================================== -SECTION THREE- MISSION STRATEGIES ================================== ------------------------------------- CHAPTER [11] What is a mission tree? ------------------------------------- When playing C&C, sometimes you will be given a choice of countries to fight over. The hierarchical listing of these choices and the possible paths one may take is described as the mission tree. Andrew Griffin (buggy@adam.com.au) About the mission path, it seems that (for some countries), if there are multiple arrows into the same country, clicking on a different arrow will bring a different map layout. If you look at the option screen (press ESC from the game), above the version number is a group of numbers that represents which mission this is. *11-1* GDI mission tree ======================= Andrew Griffin (buggy@adam.com.au) [4EA][5EA] [15EA] [1][2][3EA][4WA][5EB][6][7][8EA][9][10EA][11][12EA][13EA][14][15EB] [4WB][5WA] \--- [8EB] [10EB] [12EB][13EB] [15EC] [5WB] Trevor Ruppe (jlruppe@twave.net) GDI 1. (one map) GDI 2. (one map) GDI 3. (one map) GDI 4ea. Right arrow. Mission goal: recover stolen crate in Belarus. GDI 4wa. Left arrow. Will say "Poland" but then you'll be re-routed to Belarus goal. GDI 4wb. Middle arrow. Mission goal: find and protect village in Poland. GDI 5ea/eb. From mission 4ea only, there are two arrows into the Ukraine. Both the left and right arrows lead to 5ea. 5eb, as far as I can tell, is completely inaccessible. 5ea has the same goal as 5wa and 5wb and also has the EXACT SAME MAP as 5wa. GDI 5wa. From 4wa and 4wb there are two arrows into Germany. This is the top arrow. GDI 5wb. From 4wa and 4wb; this is the bottom arrow. GDI 6. Both arrows lead to the exact same mission map. GDI 7. (one map) GDI 8ea. Left arrow is Austria. Mission goal: repair and defend GDI base. GDI 8eb. Right arrow is Slovakia. Mission goal: protect Mobius and village hospital. GDI 9. Both arrows lead to the exact same mission map. GDI 10ea. Left arrow is Slovenia. GDI 10eb. Right arrow is Romania. GDI 11. (one map) GDI 12ea. Left arrow is Albania. GDI 12eb. Right arrow is Bulgaria. GDI 13ea. Right arrow. GDI 13eb. Left arrow. Same exact terrain as 13ea but a different letter code. GDI 14. (one map) GDI 15ea. Northwest arrow. GDI 15eb. South arrow. GDI 15ec. Northeast arrow. *11-2* Nod mission tree ======================= Andrew Griffin (buggy@adam.com.au) [6EA][7EA] [13EA] [1EA][2EA][3EA][4EA][5][6EB][7EB][8EA][9EA][10EA][11EA][12EA][13EB] [2EB][3EB][4EB] [6EC][7EC][8EB] [10EB][11EB][12EB][13EC] ------------------------------------------- CHAPTER [12] I'm stumped! Can you help me? ------------------------------------------- [12-1] GDI missions =================== [12-1-1] GDI Mission 1, Estonia ------------------------------- Objective: Use the units provided to protect the Mobile Construction Vehicle. (MCV) You should then deploy the MCV by double clicking on it. Then you can begin to build up a base. Start with a Power Plant. Finally, search out and destroy all enemy Nod units in the surrounding area. Group your minigunners in teams of 5. Scout with your vehicles. When you find trouble, retreat your vehicle back to your minigunners, and they will make short work of the pursuers. [12-1-2] GDI Mission 2, Estonia ------------------------------- Objective: Defend your position, deploy the MCV, then build a sizable force to search out and destroy the Nod base in the area. All Nod units and structures must be either destroyed or captured to complete objective. Build the MCV next to the barracks. Build a power station. Build a 2nd barracks. Crank out 20 to 30 minigunners. Group the minigunners into groups of ten. Scout the surrounding area using one of your hummers, but do not engage the enemy. If you come across soldiers, run your vehicle to your infantrymen to drag the enemy into an ambush. When attacking the base, it is best to form a two pronged attack. Have 1/3 your men attack from the west, and 2/3s of your men attack from the south. Move your engineers behind your main force. Have them capture the construction unit, the refinery, and the powerplant. Do not capture the refinery until the enemy harvester has returned to unload. This way, you capture the harvester as well. Destroy the remaining structures save for one tiberium silo. Build two more tiberium refineries, and tiberium silos as needed. You want to harvest the map clean of tiberium. Once all the tiberium is harvested, sell all the buildings for cash, and destroy the last remaining silo to finish the mission. You should end the mission with over 20,000 credits. Half of these funds will transfer to the next mission. [12-1-3ea] GDI Mission 3ea, Latvia ---------------------------------- Objective: Build up forces to destroy Nod base. Once all Nod SAM sites are neutralized then air support will be provided to combat obstacles such as turrets. Destroy all units and structures to complete the mission objective. Make your base and get harvesting as soon as possible. Churn out as many grenadiers as you can, and use them to pummel the SAM sites you find along the way. [12-1-4ea] GDI Mission 4ea, Belarus ----------------------------------- Objective: Nod has captured classified GDI property. You must find and retrieve the stolen equipment. It is being transported in a shipping create. Use the new APC to strategically transport infantry through Nod forces. Mark Willoughby (willocds@te.rl.ac.uk): Explore in one turn, scrap the mission and start again. Load up the APCs and sprint for the base. De-bus south of the river, and try to take out the tank and the troopers. Once this force gets trashed, use the reinforcements to mop up the rest of the troops, and steal the crate back. Take advantage of the extra range the APCs have to avoid the Nod troops where possible. Hopefully once you get trashed in the first attack, the Noddies try to launch a counter attack which you sidestep, and fulfill your mission. Not too much fun this mission IMO. Although I did use this quick and dirty strategy. Lemming (lemming@globalone.net): I didn't unload my APC at all. Just loaded 'em up, and run like hell to the Nod base, tag the carton, and that's it. *12-1-4wa* GDI Mission 4wa, Belarus ----------------------------------- Objective: Same as previous Stick all your men into the APCs and go straight for the crate. Don't stop to shoot and run down anyone in your way. [12-1-4wb] GDI Mission 4wb, Poland ---------------------------------- Objective: Nod is moving to capture and hold a civilian town. Your mission is to reach the town first and hold off invading Nod units until GDI reinforcements can arrive. All invading Nod units must be destroyed. The town is south of where you start off. The best way to do this is to hold your position at the bridge that leads to the village. The Nod guys will have to get through your massed forces first, and you can cut them down with no trouble. *12-1-5ea* GDI Mission 5ea, Ukraine ----------------------------------- Objective: A GDI field base is under attack. They have fended off one attack but will not survive another. Move to the base, repair the structures and then launch a strike force to destroy the Nod base in the area. Destroy all Nod units and structures. Trevor Ruppe (jlruppe@twave.net) The GDI base is east of your start position. Keep your infantry out of the tiberium field as you head for it. Repair everything but the silos. Sell the silos; you should be spending tiberium on this mission, not saving it. Go north and then west across the river to find a SAM site near a cliff. On the other side of this cliff is a money crate. There is also a SAM site on the south side of the river, west of the bridge. His base is in the NW corner. One entrance on the east side guarded by 2 turrets and (outside the wall) a SAM site. The fourth SAM site is deep in the back of his base. *12-1-5eb* GDI Mission 5eb, Ukraine ----------------------------------- Objective: Same as previous Same as 12-1-5ea, but your base is located near the center of the map. *12-1-5wa* GDI Mission 5wa, Germany ----------------------------------- Objective: Same as previous Same as 12-1-5ea. *12-1-5wb* GDI Mission 5wb, Germany ----------------------------------- Objective: Same as previous Trevor Ruppe (jlruppe@twave.net) The GDI base is at the bottom of the map and has TWO entrances, east and west. One SAM site is N of your base. The Nod base, at the top of the map, has 2 SAM sites on its south side, both guarded by turrets. The 4th SAM site is near a hill. From this hill you can fire down onto his airstrip, powerplants, and construction yard. [12-1-6] GDI Mission 6, Czech Republic -------------------------------------- Objective: Use a GDI Commando to infiltrate the Nod base. **** ** destroy the ******** so that the base is incapacitated. Get in, hit it, and get the **** out. Andre Pang (ozone@zip.com.au) Easiest way I found to do this (and it was very easy!) is after the Chinook arrives, land to the left of the village/flare. With the commando, march him up and left in the pass, so you enter the base from the left. The AI should start sending many troops to attack the Chinook, and your commando will probably get hassled by a light tank or Nod buggy. There is one SAM site southwest of the base by itself; get your commando to take it out, then send the Chinook in to pick him up, and drop him off inside, to the left of the base (the chopper can just withstand two shots from the one SAM site in the southwest corner of the base). Run up and right, and blow up the airstrip. Matt Ho (matt@romulus.internex.net) Take out the SAM site on the island to get your transport off. Have the commando run around the edge of the map and take out the infantry and SAM sites on the edge. Bring your transport to your commando by following the path that the commando made. Send your commando at the base. A ton of troops will start pouring out. Pick off the lead infantry to give yourself more time and then run like Hades. The tanks and buggies should come out to chase you. Send the transport in to extract you. Once you're airborne, fly into the enemy base toward the top edge. A SAM will probably peg your transport a few times ... ignore it and go on ... Drop the dude down and have him dash for the airstrip (or whatever it was ... I forget) and nuke it. David Hulet (d.hulet@ix.netcom.com) It's best to work north then east once you cross the river in your transport chopper. Jumping from location to location in the chopper also works well to confuse the patrolling buggies. Once in the base what ever building you take out will not be there for the cleanup mission. It's best to take out the tiberium refinery. AI does not rebuild and so Nod runs out of money quickly! [12-1-7] GDI Mission 7, Czech Republic -------------------------------------- Objective: Previous mission objective not complete. Airfield was to be targeted. New objective: Build up a base and Destroy remaining Nod structures and units. Reinforcements will be provided. Rick Murray (hrmiii@ct.net) Once reinforcements land, proceed due north, continue past the first tiberium. You will find another field. Establish your base just south of the field. Build guard towers(mostly on the north side of the base) and hoard your forces on the south side of base. The towers will handle most all that the NOD will send your way. You will need to destroy the gun turret, which can be found by following the northernmost boundary. After you have destroyed the turret, use what ever you have left to attack the north wall of the NOD base. The purpose at this point is just to open up an easier route of attack. After building a considerable amount of forces, I used 6 tanks, 5 APCs mostly with grenadiers, 4 Hummers, and about twenty grenadiers on foot. Stage your forces north of the tiberium field which is to the east of the base. Send in the Hummers first. Set two outside and just north of the main entrance to the base and the other two. Use the hole you made in the wall and send to the center of the base mostly as a diversion of sorts. Do not immediately attack the Hand of Nod. Time it out where the tanks and APCs follow the Hummers through the hole. Dispatch two APCs and foot soldiers to dispatch the tanks within the compound( your route of entry leads directly to their parking area). Send the rest of your force on around north and attack the airfield and power plants in this area. This strategy seems to reduce the amount of resistance encountered while attacking this base. [12-1-8ea] GDI Mission 8ea, Austria ----------------------------------- Objective: UN Sanction has cut funding to the Global Defense Initiative. Field Units are helpless. Use the repair facility to keep your units in the field long enough to destroy the Nod base in this region. All Nod units and structures must be destroyed. Tim Hardy (drtmh01@nt.com) If this is the mission I am thinking about, I found a technique that is extremely effective and easy, and I haven't heard it mentioned yet. If you clear out the meager troops straight above the base, then all the way to the top and over to the left, you'll find a cliff overlooking the Nod base (you'll also be able to kill most of the SAM sites). From this cliff your rocket launchers can pound the heck out of his airfield, several silos, and the Hand of Nod, as well as the infantry he tries to mass there. The cool thing is he never figures out how to get to your rocket launchers. You can kill every single one of his mobile forces and ability to produce mobile forces without losing any of your units. Then can just walk in the base with bells on. Jason Thomas (hiro@mill2.millcomm.com) That's the same thing I did. I think the AI wants to stay close to home because its base is under attack, but once you destroy the airstrip, no more vehicles. Once it's all gone, you can leave one rocket vehicle up there and about ten bazooka guys, and just blast the crap out of anything that gets built as it's coming up. Also humvees are pretty good against infantry so you can keep one of those up there to provide machine-gun support. I wasted about 3 hours playing this mission and dying, before I discovered this technique. In Aikido and other "soft" martial arts, there's a principle of never meeting force with force. In other words, when the enemy attacks, you should let your forces fall back a bit to surround and absorb. In attack, don't keep hammering a strong point, but use recon to find enemy weak points and then strike hard. It's a lot easier in the long run than just throwing cannon fodder into the meatgrinder. [12-1-8eb] GDI Mission 8eb, Slovakia ------------------------------------ Objective: Dr. Moebius is establishing a Hospital to treat the civilians in the region who are falling ill due to exposure to Tiberium. Protect Moebius and the civilians. Eliminate Nod presence in the area. Move all units to the southwest. The village is there. There are large tiberium fields to the northeast and northwest that you can mine. Build MCV in the clearing north of village, past the bridge. Build sandbags around the blossom tree in the village to keep the Nod paratroopers from wrecking havoc. Also sandbag off the eastern bridge entrance to the village. Paratroopers land there also. Andre Pang (ozone@zip.com.au) You might have to blow up some of the tiberium (with the rocket launchers) to the east of the village, since a couple of the stupid civilians tend to wander off into that area and commit suicide. Make sure to repair your rocket launchers regularly in this mission, as you can't build them. *12-1-9* GDI Mission 9, Hungary ------------------------------- Objective: Take out Nod turrets along shore so Gunboats can move in safely on the Nod base. The Nod base must be destroyed. If gunboats can get in, they should be able to destroy the base with no difficulty. Keep an eye out for the new weapon Nod is rumored to be working on. Francis Ho (grendel@juno.com) There is a crate of cash in the southwestern corner. Dave Glue (deaveacg@interlog.com) In mission 10 (the one with the first appearance of the laser obelisk), I beat their base by basically using 4 humvee's and 2 APCs of engineers. I used two hum-vee's to map their base, then used 2 more and filled 2 APCs with 3 engineers each. The 2 humvees went in first and drew the enemy away, and when they would out of line I drove my APCs in, unloaded the engineer's and took their airstrip, construction site, and sold some silo's for my own profit, as well as providing some infantry to keep tanks and other guys busy. Then I started making a mass of gun turrets and destroyed their own base from the inside out. Engineer's and APCs boys, and hum-vee's for their speed and ability to attract the enemy. That's the secret. Then again, we'll see what happens in mission 12. [12-1-10ea] GDI Mission 10ea, Slovenia -------------------------------------- Objective: UN funding has been re-established. You now have access to a new aircraft, the Orca. This unit is to be used to scout out the immediate area. Destroy all Nod presence in this region. Zachary Harrison (a2z@netaxis.com) North of his base is a plateau of tiberium which the computer will eventually harvest. If you send an APC full of engineers to this plateau, all the way east, and then south, there is a back door to his base. With five engineers, one can take the airstrip, construction yard and many silos. Build a Hand of Nod, sell the useless buildings (especially the power plants, to disable the Obelisk) and pump out engineers to take over the base with extreme ease. The only weapons the computer has in range of this part of the base is a turret a SAM site. Blow through the wall, and there's nothing to it from there on in. Robert "Crash" Cullen (74040.1627@compuserve.com) I think this mission is the most fun of the entire bunch. Pretty easy too. Start by securing your location in the upper left hand corner. Get your power station, barracks and refinery up ASAP. Produce a few grenadiers, and bazookas, and take out the NOD forces on the ledge behind you. Good job. Now put them on guard duty. Get three guard towers up to guard the left pass. Build a weapon factory, and repair bay, then the Comm. station. Keep building grenades and bazookas for guard duty. You should be mining the tiberium out of the upper right hand corner of the map. By this time, you should have the upper third of the map under your control. Build a second harvester. Now you are ready to build a second power station and 4 helipads. Add a bit of sand, and guard with 3 towers on the right pass. Position secure, let's go find George and Gracie. Produce 2 Hummers and explore like crazy. Once you have two thirds of the map explored, start sending the choppers to take out the turrets. Stay away from the lower third of the map with the choppers, or you'll get waxed by SAMs. Explore as much of the NOD base, (lower third) as possible with the hummers. Your hummers won't survive, but hey, you're over it. Besides, revenge is just around the corner. By this time, you should control 2 thirds of the map. Cool. Now the fun begins. Start building tanks. Lots of them. 20 in all. Your Tiberium is probably running out in the upper right hand corner, so start harvesting out of the lower left side. With your 20 tanks, take the left pass down. You will need to stop short and regroup. Stopping at the 2/3 point worked for me. Now move the group to the lower left hand corner. The reason for stopping and regrouping is simple. Moving down that pass strings your forces out like a bunch of Christmas tree lights. If you were to move into the base one at a time, you wouldn't stand a chance. Especially against that Obelisk. Now you have a group of tanks across from the NOD base. Don't just sit there....ATTACK!!!!!!!!!!! Move the group in and take out that Obelisk first. Next, move the group all the way to the right and take out the construction yard. Next the airfield, and finally the Hand of NOD. Now lets pillage this village. The nice thing about so many tanks in such a small area, is that the soldiers have nowhere to run. It's splat city everywhere you turn, and I suggest you turn a lot. Blow up everything in sight. Don't even think about engineers or taking over buildings in this one. Game over, You've won. Now wasn't that more fun than listening to Black Sabbath at `78? *12-1-10eb* GDI Mission 10eb, Romania ------------------------------------- Objective: Same as previous Trevor Ruppe (jlruppe@twave.net) The objective is the same, but the terrain is different. You start in the SW corner of the map. Tiberium is due north and due east. The latter field is smaller but has a blossom tree. There are two valleys, north on the left side of the map and northeast toward the center. Most attacks will come from the northeast, but before you defend it, take out the Nod turret that's sitting on the edge of the hill that separates the two valleys. (Infantry that attack from the left usually get weakened by walking through the tiberium.) Also that beautiful lake east of your base has a river with a weir in the center of the right edge of the map. The weir leads down onto a hill that goes due south then due west to the southwest corner of the map. From here Nod has a great place to shoot down onto your base. Once the valleys and your backyard are defended, you have a big grassy field to build Orcas. Three are good for taking out a turret in one sortie. In addition to the one above, there are three more on the same hill, spaced out heading north. There are two on the hill east of the northeast valley and two on the hill west of the northern valley. One of these guards a blossom tree. This is where you'll need to send your harvester next. But be warned: unless you block off that central hill with troops or sandbags, you're going to watch your harvester make every return trip by driving up onto the hill, scouting all along the edge of the cliffs, then going back down the hill and finally turning south to come home. Ooo, don't get me started on harvester steering! I've seen more intelligent maneuvering performed by freshly-beheaded chickens. Now the Nod base. It's in the northeast corner. One entrance, on its southwest corner guarded by two turrets and an obelisk. There are SAM silos in all four corners of the base. Along the south wall are the airstrip and two power plants. You can also drive along the narrow strip at his north wall to hit his comm.center, tiberium silos, and more power plants. But Nod usually parks a mobile artillery near this northern wall which can hit you repeatedly as you drive by. For those of you who don't think the "prison/sandbag" strategy is cheating, then choose this mission, Romania, instead of Slovenia when it's time to select level 10. By building sandbags up the northeast valley, you can quickly reach his one and only entrance and block him in before he gets more than just a handful of troops onto the battlefield. *12-1-11* GDI Mission 11, Greece -------------------------------- Objective: Intelligence operative, code-name Delphi, has info on Kane and a new bio-research laboratory. After landing on the beach here in Corinth move north to make contact with him. Nod will attempt to stop you. You must reach Delphi! EDITOR'S NOTE: You need to break through the wall at the east end of the Nod base and move a unit next to the cliff that Delphi is on to trigger the helicopter to come. Bill Seurer (BillSeurer@aol.com) First, immediately follow the coast to the right. Ignore the turrets. You'll run into a tank but your 6 grenadiers should handle it without a problem. Follow along the cliffs to the right (they wind a lot) until you hit the crops. Set up your base there. Send the 6 grenadiers slowly to the SE. There are some bazooka guys just across the river. Kill them and move just far enough to see the fields. Build a refinery first, then a Weapons Factory, then a Barracks. Build tanks and APCs as fast as you can. Line them up diagonally NW of your base. You may want to build a sandbag line out a bit and build a couple of guard towers too. Build a repair platform ASAP. Repairing a tank is a *LOT* cheaper than building a new one. You'll be faced with hoards of flame-thrower guys at first. It is impossible to defeat them without tanks backed up by APCs or guard towers. Their flames don't hurt tanks much and the APCs will chop them up. Put a few infantry in front of the line of tanks and APCs if there are still some alive. After a while the attacks will die down a bit. Send an APC across the river to the NE and explore that area. You'll see the Nod base up on the hill. Move the APC up to where it can fire at the SAM site and let it hammer away. Yes, it won't really do anything, just leave it though. This will trigger another flood of Nod attackers. By now you should have 4 or 5 tanks and a like number of APCs. Line them up with tanks in front in a line straight south from the river just south of the Nod SAM site. You will slaughter the Nod guys as they come. I find putting a few grenadiers in front works even better but they do tend to get toasted. **IMPORTANT** Be sure to cycle your damaged vehicles back to the repair depot. Take any extra tanks you are producing to where you left the APC and kill the SAM site and any adjacent buildings. The computer will kindly keep building new ones for you to kill. Keep at them. The buildings are power sites and once all three in your range are shot up the Nod base will start to fail. Gradually move the line to the west until you start seeing the Nod harvesters and your tanks shoot at them. This will trigger another Nod wave which by now will be a piece of cake to slaughter. Your tanks will kill off the harvesters quite handily and they rumble past. Eventually you will notice that the attackers are reduced to a dribble of infantry. Now is the time to attack! Sell off all the buildings of your base and rush the dozens of infantry that will produce up to the "front". Load them in the APCs. Send one humvee or APC to run all the way through the Nod base and spot things. It may get toasted by one of those laser towers. ATTACK! Send all your tanks against the laser tower and mix in the APCs with the trailing elements. Once the tower is gone unload the infantry and attack whatever Nod units show up with the infantry and APCs while the tanks hammer at the Nod barracks and airfield. Once those are gone it's all over but the mop-up. I sent in an APC full of engineers that took over 5 buildings, which I immediately sold. I build a couple of Orcas but didn't find them that useful in this scenario. 4 more tanks would have been much better. What a minute, where's the guy you'll supposed to rescue? He'll appear on a plateau in the NE corner once all the SAM sites are gone. A transport chopper will appear to pick him up. And what about those turrets by where you first entered? Ignore them. [12-1-12ea] GDI Mission 12ea, Albania ------------------------------------- Objective: A GDI base is under siege in this region. Dr. Moebius is trapped in the base. Move in, grab Moebius, and then a transport helicopter will be sent to you. Get Moebius into the transport. Make sure that there are no SAM sites in the area or else the transports will be useless. Yannick Asselin (yasselin@magmacom.com) In the upper left of the map there is a crate containing 2000 credits. David Tong (david.tong@eng.sun.com) This one is actually very easy. Repair everything, then send all your forces except the APC to the bottom left corner. Cross the river, then head North to the bridge. Park the Mammoth north and to the east of the bridge. Park the APC next to it. Park the Rocket Launcher south and to the west. Park the medium tank on the bridge. Eventually a harvester will come to try and cross the bridge. If it's to the north it realizes that it can't cross, so waits to the west, within range of the rocket launcher. Destroy it. After you destroy a harvester NOD will send a tank or two and a few bazookas. The tanks and APC makes mincemeat of them. Repeat this until he stops sending harvesters (he can't afford them). In the meantime, build 5 engineers. Sell the heavy weapons factory. KEEP THE REPAIR UNIT. and use it often. Send the troops round to the bridge. When you're ready, advance the mammoth slowly until you can see the wall of the base. Make holes in it. Now send all the grenadiers and minigunners against the left hand obelisk. It will fire a couple of times, and then he will sell it! Kill the troops who come out of it. Now do the same thing to the right hand obelisk. Use your tanks against his vehicles, and send in the engineers. From then on it's a mopping-up exercise. Take out all the SAM sites (there is one in the top right hand corner) and the chopper will come. [12-1-12eb] GDI Mission 12eb, Bulgaria -------------------------------------- Objective: Same as previous Kevin McQuire (kmcguire@omni.voicenet.com) There may very well be a more elegant way to do it, but I sold off all of my buildings, built as many tanks and engineers as I could afford (plus the bonus cash crate up near the northernmost SAM site) and then charged the Noddie base en masse, concentrating on getting my engineer-loaded APC near enough to capture the construction yard, the hand of Nod and their refinery. By the time this had happened, I had taken out the Nod death rays and their units. The only thing you need to take out are the SAM sites, though. Jeff Powell (powellj@crd.ge.com) That's what I did. One APC full of minigunners to draw the death rays while the 2nd APC full of engineers shot around the airstrip and unloaded without taking a hit. From there it was a race for the construction yard and the hand of Nod. Sold the yard immediately, started repair and flamer building on the hand. Piece o' cake. NRA1775@ix.netcom.com The key to scout with your hummers. Don't worry about the turrets your faster than their shots just look out for the laser towers. Make some tanks and hummers after they stop attacking your base ( don't leave the base until this happens your guard towers make quick work of tanks and infantry when backed up by your vehicles) and go to the very top of his base with about 3 or 4 tanks and maybe 2-3 hummers and an APC ( with some engineers). At this point blow away the wall then hammer the powerplants with you tanks. He will send infantry to stop you but your hummers should keep them away from the tanks. Once the power stations are down roll the APC into the base and take over stuff and sell it. Make sure you keep repairing your vehicles don't lose any!!!! There is also a money crate in the top left corner near the SAM site and the turret. Once all SAM sites are down GDI will send another chopper. Also use your Mammoth tank as the point tank since after battles it will heal itself to half way. [12-1-13ea] GDI Mission 13ea, Yugoslavia ---------------------------------------- Objective: Delphi's info decoded and Kane has been found. He is overseeing experiments at a Bio-research facility in this area. Destroy facility while we have him cornered. Build an Advanced Communications center to access the new Ion Cannon. It will greatly assist you in your objective. Howard McGee (avatar@hunterlink.net.au) Level 13ea was the best level in the game. I started out by moving everything from the south east corner to the south west corner. I built my base there. Then I quickly got 2 harvesters going. Then built comm. and advanced comms. The barracks and weapons factory. Then a third harvester. By this stage I was earning more money than I could handle. I built a large force then took the small base above me. I captured his refinery and 4 silos (when full). Sold them he rebuilt them I captured them again. By continually repeating this I was able to build 10 advanced comms. and still have 60000 dollars. With the endless supply of $$$$ I built a sandbag wall to lock him in his own base. Blasted him with ion cannon and rockets. Till I walked through his base with bells on to mop up and destroy the research base. The mission took over 7 hours but scored over 1100 points. I loved this mission. *12-1-13eb* GDI Mission 13eb, Yugoslavia ---------------------------------------- Objective: Same as previous Trevor Ruppe (jlruppe@twave.net) This is the same exact terrain as 13ea. It seems unlikely that Westwood would waste disk space on two of the same map, so I'm guessing in situations like this and GDI mission 5, where the maps are identical but the letter code is different, there must be variations in the strength of the enemy forces. That would seem to be the case here. The only difference between 13ea and 13eb that I could tell is that on 13ea, Nod parks 2 flame tanks at the blossom tree on the right side of the map. On 13eb, he doesn't park anything here (making this mission slightly easier than 13ea). *12-1-14* GDI Mission 14, Yugoslavia ------------------------------------ Objective: We have learned the path of evacuating Nod forces. They are moving through this valley. Cut them off so that they can't rejoin the main force. Attack and destroy all the vehicles in the Nod convoy. Indramin Darmadi (idarmadi@server.indo.net.id) I used the formation below : TMT R R T = medium tank M = mammoth tank R = rocket launcher Use the mammoth tank as the shield and always move a bit by a bit. When you meet a bridge, park the tank formation below the bridge, facing to the left. Map with the humvees or APC. For the flame thrower, just send the two tanks to take care of them. With no casualty (100% leadership) and 100% efficiency, you should be able to reach score 1500. Joe Pantuso (jpantuso@usit.net) If you clear the whole map but still can not finish the mission, you have missed some stealth tanks. There are at least six. [12-1-15ea] GDI Mission 15ea, Bosnia/Herzogovina ------------------------------------------------ Objective: The Temple of Nod has been located. We are sure Kane is there. Destroy him, the temple, and any other remnant of Nod that exists there. Nod has been rumored to have completed its own nuclear device so it's do or die time. Let's do it! (marvin@global.co.za) Wow, did you have the frustration of running out of Tiberium in the last stage of GDI? Well, consider the problem solved. In the last stage, Nod always have a little section of base for silo. It is usually lightly guarded with only 2 turrets and maybe 1 stealth tank. At the start of the game harvest as usual to build up a nice base to fend off the invading Nod. After you have enough force to take out those turrets I mentioned above, build an APC and have 5 engineers in it. With you first force take out the guards and the north wall of the "silo compound". Then leave for home otherwise it will attract more Nod tanks. Wait until the silo fills up and then send your engineers in carefully. Once you take over a silo, sell it so it's easier for the next engineer to take over the next silo. Before you know, you have about 8000 units of tiberium to build some mammoth tanks. Be sure you have some silo ready otherwise you'll waste all those effort. There is more. Once you sell their silo. They'll rebuild it so that we can take over again. Isn't it just so thoughtful of them. :) Those newly built silos only take one full harvester to fill it up. (What kind of motherless harvester do they have??) All you have to do is to repeat the trick ....forever. I even sold my refinery. Before I attacked their base, my base was already bigger than Nod's. (and you know how big their base is!) I even had a nice parking lot for all those tanks that I built and all those harvester that 'retired'. With about 25 mammoth tanks and 25 SSM's, I believe anyone can pulverize the Nod base in less than half an hour. There's one more thing, I attacked Nod from the north. I don't know if other directions will have the same situation. [12-1-15eb] GDI Mission 15eb, Bosnia/Herzogovina ------------------------------------------------ Objective: Same as previous Robert A. Hayden (hayden@krypton.mankato.msus.edu) On that final mission, engineer-steal the power plant and hand of Nod, and then park an infantry right in the place where the obelisk would pop up. the computer is stupid and won't build with you standing there, and won't build somewhere else. Brian Cornett (alecbravos@aol.com) The key to this level is endurance and patience; along with some quick mouse clicking. I must have played the first twenty minutes five times before I was able to get everything set up and not lose my Construction Site. The key is the very beginning. SETUP First, when your MCV is unloaded, drive it immediately to the left edge of the screen. When your tank comes ashore, immediately put it between the construction yard and the flame tank. Not right in front of the MCV. Away from the MCV. Keep the flame tank away from the MCV. Once the flame tank begins to move toward the MCV, start moving it toward the bridge on the northeast corner of this little island. There will be two NOD bazooka infantries. Use the MCV to run over them. Once this is done, drive the MCV over the bridge and then left. DEPLOY and begin building your base in the following order: Power plant, Refinery, Communications Center (CC), sandbags, Advance Guard Towers (AGT), and Advanced Communications Center (ACC). Place the AGTs on the Northern and Eastern sides of your base. Use sandbags to build them away from your Base. The Eastern AGT should be placed on the northeast corner of the bridge. Sandbag across the bridge and disregard the island. (You'll find out why later.) Sandbag in the rest of your base leaving only space for the harvester to get in and out right by the northern AGT. Also, build a 3/4 concrete barrier around the AGTs in order to protect them from flame tanks. Make sure to repair them continuously while engaged in battle; especially when fighting flame tanks. This is the point where your options begin to open up. If you can control their flow around your base, then you can slowly begin to expand outward. I decided to build a second Refinery to get the harvester and then sold the Refinery. Build a silo instead. they're cheaper. Keep building your power plants as well. The AGTs don't work without adequate power. Once you have enough money, build the Advanced Communications Center (away from your Construction Site). Sell your old CC. Let the clock start ticking. After you build your ACC, build your barracks. Now your probably wondering why up to this point, I haven't built a Barracks or a Weapons Factory. Well, I didn't need either until I decided to go on the Offensive. Just prepare yourself with AGTs for their onslaught. Build one more AGT in the northeast corner of your base, and just be patient. When your harvesters are attacked, just move them back in and watch the AGTs do their job. Then go back out and harvest until there is nothing left in the Tiberium Field just north of the base. This is when you have to begin to take control. Now build your Barracks and your Weapons Factory. Then build one to two (1-2) APC and ten (10) grenadiers. Tell your Harvesters to stay put for moment. Use the mini gunners you got out of the Refinery and the CC and explore the area to the north and north east. Don't explore to the East yet. Begin placing sandbags north along the bottom of the ridge you'll uncover running north from the northeast side of your base. Then when the ridge turns right, run the sandbags east along the bottom of the ridge. When the ridge turns south keep running the sandbags east until you sandbag across the valley. Sell all those sandbags except for the ones running across the valley and a few at that corner of the ridge where you make the first turn right. Once you kill the turrets and remaining units inside this area with your roving grenadiers in APC(s), you'll have control of 1/3 of the screen, and 1/2 the tiberium; and NOD forces cannot get in. The sandbag defense works very well and continued to work well throughout the mission. THE SOUTH BASE Once you have control of these areas, it is time to move East. If you have not uncovered the south plateau, then their base will not be built yet, and it will be time to strike. Fill an APC with Two engineers, one technician from the sold buildings, and two Grenadiers. Drive your APC and a harvester directly east, and then take the first turn South. Then drive west to the northwest corner of the plateau and let your grenadiers stand guard. Place the tech on the northwest square as previously mentioned. Move the Engineers to the south and wait. While you're waiting, have the harvester eat a path through the tiberium so that you can build sandbags east. When the Fist of Nod sprouts up, take it over. Now build a wall running from the Fist east until you close off the opening to the plateau. Now take over the power plant. Now, sandbag north until you reach their southwest base and sandbag them in. Now you have control of over half the map, and there is a HUGE tiberium field in the southeast corner. Take out that south turret and it's yours. (After I took out the turret, I went and sold all the walls except the ones that would keep my harvesters from taking their usual "long cuts" in front of their obelisk. Then I built a refinery right below their base. They never touched it.) Now build 2 APCs worth of engineers, 10 grenadiers and three Mammoth Tanks, and about 6-10 Orcas. Keep blasting the infantry they keep building with the Ion Cannon. You can take out up to nine (9) grid squares or 45 infantry at a time. Just think of those thousands of credits they keep losing every time you knock out a platoon of engineers. I couldn't stop laughing from this point until the end of the game. THE SOUTHEAST BASE SAVE the GAME. Knock out the obelisk with the Ion cannon. Build a sandbag and place it where the obelisk was. They won't build it back. SAVE. Kill the two turrets at the front of the base with the Mammoth Tanks. SAVE. Now, build a AGT and place it inside their compound on the northwest corner. Build another. Run the Mammoths into the center of the compound and run your engineers in behind. SAVE. Take over everything. Don't sell anything. Place the other AGT right beside the Fist of GDI. PROTECT AND DEFEND. SAVE. Take out that Northeast SAM site inside the compound with the tanks and grenadiers and brace for his first NUKE. SAVE. If you don't like where the nuke hits (it's got to hit somewhere), then just like Dune II, you can restart and it will hit somewhere else. If you're a purist then accept wherever it hits and go on. If you do things right, you won't lose another building until the end of the game. Building a Repair Bay in the middle of GDI base 3 makes an ideal repair station on the way into battle. Now that you have two hand quicker. Also, use that Airfield to build those new GDI Recon Bikes! Map out the area using three bikes at a time so that you can continue on mapping if the remaining three obelisks get one or more of your bikes. You will find if you can get to it, a Construction Site in the extreme northeast corner of the screen. This will become your base 4 THE NORTHEAST CONSTRUCTION SITE Sandbag north until you get to the front of their base. Sandbag them in. Now clear the area of turrets, tanks and SAM sites with your Orcas and Mammoths. Repair and repeat. There is one hidden turret that you'll have to park an infantry on once you destroy it. Now fly your Orcas up to the northeast corner and take out the turret. Build three more recon bikes, an APC and five engineers. Drive up to their base and use the recon bikes as fodder while the APC sneaks by. Blast the obelisk with the Ion Cannon right when the APC goes by. Now head for that construction site and power plant. If any bikes survive (they will immediately rebuild the obelisk), then send them up as guards. Build another Fist of GDI and build six engineers. Load up the APC and drive them along the very top edge of the screen until you reach the silos. Don't drive down to them until you're at the end away from the north central obelisk. Park at the left end and just take all of them over. You'll get about 8,000 credits from them. THE NORTH CENTRAL BASE Now build four Mammoths and move them to the ridge below their southwest wall of the north central base. Blow the wall, the SAM site, and the airfield. Sandbag from their front gate over to here and build a Fist of GDI, and two guard towers. Build five mini gunners and seven engineers. Move the mammoths around to the southeast corner of their base outside the range of the obelisk. Run the mini gunners toward the obelisk and get those engineers into those power plants. Sell them and kill the obelisk. Build some guard towers and plant them out in front of their Fist. Now take everything with engineers, and kill the other obelisk on the north east corner. Blow up the remaining obelisk in the northwest corner with the Ion Cannon and destroy the Temple of NOD. Leave the other building for now. Take over the power plant. Blow up the SAM sites. and then sell everything except your infantry and vehicles. All the walls -- everything except for the tiberium silos. Then blow up the last building and watch the cool preview of C&C2. *12-1-15ec* GDI Mission 15ec, Bosnia/Herzogovina ------------------------------------------------ Objective: Same as previous Radiation (wulfman@cris.com) When you first start out, move your mcv right next to the NOD comms center and build your base. Get your tank that arrives and kill off the invading NOD guys. Then use the apc full of engineers to take the NOD structures (the power plant and comms center). Once that is done, build up a pretty big base. Build an attack force of about 5 mammoth tanks and two APCs full of engineers and some missle launchers for the infantry. Invade the smaller NOD base in the NW corner from the top, taking all the buildings. Once that is done, fix up that base and take the remaining mammoths south along the edge of the map. You will come to a river and then go across the bridge . There will be a cliff overlooking the Temple of NOD, an adv. power plant, and maybe an obelisk. Attack the Temple of NOD. When the first bullet hits, they will launch a nuclear missle at your guard towers of your NE base, try to sell those off so the missle is useless. Finish off the Temple with your mammoths and maybe an ion cannon if you have it ready. Now you can build up a gigantic force without worrying about them getting nailed by a nuke.