Earth 2150: Lost Souls Walkthrough :
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Walkthrough - FAQ/Walkthrough__________________ _ _ _ ___ |_ /_\ |_| | |_| |_ | | | \ | | | 2 1 5 0 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _ __ ___ | | | |__ | |_ |_| __| | __ _ __ |__ | | | | | |__ __| |_| |_| |_ __| Earth 2150: Lost Souls FAQ and Walktrough Version 0.75 31/07/2004 Predator2150 Predator2150@megamail.pt =========================================================================== ______________ [Copyright Laws] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This FAQ is Copyright 2003/2004 Predator2150. You are not authorized in any circunstances to modify the contents of this FAQ. Use of the FAQ for personal profit is strictly prohibited. If you wish to post my FAQ in your website you must mail me before posting it. I will then give you permission and add your website to the Credits section. You'll also get updates via e-mail. If for some reason you fail to get the update, go to www.gamefaqs.com where the latest version of this FAQ is always avaliable. As mentioned above, you must leave the FAQ completely unchanged. =========================================================================== ________ [Contents] ŻŻŻŻŻŻŻŻ 1. Introduction/Patch Info 2. Version History 3. Story 4. Controls 5. The Races 5.A Eurasian Dinasty 5.B Lunar Corporation 5.C United Civilized States 6. Singleplayer Tips 7. Walktroughs 7.A ED Walktrough 7.A0 ED Main Base 7.A1 Mission 1: Finland 7.A2 Mission 2: Korea 7.A3 Mission 3: Iran 7.A4 Mission 4: Bulgaria 7.A5 Mission 5: Russia 7.A6 Mission 6: Dam, Part I 7.A7 Mission 7: Dam, Part II 7.A8 Mission 8: China 7.A9 Mission 9: France 7.A10 Mission 10: Czechoslovakia 7.B LC Walktrough 7.B0 LC Main Base, Scandinavia 7.B1 Mission 1: Research Base ESCAPE, Poland 7.B2 Mission 2: Research Base ESCAPE, Poland (2) 7.B3 Mission 3: Mission "Strike Back", Ukraine 7.B4 Mission 4: Operation "Hello America", Spain 7.B5 Mission 5: Operation "Hello America", USA 7.B6 Mission 6: Operation "Hello America", USA (2) 7.B7 Mission 7: Operation "ION", China 7.B8 Mission 8: Operation "ION", USA 7.B9 Mission 9: Operation "ION", USA (2) 7.B10 Mission 10: "PROTECT ESCAPE", Germany 7.C UCS Walktrough [UC] 8. Multiplayer [I] 8.A Multiplayer Tips/Strategies [UC] 8.B IPX 8.C EarthNet 9. Editor [UC] [NC] 10. Frequently Asked Questions 11. Bugs/Secrets 12. Credits [UC] - Under Construction [I] - Incomplete [NC] - Need Contributors =========================================================================== _______________________ 1. [Introduction/Patch Info] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I made this Earth 2150: Lost Souls FAQ as a hobbie to spend some of my free time. After requesting for a FAQ for this game and waiting for about a month, i decided to make one myself, since nobody else seemed to want to. I might make some occasional grammar misktakes, since my mother language is not English, but Portuguese. So, please mail mail me if you find a spelling mistake, have any questions, requests, tips or strategies. My e-mail is right at the top of the FAQ, you can't miss it. When you mail me, please put the topic as something like "Lost Souls FAQ" so i can easily recognize it from the rest of the mails. I got this game in a unusual way. My favorite PC games magazine (MegaScore) offers a complete game every month, very old games like Grand Theft Auto, but in June i noticed that they were offering Lost Souls. Being fammiliar to the Earth 2150 series, i immediately bought the magazine. (only cost me 5!) ***Patch Info*** The v2.0 patch is avaliable at some game sites and can be found at: http://www.earth2150.com/ls/download.htm Be advised that this FAQ was entirely written using the 2.0 version (for the exception of the ED campaigns) so it's absolutely recommended that you download the patch if you haven't started the game yet or are planning to follow this FAQ to the letter. I also tell you that it is highly advised to restart a campaign after installing the patch, so if you are in the middle of a campaign, finish it first. Here's what the patch does: !!!WARNING: After the installation of the patch, old accounts (local) and savegames can not be used anymore! Multiplayer - Multiplayer games between The Moon Project and Lost Souls are possible now! ED - Laser is stronger vs. buildings - Stealth-research takes longer to complete - Heavy Rockets do more damage and have more ammo (Aircrafts+Surface) - Heavy Rocket research time lowered - Minelayer can only carry shield 1 - Mines do more damage - Rocket Control Center (MDW) recharges itself like Plasma MDW - Rocket Control Center (MDW) is more expensive - Rocket Control Center and it's silos have more armor and hitpoints - Bomber research takes longer - Pamir 3 can carry shieldgenerator 100 - Scout added (is not able to reveal shadowed units!) - Stationary Artillery is more expensive and weaker - Stationary Artillery research placed behind defensive buildings - SDI building added, can defend against Plasma MDW - Research building is a bit cheaper - Gruz digs slower - Research of light air units takes longer - Research of light Ion takes longer - Wolga got more hitpoints, but is now also more expensive - Mobile Artillery's fire speed lowered and is more expensive - Mobile Artillery's research time increased - Hitpoints of small towers increased - Buildings have less ammo - Weapon facilities have 25 Prozent armor - Repairer research time lowered (Building capture unit remains the same) - Earthquake generator building time lowered - Shield 1&2 costs adjusted LC - Heavy Rockets do more damage and have more ammo (Aircrafts+Surface) - Heavy Rocket research time lowered - Mining Upgrade added (earns 10 Prozent more) - Xylit is a single research - Xylit costs around 2500 CR lowered - Batteries cost 1000 CR - Weather Control Centre has armor and is cheaper - Solar drops 100 Prozent faster - Electrocannon UPG does more damage - Nests can use Detector and Regenerators - Only Lunar 3 can use Shieldgenerator - Lunar 3 can use Shieldgenerator 500 - Lunar is a bit slower - Lunar, Moon and FG cost around 100 CR more - Plasma Projector as a research added - Crater has more hitpoints - Crusher has longer build time and costs more - Heavy Sonic has lower build time and costs more - Light Sonic has lower build time - New Hope as a new research behind Moon 3 added - FatGirl has a bit longer research time - Stationary Artillery is more expensive and weaker - Stationary Artillery reasearch placed behind defensive buildings - Guardian now costs 1000 CR - Defender has now 800 hitpoints and 75 Prozent armor - SDI is faster and can defend against Plasma MDW - SDI costs more - SDI has 25 Prozent armor - Phobos has more hitpoints - Phobos with uncover shadow feature must be researched - Solar and Xylit have limited Power range - Research of light air units takes longer - Mobile Artillery is now a single research - Bomber research take longer - Hitpoints of Nests increased - Buildings have less ammo - Weaponfacilities have 25 Prozent armor - Regenerator research time lowered (Building capture unit remains the same) - Shield UPG: Regenerator II is added in research-three - Earthquake generator building time lowered - Shield 1&2 costs adjusted UCS - Radar Tower added (is included in the first Shadow research) - Research of Radar is faster (Shadow research time remains the same) - Towers and Buildings can use light cannon - Heavy Cannon do more damage - Light Cannon has less ammo - Tiger 3 can use Shieldgenerator 100 - Scout added (is not able to reveal shadowed units!) - Heavy Grenade shoots slower, has less range and costs more - Light Grenade shoots slower, does more damage and hits better - Light Grenade Cannon has more ammo - Minelayer can use only Shield 1 - Mines do more damage - Heavy Rockets do more damage and have more ammo (Aircrafts+Surface) - Heavy Rocket research time lowered - Light Rockets of Panther/Jaguar are better - Research Centers are cheaper - Plasma Control Center is more expensive and takes longer to research - Aircraft plasma takes longer to research and got a bit weaker - SDI is faster and can defend against Plasma MDW - SDI costs more - SDI has 25 Prozent armor - Stationary Artillery is more expensive and weaker - Stationary Artillery reasearch placed behind defensive buildings - Salamander has less hitpoints, costs more and can use Shield 1 - AA Plasma has less research time - Harvester II costs more - Air Harvester III research behind behind Harvester II - Bomber research takes longer - Hitpoints of small towers increased - Buildings have less ammo - Weaponfacilities have 25 Prozent armor - Repairer research time lowered (Building capture unit remains the same) - Earthquake generator building time lowered - Shield 1&2 costs adjusted Admitted Bugs - The silo gate of ED MDW don't open - The Rocket silos named with Plasmacannon - You can't select a shortcut for the Harvester Upgrade - The Scout must be added manually =========================================================================== _______________ 2. [Version History] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 0.25 - 16/07/2003 Added: Introduction Story Controls Races ED LC UCS Singleplayer Tips ED Walktrough Missions 0-2 Frequently Asked Questions Credits --------------------------------------------------------------------------- 0.30 - 17/07/2003 Added: Multiplayer IPX EarthNet Updated: Singleplayer Tips ED Mission 2 Frequently Asked Questions Credits Corrected: Minor spellcheck --------------------------------------------------------------------------- 0.35 - 21/07/2003 Added: ED Missions 3-6 Updated: Credits Corrected: EarthNet --------------------------------------------------------------------------- 0.60 - 24/07/2003 Added: ED Mission 7 LC Walktrough Missions 0-5 Updated: Credits --------------------------------------------------------------------------- 0.65 - 29/07/2003 Added: LC Missions 6-7 Removed: Part of ED Walktrough Updated: ED Mission 7 Singleplayer Tips Credits --------------------------------------------------------------------------- 0.68 - 07/08/2003 Added: ED Missions 8-9 Dificulty Levels for all missions Updated: Credits Corrected: Minor spellcheck --------------------------------------------------------------------------- 0.70 - 18/08/2003 Added: ED Mission 10 Bugs/Secrets Updated: Frequently Asked Questions Corrected: Minor spellcheck --------------------------------------------------------------------------- 0.75 - 31/07/2004 Added: LC Missions 8-10 Updated: Introduction/Patch Info Controls Races ED LC UCS Singleplayer Tips LC Missions 1-7 EarthNet Bugs/Secrets Credits Corrected: Major spellcheck =========================================================================== _____ 3. [Story] ŻŻŻŻŻ Years of wars between the United Civilized States and the Eurasian Dinasty had led to disastrous consequences troughout the planet Earth. Like this was not enough, when the ED used nuclear warheads to destroy a UCS base in the North Pole, the effect of the nuclear explosions caused the Earth to change orbit right towards the Sun. Glaciers melt, the sea rose to a threatening level, and meteors buried entire parts of the Earth. Scientists in the Lunar Corporation soon realized the catastrophic events that were about to happen. Since the Moon follows the Earth's orbit they would also be pushed towards the Sun. Soon, UCS and ED scientists realized this too. The only hope left for these races was to escape the doomed planet. All races started to work on projects that would able them to escape Earth. However, even in times like this they refused to ally and make a single project for all of the world's population. Perhaps that project would be too big to function properly. So they started fighting for the Earth's resources to finance their own projects. All races succeded in completing their projects and the majority of the world's population was able to escape the dommed planet. The people left behind were to become known as the LOST SOULS. However, they would not give up so easily. They tried to scrape the last of the Earth's resources in a desperate attempt to escape the pending catastrophe... =========================================================================== ________ 4. [Controls] ŻŻŻŻŻŻŻŻ You can bind your controls by starting a game, selecting "Options" from the menu, and then selecting "Keyboard". Although i recommend the default configuration, you are free to change it to your liking. You should play the tutorial to learn the basics of the game. However, the tutorial doesn't teach you some keys you should also know, so that's why i'm here to explain them. F3 - I don't know if the tutorial talks about this key, but it enables you to install weapons and shields in the buildings you own. It also has a button on the Upper-right corner that when clicked, gives Large Shields to all of your buildings. F9 - Shows the range of your power plants. (This does not work for the LC, but they have a far bigger range) Num Lock - Pauses the game. Looks like it's impossible to bind it to the Pause key so the developers decided to put it in this key. Pausing is incredible useful as you can still give orders when paused and will give you the ability to issue orders as fast as the computer. Imagine that a Plasma Bomber from the UCS comes and tries to drop a plasma bomb on your only power plant. Your defenses aren't fast enough to wipe him out, so what you do is pause the game, calmly go to the F3 menu and buy a shield for the power plant. The bomb will fall and the shield will absorb the damage, and your defenses will eliminate that pesky bomber without having to loose power to your whole base, which could have cost you the base. As a final note, you should be always paused while doing something that doesn't require time advancing, like giving orders to build the base. In multiplayer, only the host has authority to use this command. Numpad +/-/* - You can control time by using these keys. Numpad + will accelerate time, so each time you press it, time will go faster. Numpad - functions the same way, but instead of accelerating time, it slows it down. Numpad * resets the time to it's original speed. You can use these controls to speed up time when you're not doing anything or to slow down when you want to give multiple orders in a short time when fighting an enemy. In multiplayer, only the host has authority to use these commands. Caps Lock - By holding this key down the selected unit will enter Quick Recording Mode. This is another very useful key especially for ED and UCS. You will notice that when you give 2 building orders to a construction unit it will erase the older one. To avoid this you can hold Caps Lock so you can give a list of things to do to a Gruz or Mammoth (something like building a power plant, 2 weapon prod. centers and a supply depot) and the unit will build all the building one by one without having to wait for it to finish one so you can order it to build another. This also works for giving a platoon a list of targets and to give a recon unit waipoints to patrol. Num Enter - When having a building project selected, pressing this key will turn the project 90ş degrees right so the building can be positioned in a different direction. Space Bar - Takes your camera to the last event. What this means is, if you hear a platoon saying "We're under attack!" press space bar and the camera will instantly move to the platoon that is under attack. This also works for most voice messages you can hear like "Construction complete." or "The Transporter has arrived.". Control - You can select multiple units or platoons by clicking them with the Control key held. Assigning Groups - You can assign groups to have a better coordination of your military forces. WARNING: Don't confuse groups with platoons, they are different things. A platoon changes behaviour of units, a group doesn't. To assign a group, press Control + 1-9 keys at the same time. Then, to select the group, just press the number key you used to make the group. You can also assign a group to a platoon. =========================================================================== _________ 5. [The Races] ŻŻŻŻŻŻŻŻŻ As you may already know there are 3 races in this game, the ED (Eurasian Dinasty), the UCS (United Civilized States) and the LC (Lunar Corporation). They are very different from each other, but the ED and UCS have some similarities, like needing a builder unit, having minelayers and other things. The 3 sections below will discuss the 3 races and the most effective configurations for them. Feel free to mail me with your opinions. My e-mail is at the top of this FAQ. =========================================================================== ________________ 5.A [Eurasian Dinasty] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ These are considered the bad guys of the story. They are responsible for the pending destruction of the planet Earth. The ED is the most primitive of the races. Most of it's technology is based in 20th century and their armies are made of tanks with with cannons and rocket launchers. However don't underestimate this race since it still has some surprises at hand. The units aren't the most effective of the game and the defense building aren't that effective too, but nuclear missiles and bombs are still in use on the ED and can be devastating. They also have the strongest navy of all races. The resource excraction method isn't the most easy to set up but extracts rather quickly if the mine and the refinery are very close to each other. Their power plants are nothing special, they deliver power to a small area and you can channel power if you put them close enough to each other. Those power plants are nuclear but they don't trigger any nuclear explosion when are destroyed. Why? Looks like the ED invented an automatic defense system. Wonder why the UCS didn't found out this... Good unit configurations: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Ural with 2 120mm cannons + Rocket Launchers (Main Battle Platoon) - Ural with 2 Nuclear Rocket Lauchers (Long range artillery) - Ural with 2 Artillery Cannons (Medium range artillery) - Han with Bomb Bay (Air Support) Good defensive structure configurations: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Heavy tower with 120mm Cannon + AA gun + 105mm Cannon - Heavy tower with Heavy Rocket Launcher + 2 105mm Cannons NOTE: I don't use laser cannons because although they are pretty useful in the beginning of the campaign, as soon as enemies start getting shields and heavy weaponry not even the heavy laser cannon stands a chance. Cannons are also much more useful because they don't have to rip trough shields and they are much more useful to destroy defensive buildings since they have a very large range. The ED is a good race for an experienced player, who can hold off his enemies until he gets his nuclear silos up, then all hell breaks loose! Heheh, buildings flying trough the air in pieces! :P =========================================================================== _________________ 5.B [Lunar Corporation] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The LC would be considered the good guys of the story. They had nothing to do with the disaster and they fight only to escape death. I will risk saying the LC are the most technologically advanced. They had not any army at the start of the war, but were able to invent some new weapons that would make them stand a chance against the well-trained armies of the UCS and ED. The LC has some powerful units like the Thunderer with sonic cannons and the Crusher is not bad either, but they also have a unit called the Crion which seems to be a little hidden.(not avaliable on Research Tree, only on Research Center menu) The Crion plasma artillery launcher is the most powerful energy weapon in the game, burning down shields in seconds and ripping trough the toughest armor like it was butter. (hum... i didn't exagerate a little in there, did i? :) Their defense buildings aren't that great and that laser wall just sucks. Just blow up a transmitter and a huge hole opens up! They don't have a navy, and wouldn't make sense either since the vehicles float both on land and water. The easiest resource extraction method belongs to the LC, consisting only of installing the mine and leave it there, so easy because the energy of the LC distributes itself trough most of the map. Since we are talking about power, I HATE LC POWER MANAGEMENT! :\ Why? Because just to get the damn power working, you need to get a solar power plant, then put a bunch of solar panels around it, then you need to get some batteries to store energy to the night. And it's so easy to tear it all apart! Why the hell do they care so much about the environment? The planet is gonna blow up, damnit! Oh, just to finish, a great aspect of the LC is that all buildings regenerate health if they are not doing anything. Good unit configurations: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Crusher With 2 Heavy Electro-CannonS + 2 Plasma Projectors (Main Battle Platoon) - Super Fighter with 2 AA Rocket Launchers (Aircraft Anti-air support) - Thunderer with Heavy Rocket Launchers (Aircraft Support) - Crion with Plasma Artillery (Artillery support) - 3 Phobos with regen for HP and shield, and detector (Extra Support group) Good defensive structure configurations: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Guardian with 2 Heavy Electro-Cannons + 2 AA Rocket Launchers - Main Base with 2 Heavy Electro-Cannons + 2 Plasma Projectors + 2 AA Rocket Launchers The LC is great for a newbie, since everything regenerates quickly and don't have to worry with minelayers and stuff like that. Plus, building is very simplified since you don't need builders around. However, i'm not saying that a good player would be bad with it. =========================================================================== _______________________ 5.C [United Civilized States] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Although not the bad guys, if it weren't for them fighting the ED, this catastrophe would never have happened. The UCS army is based mostly in 2-legged robots with a few exceptions. They have the toughest vehicles in the game and their weapons also dish out ALOT of damage, thanks to the plasma cannon, which is a great weapon both for units and buildings, even with shields. The UCS also have the toughest defense buildings.(seems they are toughest in everything, doesn't it?) The fortress can hold 4 weapon placements much like the Main Base of the LC, but is much more effective due to the heavy plasma cannons it can support. They also have anti-tank barriers that are much like the ED's walls, although i think the tank barriers are weaker. Now for the bad aspects, the UCS navy is much weaker than the ED navy. (The ED navy can have long-range rocket launchers, 120mm cannons and artillery on their Leviathans) They also have a crappy resource extraction method which consists of a refinery and a bunch of harvesters. This doesn't seem bad, but if you have lots of harversters, they'll crowd the resource area and they won't have space to move from the resources to the refinery, thus making the resources come VERY slowly. The UCS have those huge power plants that give 400 power and also have transmitters to channel the power to another areas. While it seems useful, losing a transmitter might cost you one of your bases, so just in case, i make a power plant in every base, THEN i connect them to other bases if i need more power. The UCS also have shadow technology which can make all units in range invisible to the enemy. Very good for ambushes and surprise attacks. Good unit configurations: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Jaguar with Heavy Plasma Cannon + Plasma Cannon + Shadow Gen. (Main Battle Platoon) - Cargo Salamander with AA Plasma (Anti-air Support) - Dragon with Plasma Bomb Bay (Air Support) Jaguar with Heavy Grenade Launcher + Shadow Gen. (Artillery Support) Good defensive structure configurations: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Fortress with 2 Heavy Plasma Cannons + 2 AA Plasma Cannons The UCS should be a good race to any player since it's very balanced, combining good defense with good attack units. =========================================================================== _________________ 6. [Singleplayer Tips] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - In some missions, the enemy has limited resources. Defend your base until their resources get depleted and only attack at that time. Destroying the base will be much easier. BUT, in other missions, the enemy has unit injections that keep getting bigger and bigger and bigger... you get the point. With these kind of missions, destroy the base as quickly as you can or you'll have a horde of pissed off enemies crushing your base! :P - Never leave units or buildings in the mission area. There's no time limit for Earth's destruction, unlike the original Earth 2150, so take your time to evacuate everything. - Building a complete base in a mission area is a waste of your precious resources. A mission base only needs a Landing Base, a Power Plant, a Supply Depot and defense. Sometimes an HQ is nice too. - It's possible to sell buildings both in the main base and the mission base. When a mission is complete, sell all buildings on the mission base except the landing zone to get some of your resources back. (You get 50% of the resources back when you sell.) - Only have 3 Research Centers. More than that is a waste of resources. - The Earthquake Generator is a very good weapon to attack an enemy computer since the AI doesn't build tunnel entrances. - Every time you finish a mission, build up some platoons if you haven't any from the last mission. Who knows if you'll need an army on the battlefield as soon as you start. - When you finish a mission and still have resources on the mission, you can just end it and the resources will be transfered automatically. (Thanks to Mark Thompson for this tip.) - The "Defense" function in the Headquarters increases your defense by maximizing range of weapons. This is the only useful function for the HQ in the campaign. (Thanks to Michael Lo for this tip.) - When entering tunnels, only take units that fire energy-type weapons. Conventional weapons can't receive ammo loads since the supplier can't get down there. All energy weapons regenerate ammo automatically. =========================================================================== ___________ 7. [Walktroughs] ŻŻŻŻŻŻŻŻŻŻŻ The following walktroughs offer strategies, tips and hints for the campaign mode. It will obviously contain major spoilers and campaign events. Reading them could ruin your fun of playing the campaigns, so, if you don't want that to happen, don't read ahead. The walktroughs are all based on Easy dificulty. Even in this difficulty, the AI is pretty tough, with the unit injections and all. In the campaign on Normal mode, the computer also gets a Main Base, thus making the missions very harder. You should play the game in the following order: ED-LC-UCS. Unlike the original Earth 2150, Lost Souls has its campaigns connected to each other, so to better understand the story, you should play the game in the above order. When i talk about building a platoon, it generally means about 10-15 units, unless otherwise especified. You are more than welcome to tell me about good strategies you found for the missions. Just be as specific as possible. =========================================================================== _____________ 7.A [ED Walktrough] ŻŻŻŻŻŻŻŻŻŻŻŻŻ In the ED campaign you play the role of General Federov, receiving your orders directly from Czar Vladimir II. Don't follow his orders blindly, trust me :) You'll understand what i just said later on the campaign. Abbreviations: MB - Main Base MA - Mission Area PP - Power Plant WPC - Weapons Production Center VPC - Vehicle Production Center SD - Supply Depot HT - Heavy Tower LZ - Landing Zone 20mm - 20mm Machine Gun 105mm - 105mm Cannon R - Rocket Launcher L - Laser Cannon I - Ion Cannon AA - AA gun 120mm - 120mm cannon hR - Heavy Rocket Launcher hL - Heavy Laser Cannon hI - Heavy Ion Cannon B - Bomb Bay ART - Artillery NG - Noise Generator Curiosity: If you ever played F-22 Lightning 3, you'll notice that there's a ED night music very similar to one from that game. (Ednight_3.mp2) --------------------------------------------------------------------------- NOTE: I had some problems with the ED campaign. In Mission 6, apparentely the video was corrupted making my computer crash while in the middle of the video. Strangely enough, i found no way of stopping the video before it crashed. If you have the same problem, go to your game folder and look for a folder named "Video". Now make a backup of the files ED_M05.wd1 and ED_M06.wd1. Now rename ED_M06.wd1 to ED_M05.wd1 and vice-versa. Now you will have Mission 5 playing Video 6 and Mission 6 player Video 5. Enter the game and start mission 6. You will see the video from the last mission and when its over save the game and return to your files folder. Overwrite the videos with the backups you made earlier. Now the game should be just like before and you will be able to play Mission 6. **********MAJOR SPOILER********** I found out that you can play the videos by running them with Windows Media Player. This can be used to see the end of Video 6, but if the player reads the damaged part it will crash the player. ********************************* NOTE: Mission 1 and 2 have been done with the 1.0 version of the game. The rest of the missions have been done with the 1.1 version. --------------------------------------------------------------------------- =========================================================================== ____________ 7.A0 [ED Main Base] ŻŻŻŻŻŻŻŻŻŻŻŻ Alright General Fedorov, from now on, i will be your personal military tactical advisor, by order of the General Command. Let's take a look at your MB... Jesus Christ, that place is a dump! Begin by building 5 L Siberias and 5 20mm Siberias. While you wait for them to complete, build another mine and start extracting ore. Use the HTs to destroy as many wreckage as you can. (press "A" and then target the wreckage) We're gonna need that space. After finishing that task, sell all the HTs. Some of your units should now be complete. Use them to destroy the rest of the wreckage. Now, order the Gruz to make 3 additional WPCs. (South of the sold HTs is just fine) We're done with the MB. You can now procced to the first mission. =========================================================================== __________________ 7.A1 [Mission 1: Finland] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Easy Procced to the northeast corner of the map. Eventually, you'll end up at the LC base. Rip a hole trough the base always heading west. At the northwestern corner of the map there are Repair and Ammo artifacts that constantly respawn. Destroy the whole base, and consider destroying the guardians from a safe distance. When you have done, build up a base with a WPC, VPC and a SD. Get 2 Boyars. Now, let's get that ore. There are 2 deposits, one on the LC base location, and other directly east. Extract them both. If you haven't lost too many units you will be able to hold off the LC with the units you already have. Just put them in a line in front of your base. When your quota reaches 50000, you complete the mission. =========================================================================== ________________ 7.A2 [Mission 2: Korea] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Average So you start with a Gruz. First thing to do, connect your MB to your MA by building a LZ. Now go to your MB and you should notice a large helicopter above another LZ. This is the Ukraine, your transporter of units and resources between your bases. Get those Siberias you made at the start of the campaign inside the Ukraine and send it to the MA. Now get some PPs up, and start a mining operation with that ton of resources. Now make a SD and get some boyars from your MB and put them to work. You'll notice that most of your bases will be a LZ, PPs and a SD, plus defense, from now on. It will be necessary to equip your buildings with hRs. To improve even more your defense, consider building small towers. Go to your MB and make some STEALTHs L. You also have a research for Helicopter Rocket Launcher if you're interested. If you find yourself not doing anything use the Ukraine to transport ore from the MA to the MB, to avoid doing that at the end of the missions, which can be really boring. You can also use the minelayer to put mines at west and south of your MB. --WARNING: You can't produce minelayers yet, and that's the only one you have, so don't let it get destroyed. You'll need him further in this mission.-- --NOTE: Rearming a minelayer costs money.-- When your STEALTHs L are ready send them to the MA. --NOTE: At night, a STEALTH with lights on will be unable to cloak. Turn his lights off to enable cloaking. Having lights turned off at night results in a decrease in speed and enemy detection.-- Now it's time to grill those pesky robots! And they won't even see who's grilling them!! Now we need a support platoon to the STEALTHs L. Build a bunch of STEALTHs R. (10 is fine) You should now hold position until the enemies attack decrease dramatically. That's because the enemy's resources are depleted. (You can skip this part but it will be much harder to take out the bases.) Southwest of your base is a UCS outpost. The Boyar is a good recon unit so use it if necessary. Now have the STEALTHs L enter the outpost and heat up the power plant until it explodes. Destroy all small towers as well since they don't need power. Now you can have your STEALTHs R to destroy the rest as they are much faster. Why didn't you use STEALTHs R right at the start? Well, because the laser cannon is a energy weapon, so it regenerates ammo by it self. If you were attacking with STEALTHs R then they got out of ammo, the Boyar would come just to be shot down by air defenses. When you get rid of the outpost, go South of it and cross the bridge. After crossing that bridge, keep getting South until you see another bridge. (it's west of the UCS base) There's a tiny outpost here. Wipe it out. After that bridge, keep going east towards the UCS base. You should see another outpost just before it. Have the STEALTHs L take out the transmitter and the STEALTHs R to do the rest. Now comes the hard part. The UCS base is filled with mines all over the place! Go get the minelayer wherever it is. Now you'll have to make hit 'n' run tactics. The minelayer has a detector in front of it that detects enemy mines and detonates them. Use the minelayer very carefully and if it gets destroyed load the game. You can also use Fake TTs to detonate the mines but they cost 50 and 50/per mine is a little expensive. --NOTE: The Minelayer can only detonate mines in front of him but his radar detects mines at much bigger distances, so you can use this to make a safe way to your STEALTHs-- I came to the point where i had to sacrifice some STEALTHs to open up a way to the power plant. Once you destroy that one things get alot easier. Beware, there's a spider radar north of that power plant, close to another power plant, which you also have to destroy. To destroy the spider radar, only use one STEALTH L, because if you take them all your whole platoon will be massacrated. The spider radar has no shields, so will be quick to eliminate. Your STEALTH is doomed tough, even without radars it can't cloak on the aim of various UCS guns. After destroying that 2 power plants, there should be even other one at east. When all power plants and small towers are destroyed, detonating mines and destroying the base should be piece of cake. When all buildings on the _MAP_ are destroyed, you pass the mission. Don't forget to evacuate all units before you finish the mission. You should now have about 250000 resources in your base. =========================================================================== _______________ 7.A3 [Mission 3: Iran] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Easy After receiving the briefing, quickly destroy the LC threat. Now you should receive some repairers and a Gruz. Build an LZ and repair all the buildings in the base. You can now make Kruszchevs. They are very good with 120mm and Rs. Make a platoon of them in your MB or MA as you also have alot of WPCs in the MA. (A platoon should be always bwteen 10 and 15 units for better coordination.) There will be aircraft attacking from the Northwest, and ground units from South and East. Be sure to cover those sectors with pillboxes and consider putting some defense around the orange buildings too. Get the mines to work and some Boyars on the SD. Also, bring all military units from your MB to help protect the area. If you still have some STEALTHs from the last mission, you can use them to explore the area. Defend the MA until the time expires. Now you must deliver those trucks to the Southwest corner of the map. If you had unit transporters, this would be piece of cake, but since you haven't let's get to work. Those Kruszchevs you made at the start, get them to the south of the base with the other platoon of Kruszchevs you had right at the start. There's a valley here which is where you need to go. It goes right to the LC base, but just before it, there should be a way south, which is where you need to go. It should look like this: LC Base | | / \ \ \ _ \ \ MA __/ \ \ \ | | \ \ \ | | \_/ \_/ | Objective Go trough the valley with your Kruszchevs and the trucks behind them until you reach your objective with the trucks. Get the Kruszchevs back to the LZ and send all of your units to the MB. Sell the base and evacuate the resources. You can also evacuate the trucks as they'll make good recon units in the next missions. You should now have about 400000 resources in your base. =========================================================================== ___________________ 7.A4 [Mission 4: Bulgaria] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Hard Alright, be very quick establishing your defense, send ALL units on the MB and build alot of pillboxes, heavy towers and a SD, because the UCS are coming, and they'll come hard. Building some Caspians AA isn't a bad ideia too. Once you have a platoon on the MA, quickly procced South of the base and look for a bridge. Destroy it so the UCS ground tanks won't devastate your base. There's another bridge that also needs to be taken out. It's Southwest of the bridge you just destroyed. (Just follow the river) You can also choose to mine the bridge areas but that won't stop the UCS for much time. There's ALOT of resources right East of your base, so be sure to extract them. Consider producing Urals and Hans HR aren't bad either. All your buildings should be armed with 120mm and HR, and some AA too. Since you destroyed the bridges, the UCS can't come with Jaguars and they'll acumulate at the shore of the river. If you go too much South, you might catch with grenade, so stay as far as possible from the river. You should now hold position until you made yourself an army. Be sure to build STEALTHs I, as they will also prove very useful for a boost to your credits. If you survive enough time, you'll notice the UCS attacks stop. The UCS base just went bankrupt :) But you have a huge problem now, you can't attack the enemy becaust there's this massive army that acumulated on the other side of the river. Yes, if you haven't destroyed the bridges, you would have to defend yourself against that! You can't take out the units with 120mm because they have grenades, and can't take them out with STEALTHs either because they have radars. You could always get a squad of Hans and try to destroy the radars, but this is rather dificult to accomplish. You could also do Hit 'n' Run, but i came up with a better, although expensive ideia. Get some minelayers and a Gruz the the little bridge that hasn't any enemies near. The goal here is to rebuild the bridge and lure the enemies to your base causing them to fall on a trap. To do this, put mines from the bridge to your base where you think the UCS will go trough. Now with the Gruz, build some HTs near the bridge to destroy any weak enemies that aren't worth going trough the mines. Now you should also have a platoon of Urals or Hans to intercept any enemies that get lucky with the mines. Now, to make this even more effective, put a platoon of STEALTHs I near the bridge with the HTs. They will disable any unshielded units while the HTs finish them off. If you manage to capture some units in the proccess, even better. Now you should have a very effective deathtrap. Rebuild the bridge with the Gruz and and get it to a safe place. The enemy might have to be lured. To do this, get a Boyar, and approach the UCS units, then run away. This must be done slowly enough for the units to lock on the Boyar, and fast enough not to loose it. If you do it right the UCS will start following the Boyar, so put it in your base. The AI will soon notice that there's a way to reach the base (the bridge you just rebuilt) and go right into the trap. Now the massacre begins!!! The HTs probably won't last long against the grenade launchers but use the STEALTHs I to increase their survival time. Eventually you'll loose the towers and when a radars comes in, your STEALTHs will be spotted. You can now retreat to the base, further luring the enemy into the trap, or you can disable as much units as you can so you can then capture them. The choice is yours. Most of the army will be massacrated, and if a robot manages to get halfway done, wipe him out with your Urals/Hans. You might also see harvesters which when captured, will make good money recycled. After this, taking out the base will be piece of cake. Note that the UCS will still receive Plasma Panthers from time to time. You can now choose to wipe out the base or capture it and sell it. There won't be much, if any radars on the base so feel free to use your STEALTHs I but leave some of them in the bridge in case some Panthers manage to get there. When you destroy all UCS structures, you pass the mission. You should now have about 300000 resources in your base. =========================================================================== _________________ 7.A5 [Mission 5: Russia] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Average Ok, let's get that platoon moving towards the rebel base. You won't find any enemies along the way, so don't need to worry. When you arrive, watch the small cutscene. It seems the General Command is betraying us! Help defend the base against enemy troops. Now with the Gruz, build both resource locations and and the right one, build a PP, a LZ and a SD. Leave your platoon helping your new ally. You don't need absolutely any defense on your bases since the enemy concentrates on your ally. Build some defense around his base to help protect him and bring units from the MB. Wait for the enemy base to stop sending units and then attack him with your platoons of Urals. Remember that 120mm have alot of range and can shoot down defenses without getting shot at. You can also use the usual STEALTHs I to capture enemies if you want, but destroying the enemy base is much quicker. When all enemy building are down, you pass the mission. You should now have about 450000 resources in your base. =========================================================================== ______________________ 7.A6 [Mission 6: Dam, Part I] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Average In this mission you must escort at least 2 trucks to the dam so they can blow it up. You start with a base already extracting resources. Build a LZ and a SD. Then build build many HTs covering the West and South sides of your base. Also arm the WPCs. The enemy will be coming by air on the West, and tanks from the little entrance in the South. Sometimes, tanks also come from West. Bring units from the MB and build some if necessary. All you have to do is hold the base with minimal casualties until the mines finish extracting resources. Getting your minelayers to work on South of the base will further improve your defense. About 20 minutes after the mission start, you'll finish extracting resources. Meanwhile, use a recon unit to explore West of your base. You'll eventualy find a resource deposit. Start a mining operation there. Your base should be getting alot of punishment and about to be overrun. If you can't hold them off, sell all non-military buildings and leave only PPs and armed buildings. Now construct a base on the new ore deposit and evacuate all troops there. The enemy will waste many minutes trying to take out the remaining defense, giving you time to build up. Build lots of HTs to defend the new base. When they finish and find out your new base, you'll be ready for them. The AI has a tendency to go around walls so you could use them too. Defend the base until the units stop coming and head South with 1 or more platoons. Take out the base from a safe range. Now there's another base on the other side of the dam. This one is harder, since it's filled with mines. Bring your minelayers and destroy the mines as you advance. When you are done with the bases, bring the TNTs to the dam. You'll notice that there are 2 places where the dam is larger. That's where you'll put the TNTs. Before you do this, evacuate everything, just leaving 2 TNTs, because you are forced to leave the mission as soon as you put the trucks in place. When 2 trucks are positioned at the larger spots on the dam, you pass the mission. You should now have about 550000 resources in your base. =========================================================================== _______________________ 7.A7 [Mission 7: Dam, Part II] ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Dificulty Level: Hard In this mission you must defend your bases for a period of time. You can't access your MB, but there are plenty of resources all over the map. You have a main base at the Northeast, a secondary base at Southeast and 2 production complexes on the left side of the map. The Southwest Production complex will be the first to be attacked. In this mission all you have to do is concentrate your forces where are resources. The Northeast base should be very well defended, as it will take lots of damage from ED units. The Southeast base will be swarmed by UCS at 25:00. Be sure to collect all resources and sell non-military buildings by that time. Also, before the UCS attack, build up a base on the Southwest of the map, where are the resources. That will be your new main base, since it's in a very easy place to defend. Put radars on the Southeast base since UCS will use Shadow. As the other bases finish with resources, sell them and bring the units to your new base but leave military buildings active to keep enemies distracted while you develop the new base defenses. Now all you have to do is hold on in that spot until the timer reaches 0. Build a recylcer and recylce any units you don't need anymore. (ZK Taigas for example) It shouldn't be very hard to hold off the base. There's a strategy to help you out. | wwwwwwwwwww|wwww w = Wall P P P P P P|P P P = Pillbox __________|w HT = Heavy Tower |HTwHTwHTwHT |_ = Enemies Route | With this, enemy units will have to pass trough to get to your base getting caught in a deadly crossfire. The AI just puts a waypoint in the center of your base so the enemies will fall on the trap. The pillboxes should be armed with hRs to damage the enemy at long range and the HTs with 120mm to |
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Another Earth 2150: Lost Souls Walkthrough :
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