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Anno 2070 Game Guide & Walkthrough

The ANNO 2070 game guide contains the campaign walkthrough, including elements that proved most difficult for players (according to the official game forum), and the bonus mission Return to C - Anno 2070 - Game Guide and Walkthrough

The ANNO 2070 game guide contains the campaign walkthrough, including elements that proved most difficult for players (according to the official game forum), and the bonus mission Return to C.O.R.E.. It also provides comprehensive guides to individual missions as well as continuous game, and characteristics of Production Chains. There is also an expanded explanation of the election system for the Senate and the World Council. For easier navigation, the following labels are used:

black - important comments and key combinations

(numeral) - refers to illustrations above the text

brown - buildings

green - resources

blue - items

Mateusz "Boo" Bartosiewicz

* Worker Barracks require a direct Road connection to the City Center and every building which satisfies the Needs of citizens (for example, Education Network, Casino - Game Mechanics - Gameplay Elements - Anno 2070 - Game Guide and Walkthrough

* Worker Barracks require a direct Road connection to the City Center and every building which satisfies the Needs of citizens (for example, Education Network, Casino.) Note: the Road connection has to run within the influence radius of the particular building!

* Industrial buildings, though not all, Require road connection with the Warehouse or a Depot. In case of an underwater base, the connection is made by an AquaRail connection.

* Wind Parks and Ozone Maker Stations, which help reduce pollution, don't require Road connections.

* Influence areas of buildings of the same type that overlap each other will result in decreasing the buildings' productivity.

* When creating a trade route, remember that green is for export (loading goods on ship), while red is for import (loading goods to the Warehouse), as opposed to putting goods on sale in the Warehouse, when it is the other way round.

* A trade route doesn't have to be used to trade with others. It can also exchange goods between our own islands. Moreover, exchanging/trading can be done between multiple units using only one trade route, but remember that the longer the trade route, the slower the transfer of goods.

* Not completing accepted side quests will result in losing influence with the particular opponent/ally. Usually, there are 30 minutes to complete a side quest.

* Citizens will not want to advance unless their Needs are satisfied in 100%, when the taxes are too high or when our island is polluted. The ascension will also not happen if we have denied ascension rights in the City Center menu.

* Take notice of messages that appear on the left of the screen - they will let us know, for example, of the changes in pollution levels on the island - General Guidelines - Gameplay Elements - Anno 2070 - Game Guide and Walkthrough

* Take notice of messages that appear on the left of the screen - they will let us know, for example, of the changes in pollution levels on the island.

* Don't refrain from expanding production when needed. For example: If we are in the process of extending our city, it's good to have a few Iron Smelters and Tools Workshops (which in turn require new Basalt Crushers, etc.)

* Remember about ceasing production in factories which goods are piling up in warehouses. If particular resources aren't needed, it's better to start selling them or to destroy the factory.

* Monitor the credit balance - after all it's very easy to become bankrupt! To avoid it, build new City Centers and Worker Barracks, cease production of redundant materials and trade surplus products.

* Manufacture Weapons - even if we don't need it. The cost of production is low, but selling prices are relatively profitable.

* Selling Communicators or Plastics can produce large incomes.

* Cease the working of a Repair Drone when we are not using it.

* In the Items tab (in not our Arks) we can find many useful upgrades to our buildings and ships, so it's good to check every offer. Note: we can change the offer with the seller after paying 500 credits.

* Remember about upgrading the Warehouse and Depots - not only does it increase their loading capacity, but also the number of transporting units.

* The most important resource is the Food - without permanent deliveries, our Worker Barracks will turn into Residence ruins.

* The lack of ecological balance results in smaller crops. If we're not able to decrease pollution, we should increase production by building additional crops.

* The Ministry of Truth (and its equivalents in Eden Initiative and S.A.A.T.) can extend its radius over Worker Barracks placed around City Centers. Additionally, each such building offers several types of channels, thus conditioning different bonuses.

* In continuous game, remember about building a Fire Station, a Hospital and a Police Station. It's no use exposing ourselves to unpleasant surprises such as an epidemic on uncontrolled fire.

* Complete all given quests - it's good to have an additional ship just for such purposes.

* Through Diplomacy, we can ask other computer players for new quests - it's an easy way to acquire useful achievements, but most importantly - license points.

* License points can be spend on buying Items in Arks or using World Council actions.

* If you can, try building Depots near mountains ranges, so that their radius extended over as many mining areas as possible.

* To assure the continuity of production, we need to remember about every semi-finished product - if we can't produce one, we should look for another island to get it, or look through Raw Materials or Items (Seeds, drills) to sell by other players.

* The consumption of resources such as Communicators of Plastics is lower than the consumption of Food supplies. We can easily trade their surpluses.

* Don't be afraid to destroy buildings - the cost of building them again is low compared to how much we can help our credit balance.

* The most powerful ship in confrontation with other units and buildings is the Viper. The only ship that can fire at Aircrafts is the Commando Ship. Warships are, on the other hand, most effective against Submarines.

* Basic Choppers can detect invisible units, the Hawk can seize Warehouses, while the Firebird destroys all types of buildings in the blink of an eye.

* While looking for a new island for our main base, remember to check the list of Fertilities and resources the land offers (they are listed at the top of the screen, below the name of the island). The land itself is also important (the bigger, the better - it will enable building bigger cities), as well as the amount of mining areas (if there are at least three, it's safe to settle - on the condition that other factors are also fulfilled.)

* If we are short of some resource, look around other islands, even the smallest ones - we may find what we need just there (then we build a Warehouse and create a new trade route, as short as possible.)

* While we're having shortages and need Wood or Carbon, deny ascension rights to the citizens (which will automatically block Worker Barracks from upgrading to a higher lever), until the specified material is no longer needed.

* When Worker Barracks upgrade to the third level, change Roads (but only in the industrial part of our city) to Highways - it will increase the rate at which goods are produced.

Elections for the World Council

From time to time, players will be able to take part in elections for the President of the World Council - Elections for the Senate and the World Council - Gameplay Elements - Anno 2070 - Game Guide and Walkthrough

From time to time, players will be able to take part in elections for the President of the World Council. By voting for a particular candidate, we will get 50 career points associated with his/her faction; and what is more, if he/she wins, we will get another 50 points. The elected councilor will give us four actions to use, for example upgrade all Building Module Factories for 45 minutes - in exchange for a specified number of license points (license points are gained, for instance, for completing side quests). During the elections, actions can be exchanged below the pictures of candidates, but if we want to use them in game, we need to access the Ark tab - Politics.

Elections for the Senate

Apart from the elections for the President of the World Council, we can also vote for a specified faction in the Senate - Elections for the Senate and the World Council - Gameplay Elements - Anno 2070 - Game Guide and Walkthrough

Apart from the elections for the President of the World Council, we can also vote for a specified faction in the Senate. Gaining the majority of votes for a specified political grouping means that until next elections, one specified effect will be in place during the game. The above picture shows the elections from mid December 2011, when Yana Rodriguez with her Eden Initiative has been elected, which resulted in the improvement of ecological balance on the islands.

The following rules need to be applied to achieve highest productivity, including the fact that we need to be very flexible with crops. This is because the effectiveness of crops may be different depending on pollution levels in soil.

BUILDING MODULES

1 Basalt Crusher - 1 Smelter

TOOLS

2 Iron Ore Mines - 1 Coal Mine - 2 Iron Smelters - 4 Tools Workshops

HEALTH FOOD

2 Farmhouses - 1 Rice Farm - 1 Health Food Factory

COMMUNICATORS

1 Sand Extractor - 1 Copper Mine - 2 Chip Factory - 2 Electronics Factory

PLASTICS

3 Oil Drillers - 1 Oil Refinery - 1 Plastics Factory

WEAPONS

2 Iron Ore Mines - 1 Coal Mine - 2 Iron Smelters - 2 Munitions Factories

PASTA DISHES

3 Grain Farms - 1 Flour Mill - 2 Farmhouses - 1 Pasta Production

BIODRINKS

2 Fruit Plantations - 1 Dairy Farm - 1 Health Drink Factory

FUNCTIONAL FOOD

2 Aquafarms - 3 Functional Food Factories

CONVENIENCE FOOD

2 Meat Factories - 1 Flavor Lab - 1 Food Supply Factory

LUXURY MEALS

1 Lobster Farm - 4 Truffle Farms - 2 Gourmet Factories

CHAMPAGNE

2 Vineyards - 1 Sugar Beet Plantation - 1 Champagne Cellar

STEEL

2 Iron Ore Mine - 1 Coal Mine - 2 Iron Smelters - 1 Steelworks

FUEL ELEMENTS

1 Uranium Mine - 1 Fuel Element Factory

HEAVY WEAPONS

2 Uranium Mines - 1 Explosives Factory - 2 Iron Ore Mines - 2 Rotary Excavators - 2 Iron Smelters - 1 Arsenal

CONCRETE

1 Sand Extractor - 1 Limestone Quarry - 1 Concrete Factory

GLASS

1 Sand Extractor - 1 Limestone Quarry - 1 Glassworks

CARBON

1 Oil Rig - 1 Oil Refinery - 1 Coal Mine - 1 Carbon Factory

FUNCTIONAL DRINKS

1 Sugar Beet Plantations - 2 Coffee Plantations - 1 Energy Drink Factory

KEROSENE

1 Oil Rig - 1 Oil Refinery - 1 Fuel Factory

HIGH-TECH WEAPONS

1 Sand Extractor - 1 Copper Mine - 2 Chip Factories - 1 Iron Ore Mine - 1 Coal Mine - 1 Iron Smelter - 1 High-Tech Weapons Factory

JEWELRY

1 Rotary Excavator - 1 Gold Refinery - 1 Gold Smeltery - 1 Diamond Harvesting Station - 1 Jewelry Manufactory

PHARMACEUTICALS

12 Fat Factories - 4 Aquafarms - 4 Chemical Plants - 3 Manganese Excavation Robots - 6 Rare-Earth Borers - 4 Healthcare Offices

SERVICE BOTS

1 Sand Extractor - 1 Copper Mine - 1 Chip Factory - 4 Corn Farms - 2 Aquafarms - 2 Biopolymer Factories - 2 Robot Factories

3D PROJECTOR

1 Manganese Excavation Robots - 2 Rare-Earth Borers - 1 Diamond Harvesting Station - 1 Beamer Plant

Remember that missions of different types will take place in the same sector, so every decision, current credit balance, etc. will have an influence on further missions. Keep that in mind!

We're sent as support for Thor Strindberg during the realization of the Two-Year Plan in Site 13 - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

We're sent as support for Thor Strindberg during the realization of the Two-Year Plan in Site 13. It's a facility owned by Global Trust, the biggest supplier of energy in the world. Our main objective will be to construct a turbine to increase the effectiveness of a Hydroelectric Dam. Take the assigned ship and head to Strindberg's Warehouse for supplies needed to build our own Warehouse on the neighboring island.

To build the Warehouse, swim toward the beach - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

To build the Warehouse, swim toward the beach. When we're close enough, an icon (1) will pop up next to the name of the ship, allowing to start the construction. Click on the icon (LMB) and choose a spot for our building by clicking LMB on the shore (the red highlight means that we can't start the construction.)

The next task is to choose the location for a City Center - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The next task is to choose the location for a City Center. This is a crucial building in our city, because only within its influence will we be able to construct Public buildings. It's a good idea to put the City Center (1) in the central point of our island. Once it's done, build eight Worker Barracks (2) in the vicinity. Note: All buildings require Road connections (which enables the transportation of resources.)

The primary material necessary in building all types of buildings is the Building Module, so we need to start manufacturing it - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The primary material necessary in building all types of buildings is the Building Module, so we need to start manufacturing it. To do that, build a Basalt Crusher (1) and a Smelter (2) near the Warehouse. To make sure our workers have food, build a Fishery (3) on the coast.

After the arrival of the engineer with the Optimized turbine, we're asked to go to the Construction site in the eastern part of the island - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

After the arrival of the engineer with the Optimized turbine, we're asked to go to the Construction site in the eastern part of the island. We go there by clicking LMB on the building - and we learn that we are out of power. From the list of Tycoon buildings choose a Rotary Excavator (1), where our workers will mine Coal, and then a Coal Power Station (2). Both buildings should be placed close to each other to shorten the road for transportation units.

E - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

E.V.E. will inform us of a mail from Engineer Peterson, which clearly says that the installation of the new turbine without having it previously tested for security measures could result in a disaster. We meet with Petersen in the Hydroelectric Dam (LMB), where he asks us to inform Strindberg about it. Send our main ship to Site 13's Warehouse. Our superior, however, ignores the warning and orders to finish the turbine's installation. Receive Steel from Site 13's Warehouse (RMB with the designated ship) and head to the shores of our island.

Upon arriving to the Warehouse (RMB), we need to unload the Steel - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

Upon arriving to the Warehouse (RMB), we need to unload the Steel. To do that, press and hold LMB on Steel (1), and then drag the item onto the Warehouse menu (2).

We now have everything we need to start production, but Dr - Mission One - The Two-Year Plan - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

We now have everything we need to start production, but Dr. Walter summons us to the Construction site, where there have been some new problems (LMB). After a while we receive information that we're short of workers - we need to build seven additional Worker Barracks. When we are done, Thor Strindberg will ask us whether the turbine is ready. By choosing OK below our superior's portrait, we conclude the mission.

As a result of the damages made to the Hydroelectric Dam, the Ark of Rufus Thorne, CEO of Global Trust, shows up on the neighboring waters - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

As a result of the damages made to the Hydroelectric Dam, the Ark of Rufus Thorne, CEO of Global Trust, shows up on the neighboring waters. After routine controls, he commands evacuation of Site 13. Three Survivors (1) are spotted in the harbor area - our task will be to bring them to our island. Choose our main ship (LMB) and command it to take the unfortunates on board (RMB).

It's time to build another ten Worker Barracks to accommodate the evacuees from Site 13 - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

It's time to build another ten Worker Barracks to accommodate the evacuees from Site 13. Try to locate them around the City Center, leaving some space in its closest vicinity (we will explain it in a while.) Also, remember that every building requires a Road connection.

The next objective will be to prevent three Depots from flooding - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The next objective will be to prevent three Depots from flooding. Go to Thorne's Ark to get Sandbags, and then proceed to the highlighted buildings. Near the endangered construction, click on the item button (1). After visiting all Depots (the southern, northern and western), send our main ship to Strindberg's Warehouse to receive Crude Oil. Transport it to our island (same as with Steel in the previous mission.)

The main objective of this mission is to deliver Tools to Site 13 to make it possible to run repairs - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The main objective of this mission is to deliver Tools to Site 13 to make it possible to run repairs. Build a Casino (1) in a previously selected spot. It will help upgrade the nearby Worker Barracks, which in turn will result in the growth of population. It's good to put it in such a place that its influence radius (the green glow) extended over all Residences.

Nevertheless, before the standard of living is upgraded, we need to deliver Liquor to the Casino - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

Nevertheless, before the standard of living is upgraded, we need to deliver Liquor to the Casino. When building a Distillery (1), remember to leave a lot of space around it for Rice Farms (each Distillery should have two); we build them by clicking on a proper button in the Distillery menu (2). We can't grow Rice yet, because we don't have any Seeds - luckily, we will have them delivered to the Warehouse. All that's left to do is to activate the Rice growth by clicking on the proper icon (LMB) in the Warehouse menu.

When the Liquor delivery reaches the Casino, the aforementioned standard of Worker Barracks will be upgraded, allowing the population to grow - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

When the Liquor delivery reaches the Casino, the aforementioned standard of Worker Barracks will be upgraded, allowing the population to grow. Now we'll have enough workers to start manufacturing Tools. First, build a Depot (1) close to the deposits of raw materials (marked by arrows in the western mountain area), because only there will we able to build industrial buildings. Then, one by one, build an Iron Ore Mine (2), a Coal Mine (3), an Iron Smelter (4) and two Tools Factories (5). Connect every building by Road.

The last objective is to deliver fifteen tons of Tools to Engineer Peterson, who is about to repair Site 13 - Mission Two - State of Emergency - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The last objective is to deliver fifteen tons of Tools to Engineer Peterson, who is about to repair Site 13. We have two options: wait until our Tools Factory manufactures enough supplies, and then take them from the Warehouse, or order a quick transportation of forty tons of Tools for 1000 credits through E.V.E., and take them from our Ark. Either way, we need to deliver them to Engineers Peterson's Tools Factory.

As it turns out, it's not over with surprises in this region - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

As it turns out, it's not over with surprises in this region. Global Trust's tanker had crashed into an Oil Rig, causing a massive oil spill into the ocean. Our first objective will be to deliver ten tons of Building Modules and ten tons of Tools to Captain Lester. Take them from the Warehouse (clicking on the icon indicating the specified material will transfer ten pieces of that material between open panels.)

A conversation with worker Walter reveals (LMB on the Worker Barracks indicated by the arrow) that we could use another two Fisheries, because water pollution has cut the ocean's fish supply by 2/3 - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

A conversation with worker Walter reveals (LMB on the Worker Barracks indicated by the arrow) that we could use another two Fisheries, because water pollution has cut the ocean's fish supply by 2/3. Build them on the coast, right next to the Warehouse. A while later we are asked to do the same with Liquor production, and we can build two Distilleries right away (remembering about Rice Farms.)

Having a new Ark means that we can divide the building menu into two tabs: Tycoons and Ecos - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

Having a new Ark means that we can divide the building menu into two tabs: Tycoons and Ecos. Up until now, all buildings were placed in the former, while the latter held all constructions associated with Yana Rodriguez's faction. Our new ally suggests that we built ten Worker Barracks for her people, who will help fight the fire.

One of the new residents, a fire chief, tells us that Fire protection experts are waiting for us in the Warehouse - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

One of the new residents, a fire chief, tells us that Fire protection experts are waiting for us in the Warehouse. Bring them on board our main ship, and from there on board the newly arrived Ark. After a while, we will gain access to a Hovercraft, thanks to which we'll be able to put down the fire on the Oil Rig. Swim as close as possible and click on the button in the ship menu (the FIRE EXTINGUISHING EQUIPMENT.)

Rodriguez will then ask us to deliver two water samples - one from the crash area, one from the coast area - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

Rodriguez will then ask us to deliver two water samples - one from the crash area, one from the coast area. To do that, use the ANALYZING FILTER button (also in the Hovercraft menu.) Afterwards, all we need to do is deliver the samples to the Eco's Ark.

In the meantime, we'll get a side quest to generate a positive credit balance (in the amount of 25 - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

In the meantime, we'll get a side quest to generate a positive credit balance (in the amount of 25.) The easiest way to do that is to raise taxes, build new Worker Barracks (more residents = more tax profits) or cease production in redundant factories (for a while.) But let's get back to the main task - removing damages is not an easy process, so we'll need the help of Biotechnicians. However, before they grant us with their presence, we need to fulfill certain conditions. Firstly, we need more energy supplies - depending on preferences, build another Coal Power Station (in return we'll get credits) or three Wind Parks (in return we'll get Optimized Rotor Blades which increase the efficiency of Wind Parks.) To upgrade the Eco Worker Barracks we must satisfy the Need for drinks and activities - we can assure the former by building three Tea Plantations (reward: Large drying cabinet which increases Tea production.)

The last thing to do before Biotechnicians arrive is to build a Concert Hall - Mission Three - Black Sea - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The last thing to do before Biotechnicians arrive is to build a Concert Hall. The requirements are hundred and forty Eco workers, three tons of Tools and four tons of Building Modules (reward: fifteen tons of Tools.) After the technicians move in, take them to Rodriguez's Ark - in return, our Hovercraft will get Special pump equipment thanks to which we'll be able to cleanse the local waters of the oil. Use it near the coastline - our ship will automatically start pumping the oil out. In the meantime, we can save dolphins on the southern coast - we can send the unused main ship. Once we've completed the side quest and delivered the water samples, the mission is over.

We receive a mysterious message we can't, unfortunately, identify - Mission Four - Secrets of the Deep - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

We receive a mysterious message we can't, unfortunately, identify. E.V.E. suggests to send our main ship west, where the message is coming from. As it turns out, the Ark of Prof. Devi surfaced there. He informs us that he arrived in order to find a sunken Ark named Virago. He asks for our help in the search.

For starters, we need to deliver two items to the researcher: a Salvage Arm and a 3D Locator - Mission Four - Secrets of the Deep - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

For starters, we need to deliver two items to the researcher: a Salvage Arm and a 3D Locator. The former we can get from Rufus Thorne in return for ten tons of Building Modules and five tons of Tools; the latter will force us to start producing a new material, which is Wood (Yana Rodriguez will demand five tons of Building Modules and Wood.)

After trading with both allies, deliver the items to Prof - Mission Four - Secrets of the Deep - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

After trading with both allies, deliver the items to Prof. Devi's Ark. He also expects us to provide him our main ship and the Hovercraft so that they can be remodeled into a trimaran, which will have the ability to submerge (1).

There are three regions to explore (they will be highlighted on the minimap when we move the cursor on the mission icon - on the left edge of the screen), where the Virago could be found - Mission Four - Secrets of the Deep - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

There are three regions to explore (they will be highlighted on the minimap when we move the cursor on the mission icon - on the left edge of the screen), where the Virago could be found. After gathering three Documents, get back to the scientist's Ark. We are given another task - to place searchlights around our finding.

The entrance to the sunken Ark is blocked, so once again we'll have to visit Rufus to supply us with explosives - Mission Four - Secrets of the Deep - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

The entrance to the sunken Ark is blocked, so once again we'll have to visit Rufus to supply us with explosives. Meanwhile, Yana will ask us to use the trimaran to check the condition of waters and see whether the ecosystem is getting back to normal after the Oil spill. After giving the Eco Documents back and making sure everything is alright, head back to the professor.

When Prof - Mission Four - Secrets of the Deep - Chapter One: Shadows of the Past - Anno 2070 - Game Guide and Walkthrough

When Prof. Devi receives the delivery, he will give us an Aqua detonator. It will help us get inside the Virago, where we'll find the Data log. Once we give it back to the professor, he will declare his intention of going to C.O.R.E. to begin a thorough research. Without further ado, head after him, thus finishing the first chapter.

The second chapter starts with visiting Prof - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The second chapter starts with visiting Prof. Devi in S.A.AT. research center called C.O.R.E. He introduces us to his assistant, Dr Bartok, and F.A.T.H.E.R., an Artificial Intelligence which manages the island.

First, get Laboratory blueprints from Dr Bartok's Warehouse and take them to either the Eco or Tycoon island, whichever faction we want to cooperate with during this mission - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

First, get Laboratory blueprints from Dr Bartok's Warehouse and take them to either the Eco or Tycoon island, whichever faction we want to cooperate with during this mission. Next, build a City Center and around thirty Worker Barracks (the mission description says only about ten, but further on we'll be needing more workers, so we can take care of it right away.) The last element in expanding our island thus far will be to build a Laboratory (1) and repair the Data log (2).

Take the documents to the assistant, and she will send us to Prof - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Take the documents to the assistant, and she will send us to Prof. Devi. With the trimaran, go to the professor's Deep Sea Laboratory and give him the Repaired Data log.

The log's analysis caused an overload in the power supply system and the crew is running out of oxygen - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The log's analysis caused an overload in the power supply system and the crew is running out of oxygen. Use the trimaran and hurry to the Warehouse to get a load of resources which will help us colonize the underwater island (the mission says only about twenty tons of Building Modules and nine tons of Tools, but take thirty four and fifteen respectively, for a future build-up.) Submerge again and south of the Deep Sea Laboratory build an Underwater Warehouse by clicking on the highlighted icon (1), as well as a Marine Current Power Plant. E.V.E. will immediately start transferring power supplies to the Deep Sea Laboratory.

It turns out that Fish from our Fisheries are poisoning the workers - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

It turns out that Fish from our Fisheries are poisoning the workers. Consequently, we need to start acquiring food in our new underwater base. Build an Aquafarm (1) and a Functional Food Factory (2), remembering about the AquaRail connection with the Deep Sea Warehouse. As the city grows, pay attention to whether you need to expand the production of Functional Food.

Prof - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Prof. Devi gives us a program which will gain us access to the Strategic map (an icon with two arrows in the bottom right corner of the screen); it will enable a regular transportation of Functional Food from the Deep Sea Warehouse to the main Warehouse. In the menu, choose Stations (1) and then assign the main ship to do it (2). Next, click on the green arrow (export) where the deep sea station is, and the red arrow (import) where the landing station is (3). From the list of resources, choose Functional Food. Such settings will make sure we won't have to worry about transporting those supplies on our own.

Dr Bartok suggests we should decode the data in our Laboratory - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Dr Bartok suggests we should decode the data in our Laboratory. If we run out of Lab Assistants, we need to build more Worker Barracks. Because of the distribution of Fish, some of our workers will get sick - build a Hospital (1) in the infected area.

The last step is to analyze the Data log - Mission One - Finding the Truth - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The last step is to analyze the Data log. To be able to do that (in the Laboratory menu) we will need a lot of Lab Assistants, so if we haven't built more Worker Barracks at the beginning of the mission, we need to do it now. Take the Interpreted Data log to Dr Bartok, which will open the ending video.

The Data log's analysis proved that the Virago had been infected with an unknown virus - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The Data log's analysis proved that the Virago had been infected with an unknown virus. The attempt to identify it consumes enormous supplies of power, which leads to a overload in the city's network system. Despite this, F.A.T.H.E.R. doesn't stop operating, and what is more, cuts the city from power supplies in order to finish the study. Dr Bartok argues that the virus moved onto its systems, causing the Artificial Intelligence to run out of control.

After contacting Dr Bartok (she's in the Warehouse on the C - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

After contacting Dr Bartok (she's in the Warehouse on the C.O.R.E.'s northern shore), head to Prof. Devi's Ark, where we will be given an Aqua detonator - it will enable us to blow up rocks which block the possibility to extract Crude Oil in our underwater base (1). Use it by clicking LMB on the proper icon in the trimaran menu (2) when we are close to the deposits.

Afterwards, build an Oil Driller (1) and connect it with the Deep Sea Warehouse by the AquaRail - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Afterwards, build an Oil Driller (1) and connect it with the Deep Sea Warehouse by the AquaRail. If we are short of some resources, get them from our mother base (we will need eighteen tons of Building Modules and twelve tons of Tools.) After extracting five tons of Crude Oil, take them to Dr Bartok's Warehouse.

To regain control over C - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

To regain control over C.O.R.E., the professor's assistant needs Carbon. To get it, build an Oil Refinery (1) and a Carbon Factory (2). Apart from Refined Oil, to produce Carbon we will also need Coal - if we don't have enough (it's used to manufacture Tools or produce power in the Coal Power Station), we can build other Coal Mines. Once we have five pieces of Carbon, send another transport to Dr Bartok.

To ensure a permanent Carbon production, we need to be delivering Cruide Oil to the Warehouse (1) constantly - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

To ensure a permanent Carbon production, we need to be delivering Cruide Oil to the Warehouse (1) constantly. In the Strategic map, set the main ship to keep transporting the said resource, as well as Functional Food, from the Deep Sea Warehouse (2).

The next step is to make sure we're protected against an open conflict - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The next step is to make sure we're protected against an open conflict. Therefore, we start manufacturing Weapons - build further Iron Ore Mines, an Iron Smelter and a new building - Munitions Factory. Safety, though, doesn't depend only on weaponry, but also on maintaining reasonable food supplies. To stop our Fish from poisoning the workers, we need to create an antibiotic in the Laboratory. But before we can do that, we need to catch Fresh Fish (1) in a selected bay using a Pelagic trawl net found in the Warehouse, and take them to our island.

Once we've solved the food problem, load five tons of Carbon on one of our ships (our Carbon Factory should have already produce enough) and take them to Dr Bartok - in return we will get thirty tons of Iron - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Once we've solved the food problem, load five tons of Carbon on one of our ships (our Carbon Factory should have already produce enough) and take them to Dr Bartok - in return we will get thirty tons of Iron.

To create the Anti Virus, our city needs Researchers - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

To create the Anti Virus, our city needs Researchers. Because they require access to Energy Drinks, we need to build a Sugar Beet Plantation, a Coffee Plantation (remember to leave space for crops in both cases) and an Energy Drink Factory. As it's highly probable that at this point the ecological balance has been seriously upset, we can build a Waste Compactor (1) between Worker Barracks (the more of them around it, the better.) When the number of Researchers reaches fifty, we'll be close to creating the Anti Virus.

It's time to build a Shipyard, and then build a medium_warship_ship (in patch 1 - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

It's time to build a Shipyard, and then build a medium_warship_ship (in patch 1.02 there is an error in the translation of the Warship) - it will enable us to administer the Anti Virus. If we can't afford to build it, we can sell Rotten Fish in Yana Rodriguez's Ark, and build more Worker Barracks (to increase tax incomes.) When the Warship is ready, send it to the professor's assistant's Warehouse to get a Data board. It turns out that F.A.T.H.E.R. has learned of our intensions - drones start hovering around our island's coastline. Our objective is to deliver the Data board to the Warehouse while remaining undetected. Once we've done it, the drones will be ordered back and an enemy ship infected with the virus will appear. Our task is to destroy it before it reaches our island. Send our new Warship to take care of that.

Time to create the Anti Virus - but before we start, we need to make sure we have a hundred and fifty Researchers in the city - Mission Two - Unforseen Consequences - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Time to create the Anti Virus - but before we start, we need to make sure we have a hundred and fifty Researchers in the city. If not, build additional Worker Barracks (keep in mind that they require Road connection to the City Center and the Concert Hall.) Once the Anti Virus appears in our Warehouse, take in on board the Warship and head to the enemy base. The harbor is protected by four turrets, making it impossible to administer the virus directly (it takes forty five seconds.) The best way to do it is to build a Repair Drone which will take care of any larger damages done to the Warship. After we've destroyed the turrets, all that is left to do is to use the Anti Virus from the Warship menu (LMB) near F.A.T.H.E.R.S.'s Ark.

F - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

F.A.T.H.E.R. runs away from the island, leaving behind massive chaos. Prof. Devi asks for the help of Rufus Thorne and Yana Rodriguez, having realized that he can't face the threat caused by the infected AI alone. Representatives of both Global Trust and Eden Initiative ignore the situation.

Prof - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Prof. Devi asks us to talk to both of them. Open the Diplomacy window (the icon in the upper right corner of the screen) and click on "Contact Global Trust" and "Contact Eden Initiative" respectively. Both organizations refuse to take any steps - therefore, we need evidence.

We begin by sending our Warship west, where Lester is broadcasting an emergency signal - it turns out that F - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

We begin by sending our Warship west, where Lester is broadcasting an emergency signal - it turns out that F.A.T.H.E.R. had stolen Uranium from the computer center, which is essential in keeping the energy balance on the island. In the Laboratory, we need to create an Uranium drill and then activate it in the Warehouse, which we build on the northern shore of the said location.

Thanks to the aforementioned item, we are able to find additional 1800 tons of Uranium - all we need to do now is to wait until the Uranium Mine (1) delivers five tons of the raw material and take it to Lester - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Thanks to the aforementioned item, we are able to find additional 1800 tons of Uranium - all we need to do now is to wait until the Uranium Mine (1) delivers five tons of the raw material and take it to Lester. Note: we need to cease production in the Fuel Elements Factory - otherwise all extracted Uranium will be automatically transported and processed. This way, we secure the first evidence that should interest Global Trust. Once again, open the Diplomacy window - Rufus Thorne promises to support us with three ships in return for ten tons of Building Modules, ten tons of Iron and ten tons of Uranium. After delivering them all, we can proceed to gathering other evidence.

The next island marked by F - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The next island marked by F.A.T.H.E.R.'s activity is located in the north-eastern edge of the map. On a piece of land protected by three turrets there is an abandoned post worth checking out. Using two Commando Ships and two Warships, destroy the cannons. Build a Warehouse (1) on the coast and take documentation containing the enemy's plans.

The next island, located north of our mother base, had been attacked by enemy forces - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

The next island, located north of our mother base, had been attacked by enemy forces. The technology that protected against enemy fire, a special shield, was stolen. Ryan asks us to help the island by giving them ten tons of Energy Drinks and five tons of Carbon (we produce them in our base, so it's only a matter of transportation.) The only thing that's left is the fourth evidence, which is undoubtedly the most difficult to acquire.

Further data containing F - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Further data containing F.A.T.H.E.R.'s plans are in a post located in the north-west. The post is extremely well protected: apart from turrets, there are also drones and Commando Ships. The best way to beat them is to attack will all ships we have and do repairs whenever any of them loses half of their resistance (using the previously built Repair Drone.) Once the area is clear of enemy units, build a Warehouse in the marked spot (1). The last thing to do in this mission is to form an alliance with Global Trust and Eden Initiative.

Immediately after coming to an understanding, Prof - Mission Three - Solidarity - Chapter Two: C.O.R.E. - Anno 2070 - Game Guide and Walkthrough

Immediately after coming to an understanding, Prof. Devi organizes a teleconference with the new allies in the fight against F.A.T.H.E.R. This way we finish the second chapter.

While Rufus Thorne is gathering forces, together with Yana head to the sector where F - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

While Rufus Thorne is gathering forces, together with Yana head to the sector where F.A.T.H.E.R. is most likely hiding. Once we're there, it turns out that the AI commenced nuclear strikes on neighboring islands, thus submitting the soil to radiation exposure. Therefore, our primary objective will be to build a base and bring back the ecological balance.

Build an Eco City Center (1) and a Concert Hall (2) among the Residence ruins - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Build an Eco City Center (1) and a Concert Hall (2) among the Residence ruins. Build Worker Barracks around them to increase tax incomes. Additionally, there are Tea Plantations a little to the north - when we build a Depot there, they will automatically start producing the necessary Tea. We can also build another two or three Tea Plantations, if we intend to expand dynamically. This way, we will satisfy all the citizens' needs required to ascent to the higher level. We also need to build a Depot near the southern mountain range to acquire a Coal Mine, an Iron Ore Mine, an Iron Smelter and two Tools Factories. Don't forget to start manufacturing Building Modules and catch Fish.

Using the Commando Ship, take the Geiger counter from Eden Initiative's Ark, and then perform a scan of the two biggest islands on the map - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Using the Commando Ship, take the Geiger counter from Eden Initiative's Ark, and then perform a scan of the two biggest islands on the map. We need to decrease the radiation level to -50 on both of them. Start with the main island - build Weather Control Stations at proper distances throughout the whole island (if the influences overlap, restoring the eco balance will be less effective.) It will require building a lot of Depots, so we need to control our credit balance (each Weather Control Station will decrease it by 18 points, and each Depot by another 5.) If it falls under 200, it will be really difficult to restore it. Once the radiation level has been lowered, we will receive Vegetable seeds, which we activate in the Warehouse - from now on, we have access to Farmhouses which produce Vegetables. When we produce the first ton, send it to the ally's Ark.

In the meantime, there are a few short side quests to do - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

In the meantime, there are a few short side quests to do. The first one is to build two Sawmills and a Tree Nursery on our main island, as well as obtaining three hundred and sixty Eco Workers. Remember to build the said buildings away from other constructions, because Sawmills have a limited range of tree clearing (it's best to build the Tree Nursery between them.) The second quest will only require building additional Worker Barracks and waiting until they upgrade (unless we've done it before - in that case the quest will be completed automatically.) Note: if the new Worker Barracks won't upgrade, see if we have enough supplies of Fish and Tea, and whether the new Residences are located within the influence of the Concert Hall. The nest quest will be to deliver five tons of Tools to a ship with a malfunctioning engine. Completing this quest will get us a highly valuable Large drying cabinet, which increases the productivity of Tea Plantations.

When we reach the island farthest to the north, Yana Rodriguez will ask us to build a Warehouse there, a then to find and bring ten Builders (1) to her Ark - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

When we reach the island farthest to the north, Yana Rodriguez will ask us to build a Warehouse there, a then to find and bring ten Builders (1) to her Ark. It's better to complete this quest at the beginning, because in return for saving the Builders, Eden Initiative will give us Comprehensive Environmental Regulations, which will enable us to remodel our Ark - resulting in lowering the cost of all Eco buildings by 6%.

While we can restore the eco balance on the main island by building Weather Control Stations, there won't be enough space to build so many of them on the other island - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

While we can restore the eco balance on the main island by building Weather Control Stations, there won't be enough space to build so many of them on the other island. Consequently, we need to bring a thousand and two hundred Eco Workers and start producing Glass in order to build a Monitoring Station. First, build as many Weather Control Stations as possible, and then three Rice Farms (1) - the Rice produced there will be used to make Health Food (using the Strategic map, set the command ship to transport Rice to our mother base.) Next, build additional Farmhouses and a Health Food Factory, as well as three Sand Extractors (in river slots), Chip Factory and Electronics Factory. After we put an Education Network near the City Center, we will have everything we need to bring the Eco Workers.

To ensure a larger income and obtain the required number of Eco Workers faster, it's good to build another civic building (City Center, Concert Hall, Education Network and Worker Barracks - Mission One - On Hostile Terrain - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

To ensure a larger income and obtain the required number of Eco Workers faster, it's good to build another civic building (City Center, Concert Hall, Education Network and Worker Barracks.) Note: remember to monitor the production of goods - the more the citizens, the bigger the demand for specific supplies. In order to build Monitoring Stations (1), which are put over mining areas, we need Glass. As we already have three Sand Extractors, all we need to build is a Limestone Quarry and Glassworks. Once we have lowered the radiation level to -50, we will receive Durum Wheat seeds, thanks to which can start growing wheat. When we have a ton of Durum Wheat, send it to Rodriguez's Ark, thus ending the mission.

It's time to prepare for a fight - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

It's time to prepare for a fight. Rufus Thorne arrives to our sector and tasks us with a first objective: we need to bring thirty hundred and sixty Tycoon Workers to the city, and build a Tycoon Shipyard. To do that, build a few Distilleries on the island on which, in the previous mission, we started producing Rice - transport the Liquor to the mother base (same as Rice.) Next, build the same civic buildings as in the previous mission (as illustrated above), remembering about building a Ministry of Truth. Ensure the proper living conditions to the citizens, as well as the second tier Food.

To this purpose, build three Pump Cranes (1), an Oil Refinery (2), a Plastics Factory (3), two Meat Factories (4), one Flavor Lab (5), and a Food Supply Factory (6) respectively - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

To this purpose, build three Pump Cranes (1), an Oil Refinery (2), a Plastics Factory (3), two Meat Factories (4), one Flavor Lab (5), and a Food Supply Factory (6) respectively. In time, as the demand increases, we will need to remember about extending production. While waiting for the Worker Barracks to upgrade, send one of our ships to scout the area.

After discovering an island in the east, build a Warehouse there - it will ensure the production of Steel; we will need in abundance, to, for example, complete the next objective, which is to build three Container ships (forty eight tons - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

After discovering an island in the east, build a Warehouse there - it will ensure the production of Steel; we we will need in abundance, to, for example, complete the next objective, which is to build three Container ships (forty eight tons.) It turns out that Strindberg's fleet, who has come here with Thorne, is under attack by F.A.T.H.E.R.'s submarines. Everything suggests that it will be destroyed...

As soon as we have gathered enough supplies in our mother warehouses, build Container ships and immediately send them to Global Trust's Ark - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

As soon as we have gathered enough supplies in our mother warehouses, build Container ships and immediately send them to Global Trust's Ark. A while later we are given another task: we are to seize control over uranium facilities.

Until now, the uranium facilities had been operated by Strindberg, but because of his ineffective actions, he was once again degraded by the company's president - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Until now, the uranium facilities had been operated by Strindberg, but because of his ineffective actions, he was once again degraded by the company's president. There are three mining areas on the island over which build Uranium Mines; Rotary Excavators will get us Coal to use in Coal Mines. Remember to cease production of Fuel Elements, because this way all extracted Uranium will be processed into Explosives, and then - into Heavy Weapons. To make sure we won't run out of Iron Ore, destroy one of the Uranium Mines and build an Iron Ore Mine in its place (we couldn't have done it at the beginning, because the mission objective required building three Uranium Mines.) To build a fleet, apart from delivering Heavy Weapons and Steel to the Tycoon Shipyard, we also need Weapons. The easiest way to do that is to manufacture them on the central island, but if the eco balance isn't good there (which is detrimental to our crops) we can also use the eastern of the northern island.

Apart from three Commando Ships, two Warships and three Vipers in the fleet, we need to build three Missile turrets (1) and two Harbor defense turrets - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Apart from three Commando Ships, two Warships and three Vipers in the fleet, we need to build three Missile turrets (1) and two Harbor defense turrets. What is more, we can build them either on land, or in the harbor area. Once they are ready, our island will have the necessary defences.

After we destroy all enemy choppers and all submarines, Rufus Thorne will ask us to give three Vipers under his command - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

After we destroy all enemy choppers and all submarines, Rufus Thorne will ask us to give three Vipers under his command. A while later, a sabotage takes places in one of the Uranium facilities...

It turns out the attack on the mines was a diversion - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

It turns out the attack on the mines was a diversion. Near the island where we grow Rice and Durum Wheat, one of the trading ships is under attack from an enemy Warship. Our objective is to destroy the enemy unit and deliver twenty tons of Tools and twenty tons of Wood to Captain Delaware.

The person responsible for the attack was our former employer, Strindberg - Mission Two - Challenge - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

The person responsible for the attack was our former employer, Strindberg. Our intel suggests that this frustrated saboteur is hiding on an island somewhere in the north-western part of the sector. Once we find him among pedestrians, he will be automatically placed in the Warehouse. The last thing to do is to escort him to Global Trust's Ark.

The last of F - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

The last of F.A.T.H.E.R.S.'s Warships seems to be immune to all attacks. In result, Prof. Devi arrives at our sector. First, though, we need to complete a task given by Eden Initiative - scan three locations, then deliver Rare jellyfish to Rodriguez. In return, we obtain an Offshore substation - once activated in the Ark, it will increase the effectiveness of our Offshore Wind Parks by 15%.

On the island farthest to the south-west, build up Tech infrastructure - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

On the island farthest to the south-west, build up Tech infrastructure. In the Warehouse, gather as many resources as possible, activate the Offshore substation and build a few Offshore Wind Parks. To get through F.A.T.H.E.R.S.' shields, we will have to create three items in the Academy: components that will comprise an EMP Cannon - to get each component, we will need to reach a specified energy level of 200, 500 and 1000 points. There are a few possibilities to reach such high levels - we can simply build a lot of Offshore Wind Parks, Wind Parks and Coal Power Stations (for which, however, we'll we have to get Coal from another island.) The second option is to build a Nuclear Power Plant (we can get Fuel Elements from the Uranium facilities), which will generate 500 energy points on its own.

Either way, when need to reach 1000 points, we gain the possibility to build a Hydroelectric Power Plant, which of course we do - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Either way, when need to reach 1000 points, we gain the possibility to build a Hydroelectric Power Plant, which of course we do. In order to build the Hydroelectric Power Plant, first we need to produce five Generators and five Control modules, which will consume a lot of our Building Modules and Tools supplies.

Once the items have been produced, create the Hydrostation blueprint in the Academy; it appears in the Warehouse - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Once the items have been produced, create the Hydrostation blueprint in the Academy; it appears in the Warehouse. In order to build the Hydroelectric Power Plant, use LMB on the proper icon, and then LMB again on the spot where you want to put this impressive construction (the northern edge of the island.) This way we can generate 500 energy points with little costs - and we can build the EMP Cannon!

In the meantime, we are asked to scan underwater islands - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

In the meantime, we are asked to scan underwater islands. Build an Underwater Warehouse on one of them and start producing Functional Food and Crude Oil (necessary in producing Carbon), as well as open a new trade route between the underwater base and our Tech base. Additionally, bring Sugar from one of the northern islands (we need to set up a base there and start growing crops), which, paired with Coffee, will make it possible to produce Energy Drinks - without them Worker Barracks won't upgrade. After creating an Electrical condenser, a Magnetic coil and an Anti-shield pulse, which will cost us 16 thousand credits, we are ready to build the EMP Cannon.

Although building the EMP Cannon won't require too much financial resources (only a thousand credits), the road to acquiring it will consume of lot of supplies, significantly emptying our pockets - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

Although building the EMP Cannon won't require too much financial resources (only a thousand credits), the road to acquiring it will consume of lot of supplies, significantly emptying our pockets. Therefore remember not to hurry with the production of particular elements, and more importantly, control the credit balance. For convenience's sake, below is the list of trade routes necessary for the proper functioning of the islands:

1. Take Rice, Liquor, Durum Wheat from the south-western island to our mother base, and, if the resources on the main island aren't sufficient, Fish.

2. From Strindberg's old base to the Tech island take: Coal, Refined Oil and Iron.

3. From Strindberg's old base to our mother base take Plastics (although we're manufacturing them on our main island, it's good to have a supply - we can sell them if we have too many.)

4. From the underwater base to the Tech island take: Crude Oil and Functional Food.

5. From the new base (north-west) to the Tech island take Sugar.

6. From the eastern island to the mother base take Steel.

Note: Because there is an enemy ship scouting the northern area, try to prevent our trading ships from crossing its path. If so, control the ship yourself, avoiding the enemy unit.

The last mission objective is to load the EMP Cannon on board one of our Warships and eliminate the enemy ship - Mission Three - Thriumph of Technology - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

The last mission objective is to load the EMP Cannon on board one of our Warships and eliminate the enemy ship. All we need to do is use the cannon (LMB) when the enemy unit comes in range - it will be paralyzed for 5 minutes, and its shields will be lowered. We're left to destroy it.

We begin the last mission in the ANNO 2070 campaign by contacting each of our three allies - we will get three side quests (non-obligatory); completing them will make it very easy to defeat F - Mission Four - Zero Hour - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

We begin the last mission in the ANNO 2070 campaign by contacting each of our three allies - we will get three side quests (non-obligatory); completing them will make it very easy to defeat F.A.T.H.E.R., and thus - to win. Our targets are two Shipyards and an Airport; from their remains we can obtain three items to create: Cloaking shield MK IV, Optimized projectile barrier and Universal Precision strike guns. Note: While we can't create the first item (the required resources hadn't appeared after the destruction of the Shipyard - patch 1.02), we can easily create the other two.

The first thing we need to do is to command one of the ships to watch the coast of Strindberg's old base, because the enemy will be sending its submarines there regularly - Mission Four - Zero Hour - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

The first thing we need to do is to command one of the ships to watch the coast of Strindberg's old base, because the enemy will be sending its submarines there regularly. Remember to use the Repair Drone after each fight. To destroy the Shipyard (1), we need to be properly prepared. Firstly, we need at least three Warships and three Vipers. Secondly, in case we're attacked from above, it's good to have two or three Commando Ships in the rear, because those are the only units that can attack air targets. And thirdly - equip two ships with EMP Cannons. Take such fleet to the location illustrated above, remembering to approach from west. This way we'll encounter relatively few enemy units. Note: The EMP Cannon works on every unit apart from the one that carries it, so it's better to use it at the beginning by sending the EMP Cannon ship much earlier than the rest.

If one of the units isn't getting any damage, it means its shield are active - in order to destroy it we need to use the aforementioned EMP Cannon - Mission Four - Zero Hour - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

If one of the units isn't getting any damage, it means its shield are active - in order to destroy it we need to use the aforementioned EMP Cannon. If we see that our ships have lost more than half of their resistance, destroy enemy units in direct proximity and get the fleet to the Repair Drone. Destroying the Airport might prove more difficult, but if we have enough supplies (both resources and credits) we might build a Firebird - a chopper with a special ability that can obliterate the Airport. Sadly, there is a chance it won't see the end of the battle as enemy air units will tear it to pieces.

After taking the spoils of battle to the Tech base, the first thing we need to do is to create the Optimized projectile barrier, enriching our ships with a shield - much the one like F - Mission Four - Zero Hour - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

After taking the spoils of battle to the Tech base, the first thing we need to do is to create the Optimized projectile barrier, enriching our ships with a shield - much the one like F.A.T.H.E.R.'s (a little weaker.) Although the Universal Precision strike gun isn't vital to the victory, we can create it too (provided we have the right materials), as it will increase the attack power of our units by 15%. If we have lost some ships, take the time to replace them and bring more of them. It's time for the final battle.

To destroy the AI, we need to use the EMP Cannon, and then destroy all of F - Mission Four - Zero Hour - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

To destroy the AI, we need to use the EMP Cannon, and then destroy all of F.A.T.H.E.R.'s cannons (1). If there are some enemy units left in the area, try to lure them near the enemy's Ark and use the EMP Cannon when they are in range.

The last step is to lead an all-inn attack - Mission Four - Zero Hour - Chapter Three: In the Eye of the Storm - Anno 2070 - Game Guide and Walkthrough

The last step is to lead an all-inn attack. In the upper left corner there is a counter which informs us how much time is left until the Ark reactivates its defense systems. When the moment is near, retreat the fleet a little bit, and the use the other EMP Cannon (if we don't have two, wait until the first one is ready to use again.) This way we finish the ANNO 2070 campaign.

The main objective of this mission is to bring 1200 Researchers to our city (2nd tier), build an Academy, as well as invent Hydrostation blueprint and Improved radar sensors - Bonus Mission: Return to C.O.R.E. - Single Missions - Anno 2070 - Game Guide and Walkthrough

The main objective of this mission is to bring 1200 Researchers to our city (2nd tier), build an Academy, as well as invent Hydrostation blueprint and Improved radar sensors. At the beginning, choose one of the bigger islands for our main base, with the most important Fertilities, that is Tea (if we are playing the Ecos), Rice, Coffee. Either way, we won't avoid expansion, but we can make it easier for us from the start. Using the Game Mechanics and General Guidelines sections, build up the economy. Once the first Residence of our initial faction (Eden Initiative or Global Trust, depending on which one we choose) reaches the 3rd tier, we will gain access to S.A.A.T. structures. All we need to do now is to satisfy the Needs of our new citizens and create the aforementioned items (apart from credits, we will also need substantial amounts of Carbon and Microchips.)

This is a very simple scenario - The Jorgensen Plateau - Single Missions - Anno 2070 - Game Guide and Walkthrough

This is a very simple scenario. Our objective is to acquire 1200 executives of a chosen faction (Eden Initiative or Global Trust.) All opponents will be friendly, and Tilda will be kind enough to ask us for permission every time she would want to colonize our island. Each time we agree, we'll get 20 influence points (it's better to agree, because there are plenty of islands around and we'll easily find all the resources we need.) If we have a good grasp of ANNO 2070 game mechanics, we can go ahead and omit this scenario.

This mission is a true test of our management skills - Architect of the Future - Single Missions - Anno 2070 - Game Guide and Walkthrough

This mission is a true test of our management skills. On one hand, the scenario is very long and requires upgrading the chosen faction to the Executive level (4th tier) as well as building a Monument. On the other hand, though, it gives an opportunity to get to know the chosen faction extensively - in order to win, we will have to use every assortment the building menu has to offer.

There are three phases to building the Monument; each will require a constant supply of two resources. Additionally, each phase will consume much more energy than the previous one. Eco balance will also be changing.

Laying foundations: fifty thousand credits, eighty tons of Building Modules, fifty tons of Tools, twenty four tons of Wood / Concrete, thirty five tons of Glass / Iron.

Phase One: Tools and Building Modules, 80 Energy Points

Phase Two: Tools and Wood (Ecos) / Concrete (Tycoons), 140 Energy Points

Phase Three: Tools and Glass (Ecos) / Iron (Tycoons), 200 Energy Points

Once we have built the Monument, the mission ends. Note: This is a hardcore mission; the Monument phases themselves take very long, not to mention monitoring the production of various resources, watching the credit balance, etc. Save frequently!

If we got through the Architect of the Future scenario, we can complete this mission without any pain - it's enough to mimic the said mission (reaching the credit balance of 2000+ is automatic once Executives appear on our island - Free Market Economy - Single Missions - Anno 2070 - Game Guide and Walkthrough

If we got through the Architect of the Future scenario, we can complete this mission without any pain - it's enough to mimic the said mission (reaching the credit balance of 2000+ is automatic once Executives appear on our island.) To reach high income from trade while keeping resources is best achieved by producing supplies which require similar indirect materials, for example Heavy Weapons and Fuel Elements, Iron and Weapons, Plastics and Carbon. If we need one of them, we sell the other. We can also sell bits of them. To sum up, this is the best scenario to learn how Production Chains work.

This mission is a supplement to the training from the Architect of the Future - Power Games - Single Missions - Anno 2070 - Game Guide and Walkthrough

This mission is a supplement to the training from the Architect of the Future. Using experiences from the said scenario, we need to upgrade both Ecos and Tycoons to the 4th tier, and additionally get S.A.A.T. Researchers. Adding the fact that we have to gather a million credits (which isn't a trifle!) and defeat four opponents, it turns out that we have quite a lot of hours of an uneasy struggle ahead of us. Apart from the known ANNO 2070 mechanisms, we also need to remember about a few other factors:

* Manufacturing Weapons will give us access to weak, but inexpensive units - a fast investment into a fleet may become very helpful.

* Before taking care of other mission objectives, try to get rid of at least two opponents - which doesn't mean that we have to stop expanding. It's simply safer to transport goods between islands if our ships aren't exposed to enemy fire.

* If our Commando Ship or trimaran is destroyed, we can buy a new one in our Ark.

* Acquiring such high amount of credits won't do without a full-blown industry. There isn't much point in selling Building Modules, Tools, or Fish - instead, concentrate on supplies that are most difficult to obtain (Jewelry, Fuel Elements, Luxury Meal, Heavy Weapons)

The mission is much longer and more difficult than the Architect of the Future, so also remember to save frequently - and in different save slots.

The last two single missions we'll be playing in multiplayer mode - Black Gold / Whatever it Takes - Single Missions - Anno 2070 - Game Guide and Walkthrough

The last two single missions we'll be playing in multiplayer mode. Using knowledge gained in previous missions, we'll be facing two other players (Black Gold - who is the first to deliver thousand tons of Oil do Global Trust? Whatever it Takes - once again we're building a Monument, but this time only the first one to do it wins!) Before we begin, though, it's good to go through the campaign and previous scenarios, and familiarize ourselves with the Gameplay Elements section.