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Then you can go mad with a huge fight!
At the start of the level, sneak west. Kill the first couple
of NOD troops,
and make sure that you reach the attack buggy before the next
set of NOD
men do - if they get away, your mission is over! Shortly after
this, you will
be joined by the mutant sheep-type thingy in the next field
- a useful fighter.
Next, attack the base to the north of the area with the
tower. Kill the man
there, and destroy the vehicles. You can then destroy the
generator which
powers the search light. Using just your foot soldiers, try
to lure the
remaining forces round the corner of the checkpoint, so you
can destroy
them away from that lethal laser. When there is just the laser
to go, attack it
with the buggy and the sheep, taking it out as quickly as
you can.
Head west along the road until you reach the hospital area.
Kill the lone
soldier in the encampment to the south, then use your sapper
to blow up the
generator, letting you into the hospital grounds. You really
just need to stay
alive until the clock reaches zero now, and as soon as Tratos
appears, leg
it! You will need to keep an eye on him, as he falls behind
your men and
gets a bit confused. Get him back to the rescue site.
Once he is gone, reinforcements are dropped to the north.
Set up your base
near to the Tiberium fields there, and build barracks and
a war factory. Get
up a decent sized army of disc throwers and Titans, then go
all out to
destroy the NOD troops hiding to the north. There is no urgent
rush, so
take the time to build up a really impressive force first,
as the battle will be
tough. When it is over, victory on this level is yours!
Mission 8: Destroy Vega's Dam
This is another level with limited resources. You must be
careful not to lose
too many units. To begin with, head to the south west of the
area, so that
you can get over the section with the broken bridges. Take
out the enemy
camp there, and push northwards, over another bridge. On the
far side, you
need to take out the two generators on either side of the
dam.
Reinforcements do arrive, but they are thin on the ground.
Be careful, and
be ruthless! Keep your men tight together, except for the
engineers, and
attack the lasers and NOD troops as one large unit. You should
have
enough firepower to pull the mission off.
OR---At the 8th mission, it will be easier to destroy the
2nd generator in the nod base if u keep 2 engineers at hand,
one to take over the construction yard in the nod base u encounter
b4 the 2nd generator, and one to take over the refinary. After
that, build a power plant, build a hand of nod for engineers
to take over the enemy's hand of nod, or just blow it up,
and a war factory.. build one tick tank and one artillary
and position it at the middle of the two bridges, deploy them
and happy killing the generator!
Level 9 GDI
To power down the obelisk, at the beginning of the mission,
position one of the mrls next to a laser at the top of the
cliff at the lower left. It will attack a devil's tongue and
hit the base. there will be a powering down sound and the
power plants in the mini base are gone. Nod will then sell
its obelisk.
Info submitted by chye on Monday, September 13, 1999 at 00:56:44
OR
OK, go up then take out 3 bikes and the 4 wheeler. Then destroy
the laser beam and radar. then if you position it right you
can create a snw slide and destroy the power-generators that
power the obilisk... the rest you can read from the others
that can be read here.
OR Beat Level 9 - this really works!
For those having trouble with GDI mission 9,
here's how to beat it - don't capture the
radar. Don't destroy it, either. Just go
around it, shoot out the cliff, and you will
be able to destroy all three power plants
without the artillery shooting at you. Then
you can get past the obelisk. Capture the small base (or don't,
whatever) and take your
Amphib. APC as well as any MLRS you have left north, around
the top of the screen, and right into Hammerfest Base.
Info submitted by
Mike ([email protected]) on Sunday, September 26, 1999 at 17:15:39
Mission 10: destroy the locomotive
I know this is really easy for some, but for those who need
this - here goes
First, capture the Hand of Nod on the hill using your engineers.
Then float your 3 hovercrafts down passed the enemy don't
stop to attack - you'll be blown away. Desroy the Locomotive
so it can't go anywhere. build 10 light infantry and ten rocketlaucher
infantry. Take out the units in the way. There are two lasers.
Destroy them one at a time Then finish of the rest of the
train.
Info submitted by Paul Devers on Friday, September 17, 1999
at 22:20:43
Walk-through for level 10
On the Destroy the Train level, there is a much easier way
to win. Take your hover MLRS's south after you capture the
hand of NOD. Then take them along the river until they are
under the bridge. From there, you can destroy most of the
train, and the bridge, too if they manage to rebuild it. Then
just take your time destroying all the units, watching your
MLRS's so that they are out of range if the enemy tries to
take them out. Simple!
Info submitted by Travis Richey on Wednesday, September 29,
1999 at 01:55:51
This Info submitted by Bobby on Sunday, September 5, 1999
at 09:35:20
Multiplay Strategy
Hey, admit it... you're always getting beat in multiplay.
But I have a strategy for you.
GDI
----------------------------------------------
Concentrate on base defense and pavement first. there'll be
time for building later. be sure to have many SAM add-ons
and Vulcan cannons, accompanied by the stray RPG or two. that,
in conjunction with pavement and the forces you already have,
should be enough to start your building. Your first objective
to building, you may ask? lots of power and ION Cannon are
your primary targets. once that has been done, build a strike
force and assemble it outside your enemy's base. If there
are any SAMs, take em out for safe passage for orca bombers
to go through. Then build a Mammoth MK II and a carry-all.
fly the mammoth into the position of your troops and dly the
carryall back to base. roll in and have no mercy!
NOD
----------------------------------------------
First priority is the same as GDI's: base defence. Laser wall
with gate and lasers should be fine. but be sure to assemble
obelisks and plenty of SAMs, because a lot of people out there
send in about 10-12 orca bombers after you. trust me, I know!
After that, do the same as GDI..... build up your base, but
go for chem missile instead. they kill anything they touch
and the gas cloud is a surprisingly strong, too! also, they
spawn viceroids, so let that be your primary goal. then assemble
a strike force and build multiple banshees (like 10-12 to
get those guys back for the orcas!) and wreak havoc! Also,
be sure to build a cyborg commando and send him in in a subterranean
APC. be sure to use the chem missile first, though, because
he heals in tiberium. But if you're in a "I'm in the
mood for taking prisoners, Sub-APC with engineers is your
best bet, along with hijackers.
This Info submitted by F-22N Lightning II ([email protected])
on Tuesday, October 5, 1999 at 14:13:44
Skirmish Strategy
Never let the cpu guy see your base or he will kick your
a** with ion cannons and stuff.
If you are NOD, get tons of artillerys and put them around
your base. When ypu got enough of that, put 4 or 5 on the
outskirts of the enemy base with some rocket soldiers for
air cover. Deploy them an watch them gradually depleting the
cpu's base.
Info submitted by Zyko on Friday, October 8, 1999 at 10:41:02
Attacking Strategy
Firstly,send 10 disc throwers into the base to uncover it.
Take in three devils tongues and destroy base as much as you
can, prefably the construction yard then send in your army
well you Know the rest
Info submitted by paul clarke on Wednesday, October 6, 1999
at 06:34:56
Cool Gdi Strategy
Build 2 engineers, ghoststalker 2 medics 1 amphibious apc,
lots of bombers and the mammoth mk 2. Bomb any obelisks in
the enemy base, then drive the rest in. capture and do whatever
to 2 expensive structures, then make the medics gaurd ghost
stalker as he and the mammoths wreak havoc.
Info submitted by Mo man on Wednesday, September 29, 1999
at 14:32:23
Infantry Rush
This works best in a GDI vs GDI game. (NOD's flame tanks
really cripple this strategy for GDI, their artillery doesn't
help either, and the laser turrets really destroy your chances
of pulling this off.). Anyway, back to the point. Have around
20 APC's Full of infantry (I use 22 apc's - 10 full of light
infantry, 10 full of Disk throwers, and 2 full of medics (5
medics per infantry type). Just rush the base and unload the
APC's inside the base, or right outside it. Make sure that
everyone attacks at once, and not in wave's (it cancels out
the effect of having a ton of guys charging the base). The
medics will keep healing everyone, and the disc throwers can
easily take out a turret. (i never tried this, but i figure
with 20 medics healing everyone, it would be like invulnerability).
As long as the infantry don't get crushed, you're fine. I
found that the empty APC's work great as decoys because it
seems that the AI turrets automatically attack them, and when
you do an attack like this, you DON'T retreat, so the apc's
kinda lost their use. (this is a one time, all or nothing
assault because if you did this right, you should have used
all your resources on the infantry, and ignored building tanks.
If it fails, your dead, but if it works, its great to brag
about in chat rooms. It looks really really cool too). Ariel
units are a good back-up too, becuase if you're going against
NOD they can take out the artillery, flame tanks, and lasers.
The only way i can see to counter this would be to build a
ton of jump jet or cyborg infantry, or just lots of flame
tanks. (*Note: when attacking, don't use Jump Jet infantry,
cause most likely the enemy has his defenses based on a vehicle
attack and the rockets will make short work of them.)
Info submitted by Brandon on Monday, October 11, 1999 at
14:31:39
Airiel Defense
This works best as GDI. Once all defenses are up, scout out
a relitively large area around your base. Next, build 6 Helicopter
Pads, and 12 Air units (Bombers or Banshees - don't waste
valuable money on Harpy's or ORCA Fighter's). Also have a
2 ORCA transports carrying a Mammoth MKII, and an apc w/ a
ghoststalker and a few medics. Have the 6 bombers and the
2 Transports patrol the outskirts of your base (be far out
enough so you have a heads up of whats coming to your bombers,
but you're also out of attack range of your base). The other
6 bombers/fighters can just wait around on the pad for in
base defense. Now, whenever the enemy tries to attack, you
have a heads up warning system with a good defense. The airborn
bombers can attack the incoming units, then as they return
to reload, the other 6 are on their way out. In the meantime,
the Mammoth MKII and Ghoststalker are occupying the remaining
forces. It works great, but be sure to keep preferably 2 repair
pads around so the bombers can get their needed health back.
*Story: I once did this against someone who apparently relies
on infintry and medics, because i had roughly 10 incoming
apc's. I attacked w/ my 6 airborn bombers and took out 3 apc's,
but he then unloaded his troops and began to rush the base.
(he didn't know i had 6 other bombers on their way). i took
out probably 40 infantry that way. it was great.
Info submitted by Brandon ([email protected]) on
Monday, October 11, 1999 at 14:05:07
Chemical Missile Trick
When using a Chemical missile try to fire it into a flat
areas, because if it is cratered the clouds will move into
the crater and stay there and they cannot travel up hill.
Info submitted by Stewart Chamberlain on Tuesday, October
12, 1999 at 19:28:46
Easy way to beat stealth base defence
An easy way to beat the stealth genarator of an enemy base
is to simply fly in a mobile sensor array with a carry-all
(as GDI, or just drive one in as NOD). This will uncover the
base and allow you're units to blow up the base. The sensor
unit will last for ages as for some reason the computer never
attacks it much!
Info submitted by Tribal on Thursday, October 14, 1999 at
04:45:51
Terrain Leveler
I don't think this really counts as a cheat, but it'll be
really useful to someone, so it's worth it. Anyway, if you
are playing as NOD, and have Artillery units, you can make
them force-fire at annoyingly rocky terrain. After a few salvos,
the ground will give way under the ballistic charges, and
it will sink slightly(one level). This is useful if you deployed
in a mountainous area, and need some extra room to build.
Also, both sides can use their missles or ion cannon for the
same purpose, although missles have a large area of affect,
so its up to you.
Info submitted by Chris S. on Sunday, October 17, 1999 at
16:33:12
Take Out a Mammoth MK 2 With Ease
I'm sure youve seen the tactic where you turn on the FireStorm
or Laser Fence as soon as the Mammoth crosses over them, but
what if you dont have any of those? Here is a way to try to
kill the Mammoth MK2. The Mammoth MK2 as you know has dual
railguns, but these railguns cant fire up or down terrain,
only on level or slightly level terrain. So if a crater or
depression is made in the ground try to get your units into
it and fire at the Mammoth MK2. The railguns will hit the
ground and you wont take damage. Either that or send your
units to all out rush the Mammoth MK2, but make sure they
aren't in a line or the railguns will go straight through
and kill them.
Optionally, of you are NOD, you can try and be slick and use
some ginnea pig unit to distract the Mammoth MK 2 and then
send a Mutant HiJacker into it.
Info submitted by A-Kaine on Wednesday, March 22, 2000 at
13:42:20
Quick Money and Stop Tiberium Vein Growth
The best way to get money fast is to try and build your Tiberium
Refineries as close to a Tiberium Field as possible. The Harversters
will get to the field and back in less time, so be sure to
scout out your surrounding area for the closest tiberium field.
To stop Tiberium Vein growth, send a Hover MRLS or Jump Jet
Infantry into the field (in case you haven't scouted it out
yet). If you can see the whole field then use Orca Bombers
or Banshees for this. Look for what appears to be a dark brown
crater in the field. This "mouth" spews out veins.
Tell your units to attack it and it will be destroyed and
veins will stop growing.
Info submitted by Ar-Kaine on Wednesday, March 22, 2000 at
13:35:22
Repair Cost
For GDI folks out there, in certain missions you might chance
upon a civilian building known as the 2nd National Bank. If
it is damaged use your ENGINEER to repair it and 2000 credits
will be credited to your account. IF the building is not damaged
(hee hee) then damage it yourself first and afterwards repair
it.
Doesn't work for NOD though, the NOD's always shooting at
innocent civilians.
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