Quantcast
Xbox 360 Playstation 3 Nintendo Wii Playstation Portable Computer PC Games Playstation 2 Games Gear and Accessories for Games Nintendo DS  
Archives Video Media Articles Games Cheats Files Forums

   GENERAL
  Game Reviews Index
  Community
  Upcoming Releases
  Latest Releases
  Game List
  Game Reviews
  Archives
   SECTIONS
  Game Files
  Game Blogs
  Video
  Game Cheats
  Top 10 Games
  Screenshots
   WEBSITE
  Submit Gaming News
  Submit a Review
  Submit Content
  Advertising
  Resources
  Pages
  Members
  Company List
  Signature Stats
Affiliated with:
GameZone.com
Index » Articles Send this page to a friend
Command Conquer Tiberium Wars walkthrough part 1
Posted by Nick24444, 163 days ago 26/02 15:56

  Command & Conquer 3 Tiberium Wars
  Command & Conquer 3 Tiberium Wars Reviews | FAQ | Achievements | Command & Conquer 3 Tiberium Wars ScreenShots
| Video | Cheats | Boards | Buy Now

out their administration and control centers, and obliterate any military

units and structures nearby.  You’ll have Mammoth Tanks at your disposal.
Roll over them, Commander."

=====================
Intelligence Database
=====================

GDI InOps

- EMP Control Center

GDI News Wire

- Discontinuation of the Mammoth Mk II Walker

GDI Weapons, Tactics, and Systems

- War Factory Repair Drones
- Base Expansion using the Surveyor

==================
Primary Objectives
==================

1) Destroy all Nod loading dock cranes.

"Nod forces are loading weapons onto their ships for export. Destroy these
cranes to disrupt dockside activity."

2) Destroy all Nod Port Authority buildings.

"Nod’s port operations are controlled from these Port Authority buildings.
Take them out to cripple their port for the long haul."

================
Bonus Objectives
================

1) Destroy all Nod ships docked at the port.

"Destroy the docked ships to prevent them from delivering their hardware to
other war efforts in the region."

2) Capture the EMP Control Center in the city.

"Capture the EMP Control Center to gain the ability to fire an EMP blast which
will disable all electronic devices within the blast radius."

3) Deploy a Surveyor at the northern Tiberium Field.

"Build a Surveyor and deploy it by the Tiberium Field to the north. A Surveyor
unpacks an expansion base at its deployment location and allows additional
structures to be constructed around it."

===========
Walkthrough
===========

Place four or so Watchtowers along the upper-right side of your base to defend
against the Nod infantry rushes (some of which will be stealthed), then place a
war factory {War Factory Repair Drones} and some power plants. Once you have a
command post and a tech center, you’ll be able to build mammoth tanks, and
you’ll be able to get the rail guns upgrade from the tech center
{Discontinuation of the Mammoth Mk II Walker}. Once you have a few more
mammoths with the rail gun upgrade, send them north to the next Tiberium field
so they can defend it.

You’ll be told about a bonus objective as soon as you see the Tiberium field,
so build a Surveyor from your support structures tab and send it to the field.
Deploy it {Base Expansion using the Surveyor}, then build a second refinery up
there if you’d like.

Meanwhile, send a few mammoths to the lower-right corner of the map to wipe out
the Nod forces around the EMP Control Center, then capture it with an engineer
{EMP Control Center}.

The easiest way to take care of the last remaining bonus objective is to build
an airfield and four Orcas, then fly them safely above the docked ships and
destroy them one at a time. You can destroy the docks in the same way, and
then you’ll be free to focus on crushing the port authority buildings. Send
your entire column of mammoths over there and crush the place - the weak Nod
forces in the area are no match for mammoths with rail guns.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.18) Cairo | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"Your mission is to take out a massive Nod nuclear weapons facility in northern
Cairo, the same base that was used to launch the strike on the Philidelphia.
This is now the highest priority GDI target worldwide. Time is of the
essence: Nod is likely to launch everything they have if they think you’re
getting too close."

=====================
Intelligence Database
=====================

GDI InOps

- Nod’s Nuclear Arsenal
- Cairo Nuclear Launch Facility

GDI News Wire

- The Blunder that Nearly Finished GDI

GDI Archives

- GDI’s Nuclear Weapons

==================
Primary Objectives
==================

1) Destroy the Nod Nuke Facility.

"Nod has nuclear missile launch capability with this missile site. This is the
same site that launched the attack that destroyed the Philidelphia. It must
be destroyed."

2) Destroy the Nod Compound Headquarters.

"Nod controls this Nuclear Launch Site and most of its operations in this
region from these buildings. Destroy them to completely remove Nod’s
capability to launch nuclear missiles from this site and wrest control over
this territory from Nod."

================
Bonus Objectives
================

1) Capture the Nod Power Plants.

"Nod’s nuclear missile launch can be delayed if any of the Power Plants
supporting the launch facility are destroyed or captured. Be advised, if Nod
rebuilds or recaptures the Power Plants the missile launch countdown will
continue."

2) Destroy all Nod Structures.

"Eliminate all Nod structures to expel them from this region."

===========
Walkthrough
===========

Build a pair of Watchtowers north of your base and park your Predators and Zone
Troopers near them to fend off Nod attacks, then start building a war factory
and a couple power plants. Build a second harvester from your war factory
while you’re building a tech center, then get the rail guns upgrade from the
tech center. You’ll want to do something about that nuclear countdown, too, so
build an airfield and fill it with Orcas. {GDI’s Nuclear Weapons} should be
added to your entries automatically at some point after the nuclear countdown
is announced.

The path to the upper-left corner of the screen is free from anti-aircraft guns
along the left side of the map, so move your Orcas all the way into the corner.
You’ll see a Tiberium Spike above the blue Tiberium field - send an Engineer up
there using the Call For Transport option and take the spike, then send the
Orcas to the east along the top of the map. There’s an anti-aircraft battery
directly to the west of the first Nod power plant - take out the central hub to
destroy the battery, then send the Orcas back into the upper-left corner of the
map. Return them to your base for repairs, then make another trip up and over
to destroy one of the power plants, which will reset the nuclear countdown and
accomplish the first bonus objective.

Once you’ve got eight or so mammoth tanks (which you should have no trouble
getting, though you should feel free to deploy a surveyor in the upper-left
and/or lower-right corners of the map to get more Tiberium if you’d like), move
to the openning south of Nod’s base and level everything you see. Before you
head inside, move farther to the southeast until you get the {The Blunder that
Nearly Finished GDI} entry if you haven’t already.

When you approach the southern entrance to the Nod base, you’ll be warned that
it’s heavily defended, but it’s not really that bad when you’ve got the railgun
upgrade. Target the defensive clusters first, then simply crush everything you
see, including things marked as "civilian." Destroying the large cylindrical
structure above and slightly to the right of the entrance will give you the
{Nod’s Nuclear Arsenal} entry.

The second bonus objective isn’t hard to accomplish - just drive your group of
mammoths around the central part of the map and level everything you see, and
make sure the actual silo in the middle is your first stop. Once everything is
destroyed {Cairo Nuclear Launch Facility}, move to the upper-right corner of
the map and level the rest of the Nod structures there.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.19) Croatia | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"GDI has a forward operating base in Croatia, but it’s been cut off from supply
lines and is under heavy attack by Nod forces. Their power is low, their
construction yard has been destroyed, and they don’t have much in the way of
firepower. You need to take command of that base and hold out long enough for
us to send in a reinforcement convoy."

=====================
Intelligence Database
=====================

GDI InOps

- Power Management

GDI News Wire

- Kane’s Fascination with Eastern Europe

==================
Primary Objectives
==================

1) Secure this GDI base until reinforcements arrive.

"Alternate the available power amongst the base defenses to defend against Nod
assault waves."

2) Send aid to the reinforcement team ambushed in the city.

"Our fellow soldiers are pinned down by Nod forces garrisoned in the city
buildings. Flush them out and clear a path."

3) Escort the MCV safely back to the GDI base and deploy the Construction
Yard.

"The MCV must be protected at all costs. We will lose our hold of this region
if it is destroyed."

4) Destroy the southwest Nod base.

"This base is the source of Nod recruits. Eliminating this base will cripple
Nod’s ability to wage war with infantry."

5) Destroy the northeast Nod base.

"This base is the source of Nod war machines. Eliminating this base will
cripple Nod’s ability to wage war with vehicles."

6) Destroy the southeast Nod base.

"This base is the source of Nod air power. Eliminating this base will cripple
Nod’s ability to wage war with aircraft."

================
Bonus Objectives
================

1) All base defenses survive until the reinforcement team arrives.

"Do not allow any of the base defenses to be destroyed to ensure the security
of the reinforcement team upon their arrival."

2) Return the MCV to the GDI base unharmed.

"The sigh of an undamaged MCV rolling into the base will provide a strong
symbol of valor for the GDI forces and boost morale for our troops."

===========
Walkthrough
===========

Immediately repair all of your base structures and defenses, then power up both
northern guardian cannons, both southern watchtowers, the southern guardian
cannon on the east side of your base, and the southern watchtower on the west
side of your base. {Power Management} Leave all four anti-aircraft batteries
powered down, and leave the northern defenses on the east and west sides of
your base powered down. Throughout the mission, make sure all of these
defenses stay repaired.

Move both of your predators to the eastern entrance of your base for additional
defense, then park the pitbull next to your north-eastern anti-aircraft battery
(since pitbulls can fire at air targets). Move your infantry to the western
entrance of your base. You’ll want to put them in APCs as soon as possible.

(Note: There’re three money crates in some trees south of your base. If you
move quickly, you can easily grab them with the pitbull without causing
yourself too many problems.)

Your weakest point as far as the first bonus objective goes is the western
entrance of your base. Fortunately, only infantry and some aircraft will
attack there during most of the mission, so as soon as you can build a few
APCs, load them with riflemen and missile squads, then have them guard the two
watchtowers.

When the countdown finishes, you’ll need to cross to the west side of the map
and retrieve your MCV. That side of the map is crawling with infantry, so the
best way to do it is with APCs full of riflemen. Of course, the infantry will
also garrison a few buildings, so you’ll want some predators, too. Leave two
more two guard the northern entrance of your base just like the original two
should be doing by the eastern entrance, then send five or so of them west with
two clusters of five APCs.

Cross the north-western bridge with your APCs, then leave one group of them to
defend the gap between the two bridges. You’re going to want to come back
over the same bridge later, and you’ll need these APCs there to defend against
Nod counterattacks. Move the other group of APCs and the predators north, then
leave the APCs in the middle of the town just north-east of the Nod base, out
of range of their defenses. This group will pick off Nod counterattacks from
this side and hopefully prevent any troops from garrisoning any buildings.

Take the predators north towards your APC and make sure there aren’t any Nod
units still prowling the streets. When you’re ready, knock the garrisoned
troops out of the two buildings near the Nod defenses, then destroy the central
hub and the troops that came out of the buildings. Move the predators back
towards your APC groups, but make sure you don’t displace them.

You’ll now have control of the reinforcement group, including the MCV. If you
can manage to get it back to your base without getting it damaged, you’ll
accomplish the second bonus objective. Assuming you’ve properly placed your
two APC groups, it shouldn’t be hard to do. Simply move south towards the
bridges along the east edge of the town, and use the escort forces to deal with
any Nod units that might somehow get in your way. Cross the bridge with the
MCV when you reach it, then move into your base and deploy it {Kane’s
Fascination with Eastern Europe}. Call all of your forces back to your side of
the river when you’re done, and set your APCs up to defend the bridges.

Use your new construction yard to build some more power, then build your way
towards a tech center so you can get the rail guns upgrade. You’ll note that
once you have a tech center, your power plants will be able to upgrade
themselves, so don’t waste space on too many power plants. You’ll also want an
airfield, and don’t worry about mammoths - predators will work just fine for
this mission, especially since there’s no way to get a mammoth to the
south-east Nod base.

When you’ve got a good cluster of rail gun predators, take them to the Nod base
north-east of you and crush it, then return to your base for repairs. The
south-west base will be slightly more tricky, since it’s swarming with infantry
units, many of which probably garrisoned a few buildings while you were gone.
If you still have some good loaded APCs, take them down there with your
predators and crush everything, then repair them at your war factory.

The final assault on the south-east base is only tricky because you have to use
Call for Transport to get any decent ground forces up there. It’s a good idea
to send an Orca down there to piss them off, ’cause they’ll suicide a good
portion of their air group at your base (and your anti-aircraft guns and APCs
will shred them).

When you’re ready to make an assault, wait until you have plenty of credits to
Call for Transport on a large group of predators and APCs, then drop them on
the open spot north of Nod’s base. Make sure you protect the predators from
air assaults with the APCs, then move in and crush the Nod base with the
predators.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.20) Albania | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"Recent sat-surveillance confirms a significant build-up of armored vehicles
and weapons at a large Nod logistics base in Albania. The sat images show row
upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in
defense of Kane’s Temple Prime in Sarajevo. Your mission is about destroying
this arsenal before it is used against you in combat. You’ll start with a
small force to clear the way, then we’ll send you Firehawk attack jets to
finish the job."

=====================
Intelligence Database
=====================

GDI Weapons, Tactics, and Systems

- Rig Deployment into a forward Battle Base
- Firehawk Attack Jets

==================
Primary Objectives
==================

1) Clear Nod border defenses.

"Use a small tactical team to clear a path through the Nod perimeter and avoid
alerting Nod forces to our presence in the region."

2) Infiltrate Nod supply depot.

"Break through the supply depot checkpoint by accessing the service entrance
across the canyon bridge."

3) Eliminate Nod rocket bunkers.

"Clear the airspace by neutralizing the main Nod anti-aircraft battery so that
support can be airlifted into the region by GDI Ox transports."

4) Capture east ridge Reinforcement Bay.

"Establish a GDI staging area on the east ridge above the Nod supply depot.
Captured Nod supply bays will be used to deliver GDI reinforcements."

5) Destroy Nod supply depot.

"Destroy the main manufacturing facility and stock piles of Nod vehicles."

================
Bonus Objectives
================

1) Survive the Nod assault unharmed.

"Succeed with all initial strike team squad groups intact."

2) Capture airfield Reinforcement Bay.

"Secure the Reinforcement Bay to receive additional forces from GDI Command."

3) Capture motorpool Reinforcement Bay.

"Secure the Reinforcement Bay to receive additional forces from GDI Command."

4) Arm a Firehawk with a missile load out and destroy a Nod Venom.

"The Firehawk can be armed with a load out of missiles or bombs. The missile
load out allows the Firehawk to attack aircraft, while the bomb load out
allows it to attack ground vehicles and structures."

===========
Walkthrough
===========

Send your four infantry squads to the upper-right corner, then move towards the
Nod outpost along the top of the screen. Don’t bother with the lazer turrets,
since they can’t really do much damage. Instead, take out the Nod infantry if
they get too close and concentrate on taking out the defensive hub. Destroy
the other buildings once the hub is destroyed, and you’ll accomplish the first
objective. (If you manage to do it without completely losing a unit, you’ll
also accomplish the first bonus objective, which will result in all four
infantry units gaining an experience level.)

Reinforcements will arrive {Rig Deployment into a forward Battle Base}. Send
the four Predators west and clear a path to the clearing under the bridge.
Deploy your Rig there and make sure your Predators are fully repaired, then
move them west and destroy the Nod base there. Retreat your Predators to the
Rig if they take too much damage, and make sure you grab all of the crates in
the Nod base before you move on.

You’ll be given four engineers - order one to enter the hut below and to the
right of the bridge, and he’ll repair it. Nod vehicles will immediately cross
it and attack you, so have your Predators positioned above your Rig to defend
it. When the vehicles stop attacking and your Predators are fully repaired,
send them over the bridge and take out the defensive hub there, then send your
Rig over the bridge and deploy it in the small clearing just above it. Load
your three APCs with both missile squads and a group of riflemen, then send
them and the Pitbulls over the bridge, too. Leave all of your other infantry,
including the engineers, on the south side of the bridge for safe-keeping.

Park two of your Predators above and to the right of your rig and park two of
your APCs above and to the left of it. Stick a Pitbull between the Predators
and the APCs to detect stealth units, then group your other two Predators, your
third APC (preferably one of the ones with a missile squad in it), and your
other Pitbull into a group. This will be your primary combat group for a
while. It’s small and vulnerable, but you can retreat it (or parts of it) to
your Rig for repairs when necessary.

Start your assault on the three reinforcement bays by moving your assault
group north-east along the ridge (getting too close to the central Nod compound
can have unfortunate results, what with the Obelisks and so forth). Make sure
you lead with the Predators, since they can take the most punishment without
being destroyed. Take out all of the Nod stockpiles along the way, but make
sure you focus your attention on manned vehicles and other units. If anything
in your assault group gets too damaged, retreat to your Rig for repairs.

If you’re lucky, one or more of your assault group’s vehicles will reach the
maximum veterancy level, which makes them much more powerful (and makes them
automatically repair). If you’re really struggling with this mission and
you’re getting frustrated, just sit back in the comfort of your Rig’s repair
zone and let all of your units reach maximum veterancy.

Anyway, your first target should be the reinforcement bay on the south-east
ridge (the main objective one, not the other two). Wipe out the defenses and
the units in front of it, then take out the buildings. Send your assault group
back to the entrance of the ridge to defend (or back to the Rig if you need
repairs), then grab your other rocket squad APC from near your Rig and send it
south over the bridge. Dump the missile squad out of it and replace it with an
engineer, then carefully drive it all the way to the reinforcement bay you just
attacked. Dump the engineer out and use him to capture the bay.

You’ll get two airfields loaded with Firehawks {Firehawk Attack Jets} and a
Mammoth for your trouble. Use one of your groups of Firehawks (armed with
missiles) to pick off a Nod chopper to accomplish another secret objective.
Arm both groups with bombs, then use them to pulverize the Nod forces around
the reinforcement bay north of your assault group (which you should’ve added
the Mammoth tank to). When most of the Nod stuff’s been destroyed, move your
assault group in to hold it, then send your empty APC back down to the south
side of the bridge to pick up another engineer. Safely send the APC back to
your assault group and use the engineer to capture the reinforcement bay.

You’ll get some more Predators and another Rig for your efforts. Deploy the
rig here and let your forces get repaired, then use your Firehawks to destroy
the Nod forces around the last reinforcement bay in the north-west. Once it’s
fairly clear, send your assault group over there and hold the area, then use
your empty APC to send your last engineer to the bay and capture it. You’ll
get another Pitbull and two Predators for your trouble.

Use your Firehawks to demolish the main Nod defenses on the central base, then
move your entire attack force in to crush everything. Destroy the stockpiles
outside the base as well as the production buildings in the base, and the
mission will be complete.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.21) Sarajevo | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"Kane is making his last stand at Temple Prime in Sarajevo. Your mission is to
take out his defending forces, destroy the surrounding compound, and disable
the ion disruption towers protecting the temple complex from energy weapons.
Knocking out the disruption towers will open up options for GDI Central
Command now that the Ion Cannons are nearly back online. However, be aware
that Kane and his Science Ministers have been working on a Liquid Tiberium
device of considerable destructive power within Temple Prime. It is
imperative that you do not use the Ion Cannon on Temple Prime yourself without
authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the
Temple and set off a chain reaction in the large Tiberium fields found
throughout this Yellow Zone - the resulting blast would be massively
destructive and may kill millions. This is a decision that will have to be
made at the highest levels of the GDI command structure."

=====================
Intelligence Database
=====================

GDI InOps

- Nod Ion Cannon Disruption Tech
- Nod Avatar Walker

GDI Archives

- Life in a Yellow Zone
- Health Effects of Tiberium Contamination

==================
Primary Objectives
==================

1) Destroy Ion Disruption Field Generator 1.

"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weakn the forcefield and allow Ion Cannon strikes."

2) Destroy Ion Disruption Field Generator 2.

"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weakn the forcefield and allow Ion Cannon strikes."

3) Destroy Ion Disruption Field Generator 3.

"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weakn the forcefield and allow Ion Cannon strikes."

4) Build an Ion Cannon control center.

"The Ion Cannon control center is used to relay surface strike coordinates to
the Ion Cannon that’s orbiting the planet in space."

5) Destroy Temple Prime with the Ion Cannon.

"Now that the forcefield has been neutralized, GDI Command has ordered that
Temple Prime be destroyed by the Ion Cannon."

================
Bonus Objectives
================

1) Capture Nod’s science ministry building.

"Capturing this building will provide important intel on Nod Tiberium research
and further insight into Kane’s mysterious plans."

2) Capture the Mutant Hovel.

"Capture the Mutant Hovel with an Engineer. This will allow the recruitment of
Mutants to fight for our cause."

3) Capture Liquid Tiberium Factory.

"Capturing this facility will provide important intel on Nod’s Tiberium
liquification process and restrict their ability to use this technology
against us."

4) Destroy an Avatar with the Commando.

"Use the Commando to attack the Nod Avatar. The Commando is an expert at
taking down large walkers by planting an explosive pack on their hull."

===========
Walkthrough
===========

Use your infantry to clear out the Nod troops in the areas north and north-east
of your starting position {Nod Ion Cannon Disruption Tech}, then park your Rig
north of the buildings and trees. Guard it with your vehicles, then deploy
your construction yard and start building your base. Get a second harvester as
soon as you can, and line the northern edge of your base (including north of
your Rig) with watchtowers. Infantry will attack all over this line, and
you’ll want to be able to stop them before they reach your base. Train a
commando as soon as possible and use him to slaughter the infantry - having him
leveled up will come in handy later.

Once you have your war factory going, start building Mammoths (and make sure
you get the rail gun upgrade). Two airfields loaded with Firehawks will come
in handy for toasting Obelisks, so get them ready before you start moving your
tanks towards the Nod base.

In the north-west corner of the map, you’ll find an abandoned building called
a mutant hovel. Fly your Firehawks up there to reveal it, then transport an
engineer up there to capture it for one of your secret objectives {Life in a
Yellow Zone}.

When you’re ready to make an assault on the Nod base, use your Firehawks to
scout the south-west corner. You’ll find two obelisks guarding a hill there,
so destroy them both (you’ll need five Firehawks all at once). Get another
Rig ready, then send it over there with a cluster of Mammoths (six or seven
should be plenty - if you have leveled ones already, send them). Deploy the
Rig at the top of that hill you just freed, then line the top of the Rig with
three or four of the Mammoths.

Nod crap should start flooding towards you, but if it doesn’t, move one of your
tanks down there to taunt them. With how much crap Nod’s going to be sending
at you, you shouldn’t have any problems getting all of your Mammoths completely
leveled fairly quickly. Once you have them, send your Commando over there.
One of the secret objectives requires you to destroy a Nod walker with the
Commando, and the easiest way to do it is to lure one past your Rig by
retreating your Mammoths as the walker approaches. Have the commando waiting
behind it, then jump out and detonate it when it gets close {Nod Avatar
Walker}.

With your cluster of leveled Mammoths, the Nod base will be pretty much no
match, but you’ll have to move slowly. Make sure you have a group of engineers
ready in your base - you’ll need to fly them into the Nod base later. Anyway,
move through the base and destroy everything but the Nod Science Ministry and
the Tiberium Chemical Plant. There’re quite a few Obelisks around the Temple,
and they’ll be able to tag your Mammoths while they’re still on the southern
side of the walls. Keep moving when you approach the second red line, and head
to the right to attack the Temple area from near the second disruption field
generator. Keep moving, and you should be able to destroy the two eastern
Obelisks before they destroy any of your tanks.

Destroy the second disruption field generator, then move past the temple, take
out the other Obelisks, and destroy the third disruption field generator. Fly
in your engineers now and capture the Science Ministry and the Tiberium
Chemical Plant {Health Effects of Tiberium Contamination} to accomplish the
last two bonus objectives.

If you haven’t already, build an Ion Cannon Control Center from your support
structure tab. To finish the mission, simply use the Ion Cannon on the temple.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.22) Munich | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"The savage, unexpected attack on Munich by the invaders has taken the city’s
garrisoned GDI forces completely by surprise. The battle was over before it
began. As the invaders ruthlessly wipe Munich from the face of the Earth, you
must marshal the surviving GDI forces and fight a desperate rearguard action,
holding off the enemy just long enough to allow the GDI F-T Lab engineers to
escape in armored transports. These engineers have key information about our
new enemy, and must reach safety."

=====================
Intelligence Database
=====================

GDI InOps

- Sonic Weapons and the Invaders

GDI News Wire

- GDI Storm Shelters

==================
Primary Objectives
==================

1) Protect the Civilian Transports.

"These Civilian Transports contain what is left of the GDI F-T Lab engineers.
Protect them at all costs - at least one must survive."

================
Bonus Objectives
================

1) Capture the GDI Lab.

"This GDI Lab contains vital research. Send in an Engineer, capture it and
obtain the information, or GDI F-T research may be set back five years or
more."

2) Capture the Power Plant.

"This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get
these Engineers in there and get the thing working... we need all the help
we can get."

===========
Walkthrough
===========

This mission is chaotic, but fairly simple. Collect all of the units near
your starting position and make them into a group, then follow the three trucks
as they move along the road. They’ll head south-west for a while, then they’ll
turn east and head for the Rig when they reach the bridge. Stay right on top
of them to defend against aircraft, then defend the Rig until the trucks start
to head south towards the second bridge.

You’ll get a group of reinforcements, including some engineers, once the trucks
start moving (they’ll be south-east of the Rig). Your two bonus objectives
will require you to use these engineers to capture the GDI Lab to the north and
the power plant south of the bridge. Leave one engineer with your main force,
then send everything else north to the GDI Lab. Capture it with an engineer
{GDI Storm Shelters}, then send any survivors south over the bridge.

Keep your main force with the trucks as they move over the bridge, and capture
the power plant with one of your engineers {Sonic Weapons and the Invaders}.
The sonic emitters will thoroughly trash the Scrin units in the area, but keep
your forces near the trucks as they make their way to the edge of the map.
As long as one truck makes it, the mission will be complete.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.23) Stuttgart | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"While Stuttgart is ostensibly under complete alien control, GDI has received
several distorted transmissions from within the city indicating there are
survivors either in hiding or pinned down by alien forces. One of these
surviving units - an elite Commando - has managed to evade his attackers. You
will work with this Commando to round up as many other surviving units as
possible, then use the resulting force to take out the alien base dominating
the city. Keep an eye out for a GDI combat engineering team - they are
capable of reactivating both GDI’s Stuttgart base and the city’s defensive
grid, which would make the mission far easier."

=====================
Intelligence Database
=====================

GDI InOps

- Alien Origins, Connections to the Tacitus
- Alien Tripod Captured

[NOTE: There’s a glitch in the game that’s not allowing the Alien Tripod
Captured entry to be made in your intel database. Hopefully this will
be fixed in a patch at some point, but for now, you’ll have to edit
this manually if you want to complete your database.

==================
Primary Objectives
==================

1) Capture or Destroy Alien Structure.

"This structure appears to be the focus of Alien efforts in the area. Marshal
your forces and capture or destroy it."

2) Rescue Engineers.

"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."

3) Capture the eastern Power Plant, activating the GDI Base.

"This GDI base was damaged during the attack, but appears to be
semi-functional. Get the Power Plants back online and you’ll be able to build
new combat units and Engineers. Lose all your Engineers before capturing the
base and you will fail - it is essential to our success."

================
Bonus Objectives
================

1) Rescue Zone Troopers.

"Alien air units have trapped this Zone Trooper squadron in the Stuttgart
rubble. Destroy the aircraft and the Troopers are yours to command."

2) Rescue Snipers.

"Dispatched to scout the area, these Snipers are now pinned down by Alien
infantry. Kill the infantry and rescue them."

3) Rescue Infantry Squad.

"An infantry platoon took shelter in these structures during the attack, but
found themselves surrounded by alien Disintegrators. If the platoon moves,
the drones will notice them, enter the building and kill them all. Eliminate
the Disintegrators in order to free the platoon."

4) Destroy a Tripod with the Commando.

"Use the Commando to attack the Alien Annihilator Tripod. The Commando is an
expert at taking out large walkers such as the Tripod."

5) Capture the northern and western Power Plants to activate the Sonic
Emitter arrays.

"As out experience in Munich showed, Aliens are weak against Sonic Emitters.
Capture both Power Plants and get the arrays back online."

6) Capture the southern Power Plant to activate the Command Post.

"Stuttgart’s Command Post appears to be mostly intact. Get its Power Plant
functional to regain radar information."

7) Capture the southwest Power Plant, activating the Armory.

"Given the weakened state of our forces, this Armory should prove invaluable.
Use your Engineers to capture the Power Plant and get it back online."

===========
Walkthrough
===========

Send the commando south-west towards the pinned engineers first. Eliminate the
Scrin units nearby, and the engineers will be under your control. Head west
with the commando until you find a missile squad, then send the missile squad
slightly east so the commando is between it and the hoard of Scrin units that
are about to approach from the west. Detonate the tripod with the commando,
then let the other vehicles fire at your commando while the missile squad
destroys them.

Next, send your engineers to the power plant to the west and capture it, then
move north-east and capture the second power plant there. This will complete
bonus objective 5, and the sonic emitters will really make your life easier.
Grab the missile squad in the crater east of that power plant, then send all of
your forces south towards the markers for bonus objectives 1 and 7. Use your
missile squads to destroy the aircraft in the area, and the Zone Troopers will
join your command. Capture the power plant near the armory with an engineer,
and you’ll be able to heal your infantry units there if necessary.

Take your entire force east along the lower part of the map now and capture the
power plant next to the command post. Leave everything but your commando here,
then send the commando to rescue the trapped soldiers in the houses just north
of the command post. Send the soldiers down to the command post, then continue
moving east with the commando towards the GDI base. Eliminate the tripod and
the other Scrin units along the way, then send an engineer over to the power
plant when you’re sure the city is clear. Use your extra engineers to capture
the abandoned silos or the Tiberium Spikes in the south-east corner.

With the GDI base operational, crank out eight or so APCs and fill them with
missile squads (put your commando in one of them), and make sure you have one
APC with an engineer in it. Send this force to the last bonus objective marker
and free the trapped snipers, then continue moving west towards the Scrin base.
Use your missile APCs and the commando APC to slaughter the Scrin forces and
base defenses, then run your engineer APC in while they’re distracted. Park it
north of the main structure and dump the engineer, then capture the structure
to end the mission {Alien Origins, Connections to the Tacitus}.

=============================================================================
| ----------------------------------------- |
| | | |
| | 1.24) Cologne | |
| | | |
| ----------------------------------------- |
=============================================================================

================
Mission Briefing
================

"Cologne is under attack by the invaders and the city is in its last throes.
However, initial recon has revealed that the GDI base in Cologne was left
relatively intact by the enemy after it was abandoned by the garrison force
when the alien attack started. An advance team is being dispatched to
determine the size and scope of the alien presence in the city and you’ll be
in command. Once you determine what you’re up against, we’ll send you an
engineering team to get the GDI base up and running again. Protect the
engineers until they can reach the base, then build up a strike force and
drive the aliens from Cologne altogether. It’s not too late to save the
city."

=====================
Intelligence Database
=====================

GDI Eyewitness Accounts

- GDI Field Recon - the Fall of Cologne

==================
Primary Objectives
==================

1) Scout Alien Structure.

"GDI Intelligence has located an unknown Alien Structure to the north of the
city. Investigate and confirm."

2) Protect the Engineers.

"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."

3) Capture the northeastern Power Plant.

Rating: 1.0, votes: 1
 
Comments
Rules
1. No cursing or swear words: Use proper language to express yourself.
2. No flooding or spamming the comment system, abuse will result in a ban.

You may not post comments as a guest. Please register or login to your account.
 

Weekly Video Game Giveaway Contests
Inside The Games

Review: Kung Fu Panda 96 days ago
Metal Gear Solid 4 walkthrough 105 days ago
Metal Gear Solid 4 walkthrough 105 days ago
Metal Gear Solid 4 Boss Guide 105 days ago
Resistance Fall of Man Intel Doc... 167 days ago
Resisntance Fall of Man walkthrough 167 days ago
Mobile Suit Gundam Crossfire wal... 176 days ago
Folklore Bestiary/Karma release ... 176 days ago
All-Pro Football 2K8 Guide 178 days ago
Review of Hot Shots Golf: Out of... 184 days ago
Game Reviews | Weekly Contests | Submit News | Contact | Pages | Blogs | Forums | Video Game Reviews | Video | RSS | Privacy Policy | Terms and Conditions
GamePro Media
Top Games:  Blue Dragon | Two Worlds | Halo 3 | Rock Band | Beowulf The Game | Call of Duty 4 | Bioshock xbox 360 | StrangleHold by John Woo | Mass Effect | Overlord