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- COMMAND & CONQUER PART 7
-
- *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.
- 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.
- Dan Nguyen (dann1@chop.isca.uiowa.edu)
- First deploy your construction yard a little in the southwestern area
- (not too close to the turret). Quickly sandbag the little opening between the
- plateaus...this will seal off 80% of the attacks.
- Start building, and deploy every building you have to the eastern
- direction as to get closer to the huge tiberium field. Send your humvee to
- find all the turrets and send your grenadiers to destroy them. After
- creating a fairly stable base near the tiberium field, sell your refinery
- when the harvester isn't in it, and make sure you have enough to rebuild it.
- Do this three or so times so you can roll in the tiberium.
- Send a humvee to explore everywhere else, and soon you'll encounter the
- enemy base. Send your Orcas to attack the turrets that block your path, and
- then attack the base to reveal the SAM sites. Send a couple humvees to scout
- the interior of the base...to locate any other SAM sites (there is a total of
- 4or5 in this mission) and any other targets. Build an APC or just send 10-15
- grenadiers to take out the *northern* turrets of the base (Watch out for the
- obelisk), and the SAM site that is at the northeastern end. Build about as
- many Orcas and helipads as you can...forget about vehicle factories (DO build
- a comm. center and repair building), and attack the SAM sites.
- Here is a strategy to kill the SAM sites easily. Use the CTRL-# combo to
- make two groups of 4 Orcas. Send them both in to attack a SAM site. Once
- the SAM site takes a pot shot at an Orca, send the group that the wounded
- Orca away (Wait as long as possible so you can get more hits)...the other
- group will continue pounding away. If you do this, you will only have one
- half-wounded Orca. There are two/three SAM sites in the base...and two on
- the southern plateau. The SAM sites in the base won't be rebuilt, but the
- ones on the plateau will...so as soon as you destroy the SAMs on the plateau,
- land an Orca there to prevent it from rebuilding. As soon as you destroy the
- SAM sites...use the Airstrike along with your Orcas to demolish the
- Construction center. From then on, just send in your Orca teams to level the
- base with no casualties.
- You will have a problem with money, since you are building many Orcas.
- Once your field gets used up, use the tiberium field near the town as your
- source...since it takes so long to get there, your income will be small...so
- conserve money the best you can.
-
- 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
-
- [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!
-
- 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 once 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.
-
- Orin Thomas (orin@connexus.apana.org.au)
- Set up your base in the middle left hand side of the screen (just below
- river. That way you only have 2 flanks to defend against. Then harvest the
- Tiberium field directly below you. Then go absolutely sick and build a chain
- link fence from the right side of your base all the way to the river below.
- This gives you freedom. The Noddies don't seem to want to
- crash through fences. I used this to annex most of the map. (build fence, use
- Orcas to clean it out, add to your area :-)
-
- More expensive but it reduces the casualties :-) Then you have an almost
- limitless supply of TIBERIUM to go and build Orcas. Have you seen what you
- can do with 30 Orcas to a Nod base. Sick! :-)
-
- Jeb "Oz" Vegas (oz@cris.com)
- There is a town and a couple of Tiberium fields in the south east corner
- of the map. Setup your camp there. Then you have only two flanks to protect.
- Go Defensive, until you get about 6 Orca built. With the Orcas, take out the
- Nod harvesters. 6 Orcas can do it in a single sortie. Build Bazookas and
- Grenadiers early on to setup a defensive screen against the flame-thrower
- units. Then hang on until you manage to fry several of the harvesters. From
- there I just took out the base piece by piece. I had harvesters and the Nod
- did not...just a matter of time.
-
- *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.
-
- 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 hospital and 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-laden APC near
- enough to capture the construction yard, the hand of Nod and their tiberium
- 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
-
- [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.
-
- Joe Pantuso (jpantuso@usit.net)
- :I cleared the WHOLE map as far as I can tell, I killed about 2
- :invisible tanks, and a whole bunch of mobile artillery, and couple units
- :coming south from the canyon.. The map is clear, no visible units
- :I let it sit for about 30 min. and nothing happened..
- :I scouted the whole map about 10 times now, nothing there! Sigh.. How
- :long do I have to wait on this mission?
- You missed some stealth tanks. There are at least four.
- Tan Tot Lit (isc30236@leonis.nus.sg)
- :: When I played GDI 14 there were three stealth tanks, two a bit left of
- :: the lower right and one in the area left of the upper right.
- :I destroyed seven Stealth tanks... one in the West, four attacked me while
- :my force was in the crossroads and one was in the north-east corner
- I knocked out five. Two in the south east, the other three attacked me
- in two sorties in the east.
-
-
- [12-1-15ea]: GDI Mission 15ea,
- --------------------------
- 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!
-
- 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 build silo 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 build 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,
- --------------------------
- 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
- So easy.
-
- 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 hands of NOD, it makes building Engineers much
- 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.
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