A single-player USA mission in the Karst Crossing valley. Easy, Normal and Hard.
18:40. The ceasefire has collapsed. Three relief trucks full of families wait in the western loading yard. The Hospital across the river will take them in, but it will not open its gates while the militia control the Radio Station on the ridge. Night is coming, and the militia know the valley.
HOW TO START Single Player > Custom Missions > Last Light - Chapter 1 - The Crossing > choose a difficulty > Start. If it is not listed, switch the list filter to User Maps.
OBJECTIVES 1. Capture the Radio Station (north-west ridge) and the Hospital (east bank) with Rangers. Neither building can be destroyed, but militia Rebels can capture them back. Holding the Radio Station puts spotters on the farm road; holding the Hospital heals all your infantry. 2. Select the Supply Warehouse in the loading yard and press Release Convoy when your escort is ready. The three Convoy Trucks drive at tank pace and follow your orders: stop, hold or reroute them. Two must reach the marked yard beside the Hospital. 3. Hold for 90 seconds while the trucks are unloaded: two trucks alive in the yard and both sites in your hands. Losing a site or a truck pauses the clock and restarts it at 90. Optional: capture the Oil Refinery at the north-east quarry for cash, cheaper vehicles and two Humvees with two Rangers.
HOW THE MILITIA FIGHT - Every militia group enters from a valley edge, marked on the radar, and regroups out of sight before it attacks. Nothing appears beside your forces. - Raiders probe the loading yard while the trucks wait. An ambush waits in the woods south of the farm road and strikes when the convoy drives into it. Counter-attacks follow each first capture, and two columns converge on both sites during the hold. - Rebels try to recapture the sites; kill them or keep Rangers nearby to take the buildings back.
RULES - Ground war only: no Airfield, Strategy Center, Particle Cannon or Supply Drop Zone, no Command Center strike powers, and your rank stays at 1. - You lose if two Convoy Trucks or your Command Center are destroyed. - Difficulty changes militia strength (34 / 56 / 78 units at most), starting money ($10,000 / $7,500 / $5,000), supply stocks and whether the militia go for the trucks first (Normal and Hard), on top of the game's own difficulty modifiers. - Hints appear if you have not captured anything after a few minutes or forget to release the convoy.
SUPPORT Your Command Center trains a Support Dozer. It builds a Field Hospital (all your infantry heal), a Field Garage (repairs nearby vehicles; builds Field Ambulances, Troop Crawlers and Radar Vans) and a Listening Outpost (detection; unlocks the Radar Van).
Evening light, 720 x 600 playable tiles, 16-second opening. Everything ships inside this item: map, map.ini rules and map.str text. Installed Zero Hour art only; no BIG file or launcher.
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