Evolved missions
RETURN OF THE SLUGS
 THE CHIEFTAIN HAS A FEELING THE SYMMETRICS ARE ACTUALLY ALIVE AND SOME MAY HAVE BROKEN THROUGH THE SURFACE. HUNT THEM DOWN AND KILL THEM.  

If that's what the man says, you better obey him. The western side of your compound is secure, so move the forces east. Group the berserkers at the east end of the rock passage and use the dire wolves to lure anyone you find to this nice little welcome party. If you move the returning wolf behind the berserkers, more often than not, the pursuing enemy will try to get at the offender and be killed without an answering shot. With any luck at all you should finish this level without losing a single warrior. [back]

REPEL THEM!
THE SYMMETRICS ARE CONGREGATING NEAR ONE OF OUR VILLAGES. THEY ARE TRYING TO ESTABLISH THEMSELVES ON THE SURFACE. STOP THEM  

Your funds are limited and you can expect to have no more. There's a small group of enemy to the north-west of your camp. Wipe them out to avoid nasty surprises at awkward moments. Praise the patch-building of units--make as many shotgunners as you can at once (or berserkers, if you believe that it's quantity that matters in war). Use a small group to guard the Clan Hall from the east and take a decent party straight south to erase the oil rig. Unless you do that pretty quickly, the enemy will soon krush you with sheer mass. Use concentrated fire to wipe out any rescue parties, be over with the rig and move east to finish the dirty job. Beware of the last little group of enemy soldiers the AI so very much loves to keep its base. [back]

BUBBLIN' CRUDE
OUR MEKANIKS HAVE RECONSTRUCTED A RIG. TAKE A MOBILE DERRICK TO THE HILLS AND SET IT UP OVER AN EARTH BLOOD DEPOSIT. CREATE A POWER STATION, AND USE ITS TANKER TO TRANSPORT THE EARTH BLOOD. CLEAR ALL SYMMETRICS FROM THE AREA.  

This time the funds are more or less unlimited for the purposes of this game. You set up the rig in a basin right south of your camp and the power station in the middle slightly eastwards. Use a group of perhaps a dozen shotgunners to guard the rig and the passage leading to it, and another group for the camp. Build a beast enclosure next to the clan hall where it'll be protected by the rocks, then start thinking of another power station and blacksmith's. Again the surest way to victory is to take out the enemy oil rig which is this time located on the other side of the central basin to the southwest. A good moment for hitting it is when an enemy raiding party has appeared in your camp. The enemy camp is located in the northwest corner of the arena. This is a very good level for running groups of enemy infantry over with tankers. [back]

RAID THE FORT
OUR RAIDS HAVE LEFT A SYMMETRIC SUPPLY POST VERY MUCH UNDER-DEFENDED. TAKE A PARTY AND SOME MONSTER TRUCKS AND STEAL THEIR ABANDONED TANKERS. ESCAPE WEST WITH AT LEAST TWO TANKERS. 

What you'll have to do is rather marauding than stealing. Head east with all your men and machines and keep going northwards along the edge of the canyon. Krush any opposition you find and proceed to the northeast corner of the arena where the last enemy buildings and the four tankers await. Collect and return. This mission is easy unless you split your forces, or start scouting and picking off the enemy units that are scattered all over the map. [back]

AMBUSH
A SYMMETRIC ATTACK PARTY HEADS TO THE VILLAGE OF GRANBETAN. WE HAVE LOST CONTACT WITH OUR ORIGINAL AMBUSH PARTY NEAR THE SOUTHERN BRIDGE. REGAIN CONTACT WITH OUR AMBUSH PARTY. BAND TOGETHER AND PREVENT ALL SYMMETRICS FROM CROSSING THE BRIDGES. 

This is actually not exactly what you have to do. Take the men across the bridge at once and head south along the riverbank. Cross the bridge and meet the artillery. This is where you make your last stand using concentrated fire on anything that tries to cross. Every now and then small reinforcement groups will pop up from behind the right border of the screen. You'll never find out about what happens at the other bridge... (my lucky guess is that the AI will not be interested in an undefended position.) [back]

SIEGE
ONE OF OUR CAMPS HAS COME UNDER SIEGE. WE ARE CUT OFF FROM OUR SUPPLY OF EARTH BLOOD. CLEAR A SAFE PATH THROUGH THE SYMMETRICS FOR OUR EARTH BLOOD. THEN WIPE OUT ALL SYMMETRICS AND THEIR CAMP. 

The arena is roughly divided into three thirds of which the southern two are yours to gain immediate control over, and the northern third a fortified plateau where the enemy dwells. The ramp leading to the plateau is the bottleneck you'll have to gain effective control over. 

Take the available units at once and ward off the tank and the ATV that start harassing your tankers just SW of the starting spot. Start upgrading and building units. You'll want to have monster trucks that are relatively fast and good for running over all types of infantry. Move the units that are left at the drill site east to discover another drill site and to wipe out two tanks and an ATV (produce and bring some dire wolves over). Build another power station SE of the clan hall and send its tanker to the new site. 

The northern part of the camp is easily protected if you gather a group of (4) scorpions and two mastodons behind the guard towers and keep repairing/rebuilding the towers. A monster truck every now and then will help you deal with the infantry that lags behind the armor. 

Build a menagerie in the center of the camp, if you like, and heal the vet units. Move out and lure the patrol halfway to the ramp into your defense line. Then gather forces and block the ramp. Gather forces and at the end of the next enemy attack that ends with a retreat, move up the ramp and destroy everything west of it, including the oil rig and any replacement that might be sent. Northwards, around the grove of trees, there's another rig. Take it out, and have a party. Move clockwise around the enemy camp and leave the guard towers just east of the ramp as the last. [back]

RELEASE THE PRISONERS
THE SYMMETRICS HAVE RAIDED ANOTHER VILLAGE, TAKING OUR PEOPLE TO THEIR NESTS. RESCUE THE INNOCENTS, ENLIST THEIR HELP. THEN DESTROY THE SYMMETRIC CAMP. 

Speed mission. For best results you need to more or less run all through the mission. Gather everybody and move north. All through the mission shoot at vehicles and run over infantry. A prison stands in the NE corner of the map with a missile battery guarding it. Smash the battery and the prison to get reinforcements. Move east and again south down the ramp. Meet some troops and another missile battery. If you've been quick, the battle shouldn't take long. Hit the drill site at the west border of the map to stop further unit training. Destroy the next prison and the rest of the village. 

If the mission doesn't end, check back to the NE corner of the map. The AI has started rebuilding the missile battery you blasted sky-high. At the price of 1500 credits you can understand why you weren't constantly attacked by fresh forces at the village. [back]

SMASH THE CONVOY
A SYMMETRIC CONVOY ARE PROTECTED AND MOVING NORTH. WE SUSPECT THEY'RE HEADING FOR A SYMMETRIC CAMP. STOP THEM FROM GETTING ANYWHERE NEAR IT. 

Speed mission. For any results at all you need literally to run all through the mission. Take the men and rush south. Keep your eye on the three bikes. Don't stop to blast light vehicles that you may encounter, let the slower units with their turrets take care of these minor problems as they move by. You should run over men though, if any stand in your way. Turn around the rocks and head directly north. A road leads diagonally NW, but even if you see tankers moving there, don't take notice. Keep going north until you reach a barrage craft. Let it get everything you've got. If you've been quick enough, your units fighting the barrage craft will block the road for the first tanker. Once it's blasted, blast the tankers and anything else that might still be bothering you. 

Total destruction at that very spot is quite important as further on the enemy has Anaconda tanks waiting for you. Following the course laid down here you'll also miss some useless battles with other units. [back]

FIGHT FOR TERRITORY
A LEADER OF THE EVOLVED IS IN TROUBLE. HIS BATTLE WITH A SYMMETRIC BASE GOES POORLY, AND HIS BASE WILL SOON FALL. REPAIR HIS BASE, THEN DESTROY THE SYMMETRIC BASE ENTIRELY. 

Speed mission. Blitzkrieg wins once again. Start, heading north. Run over and blast anything you meet. Go north as far as you can, then follow the edge of the canyon east to hit the camp. A secure oil patch can be found further east from the village. Don't bother to repair despite the orders. Build a derrick and as many scorpions as possible. Stop in the middle of the camp long enough for the units to regroup. 

Take off south. You'll have to turn off two missile batteries and quite many units. Bring more scorpions as they mature at the beast enclosure. NW of the first building, there's another missile battery, you'll want to keep out of its reach. While you're working at the enemy outpost at least one newly produced vehicle will hit you from SW. Destroy it and send some units to close the machine shop. You can take out the whole camp and a drill site without getting under missiles. The remaining enemy forces will be three missile batteries roughly NW of what used to be their camp, and four more in the east, guarding another drill site together with some tanks. As the enemy replication has been stopped, take your time and create a suitable number of convenient troops to bring peace to this corner of the planet. [back]

CLOSE ENCOUNTERS 
THE SYMMETRICS ARE HEADED TOWARDS ONE OF OUR FORBIDDEN SITES. FIND OUT IF THE SYMMETRICS HAVE LOCATED OLD TECHNOLOGY. WHETHER THEY HAVE OR NOT, DESTROY THEM ALL. 

Send the dire wolf to scout south and exactly in the middle of the screen you'll find a tech bunker with a mech. Bring both back to guard the oil rig. Build a power station at the southern ramp, beast enclosure and blacksmith at the northern. The good tactics (for me they were) is building another power station (and derrick to deploy SE) and proceeding with an alchemy hall, and upgrading the beast enclosure (and outpost, and blacksmith) twice to start building giant beetles. Three grapeshot cannons with beetles behind them efficiently secure the northern ramp. The SW oil rig won't be bothered until the mech remains guarding it. To drain the enemy from (some of) the resources send a beetle north between the cliff and the river. Up on the cliff there's a drill site and standing below, as close to the site as possible the beetle can demolish any tanker that comes for oil there. Beware anyhow, as occasionally some barrage crafts decide to take that road to your camp. 

As the situation stabilizes, use a group of dire wolves to gallop through the missile battery defense line and investigate the enemy territory. Move the defense line further NW to the relative bottleneck between the creek (west of it) and the cliffs, but out of the reach of the missile batteries. This secures another oil patch for deployment. Then gather beetles to take out the missile batteries one by one, starting from the west side batteries and destroying the drill site at the end of the line. The rest should be simple. 

None of this mission is as simple as it may seem from the above. The enemy sends attack waves one after another and you have to deal with them while doing all the necessary upgrades. After the first outpost upgrade, use pyromaniacs to stop the heavy armor and set up temporary guard towers, which will be wiped out, but do their job. Keep mekaniks behind each grapeshot cannon to repair at need. Keep a couple of monster trucks at hand to run over any big (or small) infantry groupings that follow armor. Use a menagerie to heal vet beetles. Taking out the tankers at the closest drill site will help a lot, but can't be done very well without beetles. [back]

IT'S THE END OF THE WORLD
THE SYMMETRICS HAVE A RICH SOURCE OF EAR MATERIAL, WHICH WE NEED. ESTABLISH A BASE FOR THE EVOLVED, TAKE OVER OR DESTROY THEIR STEALING OF THE EARTH BLOOD, AND ERADICATE THEM. 

Speed mission No. 4. Do everything very fast. Scout south to spot an oil patch. Build a power station near it, build a blacksmith and a beast enclosure. Build a derrick and deploy. Build another power station and start building scorpions and a group of shotgunners that will take care of camp defense. Meanwhile take all units north, down the ramp, then west to the border of the screen. Move north past three missile batteries (don't stop to shoot back) and drill site. North of the site, well out of the batteries' shooting range concentrate fire on the rig, then move east to repeat the action on another rig. Also blast any tankers that you come across. When the other site is taken out, hold your men in position to ward off possible attack or rebuilding. This leaves the AI only one useful drilling site in the NE corner of the map. The defense forces have by this time warded of at least one attack by the enemy. Build a derrick and another power station west of the buildings. Two more oil patches can be found not too far. Raise the number of available scorpions to a comfortable 10 or dozen and go block the ramp leading down from the enemy camp. 

If you have the urge, upgrade something. Otherwise gather another force of scorpions and walk through the enemy camp to the NE corner of the arena to take out another drill site and tankers. Fire at will afterwards. The drawback of the missile batteries (or grapeshot cannons, for that matter) is, that you need additional forces to stop the enemy for them to take aim. 

In this mission you actually don't have to upgrade anything to win as long as you ignore the missile batteries but stay out of their range anyhow... and as long you don't give the AI the time to establish an army that might spoil your pleasure.[back]

BIG ATTACK
WE HAVE BEEN BLESSED WITH FRUITFUL BREEDING GROUNDS. PREVENT A SYMMETRIC WAS PARTY FROM DESTROYING WHAT WE HAVE MADE. THEN DESTROY SYMMETRICS THEMSELVES. 

One more speed mission. The "fruitful" breeding grounds mean half-empty oil patches south and (bit farther) north. Luckily you won't be needing any. Send the war mastodon and the scorpions off north to the ledge just over your camp. Train six dire wolves and let them follow. Gather these units and walk NE. Ignore the missile battery and walk down the ramp. Position all the units in the spot between the machine shop and two power stations. Take all three buildings out. The AI will send a sniper and a sapper over as soon as the machine shop falls. Don't let yourself to be bothered about the sniper. He can shoot half across the screen and to get at him you'll have to enter the firing range of the next missile battery. Take out the buildings, ignore the AIs attempts to rebuild the machine shop. Without these buildings the enemy troops will consist of the sniper, the sapper and several tankers. It will also have five missile batteries, two utterly useless drill sites, an outpost and a big debt from the new machine shop construction site. 

Back at the camp you will have started your regular economic activities. Produce any number and type of units you consider necessary to take out the remaining enemy structures and units. Take your time. [back]

BATTLE FOR THE ISLANDS
WE WANT TO TAKE THE AREA AROUND THE SOUTHERN BARL RIVER DELTA. TAKE THE RUINED HIGHWAY TO THE NEARBY EVOLVED CAMP. BUILD UP YOUR FORCES, THEN REMOVE ALL SYMMETRICS FROM THE AREA. 

Send a fast scout east across the bridge and unleash a mech from the tech bunker. Move the rest of the forces south and as the road leads to a highway bridge east, you move SW to your camp across an old stone bridge. 

Leave the mech to guard the northern bridge, build a derrick, and move the rest of your units south through the village to take out an enemy tower and a drill site. Then secure the bridge and deploy your own derrick there. Start building southwards, so that you can fortify the bridge down there with towers. Upgrade the clanhall and the beast enclosure twice. Put a grapeshot tower at the northern bridgehead (try not to block the passage) and bring the mech down to any men you may have left there. Put one beetle at the northern bridge and four of them at the southern. Keep reinforcements coming, especially mekaniks, as the AI will likely direct its wrath at inanimate objects like buildings (north end of your village) and defense structures (south). 

At the southern bridge I used two grapeshot cannons and a rotary cannon, keeping four beetles and two missile crabs nearby. In the north I added a missile crab between the buildings to the grapeshot cannon and beetle I already had. 

Once the situation more or less stabilizes, it's time to attack. An initial group of 10 scorpions managed to take out one of the two cannon towers located on an island across the highway bridge. They also did about 70% worth of damage to the other. For the next wave I gathered 10 beetles, moved them across the northern bridge and secured the oil patch . The traffic on that bridge will slow down if you deploy a derrick there. I next brought another 6 beetles, left them behind at the drill site and moved the 10 across, taking out at first the damaged cannon tower and then the other. Didn't touch the drill site, but dealt with any hostile units that came along. That included several tankers. 

From that moment the AI starts sending its units against the middle island. Keep units there refreshed, and it will not be too hard to assemble another force to strike again. Beware, the AI has almost more than his share of cannon towers waiting for you. As the crabs are no good in crossing bridges, use more beetles. [back]

FINAL ASSAULT
SIX OF OUR WARLORDS HEAD TO THE HILLS TO MEET WITH OUR CHIEFTAIN AND DISCUSS THE FINAL BATTLE. THE SYMMETRICS WILL TRY TO BREAK UP THE MEETING. PROTECT ALL SEVEN LEADERS FROM SYMMETRIC ATTACK. 

Principally there is nothing else to do in this level, than to stand and withhold numerous enemy attack waves quite a few of which are simultaneous. No particular need (or resources, for that matter) to scout. There are four attack routes: east, southeast, southwest, and northwest. Of the first waves twice 4×4 pickups twice try to break through to the warlords. Even if they pass your forces, the concentrated fire of these guys will quickly take them out. The rest of the attacks will be aimed at different buildings (clanhall, oil rig). From the east riflemen and later snipers will attack. As the rock passage thataway is narrow, nothing very serious will approach. 

Build a power station pronto and launch credit production. Build a blacksmith and an alchemy hall and position them so that you can later cover the corners of the southern plateau with towers. Upgrade the clanhall twice and put a guard tower east of the clanhall to draw sniper fire, then the blacksmith to get another tanker. Build grapeshot cannons to back up in the northwest and southwest and have mekaniks ready to repair them. (The southern towers are pretty hard to repair as the mekanik has to enter from south, i.e. from the attack side. Awkward. Train scorpions for backup, until you have upgraded the beast enclosure twice, then concentrate on beetles. If you have managed to hold your ground that far, all that remains is to wait until after another attack you're announced the winner. 

I had already upgraded everything when a vicious attack from the southeast (and another from northwest) wiped out all my defenses and destroyed the alchemy hall I had positioned southeast. I never bothered to rebuild the hall and rebuilt the cannon that much closer. 

The last attack waves came from southeast and northwest more or less simultaneously. Groups of 3-4 survivor vehicles just dropped in from behind the screen border. [back]

COUNTER-ATTACK
THE SYMMETRICS HAVE BEEN FORCED BACK TO THEIR MAIN BASE. DESTROY THEM. DESTROY THEIR BASE, AND WIN THE WAR FOR THE SURFACE. 

To start with the mobile clanhall seems to stand at a pretty awkward spot, but deploy it then and there. The first enemy attacks will happen quite soon. Preparing for it, move both missile crabs to the eastern side of the two entrances, so that the attacks will not be heading at them. Build a blacksmith as far to the east of the clanhall as you can, then put two powerstations next to the two oil patches. Start building two derricks and build an alchemy hall closer to the ramp just northwards. Start upgrading the clanhall at once and continue to the maximum. Put a machinegun nest in front of the ramp and send a mekanik over to keep it healthy whatever happens. Put another one west of the clanhall. If you like, build a beast enclosure now in the small nest in the cliffside. 

As soon as you get the chance to start building crazy harrys set the production to non-stop mode. Start upgrading the blacksmith and make two more tankers. Build two rotary cannons to cover the northern ramp, and another two for the lower entrance (the left next to the rock, the right one between the clanhall and the rock pillar. Position crazy harrys between the rotary cannons. 

Gather a team of 20 or so crazy harrys and take out the cannontower guarding the upper end of the ramp from the west. Blast the tanker at the site and get back under the cover of the rotary cannons to give the aggravated enemy a warm welcome. After the attack see if the AI has started to rebuild, go blast the other cannon on the other side and another tanker. Retreat. Next time hit the site itself. This little game can be played for a long while until the AI realizes that spending bucks on rebuilding is not the smartest thing to do. During this action you can bring reinforcements from the clanhall (the non-stop production is still on, isn't it?). With crazy harrys popping into existence every now and then, the southern entrance is pretty secure, especially if you send mekaniks to the towers that take damage. 

When the AI has stopped its attempts to drill oil in front of your gate, send a group of about 20 harrys up the ramp and west, after an attack from the south to take out a single cannon tower guarding a drill site. The AI will take offense and send most of its troops there. Retreat around the cliff corner and let the crazys take out the revenge convoy as they approach around it. Simultaneously take all the harrys you have in the south and wipe out at least the two eastern cannon towers of the three blocking the entrance to their camp. Send reinforcements while the AI desperately tries to rebuild, and take the camp out. Even if the northern drill site and cannontower remain, they won't be of any interest. 

By this time the AI will have re-established the activities at your northern gate. Then again you have provided yourself access to new oil fields in the south. Build two power stations thataway and restart the wipe-your-cannons-out game in the north. 

The northern camp will be slightly harder to take out, so I suggest upgrading everything until you can try what an air-attack can do to the enemy. Send scouting groups over to wipe out one of the cannons and to get an idea where the symmetrics build their stuff and hold their meetings. As harry production is pretty slow, build also a dozen beetles. Send them up the ramp and drop a bomb. Quick advance will let you mop up the remains. 

As in the last survivor mission, the always-step-ahead AI did not use air forces against me. Maybe this game isn't as unfair as some claimed it to be. [back]

 
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