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STRUCTURES
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The LabThe lab is the primary structure that all players must have. If you lose your lab, you're eliminated and out of the game, so in effect the lab is the player's king (some game modes and options do change this rule, however). The lab is where most research is performed and is the location where henchmen are recruited.


Water Chamber The water chamber is required if the player wants to build creatures that can swim or that have certain aquatic parts. None of these creature types in the player's army will be available until a water chamber has been built. Once it is built, the player can build swimming and amphibious creatures at the water chamber, and can also build amphibians in the land based creature chamber. If all of the player's water chambers are destroyed, the player will need to build a new water chamber to build new units of that type but all existing creatures will not be affected.


Air Chamber The air chamber is required if the player wants to build flying creatures, and is the only chamber able to build creatures of this type. Any flying creature in the player's army will be unavailable until an air chamber is built. If all of the player's air chambers are destroyed, the player will need to build a new air chamber to build new flying units but existing flying creatures will not be affected.

 


Research Clinic The Research Clinic allows for the research of several enhancements including allowing henchmen to heal wounded animals, and increasing the performance of both henchmen and buildings.

 

 


Creature Chamber The Creature Chamber is the primary structure for creature creation. Any creature that can walk on land can be built at a Creature Chamber provided the player has fulfilled the requirements for that creature (rank, water chamber for amphibians). To build creatures at a Creature Chamber the player selects the Creature Chamber and builds creatures using the context sensitive menu.

 


Bramble Fences This is a natural defense that has been used against animal and man for millennia. The bramble fence does no damage until it is fully-grown, but will still stop creatures from passing unless the fence is destroyed. Each section of fence is treated as its own entity, with its own hit points. To get through a bramble fence the player can go around it (provided it hasn't been closed off), go over it using flight, or go through it by ordering an animal to attack one of the sections. Note that digging creatures cannot go under a fence due to the deep roots the brambles create. Any creature that directly attacks the fence will take damage with every attack unless they have the barrier destroy ability or are using an artillery attack.


Sound Beam Tower The soundbeam tower is a rotating turret that produces a cone shaped sonic attack with similar effects to that of various marine creatures. It can only fire in one direction at a time, but can change that direction by slowly rotating its emitter. The sonic attack only affects enemy creatures and does not affect structures or enemy henchmen. The tower is designed to be a moderate strength static defense that works best against ground targets.


Lightning Rods Lightning rods are a cheap, easy way to collect electricity by conducting large amounts of static electricity from the atmosphere to the player's storage account. The player can place lighting rods on any open ground location with each rod producing 2 points of electricity a second. Each player is limited to 4 lightning rods per map.

 


Workshop Workshops are return points for collected coal. They can be placed anywhere with sufficient open ground, but are best situated near coal piles to decrease the distance henchmen must travel with their loads of collected coal.

 

 


Electrical Generator The Electrical Generator is a more expensive but more efficient way to harness electricity. Each generator can produce 3 points of electricity a second but can be upgraded to improve their efficiency. Generators can only be built over geothermal geysers.

 


Landing Pad Once a Landing Pad has been constructed, the player can build a gyro-copter, giving him the benefit of a flying henchman. When a henchman is assigned to fly it, the gyro-copter can be used to build or repair structures, collect coal, scout, tag enemies or transport creatures and henchmen. So useful is the gyro-copter, you can only have one at a time.

 


Genetic Amplifier The Genetic Amplifier allows the player to improve upon their creature designs in many areas, such as the creatures speed, armor, hit points, etc.

 

 


Anti-air Tower An anti-air tower is specifically designed to provide an effective defense against flying units. It also allows the player's lab to occasionally emit a radar pulse that reveals all enemy units and structures on the map for a short period of time, even those that are camouflaged or are using the dig ability.

 

 

 


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