you don't need to wipe out Core to succeed. 10. The Bromid Maze This mission is actually surprisingly easy, but worth a blast nevertheless. At the start, order the four Zippers in the north-west to head straight south through about two thirds of the map. When they get to the outcrop on the left, pass east around it before heading south again. Once in the corner, take them east to reach the main group. Move the new team east to an open area. Build a Radar Tower on the rock area you passed on the way. Build an Aircraft Plant on the south side of the rock, which will protect it from Core artillery. Use the Commander to claim metal from rocks and also build a couple of Metal Extractors. With the Aircraft Plant completed, build a Construction Aircraft and six Freedom Fighters to patrol the area north of your base. Order the Commander to build Kbot and Vehicle Labs. Core attacks originate in the north-east. When the smaller Core units enter your immediate vacinity paralyse one or more of them with the Spiders and capture them with the Commander. Use your aircraft to take a peek at areas to the north-east corner, using the Track command to see what's there. Keep all three construction facilities building, while sending the Construction Aircraft to the west for metal deposits. Send another Construction vehicle to the top of the rock to build a Guardian plasma cannon. There's a right old mix of Core forces protecting its base. Use the radar map to target the Guardian's plasma blasts, which should take out most of the defence. A Core Kbot Lab in the top right can be taken out by sending forces up the right hand side of the map. The valleys are narrow, so arrange a line of tanks and PeeWees followed by artillery. Don't use your Commander until you have destroyed the Punisher. 6. The Cleansing Begins... Thankfully you start in the ideal place to set up shop, so build Metal Extractors and energy generators where you stand. Build a Kbot Lab (perhaps build it immediately if you feel confident) as you will soon come under attack from Arm aircraft. Build six or seven Crashers and move them underneath the flight path of the Arm patrols. Repair damaged buildings as necessary. Use the Fink scout plane to patrol east to west above your base, providing early warning of Arm attacks and saving you having to build a costly Radar Tower. When you have a few Crashers, send the Fink on recon to the east, west and north of your base. It should discover a few useful energy and metal resources, which you can exploit. To defend against the constant onslaught of Arm attacks, build a line of Crashers and Storms. Also build a couple of defensive structures - Light Laser Towers, or preferable Heavy Laser and Punisher Towers. Repair damaged units to expand the size of your army. Build a Vehicle Plant, a Construction Vehicle and an Advanced Vehicle Plant to build Diplomats. Having beaten off a few Arm attacks you can start on the offensive. Build several Diplomats and Reapers. Once assembled, wait for the next attack before issuing a counterattack. Arm's defensive structures will be more troublesome than the few remaining units. Advance slowly and build Radar Towers, using the data to dispatch the structures from a distance. With the base smoking, send out small patrols to mop up any surviving Arm units. 7. Pulling the Noose Tight Everything a growing boy needs is to be found around you at the start. Build the basics - extractors, energy generators and a Kbot Lab - plus about six Crashers. Build a Construction Kbot followed by a couple of Geothermal Power Generators. Let the Commander continue to build the necessary Metal Extractors. Arm leaves you alone for a while, so build up your assault force immediately. Start with an Advanced Vehicle Plant and construct Reapers and Diplomats. Build several Crashers, Stormers and Thuds for defence. With 12 Reapers and six Diplomats, it's time to attack. Don't approach from the south, since a ring of lava separates you. Instead, divide your army into two (excluding the Diplomats) and send them to the east and west to find the bridges. Move the Diplomats from the south, but be careful when targeting units on your radar map to make sure you don't accidentally destroy the mines. Target the Defender Towers instead, while attacking simultaneously from east and west. With all the units destroyed, send the Commander into the base to capture the Moho Mines. Use your remaining force to mop up any Arm stragglers. 8. The Gate to Aqueous Minor Unlike the last mission, your Commander must build a base while under constant attack. Build just to the east of where you start to make it a little easier. Build the usual: Kbot Lab, Metal Extractors, various energy generators, and create six Crashers and Storms or so (although there are no Arm air units in this mission, the Crasher's long-range ability will stand you in good stead). Build a Construction Kbot when you get the opportunity to aid the Commander in creating your base, repairing units and in the building of geothermal generators over vents in the south-east. Resources are a little scarce, but thankfully Arm only ever attacks from one direction at a time. As long as you have a reasonable defence and minimise losses through repairs you shouldn't have too many problems. Heavy Kbots and Light Lasers should help, plus a Gaat Gun if you have the money. Basically, exploit any resources you can the moment you find them. If you want to know what's going on around you, secure the crescent shaped mountain just to the right of centre on the map and build a Radar Tower. This should reveal Arm's defences that can be taken out with Diplomats. More importantly, though, it's necessary to have an army that is capable of pushing north of this position and keep them there. Build an Advanced Vehicle Plant to get the necessary Diplomats, plus some Reaper tanks. If you are handling the resources well, opt for Reapers in the double figures and six or so Diplomats. Also, construct around ten Instigators. The Galactic Gate that needs capturing is found in the centre of the Arm base. With the Radar Tower you built, your Diplomats can target the Defenders and Light Laser Towers alongside the lava. With the outer defences 'neutralised' begin the main assault. Send the Reapers across the bridge right of centre, with Instigators on the left hand side and Diplomats shooting anything they see. Arm defences are stronger to the east. Support the tanks with Crashers and Storms when appropriate, as the Arm defence is tough. Capturing the Gate isn't enough. As usual, you must mop up any other enemy resistance in the area. Clear the lava bridges of wreckage, otherwise you may find that movement across them is tricky. And definitely make sure you have cleared out the Bulldogs and most other Arm units before capturing the Gate with your Commander. 9. The Purgation of Aquaeous Minor This is the first time you get to play with Core's naval units. But they only come in to play when you handle initial ground forces. At the start, your Commander is under attack from four PeeWees, whose days are soon numbered. With that simple job complete, build a Kbot Lab, extractors and energy generators. Build six or so Storms and a Construction Kbot. Your initial island contains four metal deposits and a geothermal vent, which should be exploited and are generally safe from Arm naval attack, consisting of Crusaders and Rangers. Build a Vehicle Plant and construct Slashers and a Construction Vehicle. Attack the Arm ships just off the coast with six or seven Slashers as you build an Advanced Vehicle Plant. Then build four or five Diplomats to keep the Army navy at bay, with the help of the Slashers. With three or four naval attackers taken care of, build a Shipyard. Build a Construction Ship first to reclaim sunken metal (a Ranger is worth 1,800 units). Keep your Diplomats and Slashers handy while building the navy to ward off attacks. With a Shipyard and plenty of metal, build a navy of Snake subs and Enforcer- class destroyers, and, if you can afford it, Hydra Frigates. Use the Snakes to find other Arm naval units, but look out for Arm plasma and laser towers) on some of the islands - you may need to take these out first with the entire navy. Everything must be destroyed to complete the mission. 10. The Gauntlet You should be perfectly safe to build at first, but the limited space demands caution. As well as energy generators and Metal Extractors, you must also build a Kbot Lab. There isn't time to move straight onto the Shipyard unless you want to be undefended when first attacked. Create a squad of Crashers and Storms at first. Once you have sea-based defence you can always reclaim the Kbot Lab and use the metal elsewhere. With a solid defence and a Shipyard in place, build several Snake submarines, Enforcer destroyers and a Construction Ship (for reclaiming metal). The subs should be built first to take care of the Arm Piranhas. Build an Advanced Shipyard to create Hydra frigates, Executioners and a Warlord if affordable. The Arm-controlled island defences are tough, each housing Sentinels and a Guardian or Defender. With a large navy, attack any outposts with the lot of them, with subs ambushing any enemy ships that choose to join the fray. In quiet moments, send the subs north to find the islands that are home to heavy defences. When you find the two narrow land masses in the north, watch out for Torpedo Launchers. Construct an Advanced Kbot Lab and a Level-2 Construction Kbot. Carry it to one of the middle islands and build an Advanced Radar Tower. This reveals all Arm forces on the entire map, save a few Piranha and Lurkers south of the gauntlet. Destroy the Torpedo Launchers and other buildings by the gauntlet with the long- range ships. Arm subs are likely to attack your navy at this point as self- defence, so ready your Snakes. If you can't see some Arm subs, send a couple of dead-meat Searchers around the water to draw them out. However, keep six Snakes at all times ready for another selection of Arm navy units. The naval force to the north of gauntlet features Conquerors and Rangers. Your Advanced Radar should give you the upper hand. Hit them with other long-range weaponry while remaining invisible to their line of sight. It is likely that the Arm fleet will sail towards you to fight back, so get the Snakes to lie in ambush just to the south. The outcome is academic. Drive the Commander onto a transport and sail him through the straits to complete the mission.