recursal/Fanatic-Fandom huggingface dataset:
Retreat

## Summary

Retreat occurs when a defending unit is forced to withdraw from its hex by an attacking force. Retreat takes place immediately during the last phase of an individual combat the the Advance and Retreat phase. Retreating units obey all stacking and terrain limitations. Additionally, retreating units suffer extra cohesion loss and if there is no clear line of retreat they will also suffer heavy additional casualties.

### Rallypoints

By default units will attempt to withdraw towards the closest friendly hex worth victory points - usually a town or city. But if a rallypoint has been set then the unit will attempt to retreat towards the rallypoint instead. If retreating towards a rallypoint is impossible (for instance the enemy is occupying the rallypoint) then the unit will revert to a victory point based destination.

## When Retreat Impossible

Retreat is impossible when:

* Completely surrounded by enemy units.
* Completely surrounded by contested zone of control.
* Line of retreat is blocked by fully stacked hexes.
* Line of retreat is blocked by impassible terrain.

If for one of the above reasons a unit is forced to retreat but is **unable** to then it will take significant extra casualties
Terrain

## Summary

Terrain types in CAOS are tremendously varied from the desert sands of North Africa to to the darkest forests of the Hürtgenwald. Broadly speaking, terrain is separated into two different types - hex terrain (terrain **inside** a hex) and hexside terrain that exists between the edges of hexes.

Different hex types have different OPC costs to enter. Some even effect combat by modifying defender combat value, reducing defender casualties or by lowering the efficiency of incoming barrage. All of these modifiers are cumulative, so a unit moving across a minor river into a forest would pay the OPC cost for both. The same is true for the defensive modifications, a combat taking place across a minor river into a forest would grant the defender a +100% combat modifier.

## Terrain and OPC Cost

Different terrain types have different Operational Capacity point costs to enter or to attack for both infantry and mechanized units. For instance moving into a forest hex costs 5 OPC points for a mechanized unit but only 3 for an infantry unit. Some hex and hex side terrain is even impassible to mechanized units. For example mechanized units cannot move into mountains or over escarpments without the aid of a road or track.

## Hex Terrain

### Comprehensive Terrain Hex Reference

#### Defensive Combat Modifiers

Terrain may also affect combat. Some terrain such as Forests provide a defensive combat bonus to the defender. While Salt Marshes actually reduce defender combat value.

#### Die Roll Modifiers

Other types of terrain such as woodlands and roads provide a die roll modification (this reduces defender casualties).

#### Artillery Bombardment Reduction

Dense Forests, Forests, Mountains and Cities all reduce incoming barrage effectiveness. However they do **not** reduce the effectiveness of artillery firing from inside these hexes.

## Roads, Tracks and Bridges

Roads, tracks, bridges and temporary bridges all modify unit movement between hexes.

### Roads

Roads reduce OPC cost to 1 while moving down a road. Additionally roads negate terrain movement costs, for instance a road can allow a mechanized unit to move into a mountain hex. Furthermore units may stack up to 6 stacking points high while moving along a road, discussed in greater detail in the stacking article.

### Bridges

Bridges are roads that cross rivers, they function identically to roads in all ways except that they can be destroyed and repaired by engineers.

### Tracks

Tracks negate terrain OPC cost. Thus allowing units to move down tracks like it is clear terrain. Like roads tracks also allow units to move into or across terrain that they would usually be unable to traverse. Such as mechanized units in mountains. Tracks do not benefit from a movement stacking bonus.

### Temporary Bridges

Temporary Bridges can be thought of as tracks that engineers can build across rivers. They simply negate terrain and allow units to cross rivers, Temporary Bridges can be built across both minor and major rivers. They will continue to exist as long as there is an an engineering unit adjacent to them - either friendly or enemy.
Units

Units are an incredibly broad category in CAOS. Encompassing anything from a 1 strength point infantry platoon to the largest regiments and brigades in excess of 60 strength points. All units share a few things in common. They have strength, at least 1 or more attachment and those attachments contain weapons with combat value.

### Formations

Units with more than one unit attached inside will be referred to as formations for convenience. The two terms are completely interchangeable within CAOS. Many units may be detached from their parent formation at any time.

### Destroying Units

Units may be destroyed in two ways in CAOS. When their last strength point is destroyed in combat or when their cohesion reaches 0. Thus it is possible to actually march a unit to destruction but it is incredibly difficult.

## Base Unit Types

For the purposes of combat there are three different base unit types in CAOS:

### Infantry

Infantry form the bulk of units in CAOS. Everything from the lightest rifleman to the most heavily armed panzergrenadier count as infantry. Some move at the rate of foot infantry - 9 OPC points while others move at the mechanized rate of 15 OPC points. A few rare exceptions (cavalry and bicycle mobile infantry) move at 12 OPC points.

#### Special Infantry Subtypes

* Paratroopers - Can conduct parachute drops inside friendly air zones in scenarios where it is enabled. 2 hex line of sight.
* Mountain - Reduced OPC cost to move through Broken, Mountain, Slope and Escarpment terrain.
* Commando - Enjoys same movement bonuses as mountain infantry. Some Commandos can execute parachute drops. 2 hex line of sight.
* Engineers - Can execute engineering orders such as building/destroying bridges.
* Reconnaissance - 2 hex line of sight.
* Mechanized Reconnaissance - 2 hex line of sight.

### Armor

Armored units share several things in common. They all move at the mechanized movement rate of 15 OPC points, they all have an armor defense value and all take part in armored combat. Armored units may also suffer from mechanical breakdown that can increase their cohesion loss.

#### Special Armor Subtypes

* Armor - 2 hex line of sight.
* Armored Car - 2 hex line of sight.

### Artillery

Artillery are the only units in the game that can execute Fire Missions (with the exception of some HQs that have artillery inside of them). Some move at the rate of horse drawn artillery - 9 OPC points while others move at the mechanized rate of 15 OPC points. A handful of artillery units move at 12 OPC points.

#### Special Artillery Subtypes

* Self Propelled Artillery - Suffers no OPC reduction from conducting a fire mission.

## Notes on Unit Movement

### Mechanized Movement

Any unit that moves at the mechanized rate of 15 OPC points is subject to all movement restrictions placed on mechanized units listed below.

* Cannot move up or down escarpments or into mountains without the aid of a road or track.
* Cannot cross a temporary bridge the same turn it is constructed.
Battlegroups

## Summary

Battlegroups perform numerous important roles in CAOS. Battlegroups are best described as composite superunits that can be constructed from parts of already existing formations. For instance an artillery battalion from Division A can be combined with an armor battalion from Division B and an infantry battalion from Division C into one battlegroup. Battlegroups are incredibly useful both offensively and defensively as well as a way to combine heavily damaged units into composite regiments in a last ditch effort to make them useful.

### Kampfgruppes

Redfor players will see a KpfG button in place of their BatG button at the bottom of their in game screen. Kampfgruppes are functionally identically to battlegroups and the terms may be used interchangeably.

## Forming a Battlegroup

Battlegroups can contain up to 3 stacking points (roughly 3 battalion sized attachments). All units that will be included in the battlegroup must be present in the same hex at the same time. If any of the included units have attachments then those attachments will need to be detached

### How to form a Battlegroup

1. Assemble the units you intend to place in the same hex.
2. Make sure the units have no sub-attachments (if they do you will need to detach them).
3. Select the units you want to place into the battlegroup and press the BatG/KpfG button in the lower right.
4. Done - command the battlegroup like you would any other unit.

### Battlegroup restrictions

Battlegroups are not available to all nations in all scenarios. In Operation Husky for example the allies are not able to form battlegroups at all and the axis may only form them within special limitations.

## Battlegroup tips

Battlegroups have numerous uses but three stand out above the rest.

### Combined Arms Battlegroups

Battlegroups that include infantry, armor and artillery are potentially incredibly powerful because they insure combined arms without requiring the assistance of other units. This is incredibly important when executing aggressive hasty assault orders that cannot benefit from fire support.

### Divisional Integrity Battlegroups

Battlegroups formed entirely from units of the same division or brigade benefit from the +20% combat modifier of divisional integrity. For example, a tank battalion from a tank regiment of the US 2nd Armored Divsion battlegrouped with 2 mechanized infantry battalions from the same division would benefit from divisional integrity.

### Battlegroup stacking

Battlegroups can contain up to 3 stacking points worth of units inside of them, however if the sum stacking value of a battlegroups attachments is **greater** than 2 then the battlegroup will only stack for 2 points. Thus a battlegroup with 3 stacking points worth of units will still only stack for 2 points. This allows a player to use battlegroups to more effectively concentrate larger amounts of force. In short a battlegroup will **never** have a stacking value above 2.
Air Command

The Air Command (or AC) allows a player to manage their air forces in CAOS. From the Air Command a player can view critical statistics of their air units such as current cohesion levels and total estimated air missions available next turn per mission type. Additionally a player may also set their Operational Air Focus (or OAF) for all of their air units and micromanage the focus orders of each of their air units individually.

Always remember that the number of missions per air unit shown in the air command are estimates of the number of air missions available per type next turn. These estimates are often accurate but may not perfectly match reality, particularly when your opponent possesses overwhelming air supremacy.

## Operational Air Focus

The Operational Air Focus affects all of a players air units. Each OAF grants bonuses but also suffers from drawbacks. Except the default 'General' OAF which grants no benefits but also suffers from no drawbacks.

#### Operational Air Foci

* General - Grants no benefits but also suffers from no drawbacks.
* Air Superiority - Reduces all air mission availability by 20%. Except Air Superiority which is boosted by 20%.
* Bombardment - Reduces all air mission availability by 20%. Except Bombardment which is boosted by 20%.
* Tactical Support - Reduces Air Superiority, Bombardment, Recon availability by 20%. Boosts Air Support, Interdiction and Strike avaliability by 20%
* Recon - Reduces all air mission availability by 20%. Except Recon which is boosted by 20%
* Air Bridge - Grants 20% bonus to Air Transport missions availability. Currently Unused.
* Minimum Intensity - Reduces all air mission availability by 20% while modestly improving cohesion recovery.
* Maintenance- Reduces all air mission availability by 20%. Grants 20% cohesion regain bonus to all air units with maintenance unit focus.

## Air Units

During turn resolution, individual air units will carry out their orders. Their cohesion may be damaged by executing a mission, enemy aerial interception and anti-aircraft. As air units lose cohesion the total number of air missions that they can execute per turn declines.

Air units cannot be destroyed but once their cohesion falls to 0 cohesion they are unable to execute missions. However, they can be repaired with the maintenance order. It is always wise to have extra air units so that you can always cycle air units in and out of maintenance to keep their cohesion high.

### Unit Focus

    The Unit Focus decides what kind of air missions each air unit will be able to execute next turn. Most air units are capable of executing different types of missions but you must choose which one they will execute next turn. Thus a unit that can conduct Interdiction or Strike can do one or the other but not both at the same time. The Unit Focus is used to dictate which mission type the unit will be able to execute next turn.

## Planning Air Missions

The Air Command enables a player to view their overall aerial strength and manage what air missions will be available next turn. To target air missions in the current turn refer to air missions.
Hold and Defend

## Summary

The Hold and Defend order allows a unit to prepare extra defenses. After being given a Hold and Defend order a unit will continue to execute the order until given a different command. On the first turn after the order is given the unit will gain a 10% defensive bonus, two turns after the order is given it will increase to 20%. The bonus can never exceed 20% no matter how long the unit has been in Hold and Defend. While building their entrenchments, units with Hold and Defend orders regenerate cohesion slightly slower. After their entrenchments are complete (and they have their +20% defensive bonus) they will regenerate cohesion like any other idle unit.

Units that are forced to retreat while executing a Hold and Defend order will maintain their order but lose their entrenchment bonus. They will immediately set about to executing the order in their new hex unless given a different order.

## Details

### Advantages of Hold and Defend

* Provides up to a 20% defensive combat bonus.
* Perfect Order to give units on the frontline with nothing else to do.

### Disadvantages of Hold and Defend

* Reduces cohesion regeneration while entrenching.
* Defensive bonus is lost when the unit executes a different order.
Hasty Assault

## Summary

Hasty Assaults are the most mobile form of combat in CAOS. A Hasty Assault will attempt to attack EVERY hex along their path and if they collide with the enemy a unit carrying out a Hasty Assault order will attack on every impulse they can until the odds fall beneath 1 to 1, the enemy unit has been dislodged/destroyed or they run out of OPC (movement) points. This means that Hasty Assaults can often be used to break through a weak enemy flank and run on through into their rear area, enveloping front line units and attacking rear area reserves and vulnerable artillery. Or it can be used as a brute force method to annihilate enemy units that are trapped by your zone of control.

No other combat order in CAOS is as lethal as a the Hasty Assault but it is a double edged sword. A well planned Hasty Assault can be used to outmaneuver your opponent or inflict mass casualties on a particular hex (especially encircled positions) but it can also be a great gamble. Hasty Assaults are sometimes just as dangerous to their planners as they are to their victims -expect heavy casualties on both sides when employing a Hasty Assault and plan accordingly.

## Fine Details

### Advantages of Hasty Assaults:

* Can be used to constantly attack a hex throughout the turn.
* Can inflict massive defender casualties.
* Can be used to stage blitzkrieg style breakthroughs by attacking all hexes in their path and envelope enemy forces in grand flanking maneuvers.
* Hasty Assaults will NOT attack if the odds are below 1 to 1.

### Disadvantages of Hasty Assaults:

* Does not benefit from an automatic combat bonus.
* Can result in massive attacker casualties.
* Cannot advance through locked zones of control.
* Cannot benefit from artillery fire support or air support.
Germany

## Background

The combat style of the German military changes dramatically from 1936 to 1945 and a skillful commander can fill any battle field role imaginable with German forces. German formations are the most heavily armed and armored in CAOS. Though in the early years the Germans are critically short on equipment and suffer many material shortages - especially in artillery. By war's end the Germans will field the heaviest armor, dangerous tank hunters and among the most lethal infantry available in CAOS and effective artillery support including some self propelled artillery. Furthermore, the Germans also field a hand full of Schutz Staffel (SS) units that are among the few in the game classified as shock troops.

## Play style across the years

### 1936:

Strengths:

* Comparatively large number of tanks.
* Tanks are highly reliable if under gunned.
* Strongest infantry on the defensive in 1936.

#### Weaknesses:

* Critical shortage of motorized infantry to fill in behind armor.
* No significant cavalry formations.
* Tanks have no anti-armor value.
* Shortage of artillery.
Military Mayhem (Outro)

**Military Mayhem (Outro)** is the sixth unlockable story-related cutscene in the game; Tornado Outbreak. The cutscene is automatically unlocked after completing Military Mayhem.

## Summary

Hoping to find a wounded Nimbus, Zephyr begins to fly towards his last-known destination. However, he was too late, the Fire Flyers had taken him.
Multiplayer

* Local
* Online (Netplay)

The mission to save Omegaton is more than big enough for two Wind Warriors to take on. During gameplay, a second player may join a game by pressing the  button. Each player is granted their own Tornado and can roam the level in search of Omegaton’s Orbs.

## Gameplay

Once the second player joins the game the Wind Warrior becomes playable.
Players can either share the same screen or enable the split-screen option in the menu.

Players can work together or compete head to head and see how many Fire Flyers the player can obtain. If the player is larger than the second player Nimbus or the Wind Warrior will explain by moving close to the largest player their tornado can grow.

Both players are scored differently one way or another. If both players manage to grab all 100 Fire Flyers in the area, they will both unlock a piece of Concept Art. If player two manages to collect all of the rock and water elementals, then the second player will be awarded around two different pieces of concept art.

Regardless on whoever collects everything, the unlockable concept art will instantly be viewable by navigating towards the moon.

### Online Co-Op

Online multiplayer can either be played with friends on Xbox Live or by using Dolphin's Netplay feature. While online co-op via Xbox live isn't fully supported, players along with their friends can still sign into their individual Xbox Live profiles, allowing game statistics such as scores and achievements to be saved and showcased on their profile.

In Netplay, the player can toggle the ability for each player to have their own screen or use the shared camera feature. Unlike local, each player is still given their own screen, but will revert back to split screen if both players are too far from each other.

### Vortex Race and Totem Battles

Vortex Races and Totem Battles are played differently; each player will take turns controlling the tornado while the other player shields the tornado.

## Trivia

* Players can keep track of each other by holding down the C-button on the nunchuck.
Line of Sight

Line of Sight or LoS, is the area in which a player can detect enemy units. Line of sight is extended in two ways; natural LoS around units and by aerial reconnaissance. Enemy units that are within a player's line of sight are not only visible to the player but some information on their unit cards may be visible as well - such as how many attachments the formation has or morale and cohesion estimates. Though these estimates can be and often are inaccurate.

### Line of Sight Overlay

The Line of Sight Overlay allows you to see your current LoS at any time. It can be activated by pressing its button in the top left side of the screen.

## Natural LoS

Natural LoS around units is the radius around themselves that will **always** be within their line of sight. All units have an LoS of at least 1 hex. But some specialized units have a line of sight of up to 2 hexes.

### Units with extended LoS

* Armor - 2 hexes
* Armored Cars - 2 hexes
* Mechanized Reconnaissance - 2 hexes
* Reconnaissance - 2 hexes
* Paratroopers - 2 hexes
* Commandos - 2 hexes

### Morale and LoS

Units with Conscript or Untrained morale never benefit from extra line of sight. For instance, conscript paratroopers would never benefit from a 2 hex line of sight.

### Cohesion and LoS

Units with 50% or lower cohesion also do not benefit from extra line of sight. For instance, a recon unit of any morale level - even elite - would not benefit from its 2 hex LoS bonus if it was at 49% cohesion.

### Natural LoS and Terrain

Certain types of terrain such as dense forest, forest and mountains may inhibit natural line of sight. Thus a unit that usually has a LoS of 2 may only have an LoS of 1 if it is entirely surrounded by forest. Similarly a unit with a line of sight of 2, positioned on the edge of a forest would be unable to extend its LoS more than one hex into the forest. A unit's LoS will never be less than one.

## Aerial Reconnaissance

*Main Article: Air Missions*

Aerial Reconnaissance is the primary way in CAOS to extend your line of sight far beyond your lines. Air Recon always extends a light of sight 2 hexes in every direction around the targeted hex and always takes place in the last impulse of a turn - impulse 9.

Aerial Reconnaissance ignores all line of sight restrictions. Mountains, forests and other terrain features that inhibit natural LoS have no effect at all upon aerial reconnaissance.

## Replay Mode and LoS

The line of sight that a player sees in their turn is the line of sight as of the beginning of the turn. To see line of sight impulse by impulse during the last turn's resolution it is often wise to watch the turn replay and see where enemy units moved within your LoS during the last turn.
High Roller Blowout (Outro)

**High Roller Blowout (Outro)** is the eighth unlockable story-related cutscene in Tornado Outbreak. It's immediately unlocked after completing High Roller Blowout.

## Summary

After uncovering another orb, Zephyr discovers Nimbus' warm shoulderpads. Vowing to move the Earth itself to find Nimbus, Zephyr and the Wind Warriors encounter a mild earthquake.
Accouterments

After completing High Roller Blowout, Zephyr will unlock both Nimbus' scarf, cape, and shoulderpads. The amount of accouterments Zephyr is wearing will completely depend on how far the player has completed the game.

## Accouterments

* *Nothing: Automatically unlocked after starting the game.*
* *Shoulder pads: Unlocked after completing High Roller Blowout*
* *Scarf and Cape: Automatically unlocked after completing Carnival Chaos!*
Duh Offiss

* Front
* Interior (Front)
* Interior (Back)

**Duh Offiss** is the name of the building featured in the map; Double Wide Damage.

## Appearance

The building has two air conditioners, and twelve windows. Inside the building, there is a table and a char, a wide couch with pillows, an old television, a checkered floor, a single plant.
Vortex Race

> "We need to build up a massive storm, and the best way is to rush through these storm gates!"
>
> ― Nimbus [src]
>
>

After three Zones of destroying buildings, Zephyr must build up a massive storm in a Vortex Race to later reach the Totems safely.

## The Basics

Follow Nimbus through the gates. The race gets progressively faster the longer you go without missing a gate.

Gates that are orange contain Fire Flyers. They will explode and slow you down if you don't shield when you go through them.

## Medals

Vortex Races are scored based on the overall accuracy. Missing a gate will reduce the player's score along with the amount of unlockable content.

### Gold

A Gold medal requires the following:

* At least 374,000 score or 50 to 30 or 20 fire flyers at once Avoid the Fire Flyers blocking the storm gates!
* Get all of the flyers

### Silver

A Decent Score. You won't earn as many unlockables as you would with a Gold medal.

* Have a minimum of 250,000
* Only miss around one to three gates.

### Bronze

Much like the silver, you won't earn as many unlockables as you would with a Gold Medal.

* A score of 15,000
* Only miss four to eight gates; gates with Fire Flyers also count

### Nothing

if you fail, you will get little to no unlockables at all. Attempting to fail on purpose will eventually force the player to restart the vortex race.

*Requirement(s):*

* 2,000 or 2 flyers at once
* Miss ten to twenty gates.

## Co-Op

In multiplayer, Player 1 steers the tornado while Player 2 controls the shield.

Both players must work together in perfect unison to complete the race. Failing to complete the race results in the opposite player controlling the tornado while the other player controls the shield.
Приготовленное мясо

Изготавливается на Костре или камине в домах. Для приготовления требуется только сырое мясо. Является основным источником пищи в игре. Также, когда вы съедаете приготовленное мясо вы немного согреваетесь, что позволяет спастись от холода не имея костра. Не портится со временем. Стакается аналогично тому мясу, из которого было изготовлено.
Mike Vaughn

**Mike Vaughn**, formally known as **Michael James Vaughn** is an american actor and voice actor from Portland Oregon. He was responsible for providing the voice of Zephyr.

## Games

***Note:** only a handful of games will be listed.*

* *Ar Tonelico II: Melody of Metafalica* (2007) - Leglius Branchesca
* *Call of Duty: World at War* (2008) - Marine (Zombies)
* *Grand Theft Auto: San Andreas* (2004) - Radio voice
* *New Super Mario Bros. Wii* (2009) *-* Iggy Koopa and Ludwig von Koopa
* *Spider-Man: Web of Shadows* (2008) - Spiderman
* *Tornado Outbreak* (2009) - Zephyr

## External Links

1. Website
2. YouTube Channel
Tornado

* In-game (Small)
* Concept Art

> "There is a wind that is quick and destructive. A violent spinning vortex of power that knows no fear and cannot be stopped. This special wind is known as...tornado."
>
> ― Nimbus[src]
>
>

A **tornado,** commonly referred to as a twister, whirlwind, or a cycloneis a violent rotating column of air that is in contact with both the Earth and a cumulonimbus cloud. They come in many shapes and sizes, but takes the typical shape of a condensation funnel.

The narrow end of the funnel that touches the earth is surrounded by debris of all kind.

## Overview

In *Tornado Outbreak*, the player takes control of a young air elemental named Zephyr who has the ability to create a tornado.

The tornado starts off small only able to pick up tiny objects ranging from flowers to rocks, clotheslines to even small animals. Each item sucked into the tornado gradually increased the meter on the Category Level.

Once completely filled up, the tornado will grow larger. The larger the tornado is, the more powerful it's able to quickly destroy anything in the player's path.
In addition to destruction, the tornado is also capable of draining water from small ponds.

The tornado comes in two different colors. Zephyr, the main character has a blue tornado while the second player (Wind Warrior) has a red tornado.

## Trivia

* Originally, the tornado was going to constantly shrink unless the player keeps moving. Should the tornado shrink entirely, Zephyr and or the Wind Warrior will faceplant the ground before getting up.
* A handful of the tornado's sound effects were altered recordings of a tiger roaring.
Camelot Falls!

> **Wind Warrior**: Fire Flyers are going everywhere, except for that old castle.
>  **Zephyr**: The walls and the terrain make it a highly defendable location, the orb must be hidden there.
>
> ― Flythrough (Zone 1)
>
>

## Camelot Falls!

* Logo
* Walkthrough

## Level information

### Internal File Name

```
renfaire.bgw
```

```
renfaire_boss.bgw
```

### Time Limit

**Zone 1**
3:30
**Zone 2**
3:30
**Zone 3**
4:00

## Collectables

### Water Whirls

6

**Camelot Falls!** is the eighth level in *Tornado Outbreak*. The level features the final unlockable ability known as the dash move.

## Plot

After sending the squadron of Wind Warriors ahead to the next destination, Zephyr encounters female water-based elementals known as the Water Whirl, who like their cousins, teach Zephyr a new ability.

Asking if any of them had seen any presence of Nimbus, one of them points to the renaissance faire in which Zephyr finds and uncovers another orb belonging to Omegaton along with an underground tunnel containing Nimbus, who was barely conscious.

## Layout

This level requires the player to take advantage of the dash move given by Zephyr. As a result, the player must use both the stone stomp and the dash move in order to successfully clear the level.

### Zone 1

The first zone in the area contains several small buildings in the area. The player can either start grabbing Flyers instantly, or fill up the Category Level of the tornado so that they can chain a large amount of Fire Flyers.

### Zone 2

The second zone of the area. A totem begins to rise outside the castle wall. As most typical levels, the tornado's category level starts off as a size two tornado. The tornado needs to be at least a size 13 tornado in order to collect all Fire Flyers in the area.

The best strategy for this zone is to start off destroying small objects and work your way up to tossing Horses in the air.

### Zone 3

The tornado's category level starts off as a size three tornado. In this area, players must heavily use the dash move to their advantage in order to progress through the level.

## Trivia

* This is the third level to have an in-game tutorial.
* There's a single hidden Fire Flyer out of bounds near the L.O.A.D. STARR. Collecting it will result in the amount of Fire Flyers becoming 301 instead of 300.
Water Whirls

> "Not a moment to lose! We too have heard of your plight. We have never done this before... We have decided to share our Water Magic with you. My sister and I will show you how to DASH"
>
> ― Water Whirl[src]
>
>

## Water Whirl

* Portrait
* Concept Art
* In-game
* In-game (HD)

## Level Appearences

*Chicken Con Carnage!*
*Double Wide Damage!*
*Military Mayhem!*
*High Roller Blowout*
*Carnival Chaos!*
*Ringling Village!*
*Camelot Falls!*
*Coastal Calamity!*
*Showdown with Omegaton!*
  (cutscene only)

The **Water Whirls** are female water-based elementals who guide Zephyr with the dash move. They have a pair of sisters that were stranded on Earth by Omegaton.

## Appearance

Water Whirls are blue and white water elementals with light aqua-colored eyes. They have white hair, which forms a curly ponytail on the right side of their head and a small ponytail at the back. The lower half of their tail is covered by a white, whirling whirlpool.

## Origin and History

Zephyr born from wind, calls upon all forces of nature to accomplish his Earthly duties. Seemingly delicate to the point of being fragile, Water Whirls are calm, tranquil creatures. The Water Whirls donate their ability to traverse large areas quickly and smash objects like a tidal wave. Only through the Elemental forces working together is there any hope of capturing the Fire Flyers and restoring balance to save the Earth.

### In-game

Encountering another group of elemental species, Zephyr finds himself seeking guidance as he learns a new ability for his tornado: the dash move. In return, all the Water Whirls ask of Zephyr is to reunite their sisters trapped inside the water bubble.

### The Final Ending

The Wind Warriors successfully defeat Omegaton, and return the Stone Stompers and The Water Whirls to their home-planet.

### Future Timeline

With the help of Nimbus, The Water Whirls and the Stone Stompers are safety returned to their homeworld.

## Concept Art

Pre-released Concept Art.Pre-released Concept art #2Concept Art.Early Concept Art.
Coastal Calamity (Intro)

An exhausted Nimbus shouting for Zephyr.

**Coastal Calamity (Intro)** is the fifteenth unlockable story related cutscene in Tornado Outbreak. The cutscene is automatically unlocked upon starting the level Coastal Calamity.

## Summary

Surviving yet another earthquake, Zephyr, Nimbus, and the army of Wind Warriors attempt to move quickly to Omegaton's next orb when suddenly, Nimbus attempts to get Zephyr's attention before suddenly passing out again.

Believing that it was the work of the Fire Flyers, Zephyr continues to collect all of the Flyers scattered throughout the Fishing Village in Japan...
Jordan Kotzebue

**Jordan Kotzebue** is an illustrator and Adobe Flash animator from Seattle Washington who was responsible for drawing and painting Tornado Outbreak's concept art. He is currently working on a comic known as Hominids.

## Games

* Sly Cooper
* Tornado Outbreak
* Planets vs Zombies Heroes
* Bejeweled 3
* Zuma's Revenge
* Solitaire Blitz

## External Links

1. Blog
2. Patreon
3. Portfolio
Drive-In

The following content mention in the article is describing content that became completely altered or unused, therefor it is not considered to be cannon to Tornado Outbreak.

## Level information

### Next Level

N/A

**Drive-In** was a cut level in *Tornado Outbreak.*

## Overview

Not much is known about the level aside from unlockable concept art of the map.

While the map itself was cut from the game, its soundtrack was reused for both Roadside Destruction and the Training Campground portion of Chicken Con Carnage.
List of Trailers

*Tornado Outbreak* like any other video game, had its fair share of trailers, despite not achieving mainstream popularity. This page features a comprehensive list of all the known trailers created for Tornado Outbreak, providing a glimpse into the promotional material associated with the game.

## E3 2009

### Attract trailer

Showcased at the Electronic Entertainment Expo in 2009, the attract trailer consisted of two minutes and fourteen seconds of a variety of levels along with Vortex Racing and Totem Battles, two different game modes that were still in development at the time.

## Teaser(s)

### ***Zephyr:Rise of the Elementals***

A way earlier build of the game featured in the trailer. Gameplay covers an unused mechanic, property damage, which served as another way of increasing the player's score while grabbing Fire Flyers.
It is used a second time albeit with the logo being changed from *Zephyr: Rise of the Elementals* to *Tornado Outbreak*.

### Story Trailer

A trailer consisting of the overall synopsis of the game. It uses a shorten down version of The Secret Origin.

### Final Trailer

The final trailer for the game. Focused on a few tidbits of the game's cinematics along with the gameplay.
PlayStation 3

The **PlayStation 3** (**PS3**) is a home video game console developed by Sony Interactive Entertainment. It is the successor to PlayStation 2, and is part of the PlayStation brand of consoles. It was first released on November 11, 2006, in Japan, November 17, 2006, in North America, and March 23, 2007, in Europe and Australia.The PlayStation 3 mainly competes against consoles such as Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles.

The console was first officially announced at E3 2005, and was released at the end of 2006. It was the first console to use Blu-ray Disc as its primary storage medium. The console was the first PlayStation to integrate social gaming services, including being the first to introduce Sony's social gaming service, PlayStation Network,and its remote connectivity with PlayStation Portable and PlayStation Vita, being able to remote control the console from the devices. In September 2009, the *Slim* model of the PlayStation 3 was released. It no longer provided the hardware ability to run PS2 games. It was lighter and thinner than the original version, and featured a redesigned logo and marketing design, as well as a minor start-up change in software. A *Super Slim* variation was then released in late 2012, further refining and redesigning the console.

The system had a slow start in the market but managed to recover, particularly after the introduction of the *Slim* model. As of March 2016, PlayStation 3 has sold 85 million units worldwide, putting it about on par with Xbox 360, but behind the Wii. Its successor, the PlayStation 4, was released later in November 2013. On September 29, 2015, Sony confirmed that sales of the PlayStation 3 were to be discontinued in New Zealand, but the system remains in production in other markets. In March 2017, the official site for PlayStation 3 in Japan was updated to state that it would be discontinued soon, The PlayStation 3 will be discontinued in Japan at an unknown date in 2017
Chuck Gavel

The following content mention in the article is describing content that became completely altered or unused, therefor it is not considered to be cannon to Tornado Outbreak.

## Level Appearences

*Chicken Con Carnage!*
  (Bonus unused cutscene)

**Chuck Gavel** is an heavyset news reporter for MCNBSC; a fictional new station. He only appears in the Bonus Chicken Con Carnage Intro and Outro cutscene.

## Appearance

Chuck resembles a generic news reporter with long hair and a mustache.

## Origin and History

There isn't really much know about Chuck, as he only appears in two unlockable cutscenes.

### Pre-Chicken Con Carnage (Intro)

Confused and puzzled by the recent supernatural possession of farm animals, Gavel decides to interview a local farmer who lives near the chicken farm. Initially skeptical, Gavel attempts to question the farmer, but he soon discovers that the farmer himself has been possessed by a Fire Flyer.

### Pre-Chicken Con Carnage (Outro)

Caught in the destruction of the farm, Gavel makes a swift escape before catching a glimpse of a flying Wind Boy in the air...
Satellite Dish

The Satellite Dish seen in the level selection screen.

The Satellite Dish is a building that appears in the military themed level known as Military Mayhem. It's one of the tallest structures featured in the level.

## Appearance

The dish itself has one light constantly blinking at the top, and constantly moves left and right. Several Soldiers can be seen patrolling the Satellite Dish.

## Trivia

* When the Satellite Dish is destroyed, the light will only light up when the player selects the level.
Dino Park

> "The Fun Begins Here!"
>
> ― In-game Billboard
>
>

**Dino Park,** also known as **Dinosaur Park** is the name of an attraction featured in level Roadside Destruction.

## Overview

Dino Park, located within Route 66 is an attraction that is well known for attracting tourists.

### Layout

The park consists of several dinosaur statues, a volcano in the center of the park, and even a souvenir gift shop.
The Tornado Outbreak Comic

The **Tornado Outbreak Comic** is a short comic whose events precede those of the game. The comic was made before the development of Tornado Outbreak, and was released as marketing material to promote the release of the game.

The entire comic can be viewed here

## Plot

On a routine checkup of an area they've previously given atmosphere, the squad discovers deadly crystals covering half the planet. They fight the Shades momentarily, then Nimbus distracts them in a large storm so the Wind Warriors can safely escape.

Captain Nimbus, injured and infected by the crystals, decides it's time to step down and put either Stratos or Cyclone in charge. He sets up a contest to determine who is strongest and most fit to be leader. Cyclone cheats by secretly poisoning his rival Stratos and takes command of the squad.

Cyclone must lead the team to their homeworld to get Nimbus some help, but instead leads them right into a dark pulsar, a Shade-infested galactic formation. He was actually working for the Shades, who promised him power in exchange for bringing their enemies, the Wind Warriors, straight into their trap. Nimbus reveals the "Crystals" that were infecting him were just ice, and that he had been waiting to see Cyclone turn against them.

Stratos attempts to fight Cyclone, but is crystallized. His crystal form cracks Cyclone in the head and he appears to be injured, so he retreats with his remaining Shades. Nimbus decides not to follow them.

Zephyr is then put in charge as Captain, with Nimbus as his lieutenant.

## Trivia

* It is revealed that the air elementals' home planet is Harmonia.
* The comic shows why Stratos and Cyclone are not in-game, and how Zephyr acquired his tornado form and the clouds on his head.
* According to Jordan Kotzebue, the promotional comic was originally comic-styled storyboard.

## Reference(s)

1. ↑ http://foxxygames.com/portfolio/tornado-outbreak/
2. ↑ https://www.deviantart.com/hominids/art/Storyboard-Turned-Comic-738843910%7C
High Roller Blowout

> **Wind Warrior**: This city is hot enough already, I bet the humans will thank us for getting rid of the Fire Flyers, right?
> **Zephyr**: Yeah, I think you're right soldier. I think you're right.
>
> ― Flythrough (Zone 1)
>
>

## High Roller Blowout

* Logo
* Walkthrough

## Level information

### Internal File Name

```
strip.bgw
```

```
strip_boss.bgw
```

## Collectables

### Water Whirls

6

**High Roller Blowout** is the fifth level in *Tornado Outbreak*. The map takes place shortly after the events of Military Mayhem.

## Plot

Zephyr flies over to a strip road near the desert after passing the now destroyed Area 51 and remembers just how innocent he was before Nimbus' capturing.

Suddenly, the Wind Warriors and Zephyr are ambushed by the Fire Flyers, who are getting on Zephyr's nerves. Eventually, Zephyr discovers that Nimbus's body has been moved to another location. Motivated to find Nimbus, Zephyr equips Nimbus's shoulder pads and heads towards an amusement park.

## Layout

Consisting of three zones, the level requires the player to start off as a small tornado and gradually become larger in order to toss and throw buildings and vehicles.

### Zone 1

The first zone of the area. Scattered throughout the area are several Elvis impersonators that will constantly wander around the area. Tourists and Women of Ill Repute can also be found throughout the area. Buildings that contain Fire Flyers require a Category Level of at least 8 to destroy. With a Category Level of 13, players can easily destroy everything in their path to uncover the Fire Flyers.

### Zone 2

The second zone of the area. Unlike the previous area, this area consists of a golf course, several casinos, and even a movie theater! The player can increase Zephyr's tornado size by collecting all of the flamingos near the starting point of the second zone.

### Zone 3

Unlike the previous two zones, the category level of the tornado starts off at three. With this advantage, the player can either continue growing the tornado, or chain as many Flyers as they can at a size three tornado.

### Totem Battles

Totems will begin to throw balls of fire. Zephyr can easily avoid these by either moving away from them, or just holding down the grab button. Zephyr will defend himself, but decrease his speed in the progress.

## Trivia

* Both Military Mayhem and High Roller Blowout have some similar geological features. This is likely because the map takes place after the events of Military Mayhem.
* The landmark in this level is the Caesars Palace.
* Scattered throughout the levels are several Elvis impersonators wandering throughout the level.

## Reference(s)

1. ↑ In-Game Files refer this map as Vegas/Strip
2. ↑ In-game files simply refers this landmark's model as pillar\_caesar.mb
Cutscenes

Tornado Outbreak features a total of 20 different story-related cutscenes. Below, is a list of the cutscenes in order.

### List of Cutscenes

* The Secret Origin
* Chicken Con Carnage (Outro)
* Double Wide Damage (Intro)
* Double Wide Damage (Outro)
* Military Mayhem (Intro)
* Military Mayhem (Outro)
* High Roller Blowout (Intro)
* High Roller Blowout (Outro)
* Carnival Chaos (Intro)
* Carnival Chaos (Outro)
* Ringling Village (Intro)
* Ringling Village (Outro)
* Camelot Falls (Intro)
* Camelot Falls (Outro)
* Coastal Calamity (Intro)
* Coastal Calamity (Outro)
* Showdown With Omegaton (Intro)
* Showdown With Omegaton (Outro)
* The Final Ending
* Credits

## Trivia

* The Cutscenes contains unlockable concept art, bonus bloopers and even some unlockable Loose Cannon cutscenes.
* Ther Wii version has three unused cutscenes that were omitted in the Xbox 360 and PlayStation 3 version. Two of which featured Chuck Gavel, a heavyset news reporter and Windboy, a removed character. The last unused cutscene was an attract trailer from E3 2009.
The Final Ending

**The Final Ending** is the nineteenth and final unlockable story related cutscene in Tornado Outbreak. The cutscene is automatically once the player successfully frees all Stone Stompers and Water Whirls, and replays Showdown with Omegaton.

## Summary

Zephyr, Nimbus, and the army of Wind Warriors successfully rescued all of the Rock and Water elementals. With the help of the L.O.A.D. STARR, the device opens a portal that allows the rock and water elementals safely return to their homeplanet.

Now in space, Zephyr, Nimbus, and the Wind Warriors return to their homeworld Harmonia set in the Nadam Galaxy.
Coastal Calamity!

> **Wind Warrior**: These peaceful people, I hope they know we're trying to help them against these fiery invaders.
>  **Zephyr**: Even if they don't understand, we have to do what's right for the sake of the whole world.
>
> ― Flythrough (Zone 1)
>
>

## Coastal Calamity!

* Logo
* Walkthrough

## Level information

### Internal File Name

```
Fishingvillage.bgw
```

```
Fishingvillage_boss.bgw
```

### Time Limit

**Zone 1**
3:00
**Zone 2**
4:00
**Zone 3**
5:00

## Collectables

### Water Whirls

6

**Coastal Calamity!** is the ninth level in *Tornado Outbreak*. It takes place after Camelot Falls, and is the first level to have Nimbus' returning appearance.

## Plot

While traveling to their next destination, Zephyr, Nimbus, and the Wind Warriors experience another earthquake that eventually causes Nimbus, who was weakened and barely conscious to pass out. Angered and determined, Zephyr flies off to collect the remaining Fire Flyers and the last orb belonging to Omegaton.

Later, it's revealed that Omegaton is from an anti-matter universe; a hero in space is a villain on Earth.

## Layout

Consisting of three zones, the player must create a strategy and chain a minimum of 30 to 40 Fire Flyers in order to obtain a gold medal.

### Zone 1

In the first zone, the player is spawned in a rice field where several Rice Farmers can be seen patrolling the area. Players can collect swimming fish and snatch all of the rice in the field to increase the tornado's Category Level.

### Zone 2

The second zone takes place in the area adjacent to the rice field. Here, the player must once again increase the tornado's Category Level to progress through the game. This can be achieved by starting off destroying small objects, ranging from rocks to plants. As the tornado grows to around size four, it gains the ability to instantly toss and throw small buildings in the air.

### Zone 3

The third and final zone of the area presents a time limit of five minutes. To excel in this zone, the player should employ a strategic combination of both the Stone Stomp and Dash Move.

### Totem Battle

The structure containing Omegaton's orbs of power is instantly destroyed by a giant ball of fire. Zephyr must utilize the Stone Stomp to pounce on the Cloud Makers to generate a protective layer of shade.

After the second totem is destroyed, the giant flaming arm of Omegaton grabs the final Orb and annihilates the remaining two Totems. At this point, the player must utilize both the Wave Makers and Cloud Makers to complete the final portion of the level.

## Trivia

* First level to take place in Japan
* Final level to have a top-down perspective
* Final appearance of the Tourist
* Nimbus's first returning appearance