Area 04 · Act 1 · The Wheat Incident
The Merredin Withdrawal
Merredin — the wheatbelt's rail hub on the Perth–Kalgoorlie line: grain silos, a water tower, rail yards, and the biggest town the emus have ever seen (population: several hundred, briefly).
DAY 32: THE ARMY ANNOUNCES A STRATEGIC WITHDRAWAL. THE EMUS ANNOUNCE NOTHING. THEY ARE EMUS.
The history behind it
Act I finale. After a month, 9,860 rounds, and under 1,000 confirmed emus, the campaign was withdrawn amid parliamentary ridicule — one MP asked if a medal would be struck for the emus. Capturing Merredin's rail hub IS that withdrawal: the army literally entrains and leaves, and the emus realize they have won a war.
Outposts (4)
Take all of them and the area is yours. Retreat halfway through and the ones you already hold stay held.
The Grain Silos
Grain silo · Defence tier 2
Twin concrete silos guarded by a Rifleman Line and barbed wire — the single richest Food outpost in Act I. The wire funnels toward the loading ramp; the smart route is through the manager's office.
The Truck Yard
Supply depot · Defence tier 3
First Truck-Mounted Lewis: it repositions around the yard between bursts, trailing a dust plume. Teaches the tyre-peck weak point — strand it, then treat it as a Post. Drops the region's biggest scrap haul.
The Water Tower Post
Gun post · Defence tier 2
An elevated Lewis Gun Post on the tower catwalk with a wide, slow sweep over the yards. Cannot depress its barrel close-in — hugging the tower legs is safe, which no one told the gunner.
Merredin Station HQ
Headquarters · Defence tier 3
The final Act I capture: the stationmaster's office turned army HQ, defended by a full Rifleman Line, a Sandbag Officer, and Meredith making his last stand of the act beside a departure timetable. Capture triggers the withdrawal cutscene — troops board the eastbound train under a hand-painted MISSION ACCOMPLISHED banner.