Emperor - Battle For Dune [Walkthrough]

Emperor - Battle For Dune


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 =-                      Emperor: Battle For Dune (PC)                    -=
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                    Written By: Ryan "MetroidMoo" Ammerman
             GUIDE TYPE ......................... FAQ/Walkthrough
             FILE SIZE ................................... 149 KB
             FIRST RELEASED ....................... June 24, 2002
             LAST UPDATED .................... September 26, 2004
             LATEST VERSION ................................ 1.18
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<<<                            TABLE OF CONTENTS                           >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
 1) Version History
 2) Story
 3) Game Overview
       [3.1] Interface
       [3.2] Building Structures & Units
       [3.3] Gathering Resources
       [3.4] Wormsign & Sandstorms
       [3.5] Unit Veternancy
       [3.6] Structure/Unit Data Explanation
       [3.7] Scoring Table
       [3.8] Shortcut Keys
 4) House Atreides Overview
       [4.1] House Advantage
       [4.2] Structures
       [4.3] Infantry
       [4.4] Vehicles
 5) House Harkonnen Overview
       [5.1] House Advantage
       [5.2] Structures
       [5.3] Infantry
       [5.4] Vehicles
 6) House Ordos Overview
       [6.1] House Advantage
       [6.2] Structures
       [6.3] Infantry
       [6.4] Vehicles
 7) Sub-House Overview
       [7.1] Introduction
       [7.2] Fremen
       [7.3] Guild
       [7.4] Imperial Sardaukar
       [7.5] Ix
       [7.6] Tleilaxu
 8) Atreides Campaign
 9) Harkonnen Campaign
10) Ordos Campaign
11) Downloads
12) Credits
13) Contact/Legal Information
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 =-   1)   VERSION HISTORY                                                -=
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VERSION 1.18 - SEPTEMBER 26, 2004
  Updated e-mail address.
VERSION 1.17 - DECEMBER 8, 2003
  Revised the file"s format, and adjusted the number of characters per line.
VERSION 1.07 - APRIL 27, 2003
  Added an extra tidbit about Duke Achillus at the beginning of the
House Atreides section.
VERSION 1.06 - FEBRUARY 28, 2003
  Added a piece of information on the refinery upgrades.
VERSION 1.05 - OCTOBER 14, 2002
  Updated contact information and made a few other changes.
VERSION 1.0 - JUNE 24, 2002
  First (and complete, too!) version of the guide. As a note, there may 
be some inaccuracies with the unit/structure data, but the majority of 
the information is correct.

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 =-   2)   STORY                                                          -=
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Emperor"s storyline, from the instruction manual...
  The planet Arrakis, also known as Dune, is home to the Spice Melange. Spice
is the most powerful substance in the known universe. With it comes the abil-
ity to prolong human life, give Future Sight to the Bene Gesserit Sisterhood,
and fold space, allowing interstellar travel. Many battles have been fought
to control this precious substance, but Dune and the Spice have remained under
the control of House Corrino until now.
  Seeking to secure his position as Emperor of the Known Universe, Emperor
Frederick IV of House Corrino initiated a grand battle between the next three
great Houses for control of the governorship of Arrakis. Frederick had hoped
that the other Houses would destroy each other and that he, along with his
feared Sardaukar, could wipe out any remaining forces. This would have ensured
that no one faction had enough power to usurp his position. What he didn"t
foresee was that his concubine, Lady Elara Moray Trieu of the Bene Gesserit,
had plans of her own. She conspired to assassinate Frederick and bring Dune
under the control of a more peacful ruling body, which she hoped would ensure
an endless availability of Spice to her Sisterhood.
  Now with the death of the emperor through the machinations of the Lady
Elara, the battle to control Dune has escalated. A civil war is brewing. The
elite forces of the emperor, the Sardaukar, are without direction, becoming
mercenary and siding with whoever holds the most power. A new emperor must be
chosen.
  Needing a ruling body to maintain order, the remaining three great Houses
each seek to fill the void by gaining control of the emperor"s throne. Each
House now fights to controls the most territories on Dune, for whoever con-
trols the spice, controls the universe. Who will it be? The noble Atreides
of the peaceful water world Caladan? The evil Harkonnen, who hail from the
dark and cruel planet Giedi Prime? Or the insidious Ordos of the mysterious
ice-covered world Draconis IV? It may be none at all. As the three Houses
begin their war, the smaller Houses are making their own plans and are poised
to take advantage of any weaknesses shown by the great Houses. Only military
prowess and time will decide the fate of Arrakis, and the universe...

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 =-   3)   GAME OVERVIEW                                                  -=
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This sections explains the basics of Emperor and a few other things.
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<<<   [3.1]   INTERFACE                                                    >>>
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  Any Command & Conquer players will have absolutely no trouble jumping into
Emperor. On the right side of the screen, you will find the sidebar. The left
column lists available structures that can be built, and the right has your
units. The radar screen in the upper-right is open when you have an Outpost
built. Use it to track your units and the enemy"s units. Yellow dots on the
radar indicate sandstorms and worms. In special circumstances, you might find
a yellow flashing box on the radar screen, indicating important information
can be found there. You caN hit Space to hop directly to that spot.

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<<<   [3.2]   BUILDING STRUCTURES & UNITS                                  >>>
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  Standard RTS mechanics here. Click a structure on the sidebar to start its
construction. Once its done, you can place it on the battlefield. The outline
of the building comes in three colors: yellow (structure"s front), green
(buildable), and red (unbuildable). If even one square is red, you cannot
deploy the structure. Either move it to an area out of any obstacles, or place
it closer to your base. One useful trick is rotating the building"s placement.
Hold down the left-mouse button and drag it to the direction you want the
building to face.
  Units are trained at three different structures. Barracks create infantry,
Factories make vehicles, and Hangars construct aircraft. Because of this
setup, you are allowed to build a soldier, vehicle, and an aircraft all at the
same time. However, deploying additional Barracks, etc. does not enable you to
train multiple units of an identical type at once, nor does it shorten
production time.

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<<<   [3.3]   GATHERING RESOURCES                                          >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  Resource gathering works the same as it did in Dune 2000 and other C&C
games. When a Refinery is constructed, a Carryall and a Spice Harvester comes
with it for free. The Carryall transports the Harvester to a spice field. It
collects spice, is flown back to the Refinery, and dumps off the spice.
Remember a Carryall is not totally necessary to have, however it makes
accumulating money quicker.
  A single Refinery is capable of being upgraded twice. Each time adds an
extra ramp (which also comes with a Carryall and Harvester). Although this
takes up less space, losing the entire Refinery will be costly.
  If you"re not playing on a map with an Arrakis tileset (and thusly cannot
build a refinery), you"re given a payment of $10,000-$20,000 every 10 minutes
or so. Your Mentat will inform you when this happens. You don"t need to do
anything special to be paid; just stay alive!

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<<<   [3.4]   WORMSIGN & SANDSTORMS                                        >>>
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  If you"ve played Dune II/Dune 2000, you should remember the oh-so-lovable
worm attacks. And they"re back! ^_^ Randomly on Arrakis maps, worms will
appear and devour your or the enemy"s units. There are two "styles" of
attacks. The first is where a worm crawls on the desert surface and chases
after a unit until it"s eaten. The second is a worm that suddenly pops out
of the ground and consumes whatever was sitting on its mouth. It"s possible
to take out the worm with your attacks, but you probably won"t have enough
time. If you see a sandworm on the surface pursueing your units, just
sacrifice a cheap vehicle by driving it into the worm"s mouth. Doing this
causes the worm to return underground.
  To go along with the sandworms, sandstorms were added. Again, these only
appear on Arrakis maps. These storms damage anything it touches, be it
infantry or structures. Keep in mind infantry have very little protection
against them, so move the units out of the way if possible. There"s no way to
eliminate the storm...you have to wait it out!

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<<<   [3.5]   UNIT VETERANCY                                               >>>
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  As in Red Alert 2, units obtain ranks through fighting on the battlefield.
In Emperor, a unit goes through three different ranks, indicated by the number
of chevrons (1 to 3). Each chevron acquired adds new abilities (Self-Repair,
Stealth, etc.) or upgrades armor, damage, or range.
  Listed in the data for units in this guide is the number of points needed to
reach a certain veternancy level. Each unit is worth a certain amount of
points when destroyed. If a unit racks up enough points, it goes up in rank.
For example, an Atreides Sniper needs 4 pts. to reach the first veternancy
level. This can be reached by having it kill two Chemical Troopers (each worth
2 pts.), 4 Scouts, or whatever combination that adds up to 4.

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<<<   [3.6]   STRUCUTRE/UNIT DATA EXPLANATION                              >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  If you don"t understand what the statistics mean in the structures and units
sections, here"s a listing of what they stand for. Some categories apply to
both units and buildings, and some apply only to units OR buildings.
Health: Unit"s/Building"s HP. If it reaches 0, it"s gone.
Cost: Amount of money (Solaris) needed to construct/train.
Buildtime: Amount of time it takes to construct/train. Every 32 "units" of
           buildtime equals about 1 second of real-time with the game speed
           set at 4.
Power: Amount of power a building produces or uses. "+0" means the building
       doesn"t create or use up any power.
Upgradeable: Is the building upgradeable, or not?
Upgrade Cost: How much Solaris it costs to upgrade.
Upgrade Buildtime: Length of time it takes to upgrade.
Infantry Released: Amount of basic infantry units are released when the
                   building is destroyed or sold.
Prerequisites: Structures needed to construct/train this.
Tech Level: Level on the game"s tech tree.
Armor Type: Type of armor used. There are a couple armor types not listed in
            this guide, but the majority are covered in the data.
Sight Range: Amount of cells a unit can see from a position.
Speed: Movement rating of the unit.
Veternancy Bonuses: The bonuses a unit receives if it racks up enough points.
                    The "pts." listed is the amount needed to reach that
                    level.
Weapon Damage: Amount of HP damage a unit deals with an attack.
Weapon Range: Amount of cells a unit can attack from.
Rate of Fire: Measurement of how fast a unit attacks.
Damage vs. Armor: Amount of HP damage done to certain armor types.

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<<<   [3.7]   SCORING TABLE                                                >>>
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  This table lists what values the buildings and units are the final battle
score. You can also use this data to help figure out how fast you can increase
the veternancy level of units.
HOUSE ATREIDES
--------------------------- ---------------------------
Name                Points | Name               Points |
--------------------------- ---------------------------
Barracks              3    | Engineer             2    |
Construction Yard     4    | Infantry             2    |
Factory               4    | Kindjal Infantry     2    |
Hangar                4    | Scout                1    |
Landing Pad           2    | Sniper               2    |
Machinegun Post       3     ---------------------------
Outpost               3    | Advanced Carryall    3    |
Palace                4    | Air Drone            2    |
Refinery              4    | APC                  3    |
Rocket Turret         3    | Carryall             3    |
Starport              4    | Harvester            4    |
Wall                  0    | MCV                  4    |
Windtrap              2    | Minotaurus           4    |
                           | Mongoose             3    |
                           | Ornithopter          3    |
                           | Repair Vehicle       3    |
                           | Sand Bike            2    |
                           | Sonic Tank           4    |

HOUSE HARKONNEN
--------------------------- ------------------------------
Name                Points | Name                  Points |
--------------------------- ------------------------------
Barracks              3    | Engineer                2    |
Construction Yard     4    | Flamethrower Infantry   2    |
Factory               4    | Light Infantry          2    |
Flame Turret          3    | Scout                   1    |
Gun Turret            3    | Trooper                 2    |
Hangar                4     ------------------------------
Landing Pad           2    | Advanced Carryall       3    |
Outpost               3    | Air Defense Platform    2    |
Palace                4    | Assault Tank            4    |
Refinery              4    | Buzzsaw                 2    |
Starport              4    | Carryall                3    |
Wall                  0    | Devastator              4    |
Windtrap              2    | Flame Tank              3    |
                           | Gunship                 3    |
                           | Harvester               4    |
                           | Inkvine Catapault       3    |
                           | MCV                     4    |
                           | Missile Tank            4    |

HOUSE ORDOS
--------------------------- ---------------------------
Name                Points | Name               Points |
--------------------------- ---------------------------
Barracks              3    | AA Trooper           2    |
Construction Yard     4    | Chemical Trooper     2    |
Factory               4    | Engineer             2    |
Gas Turret            3    | Mortar Infantry      2    |
Hangar                4    | Saboteur             2    |
Landing Pad           2    | Scout                1    |
Outpost               3     ---------------------------
Palace                4    | Advanced Carryall    3    |
Pop-up Turret         3    | Anti-Aircraft Mine   2    |
Refinery              4    | APC                  3    |
Starport              4    | Carryall             3    |
Wall                  0    | Deviator             4    |
Windtrap              2    | Dust Scout           3    |
                           | Eye in the Sky       3    |
                           | Harvester            4    |
                           | Kobra                4    |
                           | Laser Tank           3    |
                           | MCV                  4    |

SUB-HOUSES
--------------------------- ---------------------------
Name                Points | Name               Points |
--------------------------- ---------------------------
Fremen Camp           4    | Fremen Fedaykin      0    |
Guild Palace          4    | Fremen Warrior       0    |
House of Ix           4    | Guild Maker          0    |
Sardaukar Barracks    4    | Guild NIAB Tank      0    |
Tleilaxu Flesh Vat    4    | Ixian Infiltrator    0    |
                           | Ixian Proj. Tank     0    |
                           | Sardaukar            0    |
                           | Sardaukar Elite      0    |
                           | Tleilaxu Contam.     0    |
                           | Tleilaxu Leech       0    |

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<<<   [3.8]   SHORTCUT KEYS                                                >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  Although it is not necessary to know the shortcut keys, they can certainly
make your control of the battlefield more efficient.
-------------
View Commands
-------------
Scroll View         Arrow keys
Rotate View         Ctrl + Left/Right Arrow Key; Hold Right + Left Mouse
                    buttons and drag
Zoom                Ctrl + Up/Down Arrow Key
Move to home base   H
Reset Camera        Home
Go to Radar Alert   Space
Follow Unit         F
Define Bookmark     Ctrl + F1 to F10
Move to Bookmark    F1 to F10
-----------
Unit Orders
-----------
Stop               S
Guard              G
Scatter            X
Deploy             D
Cheer              C
Retreat to Base    R
Retreat from Map   Shift + R
Formation Move     Hold J while giving an order
Force Attack       Hold Ctrl and select target
Force Move         Hold Alt and select destination
----------------------
Unit Selection & Teams
----------------------
Multiple Selection                 Hold Shift and select
Define Current Selection as Team   Ctrl + 1 to 9
Select Defined Team                1 to 9
Find Team           Alt + 1 to 9
Clear Group (nothing selected)     Ctrl + 1 to 9
Next Unit                          N
Previous Unit                      M
Cycle Elite Units                  Y
Type Select                        T (press once for onscreen, twice for
                                      entire map)
Select All Armed Units             P (press once for onscreen, twice for
                                      entire map)
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Chat and Misc.
--------------
Ally with Opponent                A (multiplayer only)
Unit Transfer                     O (co-op campaign only)
Options Menu                      Escape
Chat (all players)                Return/Enter
Chat (allies)                     Backspace
Chat (player of selected units)   \r
Diplomacy Screen                  Tab

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 =-   4)   HOUSE ATREIDES OVERVIEW                                        -=
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This section covers general information on House Atreides.
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<<<   [4.1]   HOUSE ADVANTAGE                                              >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  The Atreides advantage over the other houses is found in its infantry.
Whenever an Atreides infantry reaches an elite status (3 chevrons), you have
the option of sending the unit into your Barracks. You lose that unit, but you
can now train that particular infantry with a one chevron ranking at no extra
cost. Repeat this process two more times, and you can train an infantry unit
at an elite status! Very useful for Snipers.
  On a totally unrelated note, pay attention to Duke Achillus. Recognize him?
The Duke is actually Michael Dorn, better known as Worf from Star Trek, among
other roles (including the cartoon character I.M. Weasel).

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<<<   [4.2]   STRUCTURES                                                   >>>
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--------------------------
Atreides Construction Yard
--------------------------
Health: 4,000                Prerequisites: None
Cost: N/A                    Tech Level:  0
Buildtime: N/A               Armor Type: Building
Power: +0                    Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
  Your base of operations. Without this, you can"t construct any buildings.
You can move the Yard to a new location by selecting it and ordering it to
travel there. This unpacks the building into an MCV. The MCV can be deployed
back into a Construction Yard. Due to its importance, the Con. Yard is
extremely difficult to destroy without several units to do it.
-----------------
Atreides Windtrap
-----------------
Health: 1,500                Prerequisites: Construction Yard
Cost: $225                   Tech Level: 1
Buildtime: 240               Armor Type: Building
Power: +100                  Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
  Windtraps are the equivalent of Power Plants. These structures are cheap and
don"t take long to build. Keep in mind it doesn"t take much to eliminate them,
especially if they"re concentrated in a small zone. Watch your power meter in
the upper-right corner! Reaching "low power" disables your radar and defenses.
-----------------
Atreides Barracks
-----------------
Health: 2,500                Prerequisites: Construction Yard, Windtrap
Cost: $225                   Tech Level: 1
Buildtime: 309               Armor Type: Building
Power: -20                   Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
  This trains your infantry. With no upgrade, you can make Scouts, Infantry,
and Snipers. The upgrade adds Engineers and Kindjal Infantry. As Atreides,
you can send in elite infantry to upgrade the ranking of the units when
they"re built.
-------------
Atreides Wall
-------------
Health: 1,000                Prerequisites: Construction Yard
Cost: $20                    Tech Level: 1
Buildtime: 60                Armor Type: Building
Power: +0                    Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
  Walls help prevent certain infantry and vehicles from running amok through
your base. However, there are units that are capable of demolishing your walls
with little effort. When you select the wall from the sidebar, you can place
an entire line of wall sections instead of having to place each piece one by
one (talk about tedious...).
-----------------
Atreides Refinery
-----------------
Health: 3,000                Prerequisites: Construction Yard, Windtrap
Cost: $1,500                 Tech Level: 1
Buildtime: 720               Armor Type: Building
Power: -40                   Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200 (-20 Power)
Upgrade Buildtime: 720
  On Arrakis tileset maps, the Refinery is used to gather spice to add to your
treasury of Solaris. A Carryall and a Harvester is included with a Refinery.
To help speed up money collection, this structure is upgradeable to a total of
three Harvester drop-off ramps.
----------------
Atreides Factory
----------------
Health: 4,000                Prerequisites: Construction Yard, Windtrap
Cost: $1,000                 Tech Level: 2
Buildtime: 864               Armor Type: Building
Power: -40                   Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
  Factories produce your vehicles (no aircraft). At first, only Sand Bikes,
Mongooses, Spice Harvesters, and MCVs are allowed to be built. The upgrade
adds the Minotaurus and APC. Deploying a Starport supplies the Sonic Tank to
your list.
----------------
Atreides Outpost
----------------
Health: 2,500                Prerequisites: Construction Yard, Windtrap
Cost: $400                   Tech Level: 1
Buildtime: 240               Armor Type: Building
Power: -60                   Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
  Although you will have a radar screen even without the Outpost, it doesn"t
display the location of any units. Building this structure allows the radar
screen to show the units in a color-coded manner. You won"t get too far
without this.
---------------
Atreides Hangar
---------------
Health: 3,500                Prerequisites: Construction Yard, Factory
Cost: $1,300                 Tech Level: 5
Buildtime: 540               Armor Type: Building
Power: -50                   Infantry Released: 3
Upgradeable: Yes
Upgrade Cost:  $1,200
Upgrade Buildtime: 0
  The Hangar builds aircraft units. Upon construction, only Carryalls and Air
Drones are buildable. The upgrade adds the Ornithopter and the Advanced
Carryall.
------------------------
Atreides Machinegun Post
------------------------
Health: 2,700                Prerequisites: Construction Yard, Barracks
Cost: $550                   Tech Level: 2
Buildtime: 240               Armor Type: Heavy
Power: +0                    Infantry Released: 1
Weapon Damage: 600      Weapon Range: 9        Rate of Fire: 25
Damage vs. Armor: None [100%]; Light [45%]; Medium [35%]; Heavy [20%]; 
                  Walls [30%]; Harvester [35%]; Aircraft [None]; Building [30%]
  This is your basic line of defense against infantry and light vehicles. The
fact that it requires no power to operate makes the Machinegun Post very
useful. It cannot shoot down aircraft, so you will other units or a Rocket
Turret to cover that.
----------------------
Atreides Rocket Turret
----------------------
Health: 4,000                Prerequisites: Construction Yard (upgraded),
Cost: $1,200                                Barracks
Buildtime: 309               Tech Level: 4
Power: -75                   Armor Type: Heavy
                             Infantry Released: 1
Weapon Damage: 250      Weapon Range: 12       Rate of Fire: 45
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%]; 
                  Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
  The Rocket Turret does poorly against infantry but rips through medium and
heavy armored vehicles. The turret can also blast aircraft out of the sky. The
power requirements are steep at -75. Putting several turrets down will require
a lot of Windtraps!
--------------------
Atreides Landing Pad
--------------------
Health: 2,000                Prerequisites: Construction Yard, Hangar
Cost: $800                   Tech Level: 5
Buildtime: 240               Armor Type: Building
Power: -30                   Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
  The Landing Pad is where your Ornithopters reload their ammunition. Because
all this building does is resupply ammo, you do not need to deploy a separate
Landing Pad for every aircraft in your army.
-----------------
Atreides Starport
-----------------
Health: 2,500                Prerequisites: Construction Yard, Hangar
Cost: $1,500                 Tech Level: 7 
Buildtime: 720               Armor Type: Building
Power: -100                  Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
  The Starport is used for ordering any vehicles (land or air) from the CHOAM
(that"s Combine Honnete Ober Advancer Mercantiles for you Dune fans) company.
You can obtain any vehicle, even if you don"t have the buildings normally
required for making them. The catch is you can only queue up to 5 units per
order, and the prices of them are random. That means you may end up paying
more or less for units. You also have to wait some time before the delivery
reaches the Starport.
---------------
Atreides Palace
---------------
Health: 3,000                Prerequisites: Construction Yard, Starport
Cost: $1,600                 Tech Level: 8 
Buildtime: 1,080             Armor Type: Building
Power: -150                  Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Hawk Strike
Buildtime: 4,536             Weapon Damage: 0
                             Weapon Blast Radius: 4
  Having this building in your possession gives you the ability to use the
Atreides superweapon, the Hawk Strike. It requires the most power to stay
online, and it"s almost as tough as a Construction Yard.
  The Hawk Strike attack confuses a group of enemy units into "retreating" off
the map. The weapon continuously affects the area you selected for a few
seconds. So, any other units that move under the hawk will also be confused.
This is useful if you find an army of tighly packed units heading your away.
Realize the hawk effect can wear off before those units can disappear off the
battlefield.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<   [4.3]   UNITS                                                        >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
--------------
Atreides Scout
--------------
Health: 200                  Prerequisites: Barracks
Cost: $30                    Tech Level: 1
Buildtime: 65                Armor Type: None
Sight Range: 20              Speed: 7
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  The sole purpose of the Scout is for recon. He"s fast and can reveal a lot
of ground on the map in little time. However, the Scout has no weapon and
extremely low HP.
-----------------
Atreides Infantry
-----------------
Health: 800                  Prerequisites: Barracks
Cost: $60                    Tech Level: 1
Buildtime: 87                Armor Type: None
Sight Range: 7               Speed: 6
Veterancy Bonuses: Level 1 (5 pts.)  - +200 Health, Extra Damage
                   Level 2 (10 pts.) - Self-Repair
                   Level 3 (20 pts.) - Extra Armor
Weapon Damage: 219      Weapon Range: 5        Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%]; 
                  Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
  Your basic soldier. Like in other C&C games, massing large amounts of
Infantry can pose a threat (assuming tanks don"t mow "em down). Their rifles
barely harm Spice Harvesters and structures.
---------------
Atreides Sniper
---------------
Health: 600                  Prerequisites: Barracks
Cost: $150                   Tech Level: 2
Buildtime: 99                Armor Type: None
Sight Range: 15              Speed: 6
Veterancy Bonuses: Level 1 (4 pts.)  - Extra Armor
                   Level 2 (12 pts.) - Self-Repair
                   Level 3 (30 pts.) - Stealth
Weapon Damage: 600      Weapon Range: 12       Rate of Fire: 76
Damage vs. Armor: None [100%]; Light [8%]; Medium [5%]; Heavy [2%]; 
                  Walls [1%]; Harvester [2%]; Aircraft [None]; Building [3%]
  Think of the British Sniper from Red Alert 2 in a weaker form. His sniper
rifle has a long range and can kill or cripple any infantry in one or two
shots. I would recommend placing a couple of Snipers on clifftops around your
base, as they gain an advantage with terrain elevation.
-----------------
Atreides Engineer
-----------------
Health: 400                  Prerequisites: Barracks (upgraded)
Cost: $400                   Tech Level: 3
Buildtime: 350               Armor Type: None
Sight Range: 6               Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  The Engineers serves the same purpose he always has. He can instantly
restore a building"s health to full, although he "sacrifices" himself in the
process. He"s also capable of capturing enemy structures. Unlike Red Alert,
an Engineer can take over a building regardless of its HP. Engineers have the
ability to remove any leeches attached to vehicles.
-------------------------
Atreides Kindjal Infantry
-------------------------
Health: 600                  Prerequisites: Barracks (upgraded)
Cost: $150                   Tech Level: 4
Buildtime: 144               Armor Type: None
Sight Range: 10              Speed: 4
Veterancy Bonuses: Level 1 (2 pts.)  - +200 Health, Extra Damage
                   Level 2 (10 pts.) - Self-Repair
                   Level 3 (20 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 100      Weapon Range: 5        Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%]; 
                  Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Deployed Mode
Weapon Damage: 500      Weapon Range: 12       Rate of Fire: 50
Damage vs. Armor: None [10%]; Light [100%]; Medium [90%]; Heavy [85%]; 
                  Walls [50%]; Harvester [30%]; Aircraft [None]; Building [50%]
  Pair up Kindjal Infantry with Snipers, and you have some decent defenses
against both infantry and vehicles. Kindjal soldiers have two modes.
Undeployed, they use a pistol that"s pretty pitiful even against infantry.
Deployed, they switch to a mortar cannon. As one would expect, this cannon is
damaging against vehicles. Kindjal Infantry are very slow and cannot even move
while deployed.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<   [4.4]   VEHICLES                                                     >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
------------------
Atreides Sand Bike
------------------
Health: 1,200                Prerequisites: Factory
Cost: $300                   Tech Level: 2
Buildtime: 150               Armor Type: Light
Sight Range: 8               Speed: 20
Veterancy Bonuses: Level 1 (8 pts.)  - Extra Armor
                   Level 2 (20 pts.) - Extra Speed
                   Level 3 (40 pts.) - Extra Damage, Extra Range
Weapon Damage: 350      Weapon Range: 7        Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%]; 
                  Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
  The Sand Bike is excellent for recon and attacking against infantry. Its
fast speed is another plus. Leave the heavier units to the Mongoose and
Minotaurus.
-----------------
Atreides Mongoose
-----------------
Health: 1,600                Prerequisites: Factory
Cost: $800                   Tech Level: 3
Buildtime: 460               Armor Type: Medium
Sight Range: 8               Speed: 10
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage, Extra Armor
                   Level 2 (24 pts.) - Extra Range
                   Level 3 (48 pts.) - Extra Damage
Weapon Damage: 425      Weapon Range: 10       Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%]; 
                  Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
  The Mongoose works nicely against heavy armor. Its ability to hit aircraft
makes it a useful asset as a portable SAM site. This can save some extra cash
and power over using Rocket Turrets.
------------
Atreides APC
------------
Health: 1,200                Prerequisites: Factory (upgraded)
Cost: $600                   Tech Level: 4
Buildtime: 499               Armor Type: Medium
Sight Range: 8               Speed: 12
Veterancy Bonuses: Level 1 (8 pts.)  - Extra Armor
                   Level 2 (20 pts.) - Extra Speed
                   Level 3 (40 pts.) - Extra Armor
Weapon Damage: 219      Weapon Range: 5        Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%]; 
                  Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
  If you need to transport some soldiers, this is the way to go! The APC can
carry up to 5 infantry at one time. It"s slower than the Ordos version but
makes up for it in armor. You can use the Advanced Carryall to make movement
even easier for the APC. Don"t expect the APC"s weapon to be of much use to
you.
  There"s an easy method to turn the APC into an excellent scout! Simply have
at least one Scout inside the unit (any infantry would work, but the Scout
works best). The APC now has the sight range of the Scout!
-----------------------
Atreides Repair Vehicle
-----------------------
Health: 1,100                Prerequisites: Factory (upgraded)
Cost: $650                   Tech Level: 5
Buildtime: 589               Armor Type: Medium
Sight Range: 8               Speed: 8
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  Because Atreides vehicles can"t regenerate their health, Repair Vehicles are
needed. These deploy a claw that gradually restores any vehicle"s HP. Send a
few of these as support for your forces.
-------------------
Atreides Minotaurus
-------------------
Health: 2,500                Prerequisites: Factory (upgraded)
Cost: $1,300                 Tech Level: 5
Buildtime: 589               Armor Type: Heavy
Sight Range: 8               Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor, Extra Damage
                   Level 2 (24 pts.) - Extra Armor
                   Level 3 (48 pts.) - Extra Damage
Weapon Damage: 600      Weapon Range: 16       Rate of Fire: 120
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%]; 
                  Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
  Your main demolition crew. The Minotaurus is slow and highly protected. It
uses a long-range artillery cannon of sorts and can launch up to 4 rounds at a
time. Each round does significant splash damage, yet this attack is really
inaccurate. Use the Minotaurus to eliminate cannon defenses. Usually you can
find a blind spot where you can attack the turret and not get pummeled
yourself.
-------------------
Atreides Sonic Tank
-------------------
Health: 2,000                Prerequisites: Factory, Starport
Cost: $1,400                 Tech Level: 7
Buildtime: 648               Armor Type: Medium
Sight Range: 8               Speed: 4
Veterancy Bonuses: Level 1 (13 pts.) - Extra Damage
                   Level 2 (30 pts.) - Extra Armor
                   Level 3 (60 pts.) - Extra Damage, Extra Range
Weapon Damage: 900      Weapon Range: 10       Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [80%]; Medium [80%]; Heavy [80%]; 
                  Walls [50%]; Harvester [20%]; Aircraft [None]; Building [10%]
  Not quite as heavily armored as the Minotaurus, the Sonic Tank is just as
powerful. Its sonic cannon is effective against any infantry and vehicle.
However...the tank"s weapon cannot be fired on the move and must line up with
the target before attacking.
------------------------
Atreides Spice Harvester
------------------------
Health: 3,500                Prerequisites: Factory
Cost: $1,000                 Tech Level: 2
Buildtime: 504               Armor Type: Harvester
Sight Range: 6               Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  The Spice Harvester operates like you would think. Its move out onto the
spice field and collects Melange, which is then processed in your Refinery
into Solaris. Each harvester can hold up to $700 in spice. Obviously, this
unit is always open to the dangers of sandworms. Build a sufficient supply of
Carryalls to help prevent the lost of harvesters.
------------
Atreides MCV
------------
Health: 4,500                Prerequisites: Factory
Cost: $2,000                 Tech Level: 2
Buildtime: 864               Armor Type: Heavy
Sight Range: 14              Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  The Mobile Construction Vehicle (MCV) can deploy into a Construction Yard
in a few seconds. To "undeploy" the Con. Yard, select it and order it to move.
It folds back up into an MCV. Have an extra one of these handy in the event
your Construction Yard is destroyed.
------------------
Atreides Air Drone
------------------
Health: 1,200                Prerequisites: Hangar
Cost: $800                   Tech Level: 6
Buildtime: 499               Armor Type: Aircraft
Sight Range: 10              Speed: 20
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage, Extra Armor
                   Level 2 (24 pts.) - Extra Range
                   Level 3 (48 pts.) - Extra Damage
Weapon Damage: 800      Weapon Range: 15       Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%]; 
                  Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
  The Air Drone is primarily for defending against other aircraft. This unit
is not capable of hitting ground targets. This aircraft can fight while
moving, making it excellent for taking out Carryalls and the like. It"s
extremely fast and can outrun most ground-to-air attacks. The Air Drone also
has some potential for recon.
-----------------
Atreides Carryall
-----------------
Health: 1,600                Prerequisites: Hangar
Cost: $1,100                 Tech Level: 5
Buildtime: 450               Armor Type: Medium
Sight Range: 0               Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  The Carryall simply picks up Spice Harvesters to and from the spice fields.
It won"t take much power to knock one out of the sky. There"s one key fact to
remember: if the Carryall is destroyed while possessing a harvester, the
Carryall AND the harvester are gone.
--------------------
Atreides Ornithopter
--------------------
Health: 1,600                Prerequisites: Hangar (upgraded)
Cost: $1,000                 Tech Level: 5
Buildtime: 499               Armor Type: Aircraft
Sight Range: 8               Speed: 20
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
                   Level 2 (24 pts.) - Extra Speed
                   Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 200      Weapon Range: 12       Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%]; 
                  Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
  You will probably make more use out of the Ornithopter than the Air Drone.
A small group is great for ambushing units that can"t hit aerial units and/or
undefended portions of a base. Like most aircraft, they"re weak to almost any
attacks. Keep an eye on the Ornithoper"s ammo supply! Have them reload at
Landing Pads.
--------------------------
Atreides Advanced Carryall
--------------------------
Health: 900                  Prerequisites: Hangar (upgraded)
Cost: $1,800                 Tech Level: 6
Buildtime: 648               Armor Type: Medium
Sight Range: 8               Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A
  This version of the Carryall can up pick any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to its
normal counterpart. One function you might not know at first is its ability to
collect enemy units. There is a slightly delay when attempting to do this.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 =-   5)   HOUSE HARKONNEN OVERVIEW                                       -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on House Harkonnen.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<   [5.1]   HOUSE ADVANTAGE                                              >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  Harkonnen troops are trained under harsh conditions and always do their best
while fighting. So, as a result, Harkonnen units never suffer from a slowdown
penalty when under fire. If you watch the units of the Atreides and Ordos,
they crawl or travel slower after taking a couple solid hits.
  This House lacks a repair vehicle and regeneration technology, but almost
all units are given the self-repair ability at their second level of
veternancy.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<<   [5.2]   STRUCTURES                                                   >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
---------------------------
Harkonnen Construction Yard
---------------------------
Health: 4,000                Prerequisites: None
Cost: N/A                    Tech Level:  0
Buildtime: N/A               Armor Type: Building
Power: +0                    Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
  Your base of operations. Without this, you can"t construct any buildings.
You can move the Yard to a new location by selecting it and ordering it to
travel there. This unpacks the building into an MCV. The MCV can be deployed
back into a Construction Yard. Due to its importance, the Con. Yard is
extremely difficult to destroy without several units to do it.
------------------
Harkonnen Windtrap
------------------
Health: 1,500                Prerequisites: Construction Yard
Cost: $225                   Tech Level: 1
Buildtime: 240               Armor Type: Building
Power: +100                  Infantry Released: 1
Upgradeab