Carrot City

* Normal
* Blockmap

* Don't let a single enemy unit reach the flag near the east city entrance during the defence countdown
* Have at least 1 functional fighting unit throughout the mission

### New Units

Mine Layer, Bomber Plane, Captain Happnin (Command Vehicle)

### New Enemy Units

Heavy Tank, Rocket Launcher, Mines, Bomber Plane

**Carrot City** is the fourth mission of of the rabbit campaign.

## Walkthrough

The game gives you 15 minutes and 3 seconds to reach the city so you can explore a bit. Players starting position is the bottom right corner, 2 pig Scouts are set to go there immediately. You can slip past them in them in some cases.

Theres a sort of road up that leads to 6 landmines, 1 Tank, Artillery and a Command vehicle.

A Command Vehicle with the sight range upgrade can see an entrenched Tank from here. If you order a helicopter drop down the cliff there's a big chance you will immediately lose. Because if the defence timer have started and there's no hero unit in your team the game thinks you've lost him. Because orange rabbits are rescuable neutrals and don't count as allies...

Near the ship theres avoidable Tank. Path up and right is blocked. On the dirt path there's a Scout with the sight range upgrade (unavailable for player's Scouts) who can spot everything except upgraded Command Vehicle/Mine Layer.

City entrance allows Scouts to swim in the waters surrounding the city. Above the city entrance there's a heavily guarded (3 Tanks, 2 Artilleries, 23 Mines) path to the northern enemy position. This map doesn't utilize enemies out of bounds so they are can be dealt with before they attack.

Once you reach the city all orange rabbit units are rescued: Captain Happnin, 3 Scouts, 3 Light Tanks, 1 Artillery

Northern pig position static defence: 3 Artilleries
Eastern pig position static defence: 3 Artilleries, 1 Command vehicle, 9 Mines

Outside of 15 minutes timer countdown starts if: you cross the line going from the northern bridge down to the point where water starts; you get a unit down the cliff near the start (also pigs will bomb the high ground); you get a unit far into the northern enemy position side defences

Wave 1: 2 Scouts, 1 Tank on the East (Move past units), Bombs on the North.

Wave 2 1100s: 2 Scouts, 1 Tank on the North (Move past units)

Wave 3 970s: 2 Heavy Tanks, 2 Rocket Launchers on the East, pigs bomb the church

Wave 4 850s: 1 Heavy Tank on the North

Wave 5 750s: 2 Scouts cross the river and emerge on the right of the North bridge

Wave 6 700s: Scout, Tank, Heavy Tank, Rocket Launcher on the East

Wave 7 550s: 2 Tanks, 2 Rocket Launchers on the North

Wave 8 400s: 2 Scouts cross the river and emerge on the Southwest (near the pier and orange Scout out of fuel)

Wave 9 250s: Scout, Tank, Heavy Tank, Rocket Launcher on the East

Wave 10 100s: 2 mine detector Scouts, 1 Artillery on the East

## Notes

There's a stray pig mine on the city island: southeastern shore, below barbed wire, near 2 trees.

The first players unit to move into the poppy fields on the way to the city will say something about it. The trailers/mines don't have voicelines but they do activate the trigger. The Helicopter/Bomber don't count as units. Since the hitbox of mines is very big you can deploy a mine the way it will activate a trigger, not the Mine Layer.

* I love you, my brother - Command Vehicle or Captain Happnin
* Ooooh... - Scout
* It was great being at your side, brother - Light Tank
* Peace, brother - Towing Vehicle
* Hello... brother - Artillery
* I feel... so stray (?) - Mine Layer

The first unit to move onto shallow waters city entrance will say something about it.

* Anyone for a quick dip? - Command Vehicle or Captain Happnin
* Anyone for a swim? - Scout
* We like a swim - Light Tank
* How about a nice refreshing swim - Towing Vehicle
* Anyone for a swim? - Artillery
* I'd rather go swimming - Mine Layer

During the meeting the captain cutscene unit responses vary. You can make the meeting cutscene shorter or activate it during the defence countdown if you bypass the main entrance by helicopter or by swimming.

* We did what we could - Command Vehicle or Captain Happnin
* We did what we could - Scout
* We did what we could - Light Tank
* We are ate our tails off (?) - Towing Vehicle
* We did what we could - Artillery
* Sorry, we couldn't go any faster than that - Mine Layer

The City flag gives you enough vision to call the helicopter and rescue orange rabbits quickly. Potentially advantageous.

There're supposed to be voicelines for getting close to the flag but the flag itself is a unit that activates the trigger if rescued.

The first unit to move through the centre of the city will say something about it.

* We have found a carrot field, we're making a pit stop. I fight better on a full stomach. - Command Vehicle or Captain Happnin
* Looks like it's harvest time - Scout
* Looks like harvest time - Light Tank
* Mmm, the carrots are ripe - Towing Vehicle
* Ah, harvest time! - Artillery
* Oh, the beets are already ripe - Mine Layer

The first unit to move into carrot fields near the church will say something about it.

* We've penetrated into the village - Command Vehicle or Captain Happnin
* We've entered the town - Scout
* We've penetrated into the town - Light Tank
* We've reached the town - Towing Vehicle
* We've penetrated into the town - Artillery
* Be advised, we're now in the village - Mine Layer