Walkthrough - Guide for Original War

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                          Original War Walkthrough
                            By Steven W. Carter
                         (scarter831@earthlink.net)

                                Last Updated
                              February 6, 2002


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* Introduction                                                              *
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Original War is an interesting, challenging game, and in this guide I’ll 
provide some general tips plus walkthroughs for the 38 missions included in 
the American and Russian campaigns.  These are strategies that worked for me 
using version 1.2 and the default (commander) difficulty setting.


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* Gameplay Tips                                                             *
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Armories make excellent defensive structures early in the game.

Mechanics get a double level bonus inside vehicles, and soldiers get a double 
level bonus inside weapon turrets.

Characters can reach a maximum level of 10 for each class.

The heavier the tread, the better the defense for vehicles.

An upgraded depot gets a wider sphere of influence.

Soldiers are useful early in the campaigns, but mechanics are best by the 
end.

Oil power plants cause a constant drain on your oil reserves, but a single 
oil drilling tower can support three oil power plants.  Meanwhile, solar and 
Siberite power plants only require a one-time fee.

During in-game cinematics, you can still use the numpad ``+’’ and ``-’’ keys 
to speed up or slow down the proceedings, and you can use the enter key to 
skip lines of dialogue.


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* Walkthrough Notes                                                         *
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The top of the screen is north, the right side is east, and so forth.

I use the word ``Siberite’’ for both campaigns, even though it’s really 
``Alaskite’’ for the Soviet campaign.

I use the word ``depot’’ to refer to depots and warehouses.  Similarly, I use 
the word ``factory’’ to refer to factories and workshops.


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* American Campaign, Main Branch                                            *
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Mission 1: Surprise Party
-------------------------

Main Objective:

   1. Survive

Medals:

   1. John Macmillan saved.
   2. Bobby Brandon saved.
   3. Cyrus Parker saved.

Walkthrough:

You start out in the pre-mission area, an American camp in Siberia.  Just 
walk Macmillan east to the EON and agree to go in.  (Otherwise it’s a short 
campaign.)

When you reach the past, and after talking to Powell, head southwest so you 
can hide in the trees when the Russian patrol shows up.  After the patrol 
leaves, Bobby Brandon will wander over and introduce himself.  Note that he’s 
wounded.

Wait for Powell to contact you again and then head northeast to the center of 
the map.  (If you leave earlier, the patrol might still be there.)  Along the 
way you should meet Cyrus Parker and also receive another radio message 
directing you to the top center of the map.  The message is a trap, and the 
place to go is the northeastern corner.

Still, you’ll run into two Russian soldiers before you can leave, but your 
three soldiers should be able to kill them easily.  Just make sure you keep 
Brandon in the back.  Then just walk your trio into the red area to finish 
the mission.

Note: If you’re feeling daring, you can stand right at the edge of the red 
area and wait for more Russians to show up (use the G hotkey to prevent your 
soldiers from wandering into it).  You’ll be outnumbered this time, but you 
might be able to get some extra experience before withdrawing.  You can also 
get some extra experience by shooting the wildlife on the map.

Mission 2: Stealing the Steel
-----------------------------

Main Objectives:

   1. Capture and defend the (two) Russian supply depots.
   2. Find the (five) other survivors.

Medals:

   1. Lots of spoils.
   2. Minimum losses.
   3. Prisoner taken.

Walkthrough:

You’ll meet a soldier and two engineers right away.  After talking to them 
and Powell, head north and meet a scientist.  Have him heal your wounds, and 
then head north some more.  You’ll find some dead bodies, and that’s a signal 
the enemy is nearby.

In fact, they’re just to the east.  When you get close enough to notice the 
enemy bunker, Macmillan will announce you need more firepower.  You don’t -- 
you can use hit and run tactics to do the job -- but play along and head 
south.  You’ll come to a river, and on the other side you’ll find an allied 
soldier being attack by two Russians.  Kill the Russians and heal the 
soldier, and he’ll join your team.

Then head back to the northern side of the river and go east.  You’ll find 
another bunker here, but unlike the one you saw earlier, there won’t be any 
soldiers patrolling along next to it.  So go ahead and take it out, and use 
your scientist to heal whichever soldier is getting attacked.

Then continue east and kill the two enemy soldiers and the mechanic next to 
the supply depot.  You can now capture the depot and also grab the two heavy 
machine gun vehicles nearby.  That should give you enough firepower to have 
an easier time attacking the first bunker you saw.

So go ahead and do that.  Put Brandon and one of the engineers in the 
vehicles, and use them to attack the bunker.  Meanwhile, use the other 
soldiers to kill the enemy soldiers and the enemy scientist, and keep your 
scientist handy so he can heal your wounded.  Once the enemies are dead, 
immediately capture the depot, and then capture the bunker if you still can.

But the mission isn’t over.  A Russian mechanic will appear, and you’ll have 
to decide what to do with him.  Choose the interrogate option, and you’ll 
learn that his future is different from the normal one.  Then put him in the 
depot.  You’ll have to ``guard’’ him there, but I think keeping a soldier 
next to the depot is enough.

Once you’ve captured / repaired the Russian buildings, start transferring 
crates from the eastern depot to the western one.  As soon as your engineers 
make a delivery, build a bunker west of the depot, and also park your 
vehicles there.  (Note: Beware of the lions.  They can kill your engineers if 
you’re not paying attention, so take a couple soldiers and patrol around for 
them.)

Eventually, a couple of Russian vehicles will arrive and discover that you’ve 
taken over their base, and they’ll leave to gather reinforcements.  A bunker 
or two plus your vehicles plus your soldiers should be enough to defeat the 
Russians that will eventually arrive, and once they’re dead the mission will 
be over.

Mission 3: Breaking Through
---------------------------

Main Objective:

   1. Break through the enemy defenses.

Medals:

   1. No casualties.
   2. Solar vehicle constructed.
   3. Solar vehicle taken through front lines.

Walkthrough:

Pick your five best units, put the worst one in the cargo vehicle, and then 
head west to the southwestern corner of the map.  You’ll encounter three 
enemy soldiers along the way, but you should be able to kill them easily.  
When you get to your destination, you’ll receive a small base and some more 
units.  Unload the cargo, and then start building and researching.  Try to 
get Macmillan involved so he can improve his non-soldier skills.

During this time, two things will happen: Frank Forsyth will arrive, and you 
can either keep him in your group or not (you don’t really need him).  Also, 
two enemy soldiers will discover your base, and you’ll have to chase after 
them to kill them.  I’ve never not killed them, so I don’t know what happens 
if they get away, but it’s probably an attack of some sort.

Eventually Cobra 2 will tell you it’s time to attack.  Supposedly by 
coordinating your attack with Cornell you’ll see fewer enemies, but I’ve 
never noticed a difference.  But select your best soldiers and have them head 
north along the western edge of the map.  They’ll encounter several enemy 
soldiers, but they should be able to fight them one or two at a time and 
simply overwhelm them.

Meanwhile, have your weaker units construct a solar powered vehicle if you 
don’t have one yet.  Put one unit in the vehicle and have the rest go to the 
top part of the map.  Then just have the vehicle run past the enemy turrets 
(and any random enemy soldiers nearby).  When everybody reaches the top, the 
mission will be over.

Note: You can also hang around on the map for as long as you want to gain 
extra experience.

Mission 4: Baptism by Fire
--------------------------

Main Objective:

   1. Defend Gamma base.

Medals:

   1. Low casualties.
   2. Oil technology researched.
   3. Brave attack.

Walkthrough:

You’ve got some time before the first attack arrives, but you need to get 
working anyway.  The Russians will start building a base to the southwest at 
the start of the mission, so if you can take an attack group in that 
direction (consisting of your soldiers and the solar vehicle), you can catch 
a few enemy soldiers and mechanics out in the open.  Killing them makes 
attacking the main base later much easier.

Meanwhile, pause the game every so often and get your engineer(s) to start 
building your base.  Put an armory to the south, next to the plateau, because 
that’s the direction most attacks will come from (the armory is more 
effective than a bunker).  Then add a lab, and, once you get your scientist 
to explore the area east of your base so he can find the oil resource, add 
the two oil buildings specified in the objectives.

At about this time the first attack should arrive, but it will only consist 
of three soldiers, and a couple of your soldiers in the armory should defeat 
it easily.  A little later you’ll hear from Lucy Donaldson and find out her 
group is somewhere in the area.  A couple minutes later the group will appear 
in the southwestern corner of the map.  If you destroyed the potential enemy 
base at the start of the mission, then you can just walk Lucy and her group 
to your base.  Otherwise, hide them in the trees (and tell them to stand 
group so they don’t wander out), and then get them when it’s convenient.

For the rest of the mission, research at your lab and build gattling gun 
vehicles in your factory.  Once you have about three gattling gun vehicles, 
go on the attack, retreating as necessary.  Once you’ve destroyed enough of 
the Russian base, they’ll retreat and the mission will end.  (Possibly, the 
mission will also end if you just wait out the Russian attacks.)

Note: Be sure to construct your oil buildings before making your final push 
on the Russian base.  Once the Russians retreat, the mission will end.

Mission 5: Soul of the Apeman
-----------------------------

Main Objective:

   1. Train an apeman engineer.

Medals:

   1. Lots of workers trained.
   2. Radar researched.
   3. Radar built.

Walkthrough:

Head a little east and then north, and you should find an open area of land.  
It’s not very big, but then you won’t need very many buildings for this 
mission.  Start by placing the depot, and then build a lab and an armory.  
You should put the armory to the east, next to the small lake.

During the mission you’ll periodically be attacked by an unknown enemy (not 
the Germans), and they’ll always come from the east, and they’ll almost 
always come from the narrow land bridge north of the lake.  The armory with a 
couple soldiers in it can hold them off, because they’ll only attack with 
soldiers.  But make sure you can see to the northern edge of the map (use one 
of your vehicles if you have to); otherwise the enemy will sneak into the 
trees north of your base and cause havoc from there.

Besides defending against the enemy attacks, about all you have to do in the 
mission is research a few topics and tame a few apemen.  The researching 
should be easy, but taming can be difficult if you don’t know the trick.  
That is, if you try to tame with a single scientist (when they’re low level 
like they are now), the apemen will attack or take forever to tame or both.  
So instead group together three or four units, change them to scientists, and 
then have them tame the apemen as a group.  The taming will be almost 
instantaneous, and meeting the objectives should be pretty easy, provided you 
can find the apemen without running into the enemy.

Mission 6: From the Future with Love
------------------------------------

Main Objectives:

   1. Accumulate 500 or more crates.
   2. Protect incoming American units.

Medals:

   1. Plenty of crates generated.
   2. Few casualties.
   3. Remote control researched and tested.

Team Selection:

You’ll get to use two vehicles right away, so when you select your four units 
pick one engineer, one scientist, and two mechanics.

Walkthrough:

The mission area is divided into two parts by a river.  You start on the 
northern half, and the Russians are on the southern half.  But instead of 
building your depot where you start, head southeast a bit, cross the river, 
and build your depot there.  That should leave you in range of an oil deposit 
near where you started, and it should also allow you to build an armory just 
to the north of an east-west road located to the south.

The Russians are a little ways south of the road, and they’ll almost always 
attack across the road -- and right into your armory.  So put three soldiers 
in the armory, and park your two machine gun vehicles next to it.  That 
should be plenty of defense while your engineer, scientist and apemen build 
the rest of your base north of the river.

Then it’s just a matter of collecting crates.  Plenty of crates will appear 
during the mission, so don’t worry about skimping on your base or vehicles.  
Eventually you can put a second depot in the northwestern part of the map, so 
you can collect crates faster (but put a bunker near it in case the Russians 
attack the area).  You can also tame extra apemen, and you can create a cargo 
vehicle for the first time.  So you should have no shortage of ways to 
collect crates.

Every so often a new unit will appear on the map.  Sometimes it’ll be one of 
yours, and sometimes it’ll be a Russian.  Generally, it should be pretty easy 
to kill the lone Russians and get your units to your base.  One of the 
appearing units will be Kurt Schimdt, a member of the mercenary unit you saw 
in the previous mission.  I think it’s best to let him go.  Another 
appearance will be Joan Fergusson, but this only seems to happen when 
Macmillan walks around near your depot.

You don’t need to attack the Russian base, and since the Russians get heavy 
guns for this mission (and you only get double guns), it’s probably best to 
leave it alone unless you can capture one of their heavy gun tanks.  And even 
then you might want to ignore the base just to make sure you don’t get any of 
your units killed.

Mission 7: Payback Time
-----------------------

Main Objective:

   1. Destroy the main Russian warehouse.

Medals:

   1. You destroyed almost everything. (X3)

Team Selection:

The selection screen is a little misleading.  You’ll only get four vehicles, 
and one of them will be a radar vehicle.  You’ll have to do the bulk of your 
work with soldiers, so select three mechanics, two scientists, and four 
soldiers, and make sure Macmillan is a soldier.

Walkthrough:

Make sure your best mechanics are in the best vehicles, and put one of your 
scientists in the radar vehicle.  Scout with the radar and you should notice 
three turrets to the south and two bunkers to the east.  You can take the 
defensive structures out any way you want, but the best way is to attack the 
bunkers first (they should be easy with your arsenal), and then hit the 
turrets from east to west so you can attack them one at a time.  Plus, you 
can destroy a depot and all the nearby power generators before hitting the 
last turret, meaning you can attack it without it attacking back.

Then send Macmillan down to talk to the scout (assuming the scout is there; 
it might depend on what you’ve done with Frank Forsyth).  He’ll show the 
defensive structures of the enemy base.  Notice that the main road to the 
base (on the western side) is well guarded, but an eastern approach is only 
guarded by bunkers.

So take out the bunkers and ditch the radar vehicle.  Then move your soldiers 
and scientists towards the interior of the base while your vehicles go back 
to the western edge of the map.  In the middle of the Russian base, on the 
northern side, is a piece of high ground.  From there your soldiers should be 
able to take out some power generators and some gun turrets without being 
attacked in return (if you tell them to attack the turrets, they’ll leave the 
high ground, but if you put them on the western edge and tell them to stand 
ground, they’ll attack).  Then have your soldiers move south and attack one 
of the turrets on the plateau to the west of the road into the base.  
Meanwhile have your vehicles attack the other turrets on the plateau.  
Approach and retreat as necessary until all the turrets on the western side 
of the base are destroyed.

Then just destroy a bunch of buildings with your soldiers and vehicles -- 
plus your scientists, too, to get them some extra soldier experience.  Make 
sure you destroy the power generators and depots / warehouses before 
attacking the remaining turrets on the eastern edge of the base.

After 26 minutes you’ll get word that the Russians are coming back.  So just 
retreat your units to the north to finish the mission.  But you’ll still have 
a couple minutes leeway to do some more attacking if you need to.

Mission 8: Natural Born Heroes
------------------------------

Main Objective:

   1. Defend Gamma base.

Medals:

   1. Good job, John. (X3)

Walkthrough:

Even if you speed through the dialogue, there isn’t any way to save the dying 
soldiers.  So forget about them and try to fix the base.  Move the apemen 
away from whatever they’re currently doing, and have them repair the damaged 
turret and bunkers to the south.  Put your best mechanic in the control 
tower, and have him / her take control of the two remote control vehicles.  
Figure out which unit is your best engineer, and have that unit build an 
armory to the east of your base, unless you already have an armory, and then 
just build a bunker (some buildings may or may not be back from Mission 4, 
depending on where you built them).  Lastly, get your other units into the 
lab and have them research the gun extension for your factory.

Then concentrate on defense, but not too much on static defense.  Add a 
couple more double gun turrets to the western defenses, but after that start 
creating double gun tanks.  Eventually you’ll have to go on the offensive and 
attack the Russians.

If you need more crates, feel free to dismantle any turrets not on the front 
line, and the lab when you’re done researching.  Also, if you keep a mechanic 
near the front lines, you might be able to steal away a Russian vehicle or 
two (but don’t repair the computer controlled vehicles, obviously).

After about half an hour, reinforcements will arrive, and that’s when you’ll 
have to start the counterattack (waiting a few minutes is ok).  With half a 
dozen vehicles plus your soldiers, the attack should run smoothly.  Once 
enough of the Russian base has been destroyed, the Russians will retreat and 
the mission will be over.

Mission 9: Siberite!
--------------------

Main Objective:

   1. Mine at least 200 Siberite crystals.

Medals:

   1. Lots of Siberite.
   2. Early delivery to Powell.
   3. Important information was gathered.

Walkthrough:

Have two of the engineers grab crates, and then take them and Macmillan south 
(and slightly east) to the main base.  The main base is small, but it has a 
Siberite deposit, so you have to defend it.  Meanwhile, the northern area 
won’t ever come under attack, and it has lots of room, so put most of your 
base buildings there.  To that end, have the engineer you left behind start 
collecting crates, and then have him / her build a lab.  Eventually you’ll 
want a factory there as well.

Once Macmillan gets to the southern base, have the two engineers build two 
more bunkers (to complement the existing bunkers on the east and west sides 
of the base) and also have them build an oil drilling tower at the oil 
deposit.  Have one of the scientists go to the northern base and discover the 
oil deposit there.  Then, once the lab is built there, have the scientist 
research Siberite detection.

A few minutes into the mission, General Powell will call, and he’ll offer to 
give you more resources -- in return for 60 Siberite crystals.  You’ll only 
have 15 minutes, so build a Siberite mine in the southern base right away (if 
you haven’t yet).  There is another Siberite deposit northwest of the 
southern base (within range of the depot if you upgrade it), and between the 
two you can collect 60 crystals easily.  Just make sure you get them to the 
northern base.

With five bunkers and high ground, you should be able to hold off all of the 
Russian attacks.  Most attacks will come from the east and west, so if a 
battle starts going badly, pull soldiers from inactive bunkers and have them 
help out.  And have a scientist and engineer standing around so they can heal 
and repair, respectively.  You might also want a mechanic around.  If you can 
steal a Russian rocket launcher or two, that will make defending the base 
pretty easy.  Also, between battles, you might want the scientist to wander 
around a little and find some apemen to tame.  They can help in ferrying and 
collecting resources.

At some point during the mission, a handful of mercenaries will contact you 
and try to make a deal.  Accept it.  Mortar soldiers are useful because of 
their long range, and the cost to you is low.  (Plus, one of the medals is 
for the transaction.)  Once the armory is built, you can put units there that 
you don’t know what else to do with, and they can help with the defense.

Eventually, Powell will call again and tell you to retreat.  Just send 
everybody north to the red area, and the mission will finish (assuming you 
have 20 crystals at the northern base).

Mission 10: Genie in a Bottle
-----------------------------

Main Objective:

   1. Research Siberite topics.

Medals:

   1. Laser sights.
   2. Artificial intelligence.
   3. Traitors punished.

Walkthrough:

Send your cargo vehicles east to the waiting soldiers and scientists.  Then 
start up your base.  Put your armory to the west under the Arab armory, 
include a bunker to the east (yes, you’ll be attacked from that direction), 
and construct the other buildings wherever you want.  But note that you don’t 
actually have to build an oil or Siberite mine.  You have enough oil for an 
oil power plant to support research on Siberite power plants, and then enough 
Siberite to build a Siberite power plant.  Meanwhile, put your soldiers in 
the armory, and get your scientists researching.

As the mission progresses, your units will have a few conversations.  Not 
long after they get to the point where they feel like they’re being used by 
the Arabs, the Arabs will attack.  Luckily, they’ll only attack with mortars, 
soldiers, and scientists -- and there will only be six of them to boot -- so 
putting them down shouldn’t be a problem.  But there’s a good chance a 
simultaneous attack will come from the east.  That’s where your eastern 
bunker comes in.  It won’t stop the attack, but it should slow it down enough 
that your other soldiers can get there before the Arabs destroy any buildings 
or kill any engineers.

After the Arabs are dead, concentrate on researching.  You’ll get a report on 
a Russian convoy in the area, and while early attacks from it won’t be too 
bad, later ones will be nasty.  So you need to do all of the researching 
necessary for the objectives quickly.  That is, don’t research anything you 
don’t need to, and pick a couple extra units to help out.  Also, use your 
engineer to capture the Arab depot and armory.  That way, you can train some 
soldiers to use mortars, and that will help against the Russian attacks.

Note: If you captured the prisoner in Mission 2, Andy Cornell will show up 
during the mission.  But there’s a good chance he’ll show up at the same time 
and in the same place as the Arab attack from the east, and get himself 
killed.  If that happens, all you can do is load (or start over), assuming 
you want to keep Cornell around.

Also note: If you kill any of the Arab units before they officially become 
enemies, you won’t get credit for the objective.

Mission 11: Arabian Question
----------------------------

Main Objective:

   1. Capture or destroy the Arab bases.

Medals:

   1. Quick action.
   2. Lightning action.
   3. Artifact gained.

Team Selection:

You’ll start out with a battle, but you’ll be able to grab a couple vehicles 
from the Arabs.  So select two mechanics, one engineer, and eight soldiers.  
Later you’ll be able to build vehicles, so make sure a couple of your 
soldiers are also skilled mechanics.

Walkthrough:

As soon as you gain control of your units, send everybody east into the Arab 
base.  Eventually the remaining Arabs will realize what’s going on, and 
they’ll exit out of the lab and depot and head for the unmanned turrets and 
armory.  But if you get into the base quickly enough, you’ll be able to catch 
them in the open and mow them down -- except for one turret.  Fortunately, 
there will be two empty vehicles next to the turret, and your two mechanics 
can enter the vehicles and use them to destroy it.

Then capture the depot and the rest of the base, and get to work.  You can do 
some researching in the lab, and you can build your own factory (Arab 
vehicles aren’t as good).  Crates will be slow to come by in the mission, and 
so you might want to sell off a few things, like the southern turrets and the 
oil buildings.  But don’t sell off the Arab factory; you’ll need it later.

Note: If you have Frank Forsyth with you, he’ll ask to reconnoiter the enemy 
bases.  Don’t let him.  Sometimes he doesn’t come back, and the information 
he provides isn’t that useful.

Eventually, you’ll come under attack from the northwestern Arab base.  
They’ll send a few vehicles and some explosive apemen your way, so prepare by 
putting soldiers in the two western turrets, plus a couple of mortal soldiers 
in the armory.  Those defenses plus the two captured vehicles should be able 
to hold off the attack.

Then concentrate on assembling an attack force.  You should dismantle the two 
captured vehicles and create three heavy tracked double gun tanks.  Those 
tanks plus two soldiers plus three mortar soldiers plus a scientist are 
enough for attacking the northwestern base.

Leave the other three units in the base to defend it against attacks from the 
northeastern Arab base.  The Arabs will always attack from the northeast and 
across the water, so the two existing turrets on the eastern side of your 
base, plus an added double gun turret, should be able to keep them at bay.

When you attack the northwestern base, keep to the western edge of the map.  
You’ll discover a narrow ramp leading to the high ground where the base is, 
and you can then proceed south to north and destroy everything in your path.  
But move slowly and use the range of the mortar soldiers and tanks to do most 
of the work, relying on the regular soldiers for when things get messy.

When you destroy the enemy depot you’ll discover an alien artifact, and 
you’ll be given a new objective: to capture and protect it.  So create a 
cargo vehicle in your base, and then send the vehicle to pick up the 
artifact.  As long as you finish the mission with the artifact in a cargo 
vehicle, you’ll meet the objective.

Also, at some point during your attack on the northwestern base, you’ll 
receive a message from an Arab mercenary.  He’ll try to make a deal with you, 
and you should go ahead and accept it.  The ``truck’’ he wants is actually a 
medium trike with a cargo bay, but it might take him a while to show up at 
the rendezvous point once you drop it off.  However, once he does take the 
trike, the outer defenses of the northeastern Arab base will become visible, 
and you won’t have to worry about spotting for your mortar soldiers and 
tanks.

Finally, when you decide to attack the northeastern base, don’t leave your 
own base undefended.  The Arabs will still receive units from somewhere, and 
they’ll still try to recapture the artifact.  A good plan is to put two or 
three mortar soldiers in the armory, and park the cargo vehicle next to it.  
Then, once you destroy the northeastern base’s depot, you’ll complete the 
mission.


*****************************************************************************
* American Campaign, Solo Branch                                            *
*****************************************************************************

Mission 12: Fox Hunting
-----------------------

Main Objectives:

   1. Destroy the Russian Siberite / weapons lab.
   2. Kill the Russian scientists.

Medals:

   1. Scientists eliminated.
   2. Scientific data secured.
   3. Teleport inspected.

Walkthrough:

Call for reinforcements when things go badly at the first ford, and then just 
explore until the cargo vehicles and engineer arrive.  In particular, find 
the Siberite deposit to the north of where you start out.

When the first convoy arrives, start building your base.  Put your depot 
within range of the Siberite deposit, and put your armory to the west.  Every 
so often the Russians will teleport some vehicles to the western side of the 
island you’re on, and they’ll attack from that direction.  But an armory with 
a couple soldiers inside, plus the wimpy computer controlled vehicles you 
start with, should be able to stop the attacks.

Meanwhile, take your two double gun tanks west to the second ford, and have 
them cross.  They’ll find some vehicles on higher ground, but after repeated 
bouts of attacking and retreating and repairing, they should be able to 
destroy them.  It’s not quick, but it works, and it’ll give you something to 
do while you build your base and research.

At some point after the second convoy arrives, you’ll be approached by some 
mercenaries (this might depend on what you did with Kurt Schmidt in Mission 
6).  If you can afford it, pay the mercenaries to fight on your side.  The 
cost is only 120 crates and 120 Siberite, and you can get 80 of the crates 
right back if you dismantle the vehicles the mercenaries bring with them.  
Plus, getting Arab units will allow you to train your soldiers to use mortars 
(but you’ll have to research mortars at an Arab lab first).

Once you have an attack force of half a dozen snipers and / or mortar 
soldiers, send them and a couple scientists west across the southern ford.  
You’ll find a narrow land bridge beyond where the enemy vehicles were before.  
If you didn’t pay the mercenaries to at least stay neutral, they’ll have a 
couple soldiers at the bridge, and they’ll set off explosive charges when you 
try to cross.  So make sure you take them out with snipers before proceeding.

Beyond the bridge you’ll find a Russian base, complete with a teleporter.  
Use the vision of your snipers with the range of your mortar soldiers to take 
out the base quickly, and then send a unit through the teleporter.  You’ll 
discover the teleporter is how the Russians were sending vehicles to your 
base, and so you won’t have to worry about attacks any more.

Send your attack force east and you’ll find the bazooka soldiers that made 
crossing the northern ford so exciting when you first started the mission.  
With your snipers and mortar soldiers you should be able to take them out, 
but watch your units carefully and have them retreat when their health hits 
yellow.  With the bazooka soldiers gone, you can now bring vehicles across 
the northern ford to help out.

So just gradually advance your units east into enemy territory, killing 
whatever you see in the process.  Eventually you’ll encounter the lab you’re 
supposed to destroy, but don’t attack it right away.  When you damage the 
building enough, the enemy scientists will all flee to the west, so put your 
soldiers there before continuing.  Then just destroy the lab and scientists 
to complete the mission.

Mission 13: Original Cold War
-----------------------------

Main Objective:

   1. Build a Siberite rocket.

Medals:

   1. Gorky stopped.
   2. Stevens saved.
   3. Explosion observed.

Team Selection:

You’ll get four double gun tanks plus assorted other vehicles at the start of 
the mission, so pick your four best mechanics along with the required 
scientist and engineer.

Walkthrough:

Make sure your mechanics are in the tanks, and then send everybody south.  
When you get to the southern edge of the map, move a little east and then get 
your scientists out of their vehicles.  Next to the ridge you should find a 
Siberite deposit, so put your depot within range of it.

You’ll have the entire map to yourself at the start of the mission, so take 
advantage of the situation and do some exploring, and have your scientists 
look for some apemen to tame.  You should find a couple to the north and a 
couple to the east.  Then bring everybody back to your base and start 
building and researching in earnest.

Several minutes into the mission, you’ll get a message from General Powell 
letting you know that the Arabs have discovered your presence.  (So if you 
haven’t gotten your scientists back to your base yet, now’s a good time.)  
Furthermore, you’ll be directed to kill a Russian named Gorky.  Gorky will 
always travel on the north-south road in the middle of the map, so just park 
your tanks there and wait for him.  With four tanks against one, he won’t 
stand a chance.

Shortly after you kill Gorky, the Arabs will make their appearance on the 
map.  They’ll attack with vehicles -- and scientists.  Arab scientists have 
the ability to contaminate Siberite deposits, so keep a soldier (or an 
automated turret) next to your deposit to keep it safe.

Most battles will take place northeast of your base, at the intersection of 
the roads.  So while you’re researching and collecting crates, build some 
automated turrets in the area to help out your tanks.  Also, the Arab attacks 
will gradually become more powerful, so don’t spend a lot of time researching 
topics you don’t need.  Get to the Siberite rocket as quickly as possible.

Once you research the rocket, you’ll get reinforcements.  Then, once you 
actually build the rocket, you’ll be directed to test it.  So build an 
upgraded depot and armory in the specified location, and also have a mechanic 
or two build a radar vehicle back at your base.  (The radar vehicle must be 
heavy tracked.)  Then put the radar vehicle in the right spot, fire off the 
rocket, and get a reading using one of your scientists to finish the mission.

Mission 14: One on One
----------------------

Main Objectives:

   1. Keep Joan and Macmillan alive.
   2. Destroy the Russian base.

Medals:

   1. Joan saved.
   2. Double laser.
   3. Base saved.

Walkthrough:

Immediately start driving east along the road.  Shortly you’ll hear a 
distress signal from Joan at Delta base.  It seems she’s all alone and under 
attack, and you’ll have to save her.  So travel south as far as you can and 
then ditch your vehicle and walk the rest of the way.  You’ll find that Delta 
base is in a shambles, but if you’re quick you might be able to save a couple 
of damaged vehicles and buildings.

You’ll also find you have an apeman engineer to help you out.  Once you get 
your buildings and vehicles out of danger, change one of your units to 
scientist and explore north of the base.  You should find a second apeman 
there.  You’ll need your two apemen, so keep them safe.

You’ll also find you have several remote controlled vehicles, but no control 
tower.  So have one character and the apemen start repairing buildings and 
especially turrets, and have the other one build a tower.  Put the tower 
close to the lab and the factory so a single character can quickly move 
between the three.

Now you’ll just have to survive for a while.  The Russians will periodically 
send several vehicles at your base, so you’ll have to beef up your defenses 
to the east and north.  You’ll also need to do some researching (rockets and 
ammo upgrades are useful right away).  So keep one character in the lab / 
factory / control tower trio so he / she can research and guide the cargo 
vehicle when things are quiet, and jump into the control tower to drive your 
tanks when the Russians come.  Have the other character build (a second lab 
for researching computers is useful) and repair (vehicles and turrets) and 
even drive (if you have a manual vehicle).

Eventually you should research materialization.  The reason for this is so 
you can see where the Russian cargo vehicle will go.  Then, once you have a 
couple heavy gun tanks, wait for crates to show up between your base and the 
Russian base (to the northeast), and send your tanks to guard it.  When the 
cargo vehicle shows up, try to kill it but don’t chase it into the enemy 
base.  The Russians don’t seem smart enough to repair or replace the vehicle, 
so once you destroy it, the Russians will have to reply on engineers for 
crates, and at that point the mission will be just about over.

Since the Russians will be gathering crates much more slowly, you’ll have 
quite a bit more time between attacks (if the Russians even attack again), so 
while you’re building an attack force (heavy gun tanks and rocket launchers 
work well), also do some researching so you can make your weapons and 
vehicles more powerful.  Then just whack away at the Russian base, keying on 
humans if you can find any.  Eventually you’ll break through the outer 
defenses, and all you’ll have to do is mop up.

Note: The mission will end once you destroy the Russian base, so make sure 
you’ve researched double lasers and also built a couple double laser tanks 
before getting that far.

Mission 15: Final Countdown
---------------------------

Main Objective:

   1. Destroy your enemies.

Medals:

   1. Peter Roth was captured.
   2. The secret project was cancelled.
   3. No losses!!!

Walkthrough:

Your first job will be to defend the southern entrance to Powell’s base.  
Don’t try to do too much here.  Just keep close to Powell’s base (but don’t 
move above the ridge or Powell will get upset) and build some basic 
buildings: a depot, an armory to the south, a lab, a Siberite mine, and a 
solar power plant.  Three soldiers in the armory can defend against all of 
the Russian attacks that will come your way, and the other three characters 
can research and collect crates.

Note: If you really want to be efficient, build the depot, armory, and lab so 
their entrances all point at each other, and keep as many characters in the 
lab as possible.  Then, when an attack comes, move characters to the armory 
and switch them to soldiers.

Another note: Don’t specialize your lab for weapons.  The lab in Powell’s 
base is already specialized that way, and you’ll get to use it eventually.  
Instead, research Siberite and computers at your lab (if you have time).

After about 10-15 minutes, Powell will call for an all-out assault on the 
Legion base, and he’ll get himself (plus a lot of other people) killed.  
However, he’ll also destroy the Legion factory, and so you won’t have to 
worry about Legion attacking you.  But you’ll still have to destroy their 
base before they can develop a Siberite bomb.

After Powell dies, you’ll gain control of his base.  Since you won’t be 
attacked for a while, send most of your new units to the lab and start 
researching weapon topics.  Have a couple other units switch to engineers, 
and use them to dismantle and rebuild Powell’s depot so its entrance is 
pointing to the east.  Then upgrade the depot to expand its coverage, and 
also build and upgrade a factory.

As soon as it’s convenient, start dismantling the base you created to protect 
the southern entrance to Powell’s base (but leave any mines and power 
plants).  Having two depots is sort of annoying, and there isn’t any need for 
it here.  Then add some automated turrets south of the ridge line.  You’ll be 
attacked by the pink Russian forces for the rest of the mission, but a couple 
heavy gun turrets with a radar and rocket launcher should be enough.

After 18 minutes on the ``action’’ clock Joan will show up with some computer 
controlled vehicles.  Leave the laser vehicles at the southern entrance, but 
take Joan’s rocket launcher and the computer controlled rocket launcher and 
make them a part of your attack group.  In fact, this is a good time to 
attack the Legion base if you’ve managed to create a couple other vehicles to 
go with the rocket launchers.  If not, get to work because there are timed 
events you need to worry about.

Instead of attacking the Legion base from the south (like Powell did), attack 
generally west to east so you only face one or two turrets at a time.  And 
only attack turrets and soldiers.  Once you kill all the soldiers in the 
base, Legion will surrender, and the rest of the units and buildings will 
become yours.  But the base isn’t very useful, so dismantle everything but 
the lab and associated power plant and depot.  The lab is specialized for 
Siberite, and, assuming you dismantled yours earlier, will prove useful 
later.

If you haven’t had a chance to put up much in the way of defenses for the 
eastern entrance to your base, then leave your attack force east of your 
base.  Once Legion surrenders, the red Russians will start attacking, and 
they’ll always attack from the east.  In fact, you might want to create a new 
base far to the east of your base, next to the river, so you’ll have a rally 
point for your vehicles.

Meanwhile, keep researching and also build a computer or radio controlled 
bulldozer.  There is a hidden Russian base to the east, and the only way to 
get to it is through a bunch of trees.  (You’ll also need the bulldozer, 
eventually, for the Alliance base.)  So send your attack force across the 
river (using the middle ford), and take the bulldozer with it.

You should notice that the river has an east-west fork to it, splitting the 
eastern part of the map in half.  The hidden Russian base is just north of 
the river, so have the bulldozer remove the trees along the northern bank.  
This will take a while, but just keep at it while you do other things.  Also, 
don’t attack the hidden Russian depot once you find it.  You’ll eventually 
receive an objective about the base.

After 35 minutes on the action clock, Hugh Stevens will show up with more 
reinforcements (plus crates, since you can dismantle all the crummy vehicles 
he arrives with).  His arrival means you can finally start researching a 
Siberite rocket, and you should get to it right away.  After 55 minutes the 
Russians will announce they have a Siberite rocket of their own -- and that 
they plan to use it on you -- and the only way to trump them is to have your 
own rocket.

Note: When the Russians announce they have a Siberite rocket, you’ll be 
allowed to lie and say you have one as well.  That will give you a few extra 
minutes to get one.  But if you allowed Powell’s ``friend’’ to join your 
cause, he’ll inform the Russians that you don’t really have a rocket, and 
they’ll learn of your deception right away.  So it’s best to have the rocket 
ahead of time.

After 40 minutes, Peter Roth will announce that there’s an Alliance base on 
the map.  The Alliance will be sort of annoying.  They’ll send out units to 
teleport your humans (even if they’re in vehicles) back to their base, and 
then they’ll convert them to their cause.  The Alliance base is surrounded by 
trees, so you’ll need to use your bulldozer to clear a path, and then use 
computer or radio controlled vehicles to destroy the base.  It’s probably 
best to deal with the Alliance before dealing with the Russians, so they 
don’t sneak up behind your attack force and steal your mechanics.

After 50 minutes you’ll learn about the secret Russian base.  Assuming you’ve 
already cleared a path to it, just send in your (human controlled) attack 
force to destroy the depot and the behemoths the Russians are building.  
Plus, you can attack the southern edge of the Russian base and clear out a 
few turrets while you’re there.  This attack should take priority over the 
Alliance attack, if you’re still working on the Alliance base.

Then you just need to destroy the Russian base.  You can clear away a lot of 
the outer turrets with your vehicles, but attacking the inner part of the 
base is probably best with humans.  So train several mortar soldiers, use a 
sniper as a spotter, and attack the Russian base from the south.  You’ll 
probably notice a Siberite rocket vehicle right off the bat, and, if so, you 
should definitely give it priority.  Sometimes the Russians will use their 
rocket(s) if they think they’re losing.

Once you’ve destroyed enough of the Russian base, some Arabs led by Omar Ali 
will appear in the northeastern corner of the map.  They’ll try to destroy 
the Siberite, so use your soldiers, and bring in your vehicles, to deal with 
them.  Once they’re all dead, the mission will end.


*****************************************************************************
* American Campaign, Alliance Branch                                        *
*****************************************************************************

Mission 12a: Long Way Out
-------------------------

Main Objective:

   1. Escape with your friends.

Medals:

   1. You contacted all your men.
   2. You saved all your men.
   3. You avoided killing your former friends.

Team Selection:

Select your five favorite characters, and make them all soldiers.  But don’t 
take Joan Fergusson.  She’ll join you regardless.

Walkthrough:

This is a reasonably easy mission, provided you’re patient.  You need to 
contact the characters you selected, plus two scientists, and then get them 
all to the rendezvous point.  You’ll find lots of enemy soldiers, vehicles, 
and turrets around, but by making good use of invisibility, crawling, and 
trees, you can make it through without killing anybody (which is necessary 
for one of the medals).

The best path is to proceed clockwise from your starting position.  Try to 
avoid turrets when possible (unless they’re laser turrets), and try to keep 
to the edge of the map.  There are enough trees around, and enough space 
between the turrets, that you should be ok.  But if you find yourself in 
trouble (or face to face with a vehicle) quickly turn invisible, and then 
only move again once you’ve regained your health.

The only tricky spot is an area near the middle of the map where you’ll have 
a character right next to an enemy soldier.  There are a couple ways to 
handle this: you can put the enemy soldier to sleep (if you have a sniper), 
or you can use the special bazooka attack to move the enemy soldier away 
(Macmillan will turn into a bazooka soldier when you take him to the lab).  
Or, if the character you need to meet there is a soldier, you can just use 
the tried and true turn invisible trick to solve the problem.

Mission 13a: Peace on Earth
---------------------------

Main Objective:

   1. Destroy the Arab base.

Medals:

   1. You saved Masha.
   2. Sheik Abdul killed.
   3. The Sheik’s mastodon was killed.

Walkthrough:

This mission is nearly identical to Russian mission 13a, and so you can get 
most of the walkthrough from there.  The only differences are that you start 
out as the Americans, you can allow Belkov to join your group when he 
arrives, and the reason to destroy the Arab base is to get to Burlak.  
Otherwise, everything is the same and the same strategies work.

Mission 14a: Think Tank
-----------------------

This mission is identical to Russian mission 14a.  Refer to that section for 
the walkthrough.

Mission 15a: War Is Peace
-------------------------

This mission is identical to Russian mission 15a.  Refer to that section for 
the walkthrough.


*****************************************************************************
* Russian Campaign, Main Branch                                             *
*****************************************************************************

Mission 1: We Are the Champions
-------------------------------

Main Objectives:

   1. Make contact with your forces.
   2. Destroy the American base.

Medals:

   1. Nobody escaped.
   2. Gnyevko and Kirilenkova escaped.
   3. No losses.

Walkthrough:

Head east from the hill, notice the carcass -- and shoot some critters for 
extra experience, if you want -- and then head north.  You’ll meet a friendly 
soldier named Gnyevko who will join you.  But notice that he is wounded.

Head back west to the hill and then go north.  You’ll meet Lt. Pokryshkin and 
his group of soldiers, and Gnyevko will leave your control.  Just follow 
Pokryshkin around for a while until he gets killed and you gain control of 
the soldiers.  Try to get some shots off yourself during the combat 
sequences.  Every bit of experience helps.

Once Pokryshkin is dead and you gain control of the soldiers, take everybody 
west to the western edge of the map, and then head north so you’re on higher 
ground and can attack the American bunker from the west.  The trees are 
placed conveniently here so you can attack from cover and not take as much 
damage as you normally would.  But still, move soldiers back as they take 
damage so nobody gets killed, and keep Burlak out of the battle since he 
doesn’t have the same range as the soldiers.

Once the enemy apemen are dead and the bunker gets close to going red on its 
damage meter, have your soldiers charge forward so they can kill the American 
soldier and prevent her from getting away.  Then kill the enemy scientist and 
destroy the depot.

But the mission isn’t over yet.  As you walk your units to the exit point, a 
scientist named Kirilenkova will arrive.  She’ll be west of the position 
where Burlak started out.  When you find her, let her heal your men (for the 
experience boost), and then exit the map.

Mission 2: Hunting Grounds
--------------------------

Main Objectives:

   1.  Build production facilities at L.P. Beria.
   2.  Create four vehicles.

Medals:

   1. No losses.
   2. Belkov saved.
   3. Proper initiative shown.

Walkthrough:

There isn’t a time limit on the mission, so just meet the objectives at your 
own pace, and feel free to get Burlak as much experience as possible.  The 
important thing to realize, however, is that your base in this mission will 
also be your base in the next mission, and that means you can help yourself 
later by placing your factory in a ``good’’ position, and by capturing enemy 
buildings when possible.

To that end, put your factory northwest of the depot, in among the trees.  It 
doesn’t matter if the attachment areas turn red.  You won’t be able to build 
attachments onto your factory during this mission or the next one.  I don’t 
think there’s a convenient spot for the lab to go, so just put it anywhere as 
long as it doesn’t block the path to the north.

Note: The game might not recognize that you’ve built a factory or lab if you 
put them in the ``wrong’’ places (like to the southwest of the depot).  If 
that happens, you’ll still be able to finish this mission by simply building 
a vehicle (which pushes the mission along), but the building probably won’t 
appear in the next mission.

Once you’ve jumped through enough hoops and have three vehicles at your 
disposal, head north.  You’ll discover that the Americans have built some 
bunkers in the area, and Burlak will suggest attacking the western ones from 
the west.  So head back to your base, receive a couple soldiers as 
reinforcements, and then head north from the depot.  You’ll be able to get to 
higher ground here, and you’ll find a nice little spot where you can attack 
the bunkers without getting attacked in return.  Be sure to capture the enemy 
depot next to the bunkers, and it’s worthwhile to capture the bunkers, too, 
if you can manage it.

Then explore the northwestern area of the map until the game tells you that 
your reconnaissance mission is complete.  At that point you can head back to 
base and end the mission, or you can try to free Belkov from his predicament.  
If you decide to help Belkov, your three vehicles should be enough to do the 
job, but if you want to be careful, create a vehicle for one of the soldiers.  
Once the Americans are dead, send a unit to Belkov, and then send everybody 
back to the base to complete the mission.

Mission 3: Wipe Out
-------------------

Main Objectives:

   1. Prevent reinforcements from reaching Omikron base.
   2. Produce lots of vehicles.

Medals:

   1. Many enemy reinforcements destroyed.
   2. Professor Scholtze saved.
   3. Surplus vehicles produced.

Team Selection:

The most important part of the mission will involve fighting with vehicles, 
so select your three best mechanics to join your team.  Burlak is forced to 
be a mechanic at the start of the mission, but of the other five units, have 
four be engineers (you’ll be doing lots of building and collecting early in 
the mission) and the other be a scientist.

Walkthrough:

You need to do a few things at once, so pause the game before giving orders.  
Have your scientist move towards the southwestern corner of the map so he / 
she can find the oil deposit there.  Have two engineers dismantle the two 
bunkers nearby.  Turn Burlak into an engineer, and then have him and the 
other two available engineers grab crates from the depot and head west.

West of the depot you should find a north-south ridge, and west of the ridge 
you should find an east-west strip of dirt.  Have Burlak and the two 
engineers with him build a depot on the eastern side of the ridge, south of 
the line created by the dirt.  Put the depot as close to the ridge as 
possible, and have it face your first depot.  Meanwhile, once the other two 
engineers finish dismantling the bunkers, have one grab a crate (if he / she 
doesn’t have a crate already) and help out building the new depot.  Have the 
other one dismantle the lab (unless you think the lab is going to be in 
attachment range of the new depot).  While the building is going on, guide 
your scientist around until you find the oil deposit.  It should be just 
within range of your new depot.

Note: If you didn’t capture a depot and bunker in the previous mission, you 
need to change the above so one engineer goes to the spot where the American 
depot and bunkers were, and builds a depot and bunker in the same spot.  A 
single soldier in a bunker there can eliminate all the reinforcements 
attempting to reach Omikron from the northeast.

Once the new depot is complete, you need to construct five more buildings: an 
armory (it doesn’t matter where it goes), a lab (near the new depot), an oil 
power plant (near the new depot), an oil drilling tower (where you discovered 
oil), and a bunker (next to the ridge by the oil drilling tower).  Convert 
all of your units to engineers for the jobs.  Once the buildings are 
complete, take your best two soldiers and put them in the bunkers to the 
north and west (but be sure to convert them to soldiers first).  Then use the 
engineers to upgrade the factory.

The idea behind the two depots to the south is that the western one will be 
powered, and the two buildings that need to be powered, the lab and the 
factory, will be within attachment range of it.  But the factory will also be 
within range of the first depot, meaning it can get crates for construction 
from either depot.  The result is that you won’t have to do as much ferrying 
as you might have to otherwise.  Instead you can concentrate on collecting 
crates, researching, and building vehicles.

At about this time Professor Scholtze will appear on the map.  You can use 
your northern soldier to make contact with him.  But on the way back to your 
base, drift south into the road.  You might be able to attract the attention 
of a couple American soldiers and lure them within range of the bunker.  
Regardless, once Scholtze gets to your base, put him in the lab and let him 
do all the researching.  He likely has a much higher scientist skill than 
anybody else.

Once you have the gattling gun technology researched, start cranking out 
vehicles.  The first three you make should go to help out in the southwestern 
corner of the map.  Once you finish the third, you can pull back the soldier 
there and have him / her help in the factory.  The fourth vehicle can go to 
the north and replace the bunkered soldier there.  Then just produce as many 
vehicles as possible.  Eventually you’ll have to attack Omikron base, and 
allied mechanics will show up to use any extra vehicles.

When the attack order comes, you’ll have three minutes to get your vehicles 
in the designated area.  So make sure they’re all repaired and fueled up 
before you send them there.  Then, once the attack starts, let your allies do 
the bulk of the work and try to support them.  If any of your vehicles takes 
too much damage, have it retreat and repair.  Once enough of the American 
base has been destroyed, the Americans will retreat and a new enemy will 
attack.

That new enemy will take out the Kirov base in a couple of minutes, but 
you’ll still get an objective to help them.  So fuel up your vehicles (using 
the allied cargo vehicles) and head towards the base.  One of two things will 
happen.  Either the new enemies will wander away from the base and get 
themselves killed, or a soldier will come up to you as you approach the base 
and suggest you all retreat.  Either way, the mission will end.

Mission 4: Prayer for the Dead
------------------------------

Main Objective:

   1. Protect the Russian retreat.

Medals:

   1. Few casualties.
   2. Great losses inflicted on the enemy.
   3. The base was dismantled before abandoning it.

Team Selection:

You’ll have to rely on turrets more than vehicles for this mission, so select 
your best soldiers, plus Professor Scholtze.

Walkthrough:

Head south to meet Pvt. Kuzmov, and then start putting together your base.  
Use your first 100 credits to build an armory, a factory, a lab, and an oil 
drilling tower.  The armory should go to the southwest so it can help defend 
against attacks from the west and south, but the other building can go 
wherever they fit in.

After a few minutes, Kuzmov will get suspicious and suggest that you 
commandeer some cargo vehicles so you can get more supplies.  His suspicions 
will prove correct; no more cargo vehicles will head for your depot on their 
own.  So pick a unit and have it stand in the middle of the western road.  
You can steal up to seven cargo vehicles, but six is probably more than 
enough.

Then get busy researching and building.  Put four turrets at the northeastern 
entrance to your base (one on the higher ground) and make three of them guns 
and one a gattling gun.  Also put a gun turret to the southwest next to the 
armory.  Don’t forget you need three oil power plants to provide enough power 
for the turrets.  Also build a gun tank while you’re at it, and put Burlak 
inside.  Don’t worry; you’ll have plenty of time for all this.

Eventually, the mercenaries will attack.  The first wave will have soldiers 
attacking from the west and northeast, but your defenses should take care of 
them easily.  Then some vehicles will show up, but your gun turrets should 
make short work of them.  Finally, the mercenary leader will taunt you, and 
you’ll face one last wave.  This wave might cause problems because it will 
include rocket launchers.  But try to get Burlak to any hot spots, and if a 
turret gets destroyed, move the soldier to the armory.

During the final wave you’ll find out you can’t retreat until you meet up 
with Cpt. Gaydar.  He’ll appear on the northern edge of the map, and you’ll 
have to walk some unit out to him and then bring them both back to your base.  
By this time the only enemies on the map will be level 0 soldiers, so 
rescuing Gaydar should be no problem.

Once Gaydar arrives at the base, you’ll get word that you can finally retreat 
-- but you’ll have to dismantle all your buildings first.  So convert some of 
your soldiers to engineers, and dismantle everything.  Then walk everybody to 
the southwestern corner of the map to finish the mission.  (You don’t really 
have to keep to the trees.)

Mission 5: Water Is Wide
------------------------

Main Objective:

   1. Get to the southwestern corner of the map with every unit in a vehicle.

Medals:

   1. Little time wasted.
   2. Apeman tamed.
   3. Sheik Omar killed.

Walkthrough:

The map is shaped like a backwards E.  You start out in the middle prong, 
which means to get to the southwestern corner you have to travel east first 
and then circle around to the west.  And, naturally, there are a bunch of 
Arab mercenaries in the way.  The Arabs are powerful enough that you won’t be 
able to break through with your current vehicles.  You’ll have to create a 
base and make some new vehicles.

Also of note are the upper and lower prongs of the map.  There are narrow 
land bridges that allow you to walk (but not drive) between the prongs, and 
on the northern prong you’ll find four apemen, and on the southern prong 
you’ll find crates.  Unfortunately, the mercenaries have two patrolling 
vehicles on the southern prong, so you have to be careful when collecting 
crates so you don’t get your engineers killed.  In other words, it’s useful 
to tame the apemen so you can get them to take the risks rather than your 
human units.

So, to start out, first build a depot near the land bridge leading to the 
southern prong of the map.  Convert everybody but Burlak to engineer, and 
have them head south to start collecting crates.  If you stay on the northern 
side of the southern prong, you should be ok.  Once you have enough crates, 
build an armory on the eastern side of your base (to protect against Arab 
attacks), and put a soldier inside.  Burlak, meanwhile, should repair 
vehicles and keep himself available to help with the defenses when the Arabs 
attack.

Then build the rest of your base where convenient, but put a bunker on the 
southern edge, near the land bridge.  The Arabs have a unit that can travel 
on water, and it’ll always head straight for the land bridge.  But a single 
soldier (even an apeman soldier) in a bunker can always drive it away.

Once you have a lab up, put two units inside.  Then, once you’ve researched 
the apeman language, send one of the scientists north to tame the apes.  You 
don’t need to send along an armed escort.  While collecting apemen, you 
should find Hugh Stevens, an American scientist.  You don’t have to bring him 
back to your base right away.  He’ll just follow along until you get there, 
so tame all the apes first before going back.  Later you’ll have to decide 
whether to kill Stevens or let him live.  It’s best to let him live.

For an attack force, you should create three double gun, heavy tracked tanks.  
The middle prong is too narrow for any more tanks to be effective.  When you 
get to the Arab defensive position, notice the Arab on the mastodon.  He’s a 
sheik, and killing him is worth a medal at the end of the mission.  So attack 
him first, and once he’s been dismounted, make sure you kill him.  If you 
don’t he’ll run away and you’ll lose your chance.

Otherwise, it should be a pretty standard battle.  Attack and retreat as 
necessary.  You might want to convert all of your units to mechanics and 
scientists so the healing and repairing process goes faster.  Except leave 
one unit as an engineer.  Once you’ve destroyed enough of the Arab position, 
you’ll be ordered to dismantle your lab (you could also do that before you 
attack to save time).

>From that point on, all you have to do is finish off some enemy stragglers 
and get your units and their vehicles to the southwestern corner.  Then the 
mission will end.

Note: The vehicles you end this mission with are the same ones you’ll start 
the next one with (but they’ll be out of gas).  However, you’ll get to build 
Siberite engines next mission, so you’ll probably recycle the vehicles 
regardless.

Mission 6: Step by Step
-----------------------

Main Objective:

   1. Mine at least 100 Siberite crystals.

Medals:

   1. Brother Vsevolod saved.
   2. V.A. Ovsyenko base saved.
   3. Materialization prediction researched.

Walkthrough:

Your vehicles will all almost be out of gas, so you’ll have to take the 
mining base with soldiers.  So get everybody out of their vehicles, and have 
the engineer capture the nearby depot and armory.  Then put everybody other 
than the scientists into the armory and convert them to soldiers.  Finally, 
send the soldiers north with the scientists to attack the base.  You might 
have to retreat once, but otherwise the battle shouldn’t be too difficult.

Once you kill the Americans, switch a couple soldiers to engineers and begin 
capturing and repairing buildings.  The plateau you’re on isn’t big enough 
for a full base, but you can put a lab there, and eventually you can put a 
factory next to the southern depot.

Shortly after you capture the mining base, you’ll get a message from Burlak’s 
brother.  He’s at the top of the map, on the other side of the enemy base.  
It’s not too difficult to get to him -- you can move through the forest and 
only encounter a couple enemy bunkers -- but the trip requires more units 
than you can afford to send at the moment, so ignore the brother for now.

The other American base on the map won’t waste any time.  Shortly into the 
mission they’ll attack with multiple vehicles, and they’ll head straight for 
your southern depot.  So as quickly as possible start sending oil to the 
southern depot so you can gas up your best vehicles.  Then, when you have 
time to add a factory, switch the soldiers driving your vehicles to 
mechanics.  To help with all the ferrying you’ll have to do, send out one of 
your scientists to look for apemen.  There are a few on the map, and they’ll 
free up your units to do other things.

Once you have a couple gun tanks (or better) to defend the road to your base, 
take the other six units and convert them into five soldiers and a scientist, 
and have them head north.  They’ll have to destroy two bunkers on the way to 
the northern (purple) base, and there might be a gattling gun turret that 
they’ll have to avoid (sometimes there’s a soldier in it, and sometimes there 
isn’t).  But with standard attacking and retreating, you should be able to 
get to the base and find Burlak’s brother.  Convert all the soldiers into 
engineers, and have them cart crates from the purple base to your southern 
base.  Don’t convert the scientist to an engineer in case there is trouble 
with the enemy gattling gun.

Once everybody is back at your southern bases, finish up the research you 
need to do and start producing vehicles.  You’ll eventually get orders to 
attack New Kabul, and you’ll have to pick five of your units for the job.  
Pick your best mechanics, because they’ll get to use the vehicles you produce 
to make the attack.  Once you have a couple heavy gun tanks, you might want 
to go ahead and attack the American base.  It’ll give you something to do 
while you produce the vehicles you need, and if you take out the whole base 
you can pick up the crates they have in their depot.

Note: The vehicles driven by the two cargo drivers (if any) won’t carry over 
to the next mission.

Another note: If you don’t rescue Burlak’s brother, the mission will end 
differently.  You won’t receive any cargo vehicles, and you won’t have to 
produce vehicles for the next mission.  The mission will simply end.

Mission 7: Fox Hole
-------------------

Main Objective:

   1. Destroy the Arab base.

Medals:

   1. Raul Xavier survived.
   2. You destroyed the Arab base quickly.
   3. Heiki captured.

Walkthrough:

This mission depends a lot on how you finished the last mission.  If you 
didn’t rescue Burlak’s brother Sevi you’ll have to start from scratch, but 
you’ll get two cargo vehicles to help out.  If you did rescue Sevi, then 
you’ll get him plus his men plus the vehicles you created at the end of the 
previous mission (but no cargo vehicles).  I’m going to assume you rescued 
Sevi.

At the start of the mission Sevi will describe stasis technology and then 
promptly step on a land mine.  You won’t have any scientists at this point, 
but you’ll have lots of mechanics and soldiers, plus an engineer.  If the lab 
at your base (to the northwest) is still standing, just have a couple units 
go there and convert to scientist, and then have them heal Sevi.  Otherwise 
you’ll have to build a lab first.

Once Sevi is healed, pick your best mechanics, put them in your vehicles, and 
then send them northeast to the enemy base.  If you have four or five heavy 
gun tanks, then destroying the base should pose no problem at all.  The only 
problem will be the land mines in the area.  So when you drive the tanks, 
watch them carefully, and when a tank sets off a land mine, immediately pause 
the game and tell the tanks to stop moving.  And before letting your 
mechanics out to repair, have the tanks move backwards a little so the 
mechanics don’t set off more mines.  That will usually prevent any tanks from 
getting destroyed.  So slowly but surely advance towards the Arab base, 
repairing as you go.  (But, even being careful, it’s easy to get tanks or 
mechanics blown up, so don’t go out of your way to play this mission without 
loading.)

Meanwhile, use the rest of your units to build your base and do some 
researching.  It’s a good idea to put your armory east of the base in the 
middle of the north-south road, but otherwise you can put buildings anywhere.  
Since you have lots of units, you might want to switch most of them to 
engineers and have them scout around for crates.  (If you brought a Siberite 
cargo vehicle along, even better.)  Your base doesn’t have to do much in this 
mission other than possibly create a tank later.

When Raul Xavier appears next to your base, explain the situation to him, and 
he’ll join your forces.  Then just use him like any other unit.  But notice 
that he levels very quickly, so he’s a valuable addition.  If you rotate him 
through different jobs, you might be able to get him a level or two in each 
class.

When Marshall Yashin arrives, either give him one of your vehicles, or make a 
new one for him (depending on what your situation is).  There doesn’t seem to 
be a time limit on his request, so if you’re busy doing other things (or 
waiting on some crates) don’t worry about him.  Also, it doesn’t seem to 
matter what you tell him when he asks if you’re having any problems.

Once you’ve destroyed enough of the Arab base, you’ll get new orders: to kill 
or capture Heike Steyer (you want to capture her).  She’ll arrive at the 
southern end of the north-south road, and she’ll move north.  So fill up your 
armory with soldiers, and then when Heiki and her guard arrive, let them have 
it.  It should be an easy battle, but note that you have to target Heiki 
manually or else your units won’t attack her.  Once Heiki’s health is in the 
red and the rest of her guard is dead, bring out a scientist to heal her.  
Then the mission will end.

Mission 8: Build-up
-------------------

Main Objective:

   1. Build a huge base that includes just about everything.

Medals:

   1. Arab barracks built.
   2. Beautiful base.
   3. Your people like you.

Walkthrough:

This is a fairly long and tedious mission.  There are a few enemy snipers 
around, and you might have to withstand an attack at the end, but otherwise 
all you do here is build and research and bulldoze, over and over again.  
Plus, you won’t use this base in future missions, so it doesn’t matter how it 
turns out.  Fun fun fun.

But, to start out, put units into the three bulldozers, and start knocking 
down every tree you can find.  When a sniper starts attacking a bulldozer, 
first pull back the bulldozer (to draw the sniper closer to the edge of the 
ridge) and then bring in some soldiers to kill him.  Otherwise, just have 
your scientists follow along behind the bulldozers until they find an oil 
deposit.

The oil deposit should mark the western edge of your base.  So put your depot 
east of it, south of a rocky outcropping.  Then start building and 
researching.  There isn’t a time limit, so feel free to rotate your units 
through different jobs so they gain lots of experience.  And when your units 
ask for favors, let them have what they want.

As for defenses, you might be attacked from three different directions -- but 
only by enemy soldiers and snipers, and only when you’re almost done with the 
mission.  So put armories in the three potential hotspots -- the northeast 
(where your units started), the southwest, and the south -- and make sure you 
put soldiers in the armories once you get close to finishing the base.

Shortly into the mission you’ll be contacted by Kurt Schmidt.  He’ll offer to 
build an Arab armory in your base in exchange for Heiki Steyer.  Accept the 
deal (but consult your superior officers first).  Schmidt and an engineer 
will then enter your base and fall under your control, and you’ll have to 
direct the engineer where to build the armory.  So you can use the Arab 
armory in one of the hotspots listed in the previous paragraph.  Later, 
somebody named Dietrich Gensher will offer you resources in exchange for 
Schmidt and the engineer, but turn that deal down.  You don’t need the 
resources anyway.  Finally, once the armory is built and upgraded, finish the 
deal by agreeing to let Steyer go.

Eventually, either once you’ve completed the objectives or when you’re close 
to completing them, Steyer will get into contact with you and tell you the 
Americans are poised to attack your base.  Refuse her help (I never have 
enough crates at this point anyway), and prepare yourself for the American 
attack.  Fill up your armories and put your mechanics in their vehicles.  If 
you’ve put your armories in the right places, the attack should end pretty 
quickly with a solid American defeat, and then the mission will end.

Mission 9: Epsilon Chapter
--------------------------

Main Objective:

   1. Destroy Epsilon base.

Medals:

   1. Masha made it through.
   2. Laboratories captured.
   3. Special ammunition invented.

Team Selection:

There aren’t any apemen in this mission, so you need your six units to be 
able to do everything -- and quickly.  So pick 2-3 mechanics to make up your 
strike force, and pick 2-3 units to do everything else.  Make one unit a 
scientist, leave Burlak as a mechanic (like you have a choice), and make 
everybody else engineers.

Area Selection:

The western choice seems best.  It puts you on high ground and is the easiest 
area to defend.

Walkthrough:

I’m going to assume you chose the western base site.  If that’s the case, get 
everybody to drive southeast off the high ground to make room for your base.  
Then get everybody out and build your depot on the high ground.  In the 
process, your scientist should detect oil and Siberite deposits.

While the depot is under construction, have Burlak explore the area.  You 
should notice that you have a nice ridgeline on your side, and that there are 
only two entrances to your base: through a path to the north, and through a 
valley to the east.  Once the depot is complete, build an armory next to the 
path, and have Burlak drive Masha to the valley.  (You chose something good 
for his tank, right?)  That’s all the defense you need for the enemy’s early 
attacks.  Your other units can get the rest of your base going and start 
researching.  Siberite is a good opening research topic so you can make a 
Siberite power plant.

Regardless of what you do to the blue Epsilon base, you’ll also receive 
attacks from cyan American forces.  Those attacks start out with just a 
single soldier, and then they’ll have two soldiers, and eventually they’ll 
get quite nasty.  So you need to move quickly so you can meet your objectives 
before the cyan forces become too strong.

But the cyan attacks also mean your base might come under heavy attack, so 
you have to build some defenses for it as well as tanks for your attack on 
Epsilon base.  So put three turrets along the ridgeline next to your base, 
and then maybe add more if you need to.  With your other resources, crank out 
tanks so you have two heavy gun tanks and two rocket launchers.  Once those 
are built, have your four best mechanics control them, and have your other 
two units research, collect crate, and build more turrets if necessary.

When you go on the attack, you’ll find a yellow Arab base, but it will 
withdraw as soon as you get there.  The American base will be well defended, 
but it will have lots of manual turrets, and half of them will be empty.  
Still, proceed cautiously, and when you come across an American lab, mark it 
so your units don’t attack it.  You’ll get word as you approach the base that 
your superiors want you to capture the labs, and so you need to keep them 
around until you can capture or destroy the depot.

Be careful when attacking the labs.  They all have scientists in them, and 
it’s possible you’ll destroy the labs when you attack the scientists.  So 
keep a careful eye on the labs, and if it starts to get too damaged, have 
your mechanics leave their vehicles and fight with their pistols.  It’s ugly 
but it works.

Before capturing the labs, make sure you’ve researched tau-radiation 
technology and space anomalies technology.  Once you capture the last lab, 
the mission will end, and if you haven’t researched the topics yet, you’ll 
miss out on a medal.

Mission 10: Pursuit of Progress
-------------------------------

Main Objective:

   1. Rescue Professor Gossudarov.

Medals:

   1. Quick action.
   2. Vehicles preserved.
   3. Few casualties.

Team Selection:

You get six vehicles for the mission, so select your five best mechanics plus 
a scientist in case anybody gets injured.

Walkthrough:

This is a quick and easy mission.  First make sure your mechanics are in the 
vehicles, and then send everybody south into the trees.  You’ll encounter 
some explosive apemen, so shoot them on sight.  (You might have to target the 
first couple manually.)  Then head east, destroying anything in your path.  
Stop and repair when and if you need to.

Eventually you’ll come to a river.  Your tracked vehicles will be able to 
cross, but your wheeled vehicles won’t.  So leave your wheeled vehicles west 
of the river (only two of the vehicles should be wheeled) and cross with the 
rest.  You’ll find the enemy base, but Arab vehicles and turrets can’t go 
toe-to-toe with your force, and you should decimate them quickly.

Once you’ve killed enough Arabs, Professor Gossudarov will show up and demand 
you find the artifact.  All he knows is it was loaded onto a truck.  That’s a 
hint that it’s near the factory, so blow the factory and its attachments away 
(if you haven’t already) and head northwest.  When you reach the cargo 
vehicle with the artifact, the mission will end.

Mission 11: New End
-------------------

Main Objective:

   1. Destroy Beta base.

Medals:

   1. Few casualties.
   2. Quick work.
   3. Tactical thinking.

Walkthrough:

You don’t have a lot of time for the first objective, so you need to get 
moving quickly.  Send all your units southwest to a clump of trees, and then 
get everybody out of their vehicles.  Explore a little and you’ll find there 
are three clumps of trees (forming a triangle) with a dirt area in the 
middle.  Later you’ll find a Siberite deposit in the dirt area, so build your 
depot next to the trees.  Unload all of your cargo vehicles at the depot, and 
then build an oil power plant and a factory, and upgrade the factory.  You 
now have a ``support base.’’

That first objective is the only timed part of the mission, so once you’re 
ordered to build two bulldozers, you’ll have all the time you want.  So take 
your time and build your base, and also start researching.  You won’t come 
under attack, so you don’t have to worry about defenses.

You start out with 90 units of oil, and that’s enough to build two combustion 
bulldozers (60 units total), plus supply a little bit of power.  So use the 
power to research Siberite power plants, and then build a Siberite power 
plant before doing anything else that requires power.

Once you build the bulldozers, your allies will take control of them and 
clear a path to the center of Beta base.  They’ll also get themselves 
massacred, and you’ll be in control.  (Use the numpad ``+’’ key to speed up 
the events.)  So just keep researching, and create yourself a formidable 
attack force -- like three heavy gun tanks plus four rocket launchers.  You 
should have enough capable mechanics to control that many vehicles.

Your first attack on the base will probably go badly, but try to take out 
some turrets and mechanics so your next trip will be easier.  And don’t try 
to retreat your tanks; let the spontaneous teleportation technology get your 
tanks out of harm’s way.

Once you break through the outer defenses, it should be smooth sailing.  Go 
after power plants and depots to knock out the remaining turrets, and then 
just slaughter everything in sight.  But remember to teleport at least one 
unit before finishing off the base.  That’s how you get the last medal for 
the mission.


*****************************************************************************
* Russian Campaign, Solo Branch                                             *
*****************************************************************************

Mission 12: October Revolution
------------------------------

Main Objective:

   1. Kill Platonov.

Medals:

   1. All bases captured.
   2. Scientists stopped.
   3. (Some bases could have been taken without fighting.)

Walkthrough:

You don’t have even close to enough firepower to go after Platonov right 
away, so don’t even try.  Instead, head to the southwestern (yellow) base.  
The commander there will quiz you on your ideology.  The answers are (just in 
case you need them):

   a. Union of Soviet Socialist Republics
   b. 1848
   c. Ilyich
   d. Karl Marx
   e. L.D. Trotsky
   f. 7th November

When you give the correct answers, the commander will turn over the base to 
you.  Take the opportunity to do some research and to build some heavy gun 
tanks and rocket launchers for your mechanics.

Then head over to the southeastern (white) base.  The commander there will 
ask you to retrieve the artifact.  So head up to the northwestern (purple) 
base and wait outside (but not too close to the base).  Eventually Gossudarov 
and three other scientists will make a run for it, and you’ll need to kill 
all four.  Once they’re dead, create a cargo vehicle and pick up the 
artifact.  Then the next time you go the southeastern base, the commander 
will give you his support.

Next go to the eastern (green) base.  The commander there will ask you to 
prove your battle expertise by attacking his base.  The way to convince him 
is to kill two of his units.  The easiest way to do that is to attack his 
armory and then kill two of the soldiers that pop out once it’s damaged 
enough.  The commander will then give you his support.

Lastly, go to the northern (orange) base.  Now that you have convinced three 
other commanders to join your cause, the commander there will join as well.  
With the units you get there and in the other bases, create several heavy gun 
tanks and rocket launchers, and then head for Platonov’s base.  (The 
objectives are misleading.  You still have to kill him even though you’ve 
taken over four bases.)

Platonov will have lots of soldiers, turrets, and tanks in his base, so 
you’ll have to attack and retreat a couple times.  Be sure to research 
spontaneous teleportation before attacking, and then attack the southern part 
of the base first (so your vehicles get teleported to safety).  Platonov will 
be in the depot.  Once you kill him the mission will end.

Note: I have no idea how to get the last medal for the mission.  The green 
and purple bases seem to require fighting.

Mission 13: Triangulation
-------------------------

Main Objective:

   1. Use the artifact in the north and in the east to make readings on the
      Motherlode.

Medals:

   1. Macmillan killed.
   2. Accurate measurements.
   3. Time lapse developed.

Team Selection:

You’ll begin the mission with Masha and two cargo vehicles, so while it’s 
still best to choose your top mechanics, you should start them out as 
soldiers (plus an engineer) before setting out.  Burlak should stay a 
mechanic.

Walkthrough:

Take your units north and discover a small American base.  You’ll first 
discover an automatic laser turret, and you can use your soldiers to destroy 
it without taking much in the way of damage.  Then go behind the base (to the 
west) and attack the depot until its health drops into the red.  That will 
disable the other turrets in the base, and you can send in your soldiers to 
kill the lone enemy engineer, and use your engineer to capture the depot and 
the rest of the base.

You can now use this base as your main base.  All the Siberite deposits on 
the map are guarded by American bases, and so you’ll need some heavy gun 
tanks and rocket launchers before doing much else.  (Remember, you need 
Siberite to build space-time labs.)  So put a factory on the high ground 
behind the base, and put a lab wherever convenient.  Then build a bulldozer 
so you can get rid of the trees around your base and make movement easier.

Every so often the Americans will attack, but if you kept the two turrets in 
the base, and if you keep your soldiers and Burlak around, you should be able 
to defeat them relatively easily.  So keep everybody at home, and do some 
researching and bulldozing while you wait for attacks to arrive.  Once you 
have enough free space, put an armory north of the base to help out with the 
defense (and to give your units a safe place to hide when they get hurt).

After a while you’ll hear that John Macmillan is in the area, and that you’re 
supposed to kill him.  In the center of the map there is a place where a road 
passes in between two rocky outcroppings.  Macmillan will always pass to the 
south of the outcroppings, and you can catch him there.  He’ll be driving a 
heavy gun tank, and he’ll have some computer controlled tanks with him.  So 
bring all your soldiers and Burlak to meet him, and if you can convert a 
couple of your soldiers into bazooka soldiers beforehand, even better.  After 
you kill Macmillan and his party, try to salvage his tank (but realize 
spontaneous teleportation won’t work with it).

Once you have about four attack vehicles, head out the southern edge of the 
map, roughly in the middle.  There you’ll find another American base, but 
this one will have Siberite.  You don’t have to worry about capturing the 
turrets, so just blow them away.  Then bring in an engineer to capture the 
buildings, and your cargo vehicles to cart off the Siberite.  The base should 
have 200 or more Siberite crystals, and that’s all you’ll need for the 
mission.  So you don’t have to worry about defending the base.  (The 
Americans don’t seem to attack it anyway.)

Now you just need to build a couple of space-time labs and make recordings 
using the artifact.  Each such ``lab base’’ should have a depot, a space-time 
lab, and a Siberite power plant.  Once the buildings are in place, bring the 
artifact to the base and drop it off right next to the lab.  (Dropping off 
cargo is part of the pick up cargo menu for cargo vehicles.)  The Americans 
will know when you drop off the artifact, and they’ll send a cargo vehicle to 
pick it up, so be prepared for it.  If the American cargo vehicle gets the 
artifact and makes it back to the American base in the northeastern corner of 
the map, you’ll lose.

Once you make two readings, all you have to do is get all your units 
(including apemen) and the artifact to the southwestern corner of the map.  
But before you go, make sure you research homogenous non-local tau-field 
technology and build a time lapse turret (it requires a Siberite extension).

Note: This mission didn’t work for me using the 1.2 patch, but it worked 
using the original version.

Mission 14: Primary Colors
--------------------------

Main Objective:

   1. Destroy New Samarkand.

Medals:

   1. Alaskite mine protected.
   2. Behemoth built.
   3. Few casualties.

Team Selection:

You’ll get Masha, a gattling gun vehicle, and three computer controlled cargo 
vehicles to start out.  The gattling gun vehicle isn’t worth taking a 
mechanic for, so pick three soldiers, a scientist, an engineer, and Burlak as 
a mechanic.  But, as always, despite what classes your units start as, their 
best skill should be mechanic.

Walkthrough:

There are two oil deposits and a Siberite deposit near your starting 
location, so go ahead and build your depot where you start out (but a little 
to the east).  Then build a lab and research Siberite detection so you can 
find the Siberite deposit.  Unfortunately, you’ll find that the deposit is 
under some bushes, so you’ll have to construct a bulldozer before you can get 
to it.

Build a factory wherever you have enough free land, and put an armory on the 
eastern side if your base.  Upgrade the armory, put a couple soldiers inside, 
and park Burlak next to it.  Every Arab attack will come from the east. 

Meanwhile, send your scientist out exploring.  There are at least a half 
dozen apemen on the map, and, as long as your scientist avoids the 
northeastern and southwestern corners, he / she should be able to find a few 
of them.  Once you have four or five, send the scientist back to your lab and 
research apeman engineers and apeman soldiers so your apemen can help you out 
as much as possible.

Shortly into the mission you’ll find out that you’re on your own (surprise).     
But then Heiki Steyer of Legion will contact you and attempt to make a deal: 
her units for your resources.  Turn her down because if you do, six soldiers 
will decide to defect from Legion and you’ll get them for free.  Plus, crates 
are going to be slow to come by in this mission.  Most will go to the Arab 
base.

Speaking of the Arabs, they’ll be odd in their attacks.  Most of the time 
they’ll send a single suicide vehicle and blow it up on your armory.  As long 
as you keep two or three apemen engineers next to the armory, the attack 
should be harmless.  But then the Arabs will sometimes send a few vehicles 
and mix in some soldiers.  Hopefully when that sort of attack comes you’ll 
already have received your Legion reinforcements.  Otherwise you’ll have a 
tough fight.

Note: Sometimes during an attack the Arabs will send a scientist to your 
Siberite mine.  If you don’t kill the scientist, your mine will end up 
contaminated, and you’ll lose it.  (Plus you’ll lose a medal.)  So once you 
put up your Siberite mine, place a gattling gun turret next to it to protect 
it.

Mostly this will be a slow mission.  Just sit back and fight off the Arab 
attacks, and gradually research and build up an attack force.  If you get 
bored, scout around with your cargo vehicles and find some crates, or knock 
down some trees with your bulldozer.  And don’t forget to build a behemoth 
for your attack force.  Once you do enough research, the behemoth is a 
command option for mechanics (they don’t make them in factories).

The Arabs (to the northeast) probably won’t put up much of a fight.  They’ll 
have taken losses from attacking your base, and their defenses just can’t 
stand up to heavy guns and rockets.  Once you’ve destroyed enough of the 
base, they’ll surrender.

Of course, the mission won’t be over yet (unless possibly if you refused help 
from Legion).  Your Legion allies will leave, and you’ll soon discover they 
took some of your notes with them.  So quickly repair your attack force and 
send it at the Legion base (to the south).  The Legion base will be about as 
difficult as the Arab base, except Legion will have a full compliment of 
soldiers.  Once you kill all the humans in the base and destroy the depot, 
the mission will end.

Mission 15: Final Battle
------------------------

Main Objectives:

   1. Destroy your enemies.
   2. Protect the Motherlode.

Medals:

   1. Burlak is a true hero.
   2. No losses!!!
   3. Demonstration of power.

Walkthrough:

This is a tough mission for a few reasons: you’ll face three enemies (Legion, 
the Alliance, and the Americans), you’ll have to defend half the map (to 
protect all those Siberite deposits), and you’ll be timed (you’ll have to 
defeat the Americans before they develop a Siberite bomb).  Luckily, you’ll 
start with lots of units and some attack vehicles, plus some full cargo 
vehicles, so you’ll be able to get started right away.

So immediately take all of your units east.  Your scientists will discover 
all sorts of Siberite deposits, and you should spread your scientists out 
across your side of the map (the western side) so they can find all of the 
deposits and simultaneously determine the lay of the land.  You’ll find that 
the Motherlode is mostly on high ground, putting it in a good defensive 
position.  You should also find a small ridged area in roughly the middle of 
the Motherlode.  East of there is a good place to build your depot.

After you build your depot and unload your cargo vehicles, sort out your 
units.  Put your best mechanics in your offensive vehicles and put your worst 
unit in one of the cargo vehicles (leave the other two cargo vehicles empty; 
you can dismantle them later).  Then take your vehicles and your soldiers and 
a scientist south.

The Legion base is along the southern edge of the map, in the middle.  It is 
the least defended of the three enemy bases, and you can take it with your 
starting vehicles and soldiers.  Do the usual thing when you attack: first 
advance and then retreat to draw out the enemy vehicles and soldiers, and 
then take out the buildings, retreating and repairing as necessary.  Once 
you’ve destroyed enough of the base (or perhaps just the soldiers in the 
barracks), Legion will surrender.  Any surviving soldiers will join your 
cause, but all of the engineers, mechanics and scientists will leave.  
However, Legion will leave all of its buildings, and you can dismantle them 
for profit, plus grab some loot from its depots.  (It’s probably not 
worthwhile to take over the base.)

Note: There are about a half dozen apemen along the southern edge of the map.  
Once you’ve defeated Legion, use your scientists to tame them.

Meanwhile, try to keep an eye on your base, and do the usual building and 
researching.  Once you put up some Siberite power plants and mines, you’ll 
discover that the Alliance has the ability to destroy them.  They’ll continue 
to destroy a building every few minutes for the rest of the mission.

Once you get a couple Legion soldiers, turn one into an engineer, and build 
an Arab armory on the west side of your base, next to the gap you used to 
enter the Motherlode area.  Every 20 minutes or so, the Alliance will get 
close to a dozen vehicles and use them to attack your base.  Most of them 
will arrive from the east (where the Alliance base is), but three will always 
use a teleporter and arrive from the west.  But a few mortar soldiers in an 
armory should be able to take care of them, while your attack force and 
turrets deal with the rest.  If you didn’t get any soldier units after 
defeating Legion, then just build a regular armory in the same spot, but be 
ready to help out the soldiers inside when the Alliance attacks.

Even though the Alliance is clearly the more annoying of the two remaining 
enemies, target the American base (to the north) next.  They’re the ones 
developing a bomb, so you need to defeat them before they can finish 
researching it.  But don’t make any serious attacks until you have 
spontaneous teleportation and some weapon upgrades researched, and until 
you’ve been able to replace some of your starting vehicles with heavy gun 
tanks and rocket tanks.  Then attack and retreat, giving priority to any 
human units you come across, until the Americans surrender.

Note: Also research Siberite detection before attacking the Americans.  Then 
keep a close eye on the mini-map, and pull back your forces as soon as you 
see dots appear in the northwestern corner.  That means the Alliance just 
received some vehicles and is about to attack.

Once the Americans go down, it’s just you against the Alliance.  You won’t 
have to worry about a time limit any longer, so finish replacing your 
starting vehicles (other than Masha), and continue to research.  In 
particular, be sure to research the Siberite rocket and build a Siberite 
rocket vehicle before finishing off the Alliance base.  The third medal (I 
think) is based on using the rocket.

Otherwise, the Alliance base isn’t much different from the American base, and 
you should attack it the same way.  Once the Alliance surrenders, the mission 
will end.

Note: Apparently, building a Siberite rocket will cause some of your enemies 
to surrender.  The Alliance will think you’re bluffing, but the rocket will 
probably cause Legion to surrender, and maybe the Americans.  So if you’re 
having trouble defeating your enemies militarily, it’s something to think 
about.  But realize if you don’t defeat Legion and the Americans early, 
you’ll have to watch your Siberite deposits closely to make sure they don’t 
build any mines.


*****************************************************************************
* Russian Campaign, Alliance Branch                                         *
*****************************************************************************

Mission 12a: Cat and Mouse
--------------------------

Main Objective:

   1. Help Gossudarov and his team to escape.

Medals:

   1. All scientists saved.
   2. Resources saved.
   3. Former friends saved.

Team Selection:

Pick three soldiers, a mechanic, and a scientist.  You’re not allowed to 
change the class of the units here, but you’ll be able to change them during 
the mission.

Vehicle Selection:

You’ll have to kill several soldiers and bazooka soldiers on the way from 
Platonov’s base to your base, so your best choice is a vehicle that can kill 
infantry from a range -- but which will still be useful for the rest of the 
mission.  So I’d suggest taking a heavy tracked rocket launcher.

Walkthrough:

You start out in the southwestern corner and need to get to the northeastern 
corner.  The route is circuitous, and you’ll either have to outrun or kill 
some regular and bazooka soldiers along the way.  If you use a rocket 
launcher as your vehicle you can kill them; otherwise you’ll have to play 
things by ear.

So set out north from Platonov’s base, and then go east when you get to the 
northern edge of the map.  You’ll need to take a trail back south so you can 
cross a river and get to your base, and you’ll have two choices.  The best 
choice seems to be the eastern trail.

When you get to your base, you’ll have a five-minute grace period before 
Platonov’s base starts attacking you (that’s what the timer is showing).  So 
remove the western bunker and replace it with an armory, and add an upgraded 
factory with rocket, track, and Siberite extensions.  With Burlak in his 
vehicle and three soldiers in the armory, you can probably hold off 
Platonov’s attacks indefinitely, so feel free to research for as long as you 
want.

When you’re ready to clear a path for Gossudarov, build a (second) heavy 
tracked rocket launcher, and then dismantle your base.  (With 950+ crates, 
750+ oil, and 100+ Siberite, I still get the second medal for the mission.)  
Then head slowly from your base to Platonov’s base, taking the same route as 
before.  This time you’ll not only have to face regular and bazooka soldiers, 
you’ll also have to deal with a wide range of vehicles, including a time 
lapse vehicle.  So move slowly and try to take enemies one or two at a time.  
And don’t be shy about saving.

Once you get to the northern edge of the north-south trail leading to 
Platonov’s base, go a little ways south and then stop.  You can now click on 
Gossudarov to let him know it’s time to go.  He’ll get into a cargo vehicle 
(with the artifact), and some scientists will join him.  They’ll exit the 
base and head north, but they won’t switch to your control until they’re a 
little ways out of the base (meaning they won’t be attacked until then 
either).  At this point you just need to run them to the red spot that will 
appear on the northern edge of the map.  They can withstand some fire from 
bazooka soldiers and whatnot, but if things look bad, bring in your units to 
help them out.

Mission 13a:  Peace on Earth
----------------------------

Main Objective:

   1. Capture the Arabian artifact.

Medals:

   1. Sheik Abdul killed.
   2. Sheik’s mastodon killed.
   3. Lasers developed.

Walkthrough:

You’ll start out in a roughly circular area.  There will be a tree in the 
middle, and you should build your depot north of it.  Once you upgrade the 
depot, you’ll be able to access an oil deposit to the southwest and a 
Siberite deposit to the east.  So get your scientist walking around so he / 
she can discover the deposits, and also look for apemen in the area.  There 
should be five or six you can tame.

Then start building the rest of your base.  Shortly into the mission you’ll 
meet up with Gossudarov and five other scientists, plus Macmillan and two 
other soldiers, plus Gnyevko (if he doesn’t show up on your map, look for him 
to the southeast).  That means you’ll have Russian and American units, giving 
you a choice of what kind of buildings to put up.  For this mission choose 
mostly Russian, but do a little American researching (like lasers, for the 
medal) and build an American armory (so you can get snipers).

You’ll get up to four waves of attacks during the mission.  The first three 
will be from Platonov and arrive from the south and west.  The fourth will 
come from the Arab base and most likely descend from the north.  The first 
three will be easy to defend with just soldiers / snipers, but for the Arab 
attack it’s a good idea to have some vehicles ready, or perhaps a weapon 
turret.

Note: Try to capture some of the vehicles from the raids.  The crates from 
dismantling them will come in useful.

A ways into the mission, Gossudarov will ask you to liberate the artifact 
from the Arabian base.  Just for fun communicate with the base and try to 
make a deal.  If nothing else, it should give you more incentive to destroy 
it.

You’ll have 30 minutes to defeat the Arabs, so you should start thinking 
about attacking with 10-15 minutes left.  Four or five rocket launchers (with 
spontaneous teleportation technology) should do the trick.  When the enemy 
mortar soldiers target one of your vehicles, have the vehicle dance around 
and try to avoid the shells.  Otherwise, just attack and retreat like normal.

But note: Avoid attacking the armory as much as possible.  The mission will 
end when you destroy it, but the sheik is located farther to the north.  So 
after you destroy the turrets at the base’s entrance, run a couple units past 
the armory to kill the sheik.  Then concentrate on the armory to finish the 
mission.

Mission 14a: Think Tank
-----------------------

Main Objective:

   1. Retrieve the artifact.

Medals:

   1. Alaskite explosion observed.
   2. Explored the contaminated area.
   3. The American base was taken quickly.

Vehicle Selection:

Put Macmillan in a cargo vehicle, and put Burlak in a heavy wheeled Siberite 
rocket launcher.

Walkthrough:

Send Burlak and Macmillan west towards the revealed spot on the map.  They’ll 
probably encounter three soldiers along the way.  If so, just let Burlak kill 
them.

As Burlak and Macmillan near the artifact, they’ll run into an abandoned 
American base -- but then they’ll discover the base is really a test site for 
an American Siberite bomb.  Send them west to safety, but then after the bomb 
goes off, send Macmillan back to the area and into the green, contaminated 
part (he should talk twice, not just once).

Then send the duo to the northwestern corner of the map.  They’ll find a 
depot and an oil rig.  Have Macmillan capture them, and you’ll find you have 
30 crates to spend.  Conveniently, that’s just enough for an armory, so build 
one as far south of the depot as possible.  Then put Macmillan in the armory 
and switch him to soldier while Burlak drives south.

Burlak will discover the main American base.  The base will have lots of 
manual turrets, and the trick is to get the Americans to jump out of their 
turrets and chase after Burlak.  So keep Burlak driving south, even after 
turrets start shooting at him.  When you notice the lab, have Burlak drive 
directly south of it, pause for a second, and then drive back north.

Burlak should see a few soldiers walking towards him.  So keep him moving 
north, drawing the soldiers towards Macmillan and the armory.  This maneuver 
might take a couple tries, but when it works all the American soldiers will 
end up dead, and Macmillan will be able to change back to an engineer, jump 
into the cargo vehicle, drive to the American depot (south of the lab), and 
finally capture it.

Once the depot is yours, you’ll have a choice on how to get the data you 
need: by force or not.  If you helped Hugh Stevens before (in Mission 5), 
he’ll just hand you the data.  Otherwise the scientists will flee and you’ll 
have to capture the lab.  Either way, once you have the data, put Macmillan 
in the cargo vehicle and have him pick up the artifact.  The mission will 
then end.

Mission 15a: War Is Peace
-------------------------

Main Objectives:

   1. Prevent your enemies from creating a Siberite bomb.
   2. Research alien technology.

Medals:

   1. You won this campaign.
   2. All artifact technologies researched.
   3. John Macmillan survived.

Team Selection:

Select your eight best mechanics.

Walkthrough:

You should start with nine offensive vehicles plus three cargo vehicles plus 
a crane plus a bulldozer.  Put your mechanics in the offensive vehicles and 
your scientists and engineer in the others (if they’re not already there).  
The plateau you’re on doesn’t have any deposits, so it’s not a good place to 
build a base.  But since you have such a large attack force already, you can 
grab somebody else’s base right away.

So direct your offensive vehicles south.  The vehicles with wheels will have 
to exit the plateau to the west and get attacked a little from the (blue) 
American base, but the others will be able to go right down the ramp.  Repair 
your vehicles to full health and then send them west to attack the American 
base.

Be conservative in your attacks since you can’t replace your vehicles.  Close 
in for an attack, take out a turret (completely) or a mechanic, and then 
retreat.  Also try to draw out the tanks in the base, but avoid attacking the 
American cargo vehicle (mark it so your units don’t attack it).  Once you’ve 
destroyed a few enemy vehicles and turrets, charge into the base and attack 
the depot.  As soon as it is destroyed, the Americans will surrender and 
leave you their base.

Immediately build a new depot where the American one was, and then upgrade it 
to a warehouse.  That should put the base back on-line, allowing you to start 
researching and start replacing some of your vehicles (I always get rid of 
the combustion ones).

So put some scientists into the eastern lab, click on the Siberite button and 
notice the option for researching alien technology.  When you research that 
topic you’ll find that you should research one artifact at an American lab 
and another at a Russian lab.  You already have the American lab, so move the 
American cargo vehicle to the lab and have it unload the artifact.  A new 
research topic will appear, and once you research it you’ll get a scouting 
ability.

Then build a Russian lab.  You have more than enough Siberite, so you can get 
rid of the Siberite mine south of the American labs and put the Russian lab 
there.  Then drive the computer controlled cargo vehicle to the lab and have 
it unload its artifact.  When you research the topic that appears, you’ll 
gain the ability to destroy Siberite powered vehicles and buildings.

Meanwhile, while you’re doing your researching, leave your attack force east 
of your base, and let it handle any Russian attacks that arrive.  Your high 
level mechanics shouldn’t have any trouble with computer controlled enemy 
vehicles.  Also, notice that all the turrets guarding the eastern entrance to 
your base are manual turrets.  Convert them to automatic turrets, and let the 
crane do the building.

Once you’ve done those things, wait for a Russian attack and then head to the 
southeastern corner.  You’ll find the Legion base there, but it shouldn’t 
pose much of a problem.  You’ll also discover a strange alien building there, 
and once you dispose of the Arabs you can send the third artifact to the 
building, plus some scientists, and research the last piece of alien 
technology.  Then you’ll gain the ability to transport a large group of units 
anywhere on the map.

So now you’re all set to attack the Russians.  You can use the American and 
Russian labs to scout out the Russian base and destroy the time lapse 
turrets, and then you can use the alien building to send your attack force 
right to the Russian depot.  Once the depot is gone, all the Russian turrets 
and vehicles will shut down, and all you’ll have to do is mop up to cause the 
Russians to surrender and the mission to end.


*****************************************************************************
* Permissions and Updates                                                   *
*****************************************************************************

This guide may be posted on any web site as long as the text is not changed 
and as long as I am informed of the posting.  I will always submit new 
versions to Cheat Code Central (www.cheatcc.com) and GameFAQs 
(www.gamefaqs.com) first, so if you are looking for the most up-to-date 
version of this guide, that is the place to look.


*****
Copyright © 2002 by Steven W. Carter



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