========
                       The Unofficial
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                   Release v2.2 - minor revision
              Last Updated: October 8, 1995  22:15 GMT
          Written by: Roger Wong (roger@powhq.nildram.co.uk)

DISCLAIMER
	The purpose of this FAQ is to aid the public regarding strategies and
tactics to use in the game Command and Conquer, by Westwood Associates.  In
no way should this promote your killing yourself, killing others, or killing
in any other fashion.

	Roger Wong claims NO responsibility regarding any illegal activity
concerning this FAQ, or indirectly related to this FAQ.

TRADEMARK INFORMATION
	Command & Conquer is a trademark, and is so acknowledged. Any trademarks
not mentioned here are still acknowledged.

CONTENTS:
[1] Introduction
	[1-1] Foreword
	(1-2) About the unofficial C&C Strategy FAQ
		(1-2-1) Is it related to the C&C Strategy Guide?
	(1-3) Getting the unofficial C&C Strategy FAQ
		(1-3-1) via E-mail
		(1-3-2) via Usenet
		(1-3-3) via Internet FTP
		(1-3-4) via WWW
		(1-3-5) via BBS
	(1-4) Adding to the FAQ
	[1-5] Acknowledgments
	[1-6] Accurate Information
	(1-7) The format of this FAQ

-Section One-  GENERAL OVERVIEW
*2* What can I do with these game units?
	*2-1* Infantry
		*2-1-1* Civilian
		*2-1-2* Technician
		*2-1-3* Engineers
		*2-1-4* Minigunner
		(2-1-5) Grenadier
		*2-1-6* Bazookas
		(2-1-7) Flame-thrower
		(2-1-8) Commando
	[2-2] Vehicles
		(2-2-1) MCV
		*2-2-2* Harvester
		(2-2-3) Gunboat
		*2-2-4* Hummer
		*2-2-5* APC
		*2-2-6* Medium Tank
		(2-2-7) Orca
		(2-2-8) SSM Launcher
		(2-2-9) Mammoth Tank
		*2-2-10* NOD Buggy
		*2-2-11* Recon Cycle
		*2-2-12* Light Tank
		(2-2-13) Artillery
		*2-2-14* Flame Tank
		(2-2-15) Stealth Tank
	[2-3] Special Units
		(2-3-1) Airstrikes
		*2-3-2* Nukes
		(2-3-3) Ion Blast
(3) What can I do with these buildings?
	(3-1) Common Buildings
		(3-1-1) Construction Yard
		(3-1-2) Powerplant
		(3-1-3) Sandbag/Fence/Concrete
		(3-1-5) Refinery
		(3-1-6) Silo
		(3-1-7) Communications center
	(3-2) GDI Buildings
		(3-2-1) Barracks
		(3-2-2) Weapons Factory
		(3-2-3) Guard tower
		(3-2-4) Repair Bay
		(3-2-5) Heli Pad
		(3-2-6) Advanced comm. center
		(3-2-7) Advanced guard tower
	(3-3) NOD Buildings
		(3-2-1) Hand of NOD
		(3-2-2) SAM Site
		(3-2-3) Guard turret
		(3-2-4) Airstrip
		(3-2-5) Obelisk of light
		(3-2-6) Temple of NOD
	*3-4* Neutral Buildings
	*3-5* Miscellaneous
		*3-5-1* Blossom tree

-Section Two- TIPS AND TRICKS
[4] How do I cheat?
	[4-1] What are the cheat keys?
	[4-2] Can I Hex edit for more money?
	(4-3) Does the computer cheat?
	*4-4* What cheating programs are available?
	*4-5* What are some bugs I can exploit?
		*4-5-1* Tiberium harvesting without silos
		*4-5-2* Invincible units
[5] Defensive tips
	[5-1] Sandbag defense
[6] Offensive tips
	[6-1] How do I destroy?
		[6-1-1] Obelisks of light
		[6-1-2] Flame-throwers
		[6-1-3] Gun turrets using Orcas
		[6-1-4] Most vehicles without getting squashed?
		[6-1-5] Tanks in general
		[6-1-6] Flame tanks
		[6-1-7] Mammoth tanks
	[6-2] The spider base strategy
	[6-3] How do I drain the computers funds?
[7] Miscellaneous goodies
	(7-1) How do I sell my infantry/vehicles?
	[7-2] How do I control Orcas in mid-flight?
	(7-3) Why should I destroy villages?
(8) Player tips
	[8-1] Hiroshima's tactics papers
		[8-1-1] GDI Tactics paper
		[8-1-2] NOD Tactics paper
	(8-2) Blue Aardvark's anti-crummy AI tactics
[9] Confucius say:
	[9-1] Who the heck is Confucius?
	(9-2) Words to live and die by.
	[9-3] What are Murphy's Laws of Combat?
	[9-4] What music should I listen to while playing?
[10] What determines my score?

-Section Three- MISSION STRATEGIES
(11) What is a mission tree?
	(11-1) GDI mission tree
	(11-2) NOD mission tree
[12] I'm stumped! Can you help me?
	[12-1] GDI missions
		[12-1-1] GDI Mission 1, Estonia
		[12-1-2] GDI Mission 2, Estonia
		[12-1-3ea] GDI Mission 3ea, Latvia
		[12-1-3eb] GDI Mission 3eb, Latvia
		(12-1-4ea) GDI Mission 4ea, Belarus
		[12-1-4eb] GDI Mission 4eb, Belarus
		[12-1-4wa] GDI Mission 4wa, Belarus
		[12-1-4wb] GDI Mission 4wb, Poland
		(12-1-5ea) GDI Mission 5ea,
		[12-1-5eb] GDI Mission 5eb,
		[12-1-5wa] GDI Mission 5wa,
		[12-1-5wb] GDI Mission 5wb,
		(12-1-6) GDI Mission 6,
		[12-1-7] GDI Mission 7,
		(12-1-8ea) GDI Mission 8ea, Austria
		(12-1-8eb) GDI Mission 8eb, Slovakia
		(12-1-9) GDI Mission 9,
		(12-1-10ea) GDI Mission 10ea,
		[12-1-10eb] GDI Mission 10eb,
		[12-1-11] GDI Mission 11,
		(12-1-12ea) GDI Mission 12ea, Albania
		(12-1-12eb) GDI Mission 12eb, Bulgaria
		[12-1-13eb] GDI Mission 13ea,
		[12-1-13eb] GDI Mission 13eb,
		(12-1-14) GDI Mission 14,
		(12-1-15ea) GDI Mission 15ea,
		*12-1-15eb* GDI Mission 15eb,
		[12-1-15ec] GDI Mission 15ec,
	[12-2]: NOD missions
		[12-2-1ea] NOD Mission 1ea, Libya
		[12-2-1eb] NOD Mission 1eb, Libya
		[12-2-2ea] NOD Mission 2ea, Egypt
		[12-2-2eb] NOD Mission 2eb, Egypt
		[12-2-3ea] NOD Mission 3ea, Sudan
		[12-2-3eb] NOD Mission 3eb, Sudan
		[12-2-4ea] NOD Mission 4ea, Chad
		[12-2-4eb] NOD Mission 4eb, Chad
		[12-2-5] NOD Mission 5, Mauritania
		(12-2-6ea) Mission 6ea, Ivory Coast
		[12-2-6eb] Mission 6eb, Benin
		(12-2-6ec) Mission 6ec, Nigeria
		[12-2-7ea] NOD Mission 7ea, Gabon
		[12-2-7eb] NOD Mission 7eb, Cameroon
		(12-2-7ec) NOD Mission 7ec, Central African Republic
		(12-2-8ea) NOD Mission 8ea,
		[12-2-8eb] NOD Mission 8eb,
		(12-2-9ea) NOD Mission 9ea, Egypt
		[12-2-9eb] NOD Mission 9eb, Egypt
		[12-2-10ea] NOD Mission 10ea,
		[12-2-10eb] NOD Mission 10eb,
		[12-2-11ea] NOD Mission 11ea,
		[12-2-11eb] NOD Mission 11eb,
		(12-2-12ea) NOD Mission 12ea,
		[12-2-12eb] NOD Mission 12eb,
		[12-2-13ea] NOD Mission 13ea,
		[12-2-13eb] NOD Mission 13eb,
		[12-2-13ec] NOD Mission 13ec,

[13] I need help playing multiplayer
	[13-1] Offensive strategies
	(13-2) Defensive strategies
	(13-3) Capture the flag
	(13-4) What can I do with crates?
		*13-4-1* Stealth technology
		*13-4-2* Units
		*13-4-3* Visceroid
		*13-4-4* Explosions
		*13-4-5* Cash

============================
-Section Four- MISCELLANEOUS
============================


-Section Four- MISCELLANEOUS
[14] Conclusion
*15* Revision History

-------------------------
CHAPTER [1]: Introduction
-------------------------
[1-1]: Foreword
==================
	Everyone has been asking for a FAQ on C&C strategy. I had no idea how
time consuming compiling and organizing all of your wonderful ideas would be!
This FAQ is incomplete. There is much that is missing, but with all you guys'
help, we can get this thing finished and have something of which we can all
be proud.

[1-2]: About the unofficial C&C Strategy FAQ
===============================================
	Welcome to v2.2 of the Unofficial Command and Conquer Strategy FAQ.
Version 2.2 is a minor revision written after 2.1. 'Unofficial' means that
this FAQ is not supported by either Westwood, or their associates. Command
and Conquer is the name of the game. FAQs are (F)requently (A)sked
(Q)uestions.
	Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or added,
the version number is increased by 0.1, and is called a 'minor revision.' If
a new version of the FAQ has a substantial amount of new information changed
or added, the version number is increased by 0.5, and is called a 'standard
revision.' If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'
	You may be wondering why chapter numbers are enclosed in either []'s,
()'s, or **'s. The definition of these is as follows:

	[]: Chapters enclosed in brackets mean that the information
	    contained in the chapter has not been updated in this or the
	    previous FAQ.
	(): Chapters enclosed in parenthesis mean that the information
	    contained in the chapter has not been updated since the
	    previous FAQ.
	*): Chapters enclosed in asterisks mean that the information
	    contained in the chapter is new or has been updated for the
	    current version of the FAQ you are reading.

(1-2-1): Is the FAQ related to the C&C Strategy Guide?
=========================================================

	No, the Unofficial C&C Strategy FAQ is not related in any way with the
C&C Strategy Guide (ISBN:1-56686-247-7, BradyGAMES), which will be available
in fine bookstores everywhere. I have tried to insure that none of the
information in this FAQ is lifted directly from the printed book.

	Nor is the Unofficial C&C Strategy FAQ meant to be competition to the
printed book. If you feel that you need complete printed maps, step by step
walkthroughs and the like, then I am sorry, but, you will not find them in
this FAQ, and that flyer in your game box may be useful to you after all.

(1-3): Getting the unofficial C&C Strategy FAQ
=================================================

(1-3-1): via E-mail
----------------------
	I am unable to honor C&C Strategy FAQ requests at this time.

(1-3-2): via Usenet
----------------------
	The unofficial C&C Strategy FAQ is posted on the first of every month
(or earlier if a new version is released) on the following Usenet groups.

	(1) comp.sys.ibm.pc.games.strategic
	(2) comp.sys.ibm.pc.games.misc

	The 'Subject:' line of the post will be 'Unofficial C&C Strategy FAQ
v??.??' where '??.??' is the version number of the FAQ.

(1-3-3): via Internet FTP
----------------------------
	New releases of the Unofficial C&C Strategy FAQ will be uploaded to
Internet FTP sites as soon as someone volunteers a site for this purpose.

	The file name of the upload will be 'ccs??.faq' where '??' is the
version number of the FAQ.  This filename is for FTP sites only. BBS
filenames are outlined in [1-3-5]

(1-3-4): via WWW
-------------------
	New releases of the Unofficial C&C Strategy FAQ can be found on the
following World-wide Web sites:

	http://www.computek.net/autownet/c&c.html

(1-3-5): via BBS
-------------------
	New releases of the Unofficial C&C Strategy FAQ will be uploaded to
other BBSes as the opportunity arises. They will be under the file name
'ccsfaq??' where '??' is the version number of the FAQ.

	ATTENTION: ALL BBSes, CompuServe, America On-line, and all other
information services.  PLEASE conform to the naming standard of the
Unofficial C&C Strategy FAQ when placing this file on your system.  The file
name should be 'ccsfaq??.zip' where the '??' is the version number of the FAQ
or 'ccsfaq??.txt' if the FAQ is a text file instead of PKZIPped.

(1-4): Adding to the FAQ
===========================

	Where you see the words [blank] or [incomplete] in this FAQ is a section
that needs filling in. I depend heavily on contributions from people like
yourself to make this FAQ whole. Please, don't make me beg. Help me fill in
the blanks.

	If you have something to add to the FAQ, please send E-mail to
'cncfaq@powhq.nildram.co.uk' (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version.  In the
E-mail, please supply your name and E-mail address.

	Please note that all submissions to the FAQ become property of the
author (Roger Wong) and that they may or may not be acknowledged.  By
submitting to the FAQ, you grant permission for use of your submission in any
future publications of the FAQ in any media.  The author reserves the right
to omit information from a submission or delete the submission entirely.

[1-5]: Acknowledgments
==========================
	I'd like to thank Westwood Associates for making this great game. I am
looking forward to the sequel.

	I also want to thank Hank Leukart for his advice on FAQ creation.

	I will list contributors here in alphabetical order. For now, each
contributor is listed above his or her contribution.

	Forgive me if I miss anyone. If for some reason I HAVE missed you,
PLEASE send me E-mail so I can give credit where credit is due.
	
(1-6): Accurate Information
==============================
	An attempt has been made to make the information in this FAQ as accurate
as possible.  Unfortunately, due to the fact that the game has a semi-
nonlinear mission tree, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.

	Harder still is verifying every hint and tip. It makes one wish.

	Also, because the game was recently released, future updates and add-ons
may render parts of this FAQ obsolete.

(1-7): The format of this FAQ
================================
	I have been copying the format and style of the granddaddy of all FAQ
keepers, Hank Leukart (ap641@cleveland.freenet.edu) of the 'Official' DOOM
FAQ. Much of the text contained in this introduction had been copied verbatim
from his wonderful FAQ until a time came when I could rewrite them
appropriately. Many thanks to Hank for allowing me access to his FAQ.

==============================
-SECTION ONE- GENERAL OVERVIEW
==============================

-------------------------------------------
CHAPTER*2*: What can I do with these units?
-------------------------------------------

	This chapter contains information on the various units available for use
in C&C. Each unit will be listed along with their monetary cost (Cost), the
time it takes to build the unit (TTB), the rate of fire (Reload), the range
of fire (Range), weapon type (Weapon), health rating (Health), armor rating
(Armor), movement rate (Move), scouting range (Scout), and a description and
possible tactics to use with the unit.

	The numbers are by no means accurate. Times were taken with a stopwatch
off my 66Mhz Pentium with the game running at lowest speed. Your mileage may
vary.

	The time it takes to build one unit (TTB) is directly proportional to
the number of construction sites.       If you have three barracks, you will
build infantry units three times as fast as their normal TTB. If you have two
construction units, you will create buildings at twice as fast as the normal
TTB for those buildings.

	Time to build is in minutes and seconds.

	Reload time is in minutes and seconds.

	I still have not decided on how to derive and present values for unit
movement speed.

	Scouting and firing range are in radii. An APC with a scouting range of
four squares will show an area eight squares wide. An APC with a firing range
of four squares can shoot at targets four squares away.

	Thanks to Vnm Devsup (vnmdevsup@aol.com), I now have the following
information on damage and armor calculations:

'Basically, every unit has a Hit Point total and an Armor Level.  There are 3
armor levels in the game:  light, medium, heavy.  Health is how much damage
before the unit dies.  At yellow the unit is below 1/2, at red it is below
1/4.  All weapons in the game have different damage levels vs. each armor
type.'

Based upon this information, the weapons charts are as follows:

		INFANTRY
Weapon                Armor
Type            Light Medium Heavy
--------------  ----- ------ ------
Pistol            ?       ?       ?
Minigun          15       8       4
Grenade          ??      ??      ??
Flamethrower     ??      ??      ??
Rocket            8      23      30


		VEHICLES
Weapon                Armor
Type            Light Medium Heavy
--------------  ----- ------ ------
Minigun          15       8       4
Rocket            8      23      30
Flamethrower     ??      ??      ??
Cannon           ??      ??      ??
SSM              ??      ??      ??
Artillery        ??      ??      ??


		BUILDINGS
Weapon                Armor
Type            Light Medium Heavy
--------------  ----- ------ ------
Gatling gun      ??       ?       ?
Cannon           ??      ??      ??
SSM              ??      ??      ??
Obelisk Laser    ??      ??      ??

[2-1]: Infantry
==================

	Military infantry units take half of normal weapons damage while prone.
They will fall prone when fired upon, and move by crawling on their bellies.
Crawling reduces movement rate by half.  To force any prone infantry unit
back on to their feet, double click when you give them movement commands.

*2-1-1*: Civilian
--------------------
Cost: N/A
TTB: N/A
Reload: 25 seconds
Range: 1 square
Weapon: one pistol
Health: 5
Armor: Light
Move: ?
Scout: 0 squares
	Civilians carry pistols with 10 round magazines.

Andrew Griffin (buggy@adam.com.au)
	Civilians inhabit villages. Fodder for NOD, must be protected (usually)
by GDI.

*2-1-2*: Technician
----------------------
Cost: N/A
TTB: N/A
Reload: 25 seconds
Range: 1 square
Weapon: one pistol
Health: 5
Armor: Light
Move: ?
Scout: 0 squares
	Technicians carry pistols with 10 round magazines.

Andrew Griffin (buggy@adam.com.au)
	I actually saw one of my stealth tanks get killed by one (the tank was
just about dead anyway).

*2-1-3*: Engineer
--------------------
Cost: 500
TTB: 45 seconds
Reload: N/A
Range: N/A
Weapon: unarmed
Health: 25
Armor: Light
Move: ?
Scout: 2 square
Scott King (sking@cinternet.net)

	I have found that it is effective to send a medium sized force into a
base to engage the defensive forces, then send engineers guarded by riflemen
to capture buildings. This works well for the well-armored buildings because
even if your assault team gets defeated, the enemy will destroy the  captured
buildings for you.   (-ed.s note: It is better to sell the buildings
instead).

Dave Glue (daveacg@interlog.com)

	One of the most powerful weapons- they take over buildings and then you
control them.  Take over your enemy's construction yard, then you can produce
nod/GDI forces, right in his own base!  Just direct them to the building you
want to take over, and once they enter it it's yours.  Of course, they're
fragile, so it's wise to use an APC to transport them.

*2-1-4*: Minigunner
----------------------
Cost: 100
TTB: 10 seconds
Reload: 2 seconds
Range: 1 square
Weapon: one minigun
Health: 50
Armor: Light
Move: ?
Scout: 2 squares
Andrew Griffin (buggy@adam.com.au)
	Close range attack, fast shot time.

*2-1-5*: Grenadier
---------------------
Cost: 160
TTB: 10 seconds
Reload: 7 seconds
Range: 2 squares
Weapon: one grenade
Health: 50
Armor: Light
Move: ?
Scout: 2 squares
Ethereal (allenr@sunspot.tiac.net)

	Whenever possible use grenadiers, they can move faster, and kill turrets
+ tanks the best in my opinion. Also Jeeps + Grenadiers Are a very good
combination, The jeeps prevent the grenadiers from getting run over, if you
dont have a jeep just make the grenadiers move, to my knowledge, they dont
get squashed almost at all if they are moving. APC with four grenadiers and
one engineer are very good combinations.

	In my experience, if you have one flame thrower vs. a grenadier about
half of the time he will kill the flame guy with one grenade, and that almost

*2-1-6*: Bazooka
-------------------
Cost: 300
TTB: 20 seconds
Reload: 6 seconds
Range: 3 squares
Weapon: one rocket
Health: 25
Armor: Light
Move:
Scout: 2 squares
Ethereal (allenr@sunspot.tiac.net)

	Bazookas are OK for long distance such as putting about ten of them up
on a ridge.  Putting Bazookas in a APC is not good since they usually cannot
move fast or hit as reliably as grenadiers.

Luke Duff (lukeduff@inlink.com)

	Bazooka guys fire on helicopters and they're much better against
vehicles. They're worth what you pay for 'em. Just make sure they don't get
run over.


*2-1-7*: Flame-thrower
-------------------------
Cost: 200
TTB: 10 seconds
Reload: 5 seconds
Range: 2 squares
Weapon: one nasty BBQ lighter
Health: 50
Armor: Light
Move: ?
Scout: 2 squares
Phil Sykes (root@sykic.demon.co.uk)

	These guys are NOD's best antipersonnel weapon apart from the gun
turrets. They can take out up to 16 opponents on full energy in one shot at a
ridiculous range (much further than the flame extends, don't be fooled by
that!) Best to use in conjunction with bazooka troops, because they do not
work well against vehicles, although they are somewhat
effective against buildings. Group 3-4 flamers for maximum effect


(2-1-7): Commando
--------------------
Cost: 1000
TTB: ?
Reload: ?
Range: ?
Weapon: one heart-seeking-bullet firing sniper rifle
Health: ?
Armor: Light
Move: ?
Scout: 3 squares? 4 squares?


	Right-handed killing machines. Armed with a silenced sniper rifle that
can take out any enemy infantry in a single shot. Best to use hit and run
tactics since the attack range of a commando is so large. Keep the commando
away from all vehicles. Sniper rifles don't do much damage to vehicles.

*2-2* Vehicles
=================

(2-2-1): MCV
---------------
Cost: 5000
TTB: ?
Reload: N/A
Range: N/A
Weapon: unarmed
Health: ?
Armor: ?
Move: ?
Scout: 2 squares
Requires: Weapons factory, repair yard, advanced comm. center.
Phil Sykes (root@sykic.demon.co.uk)

	Multipurpose construction vehicle.      As you might expect from Dune
][, this allows you to build another construction yard somewhere on the map.
It is ridiculously expensive (5000), slow, and utterly useless in combat. As
yet, in 30 multiplayer games (the only place other than level 15 it appears)
it remains unused.

*2-2-2*: Harvester
---------------------
Cost: 1400
TTB: 2 minutes 15 seconds
Reload: N/A
Range: N/A
Weapon: unarmed, squash
Health: 600
Armor: Medium
Move: ?
Scout: ?
Requires: Weapons factory/Airstrip, Refinery
Andrew Griffin (buggy@adam.com.au)

	Collects tiberium and transports it to your refinery. You get one
whenever you buy a refinery, and can have multiple harvesters working for a
single refinery. They can't attack, but can run over infantry. However,
occasionally the computer will get their harvesters to attack a building of
yours, or some armor, and they can do damage to it! This only happens when it
can no longer collect tiberium for refining.

(2-2-3): Gunboat
-------------------
Cost: N/A
TTB: N/A
Reload: ?
Range: ?
Weapon: two SSMs
Health: ?
Armor: ?
Move: ?
Scout: ?
Requires: N/A
Andrew Griffin (buggy@adam.com.au)

	Provides missile support from oceans/rivers. Can be taken out with 1
blast from an obelisk, however.

*2-2-4*: Hummer
------------------
Cost: 400
TTB: 32 seconds
Reload: 3 seconds
Range: ?
Weapon: one minigun
Health: 150
Armor: Medium
Move: ?
Scout: 2 squares?
Requires: Weapons factory
Phil Sykes (phil@sykic.demon.co.uk)

	Light recon jeeps, similar to nod buggies. Best used earlier in the game
for recon and light attack, but will die against anything more than one
minigunner. Quite useful in the base assault strategy with engineers.  Send
two hmmvv's in first, with your APC full of engineers following. The hummers
attract all of the heavy fire from tanks, arty, obelisk, leaving you time to
rush the APC through and squash everything, then pile
the engineers out.

*2-2-5*: APC
---------------
Cost: 700
TTB: 1 minute 5 seconds
Reload: 3 seconds
Range: ?
Weapon: one minigun, squash
Health: 200
Armor: Medium
Move: ?
Scout: 4 squares
Requires: Weapons factory
Phil Sykes (phil@sykic.demon.co.uk)

	Armored Personnel Crusher (er... surely carrier)

	This has four roles. Firstly, in can be used to carry men into battle in
relative safety and speed (especially across tiberium). To load men in, click
one at a time and click on the APC when you see the three green arrows. The
man will enter the APC. Then select the next man, etc.

Secondly, a personnel sqauasher. Holding down alt and running over squads of
enemy troops (especially flame troops) is very useful. Thirdly, its chaingun
allows a limited antipersonnel / anti-vehicle role, but is more suited to
forming a barrier so troops do not get squashed. Fourthly, recon. The APC has
the largest recon radius in the game (four squares all around), and is the
third fastest land unit. Most useful for recon.

*2-2-6*: Medium Tank
-----------------------
Cost: 800
TTB: 1 minute 15 seconds
Reload: 5 seconds
Range: 5 squares
Weapon: one cannon, squash
Health: 400
Armor: Heavy
Move: ?
Scout: ?

Requires: Weapons factory
Phil Sykes (phil@sykic.demon.co.uk)

	Great against light tanks (can take 2 out in one for one combat), and
against flame tanks (can take LOTS out in one to one combat, the main gun
outranges the flamer seriously). Limited use in base attack (tends to die vs.
obelisks) Useless against enemy troops (far too slow to run them over
effectively, too inaccurate to cause firing damage). Back these up with
infantry or lose them.

(2-2-7): Orca
----------------
Cost: 1200
TTB: ?
Reload: ?
Range: ?
Weapon: one rocket
Health: ?
Armor: ?
Move: ?
Scout: 0 squares
Requires: Helipad
Phil Sykes (phil@sykic.demon.co.uk)

	Armament: Six missiles of a similar type to those fired by bazooka guys,
i.e. useless vs. infantry, excellent against vehicles / buildings.

	In order to get them to attack coherently, you need to group them
together on the ground. To do this effectively, DO NOT BUILD any Orcas on
their own. ALWAYS build pads, or you spend forever charging them. Once in the
air, use the unit keys to redirect them. They need to be re-fed information
about fast moving units (faster than a tank) before
they get there.

	They will get MAULED vs. SAM missiles. Expect to lose at least one if
your strike loiters near a SAM or Adv. guard tower.

	First strike capabilities:
	(2) will take out a flame tank/buggy
	(3) is best for gun turrets, although two will work on earlier levels:
Send one up to attack first, then when he comes in, send them both out. After
the first one, the turret will not have suffered enough damage to warrant a
repair early on, to the second two will kill him!
	(4) will kill a light tank
	(5) will take down a medium tank or an obelisk
	(7) will get gun turrets/spice silos/power plants
	(8) is a reasonable building assault force, may have to come up to 10 or
	(12) to get SAM sites, construction yards and other big buggers

	They work best in multiplayer for air support of harvesters!

(2-2-8): SSM Launcher
------------------------
Cost: ?
TTB: ?
Reload: 9 seconds
Range: 6 squares
Weapon: two SSMs, squash
Health: ?
Armor: ?
Move: ?
Scout: ?
Requires: Advanced comm. center, Weapons Factory
Andrew Griffin (buggy@adam.com.au)

	Mobile Surface to Surface missile launcher, a good weapon, hampered by
the ease with which it can be killed. Great anti-aircraft weapon, two can
usually take out a transport helicopter. Also, their excellent range means
they can take out turrets without being hit. The ammo has a large explosion
radius, so can take out multiple infantry units. Very poor aim, however.

(2-2-9): Mammoth Tank
------------------------
Cost: 1500
TTB: ?
Reload:
	Cannon: 9 seconds
	SSMs:7 seconds
Range: 5 squares
Weapon: two large shells, one SSM, squash
Health: ?
Armor: ?
Move: ?
Scout: ?
Requires: Vehicle factory, repair pad
Phil Sykes (phil@sykic.demon.co.uk)

	Armament: Double cannon with occasional (how do you get these) missiles.
(Ropers note: mammoth tank will fire missiles at infantry units, and shells
at buildings and vehicles)  Self repairs when under half damage (at approx.
the rate of damage it takes from 2 minigunners firing at it). Missiles make
it more versatile against troops, but cripplingly slow. Excellent in base
attack, can take some real punishment attacking obelisks and turrets, but
duck if there are Orcas about in a multiplayer! Too slow to run troops over.
Remember with all the big vehicles, get them all to a forward staging area
where they can bunch backup together before beginning the assault.

*2-2-10*: NOD Buggy
----------------------
Cost: 300
TTB: 52 seconds
Reload: 3 seconds
Range: 4 squares
Weapon: one minigun
Health: 140
Armor: Medium
Move: ?
Scout: ?
Requires: Airstrip
Andrew Griffin (buggy@adam.com.au)

	Faster than Hummers, and a longer range, its good for taking them out,
and hiding NOD infantry behind.

*2-2-11*: Recon Cycle
-------------------------
Cost: 500
TTB: 32 seconds
Reload: 6 seconds
Range: 4 squares
Weapon: one rocket
Health: 160
Armor: Medium
Move: ?
Scout: ?
Requires: Airstrip
Andrew Griffin (buggy@adam.com.au)

	Fastest ground unit, but very lightly armored. Equipped with rockets, a
great unit in packs, especially against hummers and APCs. Can be squashed by
tanks and harvesters.

*2-2-12*: Light Tank
-----------------------
Cost: 600
TTB: 45 seconds
Reload: 6 seconds
Range: 4 squares
Weapon: one cannon, squash
Health: 300
Armor: Heavy
Move: ?
Scout: ?
Requires: Airstrip
Andrew Griffin (buggy@adam.com.au)

	Worse than the GDI medium tank, but can take a bit of damage. Use in
base assaults before sending in the infantry so everyone attacks it.

(2-2-13): Artillery
-----------------------
Cost: ?
TTB: ?
Reload: ?
Range: ?
Weapon: one artillery, squash
Health: ?
Move: ?
Scout: ?
Requires: Airstrip
Ethereal (allenr@sunspot.tiac.net)

	These make INCREDIBLE offensive weapons when they are firing at close
range, at long range even if it appears that they hit the target, often it
doesn't do full damage. They aren't that good a resource since they cannot
take much damage, but if you plan to use them remember that they function
VERY well at close range.

Andrew Griffin (buggy@adam.com.au)
	Slow moving, this unit can take very little punishment. It does have a
very long range, and the blast radius from its shots are very large. Can take
out multiple infantry with a single hit. Tends to be inaccurate though. Also
good for attacking buildings from a distance.

*2-2-14*: Flame Tank
----------------------
Cost: ?
TTB: ?
Reload: ?
Range: ?
Weapon: two nasty BBQ lighters (for those tough to light BBQs), squash
Health: 300
Armor: Heavy
Move: ?
Scout: ?
Requires: Airstrip
Andrew Griffin (buggy@adam.com.au)

	Awesome anti-infantry weapon. Fires twin flame jets. Especially
devastating against closely-packed infantry. Also good for taking out
buildings. NOD only. You get access to these after a few missions.

(2-2-15): Stealth Tank
-------------------------
Cost: ?
TTB: ?
Reload: ?
Range: ?
Weapon: two rockets, squash
Health: ?
Move: ?
Scout: ?
Requires: ?
Andrew Griffin (buggy@adam.com.au)

	Invisible when not attacking, it's great for scouting the map to find
things. However, if its taken close to a group of infantry, they will start
to attack it. Has twin rocket launchers, so great for group attacks against
other armor. Becomes available in later missions.

[2-3] Special Units
===================

[2-3-1]: Airstrikes
----------------------
Reload: 12 minutes. (yes, I sat there for 12 minutes with a stopwatch)
Weapon: multiple napalm canisters (area effect)

Andrew Griffin (buggy@adam.com.au)
	Available for GDI forces after all SAM sites are taken out. Slow
recharge rates means you won't be using it too many times a mission. The
napalm is very destructive, especially when an airstrike calls in more than
one A-10 unit.


John Marconi (marconi@students.uiuc.edu)
	Of all of the AI problems, I think this one will take the cake.  I was
just fighting mission 8 GDI and couldn't get through it the 6 previous times.
So, as usual on the 7th time, I could destroy part of their base and the one
Western SAM site.  I decided to let a group of 10 grenadiers go north to see
if there were more SAM sites and destroyed the two when I found them... So,
now I have air strike capabilities.

	However, by this time I had already lost all of my other vehicles and
troops and there were a bunch of flame-throwers heading for the group (of
three now) who had taken out the SAM's.  All three were killed.  I couldn't
think why the mission wasn't ending in a failure until I look south and found
out that I had one gun-tower left.  That was all that was left and nearly
nothing from the NOD base had been destroyed.

	So, I started hacking away at the base with air strikes.  I took out
the airfield, the hand of nod and lots of other things but I still never got
to the construction plant.  Every now and then a group of three NOD troops
would run down to my gun-tower only to be mowed down and I would just repair
it.  I was able to take out the entire NOD base and win the mission while all
of their tanks waited patiently by the base (which they never rebuilt).  I
now love gun-towers...

*2-3-2*: Nukes
-----------------
Reload: 20 minutes?
Weapon: see below

Ian (nstn1738@fox.nstn.ca)
	Just like a real small-yield nuke, buildings are relaively big, unprotected
targets and get vaporized. Armored units, because they are low to the ground,
airtight, and very heavily protected, are much less vulnerable.

Shriker (gills@qucdn.queensu.ca)
	Larry Bond (Harpoon creator, Tom Clancy pal) has a novel called _Vortex_ that
deals with a modern war scenerio in South Africa.  One of the events is a
tactical nuke aimed at a concentration of an enemy armor brigade (or some size,
it's been a while <G>).  I don't think it got 'em all (most already moved out
slightly earlier), but it describes what happened to the military units that
WERE nearby.  I remember it mentioning how exposed troops took a wicked beating
(understandably), but heavier armored units were relatively unscathed even at
fairly close proximity.  Both the previously mentioned factors and the fact that
tanks ARE metal (DUH <G>) and have high-pressure interiors nullified the
radiation/heat effects.  Of course any tank commander with his noggin poked
outta the hatch had better have more than just CopperTone (tm) and a pair of
sunglasses on !

	Although C&C is more of a game than a simulation, it's interesting to see how
many real-world tactical considerations have been included, IMO !

(2-3-3): Ion Blast
---------------------
Reload: see below
Weapon: see below

Phil Sykes (phil@sykic.demon.co.uk)

	GDI's special 14 & 15 + tech level 7 weapon:
	Advanced comm. center (2800 - need comm. center) is used to recharge it.
It stops recharging if you are low on power! More ACC's _DO_ speed up the
charge rate.

	The weapon will destroy from full health:
	Five troops
	Light tank
	Flame tank
	Gun turret
	Obelisk tower (VERY useful)
	Stealth tank
	Tiberium silo
	Wall (WASTE!)
	One patch of tiberium.

	Limited to taking out gun turrets on the eve of an assault, basically,
or hitting a SAM site so the Orcas can finish it off without losing a
vehicle.

-----------------------------------------------
CHAPTER*3*: What can I do with these buildings?
-----------------------------------------------

The power consumption (PC) and generation (PG)ratings are in units. That is,
they will be, once they are worked out.

(3-1): Common Buildings
==========================

(3-1-1) Construction Yard
----------------------------
Cost: N/A
TTB: N/A
PC: ?
PG: ?
Health: ?
Requires: MCV

(3-1-2) Powerplant
---------------------
Cost: 300
TTB: 20 seconds
PC: ?
PG: ?
Health: ?
Requires: Construction Yard

(3-1-3) Sandbag/Fence/Concrete
---------------------------------
Cost:
	Sandbag: 50
	Fence: 75
	Concrete:
TTB:
	Sandbag: 11 seconds
	Fence: 11 seconds
	Concrete: ?
Health:
	Sandbag: ?
	Fence: ?
	Concrete: ?
Requires: Construction Yard

(3-1-4) Refinery
-------------------
Cost: 2000
TTB: 55 seconds
PC: ?
PG: ?
Health: ?
Requires: Powerplant

Home base for Tiberium harvester. Holds 1000 credits worth of refined
Tiberium. One harvester included in price.

(3-1-5) Silo
---------------
Cost: 150
TTB: 10 seconds
PC: ?
PG: ?
Health: ?
Requires: Refinery

Holds 1000 credits worth of refined Tiberium.

(3-1-6) Communications center
--------------------------------
Cost: 1000
TTB: 1 minute 35 seconds
PC: ?
PG: ?
Health: ?
Requires: Refinery


[3-2]: GDI Buildings
=======================

(3-2-1) Barracks
-------------------
Cost: 300
TTB: 20 seconds
PC: ?
PG: ?
Health: ?
Requires: Powerplant


(3-2-2) Weapons Factory
--------------------------
Cost: 2000
TTB: 3 minutes 20 seconds
PC: ?
PG: ?
Health:?
Requires: Refinery, Barracks

(3-1-3) Guard tower
----------------------
Cost: 500
TTB: 42 seconds
PC: ?
PG: ?
Reload: 5 seconds
Range: 3 squares
Weapon: one hard-rocking gatling gun
Health: ?
Requires: Barracks
Phil Sykes (phil@sykic.demon.co.uk)

	Fire bursts of machine gun fire (once every 3 squares of minigunner
movement) which will _usually_ kill a standing up troop, and do about 25% to
a dug in trooper. All but ineffective against vehicles unless deployed in
large numbers. Doesn't require power to run, easy to kill.

(3-2-4): Repair Pad
-----------------------
Cost: 1200
TTB: 2 minutes
PC: ?
PG: ?
Health: ?
Requires: Barracks

(3-2-5): Heli Pad
---------------------
Cost: 1500
TTB:
PC: ?
PG: ?
Health: ?
Requires:

	Includes one Orca attack helicopter.

(3-2-6) Advanced comm. center
--------------------------------
Cost: ?
TTB: ?
PC: ?
PG: ?
Health: ?
Requires: Comm. Center

(3-2-6): Advanced guard tower
---------------------------------
Cost: ?
TTB: ?
PC: ?
PG: ?
Reload: 5 seconds
Range: 8 squares
Weapon: two SSMs
Health: ?
Requires: Comm. Center
Phil Sykes (phil@sykic.demon.co.uk)

	Fire two missiles, which are the SSM troop killing type (one direct hit,
two if dug in and against flame-throwers). Very useful against vehicles as
well. Anti-air role also, as good as a SAM site, but can be otherwise engaged
during a fight!. Fires two rounds every three minigunner square moves. Best
to use as perimeter defense, but support with armor! A flame tank getting
close is deadly, and they cost a lot of money! Remember to keep repairing
them in battle. Outranges a bazooka and Orca, same range as an SSM.

	Keep putting two together for best results, but watch the power
consumption. They don't work when out of power.

[incomplete]

[3-3]: NOD Buildings
=======================

(3-3-1): Hand of NOD
-----------------------
Cost: 300
TTB: 22 seconds
PC: ?
PG: ?
Health: ?
Requires: Powerplant

(3-3-2): SAM Site
--------------------
Cost: 750
TTB: 1 minute 5 seconds
PC: ?
PG: ?
Reload: ?
Weapon: two SAMs
Health: ?
Requires: Hand of NOD

(3-3-3): Guard turret
------------------------
Cost: 250
TTB: 21 seconds
Reload: 6 seconds
Range: 5 squares
Weapon: one cannon
Health: ?
Requires: Hand of NOD

(3-3-4): Airstrip
---------------------
Cost: 2000
TTB: 3 minutes 20 seconds
PC: ?
PG: ?
Health: ?
Requires: Refinery, Hand of NOD

(3-3-5): Obelisk of light
-----------------------------
Cost: ?
TTB: ?
PC: lots and lots
PG: ?
Reload: ?
Range: ?
Weapon: one cigarette lighter (large)
Health: ?
Requires: ?

(3-3-6): Temple of Nod
-------------------------
Cost: ?
TTB: ?
PC: ?
PG: ?
RF: ?
Health: ?
Requires: ?

[incomplete]

*3-4*: Neutral Buildings
==========================
Building                Health Armor
--------                ------ -----
Church            ??      ??
Oil pump                  ??      ??
Well                      ??      ??
Cottage           ??      ??
[incomplete]

*3-5*: Miscellaneous
======================

*3-5-1*: Blossom tree
------------------------
Scott King (sking@one.net)
	They serve as replenishing centers for tiberium. After you harvest all
of the tiberium from around a tree, it will grow back around it.

=============================
-SECTION TWO- TIPS AND TRICKS
=============================

----------------------------
CHAPTER [4]: How do I cheat?
----------------------------

[4-1]: What are the cheat keys?
==================================
	Easy. There are none. The cheats were removed after beta testing and
development.

[4-2]: Can I Hex edit for more money?
========================================
	Yes, you can. But I won't tell you how. Unless I get dozens of people
asking me to include a tutorial on hex editing, I'll consider hex editing to
be outside the scope of this FAQ.

(4-3): Does the computer cheat?
==================================
	The computer starts out with more funds than you do.
	The computer can place units inside scenery at the start of a mission.

Min He (he@mathp7.jussieu.fr)
	The computer can rebuild gun turrets when they are destroyed without
needing to have adjacent buildings.

	The computer can build a construction yard without needing a MCV.

(4-4) What cheating programs are available?
================================================

C&C Mission selector
	written by Andrew Griffin (buggy@adam.com.au)
	http://adam.com.au/~buggy

C&C Savegame money editor
	written by ????
	http://www.computek.net/autownet/c&c.html

*4-5*: What are some bugs I can exploit?
===========================================

*4-5-1*: Tiberium harvesting without silos
---------------------------------------------
Mike Means (means@bigdog.engr.arizona.edu)

	I noticed an unusual and cool money cheat for all of you people that have
problems
with too much money... It works consistently with the GDI, haven't tried it with
NOD but
it should work as it's in the engine not the action... Anywho what the deal is
is that if
you are getting to the top of your rifineries holding space build something that
builds
fast and is somewhat expensive (For the GDI this is the Helipad...) Then once
you've taken
up all of your money into building it cancel it just before completion.  You get
the
credits back and you will notice that if you click on your refinery it will be
nowhere
near full like it should be...Because of this trick I almost never build
silos...Also I
tend to spend my money...Just call me the guy with 7 orcas each with their
helipad (Well
it's faster to buid a helipad than an orca and 300 is worth the speed and saved
time orca
swapping to load them...)

*4-5-2* Invincible units
---------------------------
	I have only heard rumours of this from Fidonet. Until I can confirm
this, I will not put anything down in writing.

--------------------------
CHAPTER [5] Defensive tips
--------------------------

[5-1]: Sandbag defense
=========================
Dave Smith (physics@computek.net)

	They are cheap (50 bucks) and the computer has NO IDEA how to get around
them.  It just lines up its forces at the wall, and sits there like a dummy.
I immediately build a wall between me and the other forces (don't block in
the harvester!) and it renders that side powerless.

	If the enemy base is nearby, I immediately wall THEM inside their own
base, and their harvester can't get back in (or out).  I then click on
grenadiers/flame throwers/tanks one BILLION times as I get more money rolling
in.

	After about 30 minutes, I got the US Fragging Marine Corps ready to head
into their base.

--------------------------
CHAPTER:[6] Offensive tips
--------------------------

[6-1]: How do I destroy?
===========================
[6-1-1]: Obelisks of light
----------------------------
Lynda Myer (lyndamyer@aol.com)

	NOD obelisks are usually what my opponent keeps putting in to defend
their  base, but they just never learn!   NOD obelisks take soooo much power.
If  you can take out a power center with an Ion Blast, the entire base
usually  goes down, and you can walk right in!

Mike Mulligan (mulligan@netcom18.netcom.com)

	An ever better way to take out the Obelisks are the SSM units!  There
range is great then the Obelisks...they can just keep lobbing rockets on it
without being hit!  Try it, it works!  The only thing though is you have to
protect them!  It doesn't take much to kill and SSM, one recon bike can end
the bombardment really fast!  So have 2 or 3 SSM and 2 mini tanks as
guards....works great!

Douglas William Cole (dougc@umd.umich.edu)

	(1) Air raid it if there are no SAM sites around (fat chance).
	(2) Overwhelm it with minigunners.  (It can only pick off one at a
time...  so just swamp it with guys and you'll come out on top with minimal
casualties)
	(3)  Take out the power supply.

	Whatever you do, DON'T bring any kind of armor in there.  You'll
get nowhere fast.


[6-1-2]: Flame-throwers
-------------------------
Lee Beng Hai (benghai@iss.nus.sg)

	Use minigunners, but do not send them together... keep them separated,
usually 2 or 3 minigunners from different direction can take out a flame
thrower easily. Send them one at a time will work but you'll have more
casualties.

[6-1-3]: Gun turrets using Orcas
-----------------------------------
Casey Robinson (ogiswise@rahul.net)

	First, attack the turret with just one Orca, it will damage the turret,
but not so much that the computer repairs it.  Then hit it with both Orcas,
leaving it a pile of rubble.

[6-1-4]: Most vehicles without getting squashed
--------------------------------------------------
Stephan Lau (skip@yoda.bsd.uchicago.edu)

	I find that when I "surround" an enemy harvester or tank with my men,
the AI usually ends up spinning the vehicle endlessly around; apparently it
doesn't have a single train of thought. So if you attack in groups, you can
"confuse" the vehicle enough so that you don't get run over. Make sure you
have some mini-gunners nearby for that annoying following infantry.

[6-1-5]: Tanks in general
---------------------------
Stephan Lau (skip@yoda.bsd.uchicago.edu)

	(1) Don't take on tanks head on, use the APC's to lure them into your
killing zone;
	
	(2) In the kill zone, place mini-gunners up front for use the described
single attack, place grenadiers behind as a main line of defense, and have
three or four bazooka guys behind to take on the tanks;

	(3) Once the tanks gets into the zone and enemy infantry have been
mostly eliminated, surround the tanks with your grenadiers in the "circle of
death;"

[6-1-6]: Flame Tanks
-----------------------
Stephan Lau (skip@yoda.bsd.uchicago.edu)

	Use your Orcas against these guys to soften them up. Assign a very
expensive medium tank or two take them on; send the tank back to your  repair
shop for immediate reconditioning.

[6-1-7]: Mammoth tanks
------------------------
Douglas William Cole (dougc@umd.umich.edu)

	(1) Air strikes are always nice.
	(2) 5+ infantry guys should take a single one out easily.  DON'T
forget to keep hitting the 'X' key to scatter your troops when it gets too
close for comfort.
	(3)  Stealth tanks.  I've seen 3 do it, but use 4 or 5 to be safe.

	Mammoths actually aren't that great, they just have a lot of hit
points.  Use infantry on it if you can rather than armor, though...

[6-2]: The spiderbase strategy
---------------------------------
Jim Varner (jvarner@nr.infi.net)

	I developed a strategy for Dune2 I call the spider base, and it works
just fine in C&C. The concept is simple, build a sandbag wall from your base
to your opponents.  Then start building turrets right in the middle of their
base.  It is tedious and expensive, but it is sometimes the only way to
destroy the enemy in those SERIOUS wars of attrition.  You can also use your
wall to block off choke points. You see, the AI doesn't recognize walls as
targets so you can build a sandbag fort right in the middle of their base,
just have plenty of $$$ for replacement turrets though. Alls fair in love
and war...  Exploit your enemies weakness...  I am NOT cheating!!!! OK, It is
cheating.

[6-3]: How do I drain the computers funds?
==============================================
Drone (jdw@cris.com)

	I just send a few units to bomb or shoot at the SAM sites.  Not enough
to ever destroy them but enough so the computer just repairs them until its
broke.  Im sure a human would never fall for this.

-------------------------------
CHAPTER [7]: Miscellaneous tips
-------------------------------

(7-1): How do I sell my infantry/vehicles?
=========================================
David Hulet  (d.hulet@ix.netcom.com)

	 A Westwood bug that turned into a feature for us.  You can sell
infantry, vehicles and even civilians!  Build a sand bag and move the unit as
close to the sand bag as you can.  Click on the sell button.  Move the cursor
over to the sand bag. Move the twirling dollar sign as far away from the sand
bag (toward the unit) as you can without it loosing its rotating property.
while its spinning near the unit click and sell him down the river!!!!  This
is a great way to make money if you are seriously down and out and about to
get your butt kicked.  It takes a little practice to figure out, but once you
have done it the first time its simple.

JiaTyan Chen (spitz@singnet.com.sg)

	You don't even need sandbags.  Move the unit to the left, right, or
below (I suppose above would do as well but awfully difficult to click) a
structure that you can sell.  Spin the $ from the structure to the personnel.
You know you've reach the correct pixel (from the left & right)when there's a
pop-up telling you what kind of personnel that it.
Time to sell!

Frank Wen-heh Lee (lefrankw@umich.edu)

	If you put the unit in the repair bay (no infantry, of course), click
sell, and move the cursor over the unit, a little green $ will appear. You
can sell the unit for half-price.

[7-2]: How do I control Orcas in mid-flight?
===========================================

	Group the Orcas. You can then select the Orcas using the group keys and
give them orders, even when they are in flight.

(7-3): Why should I destroy villages?
========================================
reznor@netcom.com

	Why destroy the villages as a NOD?  Cause you are thanked by not only
the screams of villagers and the sight of torched buildings as you flame
them, but you also get crates hidden in some buildings as well. (Gave me a
lot of money it did....)

--------------------------
CHAPTER(8): Player tactics
--------------------------

[8-1]: Hiroshima's Tactics Papers
====================================
Hiroshima (hiro@millcomm.com)

[8-1-1]: GDI Tactics paper
-----------------------------

	I am working on a GDI tactics paper and I would like input on it.  I
basically outline strengths and weaknesses of each unit and good tactics to
use each unit with.

	Also I am working on a list of special-purpose battlegroups composed of
units that complement each others' strengths. In other words, for GDI
infantry, a good general-purpose squad might be composed of the following:
2 minigunners
1 grenadier
2 bazookas

	This is a versatile squad and would be able to deal with most light
vehicles and probably with a specialized squad, say a squad of all bazookas
(the minigunners would take them) or even possibly a squad of flamers.

	A light patrol/recon force might consist of a humvee followed up by a
bazooka squad.  The humvee would drive short distances and find cover for the
infantry, then would wait while they advanced, still a bit behind it.  If it
ran into opposition, say a single tank or a tank and a Nodbuggy, it would
flee back past the infantry, possibly leading the vehicles into a trap.

	A combat patrol, however, would expect to run into some opposition. You
might keep one of these within striking distance of several of your light
patrols in case they ran into something they couldn't handle.  That way, the
light patrol could attempt to delay the
heavier force long enough for the combat patrol to get there and
mop up.  A combat patrol might consist of the following:
1 humvee
1 medium tank
2 APCs, each containing a multipurpose squad.
1 rocket artillery

	I think that having standardized units would allow you to tailor your
production according to certain standard force-size goals, i.e. I might want
ten multipurpose squads, four patrol squads, et cetera.  This standardization
would allow you to incorporate smaller attack forces into specific roles in a
major assault.

	In other words, I might have an assault consisting of the following:
Outer pincers/advance forces, one forward-right of the main
force, one forward left:
(actually each of these might be a combat patrol force).

	Each jaw of the pincer would be directed to take out an enemy turret to
give the main force less flanking fire.

	The spearhead would consist of two mammoth tanks each flanked by an
echelon of three medium tanks.  This would direct the brunt of enemy fire at
the mammoth tanks.  Mammoth tanks can take a lot and two of them will
probably at the very least break a wall,
allowing the medium tanks to get in there.

	Meanwhile, the third wave, perhaps five rocket artillery, would be
providing fire support for the spearhead.  The rocket arty would not
penetrate but would form a firing line outside the walls, starting in on the
enemy buildings.  The tanks would now begin taking out specific targets.  If
the opponent had a Nod obelisk, I'd avoid hitting that and instead
concentrate on silos and powerplants.  Without silos, he has no money, and if
you only knock out a few powerplants, the obelisk is going to be draining his
powergrid.  SAM sites would also be prime targets.

	The fourth wave would consist of APCs with multipurpose squads and
engineer units.  The APCs would disgorge infantry and would begin mopping up.

	This is all very neat and dandy, but it would not be easy to assemble
this kind of force all at once and run it all the way from your base.  Thats
why I like the idea of a modular attack force that is composed of other
forces as it approaches the base, like a river gains strength from its
tributaries.

[8-1-2]: NOD Tactics paper
-----------------------------
[blank]

(8-2): Blue Aardvark's Anti-Crummy AI Tactics
================================================
Phil Sykes (phil@sykic.demon.co.uk)

	Punch a hole in their wall where they aren't expecting it. They won't
react unless you attack buildings, and you can waltz through, and they still
won't react until you open fire (N.B. Turrets will!)

	Go up on a hill behind or beside the enemy base (every other enemy base
has one that isn't guarded very well)

	APC engineer assaults.
	Load up your APC, and have two Hmmvvs ready. Select a safe forward
staging post to meet the squad up. If you haven't got recon on their
perimeter defenses, do that now, but DON'T attract enemy attention to the
massed armor, cos they'll die. Group all of the units together, and send the
APC in AFTER the hmmvvs, straight through the main gate, or a hole in the
wall (much preferred) if you made one.

	Don't worry about:
	Light tanks, troops (except flame-throwers and minigunners close to the
engineers final objective - run them over if you can)

	Do worry a bit about:
	Gun turrets, obelisk tips - the hmmvvs are there as a sacrifice, and
the APC can (just) survive one Obelisk hit!

	Hopefully if and when your APC dies, you'll have got close enough so
they can't fire again on the engineer.

Do worry a lot about:
	Flame tanks and artillery, and I suppose stealth tanks (never faced them
defensively), near the objective.

	All of these eat APC's and engineers for breakfast. If possible, go for
another objective, or abort the mission until you can draw them out or
confuse them.

	Targets:

	(1) VITAL to take out the construction yard, first, or any captured
buildings can just be rebuilt. He will ___NOT___ be running out of money at
this stage (if he is, why aren't you doing a mass assault??)  He ISNT
restrained by building coherency rules on later levels (can build anywhere he
did build)

	(2) Vehicle yard (he's still got money, remember, so not much use in
removing his spice yard just yet, cos he'll have enough for loads of
vehicles.

	(3) Refinery (hurt him bad, but remember he's got a huge strategic
reserve of cash). This is good for money, especially if there's a harvester
in it at the time

	(4) Hand of NOD. These are VERY difficult to actually get an engineer
close to, but worth it. Capture it and churn out a couple of flame-throwers
to hold it for a bit.

	(5) Power Plants / Spice silos / whatever else
	Take 'em for money. Easier and cheaper to blow em up, but shutting down
obelisk power can be useful.

	Interesting things to try:

	Draw 'em out: Send a recon unit inside the base, shoot someone and run
out. He will follow you to his doom.

	Lead enemy troopers across tiberium field, they will follow in droves
and die.

	The NOD base, on every level has at least one tactical weak point.
Things to look out for:
	(1) Wide entrances - unguarded or with no turret guards.
	(2) Hills to the side or rear of the base that can be used for assaults
without being directly hit with base defenses.
	(3) Weak spots where there are no defenses round a wall
	(4) Having two bases, one big and well defended the other not. Take over
the one that isn't well defended, and built some advanced guard towers to
defend. This will really annoy them
	(5) Harvesters going a long way from home - blow them up, and more will
be built. If you can get them every time, then they will continue to waste
their money!

	Retaliation: Sometimes after a successful engineer raid or limited
attack, they will retaliate by going after your harvester. Make sure they
don't get this chance by keeping the harvester in the base following a
limited attack, or light tanks will hunt it down

	Tiberium field guarding: Often, the enemy will send rocket troops or
tanks to guard spice fields. Sometimes, the troops will keep dying trying to
get to the tiberium field, and they will be replaced indefinitely.




========
---------------------------
CHAPTER[9]: Confucius say:
---------------------------

[9-1]: Who the heck is Confucius?
====================================
	A Chinese philosopher who lived and died a very long time ago. His most
famous philosophy is 'Don't do to others what you wouldn't want done to you.'
His philosophy was one of passivity and inaction. People who follow
Confucianism are called Confucianists. For some reason, lots of fortunes on
those cheap cookies that come with my Chinese food are attributed to him.

	Confucius wouldn't have cared much for C&C. Therefore, I am not a
Confucianist.

(9-2): Words to live and die by
==================================
Casey Robinson (ogiswise@rahul.net)
	Don't do the same thing 30 times in a row, have it fail every time, and
not change plans.  It doesn't work.

Phil Sykes (phil@sykic.demon.co.uk)
	 Recon is like sex. When it's good, it's VERY good, but when it's bad,
it's better than nothing.

[incomplete]

[9-3]: What are Murphy's Laws of Combat?
==========================================

	If the enemy is in range, so are you.
	Incoming fire has the right of way.
	Don't look conspicuous, it draws fire.
	There is always a way.
	The easy way is always mined.
	Try to look unimportant, they may be low on ammo.
	The enemy invariably attacks on two occasions:
	  a. when you're ready for them.
	  b. when you're not ready for them.
	Teamwork is essential, it gives them someone else to shoot at.
	The enemy diversion you have been ignoring will be the main attack.
	If your attack is going well, you have walked into an ambush.
	Never draw fire, it irritates everyone around you.
	Anything you do can get you shot, including nothing.
	Make it tough enough for the enemy to get in and you won't be able to
	  get out.
	Never share a foxhole with anyone braver than yourself.
	If you're short of everything but the enemy, you're in a combat zone.
	When you have secured an area, don't forget to tell the enemy.
	Never forget that your weapon is made by the lowest bidder.
	Friendly fire isn't.
	If the sergeant can see you, so can the enemy.
	Remember, a retreating enemy is probably just falling back and
	  regrouping.
	If at first you don't succeed call in an air-strike.
	Exceptions prove the rule, and destroy the battle plan.
	The enemy never watches until you make a mistake.
	One enemy soldier is never enough, but two is entirely too many.
	The more a weapon costs, the farther you will have to send it away to be
	  repaired.
	Field experience is something you don't get until just after you need
	  it.
	No matter which way you have to march, its always uphill.
	The one item you need is always in short supply.
	Airstrikes always overshoot the target, artillery always falls short.
	When you have sufficient supplies & ammo, the enemy takes 2 weeks to
	  attack. When you are low on supplies & ammo the enemy decides to
	  attack that night.
	Suppressive fires - won't.
	If it's stupid but it works, it isn't stupid.
	When in doubt empty the magazine.
	No plan survives the first contact, intact.
	If you are forward of your position, the artillery will fall short.
	The important things are always simple.
	The simple things are always hard.
	Beer Math -> 2 beers time 37 men equals 49 cases.
	Body count math -> 3 guerrillas plus 1 probable plus 2 pigs equals 37
	  enemies killed in action.
	Tracers work both ways.
	The only thing more accurate than incoming enemy fire is incoming
	  friendly fire.
	If you take more than your share of objectives, you will have more than
	  your fair share to take.
	When both sides are convinced they are about to lose, they're both
	  right.

[9-4]: What music should I listen to when playing?
=====================================================
Van Halen, of course. What a silly question. Geesh.

[incomplete]
--------------------------------------
CHAPTER [10]: What determines my score?
--------------------------------------
Craig M. Kazial (kazial@acsu.buffalo.edu)

	Leadership is based on the number of units killed.
Efficiency on ending cash (note, not the same as cash used).

	Time taken does NOT enter into final score and is only for your
information. GDI scores the above two [L+E] higher when determining final
score.

	NOD emphasizes simply accomplishing the mission (in other words, the L+E
do not factor in much)... Terrorist style "who cares about the cost".

	Final score ONLY impacts how much cash is brought forward as a
percentage ranging from a fixed minimum (enough to get started) to a max.
allowable, so players can't become an unstoppable cash machine. Some
scenarios zero-out score and all past cash allocation info is lost.

==================================
-SECTION THREE- MISSION STRATEGIES
==================================

-------------------------------------
CHAPTER [11]: What is a mission tree?
-------------------------------------
	When playing C&C, sometimes you will be given a choice of countries to
fight over. The hierarchical listing of these choices and the possible paths
one may take is described as the mission tree.

Andrew Griffin (buggy@adam.com.au)
	About the mission path, it seems that (for some countries), if there are
multiple arrows into the same country, clicking on a different arrow will
bring a different map layout.

	If you look at the option screen (press ESC from the game), above the
version number is a group of numbers that represents which mission this is.

[11-1]: GDI mission tree
===========================
Andrew Griffin (buggy@adam.com.au)

	   [4EA][5EA]                                        [15EA]
[1][2][3EA][4WA][5EB][6][7][8EA][9][10EA][11][12EA][13EA][14][15EB]
      [3EB][4WB][5WA]  \---[8EB]   [10EB]    [12EB][13EB]    [15EC]
		[5WB]


(11-2): NOD mission tree
===========================
Andrew Griffin (buggy@adam.com.au)

		       [6EA][7EA]                            [13EA]
[1EA][2EA][3EA][4EA][5][6EB][7EB][8EA][9EA][10EA][11EA][12EA][13EB]
[1EB][2EB][3EB][4EB]   [6EC][7EC][8EB][9EB][10EB][11EB][12EB][13EC]
	
[incomplete]

-------------------------------------------
CHAPTER [12]: I'm stumped! Can you help me?
-------------------------------------------
[12-1]: GDI missions
=======================

[12-1-1]: GDI Mission 1, Estonia
-----------------------------------
Objective:  Use the units provided to protect the Mobile Construction
Vehicle. (MCV) You should then deploy the MCV by double clicking on it. Then
you can begin to build up a base. Start with a Power Plant. Finally, search
out and destroy all enemy Nod units in the surrounding area.

[blank]

[12-1-2]: GDI Mission 2, Estonia
----------------------------------
Objective:  Defend your position, deploy the MCV, then build a sizable force
to search out and destroy the Nod base in the area. All Nod units and
structures must be either destroyed or captured to complete objective.

	Build the MCV next to the barracks. Build a power station. Build a 2nd
barracks. Crank out 20 to 30 minigunners. Group the minigunners into groups
of ten. Scout the surrounding area using one of your hummers, but do not
engage the enemy.  If you come across soldiers, run your vehicle to your
infantrymen to drag the enemy into an ambush.

	When attacking the base, it is best to form a two pronged attack. Have
1/3 your men attack from the west, and 2/3s of your men attack from the
south.  Move your engineers behind your main force. Have them capture the
construction unit, the refinery, and the powerplant.

	Do not capture the refinery until the enemy harvester has returned to
unload. This way, you capture the harvester as well.

	Destroy the remaining structures save for one tiberium silo. Build two
more tiberium refineries, and tiberium silos as needed. You want to harvest
the map clean of tiberium. Once all the tiberium is harvested, sell all the
buildings for cash, and destroy the last remaining silo to finish the
mission. You should end the mission with over 20,000 credits.  Half of these
funds will transfer to the next mission.

[12-1-3ea]: GDI Mission 3ea, Latvia
---------------------------------
Objective:  Build up forces to destroy Nod base. Once all Nod SAM sites are
neutralized then air support will be provided to combat obstacles such as
turrets. Destroy all units and structures to complete the mission objective.

[blank]
[12-1-3eb]: GDI Mission 3eb, Latvia
--------------------------------------
Objective:  Build up forces to destroy Nod base. Once all Nod SAM sites are
neutralized then air support will be provided to combat obstacles such as
turrets. Destroy all units and structures to complete the mission objective.

[blank]

[12-1-4ea]: GDI Mission 4ea, Belarus
-------------------------------------
Objective:  Nod has captured classified GDI property. You must find and
retrieve the stolen equipment. It is being transported in a shipping create.
Use the new APC to strategically transport infantry through Nod forces.

Mark Willoughby  (willocds@te.rl.ac.uk):

:On the left of screen, there is a sea, but no Construct.Yard machine...
:Then NODs comes and kills me, I've got only 2 APC, 4 grenadiers and
:machinegunners. When reinforcements will come ?

	Explore in one turn, scrap the mission and start again.

	Load up the APC's and sprint for the base. De-bus south of the river,
and try to take out the tank and the troopers.  Once this force gets
trashed, use the reinforcements to mop up the rest of the troops, and steal
the crate back.

	Take advantage of the extra range the APC's have to avoid the Nod troops
where possible. Hopefully once you get trashed in the first attack, the
Noddies try to launch a counter attack which you sidestep, and fulfill your
mission.

	Not too much fun this mission IMO. Although I did use this quick and
dirty strategy.

Lemming (lemming@globalone.net):

	I didn't unload my APC at all. Just loaded 'em up, and run like hell to
the NOD base, tag the carton, and that's it.

[12-1-4eb]: GDI Mission 4eb, Belarus
---------------------------------------
Objective:  Nod has captured classified GDI property. You must find and
retrieve the stolen equipment. It is being transported in a shipping create.
Use the new APC to strategically transport infantry through Nod forces.

See [12-1-4ea].

[12-1-4wa]: GDI Mission 4wa, Belarus
---------------------------------------
Objective:  Nod has captured classified GDI property. You must find and
retrieve the stolen equipment. It is being transported in a shipping create.
Use the new APC to strategically transport infantry through Nod forces.

See [12-1-4ea].

[12-1-4wb]: GDI Mission 4wb, Poland
--------------------------------------
Objective:  Nod is moving to capture and hold a civilian town. Your mission
is to reach the town first and hold off invading Nod units until GDI
reinforcements can arrive. All invading Nod units must be destroyed.

[blank]

[12-1-5ea]: GDI Mission 5ea,
--------------------------
Objective: A GDI field base is under attack. They have fended off one attack
but will not survive another. Move to the base, repair the structures and
then launch a strike force to destroy the Nod base in the area. Destroy all
Nod units and structures.

James Chiu (hcbus003@huey.csun.edu)
and
Harry F. Harrison (harryh@teleport.com)

:Level 5:  What a pain in the $#$#! to finish.  I thought it was standard
:Dune defense, then offense strategy, but the computer comes with waves
:at you.  Try this: blockade your right entrance (to your camp) with
:4+ turrets (should be sufficient, as computer rarely sends tanks to

	If you build near the hills, they only have a small opening to attack
you with. You can get away with 2 turrets.

	One of the first things I build is a second harvester in this mission. I
am usually able to do it just as the first patch of tiberium is gone.  By the
time I am ready to attack, I will have 4 harvesters going, with one about
dead. :)

:hat you have to destroy the buildings AND all of the units.  I thought
:of an interesting solution.  I send a Hum-Vee through the "middle" of
:the camp, which bore a path through it.  Then I followed this with a
:very fast APC containing two engineers and some grenadiers.  Target two
:important structures next to each other: the construction yard and
:the refinery.  Without a refinery, no Tiberium, without a construction

	Go in from the upper right side, you can capture the hand of Nod very
easily there.  Engineers are very useful, I was able to take over all the
enemy buildings, a great plus when getting the silos.

[12-1-5eb]: GDI Mission 5eb,
--------------------------
Objective: A GDI field base is under attack. They have fended off one attack
but will not survive another. Move to the base, repair the structures and
then launch a strike force to destroy the Nod base in the area. Destroy all
Nod units and structures.

See [12-1-5ea].

[12-1-5wa]: GDI Mission 5wa,
--------------------------
Objective: A GDI field base is under attack. They have fended off one attack
but will not survive another. Move to the base, repair the structures and
then launch a strike force to destroy the Nod base in the area. Destroy all
Nod units and structures.

See [12-1-5ea].

[12-1-5wb]: GDI Mission 5wb,
--------------------------
Objective: A GDI field base is under attack. They have fended off one attack
but will not survive another. Move to the base, repair the structures and
then launch a strike force to destroy the Nod base in the area. Destroy all
Nod units and structures.

See [12-1-5ea].

[12-1-6]: GDI Mission 6,
------------------------
Objective:  Use a GDI Commando to infiltrate the Nod base. **** ** destroy
the ******** so that the base is incapacitated. Get in, hit it, and get the
**** out.

	Use hit and run tactics on the soldiers. Your commando can shoot them at
a longer range than they can shoot you, so shoot one, run away while you
reload, and shoot another.

	Let the computer move your man away from demolition explosions. You
don't take damage from the explosions. The damage comes from the soldiers
inside.  Save the game before you demolish a SAM site. If soldiers escape
your demolition and harm you, reload and try again (in other words, cheat).

	Park your helicopter on the plateau left of the village. It will be safe
there from enemy troops and vehicles. If your commando comes into contact
with a NOD buggy, call on your helicopter to pick him up.

	Enter the NOD base from the left.  Run north inside the base. Run around
the fence by going to the left, and once around it, go to the right.
Demolish the airbase to complete this mission, or any other building if you
want to destroy the same base in the following mission, but with conventional
methods.

David Hulet (d.hulet@ix.netcom.com)

	It's best to work north then east once you cross the river in your
transport chopper.  Jumping from location to location in the chopper also
works well to confuse the patrolling buggies.  Once in the base what ever
building you take out will not be there for the cleanup mission.  It's best
to take out the tiberium refinery.  AI does not rebuild and
so NOD runs out of money quickly!

[12-1-7]: GDI Mission 7,
-----------------------
Objective:  Previous mission objective not complete. Airfield was to be
targeted. New objective: Build up a base and Destroy remaining Nod structures
and units. Reinforcements will be provided.

[blank]

[12-1-8ea]: GDI Mission 8ea, Austria
---------------------------------------
Objective:  U.N. Sanction has cut funding to the Global Defense Initiative.
Field Units are helpless. Use the repair facility to keep your units in the
field long enough to destroy the Nod base in this region. All Nod units and
structures must be destroyed.

Tim Hardy (drtmh01@nt.com)

	If this is the mission I am thinking about, I found a technique that is
extremely effective and easy, and I haven't heard it mentioned yet.  If you
clear out the meager troops straight above the base, then all the way to the
top and over to the left, you'll find a cliff overlooking the Nod base
(you'll also be able to kill most of the SAM sites).  From this cliff your
rocket launchers can pound the heck out of his airfield, several silos, and
the Hand of Nod, as well as the infantry he tries to mass there.  The cool
thing is he never figures out how to get to your rocket launchers.  You can
kill every single one of his mobile forces and ability to produce mobile
forces without losing any of your units.  Then can just walk in the base with
bells on.

Jason Thomas (hiro@mill2.millcomm.com)

	That's the same thing I did.  I think the AI wants to stay close to home
because its base is under attack, but once you destroy the airstrip, no more
vehicles.  Once it's all gone, you can leave one rocket vehicle up there and
about ten bazooka guys, and just blast the crap out of anything that gets
built as it's coming up. Also humvees are pretty good against infantry so you
can keep one of those up there to provide machine-gun support.  I wasted
about 3 hours playing this mission and dying, before I discovered this
technique.  In Aikido and other "soft" martial arts, there's a principle of
never meeting force with force.  In other words, when the enemy attacks, you
should let your forces fall back a bit to surround and absorb.  In attack,
don't keep hammering a strong point, but use recon to find enemy weak points
and then strike hard.  It's a lot easier in the long run than just throwing
cannon fodder into the meatgrinder.

(12-1-8eb): GDI Mission 8eb, Slovakia
----------------------------------------
Objective:  Dr. Moebius is establishing a Hospital to treat the civilians in
the region who are falling ill due to exposure to Tiberium. Protect Moebius
and the civilians. Eliminate Nod presence in the area.

	Move all units to the southwest. The village is there. There are large
tiberium fields to the northeast and northwest that you can mine. Build MCV
in the clearing north of village, past the bridge.

	Build sandbags around the blossom tree in the village to keep the NOD
paratroopers from wrecking havoc.  Also sandbag off the eastern bridge
entrance to the village. Paratroopers land there also.

[12-1-9]: GDI Mission 9,
------------------------
Objective:  Take out Nod turrets along shore so Gunboats can move in safely
on the Nod base. The Nod base must be destroyed. If gunboats can get in, they
should be able to destroy the base with no difficulty. Keep an eye out for
the new weapon Nod is rumored to be working on.

Dave Glue (deaveacg@interlog.com)

	In mission 10 (the one with the first appearance of the laser obelisk),
I beat their base by basically using 4 humvee's and 2 APC's of engineers.  I
used two hum-vee's to map their base, then used 2 more and filled 2 APC's
with 3 engineers each.  The 2 humvees went in first and drew the enemy away,
and when they would out of line I drove my APC's in, unloaded the engineer's
and took their airstrip, construction site, and sold some silo's for my own
profit, as well as providing some infantry to keep tanks and other guys busy.
Then I started making a mass of gun turrets and destroyed their own base from
the inside out.

	Engineer's and APC's boys, and hum-vee's for their speed and ability to
attract the enemy.  That's the secret.  Then again, we'll see what happens in
mission 12.

[12-1-10ea]: GDI Mission 10ea,
--------------------------
Objective:  U.N. funding has been re-established. You now have access to a
new aircraft, the Orca. This unit is to be used to scout out the immediate
area. Destroy all Nod presence in this region.

Casey Robinson (ogiswise@rahul.net)

	Ugh.  I just wasted several hours on what should have been a simple
mission.  At least I know what mistakes I made.  I bought to many Orcas, 2 is
enough to take out a gun turret or the mobile artillery, which is all I was
able to do with them.  I built a weapons factory, but had to sell it when my
base was under attack from behind (ack) and never got the cash together to
rebuild it.  I threw wave after wave of troops into the base, but they all
ended up charbroiled.  I finely realized that that was not going to cut it,
so I breached their wall on the south side, and was able to sneak an engineer
into the airfield and construction yard, and one power plant.  I ended up
selling all of them, since I had no troops or money left, and Nod was just
pounding them to dirt.  Then I spent about
an hour fixated on the Hand of Nod, sending wave after wave to try and
capture/destroy it.  It didn't work.  I tried throwing the Orcas in there.
Poof.  Finally I decided to split my forces, and brought a small group of the
grenade sluggers up to the top of the base.  Everyone guarding the Hand ran
up to try and stop them, and I was able to move the
rest of my assault force in the south breach to toast the Hand, and,
eventually, the rest of the base.  I probably would have done just as well to
drive 2 medium tanks in that breach, followed by some sluggers.

	What I did do well on this mission was defense.  I placed 2 guard towers
at my end of both passes, that stopped everything Nod threw at me.  A few
grenades as needed when a tank rolled up, and my base was never touched.
Except for that little plateau on the south side, that I just gave up
worrying about and killed anything up there with Orcas/Grenadiers

[12-1-10eb]: GDI Mission 10eb,
--------------------------
Objective:  U.N. funding has been re-established. You now have access to a
new aircraft, the Orca. This unit is to be used to scout out the immediate
area. Destroy all Nod presence in this region.

see [12-1-10ea].

[12-1-11]: GDI Mission 11,
--------------------------
Objective:  Intelligence operative, code-name Delphi, has info on Kane and a
new bio-research laboratory. After landing on the beach here in Corinth move
north to make contact with him. Nod will attempt to stop you. You must reach
Delphi!

Bill Seurer (BillSeurer@aol.com)

	First, immediately follow the coast to the right.  Ignore the turrets.
You'll run into a tank but your 6 grenadiers should handle it without a
problem.  Follow along the cliffs to the right (they wind a lot) until you
hit the crops.  Set up your base there.

	Send the 6 grenadiers slowly to the SE.  There are some bazooka guys
just across the river.  Kill them and move just far enough to see the fields.

	Build a refinery first, then a Weapons Factory, then a Barracks. Build
tanks and APCs as fast as you can.  Line them up diagonally NW of your base.
You may want to build a sandbag line out a bit and build a couple of guard
towers too.  Build a repair platform ASAP.  Repairing a tank is a *LOT*
cheaper than building a new one.

	You'll be faced with hoards of flame-thrower guys at first.  It is
impossible to defeat them without tanks backed up by APCs or guard towers.
Their flames don't hurt tanks much and the APCs will chop
them up.  Put a few infantry in front of the line of tanks and APCs if there
are still some alive.

	After a while the attacks will die down a bit.  Send an APC across the
river to the NE and explore that area.  You'll see the Nod base up on the
hill.  Move the APC up to where it can fire at the SAM site and let it hammer
away.  Yes, it won't really do anything, just leave it though.

	This will trigger another flood of NOD attackers.  By now you should
have 4 or 5 tanks and a like number of APCs.  Line them up with tanks in
front in a line straight south from the river just south of the NOD SAM site.
You will slaughter the NOD guys as they come.  I find
putting a few grenadiers in front works even better but they do tend to get
toasted.

	**IMPORTANT**  Be sure to cycle your damaged vehicles back to the repair
depot.

	Take any extra tanks you are producing to where you left the APC and
kill the SAM site and any adjacent buildings.  The computer will kindly keep
building new ones for you to kill.  Keep at them.  The
buildings are power sites and once all three in your range are shot up the
NOD base will start to fail.

	Gradually move the line to the west until you start seeing the Nod
harvesters and your tanks shoot at them.  This will trigger another NOD wave
which by now will be a piece of cake to slaughter. Your tanks will kill off
the harvesters quite handily and they rumble past.

	Eventually you will notice that the attackers are reduced to a dribble
of infantry.  Now is the time to attack!  Sell off all the buildings of your
base and rush the dozens of infantry that will produce up to the "front".
Load them in the APCs.  Send one humvee or APC to run all the way through the
NOD base and spot things.  It may get toasted by one of those laser towers.

	ATTACK!

	Send all your tanks against the laser tower and mix in the APCs with the
trailing elements.  Once the tower is gone unload the infantry and attack
whatever NOD units show up with the infantry and APCs while the tanks hammer
at the NOD barracks and airfield.  Once those are gone it's all over but the
mop-up.  I sent in once APC full of engineers that took over 5 buildings
(which I immediately sold).

	I build a couple of Orcas but didn't find them that useful in this
scenario.  4 more tanks would have been much better.

	What a minute, where's the guy you'll supposed to rescue?  He'll appear
on a plateau in the NE corner once all the SAM sites are gone.  A transport
chopper will appear to pick him up.

	And what about those turrets by where you first entered?  Ignore them.

Orin Thomas (orin@connexus.apana.org.au)

	Set up your base in the middle left hand side of the screen (just below
river. That way you only have 2 flanks to defend against. Then harvest the
Tiberium field directly below you. Then go absolutely sick and build a chain
link fence from the right side of your base all the way to the river below.
This gives you freedom. The NODDIES don't seem to want to
crash through fences. I used this to annex most of the map. (build fence, use
Orcas to clean it out, add to your area :-)

	More expensive but it reduces the casualties :-) Then you have an almost
limitless supply of TIBERIUM to go and build Orcas. Have you seen what you
can do with 30 Orcas to a NOD base. Sick! :-)

Jeb "Oz" Vegas (oz@cris.com)

	There is a town and a couple of Tiberium fields in the south east corner
of the map. Setup your camp there. Then you have only two flanks to protect.
Go Defensive, until you get about 6 Orca helos built. With the Orcas, take
out the NOD harvesters. 6 Orcas can do it in a single sortie. Build Bazookas
and Grenadiers early on to setup a defensive screen against the flame-thrower
units. Then hang on until you manage to fry several of the harvesters. From
there I just took out the base piece by piece. I had harvesters and the NOD
did not...just a matter of time.

(12-1-12ea): GDI Mission 12ea, Albania
----------------------------------------
Objective:  A GDI base is under siege in this region. Dr. Moebius is trapped
in the base. Move in, grab Moebius, and then a transport helicopter will be
sent to you. Get Moebius into the transport. Make sure that there are no SAM
sites in the area or else the transports will be useless.

(Roger's note: Mission 12ea has the base to the west of the initial APC.)

Hakan Powers (Hakan Powers)

>Anyone been through this mission ? What am I supposed to do ? Just
>Wait and Stick it Out ? or is there a Key thing to do.
>
>The mission briefing says just wait for the transports and make sure
>there are no SAMs around.

	This was one tricky sucker to beat. First of all make sure you take out
all SAM sites except the one (can remember if it was only one) in his base.
make sure you don't loose any vehicles, use your repair site as much as
possible. Make absolutely sure you take out the turret next to the SAM site
up north, on the computers (east) side of the river. build and engineer and
stick him into the APC. build med. tanks for the rest of your money. you can
then sell off a guard tower, a powerplant and your weapons factory. build 1
or 2 more engineers and a bunch of grenadiers. send the APC(s) with troops to
the south-east corner of the map and have them wait. I suppose you have been
keeping med. tanks as defense at both entrances to the base so move 2 of them
to the bridge just north of the now waiting APC(s) and stick the rocket
launcher behind them. Move all remaining med. tanks (you should have at least
2 if you havent wasted money, youll have trouble otherwise) and the mammoth
north to the bridge. now move them closer to the enemy base a small step at a
time, dont just send them of, its crucial that they all arrive at the right
time. when they are just out of range of his turrets move them to the little
cliff outcropping next to the northern turret. have the med. tanks arrive
just seconds before the mammoth _without_ being shot by the southern turret.
tell all three to attack the turret, that should be busy shooting at one of
the med. tanks.  when the north turret is destroyed attack the south with the
med. tanks and sneak the mammoth north around the corner of the base. move
him east and knock out the wall and the two powerplants. when they are
knocked out the obelisks should be outta business so you can safe mount an
assault from the south. and, if your mammoth is still alive bring him back to
where the turrets stood and let him attack something. try to capture the
computers construction yard and remaining powerplants (if you destroy a
couple other buildings there will be enough spare power for the obelisks) and
use the grenadiers and med. tanks to take the SAMs. let the rocket launcher
hang back and take shots at infantry groups and try to crush them with APCs.
build more grenadiers with the money you get from his construction yard.
Dont sell his powerplants unless you have captured his contstr. yard, he
will just build new ones.

This mission is quite hard, it will undoubtedly take you a couple of tries.

(12-1-12eb): GDI Mission 12eb, Bulgaria
---------------------------------------
Objective:  A GDI base is under siege in this region. Dr. Moebius is trapped
in the base. Move in, grab Moebius, and then a transport helicopter will be
sent to you. Get Moebius into the transport. Make sure that there are no SAM
sites in the area or else the transports will be useless.

(Roger's note: Mission 12eb has the base to the east of the initial APC.)

Kevin McQuire  (kmcguire@omni.voicenet.com)

: How did you beat GDI mission 12 ..I assume you did because you have
: access to the adv. comm.  post.
: this is the one where you have to save Mobeius from nod and don't have a
: tiberium refinery..

	There may very well be a more elegant way to do it, but I sold off all
of my buildings, built as many tanks and engineers as I could afford (plus
the bonus cash crate up near the northernmost SAM site) and then charged the
Noddie base en masse, concentrating on getting my engineer-laden APC near
enough to capture the construction yard, the hand of Nod and their tiberium
refinery.  By the time this had happened, I had taken out the nod death rays
and their units.  The only thing you need to take out are
the SAM sites, though.

Jeff Powell (powellj@crd.ge.com)
	That's what I did.  One APC full of minigunners to draw the death rays
while the 2nd APC full of engineers shot around the airstrip and unloaded
without taking a hit.  From there it was a race for the construction yard and
the hand of NOD.  Sold the yard immediately, started repair and flamer
building on the hand. Piece o' cake.

[12-1-13eb]: GDI Mission 13ea,
--------------------------
Objective:  Delphi's info decoded and Kane has been found. He is overseeing
experiments at a Bio-research facility in this area. Destroy facility while
we have him cornered. Build an Advanced Communications center to access the
new Ion Cannon. It will greatly assist you in your objective.

[blank]

[12-1-13eb]: GDI Mission 13eb,
--------------------------
Objective:  Delphi's info decoded and Kane has been found. He is overseeing
experiments at a Bio-research facility in this area. Destroy facility while
we have him cornered. Build an Advanced Communications center to access the
new Ion Cannon. It will greatly assist you in your objective.

[blank]

(12-1-14): GDI Mission 14,
--------------------------
Objective:  We have learned the path of evacuating Nod forces. They are
moving through this valley. Cut them off so that they can't rejoin the main
force. Attack and destroy all the vehicles in the Nod convoy.

Joe Pantuso (jpantuso@usit.net)

:I cleared the WHOLE map as far as I can tell, I killed about 2
:invisible tanks, and a whole bunch of mobile artillery, and couple units
:coming south from the canyon.. The map is clear, no visible units
:I let it sit for about 30 min. and nothing happened..
:I scouted the whole map about 10 times now, nothing there! Sigh.. How
:long do I have to wait on this mission?

You missed some stealth tanks.  There are at least four.

Tan Tot Lit (isc30236@leonis.nus.sg)

:: When I played GDI 14 there were three stealth tanks, two a bit left of
:: the lower right and one in the area left of the upper right.

:I destroyed seven Stealth tanks... one in the West, four attacked me while
:my force was in the crossroads and one was in the north-east corner

I knocked out five. Two in the south east, the other three attacked me
in two sorties in the east.


[12-1-15ea]: GDI Mission 15ea,
--------------------------
Objective:  The Temple of Nod has been located. We are sure Kane is there.
Destroy him, the temple, and any other remnant of Nod that exists there. Nod
has been rumored to have completed its own nuclear device so it's do or die
time. Let's do it!

(marvin@global.co.za)

	Wow, did you have the frustration of running out of Tiberium in the last
stage of GDI? Well, consider the problem solved.

	In the last stage, NOD always have a little section of base for silo. It
is usually lightly guarded with only 2 turrets and maybe 1 stealth tank. At
the start of the game harvest as usual to build up a nice base to fend off
the invading NOD. After you have enough force to take out those turrets I
mentioned above, build an APC and have 5 engineers in it.

	With you first force take out the guards and the north wall of the "silo
compound. Then leave for home otherwise it will attract more NOD tanks. Wait
until the silo fills up and then send your engineers in carefully. Once you
take over a silo, sell it so it's easier for the next engineer to take over
the next silo. Before you know, you have about 8000 units of tiberium to
build some mammoth tanks. Be sure you have some silo ready otherwise you'll
waste all those effort. There is more. Once you sell their silo. They'll
rebuild it so that we can take over again. Isn't it just so thoughtful of
them. :)

	Those newly build silo only take one full harvester to fill it up. (What
kind of motherless harvester do they have??) All you have to do is to repeat
the trick ....forever. I even sold my refinery. Before I attacked their base,
my base was already bigger than NOD's. (and you know how big their base is!)
I even had a nice parking lot for all those tanks that I build and all those
harvester that 'retired'. With about 25 mammoth tanks and 25 SSMs, I believe
anyone can pulverize the NOD base in less than half an hour.

	There's one more thing, I attacked NOD from the north. I don't know if
other directions will have the same situation.

*12-1-15eb*: GDI Mission 15eb,
--------------------------
Objective:  The Temple of Nod has been located. We are sure Kane is there.
Destroy him, the temple, and any other remnant of Nod that exists there. Nod
has been rumored to have completed its own nuclear device so it's do or die
time. Let's do it!

Robert A. Hayden (hayden@krypton.mankato.msus.edu)

On that final mission, engineer-steal the power plant and hand of nod,
and then park an infantry right in the place where the obelisk would pop
up.  the computer is stupid and won't build with you standing there, and
won't build somewhere else.

[blank]

[12-1-15ec]: GDI Mission 15ec,
--------------------------
Objective:  The Temple of Nod has been located. We are sure Kane is there.
Destroy him, the temple, and any other remnant of Nod that exists there. Nod
has been rumored to have completed its own nuclear device so it's do or die
time. Let's do it!

[blank]


[12-2]: NOD missions
=======================

[12-2-1ea]: NOD Mission 1ea, Libya
-------------------------------------
Objective: In order for the Brotherhood to gain a foothold, we must begin by
eliminating certain elements. Nikoomba, the nearby village's leader, is one
such element. His views and ours do not coincide, and he must be eliminated.

[blank]

[12-2-1eb]: NOD Mission 1eb, Libya
-------------------------------------
Objective: In order for the Brotherhood to gain a foothold, we must begin by
eliminating certain elements. Nikoomba, the nearby village's leader, is one
such element. His views and ours do not coincide, and he must be eliminated.

[blank]

[12-2-2ea]: NOD Mission 2ea, Egypt
-------------------------------------
Objective:  GDI has kept a stranglehold on Egypt for many years. Set up a
forward attack base in your area. To do this you must double click on your
Mobile Construction Vehicle. (MCV) From here you can begin to build a base.
This area contains plenty of Tiberium, so establishing the base should be
easy.

[blank]

[12-2-2eb]: NOD Mission 2eb, Egypt
-------------------------------------
Objective:  GDI has kept a stranglehold on Egypt for many years. Set up a
forward attack base in your area. To do this you must double click on your
Mobile Construction Vehicle. (MCV) From here you can begin to build a base.
This area contains plenty of Tiberium, so establishing the base should be
easy.

[blank]

[12-2-3ea]: NOD Mission 3ea, Sudan
-------------------------------------
Objective:  GDI has established a prison camp, where they are e detaining
some of the local political leaders. Kane wishes to liberate these victims.
Destroy the GDI forces and capture the prison, do not destroy it.

[blank]

[12-2-3eb]: NOD Mission 3eb, Sudan
-------------------------------------
Objective:  GDI has established a prison camp, where they are e detaining
some of the local political leaders. Kane wishes to liberate these victims.
Destroy the GDI forces and capture the prison, do not destroy it.

[12-2-4ea]: NOD Mission 4ea, Chad
------------------------------------
Objective:  GDI is attempting to relocate a village of sympathetic civilians.
Intercept the convoy and destroy it. It is imperative that the villages be
totally destroyed, as a lesson to any other natives who may oppose us.

[blank]

[12-2-4eb]: NOD Mission 4eb, Chad
------------------------------------
Objective:  A small village friendly to our cause has been increasingly
harassed by GDI, and the Brotherhood wishes you to assist them in their
efforts. Seek out the enemy village and destroy it. The event will be
disguised as a GDI attack.

[blank]

[12-2-5]: NOD Mission 5, Mauritania
--------------------------------------
Objective:  Our brothers within GDI tell us of A-10 strike jets scheduled to
be deployed here soon. Our suppliers have delivered new Surface to Air
Missiles to aid you. Use the SAMs to defend your base, then seek out their
base and destroy it.

[blank]

(12-2-6ea) Mission 6ea, Ivory Coast
--------------------------------------
Objective:  GDI has imported a Nuclear Detonator in an attempt to sway a few
local political leaders. Penetrate the base and steal the detonator. A
chopper will be sent to meet you at a designated landing zone. Look for the
landing flare once you have stolen the device.

	I had the light section (the one with the recon bike) attack the
sandbags of the base and create openings. I launched a two prong attack, my
tanks from the left, and my light section from the north, using the gaps in
the sandbags to enter in from the northwest.  I my cycle blow a gap in the
fencing, and had a tank pick up the nuke. I boogied to the pickup site by
going south and following the ridge.

[12-2-6eb] Mission 6eb, Benin
--------------------------------
Objective:  GDI has imported a Nuclear Detonator in an attempt to sway a few
local political leaders. Penetrate the base and steal the detonator. A
chopper will be sent to meet you at a designated landing zone. Look for the
landing flare once you have stolen the device.

[blank]

[12-2-6ec]: Mission 6ec, Nigeria
-----------------------------------
Objective:  GDI has imported a Nuclear Detonator in an attempt to sway a few
local political leaders. Penetrate the base and steal the detonator. A
chopper will be sent to meet you at a designated landing zone. Look for the
landing flare once you have stolen the device.

Brian Hassink (brian.hassink@nt.com)

: How the heck did you pass mission 6? (The nuclear device retrieval) I
: can't even get NEAR the base? Is there something I'm missing out on?
: Mission 5 was a pushover for me, but I get slaughtered in 6... this is
: some great imbalance....

	After a few initial failures, have figured out how to win it. Of these
missions, mission 6 has been the hardest so far (I finished it with just one
remaining unit who almost died because I had to force him across the Tiberium
field to reach the helicopter).

	Here's what I did...

	It took several tries, but I managed to cross the bridge and arrive at
the northeast corner of the map with most of my units (leaving the Engineers
back in the southeast corner).

	I now took this surviving group and walked them along the ridge at the
top of the map to the northwest corner, and then south. I then opened fire on
the GDI buildings with the Bazooka men. This cause the AI to send its men out
of the base and up along the way I came in. As his men came in, I ran my
tanks up and down squishing them. This was far more effective than trying to
take them out with gun and tank fire.

	Eventually you'll bleed off most of his men and you can move your group
back around to the base entrance. Use the tanks to take out the towers (and
place a man where they used to stand or the AI will
usually replace them). You'll now have to clean up any residual units in the
base and can also bring up the Engineers.

	Take over any GDI buildings you want, or simply grab the crate and head
for the helicopter.

	Now that I think about it, doing a quick assault on the base entrance
and sneaking your Engineers through into GDI buildings may be a better
solution. You could hopefully grab the refinery, power plant, and barracks
and be on your way to producing more units.

[12-2-7ea]: NOD Mission 7ea, Gabon
-------------------------------------
Objective:  The Brotherhood has located a huge field of Tiberium in the area.
The nearby village has laid claim to the field. Eliminate the villagers, as
to prevent any infection of our own workers. GDI forces are reported to be
minimal, so elimination of them is of secondary importance.

[blank]

[12-2-7eb]: NOD Mission 7eb, Cameroon
----------------------------------------
Objective:  The Brotherhood has located a huge field of Tiberium in the area.
The nearby village has laid claim to the field. Eliminate the villagers, as
to prevent any infection of our own workers. GDI forces are reported to be
minimal, so elimination of them is of secondary importance.

[blank]

(12-2-7ec): NOD Mission 7ec, Central African Republic
--------------------------------------------------------
Objective:  GDI have left themselves open to the deadliest weapon of all,
information. Our spies tell us the GDI base in your area contains an advanced
attack helicopter, the Orca. Steal this weapon, then fly to the nearby
village and destroy it. The attack will be blamed on GDI.

Brian Hassink (brian.hassink@nt.com)

: When I sent the engineers into the ORCA installation, they came
: right back out. Much to the amusement of the few remaining GDI gunners
: who promptly killed me good. Don't tell me I needed all 4 engineers to
: complete the mission?! DOOHH!!!

	I had this happen as well. What I ended up doing was moving the Engineer
around to the other side and entering the structure from the bottom.

	Some advice for this level...

	Use the cluster of vehicles to bleed away enemy units from the GDI base.
I ended up rolling them along in a row, and using the recon-bike unit to lure
enemy units to their death. Attacking the GDI harvester is a very good way of
getting him to send his units out of the base.

	As for the squads of men, I space each man out so that the grenades and
tank fire from the GDI don't do collateral damage to nearby units. Generally
I don't use them until I've almost completely drained the GDI base of units
with the vehicle group.

	Once the GDI base is drained, use your tanks to eliminate the machine
gun towers from a distance. It may take a little time, but it'll save you a
lot of grief. Once the towers are gone, send in the engineers and grab the
Orca. You can use your other engineers to grab the other GDI buildings (hint:
Don't grab the refinery until the harvester is in it).

	OK, you've got the Orca. Next thing is to get rid of that pesky patrol
boat. If you don't, your Orca may get hit by its missiles. For this, I took
all my remaining units (you can build more if you captured the other GDI
buildings) and lined them up along the shore. A few tanks are usually enough
to take out a patrol boat.

	Now that the boat's gone, send the Orca after the lone GDI Bazooka unit
in the village. You need to take him out first or his missiles will kill the
Orca and you lose the mission. The Orca will fire off missiles automatically
and return to the helipad to reload. It takes a few trips to kill the
Bazooka, and several more to wipe of the village.

[12-2-8ea]: NOD Mission 8ea,
-----------------------------
Objective:  Since we are low on troops, you will have to make use of all
available resources. Locate the abandoned GDI base in the area and restore it
to operational status. Once that is done, use GDI's own weapons against them.
Be sure that no GDI forces remain alive.

Jay 'PyRo'  (jkw7063@osfmail.isc.rit.edu):

:This is the mission where Seth bites the big one and Kane takes over.
:This mission requires you to retake an abandoned GDI Base and create
:forces to destroy the GDI base.

:THIS MISSION IS IMPOSSIBLE!

:I'm telling you. You get 4 Bazookas and 4 Minigunners against 8 GDI
:grenadiers, a slew of Minigunners 2 light tanks, and YES! ONE BIG BAD ASS
:MAMMOTH.

:OK, how in the world do I defeat these odds?

:I have found my base (in major disrepair) towards the southeastern corner
:and all it has is the MPV, one Hand of Nod, and one Generator. This means
:that I cannot make vehicles. I can only make soldiers/engineers.
:I get 1 transport Heli and all the bridges are smashed. This means that the
:only way for my troops to get to the enemy base is to load the Heli 5 at
:a time and transport them across the river. OK, I transport 5, get Heli
:to go back to pick up some more, go back to enemy base, the 5 troopers that
:were there has been squashed by light tanks. I send the 5 to destroy
:light tanks, OK, then go and pick up 5 more troopers, come back and the 5
:troopers have been grenaded to kingdom come, so I get 5 flamers to kill
:them, OK dead, then go back to get more troops, and the big badbutt son
:of a mutha Mammoth Tank squishes my flamers to a bloody pancake pulp.
:This mission is impossible, or near so.
:I have even tried to build engineers to take over the enemy base.
:Max engineers I can build is 3 and then I run out of funds. I can take
:over the barrack, generator, and the Harvester. Then I just sit
:back and watch them get destroyed by the Mammoth since I have no troops
:to defend the new base.

	Depends on where you land.  I too thought that was an impossible
mission, till I got farther into it.... :)

	I sold the old base, made flamers transported three flamers, and two
engineers.  That was all I needed.  That was a pretty simple mission. If you
think that's hard... boy do you have a thing coming.   Just wait till the 12
and 13 mission... damn ION Cannons and bombers!.  And those 'missile towers'
don't help your stealth tanks at all.

[12-2-8eb]: NOD Mission 8eb,
-----------------------------
Objective:  Since we are low on troops, you will have to make use of all
available resources. Locate the abandoned GDI base in the area and restore it
to operational status. Once that is done, use GDI's own weapons against them.
Be sure that no GDI forces remain alive.

[blank]

(12-2-9ea): NOD Mission 9ea, Egypt
-------------------------------------
Objective:  GDI is attempting to retake Egypt. Use every available resource
in your efforts to stop them. The populace has once again swayed in support
of GDI forces, so show no mercy in dealing with the villagers.

reznor@netcom.com

	I found some interesting things while I was playing as Nod. I was
passing Nod #9 (Taking Egypt) when the GDI forces were running out of
tiberium mines and came down to get mine.  So I quickly produced three recon
bikes and sent them after the (unguarded) GDI harvester.  I thought, gee, the
bike is a vehicle with missiles and cannot be run over,
it'll waste the harvester before it'll arrive.  Wrong.  I was attacking it
when the harvester turned around and was barreling straight for my bikes.  I
laughed.  It ran over one of my bikes with a squish. I didn't laugh.

	By the time the second bike was squashed I quickly selected my surviving
bike and ordered it to return to base.  It returned successfully, but with
tons of harvester behemoth :) behind it.  What happened is that the harvester
decided to finish off that one bike, but instead was greeted by five turrets
firing in conjunction. :)  I used this tactic repeatedly throughout the
level, I would send a bike out to attack the harvester, get its attention,
then have the bike return to the "nest" I had created for it.  It worked
*awesome*. It kept pouring out those 800 tanks and 1400 harvesters, but then
it stopped producing tanks, replacing them with grenade infantry, then
minigunners, then stopped producing harvesters. By then I had 7700 in the
bank, so I created some forces, through them at the guard tower, broke
through, and used my remaining three flame tanks
to torch their base (flame tanks rule).

	Man that level was a *lot* easier than I thought.

(12-2-9eb): NOD Mission 9eb, Egypt
-------------------------------------
Objective:  GDI is attempting to retake Egypt. Use every available resource
in your efforts to stop them. The populace has once again swayed in support
of GDI forces, so show no mercy in dealing with the villagers.

See [12-2-9ea].

[12-2-10ea]: NOD Mission 10ea,
--------------------------
Objective:  GDI is developing an orbital weapon. Our spies have told us of a
large lake near the location of the R&D center. Find the base, and use the
sniper to eliminate their scientist.

[blank]

[12-2-10eb]: NOD Mission 10eb,
--------------------------
Objective:  GDI is developing a new, heavily armored tank. Our spies have
located the GDI R&D base. Use your small strike force to locate and penetrate
the center. Be sure to destroy the tanks in the base and the factory.

[blank]

[12-2-11ea]: NOD Mission 11ea,
--------------------------
Objective:  GDI has captured one of our technology centers. You must
recapture the base and recover the stolen information. Our forces in the area
don't have time to find a way across the river, so you will have to control
the two forces separately.

[blank]

[12-2-11eb]: NOD Mission 11eb,
--------------------------
Objective:  GDI has captured one of our technology centers. You must
recapture the base and recover the stolen information. Our forces in the area
don't have time to find a way across the river, so you will have to control
the two forces separately.

[blank]

[12-2-12ea]: NOD Mission 12ea,
--------------------------
Objective: Somewhere in this area there is a GDI Advanced Communications
Center. Inside this center are the firing codes for their orbiting Ion
station. The Brotherhood must have these codes. Capture the center and
retrieve the codes, do not destroy the center.

Chee Hui (cheehui@aztech.com.sg)

	In this mission, you need to capture the advanced comm. base where you
started off with a mobile construction yard, two recon bikes, two NOD buggies
and a light tank.

	The main problem is that the surrounding area in your vicinity has no
tiberium fields so you need to cross the bridge to build the yard there.
Unfortunately, 2 Mammoth tanks are stationed at the bridge.

	Here's the trick. If you recon the area, you will find it's actually a
nice square loop. Select 1 recon bike and ask it to target the further
Mammoth tank on the bridge while you stationed the rest of your forces just
outside of the edge of this square. Once the Mammoth tanks start attacking,
run your bike as far away (and from your main force) ASAP towards the loop.
When the tanks see your mobile yard, they'll turn their attention to it
instead.

	So select all your vehicles (except the bike) and run round the loop to
keep ahead one step of them always. Since the 2 tanks are now preoccupied
with your other vehicles, reselect your bike and chase after the 2 tanks.
Start with the 2nd further tank and shoot his butt black !

	Once the 2nd tank got his butt fried, do the same for the 1st tank. Just
be sure to maintain the rest of your forces beyond the Mammoths' range and
you'll be all right. The rest of the mission will be fairly routine.

	Boy, those Mammoth tanks certainly have no brains.

	I actually like this mission because you can just use 1 bike to beat 2
Mammoth tanks. Talk about the odds of doing that in real combat.

	PS: If you think that's tough, wait till the next one.

[12-2-12eb]: NOD Mission 12eb,
--------------------------
Objective: Somewhere in this area there is a GDI Advanced Communications
Center. Inside this center are the firing codes for their orbiting Ion
station. The Brotherhood must have these codes. Capture the center and
retrieve the codes, do not destroy the center.

See [12-2-12ea].

[12-2-13ea]: NOD Mission 13ea,
--------------------------
Objective:  Establish your base, then build and defend the Temple of Nod. All
GDI forces are to be destroyed. Kane has ordered you to defend the Temple at
all costs, even your own life. Do not allow GDI forces to overrun you.

[blank]

[12-2-13eb]: NOD Mission 13eb,
--------------------------
Objective:  Establish your base, then build and defend the Temple of Nod. All
GDI forces are to be destroyed. Kane has ordered you to defend the Temple at
all costs, even your own life. Do not allow GDI forces to overrun you.

[blank]

[12-2-13ec]: NOD Mission 13ec,
Objective:  Establish your base, then build and defend the Temple of Nod. All
GDI forces are to be destroyed. Kane has ordered you to defend the Temple at
all costs, even your own life. Do not allow GDI forces to overrun you.

[blank]

--
Roger Wong, Senior Developer
POW Productions
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    




========
---------------------------------------------
CHAPTER [13]: I need help playing multiplayer
---------------------------------------------

[13-1] Offensive strategies
===========================
Jason Thomas (hiro@mill2.millcomm.com)

:I was on the losing end of a game when I got lucky with an APC
:full of engineers and took most of his base - my opponent promptly resigned.
:Yes, I won technically, but it felt like a hollow victory.  It also places
:way too much emphasis on that tactic instead of a mix of strategies.

	There's no such thing as an unfair tactic.  If you haven't arranged your
defenses so that you can defend against a couple of APCs with engineers,
perhaps you should reevaluate your strategy.  It is, however, a devastating
assault.  Picture this: A few waves of humvees driving  parallel to the wire
to snipe at infantry units.  Follow this up with a wedge of medium tanks,
spearheaded by a heavy if you have it, directed at a turret.  Follow this up
with rocket artillery.  Then the APCs with engineers come through.  If the
APCs get through, game over.  If they don't, then the defender's base is
going to be pretty much toast, and his defending forces crushed. Your attack
force is going to be gone too, but it underscores the principle of attacking
first.

[13-2] Defensive strategies
==============================
Jason Thomas (hiro@mill2.millcomm.com)
	Now, what if you had two layers of defense?  An outer wall, possibly
sandbags, with gun turrets, infantry, et cetera.  Then, an inner wall of
chain-link or concrete surrounding your buildings with gun-turrets, grenade
guys, et cetera.  That might help keep the engineers away a bit better.  It's
a legitimate tactic; use it and learn how to defend against it.

Phil Sykes (root@sykic.demon.co.uk)
	Surround your base with guard towers. If an enemy (even an allied one)
approaches to try and get recon info, waste them. The less they know at the
start, the more costly it is in the middle.
	
	Tiberium harvesters are great to hassle with Orcas.
	Pointers to remember during netgames:
	The computer player ALWAYS repairs structures when they get damaged. The
same is not true for the humans however.
	
	Humans may get demoralized and quit if you kill their construction yard!
	
	Always keep a couple of engineers next to your refinery and construction
yards - to recapture them immediately.
	
	Humans have VERY limited money, especially if you've killed their
harvesters! Those ion cannons are much more useful when repairs can't be made
and obelisks / guard towers can't be replaced indefinitely.
	
	Try to cripple your opponent early on by making them spend money on
repairs and replacements so their 'base-economy' cannot develop.
	
	If playing against a tech 6 or 7 NOD opponent, wall up your base apart
from one choke point which should have a guard stationed there who moves out
of the way to let units in / out. This prevents stealth tanks.
	
	Never leave your base open anyway - the other guy will be fighting a
penetration war if he has to get through walls!
	
	Often, humans will repair their units. Clobber them on the way out if
you don't like this!

(13-3): Capture the flag
===========================
'Zaph' (zaph@torps.apana.org.au)

Playing 4 player Capture the Flag, with Alliances:

The Zaph strategy:
	As soon as the game starts, gear to building fast vehicles
(HumVees/Bikes) and run groups of 3 or 4 into the enemy base, grabbing the
flag and dragging it further away - they wont have the defenses to prevent this
in the opening stages...

The Anti-Zaph Strategy:
	After forming an alliance with your teammate, run a tank into their
base, and take their flag. Then drive it a few squares away, somewhere
convenient and hard to get to!. Now the only way someone can take the flag is
by destroying your tank (they can't just grab it and run). - have your
teammate do the same for you!


(13-4): What do I do with crates?
====================================

*13-4-1*: Stealth technology
-------------------------------
Rorke Haining (rorke.haining@mccaw.com)
	I'm out of this game, kibitzing a player who never uses Engineers OR
APC's.  Totally not my style.  The game gives him an APC to start with, and
he uses it to explore.  I tell him that's a dumb idea, he should use his
humvee instead, APC's are too valuable to risk losing until you suicide them
into the enemy bunker with a load of Engineers/Commandos/diversionary troops.
He doesn't listen.  He finds a crate.  I say don't touch that crate with your
APC, you've got a man really close by.  He grabs the crate with the APC.

	And inside was something I had never seen inside a crate before.

	STEALTH TECHNOLOGY!

	HE HAS A #@*$&! STEALTH APC!!

	AND HE WON'T BUY A SINGLE ENGINEER!!!

	What does he do with it?  He keeps exploring.  He explores a large
island.  Turns out one of his enemies is on that island, and is just now
moving tanks onto both bridges.

	For the rest of the game, he has a wounded, invisible, empty APC trapped
on an enemies home island, which he eventually just suicides into something
in an attempt to get it back off the island.
	
	(whimper)

Jeff Meek (calipf@megaweb.com)
	I also had a 4 person net game this past weekend; what a blast!  During one
game, one opponent also found a stealth crate...with his HARVESTER!!!  So much
for my strategy of killing off his harvesters.  He just ran around invisibly
gathering tiberium.  Then he used his stealth harvester to explore the map and
map out my base (bastard).  He even had the audacity to run down some of my
bazooka defense troops.  Imagine their suprise as an 80 ton behemoth decloaks
right in front of them.

Douglas William Cole (dougc@umd.umich.edu)
	Whoa, I've never gotten a stealth APC, that would be the be all, end all,
ultimate weapon.

	I've gotten a stealth harverster (the little bugger must have just run over it
himself), a stealth hum vee (yay!), a stealth med. tank (oh boy), and other
stuff.  Once, there was this crate that appeared right in the corner of my base
and when I got it and opened up the stealth technology, it made my unit (like a
buggy or something), a refinery, a powerplant AND a harvester that was in the
refinery all stealth!  I freakin' had a stealth power plant!  Whoo boy!

	My friend got a stealth Mammoth but I didn't notice it because he had like 8
more with it.  A stealth orca would be almost impossible because orcas can't get
boxes (you'd have to park an orca around a box then open it with some other
unit, I guess).  A stealth commando would ALSO totally rule.  I wonder if he
would be visible the whole time he ran to a building to C4 it, or just at the
instant he attacked it.  Hmm.

*13-4-2*: Units
------------------
Douglas William Cole (dougc@umd.umich.edu)
	Units.  (All infantry, commandos, flame tanks, stealth tanks, APCs, Mammoths,
**MCVs**, almost everything I guess.

	Nukes, and ion beams (one shot).  My friend said he found a box with an ion beam
AND a nuke it in, but I'll believe it when I see it.

	Airstrike.

	Whole map revealing, and whole map covering.

*13-4-3*: Visceroids
-----------------------
Douglas William Cole (dougc@umd.umich.edu)
	I hate these.

*13-4-4*: Explosion
----------------------
The booby prize.

*13-4-5*: Cash
-----------------
2000 credits


============================
-Section Four- MISCELLANEOUS
============================

------------------------
CHAPTER [14]: Conclusion
------------------------

Thats all folks.  At the moment it seems to be a reasonable strategy guide.
I still need mondo support from you to fill in the gaps and turn this text
into the strategy FAQ a game like C&C deserves to have. If you have any
suggestions, additions, or comments for the FAQ, send E-mail to
cncfaq@powhq.nildram.co.uk.

If you're one of those bad guys who are playing a pirate copy of Command and
Conquer, shame on you. You know you really want to stop being a freeloader.
I urge you to save up your lunch money and buy the game. The authors deserve
to be rewarded.

------------------------------
CHAPTER *15*: Revision History
------------------------------

v0.1:           First release of the Unofficial Command and Conquer Strategy
FAQ.
			(October 1, 1995 GMT)

v1.1:           A major revision of the Unofficial C&C Strategy FAQ.  FAQ is
		completely rewritten. FAQ explains cheating, mission-trees, how to
		do such and such, and contains a section of unsolicited advice.
		(October 4, 1995 GMT)

v2.1:           Major revision of the Unofficial C&C Strategy FAQ. All missions
		listed. Missions listed according to internal mission numbers +
		countries, to avoid 'which      mission is this?' confusion. Most
		vehicle and infantry entries filled. Building, vehicle, infantry
		unit stats added. Discovered more ways in how the computer cheats.
		(October 8, 1995 GMT)

v2.2            Oops. I accidently posted v1.1 instead of v2.1 to the
		newsgroups. To	make up for the error, I'm posting this one, version
		2.2. It includes the beginnings of the armor, health, damage data
		tables. Added cheating util information. More multiplayer strategies.
		(October 8, 1995 GMT)

--
Roger Wong, Senior Developer
POW Productions
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    


