Skip to content
Planet KKND 2
The definitive KKND 2 Krossfire site

Buildings

Survivors

Outpost 1500

Outpost Before you go picking a fight with anybody, it is strongly recommended that you have one of these babies constructed. The Outpost is the very first thing that every base needs. It acts as your central command post, rallying point for your troops and allows the planning and construction of every other building. The Outpost does not produce any units.

Barracks 400

Barracks The Barracks will produce all of your troop units. These units are low cost and very quick to produce. It is recommended that you familiarize yourself with all the benefits attributed to the various troop units as soon as possible. Build one of these at the earliest opportunity to secure your base's offensive capability.

Machine Shop 800

Machine Shop If you're going to start a serious war, you're going to need at least one of these. The machine shop is where you can produce all those lovely tanks, trucks and mechanized forms of metal death. With a few upgrades, your Machine Shop will be able to create customized units from a variety of turrets and bases.

Swamping your Machine Shop with orders will lead to the parallel production of everything you have asked for, severely slowing down all production. If you need lots of units, build another Machine Shop.

Power Station 2000

Power Station Once you have your Outpost set up you had better start thinking about how to keep those Resource Units (RUs) rolling in. Locate an oil deposit and set up one of these nearby. Once you have a Drill Rig set up on the oil seam, you're in business.

Each Power Station comes with its own Oil Tanker that will automatically fetch oil from the nearest Drill Rig. It's recommended that you have a few of these around the place to ensure a good RU income. Upgrading your Power Station will ensure a more efficient yield from each load of oil. Additionally, try to construct a few extra oil tankers from your Machine Shop. This will ensure a healthy stream of RUs coming in to help the war effort.

Armoury 500

Armoury Your armory is the key to your base's defense systems. Although this building will not offer any immediate benefit on construction, it is recommended that you upgrade it as soon as possible. With a few increases in tech level, you will have the ability to produce some truly awesome defenses. Each upgrade will also improve the armor of all subsequently produced units.

Research Lab 700

Research Lab The Research Lab is a vital part of every base. Once you have established a steady income of RUs, it is vital that your buildings begin to upgrade themselves. Those Research bods have an upgrade for just about everything, including themselves. Each building will perform better, more efficiently, and be able to produce more once it has been upgraded. It is worth placing your Research Lab in a position that will allow easy access to the rest of your base's buildings.

Repair Bay 500

Repair Bay The Repair Bay may seem like a luxury item, but believe me it isn't. Veteran and experienced units are valuable items - harder to kill, do more damage - and as such are worth keeping alive. That's where a Repair Bay becomes indispensible. It'll put a shine back on even the most battle-scarred old rustbucket and make them seem as good as - or even better than - new. Each upgrade makes a Repair Bay faster at repairing units.

Drill Rig 1000

Drill Rig These buildings come from deploying a Mobile Drill Rig over an oil deposit. Once set up they are ready to pump oil into any visiting tanker. These buildings should be your highest priority to produce when setting up a base. Consideration should be given to defending your oil supply and also to the ease of access for your Oil Tankers. Try not to separate your Drill Rig from the Power Station by too great a distance - time is money.

Solar Collector 1000

Solar Collector These units help in the collection of solar energy to boost your available Resource Unit production. The output is not very great, but is constant.

Thermal Exchanger 2000

Thermal Exchanger This is an advanced solar power unit that produces large numbers of Resource Units from the sun's light. These babies aren't cheap, but will keep the RUs coming in no matter what.

Sentry Gun 800

Sentry Gun Best employed against infantry units, this type of tower can turn any group of foot soldiers into Swiss cheese in the blink of an eye.

Cannon Tower 1200

Cannon Tower These towers are devastating against Mechanical vehicle and Mutant beast units. The shells of these towers are more powerful than the Sentry Gun, but slower to reload.

Anti-Aircraft Tower 2500

Anti-Aircraft Tower These towers are specifically developed for taking down aircraft. With a few of these, you'll never need to worry about "death from above".

Laser Destroyer 3500

Laser Destroyer State-of-the-art in protective death. This wonderful structure will bring quick, efficient annihilation to infantry and vehicles from an extreme distance. Get your base surrounded by a few of these and you'll be as safe as houses.

Barricade 100

Barricade Tough stuff. These walls are designed to take serious damage to keep the enemy out. They should be placed adjacent to each other to create a protective barrier around your base and stop all units from moving through that area.

Force Wall 500

Force Wall This type of advanced wall shoots high-energy plasma between its towers. The plasma stream will stop as your units come and go, but to everybody else - well, it's very nasty. Care must be taken to ensure that each tower is properly placed within line-of-sight distance of its neighbour on a 90 or 180 degree angle.

Evolved

Clan Hall 1500

Clan Hall Before you go picking a fight with anybody, it is strongly recommended that you have one of these babies constructed. The Clan Hall is the very first thing that every base needs. It acts as your central command post, rallying point for your troops and allows the planning and construction of every other building. The Clan Hall does not produce any units.

Warrior Hall 400

Warrior Hall This is where all Evolved infantry are trained. Tech upgrades increase the number of available unit types.

Beast Enclosure 800

Beast Enclosure These buildings allow you to train up your mutant animals to become beasts of war. Upgrading them allows a greater choice of animals, eventually including flying beasts. Coupled with an upgrade of the Forge, these buildings also provide the option of Constructible Units, the Beast Enclosure supplying the chassis and add-ons and the Forge providing the turrets.

Power Plant 2000

Power Plant The best way to increase Resource Units is to suck oil out of the ground (using the derrick) and process it in one of these buildings. With each power plant you get a free tanker to transport the oil between derrick and power plant. Upgrades increase the number of RUs squeezed out of each tankerload of oil.

Forge 500

Forge This is where your weaponry is researched. Upgrades will give you more Constructible turrets to choose from and also access to different defensive towers. Each upgrade will also improve the amount of armor of all subsequently produced units.

Alchemy Hall 700

Alchemy Hall This is the Evolved's brain house, its house of knowledge. It's also the building you need to increase the Tech Levels of other buildings. Upgrading a research building will increase the speed and lower the costs of future upgrades.

Healing Tent 500

Healing Tent This is where you can send your animals for healing. Note that aerial and 21st century units (from tech bunkers) cannot be repaired here - they need to employ a constructible equipped with a repair turret. Upgrades of these buildings increase repair efficiency.

Derrick 1000

Derrick This structure sucks oil out of the ground. It begins life as a vehicle - a Mobile Derrick - which needs to be driven out to an oil patch and then set up.

Big Pig 1000

Big Pig This is the Evolved's low-level Alternative Power processor. It provides a small but fairly constant supply of Resource Units using slightly more environmentally sound methods.

Pig Pen 2000

Pig Pen The high-level methane-run alternative power generator. Works the same as the Big Pig, only these create more resources for you over a shorter time.

Kneecapper 800

Kneecapper You basic Evolved defensive tower. Best against infantry.

The Worm 1200

The Worm Launches area-of-effect projectiles. Best against vehicles / animals.

Bazooka Battery 2500

Bazooka Battery Tower. Cannot target ground units at all - but against aerial units - ay carumba!

Touch Of Death 3500

Touch Of Death Towers. Great all-rounders, dishing out much damage. They inflict the most damage on vehicles/animals.

Skeletal Wall 150

Skeletal Wall The basic Evolved blocking wall. Stops enemies advancing.

Thunder Fence 500

Thunder Fence An energy wall. A deadly energy field is created between the pylons you build. This field will toast enemy units which pass through, but will shut off to allow your own units through unharmed.

Altar of the Scourge 1500

Altar of the Scourge A unique building for the Evolved, appearing only as an option when your Clan Hall is at Tech Level 5. You sacrifice infantry to make Demon critters. Scary.

Series 9

Barn 1500

Barn The Barn is the main building for the Series 9, roughly equivalent to the Clanhall for the Evolved or the Survivors' Outpost. It can begin life as a Mobile Barn which allows it to roll about before it sets up and begins to function. It's the first structure you need to set up before you can build anything else. As the Tech Level of the Barn increases, your builing possibilities expand to include a maintenence depot, different levels of walls and alternative power sources. Improving the Barn also allows you access to different levels of radar and motion detection.

Microunit Factory 400

Microunit Factory This is where all the microunit S9 are created. Tech upgrades increase the number of different available units.

Macrounit Factory 800

Macrounit Factory These buildings create your macrounit S9. Upgrades provide a greater choice of big robots, and also provide access to aerial units. Coupled with an upgrade of Weapon Control, these buildings also provide more Constructible bases and extra options.

Power Unit 2000

Power Unit The best way to increase Resource Units is to suck oil out of the ground with your Oilbot and process it in one of these buildings. With each Power Unit you get a free tanker to transport the oil between oil rig and power unit. Upgrades increase the number of RUs squeezed out of each tankerload of oil.

Weapon Control 500

Weapon Control This is where your weaponry is researched. Upgrades will give you more Constructible turrets to chose from and also access to different defensive towers. Each upgrade will also improve the amount of armor of all subsequently produced units.

Technostudy 700

Technostudy This is the Series 9's brain house, its house of knowledge. It's also the building you need to increase the Tech Levels of other buildings. Upgrading a research building will increase the speed and lower the costs of future upgrades.

Maintenance Depot 500

Maintenance Depot This is where you can send your large units for repairs. Note that aerial and 21st Century units cannot be repaired here - they need to employ a Constructible equipped with a Repair Turret. Upgrades of these buildings increase repair efficiency.

Oilbot 1000

Oilbot This structure sucks oil out of the ground. It usually begins life as a vehicle - a Mobile Oilbot - which needs to be driven out to the oilfields to begin to set up.

Windmill 1000

Windmill This is the Series 9's low-level Alternative Power processor. It provides a small but fairly constant supply of Resource Units using slightly more environmentally sound methods.

Wind Turbine 2000

Wind Turbine The high-level wind-run alternative power generator. Works the same as the Windmill, only these create more resources for you over a shorter time.

Distance Seeder 800

Distance Seeder Your basic defensive towers. Best against infantry.

Pod Cannon 1200

Pod Cannon Launches area of effect projectiles. Best against vehicles/animals.

Solar Intensifier 2500

Solar Intensifier These towers cannot target ground units at all - but against aerial units - ay carumba!

Lightning Generator 3500

Lightning Generator Towers. Great all-rounders, dishing out much damage. They inflict the most damage on vehicles/animals.

Boundary Fence 100

Boundary Fence The basic Series 9 blocking wall. Stops enemies advancing.

Bugzapper 500

Bugzapper An energy wall. A deadly energy field is created between the pylons you build. This field will toast enemy units which pass through, but will shut off to allow your own units through unharmed.

Find out more