recursal/Fanatic-Fandom huggingface dataset:
E4M1: Hell Beneath

E4M1: Hell Beneath is the first map of Thy Flesh Consumed. Designed by American McGee and the par time is 2:45.

This map is probably the hardest opener. You have 63 well-placed enemies, including 5 Barons of Hell, and you only get 9% health and only one piece of **security armor**. You also get little ammo, however a lot of shotgun ammo due to the amount of shotgunners you can kill, and the rocket launcher in one of the secrets is placed on nukage. On Hurt Me Plenty and easier are four medikits, two of which are available through a secret.

## Walkthrough

From the start point, turn left and follow the slime walkway to a room with imps and two gargoyle switches to the west and east. Press the switch on the west to open a door to the midwest with some spectres. Cross to the northwest ledge, fall down into the nukage and go up the stairs, beware imps to the left and right, then keep going up, to the southeast, where is the red skull key. Beware a baron of hell that will teleport into the room if you look at the wall to the west of the room. Now go back to the middle of the room, you will see a lift with two shotguns (dropped from the shotgunners you killed earlier), lower the lift, jump out the window, and backtrack to the red door at the east. Go through, you will see a room with a (harmless) blood river, with two baphomet walls where behind them are monsters that will teleport into the room, go either side of the wall to the east, kill the Imps, and then grab the blue key from the alcove. Now get to the west of this map and go through the blue door and through the exit teleporter to finish this tricky-but-straightforward map. Period.

*Other points of interest:*

Getting the blue key will release 6 spectres and 2 imps, each teleporting somewhere overlooking the bloodfall.

*Secrets:*

1. Drop into the nukage pool at the start. There is an ammo clip sitting near the opening with spectres, press to lower the lift, then get into the alcove with the rocket launcher. To the left is a secret door. Open it to access two teleporters. Each takes you to a ledge near the northeast part of this map. The ledges have medikits on Hurt Me Plenty and easier, otherwise shotgun shells.
2. In the room behind the red door are torches to the north and south, press the north torch to trigger many enemies, including four Barons of Hell, and lower the large wall to access a hidden "NIИ" logo. You must actually step on the small area around the "NIИ" letters to get credit for this secret. Running over them will have the walls raise up, with a gargoyle switch that lowers the walls permanently. If you run outside the room AFTER the walls are fully raised, there is a gargoyle switch to the southeast (opposite of the gargoyle switch that allows you to access a part of this map) that lowers the walls. Do not run into the blue key alcove after the walls after stepping on the "NIИ" letters, making you trapped inside with no escape route unless you use idspispopd to disable clipping. Also do not get on the walls THEMSELVES, as you will get crushed and pinned to the ceiling. The "NIИ" logo is a reference to Nine Inch Nails, an industrial rock band.
Shape of You (song)

## Gallery

**Shape of You** is a song by Ed Sheeran and was released in 2017 on his album "÷" (Divide).

## Cover version

Louisa Johnson covered the song on March 31, 2017 at the Capital Live Session.

## Videos

A live performance of the track was released on March 31, 2017 as part of the Capital Live Session.

## Lyrics

<tabber>
Standard=

The club isn't the best place to find a lover

So the bar is where I go

Me and my friends at the table doing shots

Drinking fast and then we talk slow

Come over and start up a conversation with just me

And trust me, I'll give it a chance

Now take my hand, stop, put Van The Man on the jukebox

And then we start to dance

Say: Boy, let's not talk too much

Grab on my waist and put that body on me

Come on now, follow my lead

Come, come on now, follow my lead

I'm in love

I'm in love

I'm in love

I'm in love shape of dance

I'm in love

dance

I'm in love

I'm in love in the shape of...

I'm in love with the shape of you

We push and pull like a magnet do

Although my heart is falling too

I'm in love with your body

And last night you were in my room

And now my bedsheets smell like you

Every day discovering something brand new

I'm in love with your body

I'm in love with your body

Every day discovering something brand new

I'm in love with the shape of you

I'm in love

I'm in love

I'm in love

I'm in love shape of dance

I'm in love

dance

I'm in love

I' m in love in the shape of...

One week in we let the story begin

We're going out on our first date

You and me are thrifty, so go all you can eat

Fill up your bag and I fill up a plate

We talk for hours and hours about the sweet and the sour

And how your family is doing okay

Leave and get in a taxi, then kiss in the backseat

Tell the driver make the radio play

Say: Boy, let's not talk too much

Grab on my waist and put that body on me

Come on now, follow my lead

Come, come on now, follow my lead

I'm in love

I'm in love

I'm in lo-lo-love

I'm in love shape of

dance

I'm in love

dance

I'm in love with the shape of you

I'm in lo-lo-love

dance

I'm in love with the shape of you

I'm in love with the shape of you

We push and pull like a magnet do

Although my heart is falling too

I'm in love with your body

Dance

And last night you were in my room

And now my bedsheets smell like you

Every day discovering something brand new

Dance

I'm in love

I'm in love

Dance

Dance

I'm in love in the shape of...
Syco Entertainment

**Syco Entertainment**, often known simply as **Syco**, is a global joint venture between Simon Cowell and Sony Music Entertainment focused on the production and marketing of music, television, film and digital content. It employs a staff of more than 50 in offices in London and Los Angeles and manages a string of high-profile television and music brands through partnerships with Sony Music labels and TV production partners, most notably Fremantle Media. Cowell and Sony Music Entertainment each own 50% of the business. Charles Garland, the former chief operator of Simon Fuller's 19 Entertainment is Global CEO, responsible for the day-to-day operations of the company.

Following Louisa Johnson's victory at The X Factor 2015, she signed with Simon Cowell's record label Syco Records.
Exploits

**exploits** in **forts** are when you take an intended mechanic(s) (e.g. rope holding up bracings that have been disconnected from other forms of support and objects built on bracings that have fallen will fall with the bracings) and use them to do something other than what is directly intended for example using the previous two mechanics in conjunction to have weapon e.g. a cannon face further upwards normally to make a "cannon mortar"
So Good

## Gallery

**So Good** is a song by Louisa Johnson and appears as her third single. It was released on October 28, 2016.

## Background and release

The song was released on October 28, 2016. The acoustic remix was released on November 11, 2016. The Alex Adair Remix was released on November 18, 2016.

## Chart Performance

The song peaked at number 13 on the UK Official Chart. In Ireland, the song peaked at number 13, while it entered the top ten in Scoland, placing 8th. The track also charted at number 33 in Hungary and on number 77 in Poland.

## Music Video

The music video was premiered on November 4, 2016.

### Description

The video was directed by TBA and shot in TBA. [source]

## Remixes

One remix was released on streaming platforms.

So Good (Alex Adair Remix)
## Lyrics

* Standard
* Remix

I said about five minutes away

One more stop and I will be off this train

I'm free any day of the week

Always losing some sleep

I told myself I'll be back by ten

Trying save myself for the weekend

But I know me, I hate to miss a party

Don't say, don't say I didn't warn you

Don't say I didn't warn you

I live for the moment

I wasn't supposed to go out tonight

I should be at home

I got work at 9

Shouldn't be out here doing what I like

But it feels so good, so good

I was only gonna be an hour or two

I guess that now I'm here I'm going down with you

But it feels so good, so good

Angel on my shoulder is giving up on me

No listening to him and I can hardly speak

The music they play makes me this way

I think it was only 10

How did it get to 3

It's like I'm in my own time machine

But you know me, I never leave

Don't say, don't say I didn't warn you

Don't say I didn't warn you

Just live for the moment

I wasn't supposed to go out tonight

I should be at home

I got work at 9

Shouldn't be out here doing what I like

But it feels so good, so good

I was only gonna be an hour or two

I guess that now I'm here I'm going down with you

But it feels so good, so good

I wasn't supposed to go out tonight

I should be at home

I got work at 9

Shouldn't be out here doing what I like

But it feels so good, so good

I was only gonna be an hour or two

I guess that now I'm here I'm going down with you

But it feels so good, so good

## Audio

* Single
Click here to listen to it on Deezer

## Videos

A behind the scenes video was released on November 18, 2016. The acoustic video was released on December 8, 2016.
Sandbags

**Sandbags** are a Device that allow defence at a low cost.

Sandbags cost no metal to build or repair, which makes them a nice cheap defense for low-defended parts of the fort.

Sandbags are especially effective at fully countering firebeams,20mm cannons and buzzsaws. Firebeams cannot penetrate sandbags, 20mm's deal a lot less damage to them and buzzsaws also get fully stopped by them.

The most effective counter to them is the minigunner, since minigunners have a massive x5 multiplier against them, pretty much shredding through them.

The best use for them is protecting turbines against early game harrasment, building sangbag walls to protect against the weapons listed above, or just placing them in free spots to add some extra protection from dropshots and general fire from above.
EMP Missile

A missile launcher that shoots a light-blue headed rocket. Easily destroyed with anti-rocket weapons. When this special rocket hits, anything within blast radius becomes unable to function. Weapons? Doesn't fire. Material suppliers? They don't supply. Shield? Shutdown. Something repairing/building/deleting? Halt! This launcher can be upgrades to rocket launcher, which shoots 2 explosive rockets but with a trade off with not having EMP. You can shut down an entire base forever with 2 these launchers firing when the other one is half done reloading. A good strategy with this is to control group the emps and explosive rockets and have them fire one after the other so that the enemy will not be able to repair the damage you have caused, giving time for other weapons to fire and thus damage it even further.
United States (Classic)

## United States

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see United States.*
## Overview

The United States (also referred to as *America* or *USA*), is one of the superpowers in First Strike. The starting area of the United States encompasses all of Chicago, New York City, Los Angeles and Miami as major cities and everything in between.

It's by far one of the easiest superpowers to win with, as it starts off with various research, missiles, controls many nations and is relatively secluded. It's one of the few superpowers that are unlocked from the beginning of the game, the others being Western Europe and North Korea.

## The American Game

*Main article: United States Strategies*
Being the most powerful nation in the game, starting off with many nuclear missiles and significant research, the United States is designed to be easy when there are few enemies. However, when many enemies are in play, the US can become a challenge for even veteran players.

The United States' isolation is a major benefit as it gives the player enough time to expand their land and arsenal. While Russia is the strongest close enemy, USA will usually first fight with Brazil for dominance over the Americas while Russia is busy maintaining itself in Asia.

## Trivia

* The United States was the first country to acquire an Atomic Bomb through the secretive Manhattan Project. The first test was on July 16th 1945. The United States would eventually use the bomb to end World War II in the Pacific.
* The United States has around 5,600 nuclear weapons, the second most in the world.
* The state of Alaska is not controlled by the United States in the game. This is likely to allow for more dynamic conflicts and power struggles between powers in North America and Asia.
E2M6: Halls of the Damned

E2M6: Halls of the Damned is the sixth map of The Shores of Hell. Designed by Sandy Petersen and the par time is 6:00.

## Walkthrough

From the start point, continue into the room and then turn right and open the door. Kill the cacodemon and demon and press the switch. You should see a new opening near the start. Get to the switch, press it to raise stairs to the berserk pack. Picking it up, you should see a new opening in the nukage, follow the tunnel to a switch that opens up another wall near the path. You will pass the three exit doors, cannot be opened because you don't yet have the keys, instead open the door to the right to get into the hallways. Follow the instructions for the skull keys.

*Blue key*

The blue key is simple to get. All you have to do is follow the path southeast and then northeast to the blue key. Once you get it, however, two traps will open up.

*Red key*

The red key is more complex to get. First of all find the opening to the southwest to a maze. Near the south of it is a door. Open it and follow northwest then southwest, and then somewhere should be the red key.

*Yellow key*

Go just north of the entrance to the maze, then immediately open up the door to the left. Follow the path to another door, into a small corridor with a 'No Humans Allowed' sign. Press the switch to the right to open the wall up. Follow the path to a crossing with eight paths. Take the south path and open the door, to emerge into a vine room. Go around the structure in the middle to access the yellow key. Then escape through the yellow door (you require the yellow key if you are opening the door from the yellow key room) and backtrack to the door to the hallways.

*Exit*

Open the blue, red and yellow doors in front of each other and press the exit switch.

*Secrets:*

1. At the north of the map is a compass-shaped series of hallways. The west one takes you to a door to a secret area. Be carefull, the entrance IS a crusher. To get out, press the switch to open the door.
2. The north hall takes you to a door. Beyond is a room with a platform. The platform is counted as a secret. Several traps will open up, however.
3. The east hall of that part takes you to another door that takes you to a yellow door. The switch is NOT the exit, it ONLY lowers it into a red room. Kill everyone in that room and open the door to the northeast to get back.
Buzz Saw

The Buzz Saw is a new weapon added in the Moonshot DLC update. It requires the Workshop to unlock and has unique abilities. The buzz saw shoots 3 red blades that destroys wood very well. It's reflected by shields, low damage to metal, and damages background bracing. A special note about this weapon is that it can only shoot 3 times before it blows itself up (no idea why). Costs 200 metal and 2000? energy to build.
Workshop

Purchase price: 400 Metal / 2000 Energy
Size (H x W): 2x3

The **Workshop** is a device that allows the construction of T2 explosive weapons, such as the Incendiary Mortar and Swarm missile silo. They also unlock the Factory and Munitions Plant devices for heavy weapons.

### Strategy

Building this device very quickly and rushing out mortars can put the enemy in a difficult situation. Time is of the essence, so this may even happen before a mine is placed. The workshop tends to be more aggressive than the Armory as the mortar and missile cannot be used to protect the base from enemy threats. However even with a Workshop, it is still important to build mines, and progress to heavy weapons also; because the enemy will still try to get armour to block mortar shells!

### Campaign

The Workshop is introduced in the Eagleland Campaign in Europe.
Armor

Armor is a form of defense agents. All small munitions such as the Minigun and Sniper will be deflected by the armor if placed at an angle. The best things to use to remove armor are the Cannon and Plasma Laser. Although if you do upgrade your sniper, which you need the Upgrade Center, It is able to pierce one layer of armor.
Battery

Batteries are the energetic equivalent of Metal Store, as they give you extra Energy cap.

## Cost

### Main use

Batteries give you extra Energy storage, which means you'll have less floating Resources. They also let you store more energy to be able to build more expensive buildings, such as a Plasma Laser.

You need to be careful when placing those, as they blow up when they are destroyed. The damage is sufficient to blow up nearby batteries, meaning you can trigger a chain reaction if you put too much next to each other.

This has caused the deaths of many players, since some tend to build lots of batteries next to their Core, blowing it up when only 1 battery is destroyed.

### Other info

In the old times, you could throw batteries at your teammates, and they would deal them damage as they crashed on the ground. This has been patched to prevent TK (Team Killing), and batteries no longer blow up if they touch the ground.

There are some spectacular chain reactions involving batteries and Cannons as those blow up as well when destroyed. Sometimes, a cannon crashes on the ground, triggering some batteries and blowing the player up.
Flak

The **Flak** is a strong defensive option unlocked by the Armory. It fires four shots that split into 12 shrapnel each which can shoot down missiles and mortars. This makes it a popular option in competitive multiplayer.

These shells can also deal damage to structure if used offensively, but deal very little damage compared to the other options as rockets or just workshop weapons in general.

It can be upgraded to a Shotgun using the Upgrade Center, costing 50 Metal and 800 Energy.

Flak also deal 50% more damage to mortars, which makes them pretty good at taking down mortar pits.

With all the shots fired in a quick burst and having a decent reload, flak tend to get baited easily by mortars, rockets and emps. Flak excel against swarm missles, a burst almost taking a swarm down, leaving 1-2 missles out of 13.
Machinegunner

The Machinegunner is a basic early weapon and is available at the start of the game. It is the cheapest weapon, requires no structures for it's construction, and is your primary anti - air defender.

### Advantages

* Extremely cheap and expendable
* Can be built without the need of additional necessary structures
* Cost-effective AA, can destroy Missiles with ease.
* Good early - game harasser

### Disadvantages

* Very low damage - Cannot damage metal or shields!
* Fairly inaccurate, only hits it's targets reliably if firing in a group
* Very low health - Takes a few shots to kill them.
* Can be countered by Shotguns when used correctly.

### Strategy

The machinegunner is a cheap, but useful unit that retains it's utility throughout a match. At early game, it can cause light damage to exposed structures / weapons in the enemy's base, or to their wooden struts, which can slow down the enemy's progression. Otherwise, they serve as your primary defense against enemy mortars and missiles, as it has it's own AI that targets these projectiles. However, their accuracy is questionable - 2 to 3 machinegunners can reliably keep the skies safe. These weapons are expendable, and shouldn't be a primary target when fighting an enemy with one, unless it is early game. Beware, as this is the only weapon with a overheat timer. You can fire the gun 3 times in succession before it needs to cool down. Try to never reach this point - If the gun overheats, it takes a whopping 7 seconds to cool down, compared to 2 seconds for it to cooldown normally.

Machinegunners can be upgraded into Miniguns for 200 Metal and 400 Energy.
Armory

The **Armory** is a technology that lets you build more advanced weapons such as EMP rockets and flak, compared to the simple guns available at the start of the game. These are strong defensive and supporting options, so the Armory tends to be a solid choice in competitive multiplayer.

They cost the same as the Workshop: 400 metal and 2000 energy to construct and take about a minute to construct. Like the Workshop, the Armory enable the construction of a Factory and/or Munitions Plant for heavy weapons.

## Source

* Tons of Guns - Weapon Guide By EarthWork Blammo
Armored door

**Armored Doors** are a material that has high durability and cost. They can open and close to allow projectiles to pass while also protecting weapons.

**Armored Doors** are mainly used to protect weapons from enemy fire. These doors act like Armor meaning they can be pierced by AP Snipers if multiple layers are not used.
20mm Cannon

The cheapest, and weakest, 20mm cannon can fire 9 rounds of explosive rounds. Requires Munitions Plant to build. The 9 cannon blasts are weak and inaccurate, but it may punch a hole into an enemies structure and it's devices behind it.

Coming in at around half the price of the classic cannon, the 20mm fires a burst of destructive shells, great for taking out multiple enemy targets and softening up the oppositions fort. Used in groups, it's effects can be devastating (especially with the new DLC commander Buster with the Magna-Beam), while staggering fire from multiple 20mm means the enemy receives a seemingly unending stream of projectiles. Also works with regular commander Scattershot.

a popular way to use the 20mm is to combine them with portal from the moonshot DLC. you first put your 20mm deep inside your base haveing then shoot in to the portal and you also put portals on top of your base and so when you shoot they shoot out of the top of your base, cureve and rain down on yor enemy it is quite cool to see. it is most efective on huge maps like the leviathan.

* It is reflected by Energy shield
* Great for battering up enemy armor for Cannon, Minigun or Magnabeam or any type of fire weapon.
Ben Woodley

Ben was a player in the second season of The Butler Games.

## Season Two (Second Chance Summer)

Ben was one of four new players entering the game for this season. He is most remembered for being unpredictable in his game play and flipping between the two main alliances.

In the fourth round, Ben was nominated for elimination and failed to secure the veto in the Fear Pong challenge. He also received a punishment, wherein his next vote would have to be made publicly. He shocked all other players when he casted the deciding vote to eliminate his own boyfriend from the competition.

Ben was eliminated in the sixth round, when a plan to eliminate Lindsey was foiled by her winning the veto competition and he was chosen as the replacement nominee. Ben only received a minority vote, but as Barnie played an immunity idol to save himself, Ben was eliminated with only 2 out of 5 votes against him.

In the final vote, Ben voted for Lindsey to be crowned the winner of The Butler Games: Second Chance Summer.

## Trivia

* Ben was the only new player in season two to have won an individual challenge. He won the Twerk it Gurl veto competition.
* Ben was the first player to ever cast a vote to eliminate their boyfriend/girlfriend within the game. He was the first of many.
* The youngest played to compete in The Butler Games: Second Chance Summer.
* The first player to be eliminated by a minority vote due to an immunity idol play.
Missile Silo

The Missile silo is a weapon unlocked by the workshop.

It shoots a cluster of swarm missiles without any upgrades. Once upgraded, it launches 1 single warhead.

It is recommended that if the enemy has little AA/mostly flak, you keep some swarm missiles in order to send as a "meat shield" so that the warheads, or Howitzer shells, are more likely to deliver their payloads.
Armour Piercing Sniper

The **AP Sniper** is a mid-late game weapon. It requires an upgrade center and a sniper for its construction and is useful for taking out enemy weapons.

### **Advantages:**

* High Damage
* Can pierce 1 layer of Armored door
* Useful for 1v1s and 2v2s
* Good for taking out light weapons (EMP Rocket, Mortar, Machine Gun, etc).
* Very accurate.

### **Disadvantages:**

* Very Slow Reload Speed
* Low durability
* No area of effect (unless you activate Eagle Eye or Buster command ability)

### **Strategy:**

While normal snipers need to wait to fire against armoured doors, the AP sniper can pierce through and hit targets behind a layer of armour. While they are useful, they take quite a while to upgrade and so are much harder to replace than normal snipers. This need for protective cover can limit their usefulness. Additionally, Snipers don't advance the destruction of the enemy base, so it may be more prudent to invest in offensive options such as mortars, cannons or even miniguns (the latter being another option from the Upgrade Centre) which can do more structural damage.

Eagle Eye is also a good commander with the AP Sniper, allowing you to deal more damage to exposed Reactors when their command ability is activated.

Due to the high comparative time and resource investment, essentially the AP upgrade helps a winning player prevent an enemy from making a comeback, making them "win more" rather than dealing damage to allow a losing player to contest the battle. For example, a losing player might simply lose the AP sniper before it can even fire. If using missile silos, also note that AP snipers can't laser designate targets and a separate basic sniper will be required.

### Campaign

AP Snipers see some use in the Eagleland campaign, for example where they are used to damage an explosive barrel behind armour. The Campaign AI tends not to use AP snipers.
Mortar

The **Incendiary Mortar** lobs flaming projectiles in a high arc. They deal more damage to structures than bullets, but can be shot down by Machinegunners. They can shoot over weapons infront of them and land on the ceiling of the enemy. They are quite efective at starting fires nad if you have enough you can easily overwhelm the enemy. another usefull aspect of the mortars is its upgraded version the heavy mortar.

## Stats

### Damage

10 direct, 20 splash, ignites wood it lands on

## Construction

### Scrap income

75 metal and 500 energy

A Workshop must be constructed first before they can be built. Basic incendiary mortars aren't relevant in the late game as they are stopped by metal armour, which can't be set alight. By this stage a Laser or Cannon will often prove more useful.

They feature prominently in the Eagle Land campaign. It seems that hitting the target quickly helps because it avoids AA fire, so firing at a low arc with less power is better than firing at a high arc.
Louisa Johnson Wiki

STUDIO ALBUMS

TBA (2017)
SINGLES

**X Factor’s Louisa Johnson shows off rarely seen chest tattoo as she strips off to thong bikini... - The Irish Sun - - 2023/09/16 07:00**

X Factor’s Louisa Johnson shows off rarely seen chest tattoo as she strips off to thong bikini...  The Irish Sun...

**X Factor winner Louisa Johnson looks incredible as she poses in see-through bra... - The Sun - - 2023/09/04 07:00**

X Factor winner Louisa Johnson looks incredible as she poses in see-through bra...  The Sun...

**Newcastle Pride 2023 line-up as Louisa Johnson, Lisa Scott-Lee and more get set for main stage - Chronicle Live - - 2023/07/20 07:00**

Newcastle Pride 2023 line-up as Louisa Johnson, Lisa Scott-Lee and more get set for main stage  Chronicle Live...

**ELIZABETH LOUISA JOHNSON (nee MASON) - Fort Frances Times - - 2023/06/07 07:00**

ELIZABETH LOUISA JOHNSON (nee MASON)  Fort Frances Times...

**'The X Factor UK' Winners: Where Are They Now? - Gold Derby - - 2023/05/20 07:00**

'The X Factor UK' Winners: Where Are They Now?  Gold Derby...

**Pop Music (Female)**
*Go to these sites for info or for help with your own wiki!*

Adele •
Alessia Cara •
Alli Fitz •
Ariana Grande •
AURORA •
Avril Lavigne •
Bea Miller •
Bebe Rexha •
Billie Eilish •
Bridgit Mendler •
Britney Spears •
Camila Cabello •
Carly Rae Jepsen •
Cher Lloyd •
Christina Aguilera •
Demi Lovato •
Dinah Jane •
Dua Lipa •
Ellie Goulding •
Fifth Harmony •
FKA twigs •
Glee Cast •
Hailee Steinfeld •
Halsey •
Hayley Kiyoko •
Jessie J •
Kailee Morgue •
Katy Perry •
Ke$ha •
Kelly Clarkson •
Kerli •
Kylie Minogue •
Lady Gaga •
Lauren Jauregui •
Little Mix •
Madison Beer •
Madonna •
Malinda •
Marina and the Diamonds •
Mars Argo •
Meghan Trainor •
Melanie Martinez •
Miley Cyrus •
Normani •
P!NK •
Poppy •
Rihanna •
Sabrina Carpenter •
Selena Gomez •
Shakira •
Sia •
The Spice Girls •
The Supremes •
Taylor Swift •
Zhavia Ward

*Want your community included? See how!*
Mine

The **Mine** isa device used to produce Metal. To produce Energy, you’ll need a Wind Turbine. To build it, you will need 300 Metal and 2000 Energy and a Ore Rockto be placed onto.Each built **Mine** can be upgraded into a Super Mineto be more efficient.

## Cost

### Build Price

250(+300) Metal / 2500(+2000) Energy / 22(+30) s
Howitzer

A new artillery style weapon added in the Moonshot Expansion update. This weapon is unlocked through the Munitions Plant and costs 1,000 metal and 9,000 energy. Its the most expensive to produce due to the storages, material and time required. As a tradeoff, the weapon has a slightly cheaper firing cost of 4,000 energy. Excessively good against Wood Spam and terrible at Metal. The shell can be also be destroyed in the air through shooting at it. This is also known for its very explosive radius upon destruction and even destroys surrounding bracing and metal.

A tactic using this explosive death of the weapon is the Howitzer Swing: using ropes to "swing" the platform the howitzer is sitting on and make it explode on the enemy fort or commonly to a teammate. [generally this cannot be used to hurt your enemy in most official maps]

## Strategy

Building a howitzer or Howy is a risk due to its cost and time to build, so it's generally an all or nothing gamble, in competitive play although going for this might be obvious, due to the lack of firing on your part, mostly relying on snipers and woodspam, so when the howy is built, you'll have to prepare to deal with AA [anti-air] weaponry, generally 3-4 gunners can take it down [depending on rng and distance].

The firebeam greatly compliments the howy due to the shell being immune to it, and spreading fire where it hit, also protecting it from AA, so coordinating with your team is crucial in making the howy work in 2v2s 3v3s and 4v4s, in 1v1s making howy and firebeam is generally a death sentence due to the commitment of both techs.

The howitzer is a compliment for the cannon, due to clearing woodspam, leaving the base with almost no defense, making for a deadly follow up attack.
Sniper

The sniper is a basic early weapon and is available at the start of the game. It is a cheap weapon, requires no structures for it's construction, and is excellent for destroying other weapons. They are also required to laser designate targets for launching swarm missiles.

### **Advantages**

* Cheap
* Can be built without the need of additional necessary structures
* High damage

* Can destroy vulnerable targets through open doors
* Can be upgraded to the AP Sniper
* High DPS

### **Disadvantages**

* Low durability
* No area of effect

### **Strategy**

Put them on a quick select group, aim at the target, and then when the enemy doors open: select the group and tap E to fire at the same position again.
Firebeam

The Firebeam is a laser-type heavy weapon, unlocked by the Factory. It fires a long-lasting, perfectly accurate laser that phases through wood and armor, and sets everything along its path on fire.

## Overview

The Firebeam's primary purpose is harassment and removal of enemy weapons. While the beam fired by the weapon deals significantly lower direct damage than the Plasma Laser, its strength lies in its alarming piercing capability, being easily capable of punching through multiple layers of armor and dense woodspam, damaging weapons and devices behind it. The beam will set the structure it hits on fire. Quite often, if the direct blast won't destroy the targeted weapon, the lingering fire will finish it off.

Because even double-dooring will not protect against the Firebeam, it is extremely effective at killing low-HP weapons, such as Mortars or the Flak. Multiple Firebeams shot in tandem are even capable of easily destroying heavy weapons (like the Cannon), often forcing the opponent to defend his weapons with Energy Shields or extreme amounts of Doors and Armor.

The weapon synergizes well with the Plasma Laser. If the Firebeam is fired at the enemy fort before hitting the same weakened spot with the Plasma Laser, it will dramatically increase the penetrative power of the latter. If successfully executed and targeted at a vulnerable spot, this popular move is easily capable of collapsing a fort in a single salvo.

## Costs

Firebeam is the cheapest heavy weapon in the game to build, costing just 400 metal and 3000 energy to build. Like other laser weapons, it requires no metal to fire. At 2000 energy, it is one of the two cheapest heavy weapons to fire (the other one being 20mm Cannon). Like other laser weapons, it can still be fired without the required 2000 energy, but the beam will cut off the moment energy reserve hits 0.

## Weaknesses

The main weakness of the Firebeam is its fragility, having the least amount of hitpoints out of all heavy weapons. At 180 hitpoints, theoretically it should be able to survive 1 sniper shot without being destroyed. In reality, most of the time the Firebeam is likely to be hit by a sniper *while firing*. If the sniper bullet touches the beam mid-fire, the impact is going to set the Firebeam ablaze. Combined damage from a direct sniper hit and the lingering flames are guaranteed to finish the weapon off before it can be extinguished in time. This vulnerability is aggravated by the weapon's long volley, exposing the weapon for an extended period of time, much like with the 20mm Cannon and the Magnabeam.

Upon being destroyed, the Firebeam causes an explosion which will set the structure on fire in a large radius.

Just like the Plasma Laser, the Firebeam will bounce off the Energy Shields, and may even potentially hit the attacker or an ally.

The weapon is especially ineffective when fired at Sandbags, which will completely absorb the beam with little to no damage.
Australia Strategies

* Australia is relatively safe being isolated from the rest of the world. However, it's still near some superpowers such as China, Russia, India and North Korea.
* New Zealand, New Guinea and Indonesia are the easiest nations to expand to. Conquering continental Asia is difficult, especially if China is present.

## Early Game

* Initially, expand as far as you can. Given that you have very few but contiguous territories, you are very vulnerable to First Strikes.
* Use New Zealand to research early on, as it's the most secluded Nation in the game.

## Late Game

* The United States and Brazil may attack you across the Pacific Ocean using ICBMs at some point. You'll have to manage well the few Nations you have in order to win.
* Do not take risks in research, pay close attention to defend as effectively as you can, and make sure to always have a couple Cruise Missiles in every Nation.
Metal Store

Metal stores gives you extra metal cap, meaning you'll have less floating Resources.

## Cost

### Main use

It simply gives you more maximum storage, which means you'll be able to have more metal stored at a given time, letting you accumulate some.

Sometimes you need metal stores just to be able to put down some buildings, as they may be too expensive, requiring some storage.

### Other info

They are essential in a Plasma laser rush, since you need to build 1 extra metal store and 1 extra Battery (compared to what you start with) in order to be able to store 1000 metal and 6000 energy to build the laser.

An exception to this is Architect, as she allows you to have 1050 metal storage and 6000 energy storage at the start, on a standard map where you have 1 metal store and 1 Battery already built.
Factory

Cost:Metal 800 Energy 5000

Uses: Unlocks laser, and the firebeam

Upgrades Into N/A

Upgrades From N/A

Requires Armory / Workshop

The **Factory** enables the construction of the most advanced weapons. It takes a while to bring online, but it is essential when assaulting a heavily armoured base.

One energy storage is required to store the necessary energy (3000+2000), as well as one Metal Store. But another energy storage will be useful for building and using the laser!

As of "Tons of Guns," it unlocks two types of energy weapons, the laser and firebeam, but in the campaign and in the past, it unlocked both heavy weapons. Now the cannon is unlocked from the Munitions Plant.
Reactor

The **Reactor** is the core of the base and are needed for a base to function. Reactors also store and create Energy and Metal. Reactors also have a very large blast radius. It is said that this runs on moon stuff from one of the commanders.

### Strategy

#### Fortifying the Reactor

You should always try to fortify the reactor because it is needed for your survival. If you don't have a lot of buffer between your Reactor and the outside of your base, you should always try to use Metal.

#### Attacking the Reactor

Always try to use Cannons if you think you can't get the base with Lasers.If you can get enough Cannon hits close to the Reactor then the Reactor will inevitably explode. Although much of the Cannon damage can be countered by Sandbags, which are a cost-effective way of absorbing the energy of Cannons.
Incendiary Mortar

The Incendiary Mortar is an early-mid game weapon. It requires the Workshop for it's construction and is useful for damaging the enemies unarmoured top and draining resources.

It can also be used to distract enemy aa from shooting at your missiles/rockets, by firing it before you shoot them so that enemy aa fires at the mortars instead.
Shotgun

The **Shotgun** is a versatile Anti-Air weapon upgraded from the Flak. It fires a wall of shrapnel which can destroy projectiles. Shotguns are also effective at eliminating exposed weapons, and get a damage bonus against Machine Guns.

This weapon is primarily used as heavy air defense, and deals high damage to projectiles such as Missiles, Mortar Shells, Rockets, and Howitzer Projectiles. Like most bullet-based guns, Shotgun shots can be reflected with slanted armor.

Note that unlike Flak, the Shotgun does NOT automatically target incoming projectiles (unless using the Warthog commander).

Volley firing these (at least 3 required) can become a literal doomsday device against enemy forts.
Weapons

There are a wide variety of weapons in Forts, starting from simple machinegunners, to deadly cannons and precise lazers. To obtain more stronger weapons, specific structures need to be built and protected to unlock stronger weapon variations. The structures consist of the Workshop, the Upgrade Centre, and the Factory.

### Tier One Weapons (Early Game)

* Machinegunner
* Sniper

### Tier Two Weapons (Mid - Game)

* Incendiary Mortar
* Heavy Mortar
* Armour Piercing Sniper
* Minigun
* Missile Silo

### Tier 3 Weapons (Late Game)

* Warhead
* Laser
* Cannon

## DLC - Tons of Guns

In this update, a small series of weapons have been introduced, along with two new structures - The Armory and the Munitions Plant:

* Flak Gunner
* Shotgun
* EMP Missile
* Rocket
* 20mm Autocannon
* Firebeam

See official guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1174613998
Munitions Plant

The **Munitions Plant** isa tech structure added by the Tons of Guns update. It allows construction of the Cannon (built by the Factory in campaign) and 20mm Cannon. You must have a Workshop or Armory before you can construct a **Munitions Plant**.

This tech costs 800 Metal and 5000 Energy. One Battery is required to store the necessary energy (3000+2000), as well as one Metal Store. Unlike the Factory, you only need 2 Batteries and 2 Metal Stores to construct most cannons.

As of the Moonshot DLC, the Howitzer can be constructed from the **Munitions Plant**. Unlike the other cannons, an extra Battery and Metal Store are required to build the Howitzer.

**Munitions Plant** unlocks :

* Cannon
* 20mm Cannon
* Howitzer
Minigun

## Construction

### Build price

200 Metal, 650 Energy (Minigun Cost from Machinegunner) - 600 Metal, 3000 Energy (Upgrade Centre Cost) - Effective Total Cost - 800 Metal, 3650 Energy

### Scrap income

138 Metal, 325 Energy

The Minigun is a mid - game offensive weapon gained by upgrading the Machinegunner. It fires many bullets for 2 seconds at a fixed point with low spread, dealing decent damage to metals, high damage to wood, and shreds enemy weapons to pieces.

### Advantages

* Fairly accurate with little spread
* Is able to damage metal and shreds wood
* Decent damage output
* Low firing costs
* Very effective against sandbags
* Each bullet one-shots a regular gunner
* Armordillo can upgrade to AP minigunner

### Disadvantages

* Slightly long reload speed
* Very limited firing angle
* Slight firing delay
* Long firing duration - Leaves it vurnerable to it being attacked
* Unable to automatically target missiles/mortars
* Completely unable to destroy angled metal

### Strategy

The minigun is a early to mid game weapon, upgraded from the machinegunner. It's firing angle is limited severely, but is countered by it's decent firepower at this stage of a match. Alone, it can deal some damage to metal and wood, while in groups, it can destroy sections of wood in a few bursts, which can slow down your enemy's progression. They can also serve as a good anti - air against swarms of missiles, or to hit nuclear warheads consistently. But these weapons cannot upgrade to new ones, and so may become obsolete by late game, taken over by the more destructive weapons, but a group can cause some trouble in the enemy's fort from repeated attacks. Watch out for snipers though.

Another use is support. Miniguns can serve as great support for missles or mortars. Since each shot destroys a gunners and bullets spread out decently, they are effective at clearing gunners and lowly defended gunner pits. Another important aspect is the damage dealt to sandbags, miniguns have a x5 multiplier against sandbags, which makes them a extremely good weapons for destroying sandbags, super useful when enemy has built a sandbag wall and you are using firebeam plasma combo or scattershot 20mm's, since those strategies are countered by sandbags.
Swarm missiles

The swarm missiles is a special weapon since it requires buildable ground to do. Each missile silo launches about 9-13 weak missiles that deal near to no damage. This weapon doesn't really have an offensive side but more defensive characteristics. Upgrading the silo through the Upgrade Center turns it into a Warhead launcher, which is very dangerous, and costs 200 metal and 2,000 energy. The only usage for the basic version is to act as a meat shield so the machineguns don't destroy the payload (This is mostly Warheads or Howitzer shells). Swarm missiles also do splash damage.
First Strike 1

The very first version of **First Strike**. It was released on mobile only.

## 1.0

**13 Mar 2014**

* Base single player Gameplay (no Diplomacy, Superweapons, Modifiers).

## 1.1

**26 Jun 2014**

* Added 2 Superweapons:
	+ Stealth Bomber
	+ Tsar
* Added Tactical Highlighting to Research tree.

## 1.2

**11 Dec 2014**

* Added 2 new Superweapons:
	+ Air Defense Dome
	+ Cobalt Bomb

## 1.3

**25 Feb 2016**

* Added 2 new Superweapons:
	+ Solar Laser
	+ Infiltrators
Wind Turbine

## Super Wind Turbine

The **Wind Turbine** is a device used to produce Energy. Its building cost is 200 Metal and 800 Energy. It’ll also need to be exposed to wind at both sides in order to be efficient as the Wind Turbine needs wind to produce Energy. It can also be upgraded to a Super Wind Turbine.

Strategy
* Build on top of the base (or below on hanging maps) to avoid obstructions
* Energy shields deflect projectiles without reducing efficiency
* One at the start of the game, and more once tech devices are building. More for the factory once it's been started!
* Tall object, needs 2.5 units high box, pull to maximum height or disable grid.
North Korea (Classic)

## North Korea

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see North Korea.*
## Overview

North Korea is a small, if not the smallest, superpower in eastern Asia. Since North Korea became a nuclear weapon capable superpower only recently, it starts with no Research.

Its proximity to other superpowers, especially China, is a major liability. In games with many enemies, North Korea often finds its expansion potential confined to the Korean peninsula and Japan as it is land-locked by China and Russia.

It can prove extremely difficult to win with North Korea because of the intense combat taking place in Asia. Although unlocked from the start, it is not recommended for new players due to its difficulty.

## The North Korean Game

*Main article: North Korea Strategies*
Cornered by two of the strongest Superpowers, with no technology and a minuscule piece of land, North Korea begins in the worst possible position. Not only does North Korea have hostile nations to worry about, but even crossfire threatens the Capital. Surely, nothing short of a miracle can provide North Korea with the momentum it needs to stand its ground in this steep uphill battle.

## Trivia

* The expansion path between Japan and the Russian Far East was added in version 4.1. Prior to that, North Korea could only expand into Asia through China.
* North Korea is the only superpower assigned the 'Impossible' difficulty rating. That is because it is effectively impossible to beat, especially in hardcore mode, without resorting to very advanced (if not unintentional) strategies.
India

## INDIndia

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see India & Pakistan (Classic).*
## Overview

**India** is a Superpower in southern Asia..

## The Indian Game

*Main article: India Strategies*
India is fairly challenging to play as due to its circumstances at the beginning of the game. Its unique position allows it many opportunities to fill power vacuums but plenty of enemies that would be a threat to expansion

## Trivia

* While India does not currently have long range ICBMs, they are in the process of testing one called the Agni-V.
Bugs

Bugs in First Strike aren't uncommon. If you have found something that is definitely a bug, you should report it to the developers.

If you have found a bug from the Mobile Version of First Strike, use this link: https://airtable.com/shrFF7FnVQxpohY9L

If you have found a bug from the PC Version of First Strike, use this link: https://airtable.com/shrVIoagY8B2De0G3

Many bugs were fixed with the Classic update. A pre-Classic list of bugs can be found on this page too. (WIP)

## Notable Bugs

* When Expanding from Zambia, the player is given the option to expand across the continent to Mauritania.