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                         OPERATIONS
An unofficial walkthrough and strategy guide for the expansion to Command &
                              Conquer
This Document Copyright  July 22 2002 Duncan May ([email protected])
Version 1.0 - Original formatting 7.22
Version 1.1 - Formatting updates, Authorized website list 8.8
Command and Conquer and Command and Conquer: The Covert Operations are
trademarks of Westwood studios. Any Trademarks not mentioned are still
acknowledged.
This document is free for the private person to read and download, but may
not be reproduced without my permission.

Authorized Websites:
Neoseeker.com
Gamefaqs.com

Table of contents:

1 Introduction

2 Contact info

3 Thanks and Acknowledgements

4 GDI Units

5 Nod Units

6 Dinosaur Units

7 GDI-Only Structures

8 Nod-Only Structures

9 GDI/NOD Structures



Level Walkthroughs
Global Defense Initiative
10.1 GDI: Blackout
10.2 GDI: Hell's Fury
10.3 GDI: Infiltrated
10.4 GDI: Elemental Imperative
10.5 GDI: Ground Zero
10.6 GDI: Twist of Fate
10.7 GDI: Blindsided

The Brotherhood of Nod
11.1 Nod: Bad neighborhood
11.2 Nod: Deceit
11.3 Nod: Eviction Notice
11.4 Nod: Tiberium Strain
11.5 Nod: Cloak and Dagger
11.6 Nod: Hostile Takeover
11.7 Nod: Under Siege: C&C
11.8 Nod: Death Squad

Secret Dinosaur Missions
12.1: Introduction
12.2: GDI/NOD
12.3: GDI/NOD
12.4: GDI/NOD
12.5: GDI/NOD
12.6: Dinosaur

13. HUGE BUG


1. Introduction
This is my first FAQ, And I am writing it because I wanted an FAQ for this
expansion pack, but there was not one. So I did my damndest to beat all
these levels, and I did. Then, I went on GameFAQs.com and looked in Command
and Conquer. There I found an FAQ that had some info on Covert Ops
missions. Oops. But that walkthrough was mainly for Command and Conquer DOS
or 95. In my Walkthrough, I am going to go in depth for ONLY Command and
Conquer: The Covert Operations.

2. Contact Stuff
If you have any questions, Comments or Corrections, feel free to e-mail me
at [email protected]. Make sure to put the subject header something
with my name (Duncan) or Command and Conquer or I will delete it.

3. Thanks and Acknowledgements
I would like to thank my family, friends, God, and Jeff, who introduced me
to this great game.

I have used the following as sources to make this guide as complete as
possible:

Roger Wong's Strategy Guide

I used this to get a second view on how to beat some of the levels in this
game.

Command & Conquer Instruction Manual, 1997 version

I used this to get an idea for the basic layout for my walk through.

Mission Briefings From the Game

Used for Mission briefings.

4. GDI UNITS

Minigunner: Cheap and effective in masses. They are the most basic unit.

Grenadier: Probably the best infantry in the game besides commandoes,
grenadiers are effective against most enemy units and structures, excepting
obelisks, and flame tanks.

Rocket Soldier: Very good against armor, and can attack airborne units.
They work well in tandem with gun turrets, let enemy tanks attack your
turrets than bring 5 or so rocket soldiers forward to finish of the tanks.

Commando: Very good against enemy infantry, and buildings, their main
weakness is the minigunners who will shoot at him after he blows up
buildings that they are in. Ineffective against vehicles. I find them
helpful in Covert Ops missions for taking out the Temple of Nod, because
the C-4 explosive destroys any building in one hit and Nod will not be able
to launch their nuke. When you get commandoes, keep them alive.


Engineer: Can take over enemy buildings. No other weapon, but there are
endless tactics you can use with these guys and APC's, and chinook
helicopters. Send into enemy bases with commandoes to do some major damage.

Humm-vee: Fast and ideal for scouting out terrain. Good against infantry.

APC: Armed Personnel Carrier. Better armored than Humm-vees, and slower,
but with the same weapon. Great for protecting engineers as it carries them
into enemy territory. Use 5 or more against heavy defenses, with 1 engineer
and four grenadiers or minigunners. At least one should reach it's
objective, and all the rest will have a suprise inside when they are
destroyed. This tactic can MESS UP enemies bases.

Medium Tank: The backbone of GDI's armor, they are effective against
buildings and other vehicles, and can crush infantry but are slow in
killing them with their main gun.

MRLS: Mobile Rocket Launch System. I like this to back up my defenses. It
is devastating against infantry, but a light tank can kill it in about 4-5
shots. Also good against air units and enemy bases if it is backed up by
tanks.

Mammoth Tank: Can take a lot or damage, and re-generate up to 50% health.
Great against enemy armor. If it is being harassed by infantry, it's
missiles will trigger when the turret turns 180 degrees. Can fire on air
units.

Orca: Fires anti-armor missiles. I like building 8; six will kill a
harvester, and I like two to defend my base. Assign them numbers (Ctrl + #)
and then you can vector them without having to send them all in a group or
going back to your base. When a SAM pops up to shoot at one, use an Ion
Cannon and the SAM will be destroyed in one hit.

Chinook: An aerial APC. Invisible to radar while in the air, it lacks
armament.

MCV: Mobile Construction Vehicle. Use to build a base. Guard it carefully,
it's slow and expensive.

Harvester: Gathers tiberium for money. Defend it well.

A-10: (Air strike) Drops napalm on enemy positions. You get Air strikes
after you destroy SAM sites.

Ion Cannon: Use in tandem with aerial units to take out SAM sites. Can also
take out gun turrets and obelisks in one hit.

5. Nod UNITS

Minigunner: The Basic Nod Infantry. IMHO these guys have a lot of bang for
the buck.

Rocket Soldier: Effective against armor and air units. Spread a few through
your base in case you lose power so you can defend against Orcas.

Flamethrower: Can kill most infantry in two shots. Spread them apart, when
one dies he will take health from those right by him. Also arrange these
guys so that they don't take damage from on another as they shoot.

Engineer: Can capture enemy buildings, In some levels, they can be used to
capture empty chinook helicopters.

Chem-Warrior: Fires a Chemical spray and cannot be damaged while walking
through Tiberium. They do 1.5x the damage of a flamethrower.

Commando: Can kill infantry from extreme range. The Commando is vulnerable
against vehicles, Humm-vees and the like especially.

Recon-Bike: Fast but not well armored. Use to reconnoiter unrevealed
terrain. They are good in packs, and can rip through armor as well as
destroy aircraft.

Nod Buggy: Faster than GDI's Hummer, but not as well armored. They are
effective for scouting and killing infantry. Use together with recon bikes
in packs.

Light Tank: Faster than the Medium Tank, the light tank has a smaller gun.
The Core of Nod Armor.

Mobile Artillery: Slow and un-armored, mobile artillery can decimate
structures and infantry.

Flame Tank: Fast and deadly, the only dangers to this tank are orcas and
medium tanks, as they can outrun mammoth tanks.

Stealth Tank: These are very useful to have. You can build invisible walls
with them, park them in front of an enemy refineries so its harvester
cannot unload, use in packs of 4/5 to perform hit and run attacks on enemy
buildings, and kill orcas very effectively. They will fire on a orca on its
helipad, then the orca will take of but the tanks will re-stealth. Then
when the orca lands, fire another volley of shots of. These are also good
for reconnaissance. Just remember, they are not well armored, and keep them
at least one square away from infantry and guard structures.

SSM: Surface to Surface Missile launcher. You will not get this in single
player, but as GDI you will be up against them constantly. They have very,
very long reload time, but are great for weakening enemy defenses and
killing large numbers of infantry. Don't bother shooting at fast units,
they will be well clear before the missile hits.

Apache: Nod's attack helicopter. They are great for infantry killing, but
take longer to reload than an orca and take a longer time to shoot all
their ammunition.

Chinook: You cannot build these directly, but they will bring you
reinforcements and you can capture them with an engineer. They are a troop
transport helicopter and can land 5 infantry anywhere on the map.

MCV: Mobile Construction Vehicle. Deploy this to get a Construction yard,
and you will be able to build a base.

Harvester: Collects tiberium. When full, harvesters have 700 credits of
tiberium.

APC: Not available to build as Nod, these will show up in some covert ops
missions. They are well armored, and they can carry 5 troops across the
map. Use in large numbers for attacking enemy bases, with 1 engineer and 4
flamethrowers or rocket soldiers inside.

Cargo Plane: The plan you see drop off units at your airfield. The farther
right you airfield, the faster you get your units.

MRLS: Mobile Rocket Launch System. I like this to back up my defenses, and
if it is protected by tanks, its is a good offensive weapon.

Nuclear Strike: It seems to me the nuclear strike does much more damage in
Covert Ops than is does in the last mission of Command and Conquer. A
nuclear strike can take out massive chunks of enemy
bases.

6. Dinosaur UNITS

Stegasauros: Relatively slow, the Stegasauros can dish out a fair share of
damage to infantry, vehicles, and structures.

Triceratops: As far as I know, the Triceratops and stegasauros are
identical in every way except how they look.

Velociraptor: Fastest Dinosaur. It is great against light armor and
infantry, but can hold it's own against defensive structures and tanks,
too. It can get hit-points back from killing infantry.

T-Rex: Faster than the stegasauros or triceratops, the T-rex can absorb
massive amounts of damage.

7. GDI STRUCTURES

Infantry Barracks: Produces infantry. A prerequisite for base defenses.

Weapons Factory: Produces armored units.

Guard Tower: Equipped with a heavy machine gun, it rips through infantry.
It is Vulnerable to rocket soldiers, and light tanks which can shoot at it
out of it's range.

Advanced Guard Tower: Effective against aircraft and infantry, these can
also destroy armor, especially if you have multiple emplacements. Use Orcas
to soften up armor coming at them.

Advanced Communications Center: Establishes an Ion Cannon uplink and
provides radar coverage.

8. Nod STRUCTURES

Hand of Nod: Produces Infantry.

Gun Turret: These, are by far, my favorite structure. I would much rather
have 5 of these (As one gun battery, not spread apart) than two Obelisks of
light, not very good against infantry, back them up with some artillery or
flame tanks. These turrets actually have considerable range, it being the
same as an MRLS.

SAM Site: These are only effective against air units. They are a lot more
vulnerable when the launcher is exposed.

Airfield: You need this to produce vehicles. Try to build it so the plane
does not fly over enemy bases, and have it to the right so you get your
units faster.

Obelisk of Light: These require power to stay working. They can killed by
one ion canon hit. Back these up with turret guns. You may have noticed
that on some units take three hits, the third just is 1 health mark in the
red. If turrets back these up you wont need another reload and can start to
destroy a fresh tank.

Temple of Nod: Requires much power. Allows you to produce the MCV and
prepares a nuclear strike.

9. STRUCTURES; BOTH SIDES

Construction Yard: Use this to build other structures. Defend it wall. It
is a deployed MCV

Power Plant: Produces 100 units of power for 300 credits.

Advanced Power Plant: Produces 200 units of power for 700 credits. When you
have a lot of base space, build many power plants instead of a couple
advanced power plants. Also, If In Ion canon is shot at a APP, you lose 200
units, but if it hits a normal PP you only lose 100.

Tiberium Refinery: Receives your harvester and can store up to 1,000
credits of tiberium.

Tiberium Silo: Not very well armored, It can store 1,500 credits. If it is
destroyed, you lose all the money in it.

Communications Center: Establishes radar and is needed to build more
advanced structures and units.

Helipad: Re-arms Orcas and Apaches.

Repair Facility: Repairs damaged vehicles. You need one of these to build
Mammoth tanks if you are playing as GDI.

Sandbags: Provide a defensive barrier. 1 hit destroys it

Chain Link Fence: Provides a slightly better barrier than sandbags.

Concrete Wall: Hard to destroy. The best barrier for defending your base.

10. GDI LEVEL WALKTHROUGHS

10.1 GDI: Blackout
Briefing: We needed to establish a base in this area. Unfortunately, so
does Nod. They have already put obelisks to guard the only way in. We need
you to cut the power to the obelisks before our MCV arrives. With the MCV,
set up a base and eliminate Nod forces.
Walkthrough: Head South. You will encounter some enemy rocket-soldiers.
Kill them and you will get an air strike. Go North across the bridge and
you will see a flame-tank, with only half its health. You can direct the
air strike on it, of shoot and run with your commandoes, it only has half
health. After the flame-tank is taken care of go into the base it was
guarding. Destroy the power plants. (I save my air strike to get two of
them) Moments later an MCV should arrive. Take it just north of where the
power plants were, and build your base. Take out all the turret guns nearby
so you can harvest in peace. Take out the outpost with the temple of nod
first (northwest Corner) and use a commando on the temple so that it does
not get to launch it's nuke. Then destroy the main base in the northeast.
Or when you get your MCV, Ignore the turrets and head up to the North East
corner and build your base, the computer starts building around when you
start building your base. Take out the turret guns and the outpost in the
northwest corner. The third option would be to air strike their
construction yard before it starts (or finishes) building the Nod base. It
is located in the North East corner.

10.2 GDI: Hell's Fury
Briefing: Nod is attempting to rebuild their temple with its nuclear
missile. Establish a base and wait for contact with Agent Delphi. He will
show you the best way into their base. Use everything at your disposal to
stop The Brotherhood.
Walkthrough: Take your men and attack the Nod base to your east. You should
have no trouble except for flame throwers which will come out of the Hand
of Nod. When you have control of the base some reinforcements will arrive.
Take your Humm-vee and scout out the area. Build up your base. Barricade
the entrance until you have sufficient defenses, Nod will send down 3
recon-bikes about every 30 seconds...really. Before this a helo should
arrive. Load it up with men and go to the flare. Do this several times if
you can. Hurry, Nod will build some SAMS. Go East. Take out the gun turrets
and the wall. Blow up the power plants and destroy anymore that are built.
Go south and take out the temple. Now you should attack the Nod base on the
northwest side. Their Obelisks will not have any power. Then go for the
base in the middle. Kill Everything. If your helo gets shot down, attack
the Northeast base and then follow the northern path. Continue from where
you would if you inserted men by Helo.

10.3 GDI: Infiltrated
Briefing: Infiltration! Nod has breached our base in Eastern Sudan and had
begun taking it over. Re-capture the base and reestablish our military
dominance in the area.
Walkthrough: The start is a major challenge. Build a new barracks. Capture
all your buildings back. If Nod has your refinery for long enough they will
build a turret in the middle of you base. Build some advanced guard towers,
I built four. When the Noddies come, THEY COME. Build another refinery, and
some orcas to help fend off incoming attacks. By now you should have
scouted out the area. Their base in in the northwest corner. Kill off their
harvesters with your orcas, six should do the job. Use orcas in tandem with
the ion canon to destroy the SAM sites. Then take a bunch of tanks and
"Eliminate enemy presence."

10.4 GDI: Elemental Imperative
Briefing: Nod has stolen some of key components to our tiberium research.
Retrieve them. A local civilian is willing to help clear the way and take
us to the site if we free his wife and return her to safety.
Walkthrough: You should start in the southwest. You can do several things.
Head northeast, fight or not. Just make sure one unit makes it to the
northeast corner to pick up the crates. Chase down the running rocket
soldiers with a Humm-vee. Then go north with all your forces. Use your
medium tanks to engage any flame tanks you see. There is a flame tank on
the west side of the village you will pass by and also a flame tank on
patrol with two recon bikes. Stay on the west side of the map and continue
north. Use the commando to engage any infantry that you see. Continue north
with your forces. You will encounter a light tank and a stealth tank, and
some more infantry. In the northwest corner you will find some sandbags
blocking a village. Destroy them and continue. A helicopter will appear at
the mission's beginning. Bring it up to the village and put the woman in
purple into the helicopter. It will leave and the man by where you started
will go and set off a flare where the crates are. Go back until you reach
the village. Head east. You will encounter some infantry, SSMs and tanks.
Use you commando for the infantry and your tanks for theirs, with you other
units supporting. Go north, cross the bridge, and recover the crates. Or,
when you get the helicopter, put the commando in, fly to the edge of the
shroud, let him out, and repeat this maneuver until you are in the
northeast corner and pick up the crates.

10.5 GDI: Ground Zero
Briefing: Nod has launched a missile which is aimed at the global peace
conference. Get the delegates from the conference to the Evac. point as
quickly as possible. Time is critical - Good luck.
Walkthrough: You will see some Nod soldiers attacking houses, west and
south of where you are. Kill the soldiers to your west, the get the
flamethrowers to your south. You will encounter other Nod infantry on your
way to kill them. You should get some infantry and than a medium tank as
reinforcements. Head north, back past where you started. You will encounter
some more infantry. Kill them. Stay as far east as you can while heading
north, and you will be going the right way. You will have to head west
soon. Have your medium tank in lead because soon you will see a flame tank.
Head north, if you go west you will be stuck in a dead end. You should have
to go through a large tiberium patch, guarded by a Nod buggy. after you
have dealt with the buggy, keep your men north so they have to walk through
as little tiberium as possible. On the other side you should see a village.
In the village there will be a lab and by it a fence with diplomats trapped
in it. Blow up the fence and take the diplomats, heading south. Soon the
place will get nuked and you will be able to pick up some survivors. You
will encounter some more infantry. If you kill them, you may get a Humm-vee
and 3 rocket soldiers as reinforcements, where the mission started. Nod
should have two flame tanks show up in the village, too. Kill these with
you medium tank and rocket soldiers. Go south and west, eventually you will
see a flare. You will encounter some infantry, a light tank, and a flame
tank. If your medium tank is dead by now then send the humm-vee in first,
and the flame tank will chase it. Since it is so fast, direct the humm-vee
to where you started and you will never have to worry about the flame tank
again as it is slower then the humm-vee. Now continue. You may encounter
some more Nod forces, but you should be able to make short work of them.
Get at least one diplomat to where the flare is/was and a helo will come.
Put the diplomat in, and, mission accomplished.


10.6 GDI: Twist of Fate
Briefing: We have set up a small recon post in Nod territory, but they
captured and reinforced it. Getting that post back would be a major coup.
An MCV and armed convoy are on their way to aid you in establishing a new
base. Once established, eliminate all Nod forces in the area.
Walkthrough: A lot depends on the beginning. Try to take out the enemy
units that are armored or have anti-air capability. Use your orcas to
finish off what ever Noddy units are left. If you don't kill enough units,
your MCV will be killed as it drives down. It will, however almost always
take some damage. Bring the MCV to the flare and set up your base. Build
some advanced guard towers and use your ACP as bait to bring the enemy
apaches into range of your AGT. Take the enemy base in the middle of the
map first, and then the small outpost in the northwest. Build a refinery or
two as there is a huge deposit of tiberium up there. You can try a frontal
assault on the base in the southwest corner but I beat this level by
sandbagging a lot of AGTs into their base after I kept blowing up their
harvesters so that they were broke. I also sent minigunners way up north so
air strikes would be diverted against them.

10.7 GDI: Blindsided
Briefing: Use your commando to establish control on our side of the river.
We will send some help when all SAM sites are taken out. Than send your
forces across the river and attack from the Nod from the rear. Destroy them
all, they wont be surprised for long, so act quickly.
Walkthrough: There may be a better was to do this, but I dont know it, so,
here goes. Kill the infantry coming at you. Go west. Take out the Turret
gun, all the surrounding infantry, and then the SAM sites. A Helo with 5
engineers will arrive. Capture 1 power plant, the hand of nod, the comms
center and the airstrip. Make sure you have 1 engineer remaining. Build
minigunners until you're broke, you should have about 20 or so. Blow up the
two other power plants than kill the incoming infantry with your commando.
Now go East and into the enemy base, use all your minigunners to take out
the obelisk, turret guns, and SAM sites. Make sure not to touch the
harvester or have your men run over by it. Bring you remaining engineer
over and capture the refinery while the harvester is dumping tiberium. Now
start pumping engineers out of your hand of nod and capture the rest of the
base. If you want to, take out the enemy construction yards, with an air
strike. They are in the northeast and west corners, I have heard they don't
start building tanks until you cross the river, so weaken their bases while
you can.  Keep your commando at your base in the south, a helo of enemy
flamethrowers and commandos will come. So will a chinook on your side. Take
your engineers across and capture the base where the flare is. Watch out
for the vehicles waiting by the water. Build sufficient defenses (I built
10 turret guns, all in one gun battery) and attack the enemy bases. The one
in the northeast is weaker, so deal with it first.

11. Nod LEVEL WALKTHROUGHS

11.1 Nod: Bad Neighborhood
Briefing: We need to remove all GDI forces from this area. Sadly, the
civilians in this area are GDI friendly. You must remain undetected until
your case is ready. If either GDI or the civilians discover you, GDI will
attack.
Walkthrough: This mission is straightforward. Build your base, avoid
detection, attack. There is a massive tiberium field north or your base. If
you can position a nuke in the right place you can take out all 4 power
plants, a silo, a tiberium refinery, AGT, and war factory. Use stealth
tanks to sneak up and take out the construction yard.

11.2 Nod: Deceit
Briefing: GDI has attacked and cut off one of our bases. Find a way into
the base. One of our agents will assist you by placing a flare at the right
time. Once you are in, rebuild the base and destroy the GDI forces in the
area.
Walkthrough: You will see GDI soldiers attacking a village to the south.
Ignore them. Kill enemy infantry. Head northwest. If you see any enemy
comms centers blow them up with your commando. Cross the bridge, kill any
infantry you see. Get the crate of money and wait, a helicopter will land.
Capture it with the engineer. Put your commandos in and head west and a
little south. You want to end up along the western edge, in about the
middle. You can let your commandos out to reconnoiter. you should be in
your base. An old, damaged nod base, that is cut off by guard towers is
there. use your apache to attack units holding you under siege. Put a
commando in the helo and fly him to the southern village. Get the crate
that was in the church in the village it has more money. Build a refinery,
and hand of nod. Build some rocket soldiers and attack the guard towers
from out of their range. Let the harvester harvest north of your base and
build some turrets. Once your base is ready take out the towers to the
southern part of your base and build defenses. Use stealth tanks and your
apache to destroy the normal guard towers that are scattered all over the
level. When you are good and ready get a whole lot of tanks and go in
shooting.

11.3 Nod: Eviction Notice
Briefing: GDI influence in this area in running rampant. Establish a well
positioned strike base, and clear the area out. A nearby town may provide a
suitable location for your base, if the occupants were "persuaded" to move.
Walkthrough: Head for the village. You will need to take out a mammoth tank
and will lose some of your flame tanks. Destroy the village. You will get
funds from the buildings you blow up. There are many tanks parked around
the level. Once you have your base up and running, send out patrols to kill
them. Reconnoiter with stealth tanks, and you will find the enemy advanced
communication center can be shot at safely. blow it up, the enemy will have
to spend 2800 rebuilding it and wont be able to ion canon your base
defenses. If they rebuild it, destroy it again. There are many large
tiberium patches north of your base.

11.4 Nod: Tiberium Strain
Briefing: A nearby GDI base is conducting further ion research. In doing
so, they use a lot of chemicals, located in their bio centers. Destroy all
the bio centers, and "Contaminate" all units and civilians. Leave all other
structures intact so that it looks like an accident.
Walkthrough: Get you flame tank to kill nearby infantry. Head south, into
the village, where there are many civilians, some infantry, and a medium
tank. Use your flame tanks against the medium tank, and when you destroy it
another flame tank will arrive. Double back north but don't cross the
bridge you crossed on the way down. Instead head east and cross the other
bridge. Follow the road. On another bridge you will find another medium
tank. When you destroy it yet another flame tank will arrive. Continue
along. You will see a comms center but ignore it, you are only to destroy
certain buildings. You will come across another squad. Head north through
the large tiberium patch. You infantry are immune to the effects of
tiberium. There is a back entrance to the base. Kill all the enemy units
that will come out of it. (If you are low on units make enemy infantry
chase you through the tiberium, they will eventually die) Then go into the
base and destroy the three bio facilities, but nothing else.

11.5 Nod: Cloak and Dagger
Briefing: GDI has intercepted and captured one of our MCV's. We were
counting on that vehicle to establish a foothold in that area.  Recover the
MCV and remove every trace that GDI has ever been there.
Walkthrough: Drive around, to get a feel for the map, than go to the enemy
base where you can see your MCV. The northern entrance is the easiest for a
stealth tank to enter. Get to your MCV and blow up all the chain link fence
surrounding it. Deploy your MCV as northwest as possible inside the GDI
base. Build a power plant just south, it will be fired on by an advanced
guard towers. Immediately build a hand of nod, and place it as far from
advanced guard towers as possible. (I do believe there is one position when
it will not be fired on. By now your power plant should be destroyed but
don't worry you are about to capture many a power plant. Use your power
plant and hand of nod as diversions and keep building engineers and
capturing power plants. Now build gun turrets and attack the tanks and what
not surrounding the base. Don't worry about money, just keep building
engineers. Capture every building you can sell for a profit. Sell what you
need to get 2000 credits (1 of your construction yards) and build a
refinery. Finish taking the base from the inside out. Eventually all the
enemy vehicles and units will come charging into your base. Fend them off,
than go destroy the outpost in the center of the map.

11.6 Nod: Hostile Takeover
Briefing: The mission is simple. GDI has taken a region that belongs to us.
Take it back.
Walkthrough: First make sure you can see the church across the water. Than
take your rocket soldiers to the bridge and blow up the tank defending it.
Head north and you will find an old, damaged Nod outpost. Sell the comm.
Center to get 5 more infantry units than build an engineer from the hand of
nod. Take your flame tank southwest and destroy the two guard towers.
Double back with your flame tank and kill the enemy infantry that will be
inserted by helicopter. Go back to where the guard towers were and blow a
hole in the fence. Capture one of the chinooks and put several infantry
units in it. Fly to the church and blow it up, than get the crate for 2000
credits. Now shuttle the helicopter back and forth to the flare than send
the chopper to that village as a mammoth is after it and your base wont be
able to handle it. Head north with your infantry. Repair the building you
have and build up you base. Fly the helo back, you can defend against a
mammoth tank now. If it is lost, capture another down south. Build 4 light
tanks to take out the guard towers looming over you tiberium patches. There
is a field in the center of the map with a lot of tiberium. The easiest way
into the GDI base is from the south, but you can only use infantry, so send
some rocket soldiers along to take out the guard towers. Watch out for
engineers. They do like coming into your base. Build a turret or SAM as
your northern most building, and you will not have any problems.(Computer
enemies will always go for your northern most building)

11.7 Nod: Under Siege: C&C
Briefing: GDI had pinned us inside our own base and funds have run out.
Reports have it that GDI is ready to send in air strikes to finish us off.
The situation looks hopeless...
Walkthrough: This, this is my most favorite mission on the Covert Ops disk.
Repair what vehicles need it, than take your stealth tank exploring. In the
south there is a village, when you blow up the church you get a money
crate, and when you blow up the other buildings, minigunners will come out
and go after the GDI units holding your base under siege. Also, sell your
silos and if you wish temple or SAM sites. (I keep my SAMS because although
they don't always do too much against incoming air strikes but GDI units
have a fixation for killing them, allowing your units to attack their units
which are, in turn, attacking your SAM sites.) Use your stealth tank to
harass the GDI harvester, when units come to investigate break off the
attack, and then the investigating unit will come to you base where you can
make short work of it. After all the northern units are gone the enemies
holding you under siege will pour in fend them off, and then if you still
have a temple nuke their base, and if you sold your temple, all you will
need will be your stealth tank and ten or so minigunners to finish off
their base. (With all the money from selling buildings and getting at the
church, I built gun turrets and repaired damaged structures) I suppose you
could build a refinery, but I never make much use of one when I play.
Anyway, after you have repulsed the attack, build minigunners, even if you
have to sell other buildings to do so. With your stealth tank, blow a hole
in the wall at the southwestern part of their base. Take their power plants
first, then the construction yard and then the barracks and war factory.
Shoot at the guard towers with your stealth tank, just stay out of their
range. Don't worry about the advanced guard towers, they have no power
since you destroyed the power plants. Use your minigunners to destroy the
rest of the base, and the stealth tank for the harvester.

11.8 Nod: Death Squad
Briefing: After our setback in Europe, our recovery effoers have been
hindered by GDI's use of it's ion cannon. Now they have a relay in North
Africa! We only have limited forces, but you must take out the advanced
communications center or slowly Africa will begin to fall as well.
Walkthrough: Reconnoiter with your stealth tanks. Than take a stealth tank
to the east side of the enemy base and blow a hole in the northern section
of the wall. Take the rest of your units to the northern lake. Look over
their base with your stealth tank. The advanced communication center is
just north of the sandbag wall and mammoth tank. Use rocket soldiers and
your light tank to kill the guard towers if you wish. Watch out for the
enemy commando. Do your best to avoid enemy contact. Have your units go to
the hole in the wall you made earlier. Fight your way north, Kill the
mammoth tank and send your light tank past the sandbags first, as a
diversion for the advanced guard tower, so you can use your commando to
take out the Advanced Comm Center. If you make too much of a fuss, the
whole GDI base will come after you.

Dinosaur LEVEL WALKTHROUGHS
12.1 Dinosaur levels Introduction
As an easter egg mocking Jurassic Park, the developers of The Covert
Operations put in some dinosaur missions. You can play as either GDI or
Nod, and will still get the same missions, and maps, just the units you
have access to will vary a little. (On the last level you have command of
an army of dinosaurs) and (I always play on GDI because their helicopters
are better suited to killing the dinos) To get to play these missions,
simply go into DOS, and type the directory that Command and Conquer is in.
If you run your game on DOS, after you type the directory name put in c&c
funpark.
EX.  D:\Games\Westwood\Ccdawn\c&c funpark
If you run on Windows 95, than do the same, but type in c&c95 funpark EX.
D:\Games\Westwood\Ccdawn\c&c95 funpark
The names you have on your directories may be different from the ones I
have on mine, so give DOS your commands accordingly.

12.2: Dino Mission 1
Briefing: There have been reports of strange animals in this area. Take
your units to investigate, than report back your findings.
Walkthrough: Take your men and head east. You should get two more recon
bikes as reinforcements. Take your troops north. You should encounter a
triceratops. Continue, going northwest, and cross the bridge. Kill the T-
rex in the village. After that, go east, and kill the stegasauros. Mission
accomplished.

12.3 Dino Mission 2
Briefing: We've lost contact with our base in this region. Find the base,
and secure the area. Eliminate any threats that you find.
Walkthrough: Put your men in the helo and go west across the river. Kill
the dinosaur from across the rocks, he only has a little life left. Now put
you men back in the helo, and fly south. You should find you base. Build
four tanks, and clear what you can on your side of the river. Now, send 1
commando across the North/South river and use him as a forward air
controller for your helicopters, which you should send in to finish the
job.

12.4 Dino Mission 3
Briefing: We've lost a lot of men in these woods. You must clear the path
for the safety of future troops passing through this area. Our scientists
indicate that these dinosaurs are not as dumb as previous theories
believed.
Walkthrough: Get your units in a good defensive layout. Flame throwers
scattered around the perimeter, grenadiers behind them. Have your vehicles
all in a row, and keep your rocket soldiers behind them. Well, that's how I
do it. Now, take a Nod-buggy and investigate the woods to the north. As
soon as you see a dinosaur, run the buggy back to protection. The Dino(S)
will chase, and you can make short work of them. After you are finished
doing this with the north woods, you will get reinforcements. Do the same
to the southeastern woods, to get more reinforcements. Lastly, Kill the T-
rex hiding out in the northeastern corner.

12.5 Dino Mission 4
Briefing: You must establish a base in this region. Reports indicate that
the area is directly in the migratory path of the local, hostile, animal
life, so prepare to defend against any attack.
Walkthrough: Build your base and instead of guard towers or turrets, build
tanks for defenses as individual dinosaurs are not terribly great against
them (Still a threat, believe me). Use your Humm-vees as a forward air
controllers, and pound away on the dinos with helicopters.

12.6 Dino Mission 5
Briefing: The NOD base in this area is threatening to make your species
extinct! Take any action you deem necessary for your survival.
Walkthrough: This time, you are the dinosaurs. Scout out the area with
velociraptors. Kill any troops you see and watch out for stealth tanks.
When you are good and ready, attack their base. The best place is the
northeastern corner of it, as it is right by the power plants and you can
send in a second group from the bridge without having to worry about the
obelisks. Don't worry too much about losing your critters, you get
reinforcements in a pretty steady stream after you start attacking the
base.

13. HUGE BUG

Start a dinosaur game, than abort and load previously saved missions from
normal Command and Conquer. (GDI or Nod) You will have to change CD's, but
by doing this, you will be able to build things ordinarily you could not
(Ex. Commandos and Ion Cannon strikes on the second or third GDI mission,
or say, Nuclear strikes and stealth tanks on the second Nod mission.) Now
that you have loaded your mission, and you have a base and don't want to
restart, look. Nothing may seem different. Now, sell a building, say your
barracks, or repair bay, or helipad, Now rebuild what you sold. You should
be able to build some more units or structures now, what ever your new
building is a prerequisite of. I had a refinery, hand of nod, power plant
and construction yard in my base; It was exactly the same as it was when I
saved it. I sold my hand of nod and rebuild another one. There were several
higher tech level things I could have built after I did that. (Airfield and
gun turret; I was on the second Nod mission) If you don't mind about your
base or progress, restart the mission you are on. You should be able to
build any unit or structure from the side you are on if you have the right
prerequisites.