Walkthrough - Guide for The Moon Project
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T H E M O O N P R O J E C T By Omni C. Man v1.0 T a b l e o f C o n t e n t s Disclaimer Introductions Units -Eurasian Dynasty -United Civilized States -Lunar Corporation Buildings -Eurasian Dynasty -United Civilized States -Lunar Corporation Weapons Strategy Missions Cheats Thanks and etc. Disclaimer Don't take without asking me, Omni C. Man (A.K.A. Omnicode). I am nice ok. Just e-mail me at [email protected]. Also expect a waiting period due to I play many other games and have homework plus a life so due be patient. Plus I am a web designer. Anyway let's get on with the show. Also be aware this is my first Walkthrough. Introductions S T O R Y L I N E This is the sequel to Earth 2150 so the main story that's more in depth is there. Three groups fight for survival and existence. Eurasian Dynasty (ED) which had setup in Asia and later conquered Europe who has an eye on taking back the Americas on Earth. United Civilized States (UCS) who have been attacked over and over and also kept an eye on the Lunar Corporation and trying to sabotage their secret project. And the Lunar Corporation (LC) a group who left Earth to be on its own and later grew on the Moon to later be the most advance of every group there is. They found evidence of an existing Extraterrestrial fighting a war in the vicinity of Earth, Mars, and all the other planets there. So they then started a project to create a warcraft able to sustain life to search space to find out more on the extraterrestrial. This project is called… …the Sunlight Project. Place yourself in one of these groups and fight for their purpose. Units E U R A S I A N D Y N A S T Y ED's units are really primative but when put with the right fire powers you can do some good. These people have the almighty and mass destruction NUCLEAR BOMB!!!!!! ;) G R O U N D T R O O P S Gruz – Slow and not a fighting unit. This big guy builds the ED's buildings and digs in the tunnels. Give major coverage outside of base. Always have more than one on the spot to keep a good quick pace of base production going on. Kruszchev – Don't listen to others who say this guy is not good for action. He is suited for defending yes but he packs a good punch too and not to shabby armor either. Weapon systems are bad at all. Ural – Any called for an exterminator! Yep this guy is your main guy for actian. Back him up with the Caspian and Kruszchev for superior battle. He may be slow but his armor more than makes up for it. Never leave him behind or you won't win without a major army in those big fights. But drawback… they are to expensive but hey 5-10 is all you need for a for sure victory or atleast major killing spree. Minelayer – Without one your units are good as gone with good enemies. This guy will take out and place mines in the fields. Never leave home without one. Caspian – Not the best armor but better than expected and light weaponry. Speedy little fellar huh? Heh heh. You can also add on to its weaponry with more weapon systems and… its amphibious so its never stopped. Pamir – The equivalent to the UCS Tiger. This is only good in the first missions and as a defender. Also a scout but that's pretty much it. Taiga – It's the money maker right here. This guy will take the mined ore to the refinery for some cash. Also the biggest weapons and camoflouge systems are good for this guy. But slow so keep it covered. Siberia – The better Taiga except this CAN'T mine. Its faster (to an extent), better armor, and morebetter everything I guess. N A V A L U N I T S Kiev – Your minisub basically. Light armor and shoots missiles. Also its very stealthy. Leviathan – Your main man for the sea. Long distance and good armor but…there is always a but…its slow. But it has on board heavy cannons. Have him always during your big sea battles. Oka – Your sea scout basically. That is all. Very light weapons and armor. Volga – This is a either/or thing. Its sea yet its tank. Slow on land and slower over water but rocket launchers can be fitted on this big puppy. Also good armor so this is your alternative to the Ural and/or Leviathan. A I R U N I T S Transporter – Heavy armor and fast too. Pretty much just used for transporting, heh heh go figure. Cossack – Speedy little devil. Used for scouting and the smallest of battles. Light armor too. Gronzy – It's a Better Cossack. But slower due to better armor. Needs support though. Han – Your bomber. Also transports ore containers. Very fast and good armor. Thor – It can transport things still but only to a limit. But it can take the hts and dish it back out. United Civilized States Now we get advanced. It has robots for fighting. UCS doesn't have major disadvantages but you know there is always a spot but its never major. G R O U N D T R O O P S Cargo Salamander – It transports you raw materials and good weapon system. But don't use as a main fighter since its slow…extremely slow. Always upgrade because later rockets can be place on this fellar. Jaguar – Its your alternative to the Panther. More expensive but good weaponry and armor. Slow but hey it packs a big punch. Mammoth – Your building builder. So keep him covered. Plus it digs in the tunnels. Minelayer – It lays the mines and destroys them. Keep this guy protected and always have one on the spot. Ore Harvester – In the name. It harvest ore. Also keep protected. On the bright side…it has a flying version comes later. Panther – Your main fighting unit. Has great armor and good weapon systems. It's slow however so go slow with this guy. In packs they pack the biggest punch. Spider – Pretty quick and good armor and it can take big guns (well almost big). It's very maneuverable. Tiger – Not the best but better than ED's Pamir. Use this guy to scout and small battles. Keep an eye on him when against the LC especially due to LC are Tiger killers. N A V A L U N I T S Barracuda Submarine – Very high tech and good in battles. To bad you barely get to use him in missions. Hydra – The power unit of UCS in the sea. Give backup though since he is slow. Shark – The sea scout for UCS. Light armor but good back up guy for helping the Hydra. A I R U N I T S Bat – Slow and better than Gargoyle but light armor so only use in small fights. Condor – Its your supplier. Very speedy but light armor. He gives ammo to your guys in battle. Watch him though. Dragon – Packs a big punch from the sky so he is your person to look to for a big air support. Bat is the smaller equivalent to this guy so use the Bat when strapped on cash. Fox Unit Transporter – Used to transport (duh!). Only taken out by REAL hits. Gargoyle – One of the fastest in the game… meaning only use as scout and taking out bombers. Only use also in extremely small fights. L U N A R C O R P O R A T I O N All around favored for its advance weapons. Only thing is these people have NO SEA UNITS. But other units make up for it. G R O U N D U N I T S Crater – Fastest LC vehicle and comes with shield generator. Also has armor so this guy is a good support unit. Crusher – Hit and run guy. Very speedy and good punch but can't take to many hits. Use in GREAT numbers. Fat Girl – My extreme favorite unit. It has not 1, not 2, but 4 WEAPON SYSTEMS!!! Meaning it is the mother of all units. Who cares if it is slow it packs the grand punch. Also good at defending but to me… made to last and fight. Lunar – The scout. Light armor and weapons so you know use as defender. Moon – Fast as Lunar and has good armor meaning support unit for Fat Girl. New Hope – It has its only repair systems but low armor and only has one weapon system. But it's fast. Also a unit to support Fat Girl or hit and runs. Tunnel Digger – Basically…digs in the tunnels (duh!). But keep guarded. A I R U N I T S Meteor – The air scout. Use when Lunar can't get those hard to reach areas. Super Fighter – Your mix breed of a Meteor and Thunderer. It pretty much all around everything so it's good for fighting and scouting. Thunderer – Packs a punch from the sky and it's fast. Though its costly but eh. Transporter – It's in the name. It transports. Crion – A secret weapon of the LC equipped with a powerful weapon. B U I L D I N G S Alas…the buildings. Each faction has a different way of buildings. I will say when I get to them. E U R A S I A N D Y N A S T Y Artillery – Long rang stationary shooter. Use in to clear a path. Headquarters – YOU NEED IT!! No matter what happens you MUST protect this or everything will be in disarray. Heavy Tower – Better than Small Towers and Large Towers. Allows more weapons to be mounted than other buildings. Landing Zone – ALWAYS make sure this survives. If this is gone you will have a MAJOR problem on getting units to and from your main base. Large Tower – Able to shoot over the Small Tower and the Pill-Box which than makes it able to have support from them and has heavy defenses. Mine – This collects the raw material and packages them and Taiga tanks will be able to pick them up. Missile Control Center – This is needed to launch the Atomic Warhead Rocket. Leave space around it for the silos though. Also protect with great amounts. Pill-Box – Creates a good stationary defense and has strong defense. It can hold units inside too. Power Plant – Yes every building must be in range of this building to even function. Radar – This shows hidden units and disrupts enemy lines. Recycler – Pretty much gives you half the money back of any unit you put inside. I usually ignore this building since every unit can just be upgraded and repaired (depending on whats the cause). Refinery – Deliver the Ore Containers here and rake in the cash. Research Center – In the name. Research things here. Shipyard – Builds your sea units. Silos – This stores your ballistic and atomic missiles. Small Tower – It can guard against air units but it isn't so hot versus ground units or platoons of them. Only use in the beginning after something else is able to be built rebuild to that. Supply Depot – Your supply helicopters go here to get the ammo and deliver to your units. Must have for all units that have weapons based on energy like lasers or sonic cannon etc. Tunnel Entrance – If you can't see it…adjust your screen!!! Its huge and leads your units underground. Protect with everything you can and leave one Gruz unit in the tunnel to make a new entrance/exit just in case it is destroyed. Vehicle Production Center – All civilian units are built here and the building can fend for itself slightly. Weapons Production Center – All fighting units are built here and the building can fend for itself slightly. U N I T E D C I V I L I Z E D S T A T E S Now we are getting into some buildings more advance and future like. Artillery – Mediocre range and good for making a road into enemy territory. Atomic Power Plants – Creates a set amount of energy. Later in can be upgraded. Anything out of range will need an Energy Transmitter to help stretch the range. You are better off making multiple power plants though. Energy Transmitter – This will stretch electricity out to the farthest reaches of your base. Fortress – This is tough to beat so build multiple to annoy the enemy. Almost the strongest building out (LC beats them). HeadQuarters – Protect at all cost or your base defenses, production, and research will be thrown in disarray and throw you out of order. Heavy Tower – ED equivalent to their Heavy Tower (no resemblance or relation). Pretty much has great range but not the best. Landing Zone – Protect it with your life or your pretty much wasted and left any units there that you liked stranded. Large Tower – ED equivalent to their Large Tower (no resemblance or relation). Pretty much good armor and good range. Plasma Cannon – Must be built in range of the Plasma Control Center. Once built you can fire at any place on the map. Plasma Control Center – Once built satellites are built so then the Plasma Cannons can aim off of to shoot enemy bases and units. Recycler – Same as ED Recycler. Refinery – This is where your harvesters take the ore. Build it near the ore fields or else your harvesters have a long drive and money won't come in as fast. Research Center – In the name. This is where everything is researched. SDI Defense Center – Build this to protect yourself against ED (or enemy if they stole the building) atomic rockets. Shadow Tower – A stationary Camouflage system. Build multiple to help hide your base and units to run them in a trap. Shipyard – Creates the Sea Units of UCS. Small Tower – Build multiple of these next to each other for greatest efficiency. Supply Depot – Same as ED Supply Depot. You need it for making the ammo which your Suppliers come and pick up to deliver to your needing units. Teleport – This will help to teleport units and/or harvesters from point A to point B. Tunnel Entrance – Very small and hard to see. Better than ED so its hard to see. Again keep a builder in the tunnel to build another entrance just in case. Vehicle Production Center – Creates all civilian units and can fend for itself for a little while. Weapons Production Center – Creates all military units and can fend for itself for a little while. L U N A R C O R P O R A T I O N If you are these people building buildings are made from the "Build" tab. Which then are brought down from the Orbital Construction Center. So that saves you a unit (or two). Artillery – Mediocre range and helps makes a path to and from enemy territory. Aerial Supply Depot – Creates the ammo which your units need to continue fighting. Defender – The LC light defender. Make multiple next to each other for good efficiency. Guardian – This over does how well the UCS Fortress is so build these in all areas possible. Headquarters – Same as ED and UCS. Protect at all cost and etc. Landing Zone – Same as ED and UCS. Protect at all cost and if you can't better make due with what you have. Main Base – This creates all units here. Air units and Ground units. Civilian and Military. Also comes with its own generator and own weapon systems so it can defend for its own. Mine – The LC mine takes place of both the refinery and/or harvesters. Must be constructed over Ore Deposits. Nest – Same as defender but smaller and also works more efficient when grouped in multiple numbers. Recycler – Same as ED and UCS. You get half back for recycling your units. Do your part for the moon's environment and recycle. Research Center – Same as ED and UCS. Research everything here. SDI Defense – Same as UCS SDI Defense Center. Protects against rocket attacks. Solar Battery – During the day this charges up and stores solar power and at night it will power up your base. Solar Power Plant – Creates energy during the day by having Solar Cells collect solar energy and uses it. Leave space for making Solar Cells or else its useless. Weather Control Center – Just leave it to the weather to help you. Clear days, rainy days, snowy days, windy days, and meteor showers and more can be summoned from here to do your messy work. Xyrex Power Plant – This creates tons of power which once available replace Solar Batteries, Cells, and Plants with since its better. But it is quite space consuming. Weapons For saving space I will just combine em' and say which weapon is able to be built for which faction. 20mm Chaingun – Available to ED, UCS, and LC It comes with lots of ammo so fire at will. Provides air coverage too. Rocket Launcher – Available to ED, UCS, and LC Provides long distance, air coverage, and ground coverage. 105mm Cannon – Available to ED and UCS Packs a punch and easy to make. Bomb Bay – Only for ED BOMBS AWAY!!! (you get the picture don't you?) Laser Cannon – Only for ED Everyone has their own energy gun and this is ED's. Ion Cannon – Only for ED Disables enemy units for capture or just to destroy without too much resistance. Earthquake Generator – Available to ED, UCS, and LC Shake, rattle, and roll!!! (another no brainer) AA Gun – Only for ED Wide firing gun. Anti-rocket System – Available for ED, UCS, and LC Provides coverage from rocket attacks. Repairer – Available for ED and UCS In the name. It repairs damaged armor. Shield Generator – Available for ED, UCS, and LC Puts a shield generator on the unit for extra protection. Banners – Available for ED, UCS, and LC Gives morale upgrade. Grenade Launcher – Only for UCS High explosives. Plasma Cannon – Only for UCS Provides a high-powered energy cannon. Plasma Bombs – Only for UCS Man they get fancy with plasma huh? Same and a ED bomb except even bigger BOMB!!! SDI Laser – Available for UCS and LC Shoots down those darn ballistic missiles. Shadow Generator – Only for UCS Hides the unit and makes it hard to kill. Electro Cannon – Only for LC LC special energy cannon that packs a big punch. Sonic Cannon – Only for LC Burn to a good crisp than bomb!!! Shield Recharger – Only for LC Makes shields last longer and speeds up rejuvenating time. Regenerator – Only for LC Same as repairer. It repairs damaged armor. Detector – Only for LC Detects UCS hidden units. Strategy Well now lets get some things down straight for fighting my way which usually is really good. The so called "pros" do it by the books and keeping the big guns back and using lighter faster ones aren't always the best since you need to pack all the heat that you can. With UCS take a squad of Panthers, a few Jaguars, throw in some good air units and you got it. Before hand use the Plasma Cannon if possible to take out a strategic point. With the sea take lots of Hydra and Sharks and you got it. ED takes more tactical skills than anything due to they aren't so advance as UCS and LC but still able to win. Take many Kruszchev and Urals and for air support put some bombers to take out any well defended areas or weaken them and than clean em' out with your Ural and Kruszchev army take outs everything else. Put your nukes to the test and when everything settles immediately follow with that force. LC is a time consuming one but the best. A very large force of weapon mixed Fat Girls (mix the weapon so you got anti- air and ground) and Moons and Lunars for back up. Throw in Crions and/or Super Fighters for air support and boom. Also before hand wipe out an important sector with the weather for some before battle coverage. Make due with everything you got. It will be your best friend. Also have mobile defenders around your base. Go all out in fights except for a few and always keep building the big guns first during fights just in case something goes wrong. Never use Artillery near your base. They will cause havoc on your base more than on the enemy's units or buildings. Walkthrough Well finally you are ready to bad I have nothing on ED or UCS yet and I got parts of LC so I will do my best on LC and than update this later. Lunar Corporation Walkthrough Mission #1 - Invasion If you built up before coming a little than this is a piece of cake. Grab all units and head on to the mission area. Once there grab ALL units and head on to the corner as fast as possible and watch out for the constant meteor shower. Once to there soon to be base wipe em' out. Forget the artifacts since that takes time just go go go and destroy. If there in time well congratulations since they will be wiped out since they weren't able to build up to a big force. If not than build a big army and go for a battle. Once done lets get out! If you want harvest the Ore deposit to the right for some money. Break If you harvested the little Ore Deposit and transported it back to the Main Base than make more units and grow your base. Research whats to be researched. Do what you must so you have something for the next fight. Mission #2 – Carpates You start off with 4 transports. Watch them well. Use one or two at a time and pick up the UCS harvesters and drop em'. After all 22 are gone than build a landing zone and bring in those units you should have. Wipe em' out! Break I don't know whats to be done now but…relax! Mission #3 – Convoy This takes some work. You start with a lot of Phobes and 6 guys in the back which are not yours. Those are the units of the convoy. You got some time. 2 options. Long way or short way. If short way (my way) block off the convoy with a laser wall COMPLETELY and than build transports and bring all the units home safe and quick. That's my way and only way I did it. Long way. Well takes creativity so good luck and if you find out e-mail me and I will give you credit. If all the units in the convoy made it than make a landing zone and bring them home. Break Do whats to be done and save since the next one isn't at all easy. Mission #4 – The Shower Take Fang as soon as possible to the artifact area. Grab em' and choose a path. North is to one base and south is to another. I choose South but it doesn't matter. With Fang, fly into one of the bases when the timer gets around 15 to 20 seconds left on the counter for the next shower and go in. Once 0…RUN!!!!! Get out and if any units follow kill em' with your other units. Wash, rinse, and repeat until both bases are destroyed than go home! Break Again calm down from a intense and mind boggling battle and go on to starting the Sunlight Project. Well this is the end of the line for me. I haven't quite finished Ring One but when I am I will update this. Cheats Well here are some cheats that may be of interest. Press enter and than type in "Cheater 1". Now enter one of the following: Result - Cheat Increase money – moneyfornothing [enter number here] Fast research – mybrainisfaster 1 Set unit limit number – limit_up [number here] Place mines – hotground Meteor shower – shower Lose Scenario – byebye Win scenario – judgementday Show enemies – hereyouare! [note] Show all on the map – beautifulmoon 1 To take off cheat mode, enter cheater 0. That's all the codes I know at the moment that work the others seem to not work. Thanks and etc. Well thanks www.cheatcc.com for the codes. The Moon Project game manual for a listing of all the units and buildings. And thanks all you happy people out there. So far only www.gamefaqs.com, www.codemanpalace.cjb.net, and www.cheatcc.com are the only sites able to use this Walkthrough. If anybody else out there wants to use this EXACT replica (not ripping me off since I do not like that and this is copyrighted) than e-mail me at [email protected]. Copyright © by Omni C. Man 2001. All rights reserved.