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10 total messages Started by Ric... Thu, 08 Feb 1996 00:00
GDI Final Mission Help Please
#1504
Author: Ric...
Date: Thu, 08 Feb 1996 00:00
23 lines
1031 bytes
Phew!  This is serious.


Ok down to basics - where is the best place to put the base.  I have
read some crummy mag that talks about turning east after crossing the
bridge and then putting the base in the gorge. Then blocking off the
enemy with sandbags.

Well, I SPENT SO LONG BUGGERING ABOUT WITH SAND I was completely
overun.  And what about the Mini Nod base that magically appears in
the tiberium field south of the gorge.  If left long enough it
magically produces an obelisk of light without any power plant near it
- PLEASE!


Any tips would be more than appreciated as (I suppose you've already
guessed this) I'm not heading anywhere fast!


TIA


Richard
Re: GDI Final Mission Help Please
#1505
Author: Luka Batistic
Date: Fri, 09 Feb 1996 00:00
31 lines
1424 bytes
Ric...@emphasis.demon.co.uk wrote:
> 
> Phew!  This is serious.
> 
> Ok down to basics - where is the best place to put the base.  I have
> read some crummy mag that talks about turning east after crossing the
> bridge and then putting the base in the gorge. Then blocking off the
> enemy with sandbags.
> 
> Well, I SPENT SO LONG BUGGERING ABOUT WITH SAND I was completely
> overun.  And what about the Mini Nod base that magically appears in
> the tiberium field south of the gorge.  If left long enough it
> magically produces an obelisk of light without any power plant near it
> - PLEASE!
> 
> Any tips would be more than appreciated as (I suppose you've already
> guessed this) I'm not heading anywhere fast!
> 
> TIA
> 
> Richard

Get the unofficial FAQ at
http://www.econ.cbs.dk/people/dszcpfk/cctemple.html
and you'll find what you're looking for in there.


-- 
Luka

Nobody's perfect. I'm nobody.
GDI Mission 13 Help
#1506
Author: Dazed and Confused
Date: Fri, 09 Feb 1996 00:00
275 lines
13094 bytes
   This is what the official strategy guide say:

   SETTING UP CAMP

   Immediately start your whole force heading west.  Move quickly and
protect the MCY at all costs.  Keep your infantry out of the Tiberium
and only fire upon Nod units when absolutely necessary.  There is no
sense in advertising your presence.

   When you reach the west side of the battlefield, move the MCY south
and deploy your construction yard in the  southwest corner of the
battlefield.  Begin building the usual structures, power plant, and a
refinery.  Build the power plant east of the construction yard and the
refinery directly north.

   While you are building, arrange the rest of your force in a
protective umbrella around your structures.  Place the Mammoth in the
lead, directly north of the Tiberium field next to your base.  Arrange
the rest of your units around the Mammoth, allowing for north and east
coverage.  Select all your armor units (Mammoth, medium tanks, and
rocket launchers) and put them on a group key for faster access.
Focus fire on any Nod unit that ventures into your units range, but
don't go looking for trouble just yet.

RING AROUND THE TIBERIUM

   As soon as your refinery is built, your harvester will begin
gathering Tiberium from the field east of your base.  Begin building
sandbags out from your refinery along the northern edge of the field.
At the far eastern end build as close to the water as possible, making
it difficult for Nod to squeeze in.  Now your harvester is adequately
protected and you can relax a moment while you rake in the credits.

*** Don't relax too much!  Plenty of Nod surprises still!

   As soon as your treasury is built back up to 3000, build a
communications center and another power plant.  The harvester should
have an area cleared out just east of the first power plant.  Build
silos as needed to hold excess Tiberium.

*** Consider building an advanced power plant.

   While you are waiting on your new structures, send your Hum-vee out
to explore the Tiberium fields to the north, and the ridge to the
northeast.  Keep an eye on him and keep him moving.  There are still
plenty of dangers out around your base.

	You might want to bring your armor division inside your
	sandbags, but be warned: Rocket launchers frequently miss 
	their targets causing much damage to your wall.

  The next step for your base is to build a barracks and a few guard
towers.  For maximum effectiveness, place a single advanced tower next
to your refinery to help repel nasty Nod armor and infantry.  The long
strip of Tiberium to your east will act as pesticide for any uninvited
Nod Infantry that try to crash your party.  Keep your eyes on the
radar, however, armor and buggies tend to try that route from
time-to-time.  You may want to place a single tower along the sandbags
just in case.

	If you see a Nod harvester, resist attacking it.  If you 
	attack it, the Nod base will send reinforcements, causing you 
	more causal ties than the harvester is worth.

   Again, take a break and let the money roll in.  Focus fire on
anything that comes close.  If any of your vehicles have been damaged
you may want to make use of a repair bay.  Build it inside your base
where it will be well protected.  Don't neglect that guard tower;
repair any damage it takes as well.

REACHING OUT

   Once your treasury reaches 3500 credits or so, its time to go after
the Nod base.

   Begin building sandbags along the east side of the Tiberium field
to your north.  Build sandbags all the way to the north edge.  This
area will see alit of action and your GDI tacticians don't recommend
sandbags in hot areas.  Reinforce the north end of the sandbags with a
concrete wall running perpendicular to the sandbags (east/west).  Span
the wall from the center of the Tiberium field to the trees by the
ridge on the east.  Leave a small channel next to the ridge for the
Nod harvester to go back and forth.  (Trust me, it will have its use.)

   Now take your Hummer up and around the north area, scouting out any
waiting Nod units and luring them to the new choke point you created.
Use your waiting armor units to make mincemeat of any Nod brave enough
to follow your Hummer.  Any other units may have to be approached
directly.  Move your armor north, but not too far north.  Again,
ignore the harvester.  You aren't ready for a full Nod strike yet.

FRONT DOOR GUARD

   Now that the north is fairly clearly of Nod, build to advanced
guard towers along the concrete wall.  One should be right outside the
trees to the east, the other right next to the sandbags running up the
Tiberium field.

   Remember the path you left for the harvester?  Let him come through
(south) one last time, then block off the return path.  Let your
towers have the harvester for breakfast when he tries to come back.
Although the towers should be a match for any Nod units that try to
crash your wall, you want to keep an eye on their damage and repair
them and the wall as necessary.  Now, move your Mammoth up north to
cover the hole at the west side of the tiberium field.

CLEARING THE AIR

   Now it's time to get your air power involved.  Start building a
weapons factory.  While it builds, send your two rocket launchers and
medium tanks up along the northern ridge (north of the first Tiberium
field).

   On the other side of the ridge you should be able to quickly find
two SAM sites, one on the west end of the Nod base and one on the east
end.  Divide your force in half and begin pounding away on both sites.

*** Be careful on that west site - it's too close to the turret for
comfort.

	Although it isn't necessary to destroy the SAM sites, it will 
	make Orca flights much easier if you decide to use the flyers.

   Place your completed weapons factory outside the junction of the
too sand bag walls.  This is far enough from the front to protect and
units you build, but without major obstacles for speedy deployment.
Once your treasury can support it, build an advanced communication
center and get the ion cannon charging.

	Warning:  Intelligence indicates that teams of Nod engineers 
	are massing to be airlifted into your area.  Don't let any of 
	these pests into your base.

   After the SAM are destroyed, mass your armor and infantry at the
north end of your compound (by the north guard towers).  Use a loss
leader infantry to draw the two turrets fire (one on each side of the
entrance to the Nod base) and use your armor to focus fire and blow
the turrets into their base components.

*** At some point the harvester should be redirected to the northern
Tiberium field.  Perhaps another harvester should be built to speed up
production?
	You can build a helipad or two and use Orcas to destroy the 
	turrets too, but this is much more costly, and Nod rocketeers 
	around the Nod base will make short work of the Orcas.

   While you are taking out the turrets, build an APC and a handful of
engineers.  Load the engineers aboard the APC and bring it north to
the Nod base.

CRASHING A NOD PARTY

   Bring your Hum-vee north and run into the Nod base for a look-see.
If your ion cannon is charge, use it to fry the group of infantry
outside the Hand of Nod.  If not, roll your armor in and chew them up.
During the confusion, run your APC into town, unload the engineers and
capture as many structures as possible.  Start with the Hand of Nod
and a few power plants for good measure.

*** Directly behind the Hand of Nod looks like a good place to deploy
the APC.

   After capturing the buildings. prepare for some Nod guests from
further north.  Arrange your armor to protect the same gates you just
crashed.  Sell the barracks at your base and use the Hand of Nod to
make more engineers to capture the remaining Nod structures.  Each
silo you capture should yield at least four time the cost of each
engineer.

*** Destroy and sell the Nod refinery.  No sense luring the harvester
crew up here.

   Now you can make the base a little more like home by building your
own sandbag walls to insulate yourself from Nod interlopers.  build a
few protective walls inside the compound (and across its mouth) and
then build a wall outside the gates and up the east edge of the ravine
heading north (where Nod troops are coming from).

	The next step gets a little tricky, and causal ties are
likely.  
	You will probably want to build a repair bay in the center of 
	the captured Nod base to help keep your units in shape.  Sell 
	the other repair bay to help offset the cost.

NORTHWARD HO!

   run a line of sandbags as far north as you can, staying within
previously explored territory.  Then, inch your armor division forward
a bit to reveal more of the landscape.  Be careful!  There is plenty
of Nod firepower that is waiting to see a GDI unit.

   Repair your Hum-vee if necessary and run it all the way north to
see the mouth of your next objective - the northern Nod Base.  Be
prepared to have him do a quick about-face when you here the Nod
Obelisk warm up.  One shot and your Hummer is toast, so watch it.
Find the corner of the Nod. base and move your hummer back inside the
safety of your walls.

*** Rocket launchers can put as many holes in walls as Nod does, keep
them focused on enemies clear of the walls.

   Build your sandbag line up the east side of the passage to meet the
concrete wall of the Nod base.  A Nod harvester travels to the
Tiberium field in the extreme northwest of the map.  By running this
wall up to the Nod base you have created a safe passage up to the same
field overlooking the Nod base, and have cut off one Nod Tiberium
supply in the bargain.

SHELLSHOCK

   After your armor as been repaired, move all units north and then
west onto the plateau in the northwest corner of the map containing
the Tiberium field.  Hug the western wall of the ravine to ensure your
units do not fall prey to the turret or obelisk inside the Nod base.

   Once you have reached the Tiberium field, proceed to the east edge
of the plateau and use your armor units to assault the Nod power
plants.  Destroy as many as you can (Nod will rebuild), then use the
ion cannon to destroy the obelisk.

   Now return your armor for any needed repairs, and prepare for the
final assault.

FINAL ASSAULT

   Mass your armor in the narrow ravine between the captured base and
the Nod base.  Build an advanced guard tower, but do not place it yet.
Build a handful of infantry, especially bazookas, and a couple of
engineers.  Load the engineers and a few infantry into an APC and have
it meet up with the armor.

   At this point,  Nod should have a lot of units waiting outside your
sandbag walls.  Let's take care of them.

   Place the tower along the wall, sell a northern section, and focus
fire with everything you have on anything that comes through the hole.
Don't forget the turret and SAM site when you are done.

   There should be a nice sized hole in the side of the Nod base; use
this hole to run your APC up to the Nod runway.  Unload the troops and
have the engineers take it as your own.  Follow the APC with the rest
of your armor as cover.

*** Watch out for turret and obelisk on other side of the entrance.
Lack of power plants should render the obelisk inoperative but why
take chances?

   Might as well try to capture the Hand of Nod as well.  No use
letting Nod pour more troops at you.  Use your armor to destroy
everything else in sight.  It's not quite as easy as it sounds - there
are a lot of Nod units camped out inside.  Use your units wisely and
rule the day.

BYE, BYE, KANE

   Now all that's left is the research center.  There are two turrets
on the north side of the Nod base; use standard loss leader tactics to
take them out.  The send a lone rocket launcher or Mammoth up north
and slightly east.  You should see the research center on a plateau
overlooking the east side of the base.  Fire a few rockets and take it
out.  Goodbye Kane!

*** Only worry about the northeast turret.  The northwest turret can't
hit units that stay to the east.

	Show off the impressive GDI technology by using the ion cannon

	on the research center if you like.
   
   Well that is that.  Pardon any spelling errors.   I wish I could
include the map but I have figured out a way by using ASCII
characters.

   I hope this helps
Re: GDI Final Mission Help Please
#1507
Author: Dazed and Confused
Date: Fri, 09 Feb 1996 00:00
30 lines
1552 bytes
On Thu, 08 Feb 1996 19:00:36 GMT, Richard@emphasis.demon.co.uk wrote:

>Phew!  This is serious.
>
>
>Ok down to basics - where is the best place to put the base.  I have
>read some crummy mag that talks about turning east after crossing the
>bridge and then putting the base in the gorge. Then blocking off the
>enemy with sandbags.
>
>Well, I SPENT SO LONG BUGGERING ABOUT WITH SAND I was completely
>overun.  And what about the Mini Nod base that magically appears in
>the tiberium field south of the gorge.  If left long enough it
>magically produces an obelisk of light without any power plant near it
>- PLEASE!
>
>
>Any tips would be more than appreciated as (I suppose you've already
>guessed this) I'm not heading anywhere fast!
>
>
>TIA
>
>
>Richard

   The final mission is divided in three separate segments.  The first
has you starting in the extreme NW section of the map, the second in
the extreme SW, and the final in the extreme NE.  
      Which segment on your on?
Re: GDI Final Mission Help Please
#1508
Author: Dazed and Confused
Date: Fri, 09 Feb 1996 00:00
57 lines
2768 bytes
On Thu, 08 Feb 1996 19:00:36 GMT, Richard@emphasis.demon.co.uk wrote:

>Phew!  This is serious.
>
>
>Ok down to basics - where is the best place to put the base.  I have
>read some crummy mag that talks about turning east after crossing the
>bridge and then putting the base in the gorge. Then blocking off the
>enemy with sandbags.
>
>Well, I SPENT SO LONG BUGGERING ABOUT WITH SAND I was completely
>overun.  And what about the Mini Nod base that magically appears in
>the tiberium field south of the gorge.  If left long enough it
>magically produces an obelisk of light without any power plant near it
>- PLEASE!
>
>
>Any tips would be more than appreciated as (I suppose you've already
>guessed this) I'm not heading anywhere fast!
>
>
>TIA
>
>
>Richard


   Looking closely at your message I see that you are on segment one
of mission 15.  (At least I think so)

   This is what the Official Guide to Command and Conquer had to say
about where to build the base:

A LITTLE HOUSE WITH A WHITE PICKET FENCE

   You start out in the northwest corner of the map.  Nod's base cover
the entire bottom of the map, with a main outlet in the center of the
map.  There is a rock-outcropping island in the northwest center of
the map, and Tiberium fields (outside Nod's compound) are to the
north, northeast, northwest, and southwest.

   To put your harvester in the "center of gravity" of the Tiberium
and be in an excellent position to mow down forces leaving Kane's
compound, put your base directly east to the rock island.  This is
risky at first, because you will be catching task forces as they leave
the Nod base.  But the natural constriction of Nod's door lets you
easily AGT's on him.

   Move your forces directly along the top of the ridge (of the rock
island), then swing south.  Deploy your MCY along the rocks about
halfway down the length of the rock island.  Put your power plant
southeast of the construction yard, a barracks southeast of that, then
your refinery south of this.  In this scenario, a barracks is
recommended before refinery so you have a modicum of force to deal
with Nod's AI teams while your refinery is being built.

   I hope this helps.
Re: GDI Final Mission Help Please
#1509
Author: Ric...
Date: Sat, 10 Feb 1996 00:00
23 lines
1124 bytes
(Dazed and Confused) wrote:
>

>   Looking closely at your message I see that you are on segment one
>of mission 15.  (At least I think so)
>
NO NO NO _ this is really quite complicated isn't it?

I start the misiion on a tiny island in the extreme SW of the map.

I cross the bridge and directly N is some land which then has a cliff
with a gun turret on it.  To the NE is a gorge and to the E is a
gorge.  

If I go along the E gorge (where the mag said to set up your camp) I
eventually hit the NOD base in the E. Whereas to the S is a tiberium
field with the magically self producing obelisk of light (are you
still with me?)  .

Any help  ...PLEEEZE


Richard
Re: GDI Final Mission Help Please
#1510
Author: p... Paul Bonn
Date: Mon, 12 Feb 1996 00:00
18 lines
1353 bytes
In article <311ba666...@news.demon.co.uk>,
   Ric...@emphasis.demon.co.uk wrote:
>(Dazed and Confused) wrote:
>>
>
>>   Looking closely at your message I see that you are on segment one
>>of mission 15.  (At least I think so)
>>
>NO NO NO _ this is really quite complicated isn't it?
>
I know this will be too complicated for some, but instead of giving a vague
description of where you start the mission, could you not instead just give
us the actual mission number.  I find this in MY copy of the game by going
into the Options menu and looking in the lower right corner (next to the Abort
Mission key).  For example, my current incarnation of mission 15 is called:
SCG15EB.  To me, this gives anyone who might be interested in helping you
out exactly what they need to determine you starting information.  Much better
than getting sarcastic and not getting any help at all.
Re: GDI Final Mission Help Please
#1511
Author: Ric...
Date: Mon, 12 Feb 1996 00:00
35 lines
2083 bytes
p...@topseal.techgrp.com (Paul Bonn) wrote:

>In article <311ba666...@news.demon.co.uk>,
>   Ric...@emphasis.demon.co.uk wrote:
>>(Dazed and Confused) wrote:
>>>
>>
>>>   Looking closely at your message I see that you are on segment one
>>>of mission 15.  (At least I think so)
>>>
>>NO NO NO _ this is really quite complicated isn't it?
>>
>I know this will be too complicated for some, but instead of giving a vague
>description of where you start the mission, could you not instead just give
>us the actual mission number.  I find this in MY copy of the game by going
>into the Options menu and looking in the lower right corner (next to the Abort
>Mission key).  For example, my current incarnation of mission 15 is called:
>SCG15EB.  To me, this gives anyone who might be interested in helping you
>out exactly what they need to determine you starting information.  Much better
>than getting sarcastic and not getting any help at all.
>


Hello Paul,

My use of capitals and the phrase "this is really quite complicated
isn't it?"  was to try and convey my frustration and how out of depth
I felt.  I was not trying to be sarcastic.  As you say, I wouldn't
expect anyone to help me if I was.  I suppose this illustrates the
limitations of text - perhaps I should have added a ;-{  or something.

Anyway your comments made me go and have look at the options menu
again and sure enough I noticed that I was on SCG15EB. Never noticed
it before - but then I never noticed that truck either.....apparently
the driver thought I was being sarcastic :-)
Re: GDI Final Mission Help Please
#1515
Author: Diario El País
Date: Mon, 12 Feb 1996 00:00
58 lines
3487 bytes
Ric...@emphasis.demon.co.uk wrote:
> 
> Phew!  This is serious.
> 
> Ok down to basics - where is the best place to put the base.  I have
> read some crummy mag that talks about turning east after crossing the
> bridge and then putting the base in the gorge. Then blocking off the
> enemy with sandbags.
> 
> Well, I SPENT SO LONG BUGGERING ABOUT WITH SAND I was completely
> overun.  And what about the Mini Nod base that magically appears in
> the tiberium field south of the gorge.  If left long enough it
> magically produces an obelisk of light without any power plant near it
> - PLEASE!
> 
> Any tips would be more than appreciated as (I suppose you've already
> guessed this) I'm not heading anywhere fast!
> 
> TIA
> 
> RichardOkay, so this is how I did it:
1) I built my base as soon as I crossed the bridge.
2) Took the turret to the north and to the west with bazookas/tank.
3) Built Guard Towers and placed in all 3 entrances to gorge. This should be enuf for 
defense (plus the hum-vee and few troops I made). NOD never sent enuf troops to hurt me 
badly.
4) Build a decent squad of bazookas.
5) Take out turrets to east with tank+bazookas.
6) I then started building my 6 orcas (over time).
7) Forget about the mini-base to the south. It takes too much to keep wiping it out and the 
NOD troops didn't bother me. I went back to it at the end.
8) Get tiberium from: field to west, then north-west, then north.
9) By then you should attack base to east. To do this: I destroyed obelisk with ion cannon, 
wiped turrets with tanks+bazookas, sent engineer in to get landing strip (sold it for $$$) 
and Hand of NOD (to avoid those pesky flamethrowers for popping out). Use SSM for troops.
7) This base is nasty to defend cos they keep attacking heavily, but the good part is that 
NOD kept building the airstrip so I kept selling it and making lots of money. I placed two 
AGTs at the north of this base (which were later creamed by a nuke -- too late for NOD 
though). Also placed 1 SSM, med. tank and MT next to them.
8) Now you can get tiberium to far east of your home base (south of captured base) but I had 
to loop over north cos of the obelisk at south mini-base (patience) kept blasting my 
harvester.
9) By now my force is pretty strong with 4 MTs and 5 orcas (plus assorted troops, SSMs, 
etc.).
10) I hit the second NOD base (north of camp) the following way: hit southern obelisk with 
ion, make a breach in south wall (far right corner) with orcas (watch out for the SAMs) and 
send engineers to capture airstrip and construction yard (many $$$). Then attack 2nd obelisk 
with orcas and send in everything you got and wipe base out!
11) After this, the rest is easy (also, you get to wipe out mini-base at south which was a 
great pleasure!!).
My keys to winning: 4 MTs, 3 harvesters, 6 orcas and capturing airstrips and construction 
yards with engineers.

I'm sure there is an easier strategy, but this worked for me! Need anything else, just 
e-mail me.
Regards,

Fernando.
Re: GDI Final Mission Help Please
#1512
Author: smi... Steve Mikell
Date: Tue, 13 Feb 1996 00:00
64 lines
3414 bytes
Ric...@emphasis.demon.co.uk wrote:

>(Dazed and Confused) wrote:
>>

>>   Looking closely at your message I see that you are on segment one
>>of mission 15.  (At least I think so)
>>
>NO NO NO _ this is really quite complicated isn't it?

>I start the misiion on a tiny island in the extreme SW of the map.

>I cross the bridge and directly N is some land which then has a cliff
>with a gun turret on it.  To the NE is a gorge and to the E is a
>gorge.  

>If I go along the E gorge (where the mag said to set up your camp) I
>eventually hit the NOD base in the E. Whereas to the S is a tiberium
>field with the magically self producing obelisk of light (are you
>still with me?)  .

>Any help  ...PLEEEZE


>Richard

Gotcha....this one was fun, cause the damn thing cheats, and I love to
bust a cheat.

Set up the MCV a little north of the island, build a few things to the
east and cut off the most southern route, build north from there and
cut off the gap between the eastern rise with the two turrets, and the
northern mesa with two turrets and a sam.  This will force everything
through the same gap, making defense easier.  For those who object to
sandbag walls, I like to use silos along cliff walls, etc...only $50
more and functional.  Later continue the line of defense either north
or east until you completely cut off the AI player.  Having wasted the
turrets and sam, expand east, letting your harvester open up the
eastern edge of that troublesome ridge.  Pre-place engineers, and
prebuild a sandbag for the moment the building starts.  Capture a
building and drop that sandbag fast, then grab the other building.
Oh, and watch out for three engineers that come cruising in from the
south, I believe from the beach west of this ridge.  Only because they
were headed for big game and ignored my barracks did I avoid an
"Abort"/"restart".......

Next....  I then sold my refinery and built a new one on the ridge, as
a lot of tiberium is due east, and the rest is north of there.  I blew
away the southern edge of the neighboring base with rocket launchers
and a conviently placed AGT.  After wiping this base, you face another
base farther north.  I blasted the north east obelisk and ran an APC
to the very top to allow me to capture an APP and MCV guarded by two
turrets that are in the far northeast corner.  Then capture the silos
north of the base, sell or destroy all but one, and place turrets
along the north , and blow him away.  The temple is northwest of this
base, accessable only by running through the last base.  

The AI player got off two "big ones", and each took out an AGT, and
everything in 3-4 square radius.  Do not put an AGT near any building
of value!!!!!!!!  good luck

I am finding some simple strategys that work wirhout much effort after
I survive the initial onslaughts.  My first rule is survive, build
where I can cut off the gaps
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