Survivor Missions
THE NEXT GENERATION
THE SURFACE IS CURREMTLY OWMED BY THE MUTANTS. TO START RECLAIMING THE LAND WE MUST DESTROY ALL MUTANTS IN THE SURROUNDING AREA  

 Keep your riflemen in a tight position. and don't let the bikes  fight for themselves. Scout all aroud the map and eliminate those little freaks. It's pathetic to discuss this mission. You shouldn't have any problems. [back]

BUILD AN OUTPOST
PROTECT THE OUTPOST AND BUILD A POWER STATION. DON'T  
LET ANY BUILDING FALL. ESTABLISH A DRILL SITE WITH THE  
OIL DERRICK, AND USE THE POWER STATION'S TANKER TO  
COLLECT AT LEAST 5000 RESOURCE UNITS.   

Split the men into two groups: 5 of them to guard the rock gate and move the rest next to the oil patch just south of the gate. Deploy the derrick and put a power station as close to the gate as you can. Destroy any approaching enemy with concentrated fire. Berserkers will try to pass through the gate at  
the same time the tanker does. Let the tanker to his running over job. Once you have 5000 RUs ready you'll see "MISSION COMPLETE" message. You shouldn't have problems with this one even if you're a beginner. [back]

WITHSTAND THE RAIDING PARTY
RECENTLY BUILT CAMP IS TARGETED FOR ENEMY ATTACK.  
PROTECT ALL BUILDINGS, DON'T LET ANY FALL.   

At the beginning of the mission I made a mistake-by spending all the money on 4x4 trucks. And you should build more infantry than trucks-that's the key to the mission. Again, same map but note that the powerstation is further away than it was before. Build only swats, riflemen are not worse the money and time. Again, split your army in the same way as you did before. Keep approximately the same amount of men on each sides. Build a bike and scout around the map so you'll know from what side and when they attack.With each tanker build one 4x4 and spend anything else on swats. In about ten minutes those iratatating little freaks will stop and- "MISSION COMPLETE". [back]

RESCUE THE SCOUT
A SCOUT HAS GONE MISSING WHILE MAPPING THE AREA. LOCATE HIM AND BRING HIM HOME ALIVE.   

All the terrain is covered with freaks, so keep the units grouped, don't let any run ahead, like ATVs love to do.Here's my way for this level: move east until you hit the screen border, then north until you reach the river. Going this way you'll take care of most of the enemy forces so they won't annoy you later.  Move west until you come to a bridge. Line up the men along the bridge and sent one to get the poor scout. Scout is on the east of the island. As you'll find him enemy units will start dropping out of the darkness and running  
towards him, but that's why your men are lined up like a regular firing squad. The white blinking arrow that appears shows that you should  go back where you started. The actual spot is with a white X. Do not hurry. Retrace your previous steps where the territory's mapped already. You'll meet some berserkers, you know what to do.......  [back]

TOLL GATE
A MUTANT BASE HAS BEEN DISCOVERED ON A RUINED HIGHWAY NORTH OF A RUINED CITY. THE BASE PROTECTS A SUPPLY ROUTE ALONG THE ROAD. SET UP A BASE TO RUPTURE THE SUPPLY LINE. THEN DESTROY ALL MUTANTS AND THEIR BASE.   

You have two choices here. The tough one and the easy one:   
You can set up a base right near the oil patch, and build a lot of ATVs for defense and than attack, but you'll see it's kind of difficult for fifth level.  
So here's the easy one:  
Group all you've got and move to the SE corner. Krush, kill and destroy everything on your way. Enemy camp should be destroyed too. Deploy the mobile outpost in a convenient spot, change their drill with your own. Build a Machine shop and two powerstations close to the drill. Use flamers to wipe out anything the AI tries to rebuild. Gather ten or so ATVs  and take your army west. Take out the machinegun nests and the oil rig as quickly as you can. Walk all over the enemy. When all the enemy buildings are down, but the mission doesn't want to end, check your campsite again to see if the AI's been trying to rebuild one last time or some scorpions and monster trucks may hide on the North. [back]

EXTERMINATE THE VILLAGE
A SURVIVOR FORCE HAS DRAWN MUTANTS AWAY FROM THEIR CAMP. THEY WILL NOT BE GONE LONG. WHILE THEY ARE AWAY, GET INTO THEIR CAMP, DESTROY THEIR 4 OIL RIGS AND THE SURROUNDING BUILDINGS. THEN RETURN TO WHERE YOU STARTED.   

In general look's like a hit-and-run accident. Go, find the rigs, ignite, find the buildings, ignite, run.   
Move north through the western rock passage until you reach the town. A good taskforce for tackling the machinegun nests is about six gunmen and a single flamer following them. Move the ATV flamethrowers to the NW and NE corners of the enemy camp and burn down the oil rigs while the rest of the crew take the buildings apart. Do the job and retrace your steps through the mapped passage to the starting point. If you're very confident or have lost very few units, you can choose the other passage and/or fight the enemy troops that obviously don't like what you've done to their home. This will give you nothing but weird satisfaction. If you don't think so--just reach the X-mark that's a few  
steps westwards from your actual starting point. [back]

PROTECT THE CONVOY
A CONVOY OF SIX SURVIVOR VEHICLES IS MAKING ITS WAY TO ANOTHER SURVIVOR CAMP. PROTECT THEM AS THEY TRAVEL, AND ENSURE THAT AT LEAST FOUR OF THE SIX ARRIVE AT THE OTHER CAMP INTACT.  
The referred vehicles are tankers that have a mind of their own. Slow and stubborn they crawl along the road kamikaze fashion. To switch between action scenes you'll have to practice fast scrolling (holding down right mouse button).   
It seems that many solutions are applicable here. Try this one: Take a single dirt bike and rush it west to the target camp. There spend the available resources on 6 ATVs and the rest on swats in the opposite order, as the biker will be chased by a dire wolf (and some prehistoric hunters lagging far behind). The swats are better left to guard the camp as something is sure to turn up. Take the ATVs  
back to the point where the road goes through something that is probably a ruined village. Up to this very spot the convoy will move quite smoothly provided you scare and turn off anything that wants to train marksmanship on your tankers. As the tankers approach the abandoned village enemy infantry  
troops will cry "Surprise!!!" and start pouring out from between the buildings. Use the ATVs from the camp to run them over effectively while they're yet between the buildings and have eyes for little else but the tankers. The rest is more or less routine. As the last tanker crosses the border (off the screen)  
you'll get the applause.   

There are three more ideas about this mission. a) I accidentally left some units (RPG launchers mostly) behind right alongside the road. They seem to have done a pretty good job on the enemy who later tried to attack me from the rear. Anything that reached the convoy dropped dead as soon as I took aim at them; b) there's a point on the road where you have to pass through a grove of trees. I  
clogged this place with troops and the tankers that otherwise hold annoying distance from each other grouped up pretty neatly. Unfortunately the last one refused to leave the spot where it had stopped when I cleared the road soon after; c) there's a rock path somewhere in the second half of the road.  
It's quite heavily guarded by men and a scorpion, but a biker (or two) might be able to sneak through. Westwards up the ramp there's a tech bunker that gives you a mech. I believe this fellow can be put to good use to improve your odds in this level. [back]

BACK TO THE BEACH
TAKE THE BEACH IN THE NAME OF THE SURVIVORS. ESTABLISH A BASE THERE. BUILD IT UP. THEN DESTROY ALL MUTANTS IN THE AREA.   
 
This time you get upgrades. Don't rush into them before you've got the situation  
more or less under control, but don't hold it off too long either.  
Build a power station as far in the NE direction of your outpost as you can. Move an ATV and a swat north, run over the gunslingers and use the fire of two units to take out the insect. Get the derrick to the oil patch that should by this time be in sight. Build another power station and train swats to replace anything you have lost in the meantime + a group to stand guard next to the drill site. Now a machine shop NW of the outpost.   

Combine a taskforce of 6 ATVs and 9 swats as soon as you can (while keeping good defense forces) and move north past the drill site. Regroup and hit the grapeshot cannon with all your might. Then the oil rig just west of it. (You may stay around and hit any tanker that arrives there, but attacks on tankers  
will trigger enemy attacks thataway, so you possibly don't want to do that.) Don't move further west, retreat back to the choke point and don't let the AI rebuild. Reinforce this group carefully, as the next enemy attacks hit them pretty hard. Send a new derrick to the next oil patch and build another power station. Optimally both rigs should be serviced by two tankers. At this moment the forces are balanced.   
Gather your strength, build a research lab and upgrade the outpost. You get a level map, and you can build a guard tower a couple of map units left of the machine shop. Keep a technician next to tower and mobile units nearby. Then upgrade the machine shop and get flamethrower ATVs. These are not  
very effective against moving enemy, but they're unsurpassed against buildings and towers and krush infantry at least as well as an ordinary ATV.   
Of infantry you get saboteurs and sappers in this mission for the first time. If you left the nearest enemy oil rig intact and only destroyed the grapeshot cannon, it might be a good idea to take the rig over with saboteurs and earn some bucks doing it... [back]

RESCUE THE COMMANDER
A SURVIVOR COMMANDER HAS BEEN CAPTURED AND HIS REGIMENT DESTROYED. WE BELIEVE HE'S BEEN TAKEN TO THE MUTANT CAMP HE WAS TRYING TO DESTROY. LOCATE THE CAMP, RESCUE THE COMMANDER, THEN DESTROY THE CAMP ENTIRELY. ENSURE HIS SAFETY.  
 
Speed mission. Send a fast scout west quickly, move troops east simultaneously until you reach an outpost that someone has very conveniently left for you. Scout further east. Return the scout from the west with a sentinel droid  and the other from the east with an extra 1000 credits your household can use.  
The nearest oil patch is right south of your base, across the bridge. Take out the grapeshot cannon with initial attack by an ATV, followed by other vehicles and sentinel. (The first ATV draws fire, the sentinel must stay intact). This should leave you with an ATV, a pickup and sentinel. Rush every unit you have across the bridge. Take out the tanker and use 3 saboteurs on the oil rig. (Receive 1000). Use another 3 saboteurs on the power station. (Receive 1300). Move units west, take out the machinegun nest and let the vehicles deal with infantry while you use the remaining saboteurs on the beast enclosure.  

It doesn't matter here, what happens to the ATV and pickup. Take the sentinel south of the holding pen and destroy another power station. Park the sentinel just north of the holding pen, so it can deal with anything emerging either from the clanhall or the blacksmith. With any luck (and very likely) the AI will have started rebuilding the machinegun nest and the beast enclosure. With no more credits pouring in, your sentinel won't have any more enemy to worry about.  

Back at the camp start a normal economic life. If a couple of units manage to escape the sentinel a group of 4-5 swats should handle them easily. Raise enough funds and build enough units to get the best of the remaining 3 grapeshot cannons. To be on the safe side I used 6 ATV flamethrowers for 
this purpose.  

(Alternatively, if you don't like hitting the enemy while his pants are still down: Having cashed in from the oil rig and the power station put a machine shop south of the outpost, then a power station right east of the bridgehead. Create a derrick and send over to the oil patch. Position the sentinel so that it can take care of anything approaching the bridge or the outpost. Send the rest of the vehicles to guard your drill site. Produce swats to guard the outpost. Build a research lab and upgrade the machine shop twice. Put another tanker into circulation. Some flamethrowers. Upgrade the outpost to get missile batteries. Fortify east of the camp with two of each towers, and two anacondas parked 
between towers. Hope you haven't forgotten the troops down in the south need refreshments every now and then. As soon as defense upside looks good, get sentinel downside. Gather heavy armor (combine tanks and flamethrowers, if you like) to the drill site, hit right after enemy attack at machinegun nest & troops. Wipe out the beast enclosure and position sentinel to guard the clan hall 
door. Take your time and leave the three grapeshot cannons for dessert.) [back]

OCCUPATION FORCE 
THE MUTANTS HAVE SET UP A STRONGHOLD IN THE H7 HILLS. THE AREA IS LIMITED IN RESOURCES. SECURE THE OIL SITES AND BREAK UP THE MUTANT SUPPLY LINE. THEN DESTROY THEIR STRONGHOLD.  

Level 10 - small mapThis one is tough. The AI superbly demonstrates the skill of fighting at several fronts simultaneously.  

Move the team north down the ramp. Take out the three wolves that reside there. Deploy the mobile outpost in the center. When building, see that at least one building will stand next to the western cliffs, another so that you can block the passage leading north with towers. Upgrade, build another powerstation eastwards, and send it's tanker to service the original drill site and powerstation. As the resources allow, send a derrick eastwards, and put a single guy, (e.g. a biker), to guard it. Build another power station to service it. Occasionally some enemy units will drop by, but they'll attack the rig, so the single defender will take them out before the tough construction notices it's been bit.  

Block the passage leading north with no more and no less than four missile batteries (start with guard towers and rebuild batteries, as the guard towers fall), keep technicians close by to fix them during battle. Use ATV flamethrowers and anacondas to back them up. Position a group of swats in front of the batteries next to the eastern passage wall. They'll remained unnoticed by the enemy, but will do considerable damage. Send groups of flamers and position in front of batteries as long as all four aren't ready. Don't group them too tightly-- they have a tendency to blow up with fireworks. Later on you can try to put two guard towers in front of the missile batteries. Leave enough space to keep a technician right next of the guard towers. With this defense scheme, even the severest attack will only manage to destroy the guard towers, that actually don't cost that much.  

Build a power station up the ledge, next to the oil patch, send a derrick over to make it happy. (Actually--send derrick first, then build.) Send a good combined group of anacondas and flamethrower ATVs (e.g. 10 in total) east to block the ramp across the creek there, or even better the bridge not too far up north. Scout thataway to get an idea of enemy premises, but DON'T try to attack, unless you want the AI to find itself a new attack route. As you upgrade the machine shop twice, add enough tankers to have two servicing each of the drill sites. Amass a heavy strike force (I used a group of flamethrower ATVs that seemed pretty big) and after an enemy attack (hitting your towers) wipe out the closest grapeshot cannon, the three mastodons and the scorpion defending it, and whatever enemy troops you can. Simultaneously move the eastern group up the bridge and let them eat whatever enemy they encounter. Pay special attention to anything that has to do with oil--rigs, derricks, powerstations. [back]

GIVE ME LIBERTY
A RICH OIL DEPOSIT HAS BEEN DISCOVERED NEAR THE FALLEN CITY OF MAREINDAD. BUILD UP YOUR FORCES AND DESTROY ALL MUTANTS AND MUTANT BUILDINGS.  
 
Speed mission. Unless you move fast and mess up the AIs priorities, it'll make much too good use of the rich oil deposits as referred in your orders.  

To start with send 2 bikers north to discover a tech bunker (marked by a "T" on the map) and a plasma tank inside. You won't want to risk having it play the enemy side in this mission. (You'll make several nasty new friends in this mission like the missile crab, and the rotary cannon). Simultaneously move the rest of the forces roughly NE to the beginning of the road that leads straight north and start moving along it. Again simultaneously move the intolerably slow mobile outpost near the oil patch (convenient spots marked by "O"-s), start building a machine shop, a power station and a research lab. Start producing credits ASAP and upgrade the machine shop to get some improved firepower. ATV flamethrowers will be fine.  

Take the plasma tank (bikers r.i.p.) to meet the forces on the road. Move north and take out everything that comes in your way. (That would be several missile crabs.) Carefully keep the plasma tank alive. Destroy the rotary cannon just left of the road after the buildings (there's a ruin right across the road that looks like a mutilated hand of the Statue of Liberty and shelters another rotary cannon behind it) and place any remaining forces in its former location out of the reach of the remaining rotary cannons (good spot is marked by the northernmost blue dot on the map). Rush any ATV flamethrowers you've built to aid the plasma tank. If you like, you can have the nearest power station crash down a couple of times. More than that, and the AI will learn it's lesson and start rebuilding further away. Your units in the north are now positioned to hit any tankers that move by. Use a vehicle (e.g. one of your idle anacondas) to spot an enemy oil rig by the road leading north, burn the rig and park the vehicle over the oil patch (another Warcraft 2 trick). The AI will (possibly) send a new derrick over and the vehicle will eat that too. Two more oil patches are located east of your camp, so send derricks over and build power stations.  

If you keep sending flamethrowers, the situation in the north will be pretty much under control. The AI has resources at first and uses them to send you guests, but keep blasting the tankers that move by, and there won't be any coming soon. The AI will keep using the credits it gets from the remaining oil rig (the one westwards that's not cut off) to replace the tankers, none however will return to him. I used four anacondas and two more flamethrowers to replace the plasma tank that was prematurely retired.  

As the situation stabilizes and no more hostile units crash your party, take your time and create your favorite units to free the land. Take care, as you'll be facing several rotary cannons and a few missile crabs that the AI seems to use as I do--instead of missile batteries.  

All during the mission I never created a single infantry unit, built no repair bay and only upgraded the machine shop. Despite the capability of handling two simultaneous attacks, the AI can't seem to concentrate on oil production and planning an attack simultaneously in this level. [back]

SURGICAL STRIKE
THE MUTANT CHIEFTAIN IS PREPARING TO SHARE HIS BATTLE PLANS WITH THE MUTANT WARLORDS. KILL THE CHIEFTAIN BEFORE THE OTHER LEADERS GET THERE. AND KEEP A LOW PROFILE.  
 
Snipers are the ultimate infantry unit, so those guys can KKnD everything on their way. Low profile in this level means: blast everything that looks your way. Imperative!--Keep at least one RPG launcher alive and don't try to run form the enemy in this mission--your firepower is overwhelming.  

Take out the welcome party, move east and descend the ramp. Take out the patrolmen, cross the creek and gather the second group of your men. Move up the next ramp, clear the plateau, move to the descending ramp on the other side. Send a sniper along the edge to draw (and take) out scorpions and men. Move down, and you're at the gate. Take out any forces you see and the machinegun nest, if you think you can't sneak through. (There are tankers moving and squishing, and you don't want to waste time to blast those.) Move west along the southern border of the screen and circle the power station. Take out men guarding clanhall. The Chieftain is labeled Warlord and is as bulletproof as they make them. Snipers just piss him off. Use an RPG for bulletproof men. That goes for real life too. But don't try it at home!  

P.S. If you've been all out of luck and all your RPG launchers have gone to meek their makers, use the snipers to hit the Clanhall instead of the Chieftain. He just might blow up with the building. [back]

HOLD THE BRIDGE
THE MUTANTS ARE HEADED OVER THE BRIDGES. PREVENT THE MUTANTS FROM CROSSING EITHER BRIDGE, KILL ANY WHO MAKE IT THROUGH. THEN PUSH FORWARD AND KILL AL REMAINING MUTANTS IN THE AREA.  
 
This one you start with the bare minimum forces, though you are pretty pre-built. Take the tank between the tower and the missile tower at the western bridge and put the technician behind the missile battery. Do the same at the eastern bridge. Return to western bridge and as the bogeymen advance put the technician to work. Switch over to east and repeat. You don't want to lose any of the defense structures at bridgeheads, or the level, for that matter.  

Launch your regular development plans and keep in mind that you can't build or rebuild towers near the bridges unless you place your buildings near them. During most of the stages of this game it's important to have technicians standing near the towers and fixing them, so keep those guys coming. Build a research lab and upgrade the machine shop once, outpost twice. Flame ATVs with their relatively short range are no good in defense positions, so turn out three of the regular ATVs and send them to the bridges to the east, one to the west.  

The buildings suitable for positioning near the bridges are power plants. Start at the eastern bridge and as you raise funds, continue to the western side. Having adequate funds build another in the west. Use two tankers per drill site. There will not be much use for a repair bay in this mission as the damage will be mainly taken by the defense structures, speaking of which: at both bridges put a second missile battery left of the one you already have. Beware, as from this moment on the AI will try to run through your defense rather than deal with it. Next put a cannon tower between the first missile battery and the guard tower. Add a group of five snipers at the top right corner of each guard tower, keep an anaconda at the one open spot, and your defense should be as good as it ever will be. Just have technicians ready to fix what's been broken.  

For the offensive part of this mission it's good to build two different attack forces at different bridges. Sooner or later the AI will concentrate on hitting the western bridge, so after an attack send out a tough group of flamethrowers and take out two grapeshot cannons right across the bridge. Retreat, to have the enemy follow you into the defenses. Two missile crabs will remain to guard the oil rig until the AI can rebuild. As it worked out for me, the enemy scheduled the next attack for the exact moment when the grapeshots were rebuilt and the crabs decided to launch an attack. They effectively blocked the bridge and units started queuing up behind them.  

I took the second (big) force of flame ATVs and anacondas across the eastern bridge, ran through the defense line of grapeshot and rotary cannons and took out the remaining forces and all buildings, starting with the two power plants.  

At that point the enemy forces clogged at the western bridge listed 5 missile crabs, 4 giant beetles, 4 war mastodons, 5 scorpions, 5 bikes, 4 crazy harrys, and numerous mixed infantry with 3 tankers adding to the confusion. All that army never budged until I started hitting the easternmost grapeshot cannon of the mutant defense line. By that time I had had time enough to create a new brigade to deal with them efficiently. [back]

THE ROUT/RETREAT
THE MUTANTS ARE SPEARHEADING THEIR FORCES AND HEADED TOWARDS OUR MAIN BUNKER. HOLD OFF THE MUTANTS FOR HALF AN HOUR FROM OUR LEFT FLANK WHILE WE WITHDRAW ALL FORCES TO PROTECT THE BUNKER.  
 
 Defend as long as you can, rely on groups of snipers. Pray, that "as long as you can" will be enough. Though there's no stopwatch, the level will end at a mysterious moment. 

But seriously. Build another power station at once and place it nearer to the existing drill site. Send the snipers and RPG launchers over to stand behind the drill site (west is one of the sides the enemy will attack from). Build a research lab and place it northeast of the outpost. Start upgrading the outpost to reach maximum. As soon as you can build guard towers, place one north of the drill site. Send a couple of technicians over to be close by when needed. Very soon (almost too soon a massive infantry attack will be launched at the drill site. Use tankers to do some krushing. Position the sappers east of the original power station. Every now and then a team consisting of a monster truck, a scorpion and a mastodon will appear from the north.  

As soon as you can start training snipers put production to non-stop. Send two teams over to the drill site to back up the men there, another to take care of attacks from south. Keep one sniper task force near the outpost and create another to send north. Build a derrick and send to the oil patch revealed in the north. Build two more power stations northwards of your camp. Keep sending backups to the men there as the teams of three will keep coming. As the men become vets, they won't be needing backups. The guys on the western front will need backups all the time, including technicians.  

As the drill site on your western defense line gets drained, don't let it die. For a smart AI the one you're fighting against takes a very long moment to realize that the site is dead. Until that time you can have the mutants drill your site while you drill them. Your drill site drills air in the meantime.  

By the moment the computer decides to announce you the winner, you're so well off that if the enemy had a camp in this mission, you'd have taken it over by that time.  

In the beginning of the mission the mutant troops are scattered all over the playground, by the end of it, new attack forces appear from behind the borders of the screen, and that's in principle, very annoying. [back]

BESIEGED
THE MUTANTS HAVE OUR MAIN BUNKER UNDER SIEGE, BUT HAVE LEFT THEIR OWN BASES VIRTUALLY UNDEFENDED. PROTECT THE BASE AS YOU WORK YOUR WAY THROUGH THE ENEMY. THEN PUSH THROUGH THEM AND DESTROY THEIR BASE. 
 
What you don't want in this level, is to maintain defensive position. The mutant side is much too well provided. Still you can't afford to let them sever your supply routes. Build a power station at once next to the existing drill site, build a research lab north of the outpost, and another power station north of it. Build a derrick and send it north to deploy the oil resource there. Assign the northern tanker to it. Create a militia of 9 or so ATVs and use it to deal with attacks from different sides. Note that a crazy harry can do much damage, but can as easily become just another victim of hit-and-run traffic accidents. Continue upgrading the outpost to the fullest. During all this mission keep sending technicians to the damaged towers (and drill site, should it be harmed much before it runs out of the good stuff).  

Your defense line is not very good. Clear the center of the camp and put a repair bay there, so that you can build new (cannon) towers in straight lines one leading south from the drill site, the other west of the original power station. As soon as you've upgraded far enough to make snipers, put on non-stop production. (With non-stop sniper training and three tankers servicing two drill sites, your funds will slowly but constantly increase.) Put a group of 20 snipers inside the straight angle formed by the defense lines, and they'll very effectively deal with most onslaughts. Use more snipers along the defense lines and start upgrading the machine shop.  

It's time to go offensive. Take a fast vehicle and scout west to the enemy camp there (fast vehicles are cheap, so don't bother to retreat when in it gets hit). Use another to scout south and then west along the border of the screen to spot the natural gate with two rotary cannons guarding it.  

Groups of 20 (or so) snipers are great to use as long as they stand a little apart of the action, but they don't take rocket attacks or running over very well. Take such group west after an attack and wipe out the grapeshot cannon blocking your way to the enemy camp. Hold the position for a while to stop AIs attempts to rebuild, but retreat to your own defenses if the slightly darker red army budges towards you. Send another such team to the northern border of the map, but don't block the passage between the border and the bushes. With any luck (or good positioning, rather) the enemy will have eyes for your camp only and another attack wave will suffer a lot walking past your boys. Send a third group of snipers and station them south of the entrance to be slightly out of the way, but still capable of disturbing possible traffic. If you want to do some serious damage with them, take 5 flamethrower ATVs and park them in the middle of the road between the cacti. Enemy forces will head towards them and take punishment form the sniper brigade.  

The best time to make an end to the misunderstanding between the survivors and mutants comes when your machine shop upgrades have provided you a bomber (and you have build one). Stop another attack and when the enemy forces (from the west) regroup in front of their beast enclosure hit the spot with the bomber. Then send a group of snipers straight at their base, and also take the northern sniper group at the northernmost rotary cannon (of a group of 10 snipers only one dies during attack against a rotary tower). Use aiming and concentrated fire with the lower group. Be sure to destroy two power stations to stop the rebuilding activities. The ramp leading down from the first power station leads to a closed basin with two rotary cannons and an oil rig. These can be left for dessert.  

Meanwhile it is likely that the southern enemy camp has wiped out your small taskforce and further advanced to your camp. The existing defenses should be adequate. Deal with the enemy and if your sniper force has been refreshed as it should be by this time, take the rookie snipers to where the taskforce used to reside. Take the remaining vets from the northern enemy camp down along the western border of the screen and take out another rotary cannon and oil rig. From that location, it should be easy to control the ramp leading to the last nest of evil. The mutants at this point have only one oil rig and five rotary cannons (oh, I also remember a few crab things, mastodons and scorpions). It should be no problem for your sniper force. Enjoy. [back]

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