recursal/Fanatic-Fandom huggingface dataset:
Fortris Gall

**Fortis Gall** ist ein Jedi-Ritter der wohl zur Spezies der Mirialaner zählt, wobei er dafür eine untypische Haut und Haarfarbe hat, aber er hat deren Tätowierungen.

## Biographie

Einst war Fortris Gall der Padawan von Meister Orgus Din und im Laufe des Großen Krieges kämpfte er für die Galaktische Republik. Nachdem der Vertrag von Coruscant unterzeichnet war, waren Gall und einige weitere Jedi auf Balmorra in der Basis 11A, um den Abzug der Truppen zu besprechen. Fortris Gall wollte das Sprengkommando 419 nicht in Gefangenschaft des Imperiums geraten lassen, doch der General Buryn untersagte sein Eingreifen, worauf Gall den Raum verließ, mit der Aussage, er würde sich die Sterne anschauen gehen.

In Wirklichkeit begab sich Gall alleine zur Troida Militäranlage, wo das Sprengkommando festgehalten wurde. Er wurde beim Eindringen in die Anlage von einem Sith bemerkt, der ein Duell mit Gall begann. Überheblich meinte der Sith-Krieger, dass Galls Lichtschwert keine Bedrohung für die Dunkle Seite der Macht wäre, worauf Gall ein zweites Lichtschwert entzündete und seinem Gegner damit tötete.

Gemeinsam mit den befreiten Soldaten startete er einen Angriff auf den imperialen Außenposten XT-23. Nach dem Kampf wurde er von seinem ehemaligen Meister Orgus Din aufgesucht, der ihm sagte, er solle die Kampfhandlungen auf Balmorra einstellen. Gall wollte dies aber nicht, da er den Friedensvertrag für einen Trick der Sith hielt. Doch Din beharrte darauf, dass es die Aufgabe der Jedi sei Frieden in der Galaxis zu wahren.

Um die Situation auf Balmorra zu entschärfen, schickte Din seinen ehemaligen Padawan nach Dantooine, wo er Satele Shan und Harron Tavus helfen könne, die dortigen Probleme mit dem Truppenabzug zu klären. Doch da Gall vor den anderen Beiden dort eintraf, beschloss er seinen Befehl zu ignorieren und bei den Kämpfen zu helfen.

Harron Tavus erhielt später von Fortris Gall eine Einladung, ihn bei den Ruinen der Jedi-Enklave zu treffen, wo er offenbarte, Teil einer Verschwörung zu sein, die den Frieden sabotierte. Zu dem Gespräch gesellte sich auch die vermeintlich verstorbene Meisterin Dar'Nala, welche ebenfalls zur Verschwörung gehörte. Gemeinsam überzeugten sie Tavus sich ihnen anzuschließen.

In einer Kristallhöhle griffen sie Darth Angral und Darth Baras an. Nach kurzer Zeit kam auch Satele Shan hinzu die Dar'Nala hindern wollte den Vertrag zu brechen und Tavus schnell überzeugte. Dar'Nala wollte nun Tavus töten, doch Galls eingreifen konnte verhindern, dass es ihr gelang. Gall wurde dabei aber von Dar'Nala verletzt, welche danach Dalborra befahl, ihn gänzlich zu beseitigen, doch der Wookiee tötete stattdessen die Jedi-Meisterin.

Mit dem Tod von Dar'Nala zog man sich auf Veranlassung von Shan zurück. Als sie nach dem Rückzug Orgus Din Bericht erstatteten, meinte Gall, er hätte sein Fehlverhalten eingesehen und würde nicht weiter den Frieden riskieren.

## Hinter den Kulissen

Fortris Gall ist einer der Hauptcharaktere in den Bedrohung des Friedens Comics, wobei er dort zuerst als Fortis Gall bezeichnet wurde.
Mirador Wiki/Bottom section

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Mirador Wiki/Top section

Welcome to the Official *Mirador* Wiki
the *Mirador* guide for Weapons, Spells, Sentinels and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Mirador

Mirador is an online, co-op, or solo hack-and-slash adventure game where the main focus is on fun, satisfying, and challenging player-created boss fights! You play as cute, anthropomorphic animals from a late medieval world trapped in Mirador, a dangerous alien world, after stepping through a mysterious portal that broke down and now, they're looking for a way out. Take down as many Sentinels (bosses) as you can and bring back loot to build and improve your own Sentinel!

In one part, you'll explore a derelict futuristic universe where you must survive against powerful hulking war-machines with ever-changing sets of abilities and possible configurations. In another part, you'll be designing your own Sentinel using loot found in previous runs! Once your creation is complete, send it out for other players to fight against it!

Content

Spells

Weapons

Sentinels

Circuits

Tutorials and Tactics

Meta
System requirements

*This article is a stub. You can help Mirador Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Mirador*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

* Requires a 64-bit processor and operating system
* OS: Windows 7 or higher
* Processor: Intel Pentium Core i3 2100 3.10GHz or AMD A8 3870K 3.0GHz
* Memory: 8000 MB RAM
* Graphics: GTX 780, Radeon R9 290X or equivalent
* Network: Broadband Internet connection
* Storage: 5 GB available space

## Minimum requirements

* Requires a 64-bit processor and operating system
* OS: Windows 7 or higher
* Processor: Intel Pentium Core 2 Duo E8500 3.17GHz or AMD Phenom II X2 555 3.2GHz
* Memory: 6000 MB RAM
* Graphics: GTX 570, HD 7750 or equivalent
* Network: Broadband Internet connection
* Storage: 2 GB available space

## See also

* How to play guide for Mirador
* Release date
Athens

## Details

### Coords

52.46

**Athens** is a commercial town in *Transarctica*.

## Interactions

Sells
* Caviar  (3/ton)
* Missiles  (49/unit)
* Fish  (4/ton)
* Wolf meat  (10/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (55/ton)
* Fishing rods  (50/ton)
* Caviar  (1/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (3/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (5/ton)
Mole men

**Mole men** ancestors built the underground railways. In time, they grew to prefer the relative warmth and shelter of the tunnels to the world above. They are cannibals. They attack trains for food and carry off women to breed with. They are badly organized but very strong and numerous and not afraid to die.

Mole men attacks occur exclusively in tunnels and will usually cause major losses among slaves and soldiers. Ambushes can be detected and removed with missile-laden line inspection cars.
Mirador

**Recommended requirements:*** Requires a 64-bit processor and operating system
* OS: Windows 7 or higher
* Processor: Intel Pentium Core i3 2100 3.10GHz or AMD A8 3870K 3.0GHz
* Memory: 8000 MB RAM
* Graphics: GTX 780, Radeon R9 290X or equivalent
* Network: Broadband Internet connection
* Storage: 5 GB available space

**Minimum requirements**
* Requires a 64-bit processor and operating system
* OS: Windows 7 or higher
* Processor: Intel Pentium Core 2 Duo E8500 3.17GHz or AMD Phenom II X2 555 3.2GHz
* Memory: 6000 MB RAM
* Graphics: GTX 570, HD 7750 or equivalent
* Network: Broadband Internet connection
* Storage: 2 GB available space

**Mirador** is a game created and published by Sauropod Studio.

## About the game

Mirador is an online, co-op, or solo hack-and-slash adventure game where the main focus is on fun, satisfying, and challenging player-created boss fights! You play as cute, anthropomorphic animals from a late medieval world trapped in Mirador, a dangerous alien world, after stepping through a mysterious portal that broke down and now, they're looking for a way out. Take down as many Sentinels (bosses) as you can and bring back loot to build and improve your own Sentinel!

In one part, you'll explore a derelict futuristic universe where you must survive against powerful hulking war-machines with ever-changing sets of abilities and possible configurations. In another part, you'll be designing your own Sentinel using loot found in previous runs! Once your creation is complete, send it out for other players to fight against it!

## Game Features

* Endless, Player-made Boss Fights!
	+ Hop from portal to portal to reach far away and exotic arenas, home to fierce Sentinels. The more Sentinels you defeat, the more challenging they become and the better loot you'll get! Survive as many of them as you can to find rarer artifacts, or play it safe and end your run early. Are you willing to risk your gains to venture further or will you return to the safety of The Citadel?
* Design your own Boss!
	+ With the artifact you loot while on your runs, assemble and design your very own Sentinel. Choose its frame, its weapons, its behavior, its abilities and even its appearance by forging armor pieces onto it. Once your creation is complete, send it out into the world and it will defend an arena from invading adventurers! Your Sentinel will bring back treasure from defeated opponents! Watch your Sentinel climb through the ranks as it encounters and defeats more and more players!
* Non-Stop Boss Fighting Action!
	+ Mirador will take you on an epic, non-stop journey through portals that lead you to various player-created Sentinels. Defeat them if you can, bring the spoils back to your Citadel and create your own Sentinel that other players will encounter on their runs!

## Languages

**Mirador** supports following languages:

* English
* French
Helsinki

## Details

### Coords

54.1

**Helsinki** is a commercial town in *Transarctica*.

## Interactions

Sells
* Wood  (8/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (5/ton)
* Fishing rods  (10/ton)
* Caviar  (8/ton)
* Line inspection car  (15/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (18/ton)
Belsavis

**Ureinwohner** | Mluki

**Belsavis** ist eine Welt, welche von der Republik als Gefängnisplanet genutzt wird, doch das war der Planet auch schon davor.

## Geschichte

Das Wissen der Republik über Belsavis reicht bis zur Zeit vor dem Großen Hyperraumkrieg zurück. Dennoch erhielt der Planet jahrhundertelang wenig Aufmerksamkeit. Abgesehen von der ungewöhnlichen Vulkanaktivität galt der Planet als gänzlich unscheinbar. Belsavis wurde auf den Sternenkarten verzeichnet und alsbald als nur eine weitere Kuriosität des Äußeren Randes abgetan.

Als republikanische Forscher vor 50 Jahren die tropischen Spalten erkundeten, die den Eisebenen auf vollkommen unnatürliche Weise zu trotzen schienen, stießen sie auf ein uraltes Gefängnis, das sie auf das Reich der Rakata datierten. Hinter Schutzschilden und ultraharten Metallen fanden sie die schrecklichsten Häftlinge der Galaxis vor. Die Bemühungen der Republik, das verfallene Labyrinth aus Gewölben zu erforschen und abzusichern, wurden von aggressiven fremden Spezies und beinahe unaufhaltsamen Droiden abgewehrt.

Die Republik erkannte, dass es nur eine Frage der Zeit war, bis die Gewölbe und Stasiskammern, in denen die schlimmsten Häftlinge gefangen gehalten wurden, nicht mehr sicher genug wären. So schickte sie eine Streitmacht, um den Komplex zu sichern und ein neues republikanisches Gefängnis auf der ungenutzten Oberfläche von Belsavis zu errichten. Bei geheimen Treffen des Strategischen Informationsdiensts wurde beschlossen, dieses neue Gefängnis, welches man das 'Grab' taufte, nur in solchen Fällen zu nutzen, bei denen eine Hinrichtung unpraktisch oder undurchführbar war.

Nach Ausbruch des Großen Krieges stieg die Zahl der Insassen des Grabes schnell an. Mandalorianer, Sith-Lords und Kreaturen, die aus der Alchemie der Sith entstanden waren, wurden auf Belsavis eingesperrt. Als sich immer mehr Gerüchte über die Existenz des Grabes verbreiteten, begann der Imperiale Geheimdienst, nach dem legendären Großgefängnis zu suchen. Trotz Bemühungen seitens der Republik, seine Lage geheim zu halten, erfuhr das Imperium von Belsavis und schickte Stoßtrupps, um alle inhaftierten Sith zu befreien.

In der kurzen Zeit seit dem Eintreffen der Imperialen ist das Gefängnis zu einem von Kampf und Chaos erfüllten Labyrinth geworden. Das Imperium hat festgestellt, dass es nicht leicht sein wird, seine loyalen Anhänger unter ihren gewalttätigen Mitinsassen zu befreien, und obwohl die Republik sich bemüht, die Ordnung wiederherzustellen, droht die Gefahr, dass das geheimnisvolle Unheil losbrechen könnte, immer mehr Wirklichkeit zu werden.

## Weblinksn

* Belsavis auf Star Wars The Old Republic
* *Belsavis* in der Jedipedia.de

es:Belsavis
nl:Belsavis
Storyline locations

**Storyline locations** are various areas you will need to visit to complete the game.

## Urga

An Ambivalent philosopher who withdrew to an oasis. To find him, follow the dead end track from Tunis south, with a drill at the front. Urga will provide the key to the Oslo depository.

## Merric's Mausoleum

Hidden among mammoth bones in Transylvania is the final resting place of John Merrick, preserved in the snow. To find it, enter the dead-end track north-east of Turin with a drill and navigate the maze. Merrick's grave is to the southeast and carries the access code needed to locate the Oslo depository's deposit box.

## Nessie

The legendary Loch Ness monster lurks beneath the bridge on the track east of Rum. It bars access to the Oslo depository and requires the harpoon wagon to defeat.

## Oslo depository

A secret depository hidden to the north, where the Viking Union jealously hoards its most prized possessions. Access is barred by numerous landmines, so send line inspection cars to ensure none will destroy the Transarctica.

## Chernobyl

Not directly accessible, the power plant is still active and houses the security system barring access to the Gycode in the Himalayas. To destroy it, you need to send spies north of Kiev until they locate the power plant (you will receive a message), then you'll have to blow the plant up with a missile launch. You will receive a message when the plant is destroyed.

## Gycode

The secret base where Project Sun was started and nearly completed. Located in the Himalayas, southeast from Delhi, it is accessible only after destroying Chernobyl, and packing a drill and a boiler in the train. Access is barred by the Minotaur, the most powerful military train in the game, impervious to line inspection cars packed with missiles and missile launches themselves. Destroying it grants access to the Gycode and the endgame.
Mirador Wiki

Welcome to the Official *Mirador* Wiki
the *Mirador* guide for Weapons, Spells, Sentinels and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Mirador

Mirador is an online, co-op, or solo hack-and-slash adventure game where the main focus is on fun, satisfying, and challenging player-created boss fights! You play as cute, anthropomorphic animals from a late medieval world trapped in Mirador, a dangerous alien world, after stepping through a mysterious portal that broke down and now, they're looking for a way out. Take down as many Sentinels (bosses) as you can and bring back loot to build and improve your own Sentinel!

In one part, you'll explore a derelict futuristic universe where you must survive against powerful hulking war-machines with ever-changing sets of abilities and possible configurations. In another part, you'll be designing your own Sentinel using loot found in previous runs! Once your creation is complete, send it out for other players to fight against it!

Content

Spells

Weapons

Sentinels

Circuits

Tutorials and Tactics

Meta

Guides

* How to play guide for Mirador
* System requirements
* Release date
* Game support

Videos

Twitter

Tweets by @SauropodStudiowindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

*Mirador* Links

Official page

Publisher

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Kanosa

**Kanosa** is a town in *Transarctica*.

## Interactions

Gossip
You talk of a tunnel! Year of fear to manufacture this rotten Minotaur! But, hello result! It's the most powerful military train known!
Lore
Science Institute Bulletin - 15.08.2024
Meeting with John Merrick: ... The Gycode is a group of particle ray generators situated at very high altitudes. They will bombard the clouds with gamma rays, destroying them in a nuclear chain reaction. Like a snowball!
Machad

**Machad** is a town in *Transarctica*.

## Interactions

Gossip
May I introduce myself, Tcharchouk, whale farmer of the first degree in the reserve of the sea of Aral. Every day, between noon and 2 PM, the whales gather on the north bank, awaiting my order to pour out 200 000 tons of fish. Then I can open the bridge.
Lore
-Security Department-
Launching of the Minotaur Plan as from the first day of the year 2714 in order to ensure the secrecy of the Gycode.
Galaktische Geschichte 04

## König Adas

Die alten Sith auf Korriban - kein Machtnutzer-Orden, sondern eine eigene Spezies, die auf dem Planeten beheimatet war - stachen durch ihre charakteristischen gelben Augen und ihre blutrote Haut hervor. Der Krieger Adas allerdings war nicht wie seine Brüder: Seine Haut war tiefschwarz und er überragte die anderen Sith. Mit Gewalt und Wagemut kämpfte er sich nach oben und vereinte als Herrscher der Sith ihre Nationen in einem blutigen Krieg. Später nahm er den Titel "Sith'ari" (Oberherr) an.

König Adas' Aufstieg wurde möglicherweise durch eine angeborene Machtempfänglichkeit unterstützt. Adas lebte sehr lang: seine Herrschaft überdauerte dreihundert Jahre und ging erst zu Ende, als das Unendliche Reich einen Angriff auf Korriban begann. Der Titel Sith'ari zählt zu den Grundfesten der Sith-Geschichte und beschreibt in der Sith-Philosophie mittlerweile ein perfektes Wesen.
Garrison towns

**Garrison towns** are where soldiers are enrolled: Barracks and barracks XL wagons are needed for accommodation.
Soldiers are used for war and hunting. They are normally hired by slave merchants or by the local authorities for neighbourhood warfare.

Sometimes, the menu proposes a choice between soldier and spy.
The spies cost nothing; they are mercenaries who, by philosophy, content themselves with living in luxury wagons: so you have to have these wagons in order to be able to enrol spies.
On the other hand, they are prepared to carry out perilous missions. The luxury wagons are equipped with jet wagons. These are used by the spies to move quickly to their observation points: the cockpits of the jets are equipped with ejector seats. Once in place, the spies can then set dynamite on bridges or tracks. (See the chapter “General Quarters”).

## List

* Abu Dhabi (soldiers, 6 bak per)
* Berlin (soldiers and spies, 12 bak per)
* Moscow (soldiers, 10 bak per)
* Sparta (soldiers and spies, 12 bak per)
* Taskent (soldiers, 7 bak per)
Taoudeni

## Details

### Coords

9.68

**Taoudeni** is a commercial town in *Transarctica*.

## Interactions

Offers
* Oil (8 bak/1000 l)
* Wolf meat (10 bak/ton)
* Salt (5 bak/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (10/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (5/1000 l)
* Missiles  (30/unit)
* Gasoline  (10/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (2/ton)
* Wolf meat  (5/ton)
Kiev

## Details

### Coords

64.25

**Kiev** is a commercial town in *Transarctica*.

## Interactions

Sells
* Alcohol  (14/1000 l)
* Line inspection car  (18/ton)
* Gasoline  (12/1000 l)

Buys
* Alcohol  (10/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (10/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (8/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (50/ton)
Copenhagen

## Details

### Coords

34.13

**Copenhagen** is a commercial town in *Transarctica*.

## Interactions

Sells

* Rails (3 bak/ton)
* Wood (10 bak/ton)
* Wolf meat (10 bak/ton)
* Caviar (3 bak/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (5/ton)
* Fishing rods  (10/ton)
* Caviar  (1/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (5/ton)
Turin

## Details

### Coords

29.37

**Turin** is a commercial town in *Transarctica*.

## Interactions

Sells
* Fishing rods  (5/ton)
* Line inspection car  (19/ton)
* Mammoth dung  (5/ton)
* Rails  (4/ton)
* Wolf meat  (10/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (2/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (3/ton)
* Oil  (35/1000 l)
* Missiles  (30/unit)
* Gasoline  (80/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (5/ton)
How to play guide for Default Loadout

*This article is a stub. You can help Transarctica Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Transarctica***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Istanbul

## Details

### Coords

62.42

**Istanbul** is a commercial town in *Transarctica*.

## Interactions

Sells
* Alcohol  (17/1000 l)
* Fishing rods  (8/ton)
* Caviar  (5/ton)
* Line inspection car  (20/ton)
* Furs  (12/ton)
* Mammoth dung  (7/ton)
* Oil  (10/1000 l)
* Missiles  (48/unit)
* Fish  (6/ton)
* Rails  (4/ton)
* Salt  (8/ton)
* Wolf meat  (12/ton)

Buys
* Alcohol  (10/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (3/ton)
* Caviar  (3/ton)
* Line inspection car  (10/ton)
* Furs  (5/ton)
* Mammoth dung  (3/ton)
* Oil  (5/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (3/ton)
* Rails  (2/ton)
* Salt  (2/ton)
* Wolf meat  (5/ton)
Spies

**Spies** are a special type of operative requiring the luxurious spy car. Spies can only be obtained from Moscow or Sparta.

## Usage

Spies are controlled through the radio operator in the general quarters.
When clicked, the overall map will then be displayed. Select the area where you want to send a spy. Once this area is displayed, the mouse will change into a little symbol. Place it in the exact place which the spy is to observe, that is on the track (don’t forget that distances are very important!), then click on the button. The spy will then leave Transarctica via jet to travel to this point of destination.

Once he arrives, he will start to observe, and will inform you of everything he sees. In order to recover him, you have to go and look for him by train. You can also send spies into cities, which will inform you of their trading level. Apart from exceptional cases, it is useless to send spies anywhere other than on the tracks.

All spies have a single charge of dynamite that can be used to sabotage the track or bridge. A destroyed track stops enemy trains for the time it takes to repair it. If a bridge is demolished, the enemy is forced to retreat.

These acts of sabotage can be very useful when a more powerful enemy train pursues you. Try to pass close to one of your spies and make the track behind you blow up. You will then have the time to escape. Spies can carry out one dynamite operation, and one alone, but if a train passes close to them, you can re-supply them with dynamite. Only tracks and bridges can be blown up. It is useless to try it in cities or in enemy hideouts. Also, ends of tracks cannot be demolished.
Biochemie

Biochemie ist die Fähigkeit, die zur Herstellung von medizinischen Vorräten, leistungsverstärkenden chemischen Seren und biologischen Implantaten erforderlich ist.

Biochemiker können Medipacks herstellen, die die Gesundheit wiederherstellen, Stimulanzen (Einweginjektionen), die die körperlichen Eigenschaften verstärken, und biologische Implantate, die Kampffähigkeiten verbessern, indem sie das neurale Netzwerk stimulieren und die Hirnstammfunktionen regulieren.

## Baupläne

* **Implantate (prototyp)**
	+ Adepten-Gerät
	*Beherrschung / Ausdauer / Angriffskraft / Kritischer Trefferwert*
	+ Bastionsgerät
	*Beherrschung / Ausdauer / Schildwert / Verteidigungswert*
	+ Bollwerk-Gerät
	*Beherrschung / Ausdauer / Absorptionswert / Verteidigungswert*
	+ Initiativ-Gerät
	*Beherrschung / Ausdauer / Präzisionswert / Angriffskraft*
	+ Ultrabegabten-Gerät
	*Beherrschung / Ausdauer / Angriffskraft / Schnelligkeitswert*

* **Medizinisches (prototyp)**
	+ medizinische Prototyp-Einheit
	*heilt Charakter + Gefährte (15sek)*
	+ Prototyp-Medipack
	*heilt Charakter (15sek)*

* **Stims (prototyp)**
	+ Prototyp-Kühnheits-Stim
	*erhöht Ausdauer und Verteidigungswert (120min)*
	+ fähiger Prototyp-Stim
	*erhöht Präzisionswert und Kritischen Trefferwert (120min)*
	+ vielseitiger Prototyp-Stim
	*erhöht Beherrschung und Angriffskraft (120min)*

* **Aufputschmittel (prototyp)**
	+ Prototyp-Angriffsaufputscher
	*erhöht Angriffskraft (15sek)*
	+ Prototyp-Effizienz-Aufputscher
	*erhöht Schnelligkeitswert (15sek)*
	+ Prototyp-Notversorgungsaufputscher
	*erhöht Machtkraft / Techstärke (15sek)*
	+ Prototyp-Schildaufputscher
	*absorbiert Schaden (15sek)*
	+ Kritischer Prototyp-Aufputscher
	*erhöht Kritischen Trefferwert (15sek)*

**Durch Rekonstruierung kann man verbesserte Baupläne erlangen (artefakt).**

## Empfohlene Fähigkeiten

Diese Fähigkeiten werden zur Wahl von Biochemie empfohlen:

### Sammelfähigkeiten´

 Bioanalyse - das Sammeln genetischen Materials von Kreaturen und Pflanzen.

### Missionsfähigkeiten

 Diplomatie - die Kunst, Abkommen auszuhandeln und zu schließen.

## Weiterführende Seiten

* Crew Fähigkeiten auf Star Wars The Old Republic
Paris

## Details

### Coords

24.29

**Paris** is a commercial town in *Transarctica*.

## Interactions

Sells

* Alcohol  (12/1000 l)
* Fishing rods  (5/ton)
* Line inspection car  (16/ton)
* Furs  (10/ton)
* Mammoth dung  (3/ton)

Buys
* Alcohol  (8/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (2/ton)
* Caviar  (40/ton)
* Line inspection car  (10/ton)
* Furs  (5/ton)
* Mammoth dung  (1/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (18/ton)
Galaktische Geschichte 15

## Mandalore

Die grauhäutige Spezies der Taung, die lange vor der Gründung der Republik gegen die Menschen kämpfte, hatte über die Jahre nichts von ihrem schrecklichen Ruf verloren. Sie schlugen Schlachten aller Art und genossen es, sich mit mächtigen Gegnern zu messen.

Während sich die junge Republik weiter ausbreitete, taten es ihr die Taung gleich und besiedelten viele Welten. Schließlich entdeckten sie einen Planeten im Outer Rim, der von enorm großen und schrecklichen Bestien bewohnt war, die als Mythosaurier bekannt sind. Die Taung nahmen diese Welt ein und nannten sie Mandalore, nach ihrem Anführer, Mand'alor dem Ersten. Die Mythosaurier waren jedoch kaum eine Herausforderung für die mächtigen Taung - schon bald wurden Mythosaurierknochen zum Bau der ersten Städte Mandalores benutzt.
The Mousetrap

**The Mousetrap** is an Battle in *Close Combat: The Bloody First*.

## Overview

Having cleared the entrance to the Tine river valley, US forces attempt to advance up the valley road. Axis resistance is expected to be heavy.

## Objectives

### Allies

A single road bisects this broad valley and leads through a small village with a mosque. Advancing across this area will be difficult. Use your supporting weapons wisely. You might consider an indirect assault on the stronghold or risk falling into the German mousetrap. Djebel hopping or securing the high ground may be your most direct path to victory.

### Axis

With supporting artillery and a little tactical creativity you can set a nice little trap for your enemy. There are plenty of places to take cover, and you have options to spring a deadly trap. Maintain positions in the hills above the village and you can provide covering fire for a possible counterattack.
Missile launch

Requiring the missile launcher wagon, a **missile launch** allows you to launch missiles. Attaching the car will enable the fourth special wagon button. The Transarctica will stop and the launcher activated.

## Use

To launch a missile you need to determine the direction and distance.

* Directions are absolute: You fire a missile in the specified direction. The currently selected one is in the middle of the display, easily identifiable by additional arrows showing which one is selected.
* Distance: The place you want the missile to land, relative to the Transarctica. You position it by means of the small buttons alongside its bar. You select distance on the meter by clicking on the figures directly.

Firing is carried out in two phases: you arm by selecting the left button, then you fire with the one on the right. At any time, you can leave this phase of the game by clicking on the “EXIT” icon of the control panel. Once fired, the game tracks the missile on the main map.

## Targets

* With its very powerful infrared pick-up, the missile is attracted by sources of heat. You thus don’t have to be precise down to the last kilometre, but a minimum distance is imposed. Missiles should be fired only to destroy enemy trains. It is useless to send it anywhere else. Of course, its target has to be decided beforehand. This is where spies are useful. By knowing your own co-ordinates and those of the target train, and knowing that one unit corresponds to 70 km., you can accurately calculate the optimal values for a successful missile launch. As the number of enemy trains in the game is limited, a missile that reaches its target will free you of potential aggressors.
* A missile is also necessary to destroy the power plant at Chernobyl, north of Kiev, which will unlock access to the Gycode and the endgame.
Transarctica Wiki

Welcome to the Transarctica WikiWelcome to the Transarctica Wiki
The Transarctica guide for wagons, goods, train combat and more written and maintained by the players!
Please feel free to contribute by creating new articles or expanding on existing ones.

About Transarctica

Released in 1993 by Silmarils (gaming vets will fondly remember *Ishar* and other of their games), *Transarctica* is set in a world where an attempt to save humanity from the ravages of climate change went completely awry, clothing the world in a thick layer of clouds and leaving eternal winter in its wake. For seven hundred years, the Viking Union reigned supreme over the railways connecting what remains of human civilization, throttling any attempts to alter the status quo. Now, as a renegade Union officer, you can change that.[Read more...]

The Frozen Waste

Storyline · Viking Union · Trade goods

World map

* Towns
* Commercial towns
* Garrison towns
* Industrial towns

* Mammoth fairs
* Slave markets
* Repair stations

The Transarctica

* Coal
* Wagons
* Slaves
* Soldiers

* Spies
* Mammoths
* Train combat
* Missile launch

Encounters

* Wolves
* Mammoth herds
* Mole men
* Broken rails

* Broken bridges
* Nomads
* Coal mines
* Storyline locations

Guides

* How to play guide for Transarctica
* System requirements
* Release date
* Game support

Images

mw.loader.load('ext.slideboxlightshow');

Wiki Community

We are currently maintaining 510 pages (136 articles)!

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Exar Kun

Aufenthaltsort | Geist auf Yavin IV

**Exar Kun** war ein Jedi des alten Ordens, der der Dunklen Seite anheim fiel und dadurch den Exar-Kun-Krieg auslöste.

## Biographie

### Jugend und Ausbildung

Exar Kun wurde vom Meister Vodo-Siosk Baas als Padawan auf Dantooine ausgebildet, wo er schon früh sein Interesse an Wissen zeigte, das ein Jedi lieber nicht interessieren sollte. Er glaubte, die Wege der Sith studieren zu können, ohne der Dunklen Seite der Macht zu verfallen.

### Studium der Sith

Ohne den Segen seines Meisters begab sich Exar Kun nach Onderon, wo er sich als Jedi-Archäologe ausgab. Seine Suche führte ihn bald zum Dschungelmond Dxun weiter, wo er dem Geist des Freedon Nadd begegnete. Der Geist ließ Exar Kun alte Schriftrollen finden, die ihm den Weg nach Korriban wiesen, wo er mehr über die Sith lernen könne. Doch auf Korriban wurde er von den verstorbenen Sith-Lords auf die Probe gestellt und in Versuchung geführt die dunkle Seite auch zu nutzen.

### Auf Yavin IV

Bevor er völlig der dunklen Seite verfiel wurde er nach Yavin IV geschickt, einer der wenigen Welten der alten Sith-Lords, welche nichts mit dem Imperium zu schaffen hatten. Obwohl Freedon Nadd schon die meisten Schätze des Naga Sadow dort geplündert hatte gab es immer noch genug für Exar Kun dort zu entdecken. Exar Kun traf auf die Massassi, doch ohne sich mit der Hellen Seite der Macht verteidigen zu können und nicht gewillt sich der Dunkle Seite hinzugeben, wurde er von den Einheimischen gefangengenommen. Im Kampf gegen den Sith-Lindwurm hatte er, dem Tode nah, keine andere Möglichkeit mehr gesehen als doch sich der Dunklen Seite vollends hinzugeben. Mit Hilfe eines alten Sith-Amuletts, welches bei der Opferungsstelle ausgestellt war, überwand er die Gefahr und wurde mit absoluter Überzeugung Anhänger der Dunklen Seite.

Den Massassi total überlegen fing Exar Kun schnell an diese zu versklaven und sich quasi als Gott verehren zu lassen. Er zwang die Massassi, ihm weiter Tempelanlagen zu bauen, wo er Sith-Zeremonien durchführte, um die Dunkle Seite besser meistern zu können. So wurde er dann auch bald unumstrittener Herrscher über Yavin IV.

### Eroberungszug

*Dieser Artikel enthält nur wenige Informationen zu diesem Thema. Du kannst das Star Wars: The Old Republic Wiki unterstützen, indem du ihn weiter ausbaust.*

## Weiterführende Seiten

* Exar Kun in der Jedipedia

nl:Exar Kun
Alexandria

**Alexandria** is a town in *Transarctica*.

## Interactions

Gossip
There is somewhere in the north a town filled with left luggage lockers containing objects from the past. The Viking Union protects them jealously.
Lore
Alexandria Journal on 21.04.2022
The scientific summit in Ottawa has reached no solution to the problem of the greenhouse effect. Only Professor John Merrick remains optimistic, but refuses to give any information concerning his work.
Attribut

Die Charaktere in SWTOR haben mehrere **Attribute**, die je nach Spezialisierung unterschiedlich wichtig sind.

* **Beherrschung** - primäres Attribut aller Klassen, erhöht die Befähigung im Kampf

* **Ausdauer** - Einfluss auf die Lebenspunkte, erhöht den Schaden, den man einstecken kann
* **Präsenz** - Einfluss auf den Gefährten, erhöht die Befähigung von Gefährten im Kampf

* **Kompetenz** - Einfluss auf Effektivität in PvP-Kämpfen

Vor dem Update zu Knights of the Fallen Empire war das Beherrschungs-Attribut je nach Klasse in unterschiedliche Attribute aufgeteilt:

* **List** - Schmuggler & Imperialer Agent
* **Zielgenauigkeit** - Soldat & Kopfgeldjäger
* **Stärke** - Jedi-Ritter & Sith-Krieger
* **Willenskraft** - Jedi-Botschafter & Sith-Inquisitior

In Rüstungen, Waffen und Artefakten lassen sich noch weitere Attribute finden und einbauen, die je nach Klasse und Kampfrolle unterschiedlich von Bedeutung sind:

* **Angriffskraft**  -  erhöht Bonusschaden und -heilung, vorrangig wichtig für  **Damage Dealer** und  **Heals**
* **Präzisionswert**  -  erhöht die Treffsicherheit von Angriffen, vorrangig wichtig für Damage Dealer
* **Kritischer Trefferwert**  -  erhöht die Chance auf kritische Treffer, vorrangig wichtig für Damage Dealer
* **Verteigungswert**  -  erhöht die Chance erlittenen Schaden zu ignorieren, wichtig für  **Tanks**
* **Schildwert**  -  erhöht die Chance auf Absorbieren von erlittenem Schaden, wichtig für Tanks
* **Absorptionswert**  -  erhöht den Prozentsatz des durch den Schild absorbierten Schadens, wichtig für Tanks
* **Schnelligkeitswert**  -  beschleunigt die Anwendung von Angriffen mit Cast-Zeit, vorrangig wichtig für Heals, aber auch für Damage Dealer mit Cast-Zeiten
Wolves

**Wolves** prowl the world of *Transarctica* and will attack the train as a horde. While an armored train should be impervious, the reality is that they can breach the defenses quite handily and overwhelm the train's crew.

Having machine guns and a lot of soldiers can help minimize casualties. Otherwise, you will lose a *lot* of soft power.
Coal mines

**Coal mines** are constantly encountered across the world and new discoveries are announced through a message giving its type and location. Each mine has a random wealth rating, determining how much coal can be mined. Be sure to bring a spare tender or two, and a lot of slaves and mammoths to extract the wealth. Mining is usually a *lot* more profitable than the trade circuit.
Line inspection cars

These are little steam machines that are very fast, and can be sent to the front or back of the train. This menu can be accessed by clicking on the character to the right on the General Quarters screen.

This menu proposes two choices for you: the sending of a simple single inspection cart and the sending of a line inspection cart with a missile. (These are the same missiles as those used by the missile launcher wagon). Obviously, you have to possess a line inspection cart, and a missile for the second choice, which may be purchased in certain trading towns. Then you have to decide the direction of the line inspection cart: either in front of the train or at the back of it. The line inspection cart will then leave the screen, and you can follow its path until it explodes.

If it stops gradually before exploding, this means that is has met nothing along the track, unless it has gone over a minefield or crashed into an obstacle, that is an enemy train, or a barricade set up by underground barbaric people. The sending of the line inspection cart thus makes it possible to test the tracks, to see whether an enemy is there, cause him significant damage and delay his progress.

Take care – a bomb line inspection cart returning to the Transarctica is *very* bad news.

Of course, each use consumes a single line inspection car.
Bird's nest

### Description

You can create potions or you can crush it in the mortar to create grade 1 Herb Powder.

### Biome

Forest

Bird's Nest is a Common Component that can be found in the main meadow.

It is a toxic plant, and you can buy its seeds in town for 10 G.

## Usage

Used to create the following potions:

* Mirror Pumpkin
* Silent Nights
* Load Relief

## Gallery

* Growth Stage 1
* Growth Stage 2
Mammoths

**Mammoths** are hardy beasts of burden that fulfill a multitude of roles and are one of the only methods of locomotion in the frozen Eurasia. Mammoths can be captured during encounters with mammoth herds or bought at the rare mammoth fair. They are quite expensive, but contribute a great deal in any reconstruction, coal mining, and even in train combat, rapidly shuttling soldiers from one side to the other.

## Locations

Mammoth fairs
* Bhopal
* Casablanca
* Temir Tau
Gorky

## Details

### Coords

85.12

**Gorky** is a commercial town in *Transarctica*.

## Interactions

Sells
* Wood  (10/ton)
* Fishing rods  (5/ton)
* Furs  (8/ton)
* Mammoth dung  (5/ton)
* Salt  (5/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (5/ton)
* Fishing rods  (2/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (4/ton)
* Mammoth dung  (3/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (55/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (2/ton)
* Wolf meat  (18/ton)
Tunis

## Details

### Coords

34.48

**Tunis** is a commercial town in *Transarctica*.

## Interactions

Sells
* Caviar  (3/ton)
* Oil  (8/1000 l)
* Rails  (5/ton)
* Salt  (5/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (10/ton)
* Caviar  (1/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (5/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (3/ton)
* Salt  (2/ton)
* Wolf meat  (18/ton)
Alchemy Garden

*This article is a stub. You can help Alchemy Garden Wiki by expanding it.*

 Mode(s) | Single player

**Alchemy Garden** is a sandbox game that mixes gardening, alchemy, and exploration mechanics. Find and collect plants, craft new items, explore the world, use alchemy to brew some potions, customize the house with furniture, and design a garden.

## Game support

For game support, see the forums on Steam.

## External links

* MadSushi Games
* Steam
* Itch.io
World map

The story of *Transarctica* unfolds on the **world map**, covering the whole of Eurasia and parts of North Africa/Middle East. The great train travels across the world, trying to piece together the events that led to the current state of the world, unravel the mystery of the Gycode and Project Sun, all the while pursued by the Viking Union and its armored trains.
Mirador Wiki/Flex section

Guides

* How to play guide for Mirador
* System requirements
* Release date
* Game support

Videos

Twitter

Tweets by @SauropodStudiowindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

*Mirador* Links

Official page

Publisher
Alchemy Garden Wiki/Section 4

Wiki Community

We are currently maintaining 428 pages (41 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Alchemy Garden Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
The Transarctica

**The Transarctica** is the crown jewel of the Viking Union's vast train fleet, a massive train with a locomotive half again as large as the Union's regular ones. Commandeered from the Union's stores, it's your key asset in the quest for the Sun and the only thing between you and certain death. As Transarctica is the core of the game, any permanent damage to its primary wagons will result in an endgame.
Mont Saint Michel

**Mont Saint Michel** is a town in *Transarctica*.

## Interactions

Gossip
Hic! The Loch Ness monster \*hic\* exists! I've seen it! It's at least... er... 60 defences high. You'd have to be mad to venture onto the Lake Bridge.
Lore
The Times - Tuesday 23 October 2022
The UN will permit Merrick's Operation 'Blind' Project. It will be commissioned on 24 December. As a reminder, this project will cause nuclear explosions at high altitude, creating an opaque layer of clouds around the planet.
Krasnojarsk

## Details

### Coords

156.12

**Krasnojarsk** is a commercial town in *Transarctica*.

## Interactions

Sells
* Line inspection car  (15/ton)
* Oil  (8/1000 l)
* Missiles  (41/unit)
* Gasoline  (12/1000 l)
* Plants  (17/ton)
* Rails  (4/ton)

Buys
* Alcohol  (10/1000 l)
* Antiques  (50/ton)
* Wood  (60/ton)
* Fishing rods  (10/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (5/1000 l)
* Missiles  (30/unit)
* Gasoline  (8/1000 l)
* Plants  (10/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (50/ton)
Transarctica Wiki/Section 2

The Frozen Waste

Storyline · Viking Union · Trade goods

World map

* Towns
* Commercial towns
* Garrison towns
* Industrial towns

* Mammoth fairs
* Slave markets
* Repair stations

The Transarctica

* Coal
* Wagons
* Slaves
* Soldiers

* Spies
* Mammoths
* Train combat
* Missile launch

Encounters

* Wolves
* Mammoth herds
* Mole men
* Broken rails

* Broken bridges
* Nomads
* Coal mines
* Storyline locations
Soldiers

**Soldiers** are the backbone of your fighting capability, obtained at garrison towns. They require the barracks or barracks XL wagons for transportation.

## Overview

The soldiers are used for war and hunting. They are normally hired by slave merchants or by the local authorities for neighbourhood warfare. Soldiers serve multiple purposes:

* They defend the train during random encounters and help capture mammoths encountered on the world map.
* They are the fodder during train combat, who can also climb on top of other trains and blow them up (or defuse bombs).
Tibesti

## Details

### Coords

43.7

**Tibesti** is a commercial town in *Transarctica*.

## Interactions

Available
* Gasoline (12 bak/ton)
* Oil (6 bak/ton)
* Salt (5 bak/ton)
* Mammoth dung (5 bak/ton)

Sells
* Alcohol  (80/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (10/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (3/ton)
* Oil  (3/1000 l)
* Missiles  (30/unit)
* Gasoline  (8/1000 l)
* Plants  (60/ton)
* Fish  (40/ton)
* Rails  (2/ton)
* Salt  (2/ton)
* Wolf meat  (18/ton)
Saratov

## Details

### Coords

86.23

**Saratov** is a commercial town in *Transarctica*.

## Interactions

Sells
* Oil  (8/1000 l)
* Missiles  (45/unit)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (10/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (22/ton)
* Mammoth dung  (12/ton)
* Oil  (5/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (45/ton)
* Fish  (12/ton)
* Rails  (2/ton)
* Salt  (13/ton)
* Wolf meat  (18/ton)
Slaves

**Slaves** are usually captured mole men. Physically very strong; they take part in all heavy work: track repair, bridge construction and coal mining. They are cheaper to obtain than mammoths, but cannot be used in combat. Prison wagons are essential for transporting slaves.

## Locations

Slave markets
* Louxor
* Serov
Rome

**Rome** is a town in *Transarctica*.

## Interactions

Gossip
The philosopher Urga has withdrawn to an Eden, behind the mountains, where the temperature can even reach 10 degrees! Research by the Viking Union indicates that Urga has destroyed the track to his encampment.
Lore
Notebook of the Gazette
Professor Merrick has died. He was the initiator of the Blind Project, then the Sun Project. He dedicated the last years of his life to studying the behaviour of mammoths. The place of burial remains unknown.
Granada

## Details

### Coords

13.48

**Granada** is a commercial town in *Transarctica*.

## Interactions

Sells
* Fishing rods  (5/ton)
* Furs  (2/ton)
* Plants  (15/ton)

Buys
* Alcohol  (35/1000 l)
* Antiques  (50/ton)
* Wood  (25/ton)
* Fishing rods  (2/ton)
* Caviar  (8/ton)
* Line inspection car  (10/ton)
* Furs  (1/ton)
* Mammoth dung  (12/ton)
* Oil  (20/1000 l)
* Missiles  (30/unit)
* Gasoline  (30/1000 l)
* Plants  (5/ton)
* Fish  (12/ton)
* Rails  (4/ton)
* Salt  (13/ton)
* Wolf meat  (18/ton)