PC GAMES CHEAT 2003
Command & Conquer: Tiberian Sun


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
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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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