===== OBELISK COVERT OPERATIONS WALKTHROUGH =====
v1.1
June 5, 2003
Created by Arc (
[email protected])
September 28, 2002
http://www.planetcnc.com/obelisk
http://www.r3m.org
== Global Defense Initiative ==
1. Blackout
2. Hell's Fury
3. Infiltrated!
4. Elemental Imperative
5. Ground Zero
6. Twist of Fate
7. Blindsided
== Brotherhood of Nod ==
8. Bad Neighborhood
9. Deceit
10. Eviction Notice
11. Tiberium Strain
12. Cloak and Dagger
13. Hostile Takeover
14. Under Siege
15. Death Squad
1. Blackout
--------
Get the $2000 from the church then get the commandos to the power plants at
full health. The MCV will arrive, stop it so you can avoid the turrets when
you are ready to start setting up. Back to the commandos, have them switch off
and cover each other while blowing the plants up. Only one needs to survive
though, two is a bonus. Now use their sight to expose the left part of the map
and set up the MCV. The key is to get 3 Refineries going as quickly as
possible while establishing a fundamental defense of a few tanks, grenadiers,
and maybe an Advanced Guard Tower. The commandos should remove the turrets in
the Tiberium field and one of them will probably be killed by the minigunners,
but make sure at least one stays alive. That one will go on to fend off about
100 enemy soldiers while taking exactly 0 damage. The Advanced Comm. Center
should go up without a reg Comm Center, as the Ion Cannon is important for
hitting the Obelisk and draining their credits slowly. As the defense is
stable and the harvesters begin to start rolling your credits up around 2000,
start building Helipads. By this time a Hummer should have gotten close enough
to their base to see where the major buildings/units are. Airstrikes should
take out one Construction Yard (though it will be rebuilt by the other) and
also the Hand of Nod if there is a large, expensive group out front. After
you have toyed with them enough, you should have a large squad of
tanks/grenadiers that should split up and block the 2 routes to your base. At
this point attacking one of their harvesters is a good idea to clear their
base of enemies and cripple their funds. Your units should handle what they
have very easily. The engineer raid may come around this time, but the
commando is still alive, so have him ready to guard your old MCV route. He
will have no trouble with 5 engineers if you are controlling. At this point
you will look like Scipio Africanus as you have 10 Orcas ready and 2 legions
ready to attack the entries, simultaneously. This attack from three sides will
absolutely crush the large base, just clear the SAMs as best as possible with
the ground units, then watch as all 3 teams join up to obliterate the Advanced
Power Plants and Refineries. Now you can finally stop ignoring the small base
in the Northwest. Send the Orcas to take out the Obelisk, despite the SAM
sites. Then use your joined ground team to destroy all but the Temple of Nod.
Once you attack it the super nuke will launch, probably destroying your
Weapons Factory and Maybe C-Yard as well if you don't sell quickly, but it
shouldn't matter now. The other base may have popped up again in skeleton
form, but the tanks/Orcas can easily handle mere buildings. A harvester might
be sitting in some Tiberium; an Airstrike might take care of him or else you
can send the Orcas to finish them off and end this long but routine mission.
2. Hell's Fury
--------
What is great about this mission is that it shows how a smoke signal can be
more useful than 50 tanks. Anyway take your boys right and take out the
turretswhile fending off gunners. Watch out for the flamers as you move
far enough into their base to get reinforcements. Usually the rule is to
capture whatever is worth more than the engineer, but you might want to take
the Hand of Nod here. It doesn't really matter. Once you have established the
base and stopped the odd streamline of gunners running towards the area like
the ice cream man is in your base, you have a choice. Most people will tell
you to work as quickly as possible to build an Orca to get the transport
helicopter, load it with grenadiers/engineers, and send it to Delphi's signal
to take out the Power Plants before the Temple is built. However as usual I
like to make it as challenging as possible without being impossible, so I took
my sweet time. Whenever you have a base I will tell you to build 3 Refineries.
Also put an AGT at the bottleneck point. Once you have 3 Refineries you will
profit from the field right of your base and can build a strong team of
tanks/grenadiers to stop the constant teams of recons. Also send a hummer to
check the whole bottom half of the map and have an APC or two in your group to
stop the commandos that will inevitably arrive. Finally the nuke strikes,
targeting the AGT and hitting your units if they are in poor position. Just to
be extra daring I didn't start the Power Plant assault until my harvesters had
to go to the midfield Tiberium, exposed to bike attacks. Now I finally
launched the transport chopper with an unusual dogleg first directly over one
SAM, then moving right while it is still in the shroud to avoid a SAM from the
top left base. 3 Grenadiers is enough to take out the top turret, then blow
open the concrete/chain fence so the engs can slip through. Building a
barracks in the area is a good idea. I would keep one plant, sell one, and
destroy the other 4. Then put some gunners on the spots. I held off on the
Temple for a while. First I wanted to get their harvesters. Send your whole
team to the middle and pummel the first harvester, Nod will then send an
enormous but light army of up to 100 units, but it's full of recon/buggy/flame
tanks. I ended up with about 10 tanks left, which I then moved to the other
Tiberium field to take the other harvester out. Nod was still trying to
resupply so I was able to make an initial assault on the pathetic powerless
base. My units didn't survive, but I took out a few things, including the
Airstrip. In your base you should have another group of 10 tanks/grenadiers
each that can join up. Hopefully you rebuilt the AGT since another nuke strike
can come if you played my style. The new group can take out most of the
remaining scraps while your all infantry team finishes off the remaining
buildings in the top right corner. Bring the APC along for the group of
infantry hanging out at the cliff trying to reach your Temple killers. Overall
this might take a few restarts but just save before fighting the flametroops
and navigating the transport and the mission barely registers as difficult
for a good general.
3. Infiltrated!
--------
This one is pretty routine once you have re-established your base. The
beginning takes some quick clicking though. Sell the Refinery immediately or
the mission is lost. Repair the northern Guard Tower and crank out a few
grenadiers to get the guys in the middle of your base. Target the Flame
Troopers quickly before they cause extensive damage to your buildings (repair
money can cost you the mission too). Build a Refinery instantly and hope you
can place it where the old one was before the turret shows up there. Now with
the leftover scratch continue repairs, especially on the northern Guard Tower.
Bring home your old harvester from the field, the Refinery will be shared.
Have the harvesters gather from the stuff close to your base, as you need to
quickly establish a few tanks on defense. If the concrete wall gets a hole in
it near the Guard Tower, you'll also need an APC or else the lone engineer
raids will get by the Guard Tower. Also get a hummer to discover the Tiberium
in the two corners, and then suicide him as far into the Nod base as possible.
Once you have about 10 tanks (grenadiers don't work this time) to withstand
the light armored attacks and another Refinery (3 harvesters always), it is
time to start building the Orcas. Four was enough for me. Send them to take
out the harvesters, as there is no gigantic rush from the computer this time.
This will take a while since there are 2 harvesters and they will be rebuilt
until there is no money left. Keep doing it while watching/building your tanks
and make sure the Guard Tower never goes down. You are then ready for the
initial rush which should destroy many of their units and a few structures but
will probably be destroyed eventually. Have your second wave built up, and
send the Orcas on the new harvesters because Nod probably sold some structures
before you finished them. The second wave should crush the leftovers and clear
the SAM Sites, allowing Orcas/Air Strikes to join in as you finish off the
rest of the base with ease. Everyone plays this mission pretty much the same
way since the map is mostly featureless.
4. Elemental Imperative
--------
This is easier than Nod Mission 1. If you want to do the boring old way you
group everyone but the commando as unit 1 and him as 2. Then go north and use
the hummer to distract the flame tank while everyone else kills it. Continue
moving northwest, using the commando on soldiers and tank on tank. You will
get to the bridge battle. Focus first on the SSMs, then fight the tanks as you
slip your commando through and take the 2 crates. Now a much more fun way
and a way to practice for Blindsided is to take just a commando and a tank.
I would take just the commando if it weren't for the sandbag barrier. Anyway
send them northwest, avoiding the flame tank. The tank is only there for the
sandbag wall, so use the commando on the 3 bazookas. Then just run the tank
straight through the light tank, stealth, and infantry and keep firing at the
sandbags until a hole is made. It will be killed soon after, probably taking
out some flametroopers accidentally. Now the commando should just ignore the
tanks and take out the infantry. Avoid getting run over and keep moving him
into the slot by the river, and the tanks will actually go back to their
original places, leaving the commando with a sliver of red health. The
transport chopper will have arrived so maneuver it over and get the commando
in and up quickly, as the stealth will come for the transport. On the hill,
carefully snipe the bazookamen, then go down to the plain. You could stay up
north and avoid detection, but I chose to have the commando outrun the 4
missiles that are fired at him and laugh as you take the crates.
5. Ground Zero
--------
This mission would be very easy if it weren't for a mere Flame Tank. Group
your grenadiers and minigunners separately. Send the grenadiers north,
taking out the bazooka and gunners. Try to keep your guys at full health.
Now continue sending both groups north. Avoid the Tiberium as you go up
the very right edge of the map. Once you get to the open space left of there
stop. This is one of the trickier parts of the Covert Operations. The generic
walkthrough gives the brilliant advice "destroy the Flame Tank." Don't try it.
Group everyone but one minigunner together. Send the one gunner left of the
cliff's edge. The flame tank will follow him. Quickly run the rest of your
group up the north trail while also doing your best to manage the gunner
distraction. Should your northern team make it through a Buggy may attack
when you aren't in position, but it's ok to lose a unit or two. The important
thing is that the flame tank returns to its original position and leaves you
alone. Now send your team left and then take the lower passage through
Tiberium. Hug the cliff to avoid losing health. Now quickly move left and
shoot open the fence around the research buildings. Get the 3 delegates out
and run to the southern passage. A nuke will bomb the place and 2 Flame Tanks
will finish off some poor civilians. Fortunately they should leave your main
group alone as they take out a few infantry. At this point they need to stay
put and you must focus on the reinforcements. You have a hummer and some
bazookamen. The bazookas are worthless. Take the hummer south and clear out
all of the infantry in the area. The hummer should have at least 3/4 health
when more reinforcements arrive, which includes your savior the Medium Tank.
Send everyone up the same north path as before and again stop before the flame
tank. Leave everyone but a hummer and the tank behind the right cliff line.
Then position the tank in the center and draw out the flamer with the hummer.
Circle your tank while still firing at the flamer and the tank should quickly
be destroyed with no damage coming to you. Now get everyone up to the northern
Tiberium area and do the same thing with the hummer/tank on the 2 Flame Tanks.
The hummer still should be at least 1/2 health. Finally everyone unites and
you make 4 groups, vehicles/grenadiers/bazookas/delegates. Lead with the tanks
and follow closely with the infantry with the delegates trailing. The 2
hummers should clear all of the infantry for a while. But watch out for a
surprise rear attack by 2 bazookas. I sent the grenadiers back to take them
out. Soon you will run into a group of infantry supporting a light tank. Send
the hummers/grenadiers at the infantry and use your tank/bazookas on the light
tank. A hummer may get destroyed at this point but it's no problem this far
in. The last big threat is a surprise flame tank, but the tank and well
positioned bazookas make it just a scare. Just keep advancing and taking out
the remaining scraps until you reach the smoke cleared area. Then it's finally
time to set the delegates free and get them to the bluff where the transport
chopper will pick one up and take him stage right. Alarum, fanfare, exeunt.
6. Twist of Fate
--------
First you need to move your tank down to the rest of your guys, because it's
taking damage. The Engineers will be shredded, just start joining the land
group and the air group. Once the enemies are destroyed, sell the right Guard
Tower. The extra minigunners are extremely helpful. You have to move extremely
quickly northward. Lead with the vehicles and take out the first group. When
you reach the 2 tanks, have the Orcas focus on one and your other group on the
other. Keep moving quickly and take out as much of the northernmost squad as
possible, hopefully leaving just the tank which your Orcas can get. When the
MCV arrives, get it down to the smoke signal quickly and try to avoid damage
from the Nod Apache. Build Power, Barracks, Refinery. Expose the Tiberium
left of your base so the Harvester doesn't go wandering. Work towards a
Weapons Factory, Repair Bay, and Adv. Guard Tower. Always send a Minigunner
or Technician to the northeast corner of the map so you don't have to worry
about Airstrikes. Put the AGT at the entry to the little Tiberium patch above
your base. Get a good collection of Med. Tanks built up while maintaining your
base. You then need to take the middle base. Take the northern passage again
and hit the Power Plants along the northern part of the base. Then you should
go to the northwest corner of the map and take out those 2 Power Plants as
well. You will suffer losses, and expect a large counter attack. I tried for a
very long time to do this without sandbagging, but it just takes too long to
do. You need to buy time to get credits. So use a Hummer to scout their base
in the southwest corner. There's actually only 2 routes, so get as close as
you can for now and seal them off. Then you can take the middle base. At some
point Nod will start firing Nukes at the AGT. You can sell it when you hear
the warning message, or if you're really cheap you can use the nuke cheat.
Save the game when the explosion occurs but before the flash, then exit c&c
(thanks Maarten!). Anyway the middle base will fall fairly easily if the
Obelisk is offline. Knock out the SAM if you need Orca support. The middle
will now become your primary base. You'll need 2 Refineries (for the magical
total of 3), and a Hand of Nod/Airstrip. Also get an Adv. Comm Center if you
don't have it yet. You need to uncover Nod's base at this point, so you can
cut off the Harvesters. It will probably take about 3 Stealths, so build them.
Use your Orcas on any Nod units waiting at the sandbags if possible. Then
sneak the Stealths in from both entries. Use one at a time and you should
uncover the whole base, and one can probably make it back out. Then close the
sandbag barrier into their entry points. Try to get the Harvesters outside,
because Nod will spend the money rebuilding them even though they can't
collect. Now that you have won the economic battle, the mission is basically
won. But you need time. The Ion Cannon becomes a big weapon here. Meanwhile,
start building a gigantic Light Tank army. Whenever the Ion Cannon is ready,
hit the Obelisks along the east side of their base. Also, you may want an Orca
army. I used a group of 7, but by the end of the mission I found I didn't
really need them. When you have the huge Light Tank army with some Flame Tanks
supporting, you are going to perform a siege. When the Obelisks stop being
rebuilt, move your group to cover the entire right side and northern point of
the base. The tanks should automatically fire on the SAM Sites and the units
all along the cliff. Eventually Nod will not have enough credits to rebuild
the SAM Sites. Then you should either use the Orcas on the Power Plants, or
just rush the base with everyone, starting with the Power Plants in the south.
The Ion Cannon might have taken care of all the Obelisks anyway though. The
siege will filter out many of the units that were waiting inside. Cleaning up
is pretty easy. Unfortunately you only get Airstrikes yourself when all the
SAM Sites are destroyed, which is about 1 minute before the end of the
mission.
7. Blindsided
--------
The theme of this mission is pretty obvious, one man vs. the world. Snipe the
flamethrower immediately and move left. Snipe the closer Bazooka, then get
the other one. Restart if you take damage. Go study the northern passage just
a bit, but avoid the Harvester and Turrets. Now go back left and take out a
guy or two on your way to their base. This is tricky because you have to kill
guys while you are on your way to blowing up the Turrets, or else they will
shoot you. The infantry that emerge from the Turrets and SAM Sites are the
commando's biggest threat of the mission. Clear out all the infantry before
you take out the SAM Sites, and hope that every man is killed in the
explosion.With the SAM Sites down, 5 Engineers arrive to help. Capture the 3
Adv. Power Plants, Airstrip, and Hand of Nod. Leave the Comm Center alone!
Sell 2 Plants and build an Artillery, then sell the Airstrip. Build a Flamer,
2 Engs and as many other units as possible, then sell the Hand. Make three
groups (Commando, Artillery, Infantry) and start moving east. Put the Commando
on the passageway to the left of the Tiberium, where he will be ambushing the
enemy soon. Then take the Artillery up the northern passage, keeping as close
to the water as possible. Once you see the 2 Adv. Power Plants, destroy them.
Leave everything else alone. Infantry will make a pathetic charge through the
Tiberium where your Commando is waiting to pick all of them off. Now start
attacking the base right away. Take some technicians as targets along with
your Flamer and expose as much of the base as possible, incinerating enemies
still inside. Then take all your Minigunners and attack the Obelisk, ignoring
the Turrets. While this is going on, rush the Commando and Engineers through.
Capture the C-Yard immediately, but wait for the Harvester to be in the
Refinery, or else the mission is lost. Hold back the Harvester until you take
out the Turrets. Also send someone over to take out the Comm Center from the
first base while you capture and destroy the remains of the second base. Be
very aware of a possible enemy Transport Chopper raid that includes 2
Commandos. Use the Artillery or at worst, Commando if it arrives. Once you
control the south bank your own Transport Chopper arrives, along with Air
Strikes, which will be your main weapon. You'll need Engineers. Get 2 or so
and have the Commando, Flamer, and Bazookaman go across on the first
expedition, once the smoke signal has been lit. Have another 5 fresh guys
ready to be transported right after. Have the Commando cover the Engineer
while he captures the Hand. If the Silos in the north have Tiberium, capture
them too. Quickly destroy the Turrets and seal off the entry with sandbags,
but keep your infantry outside. Explore the 2 routes to the enemy bases as
much as possible, because eventually you'll have to sandbag them in to get
Tiberium. Again I don't like sandbagging, but you won't have an Airstrip for a
while, so you have to buy time. Get rid of the enemies that were at the north
bank, then keep your guys as far south as possible to avoid possible
SSMs/Apaches. I ended up with just the Hand. Get all infantry into the third
base. Use Air Strikes on the weak shelled tanks and do whatever you need to in
order to move the sandbag barrier away from your base and closer to theirs.
This might take a long time. I used the Transport Chopper to put a few guys
down and got it out right away. The key to winning the mission is halting all
of their Harvesters. Eventually your Harvester will start running out of
Tiberium. You will have to be able to build a new Refinery. But you cannot do
this until the east Tiberium is safe. The main trouble is Stealths. Take your
Commando back to the south bank while your Flamer and other units (in my case,
one Bazooka) try to fight up to 5 Stealths. They should be hanging around your
base walls, so what I did was force fire with the Flamer, and follow the smoke
trail. Eventually I got them all, but had no infantry left besides the
Commando. I was also fairly low on credits. In order to get the new Refinery,
I had start building, sell the 2 Adv. Power Plants, Comm Center, and then the
Refinery. If you just sell the Refinery without starting construction, you
will lose credits and could lose the mission. But once the Refinery is running
and safe, you are in great shape. Start gathering, your goal is an Airstrip
finally. The Apaches might chase, so have some Bazookas around and take out
both of them. Otherwise they are extremely annoying. Keep using the Air
Strikes and opening up more of the field while this is happening. Once you
have established the usual minimal defense team, build a Stealth and
Artillery. The Artillery should handle the cluster at across the lake. The
Stealth needs to uncover the whole map. Most important is the northeast base.
It is surprisingly weak. By now you should have sandbagged both enemy bases
off, but other tanks will still be out on the battlefield. In the northeast
base, have the Stealth fire at the far right SAM Site. They should be
desperate enough to sell it. Hide the Stealth. Then take a raid team of
Commando, 3 Engineers, and Flamer in the Transport Chopper. Stay right to
avoid the SAMs. Land and capture the C-Yard and a Silo. Build a Hand right
next to the Yard. Use the Commando on all the infantry lurking, and an Air
Strike on their Hand if you want. Or just destroy it normally, because it is
too close to the Turret. Open up a sandbag to let the Harvester in the
Refinery so you can capture that as well. But look out for the Turret, it can
hit it. Remove the 2 southern Turrets, possibly with tank support. Then clean
up the rest of the base, and kill the other Harvester if it's in the area. You
also need to get rid of the left Turrets, but watch out for them blowing a
hole in the wall and letting a bunch of tanks in. Capture the Comm Center and
sell it if you have one still. Build a few Flame Tanks, then use your army to
remove the rest of the enemy units on the field. Now you just have to deal
with the fifth base. It was surprising easy for me. First I used 2 Air Strikes
on the C-Yard and Adv. Power Plants, they should all be destroyed. This knocks
off the Obelisks. I still had a sandbag left in their base from earlier. I
love destroying bases from the inside. Hence I built a Hand, instantly made it
primary, and built 2 Engineers. Capture and sell the Airstrips, because you
probably cannot get a tank flown in before the Strips are destroyed. The
infantry that come out do a remarkable job of finishing at least 4-5 of the
tanks. Then take the tank army and start coming in from the east entry. Also
build more tanks, because you have 2 Harvesters working. While you take out
the remaining building and a few tanks, your new group should come and take
the southern entry Turrets. With all the Obelisks offline the only remaining
defense will be a few wounded Gunners and Technicians. Kill them all. Your
Commando doesn't have to survive the whole time, but I think it feels better
to have him personally take out the last man.
8. Bad Neighborhood
--------
Deploy the MCV immediately and build Power Plant/Hand/Refinery/Airstrip.
Get a Buggy, then start on another Refinery. Have the Buggy search a bit
north, then find the eastern Tiberium field. Then let him sit on the bridge to
take care of the civilians trying to make a smoke signal in your base. With
the 2nd Refinery going, build a light tank and minigunner to take care of the
first GDI that approach. Get enough Power Plants, then build a Comm Center and
finally an Obelisk. Fortunately the Harvesters work very quickly on this
mission. Now you need to get a Stealth and discover the whole map. There's no
need to build up an army yet. Save up for another Obelisk for when the Ion
Cannon hits. The Stealth needs to find the huge Tiberium Garden up north and
then infiltrate the GDI base from the south. It should go undetected, so look
around at almost the whole base. Go to the top right corner and blow away the
fence to get the 2000 credit crate. This practically wins the mission. Start
building the Temple while watching out for the APC raid. A Flame Tank will
help but isn't needed. Get the Stealth to a safe lookout post and then drop
the bomb so that it takes out the C-Yard, Weapons Factory, and Barracks at
least. Sell the Temple and built a 3rd Refinery right after. The rush of
infantry should all run right into your Flame Tank/Obelisk combo. Have a good
light tank army of 8-10 built up to take out the Mammoths that are starting to
chase your Harvesters. Now you will be overflowing with money and all that's
left is a base with power but no units. Use Artillery to get rid of the Guard
Towers, then rush Light/Flame Tanks at the upper left AGT. It looks much more
intimidating than it is. Now target the Adv. Power Plants while under fire
until the power is low. Then you can clean up the rest with little trouble.
9. Deceit
--------
There's some neat psychology in this one. Get out of the Grenadiers way before
killing them. Explore south a bit but always stop before the Guard Towers.
Then go back up north with the Commandos covering each other. There are a lot
of infantry in the area. Watch out for ambushes in the trees. Keep searching
the area and killing off all enemies until you find the sandbagged area. When
a Transport Chopper lands there, capture it, and get the crate. Then move
south, and bring the chopper with you like you did the Engineer. Save the
villagers and get the other crate. Then move west and expose the lower 3 Guard
Towers. From there move up the cliff's edge until you see the north. Your base
is here, but you need to expose the northwestern part of the map as well, so
do that. Then start the base. Repair everything and get a Hand of Nod. Then
the psychology comes in. You feel very confident after destroying the whole
field of infantry and your base is blocked, so you think you can slowly build
up. But you need to start sandbagging immediately. Block the lower edge of
your base first to prevent the Engineer raids, then start working northward as
fast as possible. Have Bazookas and the Apache remove the Towers, and block
the route that your Commandos took to go north, along with 3 bags where the
Towers were for the minute. Then hurry northward with the line, as enemy tanks
are already coming at you. Block off the east bridge, then the north one, and
you are secure for the moment, so reopen where the Guard Towers were. Having
the Refinery building as soon as the east bridge is blocked. Wait for the
Airstrip later. While you wait for some credits to build up, have the Apache
take out a few enemies around your base and continue sandbagging all game.
Leave the big group at your southern entry alone. Repair if the Ion Cannon
hits. Eventually you can get the Airstrip. You'll need to scout more terrain,
especially the north part. When you block off the northern Comm Center,
capture it. This is a key part of the mission due to its location near the
Tiberium, and enables Stealth/Flame Tanks. Build a Stealth immediately and you
can uncover All but the very inside of the GDI base. Also it is extremely
important to sandbag eastward and block the easternmost GDI entry by the two
Towers, as a large force will jam up there. You should eventually lock their
innermost base entries as well to cut their Harvesters off. You will have
sandbags at basically every important cliff. Then when it's all clear, build 2
Refineries next to the Comm Center. Suddenly you will have tons of credits, so
its time for the Temple of Nod. Make sure you have enough power. Also you need
to have scouted all of the GDI base, possibly with Turrets at the end of your
sandbags. When it's ready, target the Adv. Comm Center, and the Power
Plants/Weapons Factory should go down with it. Don't destroy the C-Yard,
because you want to capture it. Get rid of the Guard Tower right next to it,
then fly in some Engineers and take what you can. Then I put an Obelisk in the
center of the base, which clears a lot of structures and units. Also a Weapons
Factory next to it helps, so you can build Medium Tanks to draw into the
Obelisk. Once again the base should be reamed from the inside, although the
power might come back online so watch out. You have so many credits that a
large strike force should be available by now to sweep the countryside and
obliterate the 2 big armies still lurking.
10. Eviction Notice
--------
I'm going to use the sandbag tactic in this mission for a few reasons. It is
kind of hard to beat without them for one. But the two main reasons are that
sandbags make the Tiberium situation an interesting issue, and more
importantly sets up a crushing tactic that will turn the momentum completely
around, but that will come later. Group 4 Flame Tanks together and then the
rest. Send 4 at the Mammoth while moving the others eastward to the village.
Hopefully you can keep 4-5 Flame Tanks alive. Send one Flamer in a circle
around the area to scout and have the others immediately start charring the
village. The spot you want to deploy is the peninsula in the southeast corner.
Pick up the crates as you burn; the third one is in the oil rig. After the
Power/Hand are built, do not build the Refinery yet. Immediately start
building sandbags to guard the west and north. GDI will only leave you alone
for a few minutes. Block the west first but leave a sandbag to build off of
northward. Get it as far from the southern Tiberium as possible, because
that's the first place your Harvester will go. Once the entries are blocked
for the moment, build the Refinery. The credits are going to be used on more
sandbags. Uncover more of the terrain as possible, especially the northeast
part. Next you want to extend the sandbags to enable your Harvester to get the
other patch near your base and then eventually the northeastern huge garden.
Unfortunately GDI units will get trapped fairly close, especially at the
northern entry. So you are going to have to build an Obelisk to clear them
out, with support from whatever small army you've built up. Sell the Obelisk
immediately after or it will get an Ion Cannon. Get another 2 Refineries to
help gather, and build a Temple. The army you are building up will actually
not come into play until the very end, but you are going to be rolling in
credits. Most important is to build 3-4 Stealths. 1-2 should uncover all of
the map except for the GDI base. Getting inside the base is the key to the
mission, in a very similar situation to Cloak & Dagger. You have to enter from
the southern entry, even though the other one looks easier. There's only a
single lane between the Guard Tower and Mammoths, plus 3 AGTs are right there.
Be sure the Harvester isn't coming through or you will be spotted. Charge
through and hopefully there will be a bit of red health left. Navigate your
way slowly northward through the base, avoiding enemies as much as possible.
You want to get to the northwest corner. Unfortunately the Stealth cannot
survive to see the C-Yard, but it's in the northwest corner. The nuke should
be ready, and this is where you want to hit. Any other spot hit will be
rebuilt. Take out the 2 AGTs as well with the nuke. Then move the Stealth into
the corner and expose that part. Now comes time for the brilliant tactic.
Sandbag your way into their base, and block off the cliff you just took, but
not their base entries. You want to build an Airstrip in the very northwest
corner of the map, out of reach of enemy tanks. Since the area cliff is now
blocked, the Stealth can kill the one Adv. Power Plant, but GDI will have
power. Now the genius comes in. Build an Obelisk behind the middle of the
sandbags. From this spot it can destroy the Weapons Factory, APP, Comm Center
and both Refineries, as well as every unit that comes at it. If you have the
money/power, build a second one right next to it. Also get some tanks from the
new Airstrip and go destroy the southern part of the cliff, especially the
Adv. Comm Center. GDI will have low power. This will make them quite angry,
and many of those units on the battlefield will turn back and walk right into
the Obelisk(s). Just keep repairing and maybe use concrete walls. Then bring
out your new army to finish off the rest of the base (Barracks) and capture
the Silos. It's an odd strategy because you assault the base, then fight on
the battlefield. Your original army can now come out as you sell the sandbags
and clear the enemies who are surprisingly unresistant.
11. The Tiberium Strain
--------
This is a cool propaganda mission. Just take the Flame Tanks and start moving
south, killing the infantry easily. Try to avoid damage. Take the south bridge
and send the 3 Flamers at the Hummer. Its gun is pathetic. Now take the left
route and kill off the various GDI infantry as you approach the village. Leave
the buildings alone or you fail. Send your Flamers at the cluster of
civilians, making sure to incinerate all of them. As you move to the southern
corner you reach the first challenge of the mission. First get the Hummer on
the left side with the Chem. Warriors, then send the Flamers after the Medium
Tank. You could lose one or two, depending on if you can convince it to focus
on your Chems. Once it is gone another Flamer arrives and has to take down a
transport chopper reinforcement of 5 infantry. Join up back at the bridge that
goes east. Avoid the north, it's just guard towers. Take out the 2 civilians,
then deal with the second challenge, another Medium Tank. Again convince it to
focus on your Chems and get another Flamer once it's destroyed. I managed to
finish the mission with 2 wounded Flamers and 6 Chems, so have that or more.
Follow the only path available and kill everyone along the way. In the
southeast corner is a tempting Comm Center, but just kill the troops around
it. Then move through the big Tiberium field, as your Chems are unaffected by
it. Kill the Hermit's Hideaway lone civilian on the way. Then you are at the
toughest part of the mission. There are 2 Hummers and about 20 infantry that
will storm out of the base when you get close, and then 2 more Hummers appear
from the right. You have to kill them all. Creatively, I decided to leave the
Flamers out of the way and let the Chems spam the base. Get the Hummer, then
take out as many troops as possible, which should be most of them. Then let
the Flamers finish off the scraps. Now the mission comes down to a dogfight
between Flamers and Hummers, with the Flamers easily winning even if in red
health. With all enemies defeated it is no challenge to first go northeast and
destroy the 2 Biolabs, then finish off the 3rd in the upper left part of the
base. Just don’t go too far left into the guard towers. A brilliantly eerie
video clip ends the mission.
12. Cloak and Dagger
--------
Have your Stealth expose all of the battlefield, but avoid any fighting. Don't
get too close to the Adv. Guard Tower in the middle of the map. Once
everything has been scouted it's time for the slippery sneaking into the GDI
base. Split the Mammoths and stay on the outside right edge as you advance up
to the northern entry. Then park as far left as possible and blast all the
fencing around the MCV. Deploy the Construction Yard adjacent to the left
Power Plant. Now here is where all the dreams are obliterated and a true
understanding of the map evolves. I have tried everything imaginable, but
because of the GDI tank you have no choice but to sandbag. The secondary
storyline of the mission is that GDI was foolish enough to not enough credits
to have a Refinery in an area swarming with it, and you perform a brilliant
inverted siege, actually trapping them -outside- of their own base. Even with
the tank trapped, it's just impossible to hold off all those other tanks while
trying to knock out the AGTs. So once the base is closed, the Stealth gets to
fire at will on all 5 Adv. Power Plants. The 4th one will knock the AGTs
offline, so the 5th one is safe to go after. Then you can start building your
small supporting force. Keep the Power Plant/Hand of Nod out of the regular
Guard Tower's way. Build 2 Bazookamen and an engineer. Work your way left with
the Bazookas. Start with the top left Tower using the Bazooka placement
technique so that they fire on their own, then do the same on the other Tower.
Now get the immobilized tank and sell the 2 sandbags cutting him off. By now
your Construction yard has probably been hit with an Ion Cannon, but don't
repair it. Go destroy the Adv. Comm Center (you can't capture it). Then send
the engineer to the other C-Yard, and sell your original one. You might get
another engineer when you sell it. Now you have a choice. Some people like to
build up with a Refinery and capture the Weapons Factory once the Guard Tower
is cleared, but this strategy isn't really wise. I choose to capture and
immediately sell the Factory, and build 3 Apaches. The only unit on the map
that can defend itself from the Apaches is a lone bazookaman, who will get at
most 1 shot off before being torn up. Send the Apaches at the Guard Towers,
then the light vehicles and infantry scattered around the map. The heavier
vehicles will take a bit longer, but it doesn't matter when they have no
counterattack. Remember to get the last Adv. Power Plant at the technology
center. Then send your infantry to start cleaning out the Adv. Guard Towers
around the base with help from the Apaches. Leave the Silos and Tech Center
till the end to be sure power stays low. Guard against engineer raids if you
got rid of the sandbags. Using this tactic, the casualties were 71 for GDI and
4 for Nod, which I can list. A technician died from friendly fire, my
bazookaman killed the other accidentally while hunting civilians, and I sent 2
wounded minigunners through Tiberium. If you use this style try to have 0
deaths.
13. Hostile Takeover
--------
Take a good look at the church with your Flame Tank, then start moving out.
Expose the Medium Tank on the bridge and destroy it with the Bazookas. Keep
moving and discover the mini-base. Sell the Comm Center immediately and build
a Bazooka and 2 Gunners, then sell the Hand. Now you have to deal with
probably the hardest part of the mission, fighting 2 Medium Tanks and a
Mammoth with this pathetic group. Split up the Gunners and Bazookas. Send
your Gunner team to attack, then put your Bazookas in the corner cliff to
target the tank after the fighting starts. Keep evading getting run over with
the Gunners and bring your Bazookas over to help fight the other two tanks.
The Bazookas should survive if they don't get hit with a missile. Now expose
the Mammoth on the southern bridge, but leave him alone and take the bridge a
bit more north to find your fallen base in the west. Start repairing and get a
Power Plant going while sending out the Harvester. Make sure he stays fairly
close to the base, out of the way of the AGTs in the north. Fortunately the
GDI units are confused and do not attack you for a while, so leave them alone.
Start building the usual base until you get an Airstrip and Artillery. Send
the Artillery to the bottom left corner, where he will soon play a critical
role. Now get a few units together and remove the Mammoth on the bridge, you
need that spot. You are temporarily secure, but you have a lot of work to do.
As your Harvester brings in the credits, get up to a team of 7(!) Engineers, 4
Bazookas, and a mixture of 7 Flamers and Minigunners, emphasis on Flamers.
Also as you build a few tanks, unfortunately this is another mission where you
pretty much are required to build sandbags, because you need to be focused on
the next 'covert' part. After your team of men are out of the base, block off
the 3 bridges and the northern passage, which is already partly blocked by a
GDI tower surrounded by sandbags. Also send some flamethrowers to the left
part of your base where the smoke signal was, to prevent the occasional
Engineer raid. Finally you are ready for the good part. Have the artillery
destroy the 2 Guard Towers. Destroy the fencing, and find the 3 Transport
Choppers. Capture all 3, then load everyone in. You're going to land back at
the church you saw at the start of the mission. Do that, and destroy the
church for 2000 credits, which you should use to build up your tanks. If you
don't have sandbags around your base at this point, a bunch of angry GDI tanks
will come and crush you. Don't go too far north yet. Send a sacrifice north to
expose the Guard Towers, then use the Bazookas to take them out. Don't cross
the bridge yet, as there are 2 more. Send another sacrifice and do the same
deal. Now merge the infantry and engineers into 2 groups. You might have a
Rocket Launcher guarding, but it's not actually a problem. Rush your infantry
in first, in the direction of the Barracks. The Flamers should suicide
themselves and all the infantry on both sides will burn up. Your Engineers
should be racing in afterwards, completely free to capture whatever. If
possible, take the Barracks and Weapons Factory right now, but once you
capture the C-Yard the mission is won. I build a Barracks quickly in my base
before selling the Yard and whatever else I captured. The theme of this
mission has been revealed as the importance of realizing a weakness in an
opponent's base defense. However, you will see about 9 Mammoths and many other
tanks knocking on your door. Just keep building your army, with a few
artillery. Also, you are going to need more Engineers. Get them and send them
to the still wide open GDI base. Capture all the Power Plants so that the AGTs
go offline. Meanwhile, in my case a group of 5 Mammoths were at the southern
bridge, and one Artillery slowly pounded them all to dusty death
(Psalm 22:15). You will find that while you have sold GDIs base away, their
large group of tanks in the center has slowly disappeared, because they have
no reinforcements. Whenever you're ready, open up a bridge and finish whatever
is left, then perform an extremely easy base assault. Take the silos if you
want. There's nothing to worry about at this point.
14. Under Siege
--------
Building sandbags seems like the natural thing to do, but doing it the proper
way gives us the good warfare lesson of abandoning a base to save the men
within. Immediately sell every silo, along with all SAM Sites except the one
near the airstrip that is always targeted. Start arranging 3 even teams that
will defend against the invasions. I put the flame tank on the left side,
which has 2 turrets instead of one, which will make it the important side
later. Now find the Stealth and take him out the northern way. Have him take a
look at the left part up to the GDI Units, then go back over the northern ones
and down the very far right side to see that column. Then go down to the
southern part of the map and get the money out of the church. I know the map
can still be won without it, but there's no need to make it harder on you. Now
continue scouting the map, and finally take the Stealth to the left edge of
the GDI base. Shoot through the concrete wall, then kamikaze your way through
the base, exposing as much as possible. Again, it all comes together later.
Now you have to refocus on the situation. Build as many Light Tanks as
possible, which should be 5. Repair your SAM when it gets airstriked. Now sell
the Repair Bay, and against normal logic, the Construction Yard. This yields
enough for another 4-5 light tanks. You could have low power, so sell the Comm
Center since it's useless, and try to get another light tank. Then you won't
have enough money, so sell the Airstrip. Then build 10 minigunners with the
1000 credits. Your Adv. Power Plant isn't worth maintaining due to the bomb
repair costs, so sell it before it gets destroyed anyway. Build a few more
gunners, then sell your other power plants. Build 3 more minigunners (they'll
be slow without any power), then sell the Hand of Nod. Now your base should
consist of something like one SAM Site, 4 turrets, 1 Temple of Nod, 13-14
Light Tanks, a Recon, a Flame Tank, an APC, an Artillery, and LOTS of
minigunners. Divide them evenly and now you are ready for part 3. Keep the
infantry slightly back behind the tanks right now, there's plenty of room in
your now empty base. Then rotate between the 3 groups drawing in a few lighter
enemies with a light tank. The Hummers, Rocket Launchers, and a few infantry
will chase you right into your waiting light tanks. At best you shouldn't lose
more than a couple minigunners if they are out of the way. Now you have to
deal with the 3 teams of 2 Mammoths, a tank, and a lot of grenadiers. This is
probably the best drama building before a huge battle in the game. It's
finally BONZO GONZO (credit: Scott Keith) time. The left unit should now
engage the GDI forces, then draw back into the base to get turret support.
Immediately switch to the right side and manage that battle as best as
possible. The northern units should be confused and try to move down to the
left side. Remember the simple principle of 'if it can be destroyed, destroy
it.' Target one tank at a time and repair turrets should they get damaged. The
Flame Tank becomes a huge factor as a legion of grenadiers come in as a group.
Toast them. The right unit should be finished first, so group them up with the
northern team as soon as possible to fight that battle. Finally they should
all be grouped together to finish off the wounded soldiers coming in. The
surprising thing about this battle is that the light tanks hold up really
well. only 3-4 should be lost. The harvester may come at you pathetically, be
sure to decimate it. Now quickly take either a technician or minigunner and
send them northward for a possible airstrike attack that you don't want to hit
your tanks. Now you can take a breather and marvel at what you just did. But
there's still work to do. You still have your nuke! You can either target the
Guard Towers or the main part of the base, depending onhow many Light Tanks
survived. Infantry are done for the day. 8 Light Tanks left over is more than
enough, so for a satisfying bombing take out the Yard, Refinery, and Power
Plants. Then incinerate the vengeance seeking survivors. Now you can take your
Light Tanks and take out the 4 Towers that look much more fierce than they
are, especially since they will possibly be sold when damaged. Then finish the
Weapons Factory and Adv. Power Plant and congratulate yourself on turning
around the hopeless scenario.
15. Death Squad
--------
Group the 2 Stealths and head northeast. Expose the Guard Towers but go past
them until you are as far right as possible. Then blow away a few portions of
the concrete and take the passage on the right side. Blow another section out
in the upper tier and send the Stealths through one at a time. Take the first
one up past the Mammoth and position it near the trademark rock where you will
eventually be able to fire at the Adv. Comm Center without the AGT firing
back. Bring the other Stealth to the same spot. Now go back for the other
group. Move them to the Guard Towers and have the 3 Bazookamen take them both
out. As the GDI commando comes out, try to have your commando fire on him
first. Then send either the commando or flame tank against the regular Comm
Center and take it out. This should send the frenzy of GDI units at you.
Send whatever units you have left (probably just Light Tank and Buggy) down to
the original starting point's cliff where they get to be heroes that fend off
as many as possible knowing they are about to die themselves. Once most of the
GDI troops have moved beyond the concrete walls, have your Stealths begin
their assault. The GDI will continue to chase your other units, and the
mission ends the moment the Advanced Comm Center falls.