Command conquer 3 tiberium wars walkthrough. The best games in the Command & Conquer series. Act I. US East Coast
Command & Conquer
Now you play for very bad guys! It is much easier to destroy than to create. Do you think that now your missions will be damn simple? But it was not there!
* Mission 1: Libya (Libya).
Password: no.
This mission is simple. With all your fighters, you just need to “drive around” the bottom of the map, destroying the enemy (GDI). Enter the village and then go to the top of the map. Eliminate the guy in white.
* Mission 2: Egypt (Egypt).
Password: C99FAXKW8
The main goal is to destroy the weakly fortified Egyptian base, it has long been a thorn in the side. And why they didn’t do this before is simply amazing. Build your base right next to Tiberium and then attack the GDI base with all your troops and engineers.
* Mission 3: Sudan.
Password: GB4V1S7TT
Your task in this operation is the enemy prison camp, but do not destroy the prison building. It's best to do it this way. Bring troops to the camp and attack it with a small detachment. Send engineers (while you are fighting) to the camp to disable the main structures: barracks, oil refinery and, of course, the prison. Scouts on motorcycles should try to find the map as quickly as possible.
* Mission 4: Chad (Chad).
Password: YK4NRTQCT
Move very slowly and carefully (even though you already have a map). Don't let motorcyclists get ahead - they will become easy prey for the enemy. Try to lure the enemy using motorcyclists as bait. GDI doesn't have a base here and they can't get reinforcements. Wipe the village off the face of the earth - that’s the end of the operation.
* Mission 5: Mauritania (Mauritania)
Password: W15DASPS8
For this operation you need SAM missiles to repel attacks of enemy tanks on your base. If you manage to produce them in sufficient quantities, you will be able to destroy enemy aircraft and boldly attack his northern base without fear of air attacks.
Build your base near a huge Tiberium deposit and fortify it properly before returning to the main base.
Build your attack as follows. Send troops and equipment to the left side of the map and suppress GDI activity. Now send the rocket scientists and engineers up to the left, around the enemy. Bomb the sandbag barriers, create a passage through them and send engineers through to capture the MCV, Oil Refinery and Weapons Factory. Attack in the center yourself, with tanks and infantry, try to break through. Erase the surviving enemy troops from the face of the earth, destroy all buildings. The operation is completed.
* Mission 6C: Nigeria.
Password: AQINN7NKU
The enemy has a nuclear detonator and must be captured before it can be used against you. It is not difficult. Send the squad to the right without delay. Move the main forces and tanks directly south, where the airfield, landing lights and the helicopter are waiting. Get closer and the mission is complete.
Then there are three different options.
* Mission 7A: Gabon (left arrow) (Gabon - left arrow).
Password: GTJKWOJDK
Misinformation will work - You underestimated the power of GDI. Lead your soldiers down through the canyons (above the GDI base), then climb up and capture the NOD base. Engineers must capture the power plant and laboratory to the left of the main base, blocking the road with a wall of sandbags to cut off the enemy's escape route.
When the base is surrounded and blocked, build your base and create a Hand of NOD (on the lower left side of the map) to prepare an offensive. Be sure to grab the money box in the village, although this will trigger the planned attack. And do not forget to think carefully about the defense of the second bridge, closest to your base - this is a very vulnerable place. Be careful - the enemy can send tanks to the ridge (above your base) and fire at it from above. The rocket scientists need to figure this out.
When you are ready, gather troops and attack the base from the rear, capture buildings, destroy manpower and equipment. Seal holes in buildings with sandbags to prevent GDIs from crawling out like bugs.
* Mission 7B: Cameroon (middle arrow). Cameroon - middle arrow.
Password; OX3UJ0V6Q
A complex and lengthy operation. Gather your soldiers near the base (Tiberium), block both bridges over the river with sandbags. Build an installation and send motorcycle scouts to the left side of the map and down, scout all the black territories. There is practically no enemy there. Block the main entrance to the GDI base (in Tiberium) with sandbags or block the river with them. It is also necessary to block the possibility of an enemy attack from the north.
Form a tank division, accompanied by infantry, send it to the bottom of the map. Eliminate any resistance and clear the way to another oil refinery. The main base has three entrances: left, down and up. The goal of the mission is to destroy the village (above the base), and the only way there is through the base. Looks like you have a hard life ahead of you.
Send reconnaissance motorcyclists to investigate the situation (this is pure suicide). Block off the village with a row of sandbags. With luck, you will be able to transport troops and tanks to the village. Watchtowers are best destroyed by tanks and infantry. But it’s still better to send the tanks forward so that they take the fire. Protect your rear - the enemy can bypass and strike from behind. Destroy the village - the mission is over.
* Mission 8: Zaire (Zaire).
Password: C982ETIMY
First of all, move east - to the NOD base. Beware of tanks, grenadiers and minigunners. To destroy a tank, send one soldier and let him distract attention with his attack. Place people in two rows, and when the tank can be “lured” into the “corridor”, destroy it with fire from both sides.
Arriving at the base, sell the construction site, repair the power plant and Hand of NOD while you “create” engineers for yourself. Let them occupy three buildings. Build barracks and create soldiers to defend the base (Tiberium) in the southwest. The southern road is guarded by Hum-Vees and grenade launchers, while the rest are guarded by enemy tanks. And begin the assault on the base. Enemy tanks guard the hills around the base - destroy them with bazookas and grenades. Orcas will attack you as soon as you get close, so make four more bazookas (bazooka fighters) to fend him off. Once the hills are "cleared", occupy them with infantry and tanks.
Attacking the base from the north head-on is quite logical, but here the most powerful defense is. It's better to try to make your way through the valley that starts in the north. Then move south and destroy the first guard tower. An attack from the east is possible only at the moment when the guard disappears in the west. Approach the river, choose the moment, throw your troops to the eastern entrance, destroy all the guard towers.
* Mission 9: Egypt (Egypt).
Password: OFDWQ0JNK
You start with a small team, to which you can connect two engineers and 4 bazookas (in the upper left corner). Shoot the infantry guarding the bridge. Cross it and kill the three grenade launchers under the tree, below the cliff to the west. Now move northwest (towards the bazookas), while keeping an eye on the grenade launchers and infantry. Send your bazookas to destroy the Hum-Vee if it gets close. Don't forget to destroy the grenade launchers. The infantry should go around the hill from the south, then to the west, through the valley. Send another group to the southwest - destroy the minigunner shooters. Stay southwest until you reach the NOD base. Build a power plant and Hand of NOD, as well as engineers to capture the enemy oil refinery - take the necessary money from the box under the church (in the upper left corner) This task will be carried out by two "bazoukas" with two engineers (whom they must guard and escort to the base).
The enemy will attack from the north, northeast and east, so build a defense. Don't forget the sentry - build a gun turret and destroy it. Tiberium to the north, northeast and east.
The enemy base is in the upper right corner of the map. There is only one entrance, and it is guarded by two normal guard towers and one special one - the Advanced Tower.
Approach the base from the bridge, then go east. You'll see guard towers, turn south (until you see Tiberium), then go east. Send troops to the north, capture power plants and a construction site. The attacking group should consist of conventional and flamethrower tanks. Use mobile artillery only when you destroy construction towers.
* Mission 10: Tanzania (Left arrow) (Tanzania, left arrow).
The goal of the mission is to liquidate a weapons factory producing a new weapon - the Mammont tank. In the north, around the hill, grenade launchers have settled - destroy them (use attack tactics). Then send mobile artillery - destroy two tanks on the hill near the tree before they reach you.
Send the rest of your troops southeast of the hill. Approach the eastern bridge to lure the Hum-Vee into the valley and destroy it with bazooka and artillery fire. Eliminate the two soldiers on the bridge.
Gather the soldiers near the bridge, then go west, past the next bridge, kill four infantrymen (use swoop tactics). Destroy the tank and group your troops in the safe zone on the west bank of the river. Then go south across the bridge, kill the infantrymen, then go west - destroy the guards of the enemy base.
Enter the base from the west. Capture or destroy the weapons factory, destroy the Mammoths - they are on the south side.
* Mission 11: Namibia (Left arrow) (Namibia - left arrow).
Password: OX3UKOP94
You start in the southeast corner: minigunners, bazookas, engineers and artillery. Destroy the attacking tank, place the artillery in the valley. Send the "minigunners" to lure the enemy grenade launchers into the valley, under artillery fire. Send your troops east to the next bridge and destroy the tank with a bazooka - this is necessary, otherwise he may attack and destroy your base (as long as it is not guarded).
Go east to the guard towers and destroy the (left) artillery or bazooka. The infantry must then make their way into the base, while the engineers must seize the refinery and other GDI buildings.
Build weapon towers and new soldiers to defend your base from attacks from the south. Tiberium is located in the east and north. There is a box with money under the church in the village (in the south of the base).
The enemy base is located in the northeast. Before the attack, eliminate the patrolling enemy tanks. “Build” an attacking army, it should include Bazukas, attack cycles and three types of tanks - stealth tank, flame tank and tank. They will be able to defeat enemy tanks and Oracas, as well as the Mammoth patrolling in the zone. When you destroy the tanks, break into the base, destroy the construction site and power plants. This base is relatively easy to take, you just need to blow up the walls (on the left side) so that engineers can get there.
* Mission 12: Botswana (Botswana).
Password; MEY28UCVF
In this mission you must capture codes from the enemy's orbital ion cannon stored in their communications center. First, send the soldiers to the west, you will see two Mammoth tanks and a bridge. Take the motorcycle and attack the distant tank on the bridge. When the tanks open fire, quickly run behind the northern hill. Tanks will not pursue you and will transfer fire to your troops. Take another motorcycle, attack the "rear" tank, and then the front one.
Get over the bridge and point the tank north, you need to find and destroy the rocket launcher. Build a base at this location. Most of the enemy attacks will be from the north and northeast, build defensive structures on these sides.
Tiberium to the east, northwest, west and north of the base. And the enemy base is in the northeast. The weakest area of defense is the west. Collect an attacking fist - tanks, artillery and motorcycles. Drive the motorcycles into the valley to lure the tanks towards your base. Once you destroy them, send troops through the valley and further east. Use artillery fire to destroy the guard towers. Then send a Stealth tank to destroy the barrier on the northern side of the base. Send engineers here and capture the Advanced Communication Center.
* Mission 13: South Africa (South Africa).
Password: 45P58LIUG
The troops will appear in the lower left side of the map. Beware of the guard. Start building power plants and oil refineries to build the Obelisk of Light.
Build an airfield and some tanks to destroy the small base in the lower right corner of the map. It's very simple - there are only watchtowers and only one tank. Capture the base, build engineers, capture helicopters in the north. Then transport the engineers and infantry to the other side of the river, capture the oil refinery and power plant. You can block the bridge with sandbags (from the North), then shoot the guard towers with a long-range howitzer. Fight off the attack on the oil refinery and you can exploit the Tiberium deposit (at the top of the map).
There are two main enemy bases here. One is in the upper left part of the map. There is only one approach to it - from the east. It is guarded by guard towers. To capture the base, you must destroy the power plants (in the south), and, in addition, the Advanced Guard Tower (in the north). Block the entrance to the base with sandbags (to prevent the enemy from escaping) and watch the tower from behind a tree at the top of the hill. The second base is located in the upper right part of the map. The only entrance is on the south side. However, it is heavily guarded by guard towers, and the defense system is located on the northern side of the base.
Tiberium is located at the bottom, middle on the right side of the map. Do not occupy the northern part of the central road until the first base is captured or destroyed. Beware of a surprise enemy attack on your castle (Temple of NOD). Remember that as soon as you build it, you have nuclear weapons that can wipe out vast territories occupied by the enemy. This mission is difficult, take care of the security of the captured bases, otherwise the enemy may recapture them. If you win, you will have the opportunity to completely destroy one of the four “Wonders of the World”: The House of Parliament, The White House, Brandenburg Gate or the Eiffel Tower.
The story began at the end of the last century, when another meteorite that crashed onto the surface of our battered planet brought an unusual substance to Earth. Tiberius. According to the official version, it was first classified by Dr. Ignazio Moebius and named after the Tiber River, near which the meteorite was discovered.
Further research showed that the mineral contains considerable energy potential - of course, not in the esoteric sense, but in the most practical sense. This discovery would have remained on the pages of someone’s dissertation, if not for one circumstance. The mineral began to grow, constantly changing, permeating the soil and blooming in clusters of green crystals. Earth's vegetation mutated under its influence, and infected trees released millions of spores into the air. Tiberius spread far beyond Italy. Soon its quantity became quite suitable for industrial use, and fierce competition began for the valuable energy source. The First Tiberium War broke out.
Kane is alive...
And this no longer surprises anyone. The head of a religious brotherhood that once grew out of a terrorist organization has already suffered at least two deaths. The first came at the end of the very first game in the Command & Conquer series, the other effectively ended the Second Tiberian War in Tiberian Sun. But what are two deaths for a real prophet?
So, Kane, the permanent leader of the NOD brotherhood, and also a serious competitor of Forty-Seventh in the fight for the title of “the most famous bald man in the gaming industry,” has not changed at all. His face and voice were given to him by actor Joe Kucan, the image most likely came from the late Anton Szandor LaVey (of blessed memory), but Kane makes plans on his own, and more than grandiose ones at that.
The brotherhood is opposed by government forces GDI (Global Defense Initiative), in localization renamed the GDI. This is a military community of the G8 countries, created to counter the growing strength of the Brotherhood.
Both warring camps are very familiar to anyone who has even glanced at Command & Conquer. But now a third force comes into play - the aliens of the Skrinn race. Judging by the design of the missions, at first they wanted to make them the main surprise of the game, but later for some reason they were “shown” in several videos, and the intrigue disappeared. One way or another, aliens are a full-fledged third force, with their own buildings, troops and development line.
We'll get to know them better soon. Well, for now, let's remember what the C&C strategy series is and how it is played.
Old school strategy
In a nutshell: Command & Conquer is a technogenic real-time strategy with no limit on the number of troops.
The main resource in the game is Tiberium. It grows on the surface of the earth, is harvested by harvesters and is spent as currency on the construction of buildings, training of troops and scientific research. With a certain stretch, energy can be considered the second resource. It is produced by power plants and ensures the operation of energy-dependent buildings - research centers, technological buildings, stationary turrets and air defense systems. But energy is not consumed, but is only kept at a certain level, which is either enough to supply buildings or not. Actually, that’s why it cannot be fully considered a resource.
Construction begins with the assembly shop - the main building of the base. As a girl, he is a slow machine that can be turned into a building. An area suitable for construction is formed around it: this is where the remaining buildings are located, in turn further expanding the territory of the base. There are no “special points” in the game - any fairly flat land is suitable for development, as long as it is spacious enough and located close to existing buildings.
Note: the main building of the base can be folded back into the car, transported to another place and deployed again. Previously, this feature could be configured at will and was disabled on scenario maps, but here they decided to make it integral.
The base buildings can be divided into several groups.
* Construction. This is the main building of the base itself, as well as the construction crane. Each such crane adds another line of building construction.
* Military. Barracks, military factories and airfields - in a word, everything that produces infantry, equipment and aviation.
* Resource. The main building is the Tiberium processing plant; it is from here that the harvesters are sent to harvest the harvest. Tiberium storages also fall into this category: their number determines the maximum possible capital in the player’s hands. And finally - mining rigs. You can’t build them, but you can capture them and get a small increase in funds every second, without any harvesters.
Note: the aliens do not need storage facilities; all mined Tiberium immediately goes to the treasury and does not disappear, like others, when there is not enough space in warehouses.
* Defensive. Cannons, machine guns, anti-aircraft guns, stationary lasers. They do not expand the captured territory, but otherwise behave like all other buildings. For aliens, they are especially exotic: hives with exotic alien wasps are used against infantry, and dischargers, popularly called “combs,” are used against equipment.
* Scientific. They don’t do anything themselves, but they allow them to carry out research: improving buildings, infantry and equipment. In addition, they provide access to special abilities - ion cannons, nuclear bombs and various types of landing forces.
All three factions have these types of buildings in one form or another, with minor amendments. For example, the main alien building initially does not drive, but flies. Their scouts behave similarly.
Troops in the game are traditionally divided into three types: infantry, equipment and aviation. To produce each of them, appropriate buildings are needed: barracks, a military plant and an airfield. Engineers, as before, are capturing buildings, planes are flying, tanks are crawling - in short, no globally unpleasant surprises can be expected.
Note: troops - both foot and tank and air force - receive promotions in rank. Titles are given for the cost of destroyed enemy forces in comparison with the combat unit’s own cost. There are three ranks in total, they are marked with stripes. With each rank, strength and strength increases, and at the top level, health regeneration is also added to this. Practice shows that elite troops are significantly stronger than ordinary ones, and it makes sense to develop them. In a game with a computer, units guarding the approaches to the base quickly become elite, and in multiplayer, promotions often go to troops that destroy a small side base.
Twenty main differences
There have been a lot of changes in the strategy genre since Tiberian Sun, and some innovations simply could not help but be included in the third part of the Tiberian series. Below we provide a list of the most, in our opinion, significant new products and changes in the game, compared to its ideological predecessor.
* Tiberius became infinite. Previously, its fields ended if a Tiberium tree did not grow in the center. Now, every field grows around a break in the earth, and so - everywhere, on all currently existing maps.
* Scientific research has been added to improve infantry, equipment and buildings. Special scientific buildings are responsible for this research, and scientific work takes a long time and requires money.
* Individual soldiers were replaced by detachments. The riflemen are formed in groups of five, the rocket men - in groups of two, and the grenadiers - in groups of four. Such a detachment is controlled only as a whole. Only one infantry squad can fit into an armored personnel carrier.
* Many troops received special abilities. For example, riflemen learned to dig in (more precisely, build pillboxes), and attack aircraft learned to cover short distances using jet propulsion. These abilities can only be used manually.
* Base construction can now be carried out in several streams: each assembly shop and each crane can simultaneously work on one building from the main set and one defensive structure.
* Infantry, equipment and aviation are also ordered on a first-come, first-served basis. So many riflemen, then two grenade launchers, then three more squads of riflemen - something like that. The queue will be executed in the order in which it was specified.
* The troops learned to maintain formation. True, they do not do this themselves, but only forcibly - the construction method can be set by two simultaneously pressed mouse buttons. There are other useful commands - we advise you to study the list of hotkeys.
* The radar is no longer a separate building and is now built into the assembly shop, but still turns off when there is a lack of energy.
* It is now possible to occupy civilian buildings with infantry and fire from there while being protected by walls.
* The ion cannon has become many times more powerful and now, like a nuclear bomb, it destroys many buildings at once in a large radius.
* Most special functions (landing, bombing, force fields) are now aimed only at the open, visible area of the map. In addition, almost every such special function costs money.
* All base starting buildings have become mobile. Previously, this function was optional, and disabled by default.
* Underground transport has been abolished.
* Artillery installations have switched to the GDI side and are available almost at the very end of the technology tree. In return, the NOD brotherhood received a powerful walking Marauder tank, and all early GDI vehicles remained wheeled and tracked.
* Tiberium weeds that damage equipment have disappeared from the maps. The chemical plant that previously operated on their basis now produces bombs without requiring raw materials.
* The equipment is repaired itself, being located near military factories.
* The amount received upon sale of the building depends on its damage. Almost completely destroyed buildings are sold for pennies.
* GDI combines have learned to shoot. Their gun is weak, but it can handle a group of infantry. And even more so with an engineer.
* Aviation for the transfer of equipment has been preserved, but the method of obtaining it has changed significantly. If earlier GDI (and only they) could build a Carryall in order to use it for transporting equipment for as long as desired, now calling transport has become the ability of some combat vehicles and combine harvesters. Each call costs money, and after the transfer, the cargo helicopter flies off again in an unknown direction.
* In addition to the mobile assembly shop, another similar machine appeared - the scout. It cannot build itself, but, having dug in, it creates a small zone suitable for development around itself. And it's relatively cheap.
Well, now let's go back to our three rivals and look at them in more detail...
Global Security Council
Global Defense Initiative (GDI)
The basis of the GDI's strength is in powerful tanks. This faction is the least focused on tactical cunning and microcontrol. Playing for government forces welcomes systematic development, pressure by force and mass.
GDI Armed Forces
Arrows. A detachment of the simplest infantry armed with assault rifles. As an additional ability, they can dig in, or more precisely, build a pillbox for one cell. Subsequently, they can be evicted from it and put there, for example, rocket scientists who do not know how to dig in themselves.
Rocketeers. The squad has two fighters armed with rocket launchers. They attack any targets, including aircraft. Ineffective against infantry. It is best to place rocket men in pillboxes, neutral buildings or on armored personnel carriers, otherwise they will quickly die.
Engineer. A single infantryman, extremely weak and unarmed, but able to capture buildings. In addition, the engineer is able to instantly repair a damaged building, restore a destroyed bridge, and even sit in the cockpit of a defeated walking robot (including an alien one), bringing it back to life.
Grenade throwers. A squad of four people, armed, contrary to the name, not with grenade launchers, but with hand grenades. Perhaps it would be better to call them grenadiers, but to avoid confusion we will stick to the terms of the official localization. Grenade launchers are good at destroying infantry and buildings, and in addition, with one single grenade they kill all infantry holed up in a pillbox or a civilian building.
Snipers. They walk in pairs, kill infantry outright, and are ineffective against everything else. The sniper's (and only his) field of view can be used for an artillery strike. This is one of the few ways to fire powerful guns across the entire map.
GSB special forces. Direct descendant of Nod's elite commando from Tiberian Sun. He has excellent health, destroys infantry even more effectively than snipers, can blow up buildings and (new!) jump a short distance using a jetpack. Be careful - when planting explosives, the special forces soldier lies down and moves at a crawl for some time, which is why he often does not have time to escape machine-gun fire. Only one such fighter can be built at a time.
Stormtroopers. Elite infantry equipped with jetpacks like special forces. They are armed with Gauss guns and are very dangerous for vehicles and buildings. Keep in mind that stormtroopers do not fly on their own: their backpack is activated as an ability, that is, manually. And one more thing: attack aircraft cannot occupy buildings, but they can easily sit in armored personnel carriers.
"Bulldog". A fast car armed with a rocket launcher. It copes most effectively with aviation, a little worse with equipment and buildings, and very poorly with infantry. Can be armed with a mortar, if one is invented at the technical center.
Tank "Predator". Regular light tank. Destroys enemy equipment and buildings, does not attack air targets, crushes infantry. After the introduction of the Gauss cannon, it becomes noticeably stronger.
Armored personnel carrier. An infantry fighting vehicle armed with a machine gun, capable, among other things, of laying mines across the map. Accommodates one squad of any fighters, and they can fire in the usual manner directly from the cockpit, without interfering with the firing of the built-in machine gun. And an engineer placed in an armored vehicle becomes the most dangerous means of quickly capturing enemy rear bases.
Combine. It runs between the enrichment plant and the nearest Tiberium field, fighting off aggressors with a small machine gun. The most selfless car in the game.
MSC. It is also known as a “mobile assembly shop”. Can be assembled and disassembled an unlimited number of times. In the car version, it drives, but does not build, and in the building version, it builds, but does not drive.
Repair module. A unique GSB vehicle, no other camp has an analogue. In the “assembled” state, it moves sluggishly and dies from any blow, and in the “deployed” state it turns into a powerful outpost with two guns and an air defense system, and also repairs nearby damaged equipment.
Tank "Mammoth". The most powerful tank in the game. Heavily armored, armed with two types of weapons (cannon and missiles), attacks ground and air targets, and after the invention of Gauss cannons, they supplement their already luxurious arsenal. Five elite “mammoths” destroy everything in their path, and a dozen destroy everything.
"Juggernaut". Slow, vulnerable, but very long-range walking artillery. The “Artillery Strike” ability allows you to cover targets with fire even at the other end of the map, if the shelling zone is visible by a squad of snipers. This technique works successfully: first scan a remote area of the map, then drop a squad of snipers there and after that, strike with a group of “Juggernauts”.
Observer. For some reason, it is being built not at a military plant, but in the auxiliary buildings section using the means of an assembly shop. An observer is needed to establish a new base inexpensively. Take it to the right place, turn it around, it puffs for a while and... done! You can build nearby, if, of course, you have at least one crane or assembly shop at your base. By the way, once entrenched, an observer no longer turns into a machine. It's disposable.
Killer whale fighter. Carries six air-to-air missiles, which, depending on the target being attacked, can easily become air-to-ground missiles. As standard, fighter jets are equipped with a pulse scanner, which detects nearby hidden objects upon command. Another ability is invented in the tech center and allows you to drop a reconnaissance probe that dispels the fog of war. It would be practically useless if it were not for the ability to attach it to... enemy equipment.
Bomber "Hawk". It can act as a bomber and work part-time as a fighter, depending on what ammunition was given to it before takeoff. After the invention of the technology, the “Altitude Corrector” is trained to go into the stratosphere on command in order to descend from there directly to the target, bypassing all air defense systems on the way to it.
Transporter "Griffin". It is impossible to build “griffins”; they are called upon command from most types of military equipment, pick it up and move it to a specified location. After which they fly away without saying goodbye or responding to commands.
Peaceful and military buildings
Assembly shop. The main building of the base, around which the construction of other buildings begins. There are no improvements. Generates some energy.
Power station. Increases energy levels. After the construction of the technical center, it can be equipped with turbogenerators for an additional increase in energy:
* Turbogenerators. Unlike scientific research, this improvement is made for each power plant separately.
Concentrator. Tiberium processing station. It is built immediately together with one combine harvester; later, additional combine harvesters can be ordered at a military plant.
Barracks. All infantry, without exception, train here. Initially, shooters, rocket scientists and engineers are available, but as other buildings are built, this list expands significantly.
Armory warehouse. Allows you to train attack aircraft and special forces in the barracks, provides access to the “Landing” special function, and is also responsible for the following research:
* Composite armor. Increases the defense and health of shooters, rocket launchers and grenade launchers.
* Scanners. Equips stormtroopers with invisible object detectors.
* Stimulants. Teaches stormtroopers how to self-medicate between battles.
Military plant. It is here that all riding, crawling and walking equipment is produced. In addition, flying repair robots are constantly circling over the plant, ready to repair damaged equipment.
GSS headquarters. Makes training available in the barracks for grenade launchers, and is responsible for the special functions “Scanning”, “Airstrike” and “Hounds”.
Technical center The main technological building of the game. Responsible for the “Veteran Snipers” and “Hounds” special functions, allows you to build “Mammoth” tanks and “Juggernaut” long-range artillery, train attack aircraft, improve power plants and build ultrasonic turrets. In addition, the following studies can be ordered at the technical center:
* Mortars. Equipping ultra-light Bulldog tanks with long-range guns.
* Gauss gun. Arms Predator and, more importantly, Mammoth tanks with an additional beam cannon.
* Height correctors. The improvement affects Yastreb bombers, allowing them to fly faster and fly to higher altitudes on command, becoming invulnerable to enemy air defense systems.
* Reconnaissance probes. Trains Orca fighters to drop spy probes, in particular, to attach them to enemy equipment.
Airbase. Bombers and fighters are ordered, built, repaired and reloaded between combat missions here. In addition, the airbase gives most infantry and vehicles the ability to call upon Griffon transport aircraft. Finally, this building is responsible for the special function “Airstrike”.
Satellite communication station. Fully provides the special functions “Assault Group” and “Sound Wave”.
Tap. Each crane built, like an assembly shop, adds another line of building construction. The only difference is that the crane cannot build another crane.
Watchtower. Machine gun bursts from the tower are excellent at destroying infantry, but are useless against any other targets.
Gun "Guardian". Small anti-tank gun. The effectiveness is quite doubtful.
Air defense battery. Large-caliber anti-aircraft machine gun. It quickly deals with aircraft if they do not move out of the fire zone in time.
Storage. This is a kind of wallet for our base. The more storage facilities, the more money can be on hand at the same time. Usually, several such buildings will not hurt, but you should not get carried away with them: if resources accumulate, it means that development is not optimal.
Ultrasonic weapon. The best defensive structure in the game. In terms of destructive power, it is comparable to the “obelisk” of the Brotherhood and the “comb” of the aliens, and moreover, it immediately hits all targets in the line of fire. In a successful scenario, a pair of these guns will immediately turn a Mamontov tank wedge into ruins.
Ion cannon control center. Provides access to the GDI superweapon - the Ion Cannon. When this building is built, its location is immediately communicated to the enemy.
Special functions of the State Security Service
Special functions are provided by corresponding buildings, require money for each use and are recharged for some time.
Scanning. It is aimed at a closed area of the map and temporarily opens the “fog of war” above it. This action can be noticed by the enemy.
Airstrike. Bombardment of the indicated zone by three Orca fighters. Very weak.
"Hounds". The planes bring two armored personnel carriers and two Bulldogs to the battlefield, all with veteran rank.
Landing. Drops two squads of shooters and rocket launchers at a specified point on the map. All with the first rank increase. Keep in mind that transport planes can be shot down during approach and landing.
Veteran snipers. The same “landing force”, only consisting of three groups of honored snipers. Useful for directing artillery fire.
Assault group. Landing of three groups of veteran stormtroopers. Very useful, especially considering that the landing party does not fly across the entire map on transports, but descends vertically in a special capsule.
Sound wave. It aims at a scouted area of the map and fires a salvo, killing infantry and temporarily paralyzing equipment/buildings.
Ion weapon. Superweapon. It fires for free, but takes seven minutes to charge, and immediately after construction it is completely discharged. Today (version 1.04) it is the ion cannon that most often causes the game to crash to the desktop.
GDI campaign
This campaign can be considered educational to a certain extent. Despite the full seventeen missions and the storyline, it is structured to teach the player the basics of base construction, tactical and strategic management, familiarize the player with the interface and gently introduce him to the game. A significant part of the intrigue will remain behind the scenes here, but it is understandable: the GDI forces act directly and are not inclined to lengthy discussions about the nature of all things.
So, the year is 2047. With two Tiberium wars behind us, there has been relative calm in the world for many years now. The aggressive NOD Brotherhood remains calm and only occasionally asserts itself through small local sabotage. But on a planetary scale, things are not so rosy. The alien mineral - Tiberium - continues to spread across the planet, making about 30% of the land uninhabitable. These areas are called "red zones".
The “yellow zones,” which already include more than half of the planet’s surface, are in an intermediate state. They are heavily contaminated with Tiberium, which causes disease and bizarre mutations. Yellow zones live under a constant “martial law”, most government institutions do not function, society is in a state of deep crisis.
Safe blue zones are less than 20%. It is in them that civilization is still more or less maintained, and it is there that the headquarters of the GDI is located.
Mission 1. North Carolina Wastes
It has been reported that a NOD truck loaded with explosives has been found in North Carolina. During an attempt to detain the driver, he blew himself up, but reconnaissance discovered underground communications there and, apparently, a fortified enemy base. The task is to go to the scene of the incident and draw up an operational report. Act according to the situation.
Overall this is a simple tutorial mission. First, we occupy two towers with detachments of elite infantry and repulse the NOD attack, then we bring the base back to life, build rocket men and demolish the small enemy base in the east. Another section of the map opens, and we are allowed to try out aviation. And when a missile defense is built at an enemy base, an order is received to demolish it with an ion cannon. One successful salvo from orbit and the mission is complete.
The next GSB summit on energy issues began at the Philadelphia orbital station. The top officials of the Global Security Council, under the leadership of Director Ginzburg, discussed issues of planetary ecology and the fight against Tiberium contamination...
Meanwhile, an explosion occurred at the Goddard Space Center. The world's missile defense system malfunctioned, and minutes later, an inconspicuous silo hidden in the deep steppe of Cairo released a missile. Without appearing on the disabled radars, it gained altitude, passed through the stratosphere and struck the main GDI facility in orbit. Philadelphia Station destroyed...
Mission 2. Pentagon
Having finished off all the enemy leadership at once, the NOD Brotherhood went on an open offensive. All blue zones were attacked. The largest cities came under attack, and first of all, Washington, the headquarters of the GSS.
In other words... The Third Tiberium War has begun.
The Pentagon must be kept from destruction at all costs.
Completing the mission is not difficult, but funny. First, with two groups of elite infantry, we clear the site with power stations from NOD militants, then we capture the power stations, returning the machine gun towers on the defensive perimeters to work. In the end, having received reinforcements and figured out how to put grenade launchers into armored personnel carriers, you will be offered, in essence, to clear the map of the enemy... But what is the phrase: “Let your engineer capture the Pentagon!” That's how I imagine it.
Mission 3. Hampton Roads
GDI ships approaching the coast were bombed. For reinforcements to arrive, the airbase must be destroyed. To do this, you are given one special forces soldier.
It is important for the special forces to move carefully, shooting enemy troops as they arrive. First, there will be a small base with a power station on the way - by blowing it up, you will disable the machine-gun tower, which covers the control center. When the air base is blown up, the ships bring reinforcements in the form of several squads of snipers. But in order to get all the rewards, I advise you to continue the game with only the special forces.
Move towards the enemy's main base. If you blew up the bombers and collected all the “chests” you encountered along the way, the special forces soldier already has the rank of “elite” and is self-healing. Then kill the motorcycles in a direct firefight, the flamethrowers from afar, and blow up the flamethrower tank by shooting at the nearest barrel.
Mission 4. Langley AFB
The air base is occupied by the enemy, GDI forces are landing off the coast. It is necessary to recapture the dilapidated coastal one, establish the production of troops, capture the air base and destroy key NOD buildings in this region.
A very simple mission to pressure by force. The optimal troops are armored personnel carriers, equipped with squads of rocket and grenade launchers. First, we liberate the base, clear the nearest buildings from the shooters hiding there, then we occupy the air base and demolish the unprotected enemy base with three raids. For the side mission - capturing the enrichment plant - take several cars with grenade launchers and one with an engineer. Since the conflict on this map does not tend to drag on, the enrichment can be sold immediately.
Mission 5. White House
While we were defending the Pentagon and liberating air bases, the Brotherhood captured the White House. From a strategic point of view, this is not much value, but a scorpion flag flying over a government building undermines the morale of the GDI soldiers. Therefore, it is necessary to beat him back, at the same time destroying a nearby warehouse of enemy weapons.
Two squads of rocket launchers were given to us to blow up two air defense installations. Do not be afraid of enemy troops, they will not react in any way to the explosion of installations. When the rocket launchers do their job, an air strike will become available that will destroy all the numerous enemy equipment. By the way, nowhere except for this mission does it work so powerfully. Tricks of an insidious script, no less.
Finally, you get access to the development of your own base, and it’s only a matter of time before it’s time to destroy the NOD forces. Personally, I sneaked a mobile assembly shop and tanks behind the White House, set up a base there, studded with guns, and little by little lured the enemy there, and later I simply crawled with my base onto the enemy’s. There are other options.
Act II. Egypt
While General Granger and I commanded troops and performed one feat of arms after another, Redmond Boyle, recently appointed as the new Director of the GDI, was shining on television. No, the program that is still amazing is “The William Frank Hour.” And to hell with the fact that, contrary to expectations, it lasts about a minute. But - God - either the localizers decided to joke, or the scriptwriters turned out to be humorous. Well, what journalist in his right mind does this and asks a politician whether his promises will be kept? No, this is beyond good and evil...
Mission 6. Kasabad
An alarming report has arrived from North Africa... It seems that the NOD Brotherhood is working hard to create chemical (or perhaps even nuclear) weapons. Let's figure it out on the spot. The order has been received, travel allowances have been issued, three pairs of clean socks are packed in the suitcase...
The situation is as follows. A detachment of stormtroopers was sent to inspect the suspicious plant, but later contact with it was lost. We need to complete the inspection, and it is already clear that nothing good can be expected there.
The mission is not difficult, the main thing is to recapture the base, build several infantry fighting vehicles and plant missilemen there: air attacks are not uncommon here. Prizes are scattered around the map, bringing money or improving troops. Build a couple of engineers and capture the Tiberium towers. Actually, that's all. We use brute force to demolish the suspicious plant, followed by two factories producing NOD military equipment.
Mission 7. Alexandria
Now it’s clear what the plant was doing, pretending to be an irrigation station until the very end. He created a new weapon for the Brotherhood - the Tiberium bomb. Based on a previously unstudied, liquid form of Tiberium, it is predicted to be an order of magnitude stronger than nuclear, and in addition to cause a chain detonation of green crystals within a large radius of the explosion. The plant was destroyed, but several samples may have already been produced there. The task is to destroy the only port in the area, from where dangerous products can sail to any point in the world. The port city in question is Alexandria.
Mammoth tanks are a terrible force. Especially when they are not just given in certain quantities, and not even just allowed to be built, but also allow you to improve tank guns with Gauss cannons. For the sake of experimentation, I completed this mission with one Mammoth tank, bringing it to the elite level in small attacking groups. But you can also act simply by force - it will work out faster. The main thing is not to forget to capture the EMP control center, and also to sink the ships before you blow up the port cranes, otherwise you will not have time to complete additional tasks.
Mission 8. Cairo
The operation in Cairo has nothing to do with the overall plan to combat Kane's Tiberium weapons, but it is here that the Brotherhood's nuclear base is located. Yes, yes, the same one from which the ill-fated rocket was fired, which became the cause tragic death GSS leadership. For us, leaving no stone unturned is a matter of honor. And besides, we are still in Egypt for now - just on the way, so as not to make an extra detour later.
The task as a whole is not difficult - to blow up the launch silo, and at the same time destroy the administrative buildings of the NOD. It becomes more complicated because a second rocket is being prepared for launch. Almost immediately after the start of the mission, a countdown starts and time is limited. There may not be enough time to develop and build a serious tank army. Therefore, I attacked the launch silo with several groups of attack aircraft, then carried out side missions and, finally, leveled the administrative buildings, the destruction of which victoriously completed the operation.
Act III. Eastern Europe
The nuclear silo has been destroyed, the Brotherhood's advance has been stopped, and the production of Tiberium weapons has been stopped. The GDI forces have given a worthy rebuff to the instigators of the Third Tiberium, and victory is just around the corner.
But it’s too early to celebrate. There are rumors that all this military fuss is a pure farce, a kind of diversionary maneuver, and somewhere in the meantime something really large-scale is being prepared... Moreover, fighting is still going on in Eastern Europe. That's where we're going.
Mission 9. Croatia
The GDI base in Croatia was unexpectedly subjected to a massive enemy attack. Both infantry and military equipment are used. The fighters were taken by surprise, a little more - and the base would be swept off the face of the earth. It is urgent to take control and hold out until reinforcements arrive.
A very tough mission. Frankly, I tried to pass it seven or eight times and was even thinking about lowering the difficulty level... But no, I finally passed it, and here’s how. So, the enemy is attacking from four sides, and there is not enough energy for all the turrets. The logical solution is to switch it to the necessary buildings, turning off temporarily idle ones. But this is not enough, and “playing electrician” alone will not do. Therefore, as soon as the mission begins, you need to build a second harvester. The troops should be separated to the sides, covering the machine-gun turrets with them. And urgently rivet equipment: armored personnel carriers and tanks. We seat the machine gunners first to create a powerful bullet barrier and prevent explosive fanatics from reaching us. Second, we take them to positions and make sure they don’t run away. Well, in parallel, of course, we switch energy between the guns.
If you do everything correctly, the amount of equipment at your base gradually increases, the defense becomes stronger, and soon you practically stop losing troops. Damaged tanks should be taken out of battle and repaired near the plant in order to finally reduce losses to zero.
That's it, we defended the base. Now it's time to take care of the arriving reinforcements. Despite the lasers shooting at the ground in front of them with the persistence of an idiot, nothing really threatens the waiting troops. To meet them, take several of your best armored personnel carriers with machine gunners and, in addition, the same number with grenade launchers: along the way you will have to clear the buildings of the infantry settled there.
Having taken all precautions and delivered the mobile assembly shop under the cover of the turrets, we begin construction. Actually, the difficult part is over - then you need to methodically gain strength and destroy all three enemy bases. The problem can only arise from the southeast. It can be attacked by “jumping” attack aircraft, or it can be done more cunningly... If you drag the assembly shop closer to the ledge, the next building can be erected at the top. Thus, we are building another full-fledged base there, building any equipment there and crushing the enemy’s defenses, which are not prepared for such tricks.
Mission 10. Albania
Intelligence reports that huge warehouses of not yet put into operation have been discovered in Albania. military equipment. They give us little strength, but, in theory, they should be enough to disable stationary equipment and even overcome possible enemy resistance.
Looking ahead, I’ll say that on this map I had to seriously deal with clumsy scripts, since several times in a row I managed to do something that the developers probably did not consider possible - at least, they clearly did not count on such a situation.
So, after a certain portion of preliminary procedures (blow up a small base, repair the bridge with engineers), we have at our disposal a mobile group of armored vehicles, reinforced with a repair module. Let me remind you that this machine, when folded, is a very vulnerable target, but when deployed, it turns into a powerful outpost, firing at all types of targets and repairing nearby equipment. Staying in a group, the detachment gradually moves to the northwest, and valuable engineers remained at the bridge, just in case. By fighting off constant attacks and being repaired, all equipment gradually gains the rank of “elite” and can already repair itself.
Instead of destroying the northwestern NOD base, we bring engineers there and capture the barracks. And here is the first bug of the script: a capture is considered a death, and if you capture several buildings, the mission will end in defeat with the words: “Too many engineers died!” Therefore, we will be smarter: having occupied the barracks, we begin to produce technicians there and use them to privatize the rest of the buildings. And only those that, when sold, will bring more than the cost of building an engineer. We demolish the remaining enemy houses without a twinge of conscience.
Ready. The base has been disposed of, and the second one, that is, the central base, is next. It is guarded by “obelisks” that kill the elite Predator tank in two or three shots. Well, okay, we don’t need that much. We bring the repair module closer to the firing position and, in a first-come, first-served manner, drive the tanks back and forth, according to the “one shot, and we’re off to repair” principle. That's it, the defense is broken. We enter, destroy power plants, demolish all other defenses... And then - all the neutral equipment on the map awaiting their turn.
We go to where they promised reinforcements (although why the hell is it needed already?)... And immediately we encounter the second bug: an alarming female voice warns that in the center of the map there is a terrible enemy base. “Look, look, how scary...” Well, the camera clearly shows burning ruins and bare concrete where tanks recently passed. The voice stops mid-sentence - apparently having realized the absurdity of the information being communicated, and then a third bug appears on the card. Nod fighter. He happened to appear exactly opposite the enemy’s (and now mine) barracks, where a dozen missile squads had formed up for order and were forgotten as unnecessary. Naturally, the winged guest did not even have time to squeak and fell to the ground even before the aviation came under my command. That's it, the mission is over, and not with the best score: the game failed to recognize the downed fighter and reproachfully marked one of the additional tasks in red. Alas.
Note: the mission could have been completed easier by immediately going for reinforcements... But why ask the command for support when you can simply make good use of your own tank unit?
Mission 11. Sarajevo
Kane has been located. He is hiding in the unprecedentedly protected Main Temple near Sarajevo. In addition to standard defenses, the temple is reinforced with distortion field generators that prevent an orbital strike. The building is invulnerable to other types of weapons. It is necessary to suppress enemy resistance, storm the citadel and destroy the generators.
But using ion weapons is extremely dangerous. According to intelligence data, right under the temple there is a huge storage facility for liquid Tiberium, which can detonate from a salvo of an ion cannon. The order to use the orbital cannon can only be given by the GDI High Command.
Kane's citadel is well protected, but this mission cannot be called particularly difficult. We occupy the entire western end of the map, lock the enemy in the citadel, blocking the exits with Mammoth tanks, increase our offensive potential in the form of the same tanks, improved by Gauss cannons... And finally we launch one decisive attack, completely demolishing all obstacles. We capture a processing plant and a research center, catch the unwary “Marauder” with special forces... in a word, we carry out a full set of side tasks, after which we disable the generators.
The ion cannon is ready. You can shoot.
Despite the squabble between Granger and Boyle, we have no choice. Boyle is the commander in chief and he gives the orders. The orbital weapon is ready, the beam is gaining power... Salvo!
Act IV. Central Europe
The explosion of liquid Tiberium occurred exactly as scientists predicted. Nearby accumulations of the mineral detonated, and a giant mushroom rose above the planet. Millions of senseless victims, among which, perhaps, there was only one “necessary” death. Kane, the leader of the Brotherhood, could not survive at the epicenter of a monstrous explosion that led to a catastrophe on a planetary scale...
But the explosion also had other consequences. As if responding to a gigantic ejection of matter, unidentified space objects rushed to earth. The command hastily gave the order to attack the aliens from orbit, but the weapon did not cause them much harm. Divided into smaller fragments, the alien ships successfully landed. And it began...
Mission 12. Munich
The aliens attacked several large European cities at once, causing panic and destroying everything in their path. This is very similar to a red herring - the alien invaders are showing miracles of cruelty and committing unjustified, demonstrative atrocities throughout central Europe.
Be that as it may, the evacuation of Munich is now in full swing. It is necessary to escort the trucks with engineers, covering their retreat. And if possible, regain control of a couple of lost buildings that are of strategic importance for this region.
What is really difficult here at first is to distinguish a potentially dangerous enemy from a “decorative” one flying only to create the appearance of a massive invasion. The real danger is posed by three types of enemy troops: walking Annihilator tanks, anti-tank infantry and Burevestnik fighters. Huge planetary stormtroopers and their miniature satellites float above the map for show, and should not be distracted by them.
The most difficult thing is to target the "petrels", so it is best to unite all the troops into a group and lead, covering the trucks - so that they themselves open fire on air targets. When the threat comes from enemy ground forces, focus fire manually, and then return to “passive” escort.
Having met a detachment of engineers, you should immediately send two of them back to the city to capture the building indicated on the map. It is enough to cover them with a not too strong (and not anti-aircraft!) detachment. Let the remaining engineer follow the main convoy: the required power plant will be found exactly along the way.
All. We've arrived.
Mission 13. Stuttgart
Another city to be invaded. There are virtually no survivors, and the few who survive are scattered in small groups throughout the region. The task of the special forces officer at your disposal is to unite the scattered forces of the GDI, restore the base with the efforts of engineers and destroy all aliens who are within reach.
Unfortunately, there is no radar in this mission, and you have to literally navigate by touch. First of all, I advise you to find engineers - they correspond to the yellow arrow under the number (2). Not because we are rushing to restore the base right now, but simply because an engineer in the company of a special forces soldier is a well-coordinated pair of specialists who, in a matter of seconds, can turn someone else’s walking Annihilator tank into their own. The special forces explode, and the engineer immediately returns to life.
When the squad consists of about three walkers, you can think about going to occupy an abandoned base in the southeast of the map. You should immediately occupy the power station - the script will work, and the entire base will come under our control without wasting any extra money on engineers.
Note: on the map, including near the base, there are Tiberium towers and unoccupied vaults.
Once the base is operational, repair the ill-gotten walkers, take up defensive positions and get ready to raise a few more with engineers. If you have enough money, build armored personnel carriers and tanks, and use rocket launchers to occupy empty buildings in order to deftly shoot down aircraft. When you have enough strength, go west, bringing abandoned firing points back to life. Also, collect the lost poor fellows from the map and destroy everything that was not born on Earth.
Mission 14. Cologne
Almost the entire GSS base remains in Cologne. It is necessary to assess the enemy's forces with a small reconnaissance group, restore the base and destroy everything alien.
The operation as a whole is not complicated, it is only important to attack the right targets with the right weapons in time. Stormtroopers easily destroy enemy light and medium armored vehicles, and when they reach the “elite” level, they become almost unkillable. The danger for them is the numerous infantry - this is where special forces come to the rescue. And if a three-legged annihilator looms on the horizon, that’s also his thing.
So, alternating attacks, we make our way across the bridge to the eastern end of the map. We are restoring the operation of the base and establishing the production of blue Tiberium. At the same time, we capture the power station that we passed by on the way to the bridge, repair the ultrasonic guns and hold back the waves of advancing aliens.
Then there are two options. Firstly, you can use reinforcements from the captured house, clear a workaround, sneak into the enemy base with snipers and demolish the main building with artillery fire. Or you can be more impudent - start building cannons and power plants right deep into someone else’s base. It’s a little longer, and at a certain stage you’ll also have to take care of air defense... But it’s more reliable.
Mission 15. Bern
The final displacement of aliens from European cities is destined to occur in Switzerland. Only ruins remained from Bern, and now there is (again, according to intelligence) a well-guarded central building of the aliens. And besides it there are two auxiliary military bases. It is necessary to destroy the command building at the main base.
It will be difficult here at first. The offensive comes from three sides at once, and at the most inopportune moment, several “Destroyers” appear at the limit of visibility, spraying plasma on the newly built fortifications and disassembling fresh “Mammoth” tanks into pieces.
There is only one piece of advice - to focus not on stationary defense, but on mobile strike groups consisting of improved Mammoths. They will help shoot down the extremely dangerous mother ship, preventing this floating fortress from wiping our base off the face of the Earth. In addition, the neighboring (eastern) base should not be destroyed, but captured. It will be possible not so much to build “Annihilators” (“Mammoths” are still better), but to provide a power shield to those alien robots that were first killed and then revived by engineers.
As enemy robots are forcibly transferred to our side, the pressure from the enemy will begin to weaken. Now it’s time to remember the goals of the mission and strike a decisive blow with this entire caterpillar-walking armada.
The aliens left the cities of earthlings alone, concentrating on the construction of colossal Tiberium towers. And even though their purpose remains a mystery, one thing is clear - they probably do not promise anything good for humanity. One of them, the largest and almost completed, is located near Rome. That's where we're going...
Mission 16. Rome
A grandiose construction project has begun not far from the capital of Italy. A spiral tower with a base diameter of more than a kilometer reaches its top far into the clouds. What kind of design is this? What will happen when the aliens finish building it? The command hopes that we will never find out. The goal of the special operation is to get closer, destroy three protective generators (familiar procedure?), and then cover the tower with an ion salvo from orbit. A Brotherhood base has also been spotted nearby, which gives another reason for caution.
Initially, we have at our disposal a small patch of land, separated by a chasm from the rest of the map. From the north, NOD aircraft carry out regular raids, and from the east, alien troops are constantly teleported through the gap. The only way to survive here is expansion.
I acted like this. He built a reconnaissance aircraft and an airfield, transported it to the far shore from the side of the NOD base, covered it with jumping attack aircraft and deployed an additional base. Five minutes later, he populated the base of our ideological opponent with engineers. And having two sets of military technologies and actually three bases, he easily neutralized the eastern alien base and soon sent troops to the main one.
It was not difficult to destroy the generators. Aiming an ion weapon is even easier.
Mission 17. Epicenter
The technology to combat aliens has been established and implemented everywhere. Unfinished towers are destroyed by strike groups around the world. At the moment, there is only one left - and only because it is being intensively defended by NOD troops. But that will not be our target: GSB military analysts have discovered a much more interesting object. It seems that the main alien command post is now located near the epicenter of the Tiberium meteorite explosion in the Italian “red zone”. If it can be destroyed, perhaps the entire Skrinn war machine will stop, and their invasion of Earth will be completely stopped.
Meanwhile, the conflict between General Granger and GDI Executive Director Boyle reaches its climax. It is now clear that no matter how this operation ends, they will no longer be able to work together. Boyle's scientists examined materials from the secret NOD plant and managed to develop a Tiberium bomb: a powerful weapon capable of incinerating not only the main headquarters of the aliens, but also their entire base. The head of the GDI insists on ending the Skrinn invasion with a single bomb strike. Granger calls such an order criminal and begs to resolve the issue using more traditional military tactics. After all, the explosion of a Tiberium bomb in the “red zone” will lead to such a chain reaction that the disaster after that ill-fated ion cannon shot will seem like a trifle. The decision is yours.
From a tactical point of view, the mission is not difficult, although the battle involves huge forces. NOD troops are fighting the invaders, we are also pushing them back on all fronts, not forgetting to “resurrect” fallen combat robots with engineers. Perhaps the only trick lies in one side task, when you need to get the alien mother ship to turn towards the NOD camp. To do this, carry out a small sabotage raid, destroying the Brotherhood's camouflage towers. Otherwise, the air fortress will head in your direction and will have to be shot down.
And now the offensive is entering its final stage. The NOD base quietly collapsed, the screens were driven into a corner, their main building was scouted. For the first time we have a choice. Use a tiberium bomb? Or maybe crush the enemy building into the ground with the tracks of conventional tanks? Decide quickly. Your future career in the NHS depends on it. How? You'll see.
The alien forces are completely destroyed. Having lost contact with headquarters, the Skrynn troops broke down, instantly turning into a pile of alien materials of unclear composition. There was only a lonely tower left - the only one that was still completed. There is no way to destroy it: once completed, the building has become invulnerable to all known types of earthly weapons. However, the tower does not show any activity - it froze, froze and will probably remain like that until the end of the world - like a silent monument to everyone who fought with the invaders and defeated them.
But this is just part of the story. If you look at it through the eyes of the NOD, other facets will open up, shedding light on many circumstances that remained a mystery to the GDI.
Brotherhood of NOD
Brotherhood of NOD
The Brotherhood of NOD is a secretive faction, emphasizing camouflage, swift attacks and carefully planned sabotage. In terms of brute strength, it is slightly inferior to the government GDI troops, but largely makes up for this with a variety of special functions. And numerous light aircraft.
Military forces of the NOD Brotherhood
Militants. The weakest soldiers in the game. They die instantly, are not trained in anything special, are effective against... engineers, one must assume.
Rocket launchers. They attack aircraft, equipment and buildings. If you combine a tank attack with an infantry attack - so that enemy tanks cannot crush the soldiers with their tracks - it will work out well.
Technician. A technician, unlike an engineer, has another useful skill - mining bridges and buildings. When enemy troops step onto the mined bridge, it will collapse with a crash and roar. An equally pompous effect is achieved when enemy infantry tries to occupy a mined house.
Fanatics. Suicide group. They run fast and attack in the only way - by exploding. Each fanatic explodes separately, allowing one group to commit suicide multiple times.
"Black Brothers" Flamethrowers. Useful against infantry, but even more useful when clearing houses occupied by enemy infantry. One single flash, and the building is ready for occupancy again.
"Shadows." The main sabotage unit, unique in several respects. Firstly, this is the only flying infantry in the game, unless you count the short jumps of attack aircraft as flight. Secondly, “shadows”, like special forces, know how to blow up houses. And finally, they act covertly and can get close to the enemy base completely unnoticed.
Punisher NOD. A unique fighter, in many ways identical to the GSB special forces. True, it doesn’t jump and feels somewhat weaker, but as soon as it stops, it goes into invisibility. It blows up houses, destroys infantry in a matter of seconds.
Motorbike. The Brotherhood's constant fighting machine since the very first part of Command & Conquer. It shoots down aircraft, bites equipment and buildings, and is killed by a couple of stray missiles.
"Raider". Car with a machine gun. The soldier is not transported, but after improvement he is equipped with an electromagnetic pulse generator that paralyzes equipment. However, I must admit, I have never been able to use it wisely.
Tank "Scorpion". Light tank, the basis of a tank blitz attack when playing online. Being equipped with a knife trawl, it is trained to crush not only light, but also heavy infantry.
Combine. Unlike the GSB combine, the Nodovsky combine cannot shoot. He has another trick - a portable stealth generator that hides the harvester from prying eyes. The most secretive car in the game.
MSC. Mobile assembly workshop. It unfolds into the main building of the base and is no different from a similar GSB device.
Flamethrower tank. Leader in clearing buildings from infantry hiding there. In addition, flamethrowers are excellent at destroying fleeing soldiers and demolishing buildings in a matter of seconds. Flamethrower tanks need cover, since they are powerless against vehicles and aircraft.
Tank "Ghost". Another constant companion of the Brotherhood throughout the history of the game series. It moves secretly, shoots missiles, and fights well against enemy air forces.
Ray gun. But this is a new product, and a very difficult one. Let's start with the fact that several cannons firing simultaneously combine the beam into one, much more powerful one. In addition, the beam cannon can recharge the laser "obelisk", increasing its fire and reducing the reload time. True, not significantly: experience has shown that ten beam guns increase the number of laser shots from about 15 to 20 per minute. Finally, the Beam Cannons are capable of aiming a beam at the mirror mounted on the bottom of the Orca fighters to fire a reflected light across the entire map.
"Marauder". If you go to a Western forum and communicate with those who play the English version, remember that this robot was originally called “avatar”. He lost all his divinity in localization. The main skill of a marauder avatar is to borrow weapons from his colleagues. Thus, it can be equipped with a flamethrower, stealth generator, invisibility detector and laser, dismantling the flamethrower tank, Ghost, motorcycle and ray gun for parts. Alas, it is expensive, tedious and not as effective as we would like.
"Messenger". A complete analogue of a GDI intelligence officer. Having reached the place, it compacts the earth and turns into an outpost around which other houses can be built. He doesn’t know how to build himself and won’t pack it back into the car.
Fighter "Mosquito". Lightweight, cheap fighter. It does not require a seat, constantly hangs in the air, and attacks both ground and air targets. One Mosquito is not capable of anything revolutionary, but twenty can easily level an average base.
Bomber "Smerch". Powerful bomber. It, unlike the Mosquito, needs a personal landing place, so one take-off pad can accommodate no more than four bombers. But “Smerch” is invisible all the time, except when directly bombing. This increases its survivability, including during retreat - missiles fired after them are knocked off target as soon as the bombed Smerchs dive back into invisibility.
Transport worker. Called upon request from infantry or equipment. Like a taxi: he drops you off, takes your money and... remember his name.
Peaceful and military buildings
Assembly shop. Traditional base building. There are no improvements, it produces a little energy, builds all other buildings and a messenger machine.
Power station. Generates energy used by all buildings. After the construction of the experimental workshop, the following can be switched to tiberium fuel:
* Tiberium fuel. Increases the level of energy produced by the power plant.
Concentrator. The Tiberium processing station is also the starting point for harvesters. There are no improvements.
NOD barracks. Previously, this building was called the hand of Nod. Perhaps the developers couldn’t find an answer to the question “Who is Nod?”, and hastily corrected the misunderstanding. All troops train here.
Military plant. And here, as usual, they build ground equipment - all except the “messenger”. Small robots fly over the plant, restoring armor to damaged tanks.
Science Center. Opens access to the special functions “False Target”, “Anti-Radar Missile” and “Camouflage Field”, allows you to train fanatics and “Black Brothers”, build flamethrower tanks, “ghosts” and MSCs. And finally, it serves as an important node in the base development tree.
Dispatch station. The takeoff and landing tower, no matter how absurd it may sound. Aviation is built here, bombers are recharged here, and the entire air force is repaired here. Provides access to the “Mines” special function and participates in the preparation of the “Tiberium Bomb”.
Secret temple. Infantry Improvement Center. Allows you to train “Shadows” and is required to train a unique fighter - the NOD punisher. Research available in the secret temple:
* Mentor. Squads of militants and rocket launchers are replenished with mentors who increase their rate of fire and security. The mentors themselves are armed with gas grenades.
* Tiberium injection. They increase the health and mobility of those same militants with rocket launchers, as well as fanatics. All infantrymen who receive the injection become invulnerable to Tiberium fumes and can run across Tiberium fields without risk.
Experimental workshop. The main scientific building of the Brotherhood. After its construction, the base undergoes a technological leap, reaching a fundamentally new level of development. Improvements to power plants, heavy bombers, ray guns, Marauders, laser obelisks, a processing plant and a GCD temple become available. And also research:
* Electromagnetic pulse. An analogue of the electromagnetic gun from previous parts of the game. But if there it was just a cannon, installed somewhere and firing at some distance, here an electromagnetic strike is delivered from the sky, paralyzing all electronics.
* Laser weapons. Equips Raiders, Scorpion tanks and Mosquito light fighters with lasers. If you focus on the blitz attack, then this is the most valuable improvement of the Brotherhood.
* Knife trawl. Trains Scorpion tanks to crush heavy infantry and destroy mines.
* Jammer. Once invented, each Mosquito fighter appears on enemy radar as multiple targets.
Processing plant. In the past, this was the NOD chemical plant. Now Tiberium weeds are no longer found on maps, but technology has not lagged behind: bombs are now made from clean mountain air.
Tap. Each crane is another additional stage of construction. Once the issue with Tiberium is resolved, it makes sense to build at least one crane - this significantly speeds up the pace of development both in single player and online.
"Meat grinder". All NOD defensive structures, except for the “obelisk,” consist of a central unit and three cannons. Destruction of a node leads to an explosion of the entire structure, but as long as it is intact, the exploded cannons will rebuild themselves over time. Here is a “meat grinder” - this is a “machine gun” version of this design, aimed at destroying infantry.
Laser gun. The same “meat grinder”, only for grinding larger objects, where the percentage of meat is insignificant, but metal predominates. Lasers cope well with enemy vehicles.
SAM. Anti-aircraft missile system. Also organized according to the 1+3 scheme. Fires surface-to-air missiles that pursue the target even after it leaves the firing zone.
Storage. Tiberium brought from the fields is stored here. By the way, there is also some space for storing it in the enrichment plants.
Camouflage tower. It would seem that this is a standard stealth generator for the Brotherhood, but no. The main difference is that the tower has forgotten how to camouflage itself. Yes, it hides surrounding objects, but it sticks out and attracts attention. In addition, two adjacent towers do not mask each other.
Obelisk. Powerful laser gun. Shoots at a single target, which can be a tank or a group of infantry. Can be strengthened by ray guns aimed at it. In general, it is a very effective structure, although inferior to the GSB ultrasonic gun.
Temple of NOD. Opens access to the Brotherhood's superweapon - the “Nuclear Bomb”. In addition, a special skill is available in the temple - “System Restoration”, which brings back to life all equipment and buildings damaged by an electromagnetic pulse. You can do this: first we fire an electromagnetic cannon at tanks colliding in battle, then we quickly restore the functions of our equipment and finish off the still paralyzed enemy forces.
Special functions of the Brotherhood of NOD
False target. Allows you to “copy” a unit, creating a false target in the specified visible area. The copied group of soldiers or vehicles is unable to attack, but can move around and take multiple hits. Over time it disappears.
Anti-radar missile. Temporarily disables the enemy's radar, even if he has enough energy. Makes sense just before a surprise attack on multiple fronts.
Camouflage field. Hides allied troops in the specified area, damaging infantry.
Red shadows. Summons several units of “red shadows” at the rank of veterans. They fly to the landing site under their own power, and if they encounter an air defense system on the way, they can turn around in time.
Mines. Flying fighters litter the indicated area with mines. In general, powerful enough to severely damage enemy equipment. Sometimes it makes sense to drop mines not in advance, but directly on a passing enemy column.
Chemical rocket. Explodes itself and detonates Tiberium if dropped near the field. Interestingly, Tiberium itself does not suffer much, which cannot be said about the equipment on it.
Spraying Tiberium. Planes bring and drop a load of green crystals, which can then be collected by harvesters. This procedure does not cause any harm unless used in conjunction with a chemical rocket.
Tiberium bomb. A powerful incendiary bomb, second in power only to superweapons.
Nuclear rocket. It takes seven minutes to charge, like all superweapons. Can be dropped on an unexplored area. Everything at the explosion site is destroyed. That's all.
NOD Brotherhood Campaign
In truth, the first missions for the Brotherhood are also somewhat educational. But if the GDI campaign is trying to introduce the player to the intricacies of the interface and explain how a tank drives and how a machine gun fires, then here we will simply quickly get acquainted with the specifics of the troops and tactics of the NOD. And at the same time, let’s look at the events that took place from a slightly different perspective. Looking ahead, I’ll add that the whole intrigue will be fully revealed after completing the game for all three factions - and only if you look around carefully.
More than fifty years have passed since the meteorite fell on the Apennine Peninsula. Having defended its position in two Tiberium wars, the Global Security Council has strengthened its position in the blue zones. As time passed, its combat readiness fell, and politicians, environmentalists and demagogues began to infiltrate the leadership to replace combat veterans. But they buried Kane early. It's time to strike at the fat hydra!
Inopportunely... Killian greets us with the words: “Welcome to the Brotherhood!” - and generally behaves in the spirit of “come in, settle down, the bath is here, the toilet is to the right.” Following her, Kane recalls past exploits and treats her very confidentially. Finally, Ajay begins with the words: “Oh, here comes our legend!” They would have at least reached an agreement there, but it’s unclear whether they would hesitate at the threshold with downcast eyes, or immediately demand a personal office and a platoon of bodyguards.
Mission 1. Space Center named after. Goddard
And here is the first task. It is necessary to capture the GDI communications building near the Goddard Space Center to prevent the enemy from calling for reinforcements, and then, before the enemy comes to his senses, blow up the global missile defense center.
First, the fanatics need to make a hole in the wall. If you act carefully, you may not even lose their entire squad. When the wall collapses, we lead the equipment through the gap, capture the building and receive reinforcements. At this moment the timer starts, but there is more than enough time. Having taken positions in empty buildings with riflemen and rocket men, we hold off the advance of infantry and light equipment, blow up power plants and have a detachment of “Shadows” at our complete disposal. It’s not even scary to lose him - then more “Shadows” will arrive with the next reinforcements. If you wish, you can quickly make a sabotage squad elite - on the map there are boxes that increase the rank just for such needs. There is little use from side quests, but for beauty you can demolish the barracks in the east and occupy the indicated building.
Now the actual undermining of the center. It is better to land in the far northern corner and first leave the guns without electricity. And only then calmly blow up the missile defense control center.
Act I. US East Coast
So, missile defenses around the globe lost their main nerve center and in the blink of an eye became completely helpless. All-seeing radars collected a lot of information, but it did not go anywhere and was not processed anywhere. Anti-missile batteries were ready to destroy any target, but no one could give them such a command. One precise swing of a military scalpel, and the entire defensive organism was paralyzed. The tracking systems silently watched as a huge rocket slowly rose from its silo in the Cairo steppe, as a fuse flared on command from the center, as a column of roaring flame pushed a heavy warhead out of the earth's atmosphere. And finally, how a deadly charge rushed towards the Philadelphia orbital station, only to turn it in a moment into a handful of iron rubbish falling onto the planet.
The Global Security Council has been decapitated. All the key people who flocked to the next environmental summit were killed. It's time to act!
Mission 2. Andrews Air Force Base
The first target of the retaliatory strike is one of the main GDI air bases. By occupying a dominant position in the air, the Brotherhood will gain a significant advantage in this region. It is necessary to destroy the control center and two airfields, and at the same time rebuild the base and organize the flow of resources.
Everything is relatively simple here. We destroy the troops plying around the base, then shoot at the central fuel tank, and we're done. The main thing is not to capture the buildings yet, they will still explode along with the rest of the enemy fortifications.
Everything is now under our control - a newly built GCD base. A couple of technicians, under the cover of troops, can occupy Tiberium towers. Then you can forget about them and not even protect them - the enemy here is not trained to undermine our economy.
As for the rest of the mission, there are two options. Both lead to victory (tested), but only one is ideologically correct. So, you can set up the production of equipment and infantry at the base, knock the enemy out of all his fortifications, blow everything up, shoot everyone and march to the airfields. But this is not the Nod way, and besides, it is fraught with casualties. It would be better to train several additional “Shadow” units, fly around enemy fortifications and commit a couple of targeted sabotages at key targets.
But regardless of which path is closer to you, do not forget to destroy the power plants marked on the map.
Mission 3. White House
The capture of the White House has, of course, not military, but psychological significance. Just imagine... Enemy soldiers are sitting in a bunker and listening to news reports on a hissing radio. And from there they hear: “The Pentagon has fallen,” “The White House has been captured,” “We have lost air support.” Such reports will break the morale of even the most experienced soldiers. And how will this strengthen faith in the ranks of the Brotherhood...
The main thing here is not to rush. The northern part of the map will open as soon as the central building is destroyed. Therefore, there is absolutely no need to rush to destroy it. The White House will, without a doubt, be protected. And of course, the GSB will try to pull all the nearest troops into the conflict zone. Therefore, it is extremely important to occupy all civilian buildings in the district with rocket men (from the ratio of “two rocket men + one machine gunner”). Infantry? Let's shoot. Technique? Let's blow it up. Aviation? Let's kill!
Then capture the Tiberium vaults. We are in the blue zone, and there are no free-growing fields of green crystals here. And finally, build a dozen “Bulldogs” to quickly intercept transport ships with reinforcements - in those areas where the missilemen holed up in civilian buildings do not finish shooting.
Now we blow up the central building. The map opens further, and cargo aircraft begin to fly in from all directions. Well, that’s nice... No one landed for me, although I didn’t know the mission scenario initially: just in case, I made a fuss with the defense before climbing into the embrasures.
Over time, the influx of enemy reinforcements dwindles. That's it. It's time. All for the assault!
Mission 4. Hampton Roads
The port of Hampton Roads is well guarded, so only one elite fighter was able to be delivered there, surviving the hardships of traveling in a cargo container. If you blow up the aircraft carrier covering the port, reinforcements will become available. With its help you can restore order throughout the region.
The first part of the operation is virtually win-win. The pitiful equipment standing at the pier is adjacent to explosive barrels and is destroyed in a split second. It will also not be difficult to sink an aircraft carrier. But what follows is interesting. Several squads of fanatics and a group of light mosquito aircraft arrive as reinforcements.
The most interesting thing (although this is not rewarded in any way) is to complete this mission with only the GCD punisher. This is possible. I acted like this: first I moved east, clearing out the advancing infantry on my way. Only snipers who are found in abandoned courtyards of civilian buildings turned out to be really dangerous. Particularly massive infantry attacks can be waited out by taking refuge in one of the houses, which, fortunately, are located in abundance on the map. The second task - tedious, but achievable - is to clear the enemy base of equipment. The tanks are lured out one or two at a time, and then the main thing is to constantly run from place to place so that the guns do not hit the fast infantryman.
Meanwhile, Bulldogs are regularly produced at enemy bases. One can be killed in direct combat, two are more difficult, but still possible, but when a dozen of them come running, you again have to run back and forth, dodging missiles. All that remains is to wait for relative calm, after which, in one rush, break into the base and blow up the military plant. Then - deal with the remnants of the equipment. That's it... Silence, broken only by explosions of other enemy buildings.
It will also not be difficult to capture the GDI headquarters with a technician found on the map - the main thing is to thoroughly reconnoiter the area so that it does not suffer from an incoming sniper. All. Now we go to the Navy command building, lure the tanks out of the courtyard, deal with them in the usual way and complete the task. No losses.
Of course, fanatics and aviation would simplify the task. The first part of the operation will not change, and it is better to shoot the infantry with special forces, but instead of waltzing with the Bulldogs, you can easily set a group of suicides on them.
Mission 5. Washington, DC
An NOD base has been built on the outskirts of Washington, and the city blocks themselves are occupied by government troops. We need to clear the city, take control of the metro and destroy the GDI base in the northeast. We now have flamethrower tanks at our disposal - they will be useful both against enemy infantry and for clearing occupied buildings.
A very simple mission, from start to finish, consisting of brute force pressure. The most valuable troops here are flamethrower tanks, rocket launchers and fighters. First, we use flamethrowers to burn out the buildings in which the GDI shooters are holed up, and then we immediately “populate” the fortifications. The optimal ratio is one squad of conventional machine gunners and two squads with rocket launchers. So, block by block, we move towards the enemy base. Enemy reinforcements will not get through - the rocket men sitting in the fortifications know their job very well.
Towards the end of the operation, by the way, it is quite possible to collect all the fighters from civilian buildings: by this moment, most of them have already received the rank of “elite”. It is with them that we finish off the enemy base. As an alternative, you can use flamethrower tanks with minimal cover for this. You can use the subway to move - the result, in general, does not change much.
Act II. Brazilian yellow zone
The situation is getting more complicated. Despite a series of defeats, the Global Council found the strength to counterattack. After a short panic in the ranks and leadership, order was nevertheless restored, troops were distributed, and communications were established. We have been knocked out of all the blue zones, and government troops have already invaded the yellow ones. Bases and military factories were attacked... In short, things are not going well.
At the same time, General Qatar gradually begins to doubt Kane's sanity. Regardless of the victims, he gives orders to attack over and over again. Hundreds of reckless, doomed attacks, thousands, tens of thousands of victims. The Brotherhood is thinning out, many hectares of land are going out of control, GDI tanks are pressing in from all sides... Has the prophet betrayed the ideals of the Brotherhood or, God forbid, has he completely gone crazy and is now leading his brothers to inevitable death?
Mission 6. Amazonian jungle
Brazil is home to a valuable chemical laboratory. Just yesterday this land was ours, but now GSB troops have confidently gained a foothold there and are continuing their rapid advance. Kane conveys the order - to protect the laboratory from destruction at all costs, and then at least temporarily push the enemy back, gaining time. What will this respite do? For what? Time will surely tell.
Another case when haste is extremely contraindicated. They repulsed an attack from the north. Then the second, third. They developed, repaired themselves, and went on the offensive. They defeated all the troops, captured a military plant, a barracks, a power plant, an enrichment plant... no, we are not touching the enrichment plant yet. He does not pose a threat, but he gives a respite to accumulate enough strength.
The northern and southern bases produce equipment. Flamethrower tanks, Scorpion tanks, anti-aircraft motorcycles. Finally, when the number of both groups of armored vehicles reaches fifteen to twenty units (not that long), we take away the last enrichment from the enemy, thereby opening up the entire east of the map. And with two powerful strike groups we go on the offensive. Let the southern group take one technician with them - along the way he will occupy a neutral building, performing a side task.
Mission 7. Atlantic Coast
Looks like Ajay was right. A secret chemical plant was producing some components for Kane's new weapon, so there is still some hope. Perhaps the new weapon could end the GDI with one precise strike?
Be that as it may, now we need to remove valuable components from Brazil, which, alas, no longer has a chance to retain. We need to silence the enemy's coastal artillery in order to reach the landing sites.
The last mission taught us: there is no need to rush. This one reinforces the learned material. Well, why, one might ask, immediately destroy the first artillery installation (and there will be three of them on the map), if you can first carefully prepare for any troubles? And even if the Ghost tanks arrive only with reinforcements, happiness is not in them. Happiness lies in flamethrower tanks, motorcycles and Scorpions.
If you don’t have enough money, you can make three thousand by driving flying “Shadows” onto a nearby ledge. And the rest is dug up with combines: not for the first time. And when you have enough strength, it’s time to act. We destroy the artillery and move along the map. First, I would suggest going after the enemy's central base (side quest) to weaken the enemy's onslaught. Following her is the aircraft carrier in the port and only then the remaining two artillery pieces.
Act III. Eastern Europe
Looks like we have an information leak. Perhaps, of course, the GDI was just lucky, but they managed to track down and shoot down air Transport, heading with the “goods” to the Main Temple. By the way, it is no longer a secret what “product” we are talking about. Kane's scientists and technologists created the basis for a Tiberium bomb. They managed to obtain liquid tiberium - an inert substance capable of exploding with a sufficiently powerful detonation. According to forecasts, the force of such an explosion will exceed anything we have encountered before... of course, if we can create a suitable detonator. The conflict between Kane and Killian is gaining momentum - she is gradually losing trust in the leader of the Brotherhood, wondering why he decided not to let her in on his plans to create a superweapon.
Mission 8. Slovenia
It was here that a downed transport ship carrying a cargo of liquid Tiberium crashed. The zone is teeming with GDI troops, so you will have to act secretly. While holding back the superior forces of the Council, it is necessary to protect the truck with the container at all costs and quietly remove it from the danger zone.
The beginning of the mission doesn't give even a hint of how difficult it will end up being. It will be hot - I personally had to replay it several times. So, first the commando makes his way to the west, easily dealing with infantry and barrels, blowing up equipment. It’s not harmful to clear out the enemy’s air defense systems in passing. But when the transport is found and taken under control, the inferno will begin.
It is necessary to deliver it to the abandoned NOD base, restore its operation and hold back extremely powerful waves of attackers from all sides.
After some time, a Juggernaut strike group will arrive from the east. Apparently, it is assumed that while they are ironing the base, the valuable truck, under the cover of the Marauders, will begin its difficult path to salvation. However, practice shows that the NOD punisher does an excellent job of disabling these walking combat machines so that technicians can bring them back to life. And now, when our army consists of a massive group of robots, the evacuation can begin.
Mission 9. Sarajevo
The last step remains - delivering the container to the Main Temple. Alas, the GDI base has already opened at its foot, so you will have to break through with a fight. Once behind the walls of the Citadel, you will gain control over its production and defensive structures and will be able to easily clear the area of enemy forces.
Here I almost suffered about my self-confidence. The briefing says: "You won't be able to destroy the central base, so...". That is, how can I not do this? What if? And I started trying. The recipe, by the way, was found quite quickly. If you move the Marauder and a group of tanks to the northeast and, if possible, destroy a small group of armored vehicles without losses, the corner military plant becomes accessible. It is destroyed relatively quickly - I know my stuff very well with flamethrower tanks. But there is no need to go any further. Just hold down the Ctrl key and click on the place where the plant recently stood. Tanks will tirelessly shoot at the specified location, and the enemy will rebuild the unlucky building over and over again. A couple of minutes, and now all the equipment in the group has the rank of “elite” and, of course, is being healed from past damage. Then you can take one tank (let’s say, “Marauder”) from destructive duty, go around the base from the other flank and demolish the power plants. That's it, the base is defenseless.
But then, out of nowhere, Nod’s bombers arrive and actually clear the map of all living things. According to the script, it was assumed that in this way we would finally deal with the GDI base - but I had not yet brought the valuable truck to the goal! He, naturally, dies. In general, this episode had to be replayed ten times. Until, in the end, a route was found that could bypass the carpet bombing.
Otherwise, there is only one surprise in the mission. When the container is delivered to its location, some other NOD troops land in the corners of the map. Accusing Kane of treason, they storm the citadel, and we are invited to defeat them. Ordinary brute force. Just keep in mind that enemy troops are built immediately at the “veteran” rank, which greatly complicates the fight against them.
Act IV. Australia
Three days have passed...
The container is in the Main Temple. And then the Global Security Council decides to use their most formidable weapon: the orbital ion cannon. A shot, an explosion - liquid Tiberium detonates, Kane's Citadel literally shatters into atoms, and the blast wave covers thousands of square kilometers around the epicenter. Kane is dead, the Brotherhood is decapitated, Killian takes control...
Mission 10. Australian bush
The GDI command is transporting its nuclear weapons from one of the Australian bases. The column is moving towards Sydney - it is necessary to intercept the trucks, destroy the escort and escort the cargo of warheads to the place where the transport workers can land.
The most difficult thing here is to complete the side task - to bring the engineers bypassing all the ultrasonic guns to the enemy base. They practically do not need an escort, because the main mobile forces of the State Security Service are busy escorting a convoy with cargo.
Otherwise, it is not difficult to repel the warheads. We bring down a large crystal of green Tiberium across the road, destroy the same elite escort with elite troops (they have the highest rank from the very beginning of the operation), and take the trucks to the specified point. The most difficult thing to bring is the very last transport ship - it comes from the north, and around this moment a massive invasion of alien invaders begins on Earth.
The main thing is not to drive transport vehicles in a group. If a nuclear explosion occurs when one of them dies, you will lose the entire cargo at once and fail the mission.
Mission 11. Sydney Perimeter
No word from Kane. And where would they be after that explosion? The command is still headed by Killian. On her initiative, in light of the unexpected alien threat, a non-aggression pact was temporarily concluded with the GDI. But this does not prevent us from playing a double game. Taking this opportunity, you can help the Council defend their base, and at the same time obtain launch codes for previously captured nuclear weapons.
The main thing is to prevent the aliens from destroying the laboratory - over time it will need to be captured. It also makes more than sense to establish a second base in the northwest. In addition to two fairly valuable Tiberium towers, another Tiberium mining line can be successfully established there.
As for the GSB, in order to better protect their base, it makes sense to occupy it with technicians - under our command, valuable buildings will be much safer. Don't you find it?
And finally, the briefing advises holding off on destroying the alien portal - the same one from which Destroyer bombers are sent into battle with amazing frequency. But here’s a strange circumstance... That section of the city wall, which is being attacked by aliens, collapses beautifully even without their participation. You just need to take a few motorcycles (the simplest ones!) and force them to shoot at the foot of the wall. Other parts of it are absolutely invulnerable.
So, having recaptured their base from the GDI and established a powerful defense, it’s time to storm the mission’s final target - the alien base.
Note: do not destroy the ion cannon control center, as required in the briefing, but rather capture it. A powerful orbital cannon will not leave the screenmen a single chance. And in order for us to get credit for the side quest in the end, sell the building when it is no longer needed.
Mission 12. Downtown Sydney
A shameful mission for a true member of the Brotherhood is to protect the GDI forces, covering their retreat from the pressing Skrins. In the west there is a well-fortified base of the newfound allies, and from the north it is besieged by aliens. The mission goes on as usual, and then... Kane appears on the screen! The mission is cancelled. The new task is to drop a nuclear bomb on the GDI base. ABOUT! This is our way!
I'm lucky. Without even really anticipating anything, I decided to take control of the GSS buildings just in case. Since after the capture of buildings the “allies” still begin to suspect something was wrong, I placed technicians near power plants and factories, and then gave a few quick commands, and the entire energy sector came under the control of the NOD. The military plant was subsequently sold.
When Kane handed over the launch codes for nuclear weapons, the first thing I did was drop a bomb on the base... of the aliens. Construction there stopped, but those tanks that had already been built continued to roll away the GSB base. As a result, the Brotherhood suffered virtually no losses, and the other two warring camps drove each other into the grave. The second rocket finally served its intended purpose. The mission was successfully completed. Everybody died. Kane is happy.
Mission 13. Ayers Rock
You buried me too early! - This is Kane. I remain silent, looking down. “I foresaw everything except betrayal, and it was my own soldiers who betrayed me!” - It's him again. And I continue to remain silent. One way or another, the time has come to punish the apostates. We are going to storm Killian's headquarters, which must be captured safe and sound in order to deliver the traitor to Kane's trial.
It’s worth relaxing - and here’s another mission, where a delay in capturing a key building leads to an almost automatic victory. Well, how much can you do? In addition, the technological level here already allows us to build “Marauders”, and since no one is pushing to the side, we capture everything except the radar, rebuild and equip the walking robots with a full set of weapons taken from specially built flamethrower tanks and other equipment. There is not enough Tiberium, but there is a special function at hand that allows you to drop another portion onto the map quite often.
Now we have at our disposal twenty formidable robots, loaded nuclear and chemical weapons. We capture the key building... Forward!
However, this mission is still completed by force, and my little trick only makes the task easier. If you immediately capture the entire base and open the map the way the developers tried to provide for it, you will have to hold off enemy attacks for some time, gaining a foothold near the field of blue Tiberium. There - to establish production, build the same combat robots, storm Killian's headquarters and dismantle the north-eastern GSB base into bricks. There is no room for some elegant targeted sabotage here.
Act V. Italian Red Zone
Killian is captured and executed. A place has become vacant in the inner circle of the Brotherhood, and the candidate this time is quite obvious. Congratulations on your career advancement!
Mission 14. Northern Italy
By order of Kane, the construction of chemical missiles, extremely effective against aliens, was launched in Italy. The leader of the brotherhood appears to be in good health, strong in mind, and still able to foresee the future. But the situation is complicated by one circumstance - the aliens are besieging a chemical missile warehouse and a launch silo. It is necessary to defend the base, repair the damaged building and direct chemical weapons at the overly frisky “Guests”.
It's going to be tough here. I managed to defend the missile silo only at the cost of losing the original base, giving it up for complete plunder. There may be chances to avoid this, but I couldn’t. But by taking up defensive positions inside the Citadel and quickly establishing the extraction of blue Tiberium, you can hold out. The most dangerous are air raids and groups of aliens advancing from the north - take care to provide protection in these two directions. Then cover the defenseless harvesters: soon they too will begin to attack.
The turning point comes after the first rocket launch. With each subsequent missile, the alien pressure will weaken until it completely disappears.
Mission 15. Hills of Italy
Kane's plan is truly grandiose. It was he who leaked information about liquid Tiberium - so that the GDI would eventually launch an ion strike on the Main Temple. For what? So that the ion weapon could serve as the missing “detonator”, capable of starting a chain reaction and leading to an explosion on a planetary scale. What is this for? Because the explosion will attract aliens, whom Kane also saw in the prophecy. The “guests” will build towers - giant transport portals between worlds: earthly technologies have not yet matured to such a level. And as soon as the towers are completed, the Brotherhood will use them and begin an invasion of other worlds. All that remains is to get access codes to the towers. They, according to Kane, are located at the Italian base of the “Guests”.
The alien resistance is strong, but we have chemical, tiberium and nuclear weapons on our side. This “triple cologne” will quickly curb the ardor and cool down the hottest alien thinkers. The main thing is not to hit the brain center with a rocket - this is where the access codes to the Towers are supposedly stored. I also advise you to establish a second raw materials base to the north of the first as quickly as possible in order to intercept enemy troops on the way, and set up a barracks somewhere there - engineers will be built there to privatize enemy robots immediately after the next repelled attack.
Mission 16. Operation "Dagger"
Victory is getting closer and more tangible. Now the main thing is that the GDI forces do not foil the aliens’ plans. Assault teams are tearing down defenses around unfinished towers around the world. The ion cannon works without cooling down: each orbital salvo is a destroyed Tower. We need to let the Guests complete at least one.
But there are few loyal fighters left, and they will have to act with someone else’s forces. You need to land near the largest GSB base in Italy and capture their bases by cunning. And then do the same with the alien buildings, ending a military conflict that could interfere with the construction of the nearby Tower.
A very difficult mission, and not because our forces are threatened by anything. It’s just that we have game scripts with us again, the authorship of which clearly belongs to a non-humanoid mind.
So, we have a clear order from Kane: “Kill everyone!” An order is an order, so that’s what we’ll do. The mission briefing suggests that equipment and soldiers can be obtained by capturing the buildings of the GDI and “Guests”. Well, okay, I'll take it into account.
The “Punisher”, with all precautions, makes its way to the southwestern GSB base. Carefully blows up energy stations, and when the enemy is left without energy, he takes technicians with him. They capture a military plant, barracks and enrichment plant, the rest of the initial troops barely restrain the former owners of the base, and then... “Mission failed!” Where, what, why? Loading up.
Again the same procedure, we are already building tanks and preparing to take over the world... “Mission failed!” What the hell?!
It turns out... Far to the north there is a second GDI base. By turning off the power supply throughout the map, we opened the way for the “Guests.” At time X, the “Annihilator” reaches the main building and completely demolishes it. And although I no longer lost second base in vain, and even have an order from Kane - “Kill everyone!”, I sit and figure out where the ill-fated robot came from, what route it took and where it can be intercepted. Then, having loaded the mission for the eleventh time, I send a lone punisher to intercept the adversary, protecting (!!!) the GDI base.
Actually, apart from this treacherous circumstance, there are no difficulties in the mission. We infiltrate someone else's base, occupy buildings and begin to develop, taking advantage of the fact that the opponents are carried away by civil strife. And so, little by little, we populate them all.
Mission 17. Kane's Tower
GDI troops managed to destroy all the alien towers except one. And she doesn’t have long left - the standard operation is already in full swing. The generators will be destroyed first, then the orbital pulse from the ion cannon. We must at all costs let the “Guests” finish their job: protect the generators and disable the control center for the ion cannon.
The good news is that the GDI and the screens are for the most part passionate about each other. Tanks and infantry roll in waves against the alien fortifications, allowing you to develop in relative safety. “Relative” - because there will still be aggressive attacks, although their main power is not directed at us.
The key to this mission is to control the map. After disabling and capturing the Juggernauts, continue moving northeast. There is a wonderful field of blue Tiberium where you can gain a foothold and establish a second base. Send the NOD punisher to the middle - let him intercept the GDI infantry going on the assault. And build strong bombers - you need a lot of them.
GDI will soon have an ion cannon. But the beauty is that there is still less time left before the launch of a nuclear missile than before an ion salvo. After the explosion, the “control center” will be almost finished off, and the aviation will complete what it started. Also keep an eye on the Guests' superweapons - it's far from a fact that you won't be considered the most dangerous enemy.
The "Guests" tower has been completed and is now completely invulnerable to earthly weapons. However, the aliens themselves are completely expelled from Earth. The Global Security Council is celebrating victory, but we are not discouraged. Kane's plan worked. Now the Brotherhood has a tower and access codes to it. Conquest lies ahead. Conquest of the Universe!
The last mission for GCD is completed. Now just open the main menu of the game and select “Campaign”.
A powerful and very unusual faction. They are not like people. There is little infantry, if, of course, swarms of wasps and four-legged walkers can be called that. There is little equipment, but there is a lot of aviation: the aliens have both a mobile assembly shop and a reconnaissance aircraft flying. Playing as aliens requires mastery of control, quick and competent use of special functions, but in the end they can be considered perhaps the strongest side of the conflict.
Skrinn Armed Forces
"Wasps". A swarm of alien insects. They fly quickly, destroying infantry almost instantly, including those holed up in buildings. They are killed by machine gun fire and flamethrowers. Wasps can be made to swarm around your vehicles so that they devour approaching enemy soldiers and then return back.
Disintegrators. They are armed with anti-tank beam weapons, and explode when killed. It makes sense to use them to support tank offensives, leading slightly ahead and introducing them into enemy tank formations.
Assimilator. Or, more simply put, an engineer. Possesses all basic engineering skills - grabs, repairs, and raises fallen walking equipment. When the assimilator sits still, he becomes invisible.
Mobile infantry. Alien heavy infantry. They are approximately equally effective against infantry and vehicles, are durable and can be equipped with plasma throwers and teleporters from the tech node.
Manipulator. The best fighter of the screens, even though he dies from a couple of machine gun bursts, does not blow up buildings and is not armed at all. The manipulator can teleport friendly troops, as well as take control of any enemy combat units - be it a group of infantry, a tank or a building (except for guns, turrets and air defense). You can only control one object at a time - control ends when the manipulator dies or switches to something else. By skillfully wielding this unique fighter, you can, for example, easily sell the entire enemy base.
Walking tank. He, as you might guess, is walking. It also shoots, mainly at infantry. Its functions are reminiscent of Nod's "Raider".
Seeker. Fires plasma charges at vehicles and aircraft. A large group of searchers can do a good job of protecting a developing base from an air threat.
Combine. Collects Tiberium, does not shoot and does not go invisible. But if the alien harvester dies, an electromagnetic anomaly forms around it, affecting enemy troops and equipment. The anomaly is stronger and lasts longer, the more cargo there is in the back. The screen harvester is the most insidious machine in the game.
Absorber. Becomes available after the construction of a think tank, belongs to the class of medium tanks. As a special skill, he can, on command, recharge himself with energy in tiberium fields or from buildings containing tiberium. After this, its beam turns green, and its destructive power increases.
Defiler. An analogue of a flamethrower tank, only it sprays liquid Tiberium rather than fire. He kills his enemies and heals his own. Please note that the defiler will not heal anyone himself: to force him to repair equipment or heal battered infantry, target them with a forced attack (while holding down the Ctrl key).
Annihilator. A monstrously strong walking tank with ray guns. The improvement made in the tech node additionally protects the annihilator with a force field. It acts as another layer of armor, and as long as the field holds, the robot's armor does not suffer from hits. Unfortunately, the discharged field is not restored when the equipment is repaired and reappears only when the engineer brings the fallen robot back to life. Massive attacks with annihilators should be carried out carefully, because if the attack fails, the enemy will restore them and cheaply obtain a large army of strong robots.
Scout. Another key element of alien military doctrine. The scout can do exactly the same thing as similar vehicles of other races, only he moves almost twice as fast. By the time enemy scouts reach strategic clusters of Tiberium, they have a chance to find a small fortified base there.
Assembly ship. The main construction installation of the screens does not drive when folded, but flies. Their harvesters also depict something similar, but if the harvester (and the scout too) flies low, remaining in the normal firing zone, then the assembly ship flies “for real”. It would take fighter jets or surface-to-air missiles to bring it down.
"Petrel". Lightweight and vulnerable alien fighter. Quite useless, since the aliens have much more powerful ships, including those in the fighter class.
"Destroyer". A uniquely powerful bomber - albeit slow, but long-range and, like the annihilator, can be equipped with a protective field. The attack tactics of the destroyers are not similar to the usual rapid sorties - on the contrary, they gradually creep towards the enemy, bombarding his base and troops with plasma charges from afar.
Planetary attack aircraft. This is how you should deal with fighters! Place eight of them on one heavy ship, cover them with a force field and release them into battle as needed. And when they shoot back, place them again along the sides of the flying aircraft carrier. The aircraft carrier itself does not participate in the battle, but can create an ion storm around itself - the same as when a combine harvester dies. When the technological development of the skrin reaches the construction of destroyers and planetary attack aircraft, there is little that can stop them.
Mother ship. Triggered by the ability gained after building a transmitter. The mother ship is extremely slow to cross large map, it may take four to five minutes. It shoots a powerful beam “under itself”, demolishing everything there no worse than an ion cannon. There are no other weapons on board, but the armor is quite enough to overcome the not very strong air defense cordon.
Peaceful and military buildings
Assembly platform. The aliens' main building. Press the “collapse” button to take off and move through the air. Builds other buildings and fast scouts.
Reactor. Alien power station. I never tire of repeating that power plants produce energy, a certain level of which is required for the operation of energy-dependent buildings. There is an improvement:
* Thermonuclear fusion. Increases reactor efficiency. To improve, a tech node is required.
Extractor. Tiberium collection point for harvesters flying around the map. Tiberius, unlike similar buildings of other factions, does not store the extractor, but immediately converts it into money. The aliens have unlimited money - what they get is ours.
Door. The smallest portal through which Skrinn infantry units arrive in this world. A trained eye can easily recognize them as barracks.
Gate. Larger portal. Its capacity allows it to transport alien military equipment to Earth. Small repair robots fly around the “Gate.” A spare batch of robots can be called using a special function, which also becomes available after the construction of the “Gate”.
Think tank. The first technological building, an analogue of the Brotherhood's scientific center or the GDI headquarters. Allows you to bring absorbers and defilers through the door, allows you to build plasma air defense batteries, and finally, gives you access to the special functions “Electrotrap”, “Swarm” and “Pulse Locator”.
Portal. The largest interdimensional hole through which aviation arrives into this world. A flying assembly platform is also being built here, which can serve as the basis for a new base.
Defense complex. The second technological building, which allows the production of elite infantry (including the famous “Manipulator”), and also ensures the operation of the useful special function “Force Shield”. Strangely enough, there is no improvement.
Techno-node. The main scientific building of the aliens. Allows you to improve reactors, build the “Citadel of Storms” and the “Distortion Generator”, produce walking “Annihilators”, adds the “Destroyer” to the list of available aircraft, opens the special function “Protective Field” and makes it possible to research the following technologies:
* Force field generator. Most valuable research. As soon as it is completed, all Annihilators, Destroyers and Interplanetary Stormtroopers (both future and already built) are covered with a transparent force field. At the same time, their protection increases significantly, and clearing the map from the enemy becomes a matter of time.
* Plasma throwers. Arms mobile infantry with plasma throwers, allowing them to shoot at enemy aircraft.
* Teleporters. Another improvement for mobile infantry. Allows infantry to instantly teleport across the map.
Transmitter. The latest technological building. Opens access to the special functions “Mother Ship” and “Hypertunnel”, allows you to build the most powerful fighter aircraft - planetary attack aircraft.
Workshop. She is also a “faucet” for the other two factions. An additional line of building construction, and nothing more.
Hive. An extremely effective anti-personnel structure. Enemy soldiers are devoured by swarms of unfriendly alien wasps flying around the hive. If your bases are adjacent to the enemy, then the wasps will regularly attack his defensive buildings and die, and you will constantly receive the message “The base is under attack!” It's inconvenient, but not fatal.
Photon gun. Effective against technology. In the early stages of development, enemy pinpoint attacks can be easily contained by two or three of these guns.
Plasma battery. Air defense means. Thanks to their very compact size, such guns can be used to evenly cover a base - enemy aircraft will have a hard time finding them among a bunch of buildings of the same colors.
Growth accelerator. Unique alien construction. It is placed in the center of the Tiberium field, and it is not even necessary that there are buildings nearby - you just need to scout this area of the map. It accelerates the growth of Tiberium - not too noticeably, but this is already a lot.
Citadel of Storms. The famous "comb" of the aliens. Creates a constant electromagnetic anomaly around itself that selectively attacks enemy equipment and soldiers with lightning.
Distortion generator. Gives access to superweapons. Like the other two factions, all opponents are notified of the fact of constructing a generator and its location. Charges in seven minutes.
Special functions of screenshots
Repair robots. A swarm of flying robots is thrown onto the battlefield - the same ones that fly over military factories and the Gates. They repair equipment.
Pulse locator. Temporarily displays on the map everything related to Tiberium: fields, harvesters, mining towers, storage facilities and enrichment plants. Very useful for finding raw materials without an enemy.
Roy. A large swarm of seven groups of wasps materializes at the indicated point on the map. Useful as a last resort against a group of approaching engineers, to distract the enemy, and simply for reconnaissance of the map.
Electric trap. Surprisingly, this is a defensive building. You can repair it if it breaks, and even indicate your preferred target. Attacks with lightning. It often makes sense to set up another trap as soon as the ability is restored from the previous one - this is the only way to set up defensive structures in an area of the map where there are no buildings of yours at all.
Protective field. Temporarily covers your troops, significantly increasing their armor, but preventing them from attacking. It does not target an area of the map where your troops are not present.
Hypertunnel. Connects two sections of the map with a tunnel. This way you can unexpectedly break into the very center of the enemy’s base - you just need to scout a small area there. And for this, it is often enough for the enemy to build a superweapon - because in this case, its construction is constantly visible to you. Well, if the visible area is not enough to deploy a tunnel, you can first plant a group of wasps there. But remember - you can go through the tunnel in reverse side, so it’s better to place the entry point not in the deep rear of your base, but, say, in the no-man’s center of the map, where the attacking group has previously been assigned.
Mother ship. Flying fortress. Expensive, slow, defenseless against aviation, but carrying something like an ion cannon on board. It only shoots downwards, and only if it is not shot down on approach, but in such a way that this game is definitely worth the candle. It’s not worth attacking the enemy’s main base with a mother ship (they’ll shoot it down), but distracting him with some kind of sabotage and quietly demolishing a side base is more than reasonable.
Power shield. A dome covering all troops within a certain radius completely paralyzes them for some time. By skillfully using a shield, you can, for example, break a massive enemy tank attack in half, covering half of the attacking group with a shield.
Distortion. Superweapon. Precisely down to the rendering method, it is similar to an ion cannon and a nuclear bomb - in other words, it demolishes everything in a huge radius.
Alien Campaign
This campaign becomes available after completing the game for both main sides. In order not to deceive expectations, I warn you right away: it is very short, incomparably short compared to the two main ones. And in order to raise new expectations, I’ll add: a look from the “Guests” side will give one more facet of understanding what was happening, put many circumstances in their place and allow us to predict how events will unfold in the near future.
Hidden Campaign
Artificial intelligence: the “Blood of the Gods” detonated on another infected planet. Ripening is complete and harvesters begin planting as planned. New information - the native population survived. This is the first time that the natives managed to survive the maturation of the "Blood of the Gods." They react with hostility: the transport workers are attacked. The order is to disband the formation. The recommended action is to abort the operation.
Commander: rejected. Continue with the operation. It is necessary to investigate the case of the survival of the natives after the activation of the “Blood of the Gods” and report to the Ruler. Start building the Limits and don't let the natives get to the transmitters.
Mission 1. London
Region: Island off the tip of Continent 3.
Objective: attack on groups of natives in order to intimidate and distract their attention from the construction of the Reaches.
Local task: to provoke counter-aggression and assess the defense capabilities of the aborigines.
Having received a small group of troops at our disposal, we move into city blocks, destroying civilian buildings. As soon as 15 buildings are destroyed, Aboriginal reinforcements will arrive. For a symmetrical answer, they will send us a flying assembly platform: we need to establish a base, organize the collection of the “Blood of the Gods” and suppress resistance.
It is important to build “growth accelerators” and organize the repair of damaged equipment. Having gained experience in containing enemy troops, our troops will learn to recover on their own and will easily destroy concentrations of natives. It is also important to destroy the key native buildings marked on the map: "Houses of Parliament", "Big Ben" and "Buckingham Palace".
Mission 2. Munich
The concentration of “Blood of the Gods” is 77.3% lower than calculated. Only 18.6% is ready for harvest. Less than 5.3% is suitable for delivery to base. The level of development of the local population significantly exceeded expectations. It poses a serious threat.
Objective: to destroy a large concentration of aborigines near the crash site of our two scout ships and prevent the natives from taking possession of important data necessary for the construction of the Reaches.
Local task: get to the enemy base, take control of the barracks, train an engineer and capture the control center of the defense system, and then completely destroy the cluster of aborigines.
The “Manipulator” comes under our control - it can take control of any one combat unit of the natives, be it equipment, an infantry detachment or an industrial building. We move to the northeast, take control of the troops we meet and pit them against each other. Particular attention should be paid to tanks - they will be useful for disabling stationary defense systems: guns and ultrasonic emitters.
As support, you can teleport two Absorbing tanks to the scene, but you can do without them. Having cleared the way to the control center with constantly arriving enemy armored vehicles, we take control of the barracks, train the engineer and send it to capture. After this, reinforcements will arrive - enough to destroy the aboriginal base.
Mission 3. Croatia
The local population, calling themselves "people", conducts their own research on the "Blood of the Gods". There is a possibility that the data from these studies contain reasons for the false signal.
Region: sector 2-5 of Continent 3.
Objective: obtain data related to Aboriginal research into the Blood of the Gods.
Local task: infiltrate the base of the native group "NOD", destroy defensive structures and capture two scientific centers.
Here we have a complete base at our disposal. The operation comes at a good time - there is an internecine war between two Aboriginal groups. This can be used to complete the task.
Build a manipulator. When a strong enemy squad approaches your base, take control of the most powerful combat unit (“Marauder” or “Mammoth”) and send it towards the enemy’s camp. After this, you can switch the manipulator to other targets.
At the same time, prepare a group of “Annihilators”, introduce a force field in the technical node, and when the defense of the “NOD” group weakens, attack. Take a group of assimilators with you to capture scientific buildings.
Mission 4. Limit-19
Artificial Intelligence: Aboriginal powers disable standing Limits. There are not enough Skrinn troops to continue the operation. Defeat is inevitable. The order is to cancel all secondary tasks and concentrate forces on building the Limit.
Commander: the information collected is not enough - continue the operation.
Artificial Intelligence: Without a functioning Limit, return is impossible.
Commander: Loot doesn't matter - The Ruler wants more information about Kane!
Artificial Intelligence: Submission Denied. The order is to continue the construction of the Reach. The main mission was interrupted, secondary tasks were curtailed.
Region: Continent 3, Limit-19.
Objective: to complete the construction of the last Limit at any cost.
Local task: to ensure the protection of power generators until construction is completed, to deliver the mother ship to the completed tower.
After construction is completed, the Reach will become invulnerable to Aboriginal weapons. It is necessary to strengthen the defense of generators. The optimal solution is to concentrate efforts on protecting one generator, speed up the production of “Blood of the Gods”, build “Citadels of Storms” and organize the production of powerful troops and aviation. As soon as a powerful strike group of “Destroyers” is prepared, it is necessary to strike the natives’ base, disabling the power plants: they are concentrated in the eastern rear of the base.
Dense groups of attacking natives are effectively separated by a force field that covers part of the attacking force and allows the enemy to be destroyed piece by piece.
Before transporting the mothership, it is imperative to completely suppress native resistance in the region and provide air cover in case of external invasion by enemy aircraft. If this program is executed, the probability of successful completion of the operation is close to 100%.
The ruler is indignant. A new assault group will be sent to the planet! He wants information about Kane!
Afterword
OK it's all over Now. The alien invasion was stopped by GDI forces, but only Kane, without stopping, kept his finger on the pulse of events.
It was he who unleashed the Third Tiberium War, decapitated the Global Security Council, launched disinformation and successfully got the rushing state troops to make the main mistake - an ion salvo at the liquid Tiberium storage facility.
By this, he provoked a false alarm among the aliens: apparently, this is precisely the effect that Tiberium “ripened” on the planet, which they called “Blood of the Gods,” should have spontaneously given. The Skrinns, as if nothing had happened, began a standard operation to harvest from the infected planet, but also fell for Kane’s bait. Having allowed them to complete the transmitter tower and received the access codes to it, the Messiah mercifully allowed the GDI troops to deal with the uninvited guests. Now he has in his hands an open portal to distant worlds, which can allow him to give up on old Earth. She apparently doesn’t have much left, because soon “Blood of the Gods” will truly mature.
Kane is alive!
Internet server
As already mentioned in the review, Tiberium Wars claims to be one of the new e-sports disciplines. Time will tell whether the game will gain a foothold in eSports, but the fact is that the developers paid a lot of effort and attention to the multiplayer game.
By registering a game, you create an account. The name of the entry can be anything, since the “display name” - how other players will see you - can be set separately. Well, all that remains is to launch the game, select “Internet Network”, enter your account name and password... Welcome!
There are two competition options. In short, one option is a game for results, with strict rules on a randomly selected map, when you do not know the name of the enemy in advance, the second is the so-called “free game”: any composition of participants, customizable rules. In the first case, the results of battles directly affect your position in the rating, in the second, they are not taken into account and do not affect the rating.
We are, of course, interested in playing according to tournament rules. You can choose a side (Random, GDI, GCD or Skrinny), the number of players (party 1x1 or 2x2), the desired color of your troops and requirements for the quality of communication... Well, then click the “Join” button and wait until the server will connect you with another player of a similar level.
Note: To give up while playing online, press Esc and then the “Exit” button. Yes, it’s not a completely obvious way, but this is how it’s done and is not considered a “break in communication.”
Tournament cards
Currently, one of six maps is randomly selected for the tournament. It is possible that over time (maybe even tomorrow) the situation will change, some cards will be removed from tournaments, others will be added to the standard set. In the meantime, let's look at where we are invited to play, and at the same time consider the development strategy and tactics of playing the game for each case.
Town in the USA. The main battle on this map takes place over the northwestern and southeastern Tiberium clusters. The four mining plants are distributed in pairs - it makes sense to capture them at the earliest stages of development, while the +750 bonus units for each tower still play an important role. In the center there is a large building, as well as a large city block. Control over civilian buildings is, generally speaking, of secondary importance: most often the winner is the one who managed to hold the two corner Tiberium fields. However, occupying civilian huts with infantry will give you a good overview of the map. And if this infantry is rocket launchers, they will significantly complicate the enemy’s air raids and direct tank attacks.
Scorched earth. A bright and interesting map, where clarity and efficiency are extremely important. In the center of the map there is a tiberium tower, also known as a “mining plant”. It is connected to the original enemy bases by two bridges, and there are empty pillboxes at both ends of each bridge. In the valley below, six fields of Tiberium grow (not marked on the map), and in the south there are two neutral mutant huts.
The optimal development strategy, in my opinion, looks like this. In parallel with the power plant, a reconnaissance aircraft is being built at the base and immediately sent down to the valley. Following the power station is a barracks, where several groups of light infantry and an engineer are immediately ordered. This whole company is heading along the bridge to the mining plant, and the shooters are needed because they run faster than the engineer. The troops occupy the pillboxes, the engineer - the tower. A little later, the firing points should be reinforced with a couple of rocket men. A special chic is to have time to capture the pillbox near the bridge from the enemy’s side. Of course, an experienced player won’t let you do this, but if you succeed, the enemy will be distracted for a long time by smoking out your soldiers. Well, you will engage in systematic development.
Despite the lack of shooters among the screens, the strategy remains the same - first a group of wasps flies to the tower, followed by the assimilator sedately stomping along. This is even better, because if the enemy has already occupied the pillboxes with infantry, the wasps will easily clear these firing points.
Pipeline. A map rich in various surprises. Here, the construction of the first side base begins not with the scout, but with the engineer. Having built the barracks (or the “Door”, if the screenshots are on your side), send the engineer to the control center (4). A cautious player will send a group of militants forward, and a prudent player will immediately order an anti-personnel turret from the base to place next to the captured building. The control center will allow you to extract Tiberium from two nearby fields at once, if you manage to equip it with enrichments and hold the territory.
True, it also makes sense to build a scout - to develop a small mining base not far from the main one: valuable blue Tiberium grows there (2). Another engineer (and here you can already do without cover) should be sent to the nearest mining plant (3). And finally, it would be wise for a small group of infantry to keep the control center of the ion cannon (5) for themselves, in order to subsequently freely occupy both it and the two nearby turrets. The mutant hut (3) has the lowest priority, but it may also come in handy over time.
Arena. Unlike the previous ones, this map is quite boring. The tactics of development on it are obvious - we strengthen ourselves with scouts in the fields of growth of blue Tiberium (2), occupy mining plants with engineers (3), and fight for the center, where two more Tiberium fields are located. There is, perhaps, only one trick here - next to the factories and blue fields there are no-man's pillboxes: it makes sense to hurry up and occupy them with machine gun-rocket groups of infantrymen.
Tower. In appearance - nothing unusual. But, surprisingly, I have never yet managed to meet a player online who took advantage of its main trick. So, in the center there is a tower (4), which can be occupied by infantrymen. From the north and south - one no-man's mining plant (3), surrounded by a pair of abandoned neutral houses, suitable for turning into firing points. To the east and west of the central tower, on a hill, who knows how, two blue fields have grown (2). And, finally, the main trick: along the very edges of the map, two narrow passages stretch along its entire length, connecting the most hidden rear areas of the warring bases. Instead of a frontal attack, necessarily directed through all the enemy’s defensive cordons, you can lead your troops around. I repeat, in my memory no one did this, and not a single one of the opponents I met was ready to attack from the flank, which cost the vast majority of them defeat.
Dust storm. Well, here it is simple dominance. The map is simple and boring. Only two mining plants (2) and a city block with a tower (3) in the center diversify life. Otherwise, each player has three Tiberium fields at different distances from the starting point. The destruction of the enemy's side bases and the capture of civilian buildings by vulnerable, but well-shooting infantry are welcome.
Of course, the result of each game affects the rating. In the early stages, both victories and defeats lead to its increase, only victories increase it much more. Subsequently, the situation changes, and growth in the ranking slows down significantly.
Alas, the system is still far from ideal. And although the tournament rules exclude the possibility of “cheating” the rating in fake battles (after all, the opponent is chosen by the server every time), the game today is poorly protected from deliberate disconnections and other methods of dishonest play. You don’t have to go far - in the picture you see the data of the player who currently occupies first place in the world rankings. Pay attention to the number of disconnections. Every fifth game... Isn't that a bit much?
But over time, of course, such figures will also be dealt with. They will correct the balance, eliminate minor defects... Actually, this is exactly what is said in the cheerful message hanging on home page Internet server. Perhaps I can’t resist quoting it in full, accurate to my free translation into Russian:
Battles for Tiberium are taking place all over the world. Thank you for playing online. Here's the latest news from the development team at Electronic Arts LA.
Resolving problems with your online settings is our top priority. We apologize to all those whose personal information is not updated in a timely manner. We have already done something in this direction and will continue to work until we correct all the mistakes. Thanks for understanding.
We are currently working on a Big Patch, scheduled for release around May. New maps for online play, balance fixes and various other changes are expected there. Now, if you have a problem, look for help on our official forum.
Dear cheaters and disconnectors! We know you all. Look out for Mammoth tanks rolling across your accounts very soon! No, seriously, we won't spare anyone who breaks the rules. All of you who are currently playing on our servers, rest assured: we are working to deal with every dishonest player.
The map editor is ready and is currently undergoing final testing. That is, soon you will be able to create your own cards and exchange them for playing online. To do this, we are now working on a full-fledged SDK for modding the game, and are also finishing the BattleCast viewer program.
Thank you! And happy hunting!
Neutral buildings
In addition to the bases of the three participants in the conflict, on many maps (and especially multiplayer ones) there are special buildings that can be captured and used for their intended purpose. And if metro stations, depots and neutral Tiberium storage facilities are not yet represented on network maps, then control over some other buildings often determines the winner. So...
Mining plant. A tower that brings 15 units of Tiberium every second. It's not much, but control over several towers gives the player a certain advantage. In addition, at the time of the first capture, the tower brings another 750 units to the treasury at a time, which is especially valuable in the early stages of development.
EMR control center. Gives the player a free activated electromagnetic gun, the effect of which is similar to the special function of the Brotherhood of NOD. It fires and reloads while in the player's hands.
Control center. By itself, this building does nothing, but if you capture it, you can immediately build next to it. That is, in fact, the scout is replaced by an engineer, and we also save on deployment time.
Security tower. In appearance it is a typical three-barreled machine gun, but it mainly damages equipment rather than infantry. Not too strong, vulnerable to air strikes, but still allows you to hold a key stronghold for some time and distract the enemy.
Mutant hut. Neutral barracks where mutants train. A squad of mutants is armed with rapid-fire light machine guns, from which they are excellent at shooting at infantry and aircraft. Overall this is a useful, strong and inexpensive infantry unit.
On many of the mouths there are empty buildings that can be captured and turned into firing points. Each building, depending on its size, can accommodate from one to three squads of almost any soldier. Only heavy infantry cannot occupy buildings: GDI stormtroopers and cumbersome alien walking infantry.
When a building is shelled, the soldiers sitting in it do not suffer - the building itself is damaged. If you bring its “health” to almost zero, the infantry settled there runs out into the street. Some troops (grenade throwers, flamethrowers, alien wasps) are able to “smoke out” infantry without damaging the building itself.
Small weaknesses of the big game
I want to warn you right away - the game is quite capricious, and at various stages, from installation to launch. On a note:
* The built-in video cards of laptops and the 64-bit version of Windows Vista are not officially supported.
* “Standard installation” installs the game in C:Program Files. If there is little space on the disk, you will not be able to go back and select another partition. You will have to close the installer, launch it again and go through the custom installation - the one for “experienced users”.
* The game will not start if it finds a software DVD emulator in the system, despite the fact that it starts from an “honest” licensed disc. If you have mounted virtual disks, you will need to unmount them before playing.
* The day and month on the registration card are mixed up. Despite the fact that you are asked to enter the date in the format “DD:MM:YYYY”, which is clearly stated in the tooltip, the month should still come first. Otherwise, anyone born after the twelfth will be politely denied registration.
* At startup, the game checks the disk, and does it for a long time and tastefully, without showing any signs of life. It's not a mistake. Be patient, she will always do this.
* Apparently, the disc is only required when loading, then you can remove it.
* The sound in the Russian version is poorly synchronized with the characters' lines, sometimes it is in a hurry, sometimes it lags. Don't look for a problem in the drivers - this is localization.
Note: the list is based on game version 1.04. Perhaps some of this will be corrected by the time the magazine comes out.
Hotkeys and mouse functions
Note: The list of hotkeys is taken from the official manual and supplemented with comments based on actual game experience.
Control commands
Selecting a combat unit: left mouse button.
Selecting a group: “rubber frame”, left mouse button.
Add to group: any selection while holding down the Shift key.
Select all troops: Q
Select all troops of the same type within the screen: W or double-click with the left button.
Select all troops of the same type: double press W.
Creating a numbered group: select a group of troops in any way, and then Ctrl + 0-9.
Selecting a numbered group: Single press 0-9.
Go to numbered group: double press 0-9. Subsequent clicks move the screen to the next combat units in the group.
Specify a rally point: select a military building, and then right-click on the desired location on the map. All produced troops will be sent there automatically.
Jump to last event location: space
Selecting the next combine: N
Show/hide health indicators: Ctrl + ~
Quick view of the fight recording: >
Orders to move and attack
Move and/or attack: right mouse button on an area of the map or enemy units.
Attack while moving: A, then right mouse button.
Force attack while moving: F, then right mouse button.
Reverse: D, then right mouse button.
Forced movement: G, then right mouse button.
Formation in battle order: holding down both mouse buttons, select the type of formation of troops. Please note that they themselves will not maintain the system - each time it will have to be specified again.
Cancel order/stop: S
Spread out: Ctrl + X
Planning mode: Ctrl + Z. In this case, all orders given will be remembered and will take effect only after exiting the planning mode.
Route mode: hold Alt and give orders. This way you can plot a route or specify a list of several goals. Please note that the order that is already being executed will not be canceled, but will appear first in the list.
Aggressive tactics: Alt+A. Troops set to this mode will themselves attack the enemy in sight and pursue him across the entire map.
Security tactics: Alt+S. Default mode. The troops attack the enemy and pursue him for some time, after which they return to their positions.
Defensive tactics: Alt+D. The troops do not move, but attack the enemy who has entered the firing zone.
Passive tactics: Alt+F. No amateur performances. The troops carry out the given orders exactly, but they themselves do not attack anyone or chase anyone.
Sidebar and production
Tasks: O. List of tasks. It only makes sense in a campaign, not in a multiplayer game.
Intelligence: I. List of acquired intelligence. This button is also only available in campaign mode.
Sell Mode: Z. Turns the cursor into a dollar sign. After this, click on the building - sell. Right mouse button - exit to normal mode.
Power mode: X. The cursor switches to power on/off mode.
Repair mode: C. Cursor - wrench. Enables/disables the mode of repairing a damaged building.
Context menu: ~. Shows the composition of the currently selected group or the selected building.
Buildings: E. Switches to the main buildings construction tab.
Auxiliary buildings: R. This tab contains defensive buildings: cannons, turrets, etc. Tiberium warehouses, a superweapon control station and an observer machine are also being built here.
Infantry: T
Military equipment: Y
Aviation: U
Next stage of construction: Tab. We are talking about numbered bookmarks when there are several construction stages.
Previous build queue: Ctrl + Tab. The same bookmarks, just scroll in the opposite direction.
Sidebar cells: F1-F10. For example, if we are on the buildings tab, the F1 button will start the construction of a power plant, F3 - the barracks. You can order troops, equipment and aviation in the same way.
Troop/building abilities: Ctrl + A, Ctrl + S, Ctrl + D, Ctrl + F. Hotkeys for abilities, from the first to the fourth. Let's say the second ability of shooters is to dig in.
Special features: Ctrl + F1..F8. This refers to special functions of the class of ion cannon, nuclear bomb and the like.
Screens and view controls
Pause menu: Esc
Scroll the screen: mouse cursor to the edge of the screen or cursor arrow keys.
Fast screen scrolling: cursor movement while pressing the right mouse button.
Go to main base: H. Centers the screen on the first assembly area. Pressing it again does not lead to a transition to other such buildings.
Place a label: Ctrl + J, Ctrl + K, Ctrl + L, Ctrl + ;. Places a mark on the map. In total, four tags can be placed.
Go to the mark: J, K, L, ;. Go to the previously marked place on the map.
Rotate the camera: keys 4 and 6 or move the mouse while pressing the wheel.
Zoom in/out: keys 8 and 2 or mouse wheel.
Initial camera position: key 5 or short press on the mouse wheel.
Take screenshot: F12. The picture in BMP format goes into the “My DocumentsCommand & Conquer 3 Tiberium WarsScreenshots” directory.
Group game
Mission 10. Albania
Intelligence reports that huge warehouses of military equipment that have not yet been put into operation have been discovered in Albania. They give us little strength, but, in theory, they should be enough to disable stationary equipment and even overcome possible enemy resistance.
Looking ahead, I’ll say that on this map I had to seriously deal with clumsy scripts, since several times in a row I managed to do something that the developers probably did not consider possible - at least, they clearly did not count on such a situation.
So, after a certain portion of preliminary procedures (blow up a small base, repair the bridge with engineers), we have at our disposal a mobile group of armored vehicles, reinforced with a repair module. Let me remind you that this machine, when folded, is a very vulnerable target, but when deployed, it turns into a powerful outpost, firing at all types of targets and repairing nearby equipment. Staying in a group, the detachment gradually moves to the northwest, and valuable engineers remained at the bridge, just in case. By fighting off constant attacks and being repaired, all equipment gradually gains the rank of “elite” and can already repair itself.
Instead of destroying the northwestern NOD base, we bring engineers there and capture the barracks. And here is the first bug of the script: a capture is considered a death, and if you capture several buildings, the mission will end in defeat with the words: “Too many engineers died!” Therefore, we will be smarter: having occupied the barracks, we begin to produce technicians there and use them to privatize the rest of the buildings. And only those that, when sold, will bring more than the cost of building an engineer. We demolish the remaining enemy houses without a twinge of conscience.
Ready. The base has been disposed of, and the second one, that is, the central base, is next. It is guarded by “obelisks” that kill the elite Predator tank in two or three shots. Well, okay, we don’t need that much. We bring the repair module closer to the firing position and, in a first-come, first-served manner, drive the tanks back and forth, according to the “one shot, and we’re off to repair” principle. That's it, the defense is broken. We enter, destroy power plants, demolish all other defenses... And then - all the neutral equipment on the map awaiting their turn.
We go to where they promised reinforcements (although why the hell is it needed already?)... And immediately we encounter the second bug: an alarming female voice warns that in the center of the map there is a terrible enemy base. “Look, look, how scary...” Well, the camera clearly shows burning ruins and bare concrete where tanks recently passed. The voice stops mid-sentence - apparently having realized the absurdity of the information being communicated, and then a third bug appears on the card. Nod fighter. He happened to appear exactly opposite the enemy’s (and now mine) barracks, where a dozen missile squads had formed up for order and were forgotten as unnecessary. Naturally, the winged guest did not even have time to squeak and fell to the ground even before the aviation came under my command. That's it, the mission is over, and not with the best score: the game failed to recognize the downed fighter and reproachfully marked one of the additional tasks in red. Alas.
On a note: the mission could have been completed easier, by immediately going for reinforcements... But why ask the command for support when you can simply make good use of your own tank unit?
Mission 11. Sarajevo
Kane has been located. He is hiding in the unprecedentedly protected Main Temple near Sarajevo. In addition to standard defenses, the temple is reinforced with distortion field generators that prevent an orbital strike. The building is invulnerable to other types of weapons. It is necessary to suppress enemy resistance, storm the citadel and destroy the generators.
But using ion weapons is extremely dangerous. According to intelligence data, right under the temple there is a huge storage facility for liquid Tiberium, which can detonate from a salvo of an ion cannon. The order to use the orbital cannon can only be given by the GDI High Command.
Kane's citadel is well protected, but this mission cannot be called particularly difficult. We occupy the entire western end of the map, lock the enemy in the citadel, blocking the exits with Mammoth tanks, increase our offensive potential in the form of the same tanks, improved by Gauss cannons... And finally we launch one decisive attack, completely demolishing all obstacles. We capture a processing plant and a research center, catch the unwary “Marauder” with special forces... in a word, we carry out a full set of side tasks, after which we disable the generators.
The ion cannon is ready. You can shoot.
Despite the squabble between Granger and Boyle, we have no choice. Boyle is the commander in chief and he gives the orders. The orbital weapon is ready, the beam is gaining power... Salvo!
Act IV. Central Europe
The explosion of liquid Tiberium occurred exactly as scientists predicted. Nearby accumulations of the mineral detonated, and a giant mushroom rose above the planet. Millions of senseless victims, among which, perhaps, there was only one “necessary” death. Kane, the leader of the Brotherhood, could not survive at the epicenter of a monstrous explosion that led to a catastrophe on a planetary scale...
But the explosion also had other consequences. As if responding to a gigantic ejection of matter, unidentified space objects rushed to earth. The command hastily gave the order to attack the aliens from orbit, but the weapon did not cause them much harm. Divided into smaller fragments, the alien ships successfully landed. And it began...
Mission 12. Munich
The aliens attacked several large European cities at once, causing panic and destroying everything in their path. This is very similar to a red herring - the alien invaders are showing miracles of cruelty and committing unjustified, demonstrative atrocities throughout central Europe.
Be that as it may, the evacuation of Munich is now in full swing. It is necessary to escort the trucks with engineers, covering their retreat. And if possible, regain control of a couple of lost buildings that are of strategic importance for this region.
What is really difficult here at first is to distinguish a potentially dangerous enemy from a “decorative” one flying only to create the appearance of a massive invasion. The real danger is posed by three types of enemy troops: walking Annihilator tanks, anti-tank infantry and Burevestnik fighters. Huge planetary stormtroopers and their miniature satellites float above the map for show, and should not be distracted by them.
The most difficult thing is to target the "petrels", so it is best to unite all the troops into a group and lead, covering the trucks - so that they themselves open fire on air targets. When the threat comes from enemy ground forces, focus fire manually, and then return to “passive” escort.
Having met a detachment of engineers, you should immediately send two of them back to the city to capture the building indicated on the map. It is enough to cover them with a not too strong (and not anti-aircraft!) detachment. Let the remaining engineer follow the main convoy: the required power plant will be found exactly along the way.
All. We've arrived.
Mission 13. Stuttgart
Another city to be invaded. There are virtually no survivors, and the few who survive are scattered in small groups throughout the region. The task of the special forces officer at your disposal is to unite the scattered forces of the GDI, restore the base with the efforts of engineers and destroy all aliens who are within reach.
The entire map is at our disposal. The base is empty, and why is there any defense here - there’s no one to attack anyway... |
Unfortunately, there is no radar in this mission, and you have to literally navigate by touch. First of all, I advise you to find engineers - they correspond to the yellow arrow under the number (2). Not because we are rushing to restore the base right now, but simply because an engineer in the company of a special forces soldier is a well-coordinated pair of specialists who, in a matter of seconds, can turn someone else’s walking Annihilator tank into their own. The special forces explode, and the engineer immediately returns to life.
When the squad consists of about three walkers, you can think about going to occupy an abandoned base in the southeast of the map. You should immediately occupy the power station - the script will work, and the entire base will come under our control without wasting any extra money on engineers.
On a note: On the map, including near the base, there are Tiberium towers and unoccupied storage facilities.
Once the base is operational, repair the ill-gotten walkers, take up defensive positions and get ready to raise a few more with engineers. If you have enough money, build armored personnel carriers and tanks, and use rocket launchers to occupy empty buildings in order to deftly shoot down aircraft. When you have enough strength, go west, bringing abandoned firing points back to life. Also, collect the lost poor fellows from the map and destroy everything that was not born on Earth.
Mission 14. Cologne
Almost the entire GSS base remains in Cologne. It is necessary to assess the enemy's forces with a small reconnaissance group, restore the base and destroy everything alien.
The operation as a whole is not complicated, it is only important to attack the right targets with the right weapons in time. Stormtroopers easily destroy enemy light and medium armored vehicles, and when they reach the “elite” level, they become almost unkillable. The danger for them is the numerous infantry - this is where special forces come to the rescue. And if a three-legged annihilator looms on the horizon, that’s also his thing.
So, alternating attacks, we make our way across the bridge to the eastern end of the map. We are restoring the operation of the base and establishing the production of blue Tiberium. At the same time, we capture the power station that we passed by on the way to the bridge, repair the ultrasonic guns and hold back the waves of advancing aliens.
Then there are two options. Firstly, you can use reinforcements from the captured house, clear a workaround, sneak into the enemy base with snipers and demolish the main building with artillery fire. Or you can be more impudent - start building cannons and power plants right deep into someone else’s base. It’s a little longer, and at a certain stage you’ll also have to take care of air defense... But it’s more reliable.
Mission 15. Bern
The final displacement of aliens from European cities is destined to occur in Switzerland. Only ruins remained from Bern, and now there is (again, according to intelligence) a well-guarded central building of the aliens. And besides it there are two auxiliary military bases. It is necessary to destroy the command building at the main base.
It will be difficult here at first. The offensive comes from three sides at once, and at the most inopportune moment, several “Destroyers” appear at the limit of visibility, spraying plasma on the newly built fortifications and disassembling fresh “Mammoth” tanks into pieces.
There is only one piece of advice - to focus not on stationary defense, but on mobile strike groups consisting of improved Mammoths. They will help shoot down the extremely dangerous mother ship, preventing this floating fortress from wiping our base off the face of the Earth. In addition, the neighboring (eastern) base should not be destroyed, but captured. It will be possible not so much to build “Annihilators” (“Mammoths” are still better), but to provide a power shield to those alien robots that were first killed and then revived by engineers.
As enemy robots are forcibly transferred to our side, the pressure from the enemy will begin to weaken. Now it’s time to remember the goals of the mission and strike a decisive blow with this entire caterpillar-walking armada.
Act V. Italian Red Zone
The aliens left the cities of earthlings alone, concentrating on the construction of colossal Tiberium towers. And even though their purpose remains a mystery, one thing is clear - they probably do not promise anything good for humanity. One of them, the largest and almost completed, is located near Rome. That's where we're going...
Mission 16. Rome
A grandiose construction project has begun not far from the capital of Italy. A spiral tower with a base diameter of more than a kilometer reaches its top far into the clouds. What kind of design is this? What will happen when the aliens finish building it? The command hopes that we will never find out. The goal of the special operation is to get closer, destroy three protective generators (familiar procedure?), and then cover the tower with an ion salvo from orbit. A Brotherhood base has also been spotted nearby, which gives another reason for caution.
Initially, we have at our disposal a small patch of land, separated by a chasm from the rest of the map. From the north, NOD aircraft carry out regular raids, and from the east, alien troops are constantly teleported through the gap. The only way to survive here is expansion.
I acted like this. He built a reconnaissance aircraft and an airfield, transported it to the far shore from the side of the NOD base, covered it with jumping attack aircraft and deployed an additional base. Five minutes later, he populated the base of our ideological opponent with engineers. And having two sets of military technologies and actually three bases, he easily neutralized the eastern alien base and soon sent troops to the main one.
It was not difficult to destroy the generators. Aiming an ion weapon is even easier.
Mission 17. Epicenter
The technology to combat aliens has been established and implemented everywhere. Unfinished towers are destroyed by strike groups around the world. At the moment, there is only one left - and only because it is being intensively defended by NOD troops. But that will not be our target: GSB military analysts have discovered a much more interesting object. It seems that the main alien command post is now located near the epicenter of the Tiberium meteorite explosion in the Italian “red zone”. If it can be destroyed, perhaps the entire Skrinn war machine will stop, and their invasion of Earth will be completely stopped.
Meanwhile, the conflict between General Granger and GDI Executive Director Boyle reaches its climax. It is now clear that no matter how this operation ends, they will no longer be able to work together. Boyle's scientists examined materials from the secret NOD plant and managed to develop a Tiberium bomb: a powerful weapon capable of incinerating not only the main headquarters of the aliens, but also their entire base. The head of the GDI insists on ending the Skrinn invasion with a single bomb strike. Granger calls such an order criminal and begs to resolve the issue using more traditional military tactics. After all, the explosion of a Tiberium bomb in the “red zone” will lead to such a chain reaction that the disaster after that ill-fated ion cannon shot will seem like a trifle. The decision is yours.
From a tactical point of view, the mission is not difficult, although the battle involves huge forces. NOD troops are fighting the invaders, we are also pushing them back on all fronts, not forgetting to “resurrect” fallen combat robots with engineers. Perhaps the only trick lies in one side task, when you need to get the alien mother ship to turn towards the NOD camp. To do this, carry out a small sabotage raid, destroying the Brotherhood's camouflage towers. Otherwise, the air fortress will head in your direction and will have to be shot down.
And now the offensive is entering its final stage. The NOD base quietly collapsed, the screens were driven into a corner, their main building was scouted. For the first time we have a choice. Use a tiberium bomb? Or maybe crush the enemy building into the ground with the tracks of conventional tanks? Decide quickly. Your future career in the NHS depends on it. How? You'll see.
The alien forces are completely destroyed. Having lost contact with headquarters, the Skrynn troops broke down, instantly turning into a pile of alien materials of unclear composition. There was only a lonely tower left - the only one that was still completed. There is no way to destroy it: once completed, the building has become invulnerable to all known types of earthly weapons. However, the tower does not show any activity - it froze, froze and will probably remain like that until the end of the world - like a silent monument to everyone who fought with the invaders and defeated them.
But this - just part of the story. If you look at it through the eyes of the NOD, other facets will open up, shedding light on many circumstances that remained a mystery to the GDI.
Brotherhood of NOD
Brotherhood of NOD
The Brotherhood of NOD is a secretive faction, emphasizing camouflage, swift attacks and carefully planned sabotage. In terms of brute strength, it is slightly inferior to the government GDI troops, but largely makes up for this with a variety of special functions. And numerous light aircraft.
Military forces of the NOD Brotherhood
Infantry
Action. The weakest soldiers in the game. They die instantly, are not trained in anything special, are effective against... engineers, one must assume.
Rocket launchers. They attack aircraft, equipment and buildings. If you combine a tank attack with an infantry attack - so that enemy tanks cannot crush the soldiers with their tracks - it will work out well.
Technician. A technician, unlike an engineer, has another useful skill - mining bridges and buildings. When enemy troops step onto the mined bridge, it will collapse with a crash and roar. An equally pompous effect is achieved when enemy infantry tries to occupy a mined house.
Fanatics. Suicide group. They run fast and attack in the only way - by exploding. Each fanatic explodes separately, allowing one group to commit suicide multiple times.
"Black Brothers". Flamethrowers. Useful against infantry, but even more useful when clearing houses occupied by enemy infantry. One single flash, and the building is ready for occupancy again.
"Shadows". The main sabotage unit, unique in several respects. Firstly, this is the only flying infantry in the game, unless you count the short jumps of attack aircraft as flight. Secondly, “shadows”, like special forces, know how to blow up houses. And finally, they act covertly and can get close to the enemy base completely unnoticed.
Punisher NOD. A unique fighter, in many ways identical to the GSB special forces. True, it doesn’t jump and feels somewhat weaker, but as soon as it stops, it goes into invisibility. It blows up houses, destroys infantry in a matter of seconds.
Technique
Motorbike. The Brotherhood's constant fighting machine since the very first part of Command & Conquer. It shoots down aircraft, bites equipment and buildings, and is killed by a couple of stray missiles.
"Raider". Car with a machine gun. The soldier is not transported, but after improvement he is equipped with an electromagnetic pulse generator that paralyzes equipment. However, I must admit, I have never been able to use it wisely.
Tank "Scorpion". Light tank, the basis of a tank blitz attack when playing online. Being equipped with a knife trawl, it is trained to crush not only light, but also heavy infantry.
Harvester. Unlike the GSB combine, the Nodovsky combine cannot shoot. He has another trick - a portable stealth generator that hides the harvester from prying eyes. The most secretive car in the game.
MSC. Mobile assembly workshop. It unfolds into the main building of the base and is no different from a similar GSB device.
Flamethrower tank. Leader in clearing buildings from infantry hiding there. In addition, flamethrowers are excellent at destroying fleeing soldiers and demolishing buildings in a matter of seconds. Flamethrower tanks need cover, since they are powerless against vehicles and aircraft.
Tank "Ghost". Another constant companion of the Brotherhood throughout the history of the game series. It moves secretly, shoots missiles, and fights well against enemy air forces.
Ray gun. But this is a new product, and a very difficult one. Let's start with the fact that several cannons firing simultaneously combine the beam into one, much more powerful one. In addition, the beam cannon can recharge the laser "obelisk", increasing its fire and reducing the reload time. True, not significantly: experience has shown that ten beam guns increase the number of laser shots from about 15 to 20 per minute. Finally, the Beam Cannons are capable of aiming a beam at the mirror mounted on the bottom of the Orca fighters to fire a reflected light across the entire map.
"Marauder". If you go to a Western forum and communicate with those who play the English version, remember that this robot was originally called “avatar”. He lost all his divinity in localization. The main skill of a marauder avatar is to borrow weapons from his colleagues. Thus, it can be equipped with a flamethrower, stealth generator, invisibility detector and laser, dismantling the flamethrower tank, Ghost, motorcycle and ray gun for parts. Alas, it is expensive, tedious and not as effective as we would like.
"Messenger". A complete analogue of a GDI intelligence officer. Having reached the place, it compacts the earth and turns into an outpost around which other houses can be built. He doesn’t know how to build himself and won’t pack it back into the car.
Aviation
Fighter "Mosquito". Lightweight, cheap fighter. It does not require a seat, constantly hangs in the air, and attacks both ground and air targets. One Mosquito is not capable of anything revolutionary, but twenty can easily level an average base.
Bomber "Smerch". Powerful bomber. It, unlike the Mosquito, needs a personal landing place, so one take-off pad can accommodate no more than four bombers. But “Smerch” is invisible all the time, except when directly bombing. This increases its survivability, including during retreat - missiles fired after them are knocked off target as soon as the bombed Smerchs dive back into invisibility.
Transport worker. Called upon request from infantry or equipment. Like a taxi: he drops you off, takes your money and... remember his name.
Peaceful and military buildings
Assembly shop. Traditional base building. There are no improvements, it produces a little energy, builds all other buildings and a messenger machine.
Power station. Generates energy used by all buildings. After the construction of the experimental workshop, the following can be switched to tiberium fuel:
- Tiberium fuel. Increases the level of energy produced by the power plant.
Concentrator. The Tiberium processing station is also the starting point for harvesters. There are no improvements.
GOD Barracks. Previously, this building was called the hand of Nod. Perhaps the developers couldn’t find an answer to the question “Who is Nod?”, and hastily corrected the misunderstanding. All troops train here.
Military plant. And here, as usual, they build ground equipment - all except the “messenger”. Small robots fly over the plant, restoring armor to damaged tanks.
Science Center. Provides access to special functions " False target», « Anti-radar missile" And " Camouflage field”, allows you to train fanatics and “Black Brothers”, build flamethrower tanks, “ghosts” and MSCs. And finally, it serves as an important node in the base development tree.
Control room. The takeoff and landing tower, no matter how absurd it may sound. Aviation is built here, bombers are recharged here, and the entire air force is repaired here. Provides access to the special function " Mines" and participates in the preparation " Tiberium bomb».
Secret Temple. Infantry Improvement Center. Allows you to train “Shadows” and is required to train a unique fighter - the NOD punisher. Research available in the secret temple:
- Mentor. Squads of militants and rocket launchers are replenished with mentors who increase their rate of fire and security. The mentors themselves are armed with gas grenades.
- Tiberium injection. They increase the health and mobility of those same militants with rocket launchers, as well as fanatics. All infantrymen who receive the injection become invulnerable to Tiberium fumes and can run across Tiberium fields without risk.
Experimental workshop. The main scientific building of the Brotherhood. After its construction, the base undergoes a technological leap, reaching a fundamentally new level of development. Improvements to power plants, heavy bombers, ray guns, Marauders, laser obelisks, a processing plant and a GCD temple become available. And also research:
- Electromagnetic pulse. An analogue of the electromagnetic gun from previous parts of the game. But if there it was just a cannon, installed somewhere and firing at some distance, here an electromagnetic strike is delivered from the sky, paralyzing all electronics.
- Laser weapons. Equips Raiders, Scorpion tanks and Mosquito light fighters with lasers. If you focus on the blitz attack, then this is the most valuable improvement of the Brotherhood.
- Knife trawl. Trains Scorpion tanks to crush heavy infantry and destroy mines.
- Jammer. Once invented, each Mosquito fighter appears on enemy radar as multiple targets.
Processing plant. In the past, this was the NOD chemical plant. Now Tiberium weeds are no longer found on maps, but technology has not lagged behind: bombs are now made from clean mountain air.
Tap. Each crane is another additional stage of construction. Once the issue with Tiberium is resolved, it makes sense to build at least one crane - this significantly speeds up the pace of development both in single player and online.
"Meat grinder". All NOD defensive structures, except for the “obelisk,” consist of a central unit and three cannons. Destruction of a node leads to an explosion of the entire structure, but as long as it is intact, the exploded cannons will rebuild themselves over time. Here is a “meat grinder” - this is a “machine gun” version of this design, aimed at destroying infantry.
Laser gun. The same “meat grinder”, only for grinding larger objects, where the percentage of meat is insignificant, but metal predominates. Lasers cope well with enemy vehicles.
SAM. Anti-aircraft missile system. Also organized according to the 1+3 scheme. Fires surface-to-air missiles that pursue the target even after it leaves the firing zone.
Storage. Tiberium brought from the fields is stored here. By the way, there is also some space for storing it in the enrichment plants.
Camouflage tower. It would seem that this is a standard stealth generator for the Brotherhood, but no. The main difference is that the tower has forgotten how to camouflage itself. Yes, it hides surrounding objects, but it sticks out and attracts attention. In addition, two adjacent towers do not mask each other.
Obelisk. Powerful laser gun. Shoots at a single target, which can be a tank or a group of infantry. Can be strengthened by ray guns aimed at it. In general, it is a very effective structure, although inferior to the GSB ultrasonic gun.
GCD Temple. Opens access to the Brotherhood's superweapon - " Nuclear bomb" In addition, a special skill is available in the temple - “System Restoration”, which brings back to life all equipment and buildings damaged by an electromagnetic pulse. You can do this: first we fire an electromagnetic cannon at tanks colliding in battle, then we quickly restore the functions of our equipment and finish off the still paralyzed enemy forces.
Special functions of the Brotherhood of NOD
False target. Allows you to “copy” a unit, creating a false target in the specified visible area. The copied group of soldiers or vehicles is unable to attack, but can move around and take multiple hits. Over time it disappears.
Anti-radar missile. Temporarily disables the enemy's radar, even if he has enough energy. Makes sense just before a surprise attack on multiple fronts.
Camouflage field. Hides allied troops in the specified area, damaging infantry.
Red shadows. Summons several units of “red shadows” at the rank of veterans. They fly to the landing site under their own power, and if they encounter an air defense system on the way, they can turn around in time.
Mines. Flying fighters litter the area with mines. In general, powerful enough to severely damage enemy equipment. Sometimes it makes sense to drop mines not in advance, but directly on a passing enemy column.
Chemical rocket. Explodes itself and detonates Tiberium if dropped near the field. Interestingly, Tiberium itself does not suffer much, which cannot be said about the equipment on it.
Spraying Tiberium. Planes bring and drop a load of green crystals, which can then be collected by harvesters. This procedure does not cause any harm unless used in conjunction with a chemical rocket.
Tiberium bomb. A powerful incendiary bomb, second in power only to superweapons.
Nuclear rocket. It takes seven minutes to charge, like all superweapons. Can be dropped on an unexplored area. Everything at the explosion site is destroyed. That's all.
NOD Brotherhood Campaign
In truth, the first missions for the Brotherhood are also somewhat educational. But if the GDI campaign is trying to introduce the player to the intricacies of the interface and explain how a tank drives and how a machine gun fires, then here we will simply quickly get acquainted with the specifics of the troops and tactics of the NOD. And at the same time, let’s look at the events that took place from a slightly different perspective. Looking ahead, I’ll add that the whole intrigue will be fully revealed after completing the game for all three factions - and only if you look around carefully.
Prologue
More than fifty years have passed since the meteorite fell on the Apennine Peninsula. Having defended its position in two Tiberium wars, the Global Security Council has strengthened its position in the blue zones. As time passed, its combat readiness fell, and politicians, environmentalists and demagogues began to infiltrate the leadership to replace combat veterans. But they buried Kane early. It's time to strike at the fat hydra!
Inopportunely... Killian greets us with the words: “Welcome to the Brotherhood!” - and generally behaves in the spirit of “come in, settle down, the bath is here, the toilet is to the right.” Following her, Kane recalls past exploits and treats her very confidentially. Finally, Ajay begins with the words: “Oh, here comes our legend!” They would have at least reached an agreement there, but it’s unclear whether they would hesitate at the threshold with downcast eyes, or immediately demand a personal office and a platoon of bodyguards.
Mission 1. Space Center named after. Goddard
And here is the first task. It is necessary to capture the GDI communications building near the Goddard Space Center to prevent the enemy from calling for reinforcements, and then, before the enemy comes to his senses, blow up the global missile defense center.
First, the fanatics need to make a hole in the wall. If you act carefully, you may not even lose their entire squad. When the wall collapses, we lead the equipment through the gap, capture the building and receive reinforcements. At this moment the timer starts, but there is more than enough time. Having taken positions in empty buildings with riflemen and rocket men, we hold off the advance of infantry and light equipment, blow up power plants and have a detachment of “Shadows” at our complete disposal. It’s not even scary to lose him - then more “Shadows” will arrive with the next reinforcements. If you wish, you can quickly make a sabotage squad elite - on the map there are boxes that increase the rank just for such needs. There is little use from side quests, but for beauty you can demolish the barracks in the east and occupy the indicated building.
Now the actual undermining of the center. It is better to land in the far northern corner and first leave the guns without electricity. And only then calmly blow up the missile defense control center.
Act I. US East Coast
So, missile defenses around the globe lost their main nerve center and in the blink of an eye became completely helpless. All-seeing radars collected a lot of information, but it did not go anywhere and was not processed anywhere. Anti-missile batteries were ready to destroy any target, but no one could give them such a command. One precise swing of a military scalpel, and the entire defensive organism was paralyzed. The tracking systems silently watched as a huge rocket slowly rose from its silo in the Cairo steppe, as a fuse flared on command from the center, as a column of roaring flame pushed a heavy warhead out of the earth's atmosphere. And finally, how a deadly charge rushed towards the Philadelphia orbital station, only to turn it in a moment into a handful of iron rubbish falling onto the planet.
The Global Security Council has been decapitated. All the key people who flocked to the next environmental summit were killed. It's time to act!
Mission 2. Andrews Air Force Base
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The story began at the end of the last century, when another meteorite that crashed onto the surface of our battered planet brought an unusual substance to Earth. Tiberius. According to the official version, it was first classified by Dr. Ignazio Moebius and named after the Tiber River, near which the meteorite was discovered.
Further research showed that the mineral contains considerable energy potential - of course, not in the esoteric sense, but in the most practical sense. This discovery would have remained on the pages of someone’s dissertation, if not for one circumstance. The mineral began to grow, constantly changing, permeating the soil and blooming in clusters of green crystals. Earth's vegetation mutated under its influence, and infected trees released millions of spores into the air. Tiberius spread far beyond Italy. Soon its quantity became quite suitable for industrial use, and fierce competition began for the valuable energy source. The First Tiberium War broke out.
Kane is alive...
And this no longer surprises anyone. The head of a religious brotherhood that once grew out of a terrorist organization has already suffered at least two deaths. The first came at the end of the very first game in the Command & Conquer series, the other effectively ended the Second Tiberian War in Tiberian Sun. But what are two deaths for a real prophet?
So, Kane, the permanent leader of the NOD brotherhood, and also a serious competitor of Forty-Seventh in the fight for the title of “the most famous bald man in the gaming industry,” has not changed at all. His face and voice were given to him by actor Joe Kucan, the image most likely came from the late Anton Szandor LaVey (of blessed memory), but Kane makes plans on his own, and more than grandiose ones at that.
The brotherhood is opposed by government forces GDI (Global Defense Initiative), in localization renamed the GDI. This is a military community of the G8 countries, created to counter the growing strength of the Brotherhood.
Both warring camps are very familiar to anyone who has even glanced at Command & Conquer. But now a third force comes into play - the aliens of the Skrinn race. Judging by the design of the missions, at first they wanted to make them the main surprise of the game, but later for some reason they were “shown” in several videos, and the intrigue disappeared. One way or another, aliens are a full-fledged third force, with their own buildings, troops and development line.
We'll get to know them better soon. Well, for now, let's remember what the C&C strategy series is and how it is played.
Old school strategy
In a nutshell: Command & Conquer is a technogenic real-time strategy with no limit on the number of troops.
The main resource in the game is Tiberium. It grows on the surface of the earth, is harvested by harvesters and is spent as currency on the construction of buildings, training of troops and scientific research. With a certain stretch, energy can be considered the second resource. It is produced by power plants and ensures the operation of energy-dependent buildings - research centers, technological buildings, stationary turrets and air defense systems. But energy is not consumed, but is only kept at a certain level, which is either enough to supply buildings or not. Actually, that’s why it cannot be fully considered a resource.
Construction begins with the assembly shop - the main building of the base. As a girl, he is a slow machine that can be turned into a building. An area suitable for construction is formed around it: this is where the remaining buildings are located, in turn further expanding the territory of the base. There are no “special points” in the game - any fairly flat land is suitable for development, as long as it is spacious enough and located close to existing buildings.
Note: the main building of the base can be folded back into the car, transported to another place and deployed again. Previously, this feature could be configured at will and was disabled on scenario maps, but here they decided to make it integral.
The base buildings can be divided into several groups.
Construction. This is the main building of the base itself, as well as the construction crane. Each such crane adds another line of building construction.
Military. Barracks, military factories and airfields - in a word, everything that produces infantry, equipment and aviation.
Resource. The main building is the Tiberium processing plant; it is from here that the harvesters are sent to harvest the harvest. Tiberium storages also fall into this category: their number determines the maximum possible capital in the player’s hands. And finally - mining rigs. You can’t build them, but you can capture them and get a small increase in funds every second, without any harvesters.
Note: the aliens do not need storage facilities; all mined Tiberium immediately goes to the treasury and does not disappear, like others, when there is not enough space in warehouses.
Defensive. Cannons, machine guns, anti-aircraft guns, stationary lasers. They do not expand the captured territory, but otherwise behave like all other buildings. For aliens, they are especially exotic: hives with exotic alien wasps are used against infantry, and dischargers, popularly called “combs,” are used against equipment.
Scientific. They don’t do anything themselves, but they allow them to carry out research: improving buildings, infantry and equipment. In addition, they provide access to special abilities - ion cannons, nuclear bombs and various types of landing forces.
All three factions have these types of buildings in one form or another, with minor amendments. For example, the main alien building initially does not drive, but flies. Their scouts behave similarly.
Troops in the game are traditionally divided into three types: infantry, equipment and aviation. To produce each of them, appropriate buildings are needed: barracks, a military plant and an airfield. Engineers, as before, are capturing buildings, planes are flying, tanks are crawling - in short, no globally unpleasant surprises can be expected.
Note: troops - both foot and tank and air force - receive promotions in rank. Titles are given for the cost of destroyed enemy forces in comparison with the combat unit’s own cost. There are three ranks in total, they are marked with stripes. With each rank, strength and strength increases, and at the top level, health regeneration is also added to this. Practice shows that elite troops are significantly stronger than ordinary ones, and it makes sense to develop them. In a game with a computer, units guarding the approaches to the base quickly become elite, and in multiplayer, promotions often go to troops that destroy a small side base.
Twenty main differences
There have been a lot of changes in the strategy genre since Tiberian Sun, and some innovations simply could not help but be included in the third part of the Tiberian series. Below we provide a list of the most, in our opinion, significant new products and changes in the game, compared to its ideological predecessor.
Tiberius became infinite. Previously, its fields ended if a Tiberium tree did not grow in the center. Now, every field grows around a break in the earth, and so - everywhere, on all currently existing maps.
Scientific research has been added to improve infantry, equipment and buildings. Special scientific buildings are responsible for this research, and scientific work takes a long time and requires money.
Individual soldiers were replaced by detachments. The riflemen are formed in groups of five, the rocket men - in groups of two, and the grenadiers - in groups of four. Such a detachment is controlled only as a whole. Only one infantry squad can fit into an armored personnel carrier.
Many troops received special abilities. For example, riflemen learned to dig in (more precisely, build pillboxes), and attack aircraft learned to cover short distances using jet propulsion. These abilities can only be used manually.
Base construction can now be carried out in several streams: each assembly shop and each crane can simultaneously work on one building from the main set and one defensive structure.
Infantry, equipment and aviation are also ordered on a first-come, first-served basis. So many riflemen, then two grenade launchers, then three more squads of riflemen - something like that. The queue will be executed in the order in which it was specified.
The troops learned to maintain formation. True, they do not do this themselves, but only forcibly - the construction method can be set by two simultaneously pressed mouse buttons. There are other useful commands - we advise you to study the list of hotkeys.
The radar is no longer a separate building and is now built into the assembly shop, but still turns off when there is a lack of energy.
It became possible to occupy civilian buildings with infantry and fire from there while being protected by walls.
The ion cannon has become many times more powerful and now, like a nuclear bomb, it destroys many buildings at once over a large radius.
Most special functions (landing, bombing, force fields) are now aimed only at the open, visible area of the map. In addition, almost every such special function costs money.
All base starting buildings have become mobile. Previously, this function was optional, and disabled by default.
Underground transport has been abolished.
Artillery mounts have moved to the GDI side and are available almost at the very end of the technology tree. In return, the NOD brotherhood received a powerful walking Marauder tank, and all early GDI vehicles remained wheeled and tracked.
Tiberium weeds that damage equipment have disappeared from the maps. The chemical plant that previously operated on their basis now produces bombs without requiring raw materials.
The equipment is repaired itself, being located near military factories.
The amount received when selling a building depends on its damage. Almost completely destroyed buildings are sold for pennies.
GDI combines have learned to shoot. Their gun is weak, but it can handle a group of infantry. And even more so with an engineer.
Aviation for the transfer of equipment has been preserved, but the method of obtaining it has changed significantly. If earlier GDI (and only they) could build a Carryall in order to use it for transporting equipment for as long as desired, now calling transport has become the ability of some combat vehicles and combine harvesters. Each call costs money, and after the transfer, the cargo helicopter flies off again in an unknown direction.
In addition to the mobile assembly shop, another similar machine appeared - the scout. It cannot build itself, but, having dug in, it creates a small zone suitable for development around itself. And it's relatively cheap.
Well, now let's go back to our three rivals and look at them in more detail...
Global Security Council
Global Defense Initiative (GDI)
The basis of the GDI's strength is in powerful tanks. This faction is the least focused on tactical cunning and microcontrol. Playing for government forces welcomes systematic development, pressure by force and mass.
GDI Armed Forces
Arrows. A detachment of the simplest infantry armed with assault rifles. As an additional ability, they can dig in, or more precisely, build a pillbox for one cell. Subsequently, they can be evicted from it and put there, for example, rocket scientists who do not know how to dig in themselves.
Rocketeers. The squad has two fighters armed with rocket launchers. They attack any targets, including aircraft. Ineffective against infantry. It is best to place rocket men in pillboxes, neutral buildings or on armored personnel carriers, otherwise they will quickly die.
Engineer. A single infantryman, extremely weak and unarmed, but able to capture buildings. In addition, the engineer is able to instantly repair a damaged building, restore a destroyed bridge, and even sit in the cockpit of a defeated walking robot (including an alien one), bringing it back to life.
Grenade throwers. A squad of four people, armed, contrary to the name, not with grenade launchers, but with hand grenades. Perhaps it would be better to call them grenadiers, but to avoid confusion we will stick to the terms of the official localization. Grenade launchers are good at destroying infantry and buildings, and in addition, with one single grenade they kill all infantry holed up in a pillbox or a civilian building.
Snipers. They walk in pairs, kill infantry outright, and are ineffective against everything else. The sniper's (and only his) field of view can be used for an artillery strike. This is one of the few ways to fire powerful guns across the entire map.
GSB special forces. Direct descendant of Nod's elite commando from Tiberian Sun. He has excellent health, destroys infantry even more effectively than snipers, can blow up buildings and (new!) jump a short distance using a jetpack. Be careful - when planting explosives, the special forces soldier lies down and moves at a crawl for some time, which is why he often does not have time to escape machine-gun fire. Only one such fighter can be built at a time.
Stormtroopers. Elite infantry equipped with jetpacks like special forces. They are armed with Gauss guns and are very dangerous for vehicles and buildings. Keep in mind that stormtroopers do not fly on their own: their backpack is activated as an ability, that is, manually. And one more thing: attack aircraft cannot occupy buildings, but they can easily sit in armored personnel carriers.
"Bulldog". A fast car armed with a rocket launcher. It copes most effectively with aviation, a little worse with equipment and buildings, and very poorly with infantry. Can be armed with a mortar, if one is invented at the technical center.
Tank "Predator". Regular light tank. Destroys enemy equipment and buildings, does not attack air targets, crushes infantry. After the introduction of the Gauss cannon, it becomes noticeably stronger.
Armored personnel carrier. An infantry fighting vehicle armed with a machine gun, capable, among other things, of laying mines across the map. Accommodates one squad of any fighters, and they can fire in the usual manner directly from the cockpit, without interfering with the firing of the built-in machine gun. And an engineer placed in an armored vehicle becomes the most dangerous means of quickly capturing enemy rear bases.
Combine. It runs between the enrichment plant and the nearest Tiberium field, fighting off aggressors with a small machine gun. The most selfless car in the game.
MSC. It is also known as a “mobile assembly shop”. Can be assembled and disassembled an unlimited number of times. In the car version, it drives, but does not build, and in the building version, it builds, but does not drive.
Repair module. A unique GSB vehicle, no other camp has an analogue. In the “assembled” state, it moves sluggishly and dies from any blow, and in the “deployed” state it turns into a powerful outpost with two guns and an air defense system, and also repairs nearby damaged equipment.
Tank "Mammoth". The most powerful tank in the game. Heavily armored, armed with two types of weapons (cannon and missiles), attacks ground and air targets, and after the invention of Gauss cannons, they supplement their already luxurious arsenal. Five elite “mammoths” destroy everything in their path, and a dozen destroy everything.
"Juggernaut". Slow, vulnerable, but very long-range walking artillery. The “Artillery Strike” ability allows you to cover targets with fire even at the other end of the map, if the shelling zone is visible by a squad of snipers. This technique works successfully: first scan a remote area of the map, then drop a squad of snipers there and after that, strike with a group of “Juggernauts”.
Observer. For some reason, it is being built not at a military plant, but in the auxiliary buildings section using the means of an assembly shop. An observer is needed to establish a new base inexpensively. Take it to the right place, turn it around, it puffs for a while and... done! You can build nearby, if, of course, you have at least one crane or assembly shop at your base. By the way, once entrenched, an observer no longer turns into a machine. It's disposable.
Killer whale fighter. Carries six air-to-air missiles, which, depending on the target being attacked, can easily become air-to-ground missiles. As standard, fighter jets are equipped with a pulse scanner, which detects nearby hidden objects upon command. Another ability is invented in the tech center and allows you to drop a reconnaissance probe that dispels the fog of war. It would be practically useless if it were not for the ability to attach it to... enemy equipment.
Bomber "Hawk". It can act as a bomber and work part-time as a fighter, depending on what ammunition was given to it before takeoff. After the invention of the technology, the “Altitude Corrector” is trained to go into the stratosphere on command in order to descend from there directly to the target, bypassing all air defense systems on the way to it.
Transporter "Griffin". It is impossible to build “griffins”; they are called upon command from most types of military equipment, pick it up and move it to a specified location. After which they fly away without saying goodbye or responding to commands.
Peaceful and military buildings
Assembly shop. The main building of the base, around which the construction of other buildings begins. There are no improvements. Generates some energy.
Power station. Increases energy levels. After the construction of the technical center, it can be equipped with turbogenerators for an additional increase in energy:
Turbogenerators. Unlike scientific research, this improvement is made for each power plant separately.
Concentrator. Tiberium processing station. It is built immediately together with one combine harvester; later, additional combine harvesters can be ordered at a military plant.
Barracks. All infantry, without exception, train here. Initially, shooters, rocket scientists and engineers are available, but as other buildings are built, this list expands significantly.
Armory warehouse. Allows you to train attack aircraft and special forces in the barracks, provides access to the “Landing” special function, and is also responsible for the following research:
Composite armor. Increases the defense and health of shooters, rocket launchers and grenade launchers.
Scanners. Equips stormtroopers with invisible object detectors.
Stimulants. Teaches stormtroopers how to self-medicate between battles.
Military plant. It is here that all riding, crawling and walking equipment is produced. In addition, flying repair robots are constantly circling over the plant, ready to repair damaged equipment.
GSS headquarters. Makes training available in the barracks for grenade launchers, and is responsible for the special functions “Scanning”, “Airstrike” and “Hounds”.
Technical center The main technological building of the game. Responsible for the “Veteran Snipers” and “Hounds” special functions, allows you to build “Mammoth” tanks and “Juggernaut” long-range artillery, train attack aircraft, improve power plants and build ultrasonic turrets. In addition, the following studies can be ordered at the technical center:
Mortars. Equipping ultra-light Bulldog tanks with long-range guns.
Gauss gun. Arms Predator and, more importantly, Mammoth tanks with an additional beam cannon.
Height correctors. The improvement affects Yastreb bombers, allowing them to fly faster and fly to higher altitudes on command, becoming invulnerable to enemy air defense systems.
Reconnaissance probes. Trains Orca fighters to drop spy probes, in particular, to attach them to enemy equipment.
Airbase. Bombers and fighters are ordered, built, repaired and reloaded between combat missions here. In addition, the airbase gives most infantry and vehicles the ability to call upon Griffon transport aircraft. Finally, this building is responsible for the special function “Airstrike”.
Satellite communication station. Fully provides the special functions “Assault Group” and “Sound Wave”.
Tap. Each crane built, like an assembly shop, adds another line of building construction. The only difference is that the crane cannot build another crane.
Watchtower. Machine gun bursts from the tower are excellent at destroying infantry, but are useless against any other targets.
Gun "Guardian". Small anti-tank gun. The effectiveness is quite doubtful.
Air defense battery. Large-caliber anti-aircraft machine gun. It quickly deals with aircraft if they do not move out of the fire zone in time.
Storage. This is a kind of wallet for our base. The more storage facilities, the more money can be on hand at the same time. Usually, several such buildings will not hurt, but you should not get carried away with them: if resources accumulate, it means that development is not optimal.
Ultrasonic weapon. The best defensive structure in the game. In terms of destructive power, it is comparable to the “obelisk” of the Brotherhood and the “comb” of the aliens, and moreover, it immediately hits all targets in the line of fire. In a successful scenario, a pair of these guns will immediately turn a Mamontov tank wedge into ruins.
Ion cannon control center. Provides access to the GDI superweapon - the Ion Cannon. When this building is built, its location is immediately communicated to the enemy.
Special functions of the State Security Service
Special functions are provided by corresponding buildings, require money for each use and are recharged for some time.
Scanning. It is aimed at a closed area of the map and temporarily opens the “fog of war” above it. This action can be noticed by the enemy.
Airstrike. Bombardment of the indicated zone by three Orca fighters. Very weak.
"Hounds". The planes bring two armored personnel carriers and two Bulldogs to the battlefield, all with veteran rank.
Landing. Drops two squads of shooters and rocket launchers at a specified point on the map. All with the first rank increase. Keep in mind that transport planes can be shot down during approach and landing.
Veteran snipers. The same “landing force”, only consisting of three groups of honored snipers. Useful for directing artillery fire.
Assault group. Landing of three groups of veteran stormtroopers. Very useful, especially considering that the landing party does not fly across the entire map on transports, but descends vertically in a special capsule.
Sound wave. It aims at a scouted area of the map and fires a salvo, killing infantry and temporarily paralyzing equipment/buildings.
Ion weapon. Superweapon. It fires for free, but takes seven minutes to charge, and immediately after construction it is completely discharged. Today (version 1.04) it is the ion cannon that most often causes the game to crash to the desktop.
GDI campaign
This campaign can be considered educational to a certain extent. Despite the full seventeen missions and the storyline, it is structured to teach the player the basics of base construction, tactical and strategic management, familiarize the player with the interface and gently introduce him to the game. A significant part of the intrigue will remain behind the scenes here, but it is understandable: the GDI forces act directly and are not inclined to lengthy discussions about the nature of all things.
So, the year is 2047. With two Tiberium wars behind us, there has been relative calm in the world for many years now. The aggressive NOD Brotherhood remains calm and only occasionally asserts itself through small local sabotage. But on a planetary scale, things are not so rosy. The alien mineral - Tiberium - continues to spread across the planet, making about 30% of the land uninhabitable. These areas are called "red zones".
The “yellow zones,” which already include more than half of the planet’s surface, are in an intermediate state. They are heavily contaminated with Tiberium, which causes disease and bizarre mutations. Yellow zones live under a constant “martial law”, most government institutions do not function, society is in a state of deep crisis.
Safe blue zones are less than 20%. It is in them that civilization is still more or less maintained, and it is there that the headquarters of the GDI is located.
Mission 1. North Carolina Wastes
It has been reported that a NOD truck loaded with explosives has been found in North Carolina. During an attempt to detain the driver, he blew himself up, but reconnaissance discovered underground communications there and, apparently, a fortified enemy base. The task is to go to the scene of the incident and draw up an operational report. Act according to the situation.
Overall this is a simple tutorial mission. First, we occupy two towers with detachments of elite infantry and repulse the NOD attack, then we bring the base back to life, build rocket men and demolish the small enemy base in the east. Another section of the map opens, and we are allowed to try out aviation. And when a missile defense is built at an enemy base, an order is received to demolish it with an ion cannon. One successful salvo from orbit and the mission is complete.
Act I. US East Coast
The next GSB summit on energy issues began at the Philadelphia orbital station. The top officials of the Global Security Council, under the leadership of Director Ginzburg, discussed issues of planetary ecology and the fight against Tiberium contamination...
Meanwhile, an explosion occurred at the Goddard Space Center. The world's missile defense system malfunctioned, and minutes later, an inconspicuous silo hidden in the deep steppe of Cairo released a missile. Without appearing on the disabled radars, it gained altitude, passed through the stratosphere and struck the main GDI facility in orbit. Philadelphia Station destroyed...
Mission 2. Pentagon
Having finished off all the enemy leadership at once, the NOD Brotherhood went on an open offensive. All blue zones were attacked. The largest cities came under attack, and first of all, Washington, the headquarters of the GSS.
In other words... The Third Tiberium War has begun.
The Pentagon must be kept from destruction at all costs.
Completing the mission is not difficult, but funny. First, with two groups of elite infantry, we clear the site with power stations from NOD militants, then we capture the power stations, returning the machine gun towers on the defensive perimeters to work. In the end, having received reinforcements and figured out how to put grenade launchers into armored personnel carriers, you will be offered, in essence, to clear the map of the enemy... But what is the phrase: “Let your engineer capture the Pentagon!” That's how I imagine it.
Mission 3. Hampton Roads
GDI ships approaching the coast were bombed. For reinforcements to arrive, the airbase must be destroyed. To do this, you are given one special forces soldier.
It is important for the special forces to move carefully, shooting enemy troops as they arrive. First, there will be a small base with a power station on the way - by blowing it up, you will disable the machine-gun tower, which covers the control center. When the air base is blown up, the ships bring reinforcements in the form of several squads of snipers. But in order to get all the rewards, I advise you to continue the game with only the special forces.
Move towards the enemy's main base. If you blew up the bombers and collected all the “chests” you encountered along the way, the special forces soldier already has the rank of “elite” and is self-healing. Then kill the motorcycles in a direct firefight, the flamethrowers from afar, and blow up the flamethrower tank by shooting at the nearest barrel.
Mission 4. Langley AFB
The air base is occupied by the enemy, GDI forces are landing off the coast. It is necessary to recapture the dilapidated coastal one, establish the production of troops, capture the air base and destroy key NOD buildings in this region.
A very simple mission to pressure by force. The optimal troops are armored personnel carriers, equipped with squads of rocket and grenade launchers. First, we liberate the base, clear the nearest buildings from the shooters hiding there, then we occupy the air base and demolish the unprotected enemy base with three raids. For the side mission - capturing the enrichment plant - take several cars with grenade launchers and one with an engineer. Since the conflict on this map does not tend to drag on, the enrichment can be sold immediately.
Mission 5. White House
While we were defending the Pentagon and liberating air bases, the Brotherhood captured the White House. From a strategic point of view, this is not much value, but a scorpion flag flying over a government building undermines the morale of the GDI soldiers. Therefore, it is necessary to beat him back, at the same time destroying a nearby warehouse of enemy weapons.
Two squads of rocket launchers were given to us to blow up two air defense installations. Do not be afraid of enemy troops, they will not react in any way to the explosion of installations. When the rocket launchers do their job, an air strike will become available that will destroy all the numerous enemy equipment. By the way, nowhere except for this mission does it work so powerfully. Tricks of an insidious script, no less.
Finally, you get access to the development of your own base, and it’s only a matter of time before it’s time to destroy the NOD forces. Personally, I sneaked a mobile assembly shop and tanks behind the White House, set up a base there, studded with guns, and little by little lured the enemy there, and later I simply crawled with my base onto the enemy’s. There are other options.
Act II. Egypt
While General Granger and I commanded troops and performed one feat of arms after another, Redmond Boyle, recently appointed as the new Director of the GDI, was shining on television. No, the program that is still amazing is “The William Frank Hour.” And to hell with the fact that, contrary to expectations, it lasts about a minute. But - God - either the localizers decided to joke, or the scriptwriters turned out to be humorous. Well, what journalist in his right mind does this and asks a politician whether his promises will be kept? No, this is beyond good and evil...
Mission 6. Kasabad
An alarming report has arrived from North Africa... It seems that the NOD Brotherhood is working hard to create chemical (or perhaps even nuclear) weapons. Let's figure it out on the spot. The order has been received, travel allowances have been issued, three pairs of clean socks are packed in the suitcase...
The situation is as follows. A detachment of stormtroopers was sent to inspect the suspicious plant, but later contact with it was lost. We need to complete the inspection, and it is already clear that nothing good can be expected there.
The mission is not difficult, the main thing is to recapture the base, build several infantry fighting vehicles and plant missilemen there: air attacks are not uncommon here. Prizes are scattered around the map, bringing money or improving troops. Build a couple of engineers and capture the Tiberium towers. Actually, that's all. We use brute force to demolish the suspicious plant, followed by two factories producing NOD military equipment.
Mission 7. Alexandria
Now it’s clear what the plant was doing, pretending to be an irrigation station until the very end. He created a new weapon for the Brotherhood - the Tiberium bomb. Based on a previously unstudied, liquid form of Tiberium, it is predicted to be an order of magnitude stronger than nuclear, and in addition to cause a chain detonation of green crystals within a large radius of the explosion. The plant was destroyed, but several samples may have already been produced there. The task is to destroy the only port in the area, from where dangerous products can sail to any point in the world. The port city in question is Alexandria.
Mammoth tanks are a terrible force. Especially when they are not just given in certain quantities, and not even just allowed to be built, but also allow you to improve tank guns with Gauss cannons. For the sake of experimentation, I completed this mission with one Mammoth tank, bringing it to the elite level in small attacking groups. But you can also act simply by force - it will work out faster. The main thing is not to forget to capture the EMP control center, and also to sink the ships before you blow up the port cranes, otherwise you will not have time to complete additional tasks.
Mission 8. Cairo
The operation in Cairo has nothing to do with the overall plan to combat Kane's Tiberium weapons, but it is here that the Brotherhood's nuclear base is located. Yes, yes, the same one from which the ill-fated missile was launched, which became the cause of the tragic death of the leadership of the GSS. For us, leaving no stone unturned is a matter of honor. And besides, we are still in Egypt for now - just on the way, so as not to make an extra detour later.
The task as a whole is not difficult - to blow up the launch silo, and at the same time destroy the administrative buildings of the NOD. It becomes more complicated because a second rocket is being prepared for launch. Almost immediately after the start of the mission, a countdown starts and time is limited. There may not be enough time to develop and build a serious tank army. Therefore, I attacked the launch silo with several groups of attack aircraft, then carried out side missions and, finally, leveled the administrative buildings, the destruction of which victoriously completed the operation.
Act III. Eastern Europe
The nuclear silo has been destroyed, the Brotherhood's advance has been stopped, and the production of Tiberium weapons has been stopped. The GDI forces have given a worthy rebuff to the instigators of the Third Tiberium, and victory is just around the corner.
But it’s too early to celebrate. There are rumors that all this military fuss is a pure farce, a kind of diversionary maneuver, and somewhere in the meantime something really large-scale is being prepared... Moreover, fighting is still going on in Eastern Europe. That's where we're going.
Mission 9. Croatia
The GDI base in Croatia was unexpectedly subjected to a massive enemy attack. Both infantry and military equipment are used. The fighters were taken by surprise, a little more - and the base would be swept off the face of the earth. It is urgent to take control and hold out until reinforcements arrive.
A very tough mission. Frankly, I tried to pass it seven or eight times and was even thinking about lowering the difficulty level... But no, I finally passed it, and here’s how. So, the enemy is attacking from four sides, and there is not enough energy for all the turrets. The logical solution is to switch it to the necessary buildings, turning off temporarily idle ones. But this is not enough, and “playing electrician” alone will not do. Therefore, as soon as the mission begins, you need to build a second harvester. The troops should be separated to the sides, covering the machine-gun turrets with them. And urgently rivet equipment: armored personnel carriers and tanks. We seat the machine gunners first to create a powerful bullet barrier and prevent explosive fanatics from reaching us. Second, we take them to positions and make sure they don’t run away. Well, in parallel, of course, we switch energy between the guns.
If you do everything correctly, the amount of equipment at your base gradually increases, the defense becomes stronger, and soon you practically stop losing troops. Damaged tanks should be taken out of battle and repaired near the plant in order to finally reduce losses to zero.
That's it, we defended the base. Now it's time to take care of the arriving reinforcements. Despite the lasers shooting at the ground in front of them with the persistence of an idiot, nothing really threatens the waiting troops. To meet them, take several of your best armored personnel carriers with machine gunners and, in addition, the same number with grenade launchers: along the way you will have to clear the buildings of the infantry settled there.
Having taken all precautions and delivered the mobile assembly shop under the cover of the turrets, we begin construction. Actually, the difficult part is over - then you need to methodically gain strength and destroy all three enemy bases. The problem can only arise from the southeast. It can be attacked by “jumping” attack aircraft, or it can be done more cunningly... If you drag the assembly shop closer to the ledge, the next building can be erected at the top. Thus, we are building another full-fledged base there, building any equipment there and crushing the enemy’s defenses, which are not prepared for such tricks.
Mission 10. Albania
Intelligence reports that huge warehouses of military equipment that have not yet been put into operation have been discovered in Albania. They give us little strength, but, in theory, they should be enough to disable stationary equipment and even overcome possible enemy resistance.
Looking ahead, I’ll say that on this map I had to seriously deal with clumsy scripts, since several times in a row I managed to do something that the developers probably did not consider possible - at least, they clearly did not count on such a situation.
So, after a certain portion of preliminary procedures (blow up a small base, repair the bridge with engineers), we have at our disposal a mobile group of armored vehicles, reinforced with a repair module. Let me remind you that this machine, when folded, is a very vulnerable target, but when deployed, it turns into a powerful outpost, firing at all types of targets and repairing nearby equipment. Staying in a group, the detachment gradually moves to the northwest, and valuable engineers remained at the bridge, just in case. By fighting off constant attacks and being repaired, all equipment gradually gains the rank of “elite” and can already repair itself.
Instead of destroying the northwestern NOD base, we bring engineers there and capture the barracks. And here is the first bug of the script: a capture is considered a death, and if you capture several buildings, the mission will end in defeat with the words: “Too many engineers died!” Therefore, we will be smarter: having occupied the barracks, we begin to produce technicians there and use them to privatize the rest of the buildings. And only those that, when sold, will bring more than the cost of building an engineer. We demolish the remaining enemy houses without a twinge of conscience.
Ready. The base has been disposed of, and the second one, that is, the central base, is next. It is guarded by “obelisks” that kill the elite Predator tank in two or three shots. Well, okay, we don’t need that much. We bring the repair module closer to the firing position and, in a first-come, first-served manner, drive the tanks back and forth, according to the “one shot, and we’re off to repair” principle. That's it, the defense is broken. We enter, destroy power plants, demolish all other defenses... And then - all the neutral equipment on the map awaiting their turn.
We go to where they promised reinforcements (although why the hell is it needed already?)... And immediately we encounter the second bug: an alarming female voice warns that in the center of the map there is a terrible enemy base. “Look, look, how scary...” Well, the camera clearly shows burning ruins and bare concrete where tanks recently passed. The voice stops mid-sentence - apparently having realized the absurdity of the information being communicated, and then a third bug appears on the card. Nod fighter. He happened to appear exactly opposite the enemy’s (and now mine) barracks, where a dozen missile squads had formed up for order and were forgotten as unnecessary. Naturally, the winged guest did not even have time to squeak and fell to the ground even before the aviation came under my command. That's it, the mission is over, and not with the best score: the game failed to recognize the downed fighter and reproachfully marked one of the additional tasks in red. Alas.
Note: the mission could have been completed easier by immediately going for reinforcements... But why ask the command for support when you can simply make good use of your own tank unit?
Mission 11. Sarajevo
Kane has been located. He is hiding in the unprecedentedly protected Main Temple near Sarajevo. In addition to standard defenses, the temple is reinforced with distortion field generators that prevent an orbital strike. The building is invulnerable to other types of weapons. It is necessary to suppress enemy resistance, storm the citadel and destroy the generators.
But using ion weapons is extremely dangerous. According to intelligence data, right under the temple there is a huge storage facility for liquid Tiberium, which can detonate from a salvo of an ion cannon. The order to use the orbital cannon can only be given by the GDI High Command.
Kane's citadel is well protected, but this mission cannot be called particularly difficult. We occupy the entire western end of the map, lock the enemy in the citadel, blocking the exits with Mammoth tanks, increase our offensive potential in the form of the same tanks, improved by Gauss cannons... And finally we launch one decisive attack, completely demolishing all obstacles. We capture a processing plant and a research center, catch the unwary “Marauder” with special forces... in a word, we carry out a full set of side tasks, after which we disable the generators.
The ion cannon is ready. You can shoot.
Despite the squabble between Granger and Boyle, we have no choice. Boyle is the commander in chief and he gives the orders. The orbital weapon is ready, the beam is gaining power... Salvo!
Act IV. Central Europe
The explosion of liquid Tiberium occurred exactly as scientists predicted. Nearby accumulations of the mineral detonated, and a giant mushroom rose above the planet. Millions of senseless victims, among which, perhaps, there was only one “necessary” death. Kane, the leader of the Brotherhood, could not survive at the epicenter of a monstrous explosion that led to a catastrophe on a planetary scale...
But the explosion also had other consequences. As if responding to a gigantic ejection of matter, unidentified space objects rushed to earth. The command hastily gave the order to attack the aliens from orbit, but the weapon did not cause them much harm. Divided into smaller fragments, the alien ships successfully landed. And it began...
Mission 12. Munich
The aliens attacked several large European cities at once, causing panic and destroying everything in their path. This is very similar to a red herring - the alien invaders are showing miracles of cruelty and committing unjustified, demonstrative atrocities throughout central Europe.
Be that as it may, the evacuation of Munich is now in full swing. It is necessary to escort the trucks with engineers, covering their retreat. And if possible, regain control of a couple of lost buildings that are of strategic importance for this region.
What is really difficult here at first is to distinguish a potentially dangerous enemy from a “decorative” one flying only to create the appearance of a massive invasion. The real danger is posed by three types of enemy troops: walking Annihilator tanks, anti-tank infantry and Burevestnik fighters. Huge planetary stormtroopers and their miniature satellites float above the map for show, and should not be distracted by them.
The most difficult thing is to target the "petrels", so it is best to unite all the troops into a group and lead, covering the trucks - so that they themselves open fire on air targets. When the threat comes from enemy ground forces, focus fire manually, and then return to “passive” escort.
Having met a detachment of engineers, you should immediately send two of them back to the city to capture the building indicated on the map. It is enough to cover them with a not too strong (and not anti-aircraft!) detachment. Let the remaining engineer follow the main convoy: the required power plant will be found exactly along the way.
All. We've arrived.
Mission 13. Stuttgart
Another city to be invaded. There are virtually no survivors, and the few who survive are scattered in small groups throughout the region. The task of the special forces officer at your disposal is to unite the scattered forces of the GDI, restore the base with the efforts of engineers and destroy all aliens who are within reach.
Unfortunately, there is no radar in this mission, and you have to literally navigate by touch. First of all, I advise you to find engineers - they correspond to the yellow arrow under the number (2). Not because we are rushing to restore the base right now, but simply because an engineer in the company of a special forces soldier is a well-coordinated pair of specialists who, in a matter of seconds, can turn someone else’s walking Annihilator tank into their own. The special forces explode, and the engineer immediately returns to life.
When the squad consists of about three walkers, you can think about going to occupy an abandoned base in the southeast of the map. You should immediately occupy the power station - the script will work, and the entire base will come under our control without wasting any extra money on engineers.
Note: on the map, including near the base, there are Tiberium towers and unoccupied vaults.
Once the base is operational, repair the ill-gotten walkers, take up defensive positions and get ready to raise a few more with engineers. If you have enough money, build armored personnel carriers and tanks, and use rocket launchers to occupy empty buildings in order to deftly shoot down aircraft. When you have enough strength, go west, bringing abandoned firing points back to life. Also, collect the lost poor fellows from the map and destroy everything that was not born on Earth.
Mission 14. Cologne
Almost the entire GSS base remains in Cologne. It is necessary to assess the enemy's forces with a small reconnaissance group, restore the base and destroy everything alien.
The operation as a whole is not complicated, it is only important to attack the right targets with the right weapons in time. Stormtroopers easily destroy enemy light and medium armored vehicles, and when they reach the “elite” level, they become almost unkillable. The danger for them is the numerous infantry - this is where special forces come to the rescue. And if a three-legged annihilator looms on the horizon, that’s also his thing.
So, alternating attacks, we make our way across the bridge to the eastern end of the map. We are restoring the operation of the base and establishing the production of blue Tiberium. At the same time, we capture the power station that we passed by on the way to the bridge, repair the ultrasonic guns and hold back the waves of advancing aliens.
Then there are two options. Firstly, you can use reinforcements from the captured house, clear a workaround, sneak into the enemy base with snipers and demolish the main building with artillery fire. Or you can be more impudent - start building cannons and power plants right deep into someone else’s base. It’s a little longer, and at a certain stage you’ll also have to take care of air defense... But it’s more reliable.
Mission 15. Bern
The final displacement of aliens from European cities is destined to occur in Switzerland. Only ruins remained from Bern, and now there is (again, according to intelligence) a well-guarded central building of the aliens. And besides it there are two auxiliary military bases. It is necessary to destroy the command building at the main base.
It will be difficult here at first. The offensive comes from three sides at once, and at the most inopportune moment, several “Destroyers” appear at the limit of visibility, spraying plasma on the newly built fortifications and disassembling fresh “Mammoth” tanks into pieces.
There is only one piece of advice - to focus not on stationary defense, but on mobile strike groups consisting of improved Mammoths. They will help shoot down the extremely dangerous mother ship, preventing this floating fortress from wiping our base off the face of the Earth. In addition, the neighboring (eastern) base should not be destroyed, but captured. It will be possible not so much to build “Annihilators” (“Mammoths” are still better), but to provide a power shield to those alien robots that were first killed and then revived by engineers.
As enemy robots are forcibly transferred to our side, the pressure from the enemy will begin to weaken. Now it’s time to remember the goals of the mission and strike a decisive blow with this entire caterpillar-walking armada.
Act V. Italian Red Zone
The aliens left the cities of earthlings alone, concentrating on the construction of colossal Tiberium towers. And even though their purpose remains a mystery, one thing is clear - they probably do not promise anything good for humanity. One of them, the largest and almost completed, is located near Rome. That's where we're going...
Mission 16. Rome
A grandiose construction project has begun not far from the capital of Italy. A spiral tower with a base diameter of more than a kilometer reaches its top far into the clouds. What kind of design is this? What will happen when the aliens finish building it? The command hopes that we will never find out. The goal of the special operation is to get closer, destroy three protective generators (familiar procedure?), and then cover the tower with an ion salvo from orbit. A Brotherhood base has also been spotted nearby, which gives another reason for caution.
Initially, we have at our disposal a small patch of land, separated by a chasm from the rest of the map. From the north, NOD aircraft carry out regular raids, and from the east, alien troops are constantly teleported through the gap. The only way to survive here is expansion.
I acted like this. He built a reconnaissance aircraft and an airfield, transported it to the far shore from the side of the NOD base, covered it with jumping attack aircraft and deployed an additional base. Five minutes later, he populated the base of our ideological opponent with engineers. And having two sets of military technologies and actually three bases, he easily neutralized the eastern alien base and soon sent troops to the main one.
It was not difficult to destroy the generators. Aiming an ion weapon is even easier.
Mission 17. Epicenter
The technology to combat aliens has been established and implemented everywhere. Unfinished towers are destroyed by strike groups around the world. At the moment, there is only one left - and only because it is being intensively defended by NOD troops. But that will not be our target: GSB military analysts have discovered a much more interesting object. It seems that the main alien command post is now located near the epicenter of the Tiberium meteorite explosion in the Italian “red zone”. If it can be destroyed, perhaps the entire Skrinn war machine will stop, and their invasion of Earth will be completely stopped.
Meanwhile, the conflict between General Granger and GDI Executive Director Boyle reaches its climax. It is now clear that no matter how this operation ends, they will no longer be able to work together. Boyle's scientists examined materials from the secret NOD plant and managed to develop a Tiberium bomb: a powerful weapon capable of incinerating not only the main headquarters of the aliens, but also their entire base. The head of the GDI insists on ending the Skrinn invasion with a single bomb strike. Granger calls such an order criminal and begs to resolve the issue using more traditional military tactics. After all, the explosion of a Tiberium bomb in the “red zone” will lead to such a chain reaction that the disaster after that ill-fated ion cannon shot will seem like a trifle. The decision is yours.
From a tactical point of view, the mission is not difficult, although the battle involves huge forces. NOD troops are fighting the invaders, we are also pushing them back on all fronts, not forgetting to “resurrect” fallen combat robots with engineers. Perhaps the only trick lies in one side task, when you need to get the alien mother ship to turn towards the NOD camp. To do this, carry out a small sabotage raid, destroying the Brotherhood's camouflage towers. Otherwise, the air fortress will head in your direction and will have to be shot down.
And now the offensive is entering its final stage. The NOD base quietly collapsed, the screens were driven into a corner, their main building was scouted. For the first time we have a choice. Use a tiberium bomb? Or maybe crush the enemy building into the ground with the tracks of conventional tanks? Decide quickly. Your future career in the NHS depends on it. How? You'll see.
The alien forces are completely destroyed. Having lost contact with headquarters, the Skrynn troops broke down, instantly turning into a pile of alien materials of unclear composition. There was only a lonely tower left - the only one that was still completed. There is no way to destroy it: once completed, the building has become invulnerable to all known types of earthly weapons. However, the tower does not show any activity - it froze, froze and will probably remain like that until the end of the world - like a silent monument to everyone who fought with the invaders and defeated them.
But this is just part of the story. If you look at it through the eyes of the NOD, other facets will open up, shedding light on many circumstances that remained a mystery to the GDI.
Brotherhood of NOD
Brotherhood of NOD
The Brotherhood of NOD is a secretive faction, emphasizing camouflage, swift attacks and carefully planned sabotage. In terms of brute strength, it is slightly inferior to the government GDI troops, but largely makes up for this with a variety of special functions. And numerous light aircraft.
Military forces of the NOD Brotherhood
Militants. The weakest soldiers in the game. They die instantly, are not trained in anything special, are effective against... engineers, one must assume.
Rocket launchers. They attack aircraft, equipment and buildings. If you combine a tank attack with an infantry attack - so that enemy tanks cannot crush the soldiers with their tracks - it will work out well.
Technician. A technician, unlike an engineer, has another useful skill - mining bridges and buildings. When enemy troops step onto the mined bridge, it will collapse with a crash and roar. An equally pompous effect is achieved when enemy infantry tries to occupy a mined house.
Fanatics. Suicide group. They run fast and attack in the only way - by exploding. Each fanatic explodes separately, allowing one group to commit suicide multiple times.
"Black Brothers" Flamethrowers. Useful against infantry, but even more useful when clearing houses occupied by enemy infantry. One single flash, and the building is ready for occupancy again.
"Shadows." The main sabotage unit, unique in several respects. Firstly, this is the only flying infantry in the game, unless you count the short jumps of attack aircraft as flight. Secondly, “shadows”, like special forces, know how to blow up houses. And finally, they act covertly and can get close to the enemy base completely unnoticed.
Punisher NOD. A unique fighter, in many ways identical to the GSB special forces. True, it doesn’t jump and feels somewhat weaker, but as soon as it stops, it goes into invisibility. It blows up houses, destroys infantry in a matter of seconds.
Motorbike. The Brotherhood's constant fighting machine since the very first part of Command & Conquer. It shoots down aircraft, bites equipment and buildings, and is killed by a couple of stray missiles.
"Raider". Car with a machine gun. The soldier is not transported, but after improvement he is equipped with an electromagnetic pulse generator that paralyzes equipment. However, I must admit, I have never been able to use it wisely.
Tank "Scorpion". Light tank, the basis of a tank blitz attack when playing online. Being equipped with a knife trawl, it is trained to crush not only light, but also heavy infantry.
Combine. Unlike the GSB combine, the Nodovsky combine cannot shoot. He has another trick - a portable stealth generator that hides the harvester from prying eyes. The most secretive car in the game.
MSC. Mobile assembly workshop. It unfolds into the main building of the base and is no different from a similar GSB device.
Flamethrower tank. Leader in clearing buildings from infantry hiding there. In addition, flamethrowers are excellent at destroying fleeing soldiers and demolishing buildings in a matter of seconds. Flamethrower tanks need cover, since they are powerless against vehicles and aircraft.
Tank "Ghost". Another constant companion of the Brotherhood throughout the history of the game series. It moves secretly, shoots missiles, and fights well against enemy air forces.
Ray gun. But this is a new product, and a very difficult one. Let's start with the fact that several cannons firing simultaneously combine the beam into one, much more powerful one. In addition, the beam cannon can recharge the laser "obelisk", increasing its fire and reducing the reload time. True, not significantly: experience has shown that ten beam guns increase the number of laser shots from about 15 to 20 per minute. Finally, the Beam Cannons are capable of aiming a beam at the mirror mounted on the bottom of the Orca fighters to fire a reflected light across the entire map.
"Marauder". If you go to a Western forum and communicate with those who play the English version, remember that this robot was originally called “avatar”. He lost all his divinity in localization. The main skill of a marauder avatar is to borrow weapons from his colleagues. Thus, it can be equipped with a flamethrower, stealth generator, invisibility detector and laser, dismantling the flamethrower tank, Ghost, motorcycle and ray gun for parts. Alas, it is expensive, tedious and not as effective as we would like.
"Messenger". A complete analogue of a GDI intelligence officer. Having reached the place, it compacts the earth and turns into an outpost around which other houses can be built. He doesn’t know how to build himself and won’t pack it back into the car.
Fighter "Mosquito". Lightweight, cheap fighter. It does not require a seat, constantly hangs in the air, and attacks both ground and air targets. One Mosquito is not capable of anything revolutionary, but twenty can easily level an average base.
Bomber "Smerch". Powerful bomber. It, unlike the Mosquito, needs a personal landing place, so one take-off pad can accommodate no more than four bombers. But “Smerch” is invisible all the time, except when directly bombing. This increases its survivability, including during retreat - missiles fired after them are knocked off target as soon as the bombed Smerchs dive back into invisibility.
Transport worker. Called upon request from infantry or equipment. Like a taxi: he drops you off, takes your money and... remember his name.
Peaceful and military buildings
Assembly shop. Traditional base building. There are no improvements, it produces a little energy, builds all other buildings and a messenger machine.
Power station. Generates energy used by all buildings. After the construction of the experimental workshop, the following can be switched to tiberium fuel:
Tiberium fuel. Increases the level of energy produced by the power plant.
Concentrator. The Tiberium processing station is also the starting point for harvesters. There are no improvements.
NOD barracks. Previously, this building was called the hand of Nod. Perhaps the developers couldn’t find an answer to the question “Who is Nod?”, and hastily corrected the misunderstanding. All troops train here.
Military plant. And here, as usual, they build ground equipment - all except the “messenger”. Small robots fly over the plant, restoring armor to damaged tanks.
Science Center. Opens access to the special functions “False Target”, “Anti-Radar Missile” and “Camouflage Field”, allows you to train fanatics and “Black Brothers”, build flamethrower tanks, “ghosts” and MSCs. And finally, it serves as an important node in the base development tree.
Dispatch station. The takeoff and landing tower, no matter how absurd it may sound. Aviation is built here, bombers are recharged here, and the entire air force is repaired here. Provides access to the “Mines” special function and participates in the preparation of the “Tiberium Bomb”.
Secret temple. Infantry Improvement Center. Allows you to train “Shadows” and is required to train a unique fighter - the NOD punisher. Research available in the secret temple:
Mentor. Squads of militants and rocket launchers are replenished with mentors who increase their rate of fire and security. The mentors themselves are armed with gas grenades.
Tiberium injection. They increase the health and mobility of those same militants with rocket launchers, as well as fanatics. All infantrymen who receive the injection become invulnerable to Tiberium fumes and can run across Tiberium fields without risk.
Experimental workshop. The main scientific building of the Brotherhood. After its construction, the base undergoes a technological leap, reaching a fundamentally new level of development. Improvements to power plants, heavy bombers, ray guns, Marauders, laser obelisks, a processing plant and a GCD temple become available. And also research:
Electromagnetic pulse. An analogue of the electromagnetic gun from previous parts of the game. But if there it was just a cannon, installed somewhere and firing at some distance, here an electromagnetic strike is delivered from the sky, paralyzing all electronics.
Laser weapons. Equips Raiders, Scorpion tanks and Mosquito light fighters with lasers. If you focus on the blitz attack, then this is the most valuable improvement of the Brotherhood.
Knife trawl. Trains Scorpion tanks to crush heavy infantry and destroy mines.
Interference generator. Once invented, each Mosquito fighter appears on enemy radar as multiple targets.
Processing plant. In the past, this was the NOD chemical plant. Now Tiberium weeds are no longer found on maps, but technology has not lagged behind: bombs are now made from clean mountain air.
Tap. Each crane is another additional stage of construction. Once the issue with Tiberium is resolved, it makes sense to build at least one crane - this significantly speeds up the pace of development both in single player and online.
"Meat grinder". All NOD defensive structures, except for the “obelisk,” consist of a central unit and three cannons. Destruction of a node leads to an explosion of the entire structure, but as long as it is intact, the exploded cannons will rebuild themselves over time. Here is a “meat grinder” - this is a “machine gun” version of this design, aimed at destroying infantry.
Laser gun. The same “meat grinder”, only for grinding larger objects, where the percentage of meat is insignificant, but metal predominates. Lasers cope well with enemy vehicles.
SAM. Anti-aircraft missile system. Also organized according to the 1+3 scheme. Fires surface-to-air missiles that pursue the target even after it leaves the firing zone.
Storage. Tiberium brought from the fields is stored here. By the way, there is also some space for storing it in the enrichment plants.
Camouflage tower. It would seem that this is a standard stealth generator for the Brotherhood, but no. The main difference is that the tower has forgotten how to camouflage itself. Yes, it hides surrounding objects, but it sticks out and attracts attention. In addition, two adjacent towers do not mask each other.
Obelisk. Powerful laser gun. Shoots at a single target, which can be a tank or a group of infantry. Can be strengthened by ray guns aimed at it. In general, it is a very effective structure, although inferior to the GSB ultrasonic gun.
Temple of NOD. Opens access to the Brotherhood's superweapon - the “Nuclear Bomb”. In addition, a special skill is available in the temple - “System Restoration”, which brings back to life all equipment and buildings damaged by an electromagnetic pulse. You can do this: first we fire an electromagnetic cannon at tanks colliding in battle, then we quickly restore the functions of our equipment and finish off the still paralyzed enemy forces.
Special functions of the Brotherhood of NOD
False target. Allows you to “copy” a unit, creating a false target in the specified visible area. The copied group of soldiers or vehicles is unable to attack, but can move around and take multiple hits. Over time it disappears.
Anti-radar missile. Temporarily disables the enemy's radar, even if he has enough energy. Makes sense just before a surprise attack on multiple fronts.
Camouflage field. Hides allied troops in the specified area, damaging infantry.
Red shadows. Summons several units of “red shadows” at the rank of veterans. They fly to the landing site under their own power, and if they encounter an air defense system on the way, they can turn around in time.
Mines. Flying fighters litter the indicated area with mines. In general, powerful enough to severely damage enemy equipment. Sometimes it makes sense to drop mines not in advance, but directly on a passing enemy column.
Chemical rocket. Explodes itself and detonates Tiberium if dropped near the field. Interestingly, Tiberium itself does not suffer much, which cannot be said about the equipment on it.
Spraying Tiberium. Planes bring and drop a load of green crystals, which can then be collected by harvesters. This procedure does not cause any harm unless used in conjunction with a chemical rocket.
Tiberium bomb. A powerful incendiary bomb, second in power only to superweapons.
Nuclear rocket. It takes seven minutes to charge, like all superweapons. Can be dropped on an unexplored area. Everything at the explosion site is destroyed. That's all.
NOD Brotherhood Campaign
In truth, the first missions for the Brotherhood are also somewhat educational. But if the GDI campaign is trying to introduce the player to the intricacies of the interface and explain how a tank drives and how a machine gun fires, then here we will simply quickly get acquainted with the specifics of the troops and tactics of the NOD. And at the same time, let’s look at the events that took place from a slightly different perspective. Looking ahead, I’ll add that the whole intrigue will be fully revealed after completing the game for all three factions - and only if you look around carefully.
More than fifty years have passed since the meteorite fell on the Apennine Peninsula. Having defended its position in two Tiberium wars, the Global Security Council has strengthened its position in the blue zones. As time passed, its combat readiness fell, and politicians, environmentalists and demagogues began to infiltrate the leadership to replace combat veterans. But they buried Kane early. It's time to strike at the fat hydra!
Inopportunely... Killian greets us with the words: “Welcome to the Brotherhood!” - and generally behaves in the spirit of “come in, settle down, the bath is here, the toilet is to the right.” Following her, Kane recalls past exploits and treats her very confidentially. Finally, Ajay begins with the words: “Oh, here comes our legend!” They would have at least reached an agreement there, but it’s unclear whether they would hesitate at the threshold with downcast eyes, or immediately demand a personal office and a platoon of bodyguards.
Mission 1. Space Center named after. Goddard
And here is the first task. It is necessary to capture the GDI communications building near the Goddard Space Center to prevent the enemy from calling for reinforcements, and then, before the enemy comes to his senses, blow up the global missile defense center.
First, the fanatics need to make a hole in the wall. If you act carefully, you may not even lose their entire squad. When the wall collapses, we lead the equipment through the gap, capture the building and receive reinforcements. At this moment the timer starts, but there is more than enough time. Having taken positions in empty buildings with riflemen and rocket launchers, we hold off the advance of infantry and light
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The plot of the game begins in the 2010s. The player gets the opportunity to choose one of three factions, and not two, as in previous games. In Generals, the United States and China, two superpowers, are under attack by the Global Liberation Army, a terrorist organization from the Middle East with an unclear list of leaders. Both the US and China are depicted as the main characters in the series, and often collaborate with each other throughout the storyline. These three factions engage in a war similar to the real war on terrorism. Each campaign includes seven missions. It is advisable to first go through the campaign for China, then for GOA and then for the USA. Under this arrangement, China retaliates for GOA's disastrous nuclear attack on Beijing and ultimately completely destroys the terrorist cell that was in charge of operations in the Pacific region. This campaign has been accompanied by incidents such as the destruction of the Three Dams Gorge and the use of Chinese nuclear weapons. Here begins a campaign of terrorists who are trying to recover from failure in China (accumulating capital and pitting superpowers against each other), seizing the Baikonur Cosmodrome to launch Soviet missiles with biological weapons. After this, the US campaign begins, which pursues the GOA to their main headquarters, and also confronts the Chinese general who sympathized with the terrorists. Each faction is depicted in a unique manner: the US Army uses modern technology, while China uses old, but proven and effective technology from developing countries. His strength is also expressed in the number of troops (large groups of units receive a “horde bonus”). The main focus of terrorists is on small attacks (using chemical weapons) and numerous cheap fighters. Unlike Tiberian Sun or Red Alert, Generals has no main characters except on the battlefield (where they play a minor role). The player is the general of the corresponding army and earns “general points”, which increase their rank and provide access to new abilities (for example, ordering an air strike and the ability to repair units in a certain area). Despite the extremely positive portrayal of China in the game, which is so unusual for most American computer games, the Generals series is banned for sale in this country, likely due to the depiction of a nuclear attack on Tiananmen Square in the first mission of the Chinese campaign, as well as due to the injudicious use of nuclear weapons. wide-range weapons. The story of Generals continued in the Command & Conquer: Generals - Zero Hour expansion. Each faction in the game has its own soundtrack. The opening and closing theme music for the Chinese campaign is the country's national anthem. The United States theme song features epic, militaristic music composed by Bill Brown. The GOA campaign soundtrack can be described as a combination of Arabic music and heavy metal, similar to the Somali theme in Black Hawk Down
CPU: 1.5 GHz
RAM: 256 MB
Video card: 64 Mb
US Campaign. As usual, the Americans must eliminate the terrorists. Help them do this. Mission #1 So, the terrorists are still in Baghdad. The final part of the operation to destroy them is underway...US Campaign. As usual, the Americans must eliminate the terrorists. Help them do this. Mission #1 So, the terrorists are still in Baghdad. The final part of the operation to destroy them is underway. However, they have a stationary SCAD missile system, which simply must be destroyed so that these evildoers do not launch a missile strike. MISSION OBJECTIVES: 1. Destroy all terrorist troops. 2. Destroy the SCUD Missiles. The mission is as simple as the truth. From the very beginning you have a considerable number of troops. Namely a group of Crusaders and Jeeps. That is, there will be something to shoot at infantry and at tanks. The fact that they do not allow improvements to be made - and to hell with them. There is no point in building a base further here. Those who are especially enthusiastic can order Paladins (there is 1 general point), but there is not much point in this. The enemy is easily destroyed by what he has. The main thing is to immediately attach combat drones to all equipment. The mission is completed simply by blunt pressure on the enemy. No frills. Just a stupid attack. Moreover, do not forget that tanks cope with infantry rather poorly and do not forget about Jeeps. Not far from the start of the mission, you will come across a camp with captured Pilots. Place them in your tanks and Jeeps and your “invincible armada” will become even stronger. There will be a small pocket of resistance near the SCAD missiles, but this is also not serious yet. Mission No. 2 The Iraqi terrorists were wiped out and their leaders fled to Yemen. But the Americans don’t want to leave them alone there either. So the Comanches comb the narrow city streets in search of bandits. However, these very narrow streets are extremely convenient for launching Stingers. And now you have to help your own pilots out of trouble. MISSION OBJECTIVES: 1. Rescue three Pilots. So, among the new tools, Ambulance and improvements in the form of TOU missiles for Jeeps have become available to you. Well, no fish, no cancer, fish. A Sniper with general's glasses has also appeared (and there are already 2 of them on offer), but he is only useful for defending his base. First, you need to strengthen your base a little more with the help of the Patriots and capture 2 oil rigs located just north of the base. Just don't forget to give them some kind of security. The enemy, although rarely, still makes raids, and he does not capture enemy resource centers, but destroys them. After that, add troops to your army, equip your equipment with drones and go. Just leave a couple of Jeeps at the base. Still, the Patriots do not cope very well with infantry. Although you can put a couple of snipers there. Not far from the base there is a Hospital, upon capture of which all your infantry will have the opportunity to “self-medicate.” Next, the work of stupidly clearing the city will be necessary. Captured Pilots sit one at a time and a piece of the map with a new Pilot opens only n! after the release of the previous one. The immediate approaches to Pilot are guarded quite well, and when the assault on his place of detention begins, everyone runs to this place. You can also use Colonel Barton and Snipers to shoot from buildings, but the latter base is well fortified, so it will still have to be destroyed by a tank assault. And Snipers can also be seen well by enemy Jeeps. But they are quite capable of shooting down crowds of Fanatics who will certainly harm your tank armadas. Mission No. 3 Having chased terrorists to Kazakhstan, the Americans did not calculate their strength. Kazakh terrorists turned out to be an order of magnitude stronger than Iraqi ones. Now we have to retreat. And you have to cover the retreat. MISSION GOALS: 1. To provide an opportunity for 100 American soldiers to escape. And here is the first difficult mission. There is a canyon dividing the map diagonally. Retreating Americans are walking along the canyon, pursued by evil terrorists. The terrorists who have passed through the entire canyon then go to your base, located northwest of the canyon. And to the southeast of the canyon there are a couple of oil derricks, which terrorists are not interested in at all (therefore they don’t even need protection). You have as many as 3 general points at your disposal. However, the most valuable thing that can be purchased with them is Repair. "Lightning" is good, but it will not have a large number of targets, and Stealth Planes will be destroyed by excess enemy air defense. You've finally got the Comanches at your disposal, but you won't be able to build any tanks on this mission. Therefore, tanks will have to be protected. The first thing that is done is to transfer a couple of Rangers with the help of a Chinook through the canyon in order to capture the oil rigs. Secondly, the defense of the eastern part of the base is being strengthened. This is where the terrorists will come after the end of the persecution. 6-7 Patriots will be enough there. Troops are not needed there at all. They will be needed in the west. Don't touch the helicopters yet. The next action is to transport ground equipment to the western exit from the canyon to the base. There, quickly build as many Patriots as possible (and don’t forget about the energy stations at the base). After building 3-4 Patriots, take the vehicle to the very edge of the exit (so it can intercept part of the enemy walking along the canyon and continue building Patriots behind it. And after that, you can bring helicopters (if your number has reached 7-8, fewer numbers will simply be meaningless losses) to the very middle of the canyon, and then watch the destruction of the enemy, periodically adjusting events. US Mission 4 begins a consistent invasion of Kazakhstan. Terrorist training bases have already been discovered. The landing on the shores of the Caspian Sea has begun... MISSION OBJECTIVES: 1. Destroy the Stinger Nests that are interfering with the air landing. 2. Build a base and destroy the enemy training camp. American battleships in the Caspian Sea? Nonsense! Well, to hell with them. The landing was successful, but the base has not yet been built - Bulldozers can only be landed from the air. However, you have 4 Tomahawks and a bunch of other equipment. Plus three general points, one of which can be spent profitably on “Lightning”, and the rest - at will. Destroy all enemy Bunkers using Tomahawks. Just remember that even then you won’t be allowed to produce them. Therefore, guard these four better than your own eyes. After the Bunkers, destroy the target four Stinger Nests. To help the Tomahawks, you can attach a Reconnaissance Drone to one of the Crusaders and place it beyond the reach of enemy air defense. After destroying the air defense, you will receive reinforcements in the form of a pair of bulldozers and several tanks. After this, all that remains is to build a base, release a few more tanks and jeeps and move on to the systematic destruction of the enemy. Well, as always, Comanches are great as cover for Tomahawks. The enemy will sometimes weakly try to disturb you (there’s no other word for it), but your troops will easily cope with this. Mission No. 5 The Americans are trying to negotiate peace with terrorists in the city of Cabaret. And they think that terrorists should not be trusted very much (I wouldn’t trust the Americans very much either). And they turn out to be right. Peace ambassadors are shot, the war continues. MISSION GOALS: 1. Prevent the establishment of a terrorist base across the river. 2. Destroy the main terrorist base. This time you have as many as 4 general points, which can be invested in a double Lightning strike. Nothing else special was added. The mission is quite tricky to complete. There is a slow and leisurely first part and a fast and dangerous second, which begins only after completing the first mission goal. Therefore, we take our time and get everything from the first part of the mission. It ends only with the destruction of the last building of the base (Stinger Nests do not count), so you can settle down on the enemy’s shore, and only after that destroy this building. As a gift, you are invited to capture the Hospital in the north of the map, after which your infantry will be able to self-medicate. To capture or not is your choice. In the meantime, we need to add more tanks, make 3-4 Tomahawks (by the time the first mission goal is completed, there should be 6 of them), and then methodically start destroying the enemy. The right bank of the river must be completely cleared, no Stinger Nests should remain on it. After that! you create your base near the resources remaining from the enemy, protect it with a couple of Patriots and build an army that must fulfill the second goal of the mission. This is about 12 tanks, 6 Tomahawks, several Comanches (3-4 pieces). After creating this army, transfer all troops to the right bank. And don’t leave helicopters over the river - only over land. Because the terrorists, upset by the loss of the base, destroy the dam and it washes away everything in the river valley. Including the bridge and everything that was over the river. After the enemy is completely destroyed, an additional part of the map will open, and you will receive reinforcements in the form of a pair of Bulldozers, a Crusader and a group of infantry. You should not use spy drones over the enemy map. This will provoke an immediate attack. From now on, everything must be done quickly. Not far from the former bridge, quickly build 5-6 Patriots, reinforcing them from behind with tanks and infantry. Just don't put the Patriots in a bunch, pull them out in a line from north to south. At the same time, bring the Tomahawk! and, Comanche and a small group of infantry north of your new base, destroying enemy strongholds along the way. Soon a hint will sound, according to which you will see the location of 2 oil derricks (and move towards them with Tomahawks) and the enemy will have SCUD Missiles. Don't pay attention to "nobody's" oil processing plant. It will be too difficult to contain her. Having captured the oil rigs, move west from them along a narrow path in the mountains, covering your Tomahawks with Comanches. If everything was done normally, then very soon you will see SCAD Missiles. Destroy the air defense points located nearby (if necessary, use Lightning Bolts against them), and then use the joint efforts of the Comanches and Tomahawks to demolish the SCUD Missiles. After this, all urgency disappears and you can gradually destroy the enemy base. Mission No. 6 The Americans have already reached southeastern Kazakhstan. But then it was discovered that the rebellious Chinese general had fled to the terrorists. Now we will also have to deal with the Chinese troops... MISSION OBJECTIVES: 1. Destroy the terrorist base in the northeast. 2. Destroy the command center and the Chinese nuclear missile. Well, now you have almost all the means to destroy the enemy. Namely, the Beam Destroyer, a raid by a flight of 3 Lightnings and B-52s. Moreover, the latter is given to you without spending any points at all. And you are free to spend 4 more General points at your discretion. The mission is also tricky, but here the entire map is available from the very beginning. In the meantime, we need to strengthen our base. Place Patriots near the bridge and on the northern outskirts of the base, and then build all available buildings on it. Build a couple of Comanches right away. Otherwise, you will be periodically pestered by enemy Rocket Buggies and will have to do something with them. Constantly spend the resource of attack aircraft and B-52s on enemy fortifications, but do not touch the Command Center for now. When the Beam Destroyer appears at the base, it will be time to scan the Chinese territory. Look for their Nuclear Missile and boldly destroy it. They won't need it anymore. After this you can finish off the terrorists. There will be a hint about another resource warehouse far to the south, but right away! after the terrorists are destroyed, a Chinese assault group will land near it, which will attack your base a little later. Therefore, it is much more profitable to build Delivery Zones and receive a stable and safe profit from them. All that remains is to walk through the Chinese base with Comanches and Tomahawks. But don’t forget that Chinese rapid-fire guns are extremely dangerous for helicopters, so it’s worth using super-powerful weapons on them. Mission No. 7 The Chinese, concerned that terrorists are going to use chemical weapons, enter into an alliance with the Americans. Fighting is already taking place on the outskirts of Akmola... MISSION GOALS: 1. Destroy the terrorist base. Now you also have Aurora Bombers at your disposal. And also 7 general points with the opportunity to choose whatever your heart desires. If you go north immediately after the start of the mission, you will find an abandoned Chinese base. Well, restore it, their “Overlords” will not interfere at all. Immediately build a line of defense from rapid shooters and Patriots. Your frequent guests will be Rebels in a state of invisibility, so then it will be extremely advisable to install “talking” towers to distinguish them. Also very soon they will announce preparations for the launch of the SCAD rocket. But its location will be highlighted, which will make the task easier for your attack aircraft and B-52s. However, the enemy’s air defense is very intense, so I personally had to carry out a double raid with my “mass destruction” weapons due to their high losses when approaching the point that needs to be hit (it is located in the depths of the defense). Next, the tedious process of destroying the enemy will begin. It is important to take care of your sources of income in advance because! initial reserves of resources are used up very quickly. Therefore, produce several Hackers as quickly as possible and set up several Delivery Zones. After this, as many weapons of mass destruction as possible are built (such as Nuclear Missiles and Beam Destroyer). And a very simple tactic is activated - we deliver a massive strike on a certain area, and on the remaining points of resistance - additional strikes. The survivors are captured by a group of Comanches. Start with the wall that is just across the river. Because it is inhabited by too many Shooters with RPGs. Just be sure to wait for 4-5 “strong blows” to accumulate, otherwise the enemy will have the opportunity to rebuild again. You can use "Overlords", rapid fire and Dragon Tanks, but terrorists constantly carry out numerous and tedious attacks and your group will have to be monitored in order to protect it from destruction. China's campaign. And China also has problems with terrorists. And what do these terrorists want on a piece of land completely populated by the Chinese... Mission No. 1 In general, the terrorists did not particularly bother the Chinese. The Chinese were peacefully holding a large military parade. And then this is a disgrace. Cars with explosives, explosions. No, there are no problems, no one is counting the dead, but you have to know when to stop! MISSION GOALS: 1. Destroy the nuclear materials storage facility. As in the first mission for the Americans, you don’t need to build anything. You have one general point, which is best spent on getting your Soldiers their first badge. The factories produce Battle Masters, Dragon Tanks and Armored Personnel Carriers. The easiest way to pass is to make several Dragon Tanks and burn out the enemy who is trying to cross your path. To them you need to add several Tank Hunters to fight enemy Scorpions. But in the end, this well-coordinated team will quickly reach the storage facility and complete this mission. To speed up movement, you can place Tank Hunters in armored personnel carriers. Mission No. 2 So this is where the terrorists are creeping into China! The base of this nasty thing was discovered in Hong Kong. And since Hong Kong is already completely Chinese territory, the Chinese will have to figure it out on their own. MISSION OBJECTIVES: 1. Destroy the Terrorist Convention Hall. 2. Destroy the Poison Machine and the Weapons Seller. You have 2 general points and the opportunity to choose Artillery Preparation. True, only the first level, but this is also a lot. To begin with, there are not many troops at all. Only those that survived the explosion on the bridge. So rebuild your base and be glad that you now have Rapid Fire Tanks. It is they who will decide the fate of the entire mission. The enemy does not have heavy equipment, so 3-4 tanks will cut out the enemy with great speed. The passage near the base is covered by 2-3 Dragon Tanks in fire curtain mode. And Rapid Fire Tanks with a number of Tank Hunters are heading towards the Convention Hall. Please note that they bypass the block with the Congress Hall on both sides, so when you go directly to storming it, leave security in the rear. Otherwise, at one point the enemy will attack from both sides and it will be difficult to do anything. The desired Poison Machine and Weapons Seller are located in the north of the map. This is an optional task, but you will have to complete it, if only for the reason that you will pass by this building and they will interfere with you in the rear. Mission No. 3 The terrorists are not even going to calm down when they show up in a new place. The Chinese leadership is going to take appropriate measures... MISSION OBJECTIVES: 1. Destroy the Dam. 2. Destroy the terrorist base. You have 3 general points, which can be spent on Artillery preparation (as many as 2) and Cluster mining. A pleasant surprise of this mission is that you will be given MIGs here. And these MIGs will not only be present in the game, but will decide the fate of the terrorists. The first task is very simple: next to the starting point there is that same dam. Place the Dragon Tanks on the fire curtain in the direction of the south (this is where the enemy troops will come from) and start shooting at the dam with the Battle Masters. After its destruction, a huge wave will wash away the enemy base, carelessly located downstream. Moreover, the resource warehouse that belonged to her will now go to you. Clear the area south of your base from the remaining enemies and you can build an Airfield. The enemy will now cross the river just north of your base, through a small island. This is where it wouldn’t be superfluous to mine it. You need to send your first MIG for reconnaissance. By a pleasant coincidence, the enemy only has 1 Stinger Nest. Artillery preparation on it, after which the MIGs begin constant shelling of enemy territory. And a full team of Migs can do a lot. And if you add another Airfield, then things will go even faster. Just upgrade Napalm and your MIGs will become even more powerful. Mission No. 4 Terrorists, in their best traditions, produce a toxin at a mining factory. The Chinese authorities do not want widespread publicity with the introduction of a large contingent of troops and are planning reconnaissance with the help of the Black Lotus saboteur, followed by an air strike. .. MISSION OBJECTIVES: 1. Destroy the Stinger Nests. 2. Capture the Military Factory. 3. Destroy the last Stinger Nest. You start with 3 General points, but there is no choice in the form of Artillery Preparation. It's a shame, but that's not the main thing. You only have a group of infantry and the Black Lotus under your command. Plus there is no way to produce equipment. True, it is possible to produce Hackers. But in just a couple of minutes you will see a simpler and more convenient way to get money - the Oil Rig. Let the Black Lotus capture it. The infantry must destroy Stinger Nests and the enemy infantry covering them. There is nothing complicated about this. Moreover, the Soldiers simply shoot the shooters from the Stinger, after which the entire crowd pecks at the defenseless Nest. You can use the Black Lotus to capture enemy Poison Machines. But you can simply drop mines at their location. Don’t be lazy to look into the distant passages, you will be rewarded with UN boxes of money. After capturing the factory, build 4-5 Gatlings and 2-3 Dragon Tanks. The first ones are for destroying infantry, the second ones are for clearing and destroying buildings. In addition, the Dragons will very effectively burn out the last Stinger Nest. After this, all that remains is to watch how several MIGs destroy the toxin factory. Mission No. 5 The Chinese realize that they cannot cope with the terrorists on their own and are receiving support from the Americans. It is expressed in the possibility of calling air strikes against terrorists. And the case has already moved to the territory of Kyrgyzstan, to the city of Balakchi. MISSION OBJECTIVES: 1. Destroy 3 terrorist camps and the main terrorist base. 4 general points is already a lot. These are at least 2 levels of artillery preparation, cluster mines and a Nuclear weapon. Plus, don’t forget about the American carpet bombing. To begin with, you have a completely comfortable base. Only complete the Military Factory and populate the Bunkers with infantry. After this, you can build MIGs and begin methodically clearing enemy territory with the help of air and artillery strikes. And a column of “Overlords” (yes, yes, they were finally given) will follow along the ground, in company with rapid fire. You can also strike with Nuclear weapons. Although, of course, the last base will have to be taken by the “Overlords” column. The mission is tedious, but very easy. Mission No. 6 Terrorists continue to roam around the world in search of at least some safe place for themselves. This time, they took root in Bishkek, capturing one of the Chinese railways. You will have to use the black Lotus again. This time to destroy a key railway bridge. MISSION OBJECTIVES: 1. Guide Black Lotus to the railway bridge. There was a joke about the general's glasses. 4 points - for only 1 promotion. Anyway. Happiness is not in glasses. And misfortune lies in yet more restrictions. They are not allowed to build anything. You only have the opportunity to produce infantry (without Hackers, of which you were given 3 at the beginning and no more) and armored vehicles (without Overlords). And you need, no more, no less, to lead your “Black Lotus” through the enemy-saturated positions and destroy the bridge. However, the task is quite feasible. First, we complete the defensive lines of the base and transport several Gatling guns to the other side of the river. Among the valuable targets there, one can note mining centers that the Black Lotus can shake out for the purpose of extracting money, a light equipment plant (which she can also capture) and a train station, to which the enemy will periodically receive reinforcements. 1-2 Gatling guns are placed near this very station and the problem of reinforcements is immediately solved. On the other side, everything is a little more complicated. Start by putting the Hackers in a secure location and let them make money. There is a stadium from which crowds of Fanatics come and a circular road clogged with tanks. Therefore, slowly move forward, mastering new positions with Rapid-Firing Tanks, and then place a fire curtain with Dragon Tanks so that it captures the stadium at least a little. As a result, it will collapse, unable to withstand the constant scorching. After this, you will still have to build several Battle Masters and carefully destroy the Scorpions and Marauders plying here one by one. Just burn out the last lines of defense of the bridge with Dragon Tanks. Get the Black Lotus onto the bridge and enjoy your victory. Mission No. 7 Terrorists again. Now also in Tajikistan. The Chinese government is going to extreme measures and giving you access to its nuclear arsenals... MISSION OBJECTIVES: 1. Set up a base and find resources. 2. Destroy all terrorists. At the beginning, you receive 4 general points, for which it is advisable to purchase cluster mining and all 3 levels of artillery preparation. Then save up for a nuclear weapon. Place a “talking” tower on one of the “Overlords” that survived the “meat grinder” to heal your units, and on the second one, a rapid-fire one. With all your troops, advance along the road, destroying enemy troops, to the enemy base. Destroy it, but capture the Resource Collection Center. A little further down the road there is a bottleneck where a pair of Dragon Tanks can very effectively lay down a curtain of fire. At the same time, your 2 bulldozers are building a base, trying to build an Airfield as quickly as possible. 2 MIGs are built and they go north along the eastern edge of the map, after which they pass along the northern edge of the map. Two MIGs - so that at least one can fly. At the same time, there is an enemy base, namely SCAD missiles. After this, try to drop cluster mines closer to the missiles (although the likelihood of this being successful is extremely low). N! oh anyway, a couple of artillery strikes destroy the SCUDs. After this, completely rebuild the base (including Nuclear Missiles) and start striking the enemy base. Only after the constant waves of incoming enemies have subsided, build a column of “Overlords” and begin the offensive. Moreover, if you captured the enemy’s Resource Production Center, you can build Barracks and create Jennen Kell there. And he shoots excellently from the Overlords Bunker. If you did everything right, then another parade of the Chinese army will appear before your eyes. They defeated the terrorists! Terrorist campaign. How much do terrorists need? Yes, as much as everyone - just to correct the world a little. But for some reason they don’t like them for this and are offended in every possible way. There is another very clever trick for terrorists, missed in the game description. The fact is that some of their equipment, namely Mobile Anti-Aircraft Guns, Jeeps and Marauders, not only gain experience and bring you money by picking up the remains of enemy equipment. They are still improving themselves. The improvement can be carried out 2 times, but each time each improved machine dramatically changes its characteristics. For example, a Marauder improved 2 times acquires a second barrel and a very large firing range and rate of fire. Therefore, units fed in this way quickly cease to be “whipping boys” and move into a completely different category. So it is quite possible that you will be able to raise a “professional army” from junk (as it seemed before) machines. Mission No. 1 The evil Chinese are making life miserable for white and fluffy terrorists in Chimkent. Many of our brothers died. We will have to restore justice. MISSION OBJECTIVES: 1. Destroy the Chinese base. 2. Blow up the dam. You only have 1 general point, but you will soon gain a second one, so you can choose any promotion at the beginning. Pay attention to the introductory video. This is how blasting operations are carried out correctly. While security is being “attended” to the provocateur, exploding cars drive up close to the sabotage object and then it becomes too late to do anything. The first goal of the mission is fulfilled as if by itself. You have already partially destroyed the Chinese base. All that remains is to finish off the remaining buildings and destroy the infantry detachment coming to the rescue. You will then be escorted to your own base. It is better to start from a small enemy base located east of yours. Its disadvantage is that there are quite a few Battle Master tanks there. Therefore, carry out all the upgrades for the Explosive Truck and put into practice the skills you just learned with the provocateur and the suicide car that enters later. Finish off the remaining tanks with Scorpions. By the way, collect the remains of enemy tanks with Jeeps. They will certainly use something - guns, grenade launchers. Next, build equipment at your base (the Weapons Seller does not directly belong to the base and needs to be found near your base) and move from the location of the enemy base to the north. When you destroy the enemy "talking" tower, be prepared for the arrival of enemy tanks. Otherwise, the infantry reinforcements that come to you will be destroyed very quickly. Shoot another enemy base a little further north. And there it’s already a stone’s throw from the dam. For some reason, UN Mission No. 2 is sending humanitarian aid to the Almaty region. There would be no need to immediately hand them over to terrorists. You have to pick it up yourself. MISSION OBJECTIVES: 1. Collect 40,000 money. You have 2 general points and have the opportunity to choose Marauders for this mission. Why not? The main opponents here are UN jeeps. The most effective way to quickly gain money is to shoot all civilians. Why are they stealing our money? The second point of this plan is to plant many RPG Shooters and Rebels in all the houses of the central village with a 5-road intersection. And plant workers nearby so that they can repair the houses. The result will be that the money convoys will remain entirely in this city, without leaving far. And planes arriving later will also leave close to the village. Moreover, immediately after the planes begin to arrive, you will be allocated several Mobile Anti-Aircraft Guns. But it’s worth taking care of them, since they are not allowed to build them yet. Then another part of the map will open, and the most impudent ones will be able to directly connect to the feeder, organizing a direct attack on the American base. Mission No. 3 We found new allies in Astana. But for greater joy, it’s worth bombing the city. In the meantime, everyone is afraid to steal a little more money. MISSION OBJECTIVES: 1. Destroy civilian buildings and collect 40,000 money. You need to complete this mission with an alliance of two combat units - Marauders and Fanatics. Only the Fanatics need to be given an improvement in the form of Kalashnikovs as soon as possible. And then they will not only be able to storm buildings filled with infantry and will not be able to fight against the Gatlings. Everything else will be within your reach. And the Marauders... Try to pick up the remains of enemy equipment with them. After two pickups, the Marauder transforms into a double-barreled, rapid-fire, long-range assault weapon. He would say “like the “Overlord””... But no, he also spits venom. So a boosted Marauder is even better. So a couple of Marauders undergo upgrades and go to knock the enemy out of the buildings they occupy. And the Fanatics destroy all empty buildings and shoot enemy infantry. Both the Chinese and the Americans are trying to ruin your life. The Americans are eliminated from the game by blocking the bridge with a pair of Marauders. The Chinese - simply by carefully tracking their movement towards you from the north. US Mission No. 4 has become completely insolent in its impunity. But the action, this time, moved to Turkey. And then we will destroy their wonderful air force. MISSION OBJECTIVES: 1. Destroy the American Airfield. This is where you get to fully experience American aviation. Invest your general's points in the "percentage for kills." There will be many destroyed enemies here. Helicopters (don’t send Fanatics without anti-aircraft protection), airplanes, and even B-52s that periodically fly up to your positions will harm you. The key to passing is the rapid construction of Stinger Nests and Mobile Anti-Aircraft Guns. Let Fanatics guard the road just below the starting point in company with Mobile Anti-Aircraft Guns. They are quite enough for this. When you approach the possibility of an assault (sufficient funds and forces have been accumulated), then use a pair of Jeeps (with workers on them) and a pair of Mobile anti-aircraft guns to break through the Canyon to the American base. There is a relatively safe nook where you can build a tunnel and a couple of Stinger Nests. After this, you can not drag the entire mass of troops along the canyon, but simply transfer them through the tunnel. After this, a quick breakthrough to the American base with the launch of Fanatics, who must destroy the energy stations. After which the American base is simply taken with bare hands. Mission #5 What a disgrace! The United States has taken control of our pesticide storage facilities near the Aral Sea! They need to be returned! And then what to fight with? MISSION OBJECTIVES: 1. Capture 4 toxic chemical storage facilities and destroy all Americans guarding them. You have 4 General points, which, of course, must be spent on getting money. You don't have anything particularly new (except for the Truck with Explosives). Your base is not in a completely neglected state, but it has no defensive lines. The Americans will attack from 2 sides - from the east, across the bridge and from the north, across a fairly wide area. The bridge is mined and several tunnel crossings are placed near it. Plus, you need to place several Stinger Nests along the shore to protect against enemy aircraft, which will quite freely come to visit you across the river. With the northern direction, everything is not so simple. There you need to plant a large number of infantry in the houses (with and without grenade launchers) and place Rocket Buggies behind the houses. Then the enemy's attacks will break against your strong defense. And, of course, don’t forget to repair houses after enemy attacks. Having built the defense, you can think about the attack. It is better to attack across the bridge to the east. Because from the north! Enemy units are constantly moving and you will have to not only deal with the security of storage facilities, but also be distracted by enemy reinforcements. To be honest, it’s quite possible to get those same 4 storage facilities here. The most important thing is not to destroy them, but to capture them. So the mission may well end long before the entire map is liberated from the Americans. Your attacking unit will most likely consist of Marauders, Mobile Anti-Aircraft Guns and Rocket Buggies. Plus some infantry to capture buildings. You can also capture one Poisoning Machine to clear houses and Bunkers of enemy infantry. Mission No. 6 Treason! Several terrorists fled to the Chinese. So now we have to fight our own. MISSION OBJECTIVES: 1. Destroy all traitors. You have 3 trucks with nuclear warheads (just captured from the Chinese) and a fairly large base. The traitors' base is visible nearby. Scatter your 4 general points as before. In the first 2 minutes, quickly establish defenses and order the construction of troops. At the same time, your troops should be pulled together into a single fist. And this fist will begin to break through directly to the enemy base. The enemy pays very little attention to your Nuclear charges. Therefore, it would be quite fair to destroy first the two bunkers guarding the entrance, and blow up the remaining ones at the base, destroying enemy buildings. After this, break into the base with the remaining troops and destroy everything that remains there. There is no point in stalling for time, since the enemy will throw in SCAD Missiles, which are controlled from the Command Center, and the Missiles themselves are located outside the map. After destroying the enemy base, the enemy from all over the area will begin to converge on your positions. If you have managed to take care of defense, then you will no longer be afraid. And if everything is done correctly, the mission proceeds very quickly. Mission No. 7 Your task is to capture the Baikonur Cosmodrome. It is from this that you can launch a rocket filled with toxic chemicals. The fate of all terrorists is in your hands. MISSION OBJECTIVES: 1. Capture the mission control center. Capture the rocket launch pad. The most valuable thing you have is 7 general points. Which should be used for a toxic bomb, getting money and be sure to invest at least one point in Rebel Ambush. The workers available at the base must build the Barracks and the Weapons Seller. A Radar, several RPG Shooters and Scorpions or Marauders are built here (enemy tanks will soon crawl in). By the time your Radar appears, the American Strategic Center will be shown. Near it you will see a place where enemy Chinooks are stealing resources. Just south of this area and throw your anthrax bomb. If everything is done in a timely manner, then soon after the bomb falls, a column of American troops will pass through the contaminated area towards your base. Few will make it, and those who do will be very badly damaged. After the poison disappears, throw your Rebels into the enemy base. Let them start with the Strategic Center and then take over everything else around it. Gradually take control of the entire American base and there will be more! rather, the passage is for the Americans - several Comanches are built, which cut out all the guards at the base, and then around the rocket. If everything is done quickly, then you won’t have to deal with the Chinese at all. But if you delay the mission, then build Jennen Kell at your base, who will deal with the Chinese “Overlords,” and deal with the Chinese base with American aircraft. And watch the flight of the rocket you captured.