Boot Camp Bay to Clawline Crossing: early campaign walkthrough
The first three missions teach you everything the campaign will later test — if you let them. This walkthrough turns the early game into a foundation instead of a formality.
FILED UNDER Walkthroughs
Most commanders autopilot the first missions and pay for it around mission six. Run them properly instead: the early game is where lane discipline, economy pacing and hero positioning get installed. Do it right here and Smogstack Row never gets the chance to humble you.
Mission 01: Boot Camp Bay
One lane, generous pads, and waves that politely announce themselves. Resist the urge to overbuild — place a single damage tower at the first bend, park your starter hero at the leak point, and let the mission teach you the economy rhythm. The real lesson is sell-and-rebuild: practice it now while mistakes are free. Bank the first-clear bonus and resist spending it immediately; mission two wants tower variety more than upgrades.
Mission 02: Rustwater Docks
Two lanes converge at the pier — the first real grid puzzle. The trap is defending both lanes separately; the answer is building where they merge. A frost projector at the merge point buys more effective range than any second tower. Watch the wave mix: the docks introduce the first armored crawlers, which is your cue to learn the damage-type matrix early. Kinetic bounces, energy melts. Our tower guide covers the full matrix if the tooltips left you cold.
Sell-and-rebuild refunds most of a tower's cost — treat placements as rentals, not commitments. The commanders who stall are always the ones emotionally attached to their first railgun.
Mission 03: Clawline Crossing
The first genuine skill check — split lanes that punish single-lane thinking. Here's the doctrine: your hero IS the second tower grid. Place towers to cover the lane your hero isn't watching, rotate them on wave calls, and never let both resources idle. A Recon hero trivializes this mission; an Assault requires tighter tower coverage. Beat this cleanly and you've learned the core OTTTD loop — everything after is elaboration.
The tutorial missions aren't the boring part — they're where the game teaches you the habits that save your life at mission twenty.
ARENA FIELD MANUAL DESKKey takeaways
Short on time? This is the manual condensed to a sticky note for your monitor.
- Build at merge points, not per-lane — coverage math beats tower count
- Your hero is a mobile tower; leave them idle and you're halving your defense
- Frost projectors multiply every other tower's effective range
- Sell-and-rebuild mid-wave is a core mechanic, not a panic button
- Learn the damage matrix at the docks — armored crawlers are the warning shot
Related field manuals
Asked after this manual
The questions commanders send the desk after reading this guide.
Ready for the real lanes?
Theory's installed. Now grab the Recruit Pass and put a second hero on the roster before Clawline asks for one.