Original War Walkthrough :
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Walkthrough - FAQOriginal War Walkthrough By Steven W. Carter (scarter831@earthlink.net) Last Updated February 6, 2002 ***************************************************************************** * Introduction * ***************************************************************************** Original War is an interesting, challenging game, and in this guide IÃll 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. ***************************************************************************** * Gameplay Tips * ***************************************************************************** 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 ``+ÃÃ and ``-ÃÃ keys to speed up or slow down the proceedings, and you can use the enter key to skip lines of dialogue. ***************************************************************************** * Walkthrough Notes * ***************************************************************************** The top of the screen is north, the right side is east, and so forth. I use the word ``SiberiteÃÃ for both campaigns, even though itÃs really ``AlaskiteÃÃ for the Soviet campaign. I use the word ``depotÃÃ to refer to depots and warehouses. Similarly, I use the word ``factoryÃÃ to refer to factories and workshops. ***************************************************************************** * American Campaign, Main Branch * ***************************************************************************** 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 itÃs 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 heÃs 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, youÃll 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 youÃre 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). YouÃll 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: YouÃll 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. YouÃll find some dead bodies, and thatÃs a signal the enemy is nearby. In fact, theyÃre just to the east. When you get close enough to notice the enemy bunker, Macmillan will announce you need more firepower. You donÃt -- you can use hit and run tactics to do the job -- but play along and head south. YouÃll come to a river, and on the other side youÃll find an allied soldier being attack by two Russians. Kill the Russians and heal the soldier, and heÃll join your team. Then head back to the northern side of the river and go east. YouÃll find another bunker here, but unlike the one you saw earlier, there wonÃt 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 isnÃt over. A Russian mechanic will appear, and youÃll have to decide what to do with him. Choose the interrogate option, and youÃll learn that his future is different from the normal one. Then put him in the depot. YouÃll have to ``guardÃÃ him there, but I think keeping a soldier next to the depot is enough. Once youÃve 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 youÃre not paying attention, so take a couple soldiers and patrol around for them.) Eventually, a couple of Russian vehicles will arrive and discover that youÃve taken over their base, and theyÃll 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 theyÃre 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. YouÃll encounter three enemy soldiers along the way, but you should be able to kill them easily. When you get to your destination, youÃll 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 donÃt really need him). Also, two enemy soldiers will discover your base, and youÃll have to chase after them to kill them. IÃve never not killed them, so I donÃt know what happens if they get away, but itÃs probably an attack of some sort. Eventually Cobra 2 will tell you itÃs time to attack. Supposedly by coordinating your attack with Cornell youÃll see fewer enemies, but IÃve never noticed a difference. But select your best soldiers and have them head north along the western edge of the map. TheyÃll 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 donÃt 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: YouÃve 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 thatÃs 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 youÃll 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 donÃt wander out), and then get them when itÃs 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 youÃve destroyed enough of the Russian base, theyÃll 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. ItÃs not very big, but then you wonÃt 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 youÃll periodically be attacked by an unknown enemy (not the Germans), and theyÃll always come from the east, and theyÃll 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 theyÃll 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 donÃt know the trick. That is, if you try to tame with a single scientist (when theyÃre 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: YouÃll 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 theyÃll 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 itÃs just a matter of collecting crates. Plenty of crates will appear during the mission, so donÃt 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 itÃll be one of yours, and sometimes itÃll 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 itÃs 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 donÃt need to attack the Russian base, and since the Russians get heavy guns for this mission (and you only get double guns), itÃs 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 donÃt 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. YouÃll only get four vehicles, and one of them will be a radar vehicle. YouÃll 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 youÃve done with Frank Forsyth). HeÃll 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, theyÃll leave the high ground, but if you put them on the western edge and tell them to stand ground, theyÃll 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 youÃll get word that the Russians are coming back. So just retreat your units to the north to finish the mission. But youÃll 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 isnÃt any way to save the dying soldiers. So forget about them and try to fix the base. Move the apemen away from whatever theyÃre 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 youÃll 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 youÃre 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 donÃt repair the computer controlled vehicles, obviously). After about half an hour, reinforcements will arrive, and thatÃs when youÃll 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 wonÃt 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 youÃll 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 heÃll offer to give you more resources -- in return for 60 Siberite crystals. YouÃll only have 15 minutes, so build a Siberite mine in the southern base right away (if you havenÃt 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 donÃt 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, youÃll be attacked from that direction), and construct the other buildings wherever you want. But note that you donÃt 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 theyÃre being used by the Arabs, the Arabs will attack. Luckily, theyÃll only attack with mortars, soldiers, and scientists -- and there will only be six of them to boot -- so putting them down shouldnÃt be a problem. But thereÃs a good chance a simultaneous attack will come from the east. ThatÃs where your eastern bunker comes in. It wonÃt 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. YouÃll get a report on a Russian convoy in the area, and while early attacks from it wonÃt be too bad, later ones will be nasty. So you need to do all of the researching necessary for the objectives quickly. That is, donÃt research anything you donÃt 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 thereÃs a good chance heÃll 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 wonÃt 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: YouÃll start out with a battle, but youÃll be able to grab a couple vehicles from the Arabs. So select two mechanics, one engineer, and eight soldiers. Later youÃll 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 whatÃs going on, and theyÃll exit out of the lab and depot and head for the unmanned turrets and armory. But if you get into the base quickly enough, youÃll 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 arenÃt 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 donÃt sell off the Arab factory; youÃll need it later. Note: If you have Frank Forsyth with you, heÃll ask to reconnoiter the enemy bases. DonÃt let him. Sometimes he doesnÃt come back, and the information he provides isnÃt that useful. Eventually, youÃll come under attack from the northwestern Arab base. TheyÃll 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. YouÃll 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 youÃll discover an alien artifact, and youÃll 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, youÃll meet the objective. Also, at some point during your attack on the northwestern base, youÃll receive a message from an Arab mercenary. HeÃll try to make a deal with you, and you should go ahead and accept it. The ``truckÃÃ 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 wonÃt have to worry about spotting for your mortar soldiers and tanks. Finally, when you decide to attack the northeastern base, donÃt leave your own base undefended. The Arabs will still receive units from somewhere, and theyÃll 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 baseÃs depot, youÃll 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 youÃre on, and theyÃll 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. TheyÃll find some vehicles on higher ground, but after repeated bouts of attacking and retreating and repairing, they should be able to destroy them. ItÃs not quick, but it works, and itÃll give you something to do while you build your base and research. At some point after the second convoy arrives, youÃll 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 youÃll 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. YouÃll find a narrow land bridge beyond where the enemy vehicles were before. If you didnÃt pay the mercenaries to at least stay neutral, theyÃll have a couple soldiers at the bridge, and theyÃll set off explosive charges when you try to cross. So make sure you take them out with snipers before proceeding. Beyond the bridge youÃll 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. YouÃll discover the teleporter is how the Russians were sending vehicles to your base, and so you wonÃt have to worry about attacks any more. Send your attack force east and youÃll 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 youÃll encounter the lab youÃre supposed to destroy, but donÃt 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: YouÃll 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. YouÃll 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, youÃll get a message from General Powell letting you know that the Arabs have discovered your presence. (So if you havenÃt gotten your scientists back to your base yet, nowÃs a good time.) Furthermore, youÃll 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 wonÃt stand a chance. Shortly after you kill Gorky, the Arabs will make their appearance on the map. TheyÃll 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 youÃre 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 donÃt spend a lot of time researching topics you donÃt need. Get to the Siberite rocket as quickly as possible. Once you research the rocket, youÃll get reinforcements. Then, once you actually build the rocket, youÃll 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 youÃll hear a distress signal from Joan at Delta base. It seems sheÃs all alone and under attack, and youÃll have to save her. So travel south as far as you can and then ditch your vehicle and walk the rest of the way. YouÃll find that Delta base is in a shambles, but if youÃre quick you might be able to save a couple of damaged vehicles and buildings. YouÃll 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. YouÃll need your two apemen, so keep them safe. YouÃll 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 youÃll just have to survive for a while. The Russians will periodically send several vehicles at your base, so youÃll have to beef up your defenses to the east and north. YouÃll 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 donÃt chase it into the enemy base. The Russians donÃt 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, youÃll have quite a bit more time between attacks (if the Russians even attack again), so while youÃre 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 youÃll break through the outer defenses, and all youÃll have to do is mop up. Note: The mission will end once you destroy the Russian base, so make sure youÃve 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 PowellÃs base. DonÃt try to do too much here. Just keep close to PowellÃs base (but donÃt 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: DonÃt specialize your lab for weapons. The lab in PowellÃs base is already specialized that way, and youÃll 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 heÃll get himself (plus a lot of other people) killed. However, heÃll also destroy the Legion factory, and so you wonÃt have to worry about Legion attacking you. But youÃll still have to destroy their base before they can develop a Siberite bomb. After Powell dies, youÃll gain control of his base. Since you wonÃt 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 PowellÃs 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 itÃs convenient, start dismantling the base you created to protect the southern entrance to PowellÃs base (but leave any mines and power plants). Having two depots is sort of annoying, and there isnÃt any need for it here. Then add some automated turrets south of the ridge line. YouÃll 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 ``actionÃÃ clock Joan will show up with some computer controlled vehicles. Leave the laser vehicles at the southern entrance, but take JoanÃs 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 youÃve 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 isnÃt 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 havenÃt 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 theyÃll 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 youÃll 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. (YouÃll 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, donÃt attack the hidden Russian depot once you find it. YouÃll 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, youÃll 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 PowellÃs ``friendÃÃ to join your cause, heÃll inform the Russians that you donÃt really have a rocket, and theyÃll learn of your deception right away. So itÃs best to have the rocket ahead of time. After 40 minutes, Peter Roth will announce that thereÃs an Alliance base on the map. The Alliance will be sort of annoying. TheyÃll send out units to teleport your humans (even if theyÃre in vehicles) back to their base, and then theyÃll convert them to their cause. The Alliance base is surrounded by trees, so youÃll need to use your bulldozer to clear a path, and then use computer or radio controlled vehicles to destroy the base. ItÃs probably best to deal with the Alliance before dealing with the Russians, so they donÃt sneak up behind your attack force and steal your mechanics. After 50 minutes youÃll learn about the secret Russian base. Assuming youÃve 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 youÃre there. This attack should take priority over the Alliance attack, if youÃre 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. YouÃll 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 theyÃre losing. Once youÃve destroyed enough of the Russian base, some Arabs led by Omar Ali will appear in the northeastern corner of the map. TheyÃll try to destroy the Siberite, so use your soldiers, and bring in your vehicles, to deal with them. Once theyÃre 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 donÃt take Joan Fergusson. SheÃll join you regardless. Walkthrough: This is a reasonably easy mission, provided youÃre patient. You need to contact the characters you selected, plus two scientists, and then get them all to the rendezvous point. YouÃll 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 theyÃre 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 youÃve regained your health. The only tricky spot is an area near the middle of the map where youÃll 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. |
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