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This is a keyboard-and-mouse trainer for the RTS Beyond All Reason, so it needs a desktop browser. Send yourself the link and open it at your PC:
Unofficial fan project, not affiliated with the Beyond All Reason team.
| LMB click | Select unit (click empty ground to deselect) |
| LMB drag | Box select |
| Shift + select | Add to selection |
| Ctrl + select | Remove from selection (click or drag) |
| LMB double-click | Select all matching units in view |
| Q | Select all units in view matching your current selection |
| Ctrl + W | Select all matching units on the whole map |
| Ctrl + E | Select every unit on the map |
| Ctrl + Q | Split army: keep 50% of your selection |
| TAB | Select your Commander and jump the camera to it |
| Ctrl + TAB | Cycle through idle constructors (Focus mode in a browser) |
| Ctrl + Y | Select every unit currently on Wait |
| Ctrl + 0-9 | Create unit group from selection |
| 0-9 | Select group |
| 0-9 double-tap | Select group and centre camera on it |
| Alt + 0-9 | Create auto-group: sets the selected unit types as that group. Newly spawned units of those types join automatically |
| Alt + ` | Remove the selected unit types from their auto-groups |
| RMB click | Move order (on a hostile: Attack. On a friendly: Guard) |
| RMB drag | Formation move: draw a line, arc, or full circle and units spread evenly along it |
| Ctrl + move | Move in formation at the slowest unit's speed |
| Alt + move | Assume formation at point: high-HP units front, each at own speed |
| Shift + order | Queue order after current orders |
| Space + order | Insert order at the front of the queue |
| G | Stop: clear all orders and halt |
| A + LMB | Attack the clicked hostile, or attack-ground on empty terrain |
| A + RMB drag | Attack Line: hostiles under your drawn path split among your units in path order. Over empty ground, units bombard points along it |
| Ctrl + A, then drag | Area Attack: drag the circle, every hostile inside gets assigned |
| D + LMB | D-Gun: the Commander's disintegrator. Destroys almost anything it touches for 500 energy a shot. Commanders only |
| Ctrl + B | Self destruct: a five second countdown on the selection. Tap again to abort |
| Line colours | Green for Move, pink for Fight, red for Attack, matching the game |
| F + LMB | Fight (attack-move): advance and engage anything detected en route |
| F + LMB drag | Fight along a line formation |
| S + LMB | Target Set: click an enemy and your units prioritise it, even while moving. A dashed ring marks it |
| Ctrl + S | Target Cancel: clear the set target from your selection |
| H + LMB | Patrol between here and the clicked point, engaging in fight-mode. Shift adds patrol waypoints |
| O + LMB | Guard the clicked friendly: follow and protect it |
| Esc / RMB | Cancel an armed command |
| Select a factory | Click the Bot Lab. Its production grid replaces the build grid, using the same cell letters |
| Grid letter | Queue 1. Shift +5, Ctrl -1, Ctrl+Shift -5, Alt adds to the front, Ctrl+Alt cancels the first |
| Clicking the tile | Shift +5, Ctrl +20, Ctrl+Shift +100. Ctrl adds on a click but subtracts on a key: that mismatch is real and worth drilling |
| RMB | Set the rally point. Everything produced walks there |
| T | Factory Repeat: the queue loops forever |
| Ctrl + G | Factory Guard: constructors it builds automatically assist it |
| . | Cycle between your factories |
| B | Cycle build pages when a factory has more than eight options |
| Exit side | Units leave on the factory's facing side, so [ and ] before placing a lab now genuinely matters |
| T | Repeat: the unit or factory loops its whole order queue. Tap again for off |
| Y | Wait: pause a unit without clearing its orders. Tap again to release. Ctrl+Y selects everything waiting |
| P | Gather Wait: the selection regroups, everyone pausing until the whole group has arrived, then continues together. Shift queues it mid-chain |
| B | On/Off: power a unit down (dark, silent) and back up |
| L | Stance, cycled per tap: Fire at Will, Hold Fire, Return Fire. Explicit attack orders ignore stance, as in the game |
| ; | Positioning, cycled per tap: Hold Position (never chases), Maneuver (normal), Roam (chases far) |
| K | Cloak: Commanders turn near-invisible and untargetable until decloaked |
| Readout | The selection panel shows the current toggle states of the first selected unit |
| RMB smart orders | With a constructor: wrecks get reclaimed, damaged units and structures get repaired, unfinished sites resume building. Shift queues |
| R + LMB | Repair armed: click damaged units or structures, or drag a circle for Area Repair (constructors) |
| RMB drag from wreck | Area reclaim: everything in the circle |
| E + LMB | Reclaim armed: click targets or drag a circle |
| Build grid | With a constructor selected: Z Economy, X Combat, C Utility, then cell keys (ZXCV/ASDF/QWER) pick the building, matching BAR's gridmenu. Mex needs a metal spot |
| Constructor menus | Each constructor has its own grid: a Commander, a Constr. Bot, and an Adv. Constr. Bot light up different cells. Only the T2 con can place an Advanced Fusion. A mixed selection shows the first-selected con's menu |
| Category primes a building | Opening a category arms its first building straight away: Z primes the Metal Extractor, X primes the Sentry Turret |
| Area build | Press a primed cell again for area mode: Z Z is area mex, drag a circle and every free metal spot inside gets one queued |
| Build Line | Hold Shift and drag while a building is primed to lay a whole row at once. The count shows next to the cursor |
| Build Grid | Shift + Alt + drag fills the dragged rectangle with buildings |
| Build Border | Ctrl + Alt + Shift + drag places the perimeter only, for walling something in |
| Build Split | Hold Space with Shift while dragging: the queue is shared out across your selected constructors instead of every con building every site |
| Build spacing | Shift+Alt+Z widens the gap, Shift+Alt+X tightens it. The current gap shows on the drag preview |
| Rotate | [ and ] rotate placements in 90 degree steps |
| N | Queue to Next: abandon the current order and jump to the next one. An abandoned build site is cancelled and its metal spot freed |
| Remove from queue | With a building primed, Shift-click an already-queued site to delete it from the queue |
| Upgrade T1 to T2 | Select an Adv. Constr. Bot and right-click a finished Metal Extractor to upgrade it in place. Area mex (Z Z) upgrades every T1 extractor in the circle too |
| Shift = Back | Releasing Shift drops you back to the category list with the building still primed, so the next category is one keypress away. Placing without Shift closes the menu and drops the selection |
| Queue chains | Hold Shift to chain queued commands. Releasing Shift disarms the command, so a stray left-click can never wipe the queue you just built |
| Wind Turbines | Cheap energy that gusts with the wind (see the WIND readout), the classic gamble against stable Solar |
| Own-building reclaim | Press E and click your structure: refunds its metal, the emergency bank every good player uses. Deliberate by design, a plain right-click will not reclaim your base |
| MMB drag / arrows | Pan |
| Scroll wheel | Zoom to cursor (current zoom shows under the minimap) |
| Minimap | Click or drag to jump the camera anywhere. The white box is your current view |
| Sandbox AI | Idle units on both sides chase enemies that come near. Selected units show a faint weapon-range ring. COMMAND: RED in the palette lets you order the hostile team directly |
| Move vs Fight | Units on a plain Move keep walking and only fire at what happens to pass in range. Units on Fight stop, chase, and destroy what they detect. Move an army through enemies and it dies; Fight it through and it clears them |
| Micro track | Kiting, focus fire, retreating the wounded, split fights |
| Field Command | Minimap with camera box, multi-front awareness drills |
| More challenges | Further races and benchmarks beyond the AFUS run |