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		       Release v3.2 - standard revision
		  Last Updated: October 27, 1995  10:35 GMT
	     Written by: Roger Wong (roger@powhq.nildram.co.uk)

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

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

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


COPYRIGHT NOTICE
     This article is Copyright 1995 by Roger Wong.  All rights reserved.
You are granted the following rights:

I.  To make copies of this work in original form, so long as
      (a) the copies are exact and complete;
      (b) the copies include the copyright notice and these paragraphs
	  in their entirety;
      (c) the copies give obvious credit to the author, Roger Wong;
      (d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
    above, so long as
      (a) this is the original work and not a derivative form;
      (b) you do not charge a fee for copying or for distribution;
      (c) you ensure that the distributed form includes the copyright
	  notice, this paragraph, the disclaimer of warranty in
	  their entirety and credit to the author;
      (d) the distributed form is not in an electronic magazine or
	  within computer software (prior explicit permission may be
	  obtained from Roger Wong);
      (e) the distributed form is the NEWEST version of the article to
	  the best of the knowledge of the distributor;
      (f) the distributed form is electronic.

	You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogs, and speech.  You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission.  These rights are temporary and revocable upon written, oral,
or other notice by Roger Wong. This copyright notice shall be governed
by the laws of the state of Texas.

	If you would like additional rights beyond those granted above,
write to the author at "roger@powhq.nildram.co.uk" on the Internet.

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

-Section One-  GAME UNITS
*2* What can I do with these units?
     *2-1* Infantry
	  *2-1-1* Civilian
	  *2-1-2* Technician
	  *2-1-3* Engineers
	  *2-1-4* Minigunner
	  *2-1-5* Grenadier
	  *2-1-6* Bazookas
	  *2-1-7* Flame-thrower
	  *2-1-8* Commando
     *2-2* Vehicles
	  [2-2-1] MCV
	  *2-2-2* Harvester
	  *2-2-3* Gunboat
	  *2-2-4* Hummer
	  *2-2-5* APC
	  *2-2-6* Medium Tank
	  *2-2-7* Orca
	  *2-2-8* Rocket Launcher
	  *2-2-9* Mammoth Tank
	  *2-2-10* Nod Buggy
	  *2-2-11* Recon Bike
	  *2-2-12* Light Tank
	  *2-2-13* Artillery
	  *2-2-14* Flame Tank
	  *2-2-15* Attack Helicopter
	  *2-2-16* Stealth Tank
	  *2-2-17* SSM Launcher
	  [2-2-18] Transport Helicopter
     [2-3] Special Units
	  [2-3-1] Airstrikes
	  *2-3-2* Nuclear Strike
	  *2-3-3* Ion Cannon
[3] What can I do with these buildings?
     *3-1* Common Buildings
	  [3-1-1] Construction Yard
	  [3-1-2] Powerplant
	  [3-1-3] Sandbag/Fence/Concrete
	  [3-1-5] Refinery
	  [3-1-6] Silo
	  [3-1-7] Communications center
	  [3-1-8] Heli Pad
	  [3-1-9] Repair Bay
     *3-2* GDI Buildings
	  [3-2-1] Barracks
	  [3-2-2] Weapons Factory
	  *3-2-3* Guard tower
	  [3-2-4] Advanced comm. center
	  *3-2-5* Advanced guard tower
     *3-3* Nod Buildings
	  [3-2-1] Hand of Nod
	  *3-2-2* SAM Site
	  *3-2-3* Guard turret
	  [3-2-4] Airstrip
	  *3-2-5* Obelisk of light
	  [3-2-6] Temple of Nod
     [3-4] Neutral Buildings
     [3-5] Miscellaneous
	  [3-5-1] Blossom tree
	  *3-5-2* Power usage graph

-Section Two- TIPS AND TRICKS
[4] Cheating the computer
     [4-1] What are the cheat keys?
     *4-2* Can I Hex edit for more money?
     [4-3] Does the computer cheat?
     [4-4] What cheating programs are available?
     [4-5] What are some bugs I can exploit?
	  [4-5-1] Tiberium harvesting without silos
	  [4-5-2] Invincible units
	  [4-5-3] Preventing the computer from rebuilding
	  [4-5-4] The Reservoir Dogs strategy
	  *4-5-5* For sale, one silo - 1500 credits
	  *4-5-6* The ultimate A-10 defense
     [4-6] Are there any hidden game elements?
	  [4-6-1] Chem. warriors
	  [4-6-2] Visceroids
	  [4-6-3] UFO's
[5] Defensive tips
     [5-1] Sandbag defense
     [5-2] Building base defenses
     [5-3] Help! I'm being attacked by enemy
	  [5-3-1] Nukes
	  [5-3-2] Orcas
	  [5-3-3] SSMs
	  [5-3-4] Advanced guard towers
	  [5-3-5] Transports loaded with engineers
[6] Offensive tips
     [6-1] How do I destroy?
	  [6-1-1] Obelisks of light
	  [6-1-2] Flame-throwers
	  [6-1-3] Gun turrets using Orcas
	  [6-1-4] Most vehicles without getting squashed?
	  [6-1-5] Tanks in general
	  [6-1-6] Flame tanks
	  [6-1-7] Mammoth tanks
	  [6-1-8] SAM sites
	  [6-1-9] Strong bases
     [6-2] The spider base strategy
     [6-3] How do I drain the computer's funds?
[7] Miscellaneous goodies
     [7-1] How do I sell my infantry/vehicles?
     [7-2] How do I control Orcas in mid-flight?
     [7-3] Why should I destroy villages?
     [7-4] How do I make a convoy?
     [7-5] How do I get rid of trees?
     [7-6] How do I hide under trees?
     [7-7] How do I stop the computer from rebuilding?
     [7-8] How do keep my harvesters from gathering all the tiberium?
     *7-9* How do I get nukes in the last Nod mission?
[8] Player tips
     [8-1] Hiroshima's tactics papers
	  [8-1-1] GDI Tactics paper
	  [8-1-2] Nod Tactics paper
     [8-2] Blue Aardvark's anti-crummy AI tactics
[9] Confucius say:
     [9-1] Who the heck is Confucius?
     [9-2] Words to live and die by.
     [9-3] What are Murphy's Laws of Combat?
     *9-4* What music should I listen to while playing?
[10] What determines my score?

-Section Three- MISSION STRATEGIES
[11] What is a mission tree?
     [11-1] GDI mission tree
     [11-2] Nod mission tree
[12] I'm stumped! Can you help me?
     [12-1] GDI missions
	  [12-1-1] GDI Mission 1, Estonia
	  [12-1-2] GDI Mission 2, Estonia
	  [12-1-3ea] GDI Mission 3ea, Latvia
	  [12-1-3eb] GDI Mission 3eb, Latvia
	  [12-1-4ea] GDI Mission 4ea, Belarus
	  [12-1-4eb] GDI Mission 4eb, Belarus
	  [12-1-4wa] GDI Mission 4wa, Belarus
	  [12-1-4wb] GDI Mission 4wb, Poland
	  [12-1-5ea] GDI Mission 5ea, Germany
	  [12-1-5eb] GDI Mission 5eb, Germany
	  [12-1-5wa] GDI Mission 5wa, Germany
	  [12-1-5wb] GDI Mission 5wb, Germany
	  [12-1-6] GDI Mission 6, Czech Republic
	  [12-1-7] GDI Mission 7, Czech Republic
	  [12-1-8ea] GDI Mission 8ea, Austria
	  [12-1-8eb] GDI Mission 8eb, Slovakia
	  [12-1-9] GDI Mission 9, Hungary
	  [12-1-10ea] GDI Mission 10ea, Slovenia
	  [12-1-10eb] GDI Mission 10eb, Romania
	  [12-1-11] GDI Mission 11, Greece
	  [12-1-12ea] GDI Mission 12ea, Albania
	  [12-1-12eb] GDI Mission 12eb, Bulgaria
	  [12-1-13eb] GDI Mission 13ea,
	  [12-1-13eb] GDI Mission 13eb,
	  [12-1-14] GDI Mission 14,
	  [12-1-15ea] GDI Mission 15ea,
	  *12-1-15eb* GDI Mission 15eb, Bosnia Herzegovina
	  [12-1-15ec] GDI Mission 15ec,
     [12-2]: Nod missions
	  [12-2-1ea] Nod Mission 1ea, Libya
	  [12-2-1eb] Nod Mission 1eb, Libya
	  [12-2-2ea] Nod Mission 2ea, Egypt
	  [12-2-2eb] Nod Mission 2eb, Egypt
	  [12-2-3ea] Nod Mission 3ea, Sudan
	  [12-2-3eb] Nod Mission 3eb, Sudan
	  [12-2-4ea] Nod Mission 4ea, Chad
	  [12-2-4eb] Nod Mission 4eb, Chad
	  *12-2-5* Nod Mission 5, Mauritania
	  [12-2-6ea] Mission 6ea, Ivory Coast
	  [12-2-6eb] Mission 6eb, Benin
	  [12-2-6ec] Mission 6ec, Nigeria
	  [12-2-7ea] Nod Mission 7ea, Gabon
	  [12-2-7eb] Nod Mission 7eb, Cameroon
	  [12-2-7ec] Nod Mission 7ec, Central African Republic
	  [12-2-8ea] Nod Mission 8ea, Zaire
	  [12-2-8eb] Nod Mission 8eb, Zaire
	  [12-2-9ea] Nod Mission 9ea, Egypt
	  [12-2-9eb] Nod Mission 9eb, Egypt
	  *12-2-10ea* Nod Mission 10ea, Angola
	  *12-2-10eb* Nod Mission 10eb, Tanzania
	  [12-2-11ea] Nod Mission 11ea, Namibia
	  [12-2-11eb] Nod Mission 11eb,
	  [12-2-12ea] Nod Mission 12ea,
	  [12-2-12eb] Nod Mission 12eb,
	  *12-2-13ea* Nod Mission 13ea, South Africa
	  [12-2-13eb] Nod Mission 13eb, South Africa
	  [12-2-13ec] Nod Mission 13ec, South Africa

[13] I need help playing multiplayer
     [13-1] Offensive tactics
     [13-2] Defensive tactics
     [13-3] Capture the flag
     *13-4* Player strategies
	  *13-4-1* Aardvark's strategy
	  *13-4-2* Joseph's strategy
     *13-5* What can I do with crates?
	  *13-5-1* Stealth technology
	  *13-5-2* Units
	  *13-5-3* Visceroid
	  *13-5-4* Explosions
	  *13-5-5* Cash
	  *13-5-6* Nukes, airstrikes, ion beams
	  *13-5-7* Map modifiers
	  *13-5-8* Heal all units

-Section Four- MISCELLANEOUS
*14* Tables
     *14-1* Armor
     *14-2* Weapons
     *14-3* Units
     *14-4* Buildings
[15] Internet resources
     [15-1] Third party programs
     *15-2* World Wide Web sites
*16* Bugs and updates
     *16-1* The bugs and wishlist report
     *16-2* Update patches
     *16-3* Errors in the C&C manual
[17] Conclusion
*18* Revision History

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

*1-2*: About the unofficial C&C Strategy FAQ
===============================================
     Welcome to v3.2 of the Unofficial Command and Conquer Strategy FAQ.
Version 3.2 is a standard revision written after 2.7. 'Unofficial' means that
this FAQ is not supported by Westwood Studios. Command and Conquer is the
name of the game. FAQs are (F)requently (A)sked (Q)uestions.
     Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or added,
the version number is increased by 0.1, and is called a 'minor revision.' If
a new version of the FAQ has a substantial amount of new information changed
or added, the version number is increased by 0.5, and is called a 'standard
revision.' If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'
     You may be wondering why chapter numbers are enclosed in either []'s or
**'s. The definition of these is as follows:

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

I have removed the parenthesis '()' markers to facilitate easy updates of
HTML versions of the unofficial C&C Strategy FAQ.

*1-2-1*: Is the FAQ related to the Official Guide to C&C?
============================================================

     No, the Unofficial C&C Strategy FAQ is not related in any way with the
Official Guide to Command & Conquer other than in topic.

     Nor is the Unofficial C&C Strategy FAQ meant to be competition to the
Official Guide. If you need complete printed maps, step by step walkthroughs
and the like, then by all means, get the book. (ISBN: 1-566-86-247-7  Brady
Publishing  1-800-428-5331  http://www.mcp.com/brady/ 19.99 USD)

[1-3]: Getting the unofficial C&C Strategy FAQ
=================================================

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

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

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

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

[1-3-3]: via Internet FTP
----------------------------
     New releases of the Unofficial C&C Strategy FAQ can be found at the
following Internet FTP sites:

     FTP: wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq

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

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

     http://www.khan.org/~solaris/cnc.html
	  (This is my personal page)
     http://adam.com.au/~buggy
     http://wcl-rs.bham.ac.uk/GamesDomain
     http://www.computek.net/autownet/c&c.html
     http://www.cbs.dk/people/dszcpfk/cc.html

     HTML versions of the Unofficial C&C Strategy FAQ can be found on the
following World-wide Web sites:

     http://ucsu.colorado.edu/~ccmills/command.html
     http://m3.pcix.com/~gmull/c&c.html
     http://www.mvhs.fuhsd.org/~bfong/reviews/ccstrat.html

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

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

[1-4]: Adding to the FAQ
===========================

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

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

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

*1-5*: Acknowledgments
==========================

     Westwood Studios for making this great game.

     Mom. (Hi mom!)

     Mike Fay, author of the Official Guide to Command & Conquer, for being a
patient and understanding guy.

     Hank Leukart, author of the 'Official' DOOM FAQ, for his advice on FAQ
creation.

     The biggest "thank you" has to go to Andrew Griffin for his stunning
work in deciphering the C&C data tables.

     Slightly smaller, but still a pretty darn big "thank you" goes to Mike
Lee for his work on armor values and weapons damage.

     Philip Lochner, for letting me absorb his FAQ into mine,

     And big thanks to everyone else who sent something my way, or posted
answers to questions in comp.sys.ibm.pc.games.strategic. You are all listed
next to your contributions in this FAQ!

     Forgive me if I miss anyone. If for some reason I HAVE missed you,
PLEASE send me E-mail so I can give credit where credit is due.

[1-6]: Accurate Information
==============================
     An attempt has been made to make the information in this FAQ as accurate
as possible.  Unfortunately, due to the fact that the game has a semi-
nonlinear mission tree, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.  If a walkthrough tip for
a certain level variation doesn't work for you, try one of the other
variation tips.  I wish everyone would use the internal mission numbers that
are displayed above the version number in the options menu when referring to
different missions.

     Harder still is verifying the correctness of every hint and tip. I do
try hard to make sure there are no bogus entries in this FAQ, but,
undoubtedly, one or two will probably slip by. Please let me know immediately
if there is any information in this FAQ that you know is incorrect.

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

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

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

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

     This chapter contains information on the various units available for use
in C&C.

     Mike Lee started the ball rolling with his sadistic experiments on his
own troops. Andrew Griffin took this a bit further, and became an even more
sadistic general.  The results of our Dr. Mendel look-alike contest can be
found in Chapter 14.

     It is more difficult to shoot at moving targets.

*2-1*: Infantry
==================

     Numerical data on all infantry can be found in Chapter 14.

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

*2-1-1*: Civilian
--------------------
     Civilians carry pistols with 10 round magazines.

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

*2-1-2*: Technician
----------------------
     Technicians carry pistols with 10 round magazines.

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

*2-1-3*: Engineer
--------------------

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

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

Philip J. Lochner (decker@megaweb.com)
     Note that Engineers cannot take over enemy gun turrets, SAM sites, or
Obelisks. They also cannot (much to my dismay) take over the Nod Temple.

*2-1-4*: Minigunner
----------------------

Philip J. Lochner (decker@megaweb.com)
     These soldiers, although easy to overlook, can be very useful in mass
amounts. They also make good, cheap decoys and can be used as fodder to draw
out enemy tanks and soldiers. With three barracks, Minigunners pop out so
quickly that you can amass a nice twenty or thirty man army which is more
than enough to deal with most enemy attacks. They must be very close to
targets to attack, and will take damage if your supporting grenades attack a
target they are standing right next to. It's usually a good idea to leave a
small detachment of two or three to Guard each important building in your
fortress just in case. The computer seems to prefer Barracks over your
construction yard, refineries over your barracks, and guard towers over
everything else. Rarely will they attack your silos or communications center.

*2-1-5*: Grenadier
---------------------

Ethereal (allenr@sunspot.tiac.net)
     Whenever possible use grenadiers, they can move faster, and kill turrets
+ tanks the best in my opinion. Also Jeeps + Grenadiers Are a very good
combination, The jeeps prevent the grenadiers from getting run over, if you
don't have a jeep just make the grenadiers move, to my knowledge, they don't
get squashed almost at all if they are moving. APC with four grenadiers and
one engineer are very good combinations.

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

*2-1-6*: Bazooka
-------------------

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

Luke Duff (lukeduff@inlink.com)
     Bazooka guys fire on helicopters and they're much better against
vehicles. They're worth what you pay for 'em. Just make sure they don't get
run over.

*2-1-7*: Flame-thrower
-------------------------

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

Mr. P / Powersource
     Flame-throwers make up an important part of your building-destruction
and infantry-halting capabilities. If you're fortunate enough, one flame-
thrower firing at a building can cause it to erupt in flame, thereby cutting
its "life" in half. Groups of these guys are also indispensable in
eliminating any type of enemy infantry.

     If you are not careful with their firing, they can burn friendly units,
as well as themselves. (ROGER'S NOTE: Didn't their mothers tell them not to
play with fire?) Trees will start to pose a hazard - if a tree ignites, say
good-bye to any units within a 1-person radius of it.

*2-1-7*: Commando
--------------------

     When planting demolition charges, let the computer move the commando to
a safe range on its own.  The damage the commando takes when a building blows
up is not from the explosion, but from the enemy soldiers who evacuate the
building from within.

Philip J. Lochner (decker@megaweb.com)
     Only available on special missions, the Commando is pretty cool. The
Commando is also available for $1000 in high tech-level multiplayer games.
Their super-long eyesight and damaging weapon (one shot takes down any enemy
soldier) makes them a great unit for base defense, but they are worthless
against enemy vehicles. They can also plant charges on enemy structures to
blow them up instantly.

     They are great fun in multiplayer games. They can be airdropped from a
chopper right near enemy armies (or their Hand of Nod) and set to Guard.
They'll effectively kill off soldier after soldier as soon as they come
within their considerable range, until the enemy gets a clue and sends some
Cycles or Buggies after them.

[2-2]: Vehicles
=================

     Numerical data on all vehicles can be found in Chapter 14.

Philip J. Lochner (decker@megaweb.com)
     Note that the SSM Launcher and attack helicopter can only be found in
multiplayer games.

*2-2-1*: MCV
---------------

Phil Sykes (root@sykic.demon.co.uk)
     Multipurpose construction vehicle. As you might expect from Dune 2, this
allows you to build another construction yard somewhere on the map. It is
ridiculously expensive (5000), slow, and utterly useless in combat. As yet,
in 30 multiplayer games (the only place other than level 15 it appears) it
remains unused.

Thenardier (isc40562@leonis.nus.sg)
     Build it up as a back-up base. Drive it somewhere and don't deploy it
until Nod or GDI have nuked or ion cannoned your construction yard into dust.

*2-2-2*: Harvester
---------------------

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

Michael Stango (phillymjs@aol.com)
     If the enemy destroys your harvester, your ability to wage war against
him is seriously crippled at least temporarily. If you don't have the ability
to build a new harvester, you must sell your refinery and rebuild it. If you
don't have enough credits to rebuild the harvester, you must sell the
buildings you can do without for quick cash to rebuild it. Fortunately, the
harvester is a tough vehicle. If it is attacked, you'll usually have enough
time to get some forces to it to defend it.

     Never attack the enemy harvester until you have otherwise hobbled their
efforts. Taking a potshot at their harvester early in the game, while
tempting, will bring all the force the enemy can quickly muster down upon
you. In plain English, the computer gets pissed if you attack its
harvester(s).

*2-2-3*: Gunboat
-------------------

Andrew Griffin (buggy@adam.com.au)
     Provides missile support from oceans/rivers. Can be taken out with 1
blast from an obelisk, however.

*2-2-4*: Hummer
------------------

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

Philip J. Lochner (decker@megaweb.com)
     This quick little scouting unit has more armor than the Nod Cycle, but
seems to do as much damage as an enemy Minigunner, albeit with longer range.
They are good for zipping around the board, luring enemies to follow them
down into a classic Warcraft Archer trap. Beware bazooka soldiers and gun
turrets. Their low cost, however, makes them unnecessary to repair.

*2-2-5*: APC
---------------

Phil Sykes (phil@sykic.demon.co.uk)
     Armored Personnel Crusher (er... surely carrier)

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

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

Thenardier (isc40562@leonis.nus.sg)
     Combination of APC and engineer is possibly regarded as one of the best
tactics in C&C. Load your APC with engineers and give it a tanks escort. APC
is agile. And it can withstand more damage.

*2-2-6*: Medium Tank
-----------------------

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

Philip J. Lochner (decker@megaweb.com)
     A staple in any GDI army. With a low cost ($800), these tanks pack a
punch and can be very effective in packs. You should always bring along a
squad of Minigunner or Grenadier Guards around these tanks, as they have very
big problems targeting and destroying enemy footsoldiers up close. They do
great damage for their price, and make good Guards for key installations.
Their speed makes them poor support for attacking footsoldiers, as the
soldiers must wait for them to keep up. It's easier and more effective to
make soldiers support the tanks.

*2-2-7*: Orca
----------------

Phil Sykes (phil@sykic.demon.co.uk)
     Armament: Six missiles of a similar type to those fired by bazooka guys,
i.e. useless vs. infantry, excellent against vehicles / buildings.

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

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

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

     They work best in multiplayer for air support of harvesters!

Philip J. Lochner (decker@megaweb.com)
     As soon as these become available, they should be a staple of any
mission. I create many of them, and assign them permanently to Group 1 so I
can quickly receive air support. Though powerful, they are a pest to use
correctly. Their missiles do as much damage as a bazooka solder, and they
will return to base A) After all their missiles are expended attacking one
target, or B) When their target is destroyed. If you send five Orcas against
a single footsoldier, they'll shoot until they kill him, and then they'll
return to reload regardless of how many rockets were fired. They also must
`track' enemy units which are moving, and usually fly over them and then
return to attack. Keep this in mind if you are attacking swiftly moving
units, as they can move closer to the Nod SAM sites before your Orcas can
`draw a bead' on them and fire missiles.

     They also zip around a target after firing some missiles, and this may
also bring them closer into SAM range. It is HIGHLY advisable that you Group
these units before sending them out, as it is impossible to select them while
they are in the air to change their mission orders. When grouped, you can
simply select the number group and redirect them elsewhere. It takes three
SAM missiles to kill an Orca, and they are targets for enemy Bazooka
soldiers, Cycles, Rocket Launchers, and Stealth Tanks. Note that you can also
land these units in remote locations for quick use later. They cannot target
or land in areas which ground units have not explored, although you can
exploit their mobility by landing them right on the corner of an explored
area (such as the top of a cliff), and then `leapfrog' them to adjacent areas
to uncover ground quickly.

     It takes three full Orcas to take out an enemy gun turret, and four full
Orcas to take out an enemy SAM site or Obelisk. They're also great to attack
the lone enemy harvester, but it will take repeated runs to destroy one.

*2-2-8*: Rocket Launcher
---------------------------
Requires: Advanced comm. center, Weapons Factory

Andrew Griffin (buggy@adam.com.au)
     Mobile rocket launcher, a good weapon, hampered by the ease with which
it can be killed. Great anti-aircraft weapon, two can usually take out a
transport helicopter. Also, their excellent range means they can take out
turrets without being hit. The ammo has a largish explosion radius, so can
take out multiple infantry units. Very poor aim, however.

Philip J. Lochner (decker@megaweb.com)
     Fragile and powerful. They can only take a few rounds from a bazooka
solder or tank, but their dual rockets are faster and more deadly than
bazooka rockets. They have a longer range, and the exhaust from the rockets
appear to do damage to targets underneath them, making them effective for
shooting into packs of enemies. They need support from other  units as
defense only, as they are quick enough to get out of the way. Their range
makes them perfect for destroying the remote gun turret or SAM site.

*2-2-9*: Mammoth Tank
------------------------

(cmsl@dc.wcape.school.za)
     Mammoth tanks are the biggest and most expensive of all tanks. They are
worth buying/making large numbers of, for four main reasons:
     They squish troops. (though a bit too slow if their scattering.)
     They squish walls.  (only tanks that can, and walls take ages to shoot
down)
     They squish helicopters. (four shots with their missile packs.)
     They self heal right back up to 50%.

Basically, if you're planning on building up your forces, Mammoth tanks are a
good choice. One tip though: infantry support from grenadiers will go a long
way to clear the pesky enemy infantry.

*2-2-10*: Nod Buggy
----------------------

Andrew Griffin (buggy@adam.com.au)
     Faster than Hummers, its good for taking them out, and hiding Nod
infantry behind.

*2-2-11*: Recon Bike
-------------------------

Andrew Griffin (buggy@adam.com.au)
     Fastest ground unit, but very lightly armored. Equipped with rockets, a
great unit in packs, especially against hummers and APCs. Can be squashed by
tanks and harvesters.

Michael Brenner (100275.2163@compuserve.com)
     Recon bikes are best used in groups of 4-10. Use them to take out enemy
harvesters. Be aware that they can be run over, so don't let the harvester
get too close to them. If you're attacked you can retreat to your own base
faster than any GDI unit can pursue you. A group of 6 bikes can take out a
mammoth tank with losing only 1 bike. They're also great for defending your
own harvesters esp. against Orca attacks. Since they're so fast usually one
large group is enough to protect all your harvesters. Vs. the computer drive
one bike close to the enemy base (the computer uses his Orcas mainly to
defend his base), let the computer launch his Orcas, drive your bike back to
your SAM sites. As long as you keep your bike on the move the Orcas won't be
able to hit. Let your SAM sites do
their work.

*2-2-12*: Light Tank
-----------------------

Rune Fostervoll (runefo@ifi.uio.no)
     These are smaller than medium tanks (Surprise, surprise) but is also
Nod's heaviest tank. One on one against a GDI medium tank is a sad contest,
but two on one is as well, the other way. They should be backed up by
infantry and possibly artillery as well, never work alone. They cannot handle
infantry except by running over it, and cannot handle tanks, because armor-
wise they are at the bottom of the tank food chain.

*2-2-13*: Artillery
-----------------------

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

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

Rune Fostervoll (runefo@ifi.uio.no)
     The first and biggest tip is, never attack with them. I do not mean, do
not use them in an attack, just NEVER ORDER THEM TO ATTACK. Against enemy
rocket turrets, for instance, if you order it to attack, it will move within
a comfortable range, and then open fire. The problem, of course, is that
'comfortable range' means the rocket turret eats it up first. Move it towards
the turret one square at a time, and when it starts firing, just leave it
alone. The artillery has better range than any other unit. Remember that, use
it, and the artillery units is Nod's best weapon. Cheap, too... but
vulnerable. To take them out? Attack it. All you need to do.. it's slow, it's
weak, it's pathetic when someone fires back at it... so it needs backup.

*2-2-14*: Flame Tank
----------------------

Andrew Griffin (buggy@adam.com.au)
     Awesome anti-infantry weapon. Fires twin flame jets. Especially
devastating against closely-packed infantry. Also good for taking out
buildings. Nod only. You get access to these after a few missions.

Rune Fostervoll (runefo@ifi.uio.no)
     These are great fun against infantry. A single flame tank can waste
heaps and heaps of infantry. They are weak against armor, though, so back
them up with bazooka units to keep things balanced. It's a paper-scissors-
stone thing where you have both a paper and a stone. If he uses infantry
(which is good against bazookas) the flame tank wastes it. If he uses armor,
which the flame tank is powerless against, the bazookas wastes it. This works
nicely, but the flame tank is not strong enough to fight sustained battles.

*2-2-15*: Attack Helicopter
-----------------------------

Seth Hutchins (seth.hutchins@sunrisebbs.com)
     The Nod attack chopper is basically a flying Guard Tower, and as such is
a DELIGHTFUL weapon to kill lowly GDI infantry. If your opponent doesn't have
any bazooka/missile support, the chopper also does well to weaken armored
vehicles (harvesters, and the like). It can also destroy a re-arming Orca on
the platform. Watch out for Advanced Guard Towers, Bazooka Infantry, Mammoth
Tanks, and Rocket Launchers, who can all make short work of the chopper.

*2-2-16*: Stealth Tank
-------------------------

Rune Fostervoll (runefo@ifi.uio.no)
     Keep at least one square away from his units and you can launch an
effective attack. Even with enemy units and guard towers present, four of
these could take out the opponent's building facility. And the next batch can
take out the tiberium facility..and then he's done for. It's too weak to
operate alone, and rather costly to use in large numbers, so it's not the
best units as such, but it has its uses when you fight an opponent that is
too well defended for an open assault.

Seth Hutchins (seth.hutchins@sunrisebbs.com)
     Purchase LOTS of Stealth Tanks and group them into "Wolf Packs" of 5 or
more. Attack your enemy's harvesters. It never fails to be annoying. These
Wolf-packs also make short work of Mammoth Tanks. You can also toast grouped
infantry, simply run over them. You'll become visible for a moment, so stay
clear of any evil tanks.

Michael Brenner (100275.2163@compuserve.com)
     Against a human player it's also a neat trick to let stealth tanks
protect your harvesters. Many human GDI players will launch an Orca attack
against a single harvester outside the reach of visible air defenses, not
follow the attack too carefully if they've got other things to do and be very
surprised if their Orcas don't come back. Like most multiplayer tricks this
only works once or twice though.

Eric (eroswelkr@aol.com)
     Here's an AI strategy I exploited like no tomorrow while playing NOD.
Use Stealth tanks as walls.  As long as they're stealthed, the computer won't
advance or attack.  AND you can position artillery or other ranged units a
few squares behind them so they can just pick off anything at a distance.
     Then when the moment is right, move in, de-cloak, and destroy!

*2-2-17*: SSM Launcher
-------------------------

Philip J. Lochner (decker@megaweb.com)
     The SSM launcher is big and powerful. Though they take a terribly long
time to reload, each missile they shot has a tremendous amount of damage
potential. The flame which shoots from the missile toasts footsoldiers, and a
direct SSM hit takes out practically any Nod unit. As far as I can tell, it's
range is unsurpassed.

Mike Mulligan (mulligan@netcom.com)
     OK the SSM's are one of the field weapons that you can build for the
Nod!!  There range is ever better then a Obelisk!  What you do is to have say
2 or 3 SSM's and 2 mini tanks as a protecting force for the SSM's. Then just
move in to attack!  I had 3 SSM's take out two Obelisk in less then 30
seconds!  By the time the other guy realized that he couldn't hit me with
anything he sent in his tanks and stuff...that's where my mini
tanks came in.  They would lag behind the SSM's and protect them, by doing
this they buy time for the SSM's to get away.  And if they try to press there
attack I have more SSM's waiting for them!

*2-2-18*: Transport Helicopter
---------------------------------

Philip J. Lochner (decker@megaweb.com)
     These slow moving troop transports are expensive and troublesome. They
suffer from the same loading and unloading problems of the APCs, and have a
tendency to circle aimlessly before landing in any area. They make easy
targets for SAM sites, and their cost and low capacity makes them tough to
justify. They'd be pretty neat if you could load ten or twenty footsoldiers
into, or if you could airlift tanks and APCs, but for now, I'd stay clear.
Note that they are not usually available to be built on computer missions.
They also cannot be used to land in unexplored areas.

Tan Tot Lit (isc30236@lenois.nus.sg)
     Two big advantage of the chopper over APC
     - Few units can shoot at you.
     - You don't appear on radar until you land.

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

[2-3-1]: Airstrikes
----------------------
Reload: 12 minutes.
Weapon: multiple napalm bombs
Level: Tech ?; GDI 5

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

Philip J. Lochner (decker@megaweb.com)
     This option appears after you have destroyed every SAM site on the map.
If the enemy rebuilds the SAM sites, the Air Strike option is still
available. It recharges faster than the Ion Cannon, but it takes time for the
aircraft to reach their target, so timing assaults with Air Strikes is
important. Depending on the mission, one or two A-10s will zip down and drop
fire bombs around the target area. These bombs can do mass damage to enemy
troop stockpiles, destroy buildings, level Tiberium fields, or harass the
Construction Yard. Coordinate the strikes with other attacks for maximum
effectiveness, but try not to rely on Air Strikes to take down SAM sites,
Obelisks, or Gun Turrets. I usually use them to clear out the twenty or
thirty soldiers which meander around the Hand of Nod. Air Strikes are not (as
far as I can tell) available in multi-player missions.

[2-3-2]: Nuclear strike
--------------------------
Reload: 20 minutes? (unverified)
Weapon: nuclear warhead
Level: Tech 7; Nod 13

David Brandt (dbrandt@origin.ea.com)
     In team play, have your teammate lay a nuke at the same time and place
you lay one. Will take out anything in a huge area.

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

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

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

*2-3-3*: Ion Cannon
---------------------
Reload: 15 minutes
Weapon: ion cannon
Level: Tech 7; GDI 14

Phil Sykes (phil@sykic.demon.co.uk)
     GDI's special 14 & 15 + tech level 7 weapon:
     Advanced comm. center (2800 - need comm. center) is used to recharge it.
It stops recharging if you are low on power!

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

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

Terrence (tantoli@iscs.nus.sg)
     When a SAM site is out of its protective shell and firing at an
aircraft, a single hit will take it out at full health.

     Also can take out both a Flame tank and an artillery unit side by side
at full health by targeting the Flame tank. The secondary explosion from the
flame tank will finish off the artillery unit.

     Targeting a group of troops with a flame thrower will result in further
damage to the group. Again, due to secondary explosions from the flame
thrower.


--
Roger Wong, Games Developer
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    
ftp://wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
http://www.khan.org/~solaris/cnc.html


---------------------------------------------------------------------

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

     Buildings lose effectiveness with damage. This is especially true of
your powerplants.

[3-1]: Common Buildings
==========================

*3-1-1*: Construction Yard
-----------------------------
     Selling your last construction yard is usually not recommended. If you
do this, all is not lost, however. You do get an engineer in the bargain, and
if you're skillful (or really lucky) you might be able to capture the
opponent's construction yard.

*3-1-2*: Powerplant
----------------------
     It's good to have a few backup powerplants to keep defenses running.

*3-1-3*: Sandbag/Fence/Concrete
---------------------------------
     These have different levels of damage. After getting hit by a certain
amount of hitpoints, they start to fall apart. Concrete walls have three
different damage levels, fences have two, and sandbags have one.

*3-1-4*: Refinery
--------------------

     Home base for Tiberium harvester. Holds 1000 credits worth of refined
Tiberium. One harvester included in price. You can build a refinery much
faster than you can build a harvester.

*3-1-5*: Silo
---------------

     Holds 1000 credits worth of refined Tiberium.

*3-1-6*: Communications center
--------------------------------

     Enables the overhead satellite view.

*3-1-7*: Advanced Powerplant
-------------------------------

Andrew Griffin (buggy@adam.com.au)
     Building 2 power plants is more cost effective than building one adv.
power plant (by $100), but makes your base larger, and perhaps takes longer
to build the 2 structures compared to 1 (haven't timed this yet).
ROGER'S NOTE: I never build advanced powerplants. I don't like having all my
eggs in one basket.

*3-1-8*: Heli Pad
---------------------

Philip J. Lochner (decker@megaweb.com)
     One thing to keep in mind: they come with a helicopter. Unless you lose
a helicopter, you shouldn't be buying extra helis, as it will cause you a lot
of headache to shuffle helis off the pads to reload them. You should try to
designate an inner, well-protection area of your base for your Helipads, and
keep them build close to each other. Otherwise, you will have problems with
those distant helis 'catching up' with the main heli attack force when a
problem arises.

*3-1-9*: Repair Pad
-----------------------

Philip J. Lochner (decker@megaweb.com)
     Important and straight forward. Note that it is usually a better idea to
just buy a new humvee than repair a damaged one. All vehicles, including
helicopters, and harvesters, can be repaired. Soldiers cannot be `repaired'
using this building.

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

*3-2-1*: Barracks
-------------------
[blank]

*3-2-2*: Weapons Factory
--------------------------
[blank]

*3-1-3*: Guard tower
----------------------
[blank]

Phil Sykes (phil@sykic.demon.co.uk)
     Fire bursts of machine gun fire (once every 3 squares of minigunner
movement) which will _usually_ kill a standing up troop, and do about 25% to
a dug in trooper. All but ineffective against vehicles unless deployed in
large numbers.

Philip J. Lochner (decker@megaweb.com)
     They're cheap and effective against infantry. They're not so effective
against vehicles and flame throwers, but at their cost you should be able to
afford two or three of them throughout your stronghold. They do require
maintenance, and you'll find yourself repairing them often. Beware the enemy
artillery gun and tanks, as they do not even have to be in their gun ranges
to damage them.

*3-2-4*: Advanced comm. center
--------------------------------

Philip J. Lochner (decker@megaweb.com)
     Other than the Ion Cannon, it is necessary to build this structure to
gain access to the more `high tech' units and buildings. It does NOT function
as a normal Communications Center, and if your normal Comm. Center is taken
down, you will lose radar control.

     Contrary to the manual, it does appear to be well- armored, and can take
quite a beating before going down. The Ion Cannon is, IMHO, much less useful
that Nod's Nuclear Missile, because of it's concentrated range. Ion Cannon
blasts will NOT take down a construction yard, refinery, or comm. center in
one blast. They are very useful for decimating the large masses of
footsolders which seem to pop up in front of the computer's Hand of Nod, and
great for taking down multiplayer enemy Stealth Tanks. I also use them for
support when your Orca squad is trying to blow up enemy buildings and some
quickly rebuilt SAM site starts nailing them.

*3-2-5*: Advanced guard tower
--------------------------------

Phil Sykes (phil@sykic.demon.co.uk)
     Very useful against vehicles. Anti-air role also, as good as a SAM site,
but can be otherwise engaged during a fight!. Fires two rounds every three
minigunner square moves. Best to use as perimeter defense, but support with
armor! A flame tank getting close is deadly, and they cost a lot of money!
Remember to keep repairing them in battle.

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

Philip J. Lochner (decker@megaweb.com)
     They're most effective when coupled with normal Guard Towers. Their
rockets are ineffective against close targets, although they seem to have the
same `exhaust burn damage' of the Rocket Launcher. One Advanced and two
normal Guard Towers in problem areas are usually enough to deal with threats.
Beware that if you place them near sandbags or walls, their stray rockets
will usually knock them away pretty fast

[3-3]: Nod Buildings
=======================

*3-3-1*: Hand of Nod
-----------------------
[blank]

*3-3-2*: SAM Site
--------------------
[blank]

*3-3-3*: Turret
------------------

Rune Fostervoll (runefo@ifi.uio.no)
     These are real good against armor, as long as you build enough of them.
Considering the cost...no problem. Since they use cannons, they are
dangerously weak against infantry.. a grenadier one on one on a gun turret is
somewhat even, which is rather weak for a defensive installation. But it has
okay range, so if you have lots of them around your base, it should be okay,
as long as there is enough that they chop up the infantry early. Also, if you
repair it while it is fighting a lone infantryman (or two, even possibly
three) it will shift the odds a lot. The infantry isn't that strong against
it either, so it is a drawn-out affair.

*3-3-4*: Airstrip
---------------------

     In a multiplayer game, try to build your airstrip such that incoming and
outgoing cargo flights do not fly over an enemy base and give away the
presence of additional vehicle units.

*3-3-5*: Obelisk of light
-----------------------------

Rune Fostervoll (runefo@ifi.uio.no)
     These are completely wicked against armor units. Remember that they are
tall, so build concrete walls around them to stop cannons, and they can
easily stop five or six medium tanks without problems. As has been commented,
they are energy intensive, and shoots slowly (but surely), so can also be
fuzzy-wuzzy'd. Always have a lot of energy to spare, so you can keep firing
if one power plant is destroyed. (Or be prepared to sell off a lot of
buildings to keep it firing if a major attack is launched coordinated with
the destruction of a power plant.)

*3-3-6*: Temple of Nod
-------------------------

VT (VirtualTed@westwood.com)
     To use nukes, building the Temple of Nod is not enough. You'll need to
get the crates in missions 6, 10, and 12.  You may have to capture or destroy
some of the buildings to get at the crates.

*3-4*: Neutral Buildings
==========================

     No hard numerical data for these yet. I'm debating whether or not to
figure these out.
Building          Health Armor
--------          ------ -----
Church              ??     ??
Oil pump            ??     ??
Village well        ??     ??
Cottage             ??     ??
[incomplete]

[3-5]: Miscellaneous
======================

[3-5-1]: Blossom tree
------------------------

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

*3-5-2*: Power usage graphs
------------------------------

     The green bar represents the power output. The marker represents power
usage. Bad things happen when power usage is greater than power output.

Mr. P / Powersource
     The power scale is logarithmic, not linear.

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

----------------------------------
CHAPTER [4]: Cheating the computer
----------------------------------

[4-1]: What are the cheat keys?
==================================

     Easy. There are none. The cheats were removed after beta testing and
development.

*4-2*: Can I Hex edit for more money?
========================================

     You're in luck. I got dozens of people asking me how to hex edit. So,
due to public demand, here is how to totally ruin your game. Wear your peril
sensitive sunglasses now if you do not wish to read this. What? You don't
have a pair of peril sensitive sunglasses? That's your fault for not buying
Infocom's 'Hitchhiker's Guide to the Galaxy' text-adventure game. I bet you
don't have the cool package that is full of microscopic space ships either.

     Close your eyes, count to 20, and start reading again when everyone else
has finished.

     If you have refineries, this cheat may or may not work. Sell them off.

     Make note of the amount of money you have, and save the game. For this
purpose, let us say that you had 2437 credits.

     Exit C&C.

     Convert 2437 into hexadecimal. In this case, the conversion is 985 in
hex.
     Hexadecimal numbers in our case need to be pairs, so, add a filler digit
to pair. 09 85. If you had 4 digits already, then there is no need for a
filler.

     Make a backup of your savegame. The savegame with the most recent file
creation date is the savegame you want to edit.

     Load your savegame into your hex editor.

     Reverse your hexadecimal pairs. 85 09.

     Do a hexadecimal search for this reversed number pair.

     The first instance should appear at hex location 580h.

     Change both numbers to FF FF.

     Lather, rinse, repeat.  You may find anywhere from three to five
references. Change them all.

     If it doesn't work, too bad. Maybe God didn't want you to cheat.

     Okay, the rest of you not interested in this cheat can open your eyes
now. Hello? I said you can open your eyes.

[4-3]: How does the computer cheat?
==================================

Min He (he@mathp7.jussieu.fr)
Eradicator (drwestco@mailhost.ecn.uoknor.edu)
     The computer starts out with more funds than you do.
     The computer can place units inside scenery at the start of a mission.
     The computer can rebuild gun turrets when they are destroyed without
needing to have adjacent buildings.
     The computer can build a construction yard without needing a MCV.
     The computer doesn't have to clear out SAM sites to launch an air-
strike.
     The computer may build buildings separated from other computer-owned
buildings. The computer, however, does have the restriction of placing
buildings only where they were originally.
     The computer's Orcas may attack NOD attack choppers in mid-flight.
     The computer can build harvesters immediately as long as funds are
available. (ROGER'S NOTE: cannot verify 100%)
     The computer can run guard towers and turrets without power.

[4-4]: What cheating programs are available?
================================================

See the section on third party programs for a listing.

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

[4-5-1]: Tiberium harvesting without silos
---------------------------------------------

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

[4-5-2]: Invincible units
----------------------------

     I have heard rumors of some vehicles becoming invincible in the GDI
'take out the turrets for the missileboats' scenario. I can not confirm this
personally

[4-5-3]: Preventing the computer from rebuilding
---------------------------------------------------

Richard Stone (rstone@news.infi.net)
     You can prevent the computer from rebuilding a structure by placing a
unit on the same square.  You can permanently prevent the computer from
rebuilding a structure by sandbagging your way to the structure, destroying
he structure, building a sandbag on the structure's square, and then sell the
sandbag.  You now "own" that square, and the computer can't rebuild from
scratch on it.  Since the computer never attacks sandbags, fences or walls
directly (though it hits them occasionally shooting at you), it's a safe way
to guard your base, or expand it.

[4-5-4]: The Reservoir Dogs strategy
---------------------------------------

Mike Means (means@bigdog.engr.arizona.edu)
     OK, the NOD were attacking my base and something happened.  I think one
of the NOD hit another accidentally (inaccuracy with the small tanks I guess)
All of a sudden the small tank that was hit turns it's turret and first at
the other!! A fire fight ensues and some of the infantry in the area join
in!! Some for each side!!  I was wondering if anyone else had this happen or
if it was just a unit recognition bug...

Douglas McCreary (dark@ix.netcom.com)
     I recently finished NOD, and have seen GDI units do the same thing on
nearly every level I played.  It does seem to happen whenever one unit hits
another accidentally. (In fact, I've had to 'stop' my own units when they got
to doing this occasionally.)  Once I discovered this bug, I started
exploiting it by moving my units to the middle of enemy groups before
attacking.

*4-5-5*: For sale, one silo - 1500 credits
---------------------------------------------

Richard Wesson (wesson@church.cse.ogi.edu)
     I've got some good news for those people trying to get a good start on
any given C&C mission (or maybe multiplayer too, haven't checked.)

     The tiberium <> money relationship is a little weird. Other people have
clarified it a bit, so the basic picture is that realmoney (the figure at the
top of your screen) is tiberium you have lying around plus cash.

     Anyhow, there is an amusing bug which lets you get over $1000 profit
from a silo.

     Tiberium acts in strange ways (maybe this is why both Nod and GDI want
control of it so desperately.)  Namely, you can sell your tiberium, yet still
have it!

     Here's how:  Say you have lots of tiberium lying around, maybe three
silos all of which show nearly full.  (Silos share tiberium, apparently,
probably through an underground system of pipes.)  Anyhow, sell one of the
silos.  You get money for the silo AND for the tiberium "contained" in it.
Okey dokey ... BUT you were already given money for the tiberium ... it is
ALREADY represented in your realmoney.  And then you get money for it again.
Right! Any silo full of Tiberium should get you only what an empty silo gets!
But you get $1500 for it!  Selling tiberium should just convert tiberium
money into cash money, without any change in the balance (maybe whatever the
silo building is worth.)

     And what's worse ...!  The silo that's sold dumps all its tiberium into
its fellow silo's.  That is, you sell the silo and the tiberium, and you can
see the remaining silo's fill up a bit more as they take the tiberium (which
was supposedly sold.)  So ... build a silo when your silos are mostly full,
and sell it, and repeat, and you can have just about as much money as you
want.

     The only catch is that new building seems to always come out of your
tiberium money first.  So if you build and sell silos as above, you lose $150
tiberium (silo cost) every time and get  ~$1500 cash.  This means you can
multiply your tiberium cash by 10 in converting it to real cash.

     BTW you can also see tiberium 'breeding' when you use an engineer to
take over the computer's silo -- you get a bunch of money and end up with an
empty silo -- but you can see sometimes see the tiberium level in the
computer's other silos go up as it drains into them (despite you having
gotten money for it.)

     Dunno how Westwood let this one slip past.

*4-5-6*: The ultimate A-10 defence
-------------------------------------

Joachim Rijsdam (jrijsdam@wi.leidenuniv.nl)
     One can draw away enemy a10's with only one minigunner. The AI only
attacks from left to right and from top to bottom when 'paving'; like reading
a page, really. So you just move one minigunner a little to the northwest of
your base, and viola, damage is restricted to 100 credits.

[4-6]: Are there any hidden game elements?
=============================================

[4-6-1]: Chem. Warriors
----------------------------

Kareem Harper (griffin@panix.com)
     There troops are much like the Flame-thrower infantry, in fact they are
the flame thrower infantry with the following exceptions:

     (1) They wear an insulated outfit that protects them from taking damage
in tiberium fields. (can walk around on the field and wont combust)

     (2) They produce a poison gas, which can wipe out whole legions of
troops

     The only way I have seen to get them so far is to find them in a box
during a two player or network game with the crates on option.  After you
find the box you will be able to produce them like normal soldiers. (ROGER'S
NOTE: Building the temple of Nod should also produce these troop.)

[4-6-2]: Visceroids
----------------------
Reload: ?
Range: ?
Weapon: ?
Health: ?
Armor: ?
Move: ?

Kareem Harper (griffin@panix.com)
     Everything is left unknown deliberately because the only people who know
the exact nature of these creatures are the creators..  If you log onto the
Westwood BBS you will find a note from one of the game creators stating that
the Visceroids are genetically engineered by Kane <part tiberium, part human>
<-scary no?  More will be explained in C&C2.


[4-6-3]: UFO's
-----------------

Kareem Harper (griffin@panix.com)
     Yes there are UFO's appearing throughout the game on certain stages, the
reason? "Will be explained in C&C 2" - Westwood Technical Support, Westwood
BBS

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

[5-1]: Sandbag defense
=========================

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

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

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

[5-2]: Building base defenses
================================

Rune Fostervoll (runefo@ifi.uio.no)
     Always use your advantage on a level. Sun Tze said, first become
invincible, then destroy your opponent's invincibility. Do so. Make a base
that can shrug off any (reasonable) attack, and assure a steady cash flow.
Once this is done, a computer opponent is lost. On most levels, doing this is
the problem, not destroying the opposing base. Against GDI, he can always
attack your base with air strikes, and you will grow to loathe the A-10's,
simply because making a base impervious to air strikes is so difficult it is
inefficient, and so your opponent can always harm you. GDI does not have this
problem, as long as they have enough guard turrets and walls. This is some of
the reason that the common guard turrets cost almost double that of the NOD
gun turrets (I think.), so that making a base impervious to ground assault
would cost too much.

[5-3]: Help! I'm being attacked by enemy...
=============================================

[5-3-1]: Nukes
-----------------

>From kaizal@cedar.buffalo.edu's web page
     Spread your base out through the use of sandbagging, all structures must
touch each other but sandbags count.  You can sell them afterwards if in the
way.

     Have excess power.  Your power plants will go down in a nuclear blast if
near impact almost all the time.  Building is outrageously slow when your
power is low.  If stuck in this situation perhaps sell off some of your
structures.

     Two weapon factories don't hurt.  Unfortunately this thing usually also
bites it in one shot.  Yes it's expensive, but it's slow to build and if your
enemy follows up a nuke with a conventional attack you may want units
churning out.

     If you can, right from the start bottle up all entrances to your
territory. Obviously some scenarios make this more or less difficult.  Avoid
putting your structures in the extreme corners.. if I was shooting a nuke
blind that's where I would go.  Ideally get some concrete walls  and advanced
guard towers going before your enemy has more than scouts to check out your
situation. Stealth tanks and recon bikes aren't going to make keeping your
base hidden easy, but I don't imagine you thought you were signing up for a
picnic.

[5-3-2]: Orcas
-----------------

     Build bazooka units. Unlike SAM sites, these are mobile, and can be
deployed anywhere. Scatter them around a bit.  Lay a bunch of them around
your harvester routes.

     If you are Nod, follow your harvesters around with stealth tanks or
recon bikes. If you are GDI, use can use rocket launchers, but they are too
easy to kill, and a smart opponent will target the escorts before attacking
the harvester.

[5-3-3]: SSMs
----------------

     These have very few hit points. Three choppers can take this out in one
and a half volleys, as can three stealth tanks.

[5-3-4]: Advanced guard towers
---------------------------------

     Don't send infantry against them. Use armored vehicles instead.

[5-3-5]: Transports loaded with engineers
--------------------------------------------

     Sandbag your base. Do not leave any openings where a helicopter or APC
can land.  Block entrances to your base.

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

[6-1]: How do I destroy?
===========================
[6-1-1]: Obelisks of light
----------------------------

Lynda Myer (lyndamyer@aol.com)
     Nod obelisks are usually what my opponent keeps putting in to defend
their  base, but they just never learn!   Nod obelisks take so much power.
If  you can take out a power center with an Ion Blast, the entire base
usually  goes down, and you can walk right in!

Mike Mulligan (mulligan@netcom18.netcom.com)
     An ever better way to take out the Obelisks are the SSM units!  There
range is great then the Obelisks...they can just keep lobbing rockets on it
without being hit!  Try it, it works!  The only thing though is you have to
protect them!  It doesn't take much to kill and SSM, one recon bike can end
the bombardment really fast!  So have 2 or 3 SSM and 2 mini tanks as
guards....works great!

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

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

[6-1-2]: Flame-throwers
-------------------------

Lee Beng Hai (benghai@iss.nus.sg)
     Use minigunners, but do not send them together... keep them separated,
usually 2 or 3 minigunners from different direction can take out a flame
thrower easily. Send them one at a time will work but you'll have more
casualties.

[6-1-3]: Gun turrets using Orcas
-----------------------------------

Casey Robinson (ogiswise@rahul.net)
     First, attack the turret with just one Orca, it will damage the turret,
but not so much that the computer repairs it.  Then hit it with both Orcas,
leaving it a pile of rubble.

[6-1-4]: Most vehicles without getting squashed
--------------------------------------------------

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

[6-1-5]: Tanks in general
---------------------------

Stephan Lau (skip@yoda.bsd.uchicago.edu)
     (1) Don't take on tanks head on, use the APCs to lure them into your
killing zone;

     (2) In the kill zone, place mini-gunners up front for use the described
single attack, place grenadiers behind as a main line of defense, and have
three or four bazooka guys behind to take on the tanks;

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

[6-1-6]: Flame Tanks
-----------------------

Stephan Lau (skip@yoda.bsd.uchicago.edu)
     Use your Orcas against these guys to soften them up. Assign a very
expensive medium tank or two take them on; send the tank back to your  repair
shop for immediate reconditioning.

[6-1-7]: Mammoth tanks
------------------------

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

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

[6-1-8]: SAM sites
---------------------

Thenardier (isc40562@leonis.nus.sg)
     Beside the Obelisk of light, the other structures which people would
most possibly like to destroy are SAM sites. SAM sites have really strong
armor and long bar of health. One strategy of taking down SAM sites is to fly
an Orca close to it. When you see the cover open, blast it with the ION
CANNON.

Zeff Yusof (zeff@triop.pc.my)
     Try taking out the SAMs with 4 Orcas at once, all 4 will survive. If
there are two sites within striking distance use two waves, one for each -
you'll get back unscathed.

[6-1-9]: Strong bases
------------------------

Rune Fostervoll (runefo@ifi.uio.no)
     Three tactics work.(At least.).

     One is to attack him through his harvesters. He will usually have more
than one working, and can usually get more even if you attack all you find,
so it could take some while. But eventually this will cripple him. Then you
can pick him off at leisure. But, especially early, destroying a harvester
can bring an all-out attack. Be prepared for it.

     The other tactic is to attack with an attack not designed to destroy his
base, but to cripple part of it. Stealth tanks are good at this. The
construction center is usually the first priority, then the refinery, then
the unit builders.

     Thirdly.. no base is perfect. It has a weakness. Find it, and exploit
it. A back entrance, a cliff overhang, something should be there.

[6-2]: The spiderbase strategy
---------------------------------

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

[6-3]: How do I drain the computer's funds?
==============================================

Drone (jdw@cris.com)
     I just send a few units to bomb or shoot at the SAM sites.  Not enough
to ever destroy them but enough so the computer just repairs them until its
broke.  I'm sure a human would never fall for this.

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

[7-1]: How do I sell my infantry/vehicles?
=========================================

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

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

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

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

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

[7-3]: Why should I destroy villages?
========================================

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

[7-4]: How do I make a convoy?
=================================

Seth Hutchins (seth.hutchins@sunrisebbs.com)
     When you've got a group of units, and want them to follow one another in
a "single-file" style grouping, make use of the CONTROL+ALT key combination
like this...

 1. Send the leader towards destination.
 2. Control+Alt Click on the next unit to follow him
 3. Repeat 2 until you have your group

     This tactic can be altered to get an interesting "circling patrol"
effect out of Hummers, Buggies, and Tanks.

 1. Select a "lead" unit.
 2. Control+Alt Click the next unit.
 3. Repeat 2 until you have all but one of the units in your group.
 4. Control+Alt Click the LAST unit on the leader.

     This can annoy your opponent on the modem, and is a decent way to patrol
an area. It works well (for me) in closed spaces.

ROGER'S NOTE:  This technique can also be used to keep faster units from
traveling too quickly.  Make all the faster units 'guard' the slowest unit in
the group (e.g.- mammoth tank) and wherever you move the unit, the faster
units will follow at the same speed.

[7-5]: How do I get rid of trees?
====================================

Craig M. Kazial (kazial@acsu.buffalo.edu)
    You can destroy trees. However it has to be just one lone tree. In other
words, you can not destroy a clump of trees.  It is not really useful except
if you need to place port of a base at a location that the tree is at.
Usually grenadiers and rocket launchers are the best to destroy trees.

[7-6]: How do I hide under trees?
====================================

Richard Lio (ez022609@boris.ucdavis.edu)
     Well, you can do it.  Select your unit to move past the tree.  When your
unit is under cover, hit 's' to stop the unit.  Your unit will be behind the
tree and invisible to other human eyes. :)  My friend does that often in
multi-player games.

[7-7]: How do I stop the computer from rebuilding?
=====================================================

Michael Stango (phillymjs@aol.com)
     Park a vehicle on the spot where an enemy building or turret was, so it
can't be rebuilt there.

[7-8]: How do keep my harvesters from gathering all the tiberium?
====================================================================

     Put a vehicle on a patch of tiberium. The harvester won't be able to get
to it. The tiberium patch will then regrow around it. If you have a blossom
tree, parking a vehicle is not necessary because tiberium will begin to
sprout around the tree.

*7-9*: How do I get nukes in the last Nod mission?
=====================================================

VT (VirtualTed@westwood.com)
     To use nukes, building the Temple of Nod is not enough. You'll need to
get the crates in missions 6, 10, and 12.  You may have to capture or destroy
some of the buildings to get at the crates.

Jon Osborn (josborn@quapaw.astate.edu)
     One of the crates is in the mission where you have to take over the
enemy base then destroy the base to the north of it.  The crate is in the
base. Once in the base go left to the Orca pads, then just above them is a
fence just destroy it and get the crate.

--------------------------
CHAPTER(8]: Player tactics
--------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[8-2]: Blue Aardvark's Anti-Crummy AI Tactics
================================================

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

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

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

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

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

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

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

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

     Targets:

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

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

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

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

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

     Interesting things to try:

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

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

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

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

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

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

[9-1]: Who the heck is Confucius?
====================================

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

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

[9-2]: Words to live and die by
==================================

Casey Robinson (ogiswise@rahul.net)
     Don't do the same thing 30 times in a row, have it fail every time, and
not change plans.  It doesn't work.

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

[incomplete]

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

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

*9-4*: What music should I listen to when playing?
=====================================================

Van Halen, of course. What a silly question. Geesh.

I hear rumors of some sickos listening to Stuck In The Middle With You. These
are the same people who quote Reservoir Dogs at every opportunity.

--------------------------------------
CHAPTER [10]: What determines my score?
--------------------------------------

Craig M. Kazial (kazial@acsu.buffalo.edu)
     Leadership is based on the number of units killed.
Efficiency on ending cash (note, not the same as cash used).

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

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

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


--
Roger Wong, Games Developer
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    
ftp://wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
http://www.khan.org/~solaris/cnc.html



---------------------------------------------------------------------

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

-------------------------------------
CHAPTER [11]: What is a mission tree?
-------------------------------------

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

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

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

[11-1]: GDI mission tree
===========================

Andrew Griffin (buggy@adam.com.au)

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


[11-2]: Nod mission tree
===========================

Andrew Griffin (buggy@adam.com.au)

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

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

[12-1]: GDI missions
=======================

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

[blank]

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

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

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

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

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

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

[blank]
[12-1-3eb]: GDI Mission 3eb, Latvia
--------------------------------------
Objective: Same as previous

[blank]

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

Mark Willoughby  (willocds@te.rl.ac.uk):
:On the left of screen, there is a sea, but no Construct.Yard machine...
:Then Nods comes and kills me, I've got only 2 APC, 4 grenadiers and
:machinegunners. When reinforcements will come ?

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

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

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

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

Lemming (lemming@globalone.net):
     I didn't unload my APC at all. Just loaded 'em up, and run like hell to
the Nod base, tag the carton, and that's it.

[12-1-4eb]: GDI Mission 4eb, Belarus
---------------------------------------
Objective: Same as previous

See [12-1-4ea].

[12-1-4wa]: GDI Mission 4wa, Belarus
---------------------------------------
Objective: Same as previous

See [12-1-4ea].

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

[blank]

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

James Chiu (hcbus003@huey.csun.edu)
Harry F. Harrison (harryh@teleport.com)
:Level 5:  What a pain in the $#$#! to finish.  I thought it was standard
:Dune defense, then offense strategy, but the computer comes with waves
:at you.  Try this: blockade your right entrance (to your camp) with
:4+ turrets (should be sufficient, as computer rarely sends tanks to

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

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

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

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

[12-1-5eb]: GDI Mission 5eb,
--------------------------
Objective: Same as previous

See [12-1-5ea].

[12-1-5wa]: GDI Mission 5wa,
--------------------------
Objective: Same as previous

See [12-1-5ea].

[12-1-5wb]: GDI Mission 5wb,
--------------------------
Objective: Same as previous

See [12-1-5ea].

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

Matt Ho (matt@romulus.internex.net)
     Take out the SAM site on the island to get your transport off.  Have the
commando run around the edge of the map and take out the infantry and SAM
sites on the edge.  Bring your transport to your commando by following the
path that the commando made.  Send your commando at the base.  A ton of
troops will start pouring out.  Pick off the lead infantry to give yourself
more time and then run like Hades.  The tanks and buggies should come out
to chase you.  Send the transport in to extract you.

     Once you're airborne, fly into the enemy base toward the top edge.  A
SAM will probably peg your transport a few times ... ignore it and go on ...
Drop the dude down and have him dash for the airstrip (or whatever it was ...
I forget) and nuke it.

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

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

[blank]

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

Tim Hardy (drtmh01@nt.com)
     If this is the mission I am thinking about, I found a technique that is
extremely effective and easy, and I haven't heard it mentioned yet.  If you
clear out the meager troops straight above the base, then all the way to the
top and over to the left, you'll find a cliff overlooking the Nod base
(you'll also be able to kill most of the SAM sites).  From this cliff your
rocket launchers can pound the heck out of his airfield, several silos, and
the Hand of Nod, as well as the infantry he tries to mass there.  The cool
thing is he never figures out how to get to your rocket launchers.  You can
kill every single one of his mobile forces and ability to produce mobile
forces without losing any of your units.  Then can just walk in the base with
bells on.

Jason Thomas (hiro@mill2.millcomm.com)
     That's the same thing I did.  I think the AI wants to stay close to home
because its base is under attack, but once you destroy the airstrip, no more
vehicles.  Once it's all gone, you can leave one rocket vehicle up there and
about ten bazooka guys, and just blast the crap out of anything that gets
built as it's coming up. Also humvees are pretty good against infantry so you
can keep one of those up there to provide machine-gun support.  I wasted
about 3 hours playing this mission and dying, before I discovered this
technique.  In Aikido and other "soft" martial arts, there's a principle of
never meeting force with force.  In other words, when the enemy attacks, you
should let your forces fall back a bit to surround and absorb.  In attack,
don't keep hammering a strong point, but use recon to find enemy weak points
and then strike hard.  It's a lot easier in the long run than just throwing
cannon fodder into the meatgrinder.

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

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

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

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

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

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

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

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

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

[12-1-10eb]: GDI Mission 10eb,
--------------------------
Objective: Same as previous

see [12-1-10ea].

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

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

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

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

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

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

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

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

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

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

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

     ATTACK!

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

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

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

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

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

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

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

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


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

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

[12-1-12eb]: GDI Mission 12eb, Bulgaria
---------------------------------------
Objective: Same as previous

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

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

NRA1775@ix.netcom.com
     The key to scout with your hummers.  Don't worry about the turrets your
faster than their shots just look out for the laser towers.  Make some tanks
and hummers after they stop attacking your base ( don't leave the base until
this happens your guard towers make quick work of tanks and infantry when
backed up by your vehicles) and go to the very top of his base with about 3
or 4 tanks and maybe 2-3 hummers and an APC ( with some engineers).  At this
point blow away the wall then hammer the powerplants with you tanks.  He will
send infantry to stop you but your hummers should keep them away from the
tanks.  Once the power stations are down roll the APC into the base and take
over stuff and sell it.

Make sure you keep repairing your vehicles don't lose any!!!! There is also a
money crate in the top left corner near the SAM site and the turret.

Once all SAM sites are down GDI will send another chopper.

Also use your Mammoth tank as the point tank since after battles it will heal
itself to half way.

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

Howard McGee (avatar@hunterlink.net.au)
     Level 13ea was the best level in the game.  I started out by moving
everything from the south east corner to the south west corner.  I built my
base there.  Then I quickly got 2 harvesters going.  Then built comm. and
advanced comms.  The barracks and weapons factory.  Then a third harvester.

     By this stage I was earning more money than I could handle.  I built a
large force then took the small base above me.  I captured his refinery and 4
silos(when full). Sold them he rebuilt them I captured them again.  By
continually repeating this I was able to build 10 advanced comms. and still
have 60000 dollars.  With the endless supply of $$$$ I built a sandbag wall
to lock him in his own base.  Blasted him with ion cannon and rockets.  Till
I walked through his base with bells on to mop up and destroy the research
base.  The mission took over 7 hours but scored over 1100 points.  I loved
this mission.

[12-1-13eb]: GDI Mission 13eb,
--------------------------
Objective: Same as previous

[blank]

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

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

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

Tan Tot Lit (isc30236@leonis.nus.sg)
:: When I played GDI 14 there were three stealth tanks, two a bit left of
:: the lower right and one in the area left of the upper right.

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

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


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

(marvin@global.co.za)
     Wow, did you have the frustration of running out of Tiberium in the last
stage of GDI? Well, consider the problem solved.

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

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

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

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

*12-1-15eb*: GDI Mission 15eb,
--------------------------
Objective: Same as previous

Robert A. Hayden (hayden@krypton.mankato.msus.edu)
     On that final mission, engineer-steal the power plant and hand of Nod,
and then park an infantry right in the place where the obelisk would pop
up.  the computer is stupid and won't build with you standing there, and
won't build somewhere else.

Brian Cornett (alecbravos@aol.com)
     The key to this level is endurance and patience; along with some quick
mouse clicking. I must have played the first twenty minutes five times before
I was able to get everything set up and not lose my Construction Site. The
key is the very beginning.

     SETUP
     First, when your MCV is unloaded, drive it immediately to the left edge
of the screen. When your tank comes ashore, immediately put it between the
construction yard and the flame tank. Not right in front of the MCV. Away
from the MCV. Keep the flame tank away from the MCV. Once the flame tank
begins to move toward the MCV, start moving it toward the bridge on the
northeast corner of this little island. There will be two NOD bazooka
infantries. Use the MCV to run over them. Once this is done, drive the MCV
over the bridge and then left.

     DEPLOY and begin building your base in the following order: Power plant,
Refinery, Communications Center (CC), sandbags, Advance Guard Towers (AGT),
and Advanced Communications Center (ACC).

     Place the AGT's on the Northern and Eastern sides of your base. Use
sandbags to build them away from your Base. The Eastern AGT should be placed
on the northeast corner of the bridge. Sandbag across the bridge and
disregard the island. (You'll find out why later.) Sandbag in the rest of
your base leaving only space for the harvester to get in and out right by the
northern AGT. Also, build a 3/4 concrete barrier around the AGTs in order to
protect them from flame tanks. Make sure to repair them continuously while
engaged in battle; especially when fighting flame tanks.

     This is the point where your options begin to open up. If you can
control their flow around your base, then you can slowly begin to expand
outward. I decided to build a second Refinery to get the harvester and then
sold the Refinery. Build a silo instead. they're cheaper. Keep building your
power plants as well. The AGTs don't work without adequate power. Once you
have enough money, build the Advanced Communications Center (away from your
Construction Site). Sell your old CC. Let the clock start ticking.

     After you build your ACC, build your barracks. Now your probably
wondering why up to this point, I haven't built a Barracks or a Weapons
Factory. Well, I didn't need either  until I decided to go on the Offensive.
Just prepare yourself with AGTs for their onslaught. Build one more AGT in
the northeast corner of your base, and just be patient. When your harvesters
are attacked, just move them  back in and watch the AGTs do their job. Then
go back out and harvest until there is nothing left in the Tiberium Field
just north of the
base. This is when you have to begin to take control.

     Now build your Barracks and your Weapons Factory. Then build one to two
(1-2) APC and ten (10) grenadiers.

     Tell your Harvesters to stay put for moment. Use the mini gunners you
got out of the Refinery and the CC and explore the area to the north and
north east. Don't explore to the East yet. Begin placing sandbags north along
the bottom of the ridge you'll uncover running north from the northeast side
of your base. Then when the ridge turns right, run the sandbags east along
the bottom of the ridge. When the ridge turns south keep running the sandbags
east until you sandbag across the valley. Sell all those sandbags except for
the ones running across the valley and a few at that corner of the ridge
where you make the first turn right. Once you kill the turrets and remaining
units inside this area with your roving grenadiers in APC(s), you'll have
control of 1/3 of the screen, and 1/2 the tiberium; and NOD forces cannot get
in. The sandbag defense works very well and continued to work well throughout
the mission.

THE SOUTH BASE
     Once you have control of these areas, it is time to move East. If you
have not uncovered the south plateau, then their base will not be built yet,
and it will be time to strike. Fill an APC with Two engineers, one technician
from  the sold buildings, and two Grenadiers. Drive your APC and a harvester
directly east, and then take the first turn South. Then drive west to the
northwest corner of the plateau and let your grenadiers stand guard. Place
the tech on the northwest square as previously mentioned. Move the Engineers
to the south and wait. While you're waiting, have the harvester eat a path
through the tiberium so that you can build sandbags east. When the Fist of
Nod sprouts up, take it over. Now build a wall running from the Fist east
until you close off the opening to the plateau. Now take over the power
plant.

     Now, sandbag north until you reach their southwest base and sandbag them
in. Now you have control of over half the map, and there is a HUGE tiberium
field in the southeast corner. Take out that south turret and it's yours.
(After I took out the turret, I went and sold all the walls except the ones
that would keep my harvesters from taking their usual "long cuts" in front of
their obelisk. Then I built a refinery right below their base. They never
touched it.)

     Now build 2 APCs worth of engineers, 10 grenadiers and three Mammoth
Tanks, and about 6-10 Orcas. Keep blasting the infantry they keep building
with the Ion Cannon. You can take out up to nine (9) grid squares or 45
infantry at a time. Just think of those thousands of credits they keep losing
every time you knock out a platoon of engineers. I couldn't stop laughing
from this point until the end of the game.

THE SOUTHEAST BASE
So easy.

SAVE the GAME.

     Knock out the obelisk with the Ion cannon. Build a sandbag and place it
where the obelisk was. They won't build it back. SAVE. Kill the two turrets
at the front of the base with the Mammoth Tanks. SAVE. Now, build a AGT and
place it inside their compound on the northwest corner. Build another. Run
the Mammoths into the center of the compound and run your engineers in
behind. SAVE. Take over everything. Don't sell anything. Place the other AGT
right beside the Fist of GDI. PROTECT AND DEFEND. SAVE. Take out that
Northeast SAM
site inside the compound  with the tanks and grenadiers and brace for his
first NUKE. SAVE. If you don't like where the nuke hits (it's got to hit
somewhere), then just like Dune II, you can restart and it will hit somewhere
else. If you're a purist then accept wherever it hits and go on. If you do
things right, you won't lose another building until the end of the game.

     Building a Repair Bay in the middle of GDI base 3 makes an ideal repair
station on the way into battle.

     Now that you have two hands of NOD, it makes building Engineers much
quicker. Also, use that Airfield to build those new GDI Recon Bikes! Map out
the area using three bikes at a time so that you can continue on mapping if
the remaining three obelisks get one or more of your bikes. You will find if
you can get to it, a Construction Site in the extreme northeast corner of the
screen. This will become your base 4

THE NORTHEAST CONSTRUCTION SITE

     Sandbag north until you get to the front of their base. Sandbag them in.
Now clear the area of turrets, tanks and SAM sites with your Orcas and
Mammoths. Repair and repeat. There is one hidden turret that you'll have to
park an infantry on once you destroy it.

     Now fly your Orcas up to the northeast corner and take out the turret.

     Build three more recon bikes, an APC and five engineers. Drive up to
their base and use the recon bikes as fodder while the APC sneaks by. Blast
the obelisk with the Ion Cannon right when the APC goes by. Now head for that
construction site and power plant.  If any bikes survive (they will
immediately rebuild the obelisk), then send them  up as guards. Build another
Fist of GDI and build six engineers. Load up the APC and drive them along the
very top edge of the screen until you reach the silos. Don't drive down to
them until you're at the end away from the north central obelisk. Park at the
left end and just take all of them over. You'll get about 8,000 credits from
them.

THE NORTH CENTRAL BASE
     Now build four Mammoths and move them to the ridge below their southwest
wall of the north central base. Blow the wall, the SAM site, and the
airfield. Sandbag from their front gate over to here and build a Fist of GDI,
and two guard towers. Build five mini gunners and seven engineers. Move the
mammoths around to the southeast corner of their base outside the range of
the obelisk. Run the mini gunners toward the obelisk and get those engineers
into those power plants. Sell them and kill the obelisk. Build some guard
towers and plant them out in front of their Fist. Now take everything with
engineers, and kill the other obelisk on the north east corner. Blow up the
remaining obelisk in the northwest corner with the Ion Cannon and destroy the
Temple of NOD. Leave the other building for now. Take over the power plant.
Blow up the SAM sites. and then sell everything except your infantry and
vehicles. All the walls -- everything except for the tiberium silos. Then
blow up the last building and watch the cool preview of C&C2.

[12-1-15ec]: GDI Mission 15ec,
--------------------------
Objective: Same as previous

[blank]

--
Roger Wong, Games Developer
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    
ftp://wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
http://www.khan.org/~solaris/cnc.html


---------------------------------------------------------------------

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

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

[blank]

[12-2-1eb]: Nod Mission 1eb, Libya
-------------------------------------
Objective: Same as previous

[blank]

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

[blank]
[12-2-2eb]: Nod Mission 2eb, Egypt
-------------------------------------
Objective: Same as previous

[blank]

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

[blank]

[12-2-3eb]: Nod Mission 3eb, Sudan
-------------------------------------
Objective: Same as previous

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

[blank]

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

[blank]

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

Fabrice Timmermans (ftimmerm@belgium.attgis.com)
     First of all, don't build SAM sites immediately, they are slow and not
at all useful (you will just need to build one at the end to end the
mission). Build your base in the southeast corner of the map, go for a
refinery, hand of NOD and airstrip.

     Go ahead and explore the map to the west with your buggy. One big point,
SCATTER your troops in groups no bigger than three or four units because off
A-10 strikes !

     If you follow the road to the west, you will come across a bridge. Go
north along the edge of the map and at the top a little east. You will arrive
just near his construction yard. Send your four recon bikes while building
new ones and hammer the yard to dust !

     He will probably send one heavy tank after you so if you can, protect
the bikes with light tanks. OK yard is out of business so no more
construction! Time to take his base piece by piece.

     From your base, follow the eastern edge of the map to the north. You
will eventually cross a small tiberium field. There head west. You will
arrive near his base just near his construction yard. Send a tank and an
engineer. Launch the tank in the middle of the base to attract enemy fire and
take the construction yard. Sell it immediately to build more tanks or bikes.
OK, no more GDI vehicles !

     You can now send a massive assault to the base and kill the remnants of
GDI forces
or send more engineers to capture the rest of the base.

     One strange thing happened to me in this scenario : when I have sell
back the GDI construction yard, I was still able as NOD to build APCs !!!!!
So, one more raid of engineers was enough to win. Before destroying the
latest GDI building, build a SAM site and the scenario is finished.

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

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

[12-2-6eb] Mission 6eb, Benin
--------------------------------
Objective: Same as previous

[blank]

[12-2-6ec]: Mission 6ec, Nigeria
-----------------------------------
Objective: Same as previous

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

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

     Here's what I did...

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

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

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

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

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

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

[blank]

[12-2-7eb]: Nod Mission 7eb, Cameroon
----------------------------------------
Objective: Same as previous

[blank]

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

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

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

     Some advice for this level...

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

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

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

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

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

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

Jay 'PyRo'  (jkw7063@osfmail.isc.rit.edu):
     I sold the old base, made flamers transported three flamers, and two
engineers.  That was all I needed.  That was a pretty simple mission. If you
think that's hard... boy do you have a thing coming.   Just wait till the 12
and 13 mission... damn ION Cannons and bombers!.  And those 'missile towers'
don't help your stealth tanks at all.

[12-2-8eb]: Nod Mission 8eb, Zaire
-------------------------------------
Objective: Same as previous

Douglas McCreary (dark@ix.netcom.com)
     I found that the civilian church on this level is hiding a crate worth
$3000.  Discovering that fact really helped me solve that level.

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

     There is a Nod base in the southwest corner of the map.  Use your
commando to get to your bazookas, killing all soldiers along the way. Stack
your bazookas in a line in front of the bridge they are near. Make your
commando run to the edge of the plateau and get the Hummer to attack. Place
your commando behind your line of bazookas, and wait to demolish the Hummer.
Gather everyone up into a single group by the engineers. Move everyone south
across the bridge, and through the valleys until you get to the base.

     You're on your own from there.

[12-2-9eb]: Nod Mission 9eb, Egypt
-------------------------------------
Objective: Same as previous

John C. Price (doctor23@iglou.com)
     Well, here's the Doc's Guide to GDI Base Bashing.

i) Build up a strong defense.
     You heard me. Defend FIRST. Why? Because any assault on a CPU base must
destroy the construction center, or it accomplishes nothing, so you need a
hellacious attack force. Throw up a few turrets and an Obelisk if you can
afford it. SAM bases are mostly useless, but if you build enough of them, the
CPU will get scared and bomb your harvesters instead (they'll survive, but
keep 'em in good repair). Once your defenses are up, you have as much time as
you want, because you're invulnerable. The computer is just too dumb to mass
an assault force, so it sends in wave after wave of unsupported infantry and
the occasional tank. Just have a flamer guy standing around and you'll have
no problems.

ii) Pick your plan.
     a. The Rommel Attack:
     This revolves around building a slew (15-20) light tanks and roaring in
through the enemy's front gate, blasting the bejesus out of everything. The
tanks take an incredible amount of damage to kill, so odds are you can wreak
so serious havoc before you die. Again, the construction base MUST die, or
the CPU will just rebuild all you knocked out. Note: Since tanks SUCK against
infantry, you might need a couple of flame tanks.

     b. Flame On:
     As the name implies, this tactic revolves around flame tanks. Build a
horde (at least 10, because they're lightly armored), and a few light tanks
as damage sponges. Send in the light tanks to draw fire, then charge the
flame tanks at any advanced guard towers (they'll cause too many casualties
if allowed to live). The flamers do HELLACIOUS damage, so the towers should
die rapidly. Next, everybody goes after the construction base, with one or
two tasked to kill the hordes of infantry pouring out of the barracks. If you
get the construction base, you've won, regardless of your losses, because you
can just rebuild your attack force and attrition him to death since he can't
rebuild his lost defenses.

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

Marcus Augustus Alzona <marcus@octopus.net>:
     This took me awhile to find, but in the end it was easy.  You start on
the (lower) left edge of the lake with just units(Tanks, infantry, commando,
artillery, buggies, flametanks).  Save the commando.  Move your units north,
eliminating units as you go.  eventually, near the top-right edge, they'll be
a land-bridge south.  Follow that.  You'll come to the outside wall of the
GDI base - the most important thing here is that you can ignore it - try to
stay clear of the gun tower.  If you stick to the right and go south past the
base, there is a smaller sub-base past the base to the south, with the
scientist in reach if you have a commando or a tank left.


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

J. Willig (j.willig@student.utwente.nl)
      Use your commando to mislead the two tanks and than walk down to the
right until you can cross the river. walk to the left (watch for grenadiers)
and pass the bridge on the left side of the field. Wait for the mammoth tank
to pass and run across the other bridge (where the tank came from) and use
the left bridge to enter the base. destroy the tanks and factory and get
ready for the next thrilling animation

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

[blank]

[12-2-11eb]: Nod Mission 11eb,
--------------------------
Objective: Same as previous

[blank]

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

Chee Hui (cheehui@aztech.com.sg)
     In this mission, you need to capture the advanced comm. base where you
started off with a mobile construction yard, two recon bikes, two Nod buggies
and a light tank.

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

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

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

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

     Boy, those Mammoth tanks certainly have no brains.

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

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

[12-2-12eb]: Nod Mission 12eb,
--------------------------
Objective: Same as previous

See [12-2-12ea].

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

Chee Hui (cheehui@aztech.com.sg)
     I won this end-game by doing something incredibly brave (and stupid
too!). Using my transport helicopter, I filled it with a troop of bazooka
guys and the one commando dude. I proceeded to land at the left coastline of
the GDI base at the top.

     I unloaded my troops and used my commando to make short work of the
surrounding infantry. I then attacked the nearby tanks and waited for the
tanks to roll in. In the meantime, I flew my heli back to carry a full load
(with the commando of course) of engineers.

     Once all loaded up and repaired, my heli landed on the inside wall to
the left of the weapons factory. I unloaded one of my engineer immediately
and right away, asked my chopper to take off and return to base for repairs.
The advanced guard tower station there is a real pain. But it will begin
shooting at the factory once you took over it.

     Once done, my heli took off again and proceeded to land at the same
place. I unloaded my engineers and took over his barracks immediately and
started making grenadier units there. I then took over his refinery and sold
it immediately to furnish my funds while I made grenadiers. Once the guard
tower is gone, I constructed a line of fence all around to keep out those
pesky tanks which by then had rolled over my troops. It took 3 successive
tries before I got this timed right. Phew!

     From then on, I literally drained the computer of funds by proceeding to
take over his refinery (with the harvester) which keeps getting rebuilt next
to my barracks. I timed my engineer movement just right, so that when the
refinery is in the earlier stages of building, my engineer was halfway in. I
then sold off the refinery and the harvester for a handsome profit of about
1000+ credits (compared to the price for producing engineers).

     Of course, others might say this is stupid but after 10+ takeovers, the
computer was  drained of money. How did you know ? Everything you attack will
be sold off by the computer.

     It took me 3+ hours to complete and the feeling was great because I was
churning out Mammoth tanks inside their base and using it to destroy their
nearby yard. And all done without the nuke! 8-)

     I literally fenced out the GDIs for my second yard and was harvesting in
absolute peace.

[12-2-13eb]: Nod Mission 13eb,
--------------------------
Objective: Same as previous

[blank]

[12-2-13ec]: Nod Mission 13ec,
------------------------------
Objective: Same as previous

[blank]

--
Roger Wong, Games Developer
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    
ftp://wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
http://www.khan.org/~solaris/cnc.html


---------------------------------------------------------------------

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

[13-1] Offensive strategies
===========================

Jason Thomas (hiro@mill2.millcomm.com)
:I was on the losing end of a game when I got lucky with an APC
:full of engineers and took most of his base - my opponent promptly resigned.
:Yes, I won technically, but it felt like a hollow victory.  It also places
:way too much emphasis on that tactic instead of a mix of strategies.

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

Don Good (treygood@aol.com)
     From reading the various h2h posts, it appears that most players use a
defense first strategy.  Sorry, but this is not the most effective way to go.

     At the outset, you should hunt aggressively for your foes base.  Assign
a humvee/recon bike to a ctrl number, and send it first to one corner, then
the others.  While the unit is in transit, build your base right next to a
tiberium field.

     Your order of build for NOD is powerplant, refinery, Hand of NOD.  For
GDI it's powerplant, then refinery.  If you have found your foes base, and he
has no Helipads yet, then GDI should build the barracks.  If your foe has
Helipads, or Hand o NOD; GDI should build a communications center.  The comm.
center allows you to build Advanced towers, the barracks allows everything
else.

     During this phase, listen for sounds of gunfire.  When you here gunfire
it's your scout being attacked.  Do an alt+# to jump to him and thoroughly
scout out his base.

     If he has no SAM's/advanced towers, your in luck, quickly build 2
Helipads, and 1 powerplant and start attacking his harvester.  Meanwhile, if
your GDI, train to engineers and load them into your APC for an assault on
his construction yard.

     From this point on, your main objective is to build more harvesters, and
constantly attack his harvesters and powerplants.  When a powerplant gets
knocked out attack his ground units on his base.  Concentrate on units which
can attack helicopters/Orcas.

     By attacking from the get go, you force the "base builders" into a
constant rebuilding mode.  If they insist on still trying to build and
advance their bases they will leave themselves open to further attacks upon
production.  If they try to return the attack, you will have already gained
significant ground in offensive punch over them.

     This strategy is especially effective against the GDI "spider base"
builders.  In the early stages of the game their defenses are too spread out
to prevent constant air attacks, and too spread out to deal with an
APC/engineer attack.

[13-2] Defensive strategies
==============================

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

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

[13-3]: Capture the flag
===========================

Kevin 'Zaph' Burfitt (zaph@torps.apana.org.au)
     Playing 4 player Capture the Flag, with Alliances:

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

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

*13-4*: Aardvark's strategy
==============================
     Phil Sykes (root@sykic.demon.co.uk)

     (1) Get recon on the enemy base as soon as possible.
     Preferably, send all of your recon capable guys out to corners of the
map to get info on the areas around the base. This saves you enormous hassle
getting it later on, when it will be needed to detect buildups, aim
airstrikes / Orcas and mount an attack.

     When your guy gets there, offer (verbally or using f1-f4) to make an
alliance. If you command the respect I do in C&C, they will probably agree.
Say you will team up and crush the other two (so the other two can here it).
This will cause them to ally (maybe)

     Once you've made the alliance, run all the way round the base (if
someone else tries to do this to you, unally and whack them). Then set off to
another base.

     (2) Defend your base from recon.
     Put fences up around 'choke points', areas where the base is protected
by natural features to prevent other people getting in. Put a tank at the
entrance (and a guard building) to discourage people from getting in. With
any luck, no-one got a good look round your base.

     If anyone did, offer to make an alliance with them - they could be very
dangerous.

     (3) Build more base.
     Put at least two tiberium refineries in, preferably on opposite sides of
the base. Make sure harvesters have easy access to them, but put them inside
the fence, or engineers will attack them. Don't worry about defence too much
at this stage, but be sure to make a
base that is easily navigable (so troops can get through to defend).

     Avoid making 'transport chopper magnets', that is large areas of open
ground deep inside your base. If you have any, be sure to station a
minigunner and a bazooka guy to shoot down or mop up any penetrators.

     My personal preference is for a fairly open plan base, with all areas
defended by advanced guard towers or SAMs.

     If you're playing NOD, put your obelisks RIGHT next to SAM launchers,
and preferable within range of two or three SAMs, because this will mean any
air attack to remove it takes hideous casualties.

     Be sure to produce five or six bazooka dudes to plant around the inside
of the base for SAM cover.

     In areas where a tank attack seems probable, place fence 2 squares deep,
or concrete if you can get it.

     DON'T leave huge gaps in your defenses. If possible, only two or three
squares should afford entrance or exit to your base, and these should be
defended with advanced guard towers like so:
			
	       ************  ************
			***  ***
			G**  **G

 * = fencing / natural defenses  G = advanced guard tower / obelisk

     This fencing two deep prevents flame-throwers or minigunners from
getting
next to the targets.

(4) Be really evil.

     At this point, everyone's base is defended. A frontal assault would be
suicide and lose you the game, so you have to fight dirty, using attrition or
psychological tactics or luck to destroy the other three.

     Build three harvesters and two harvester plants at least.

     If you're GDI, get around five Orcas. Start blowing up harvesters. It
doesn't take long for the human to feel the pinch. If he gets stuck without
enough money to build more harvesters, he has to sell units or buildings. If
you can see areas in the enemy base not under SAM cover, blow them up. This
works especially well against weenies who build their
construction yard right at the back, and form a front line to stop enemies.

     If your harvesters start to get blown up, complain violently. Protest to
the other guy, and suggest to everyone that a punitive raid should be
launched on player X to stop them from being so evil. Also, send a few
bazooka guys to the spice farms. Orcas aren't much good at hitting moving
targets, so this is where they are most vulnerable.

     If you can afford it - spider base. Build a line of sandbags out to a
large spice field, and plonk an advanced guard tower or a SAM site (protected
by a tank). This is an excellent place to mass troops prior to an assault, as
they don't get pummeled by aircraft (it's also a big target for ion cannons /
nukes, deflecting the attention away from your base.

     If another player looks stronger then you, say so. Explain to the other
players how it would definitely be best to take this guy down 'I can see
troops massing in his corner, he's going to attack' or 'I'm sure he's got
stealth tanks in your base!'

     Launch a combined assault. This will undoubtedly remove him from the
game if you are playing with anyone half decent. Offer to lend 'air support'
but not ground troops.

     Whilst they're doing this - engineer attack their base or blow up their
harvesters. Chances are they'll be too pre-occupied to notice.

     If you're NOD - Stealth tanks! - Sneak em in through enemy defenses and
mass them in the gaps between his buildings. Go for his construction yard
first, because once the construction yard is gone, the will to fight can go
too, and they may resign. Also, use stealth tanks or recon bikes to hunt
harvesters in packs ;)

     Crates are always useful. No matter what you got, say it was a good one
to your enemies. If you're nod, decloak one of your stealth tanks to make the
noise, and say it was a stealth APC/engineer/mammoth tank. Make sure you have
recon all around the map, and periodically scan it for crates. Have a humvee
ready to go after the crates (be sure to tell an ally what you're doing if
you approach his base, or he may attack you)

     Set up a buffer zone around your base. If anyone comes inside a LARGE
radius, say 'that (unit) better get out of here or my Orcas / assault
choppers are gonna whack him'. 'You got 10 seconds - 9 - 8 - 7 (launch the
Orcas now) - 6 - 5 - 4 - 3 (Orcas attack now) - damn, I can't count.'

     This will scare weenie players a bit.

     Of course, no treatise on being nasty would be complete without the
engineer assault. I've already described the best method for this, but after
a bit more multiplayer playing, the enemy has got wise to these tactics
(remember - you can target your AGT's and obelisks manually).

     So, a few more pointers:

     The enemy will whack any APC approaching his base, for sure. (I know I
would). If he sends choppers up, the APC is in trouble. Guard it with bazooka
guys, who get out when you're nearly there and march with the APC.

     Remember to ally with him in the middle of this. It might confuse him,
but your APCs won't stop to shoot that way.

     Say 'OK . he's turning around now - he was just doing some recon', turn
him round, and move straight back in again (or attack one of his harvesters,
to divert attention).

     There must be a weak point for the APC to get through. Defenses like I
have described will chew up APCs and engineers every time without a problem.
If you've got stealth tanks inside, use them to divert his attention away. By
the time he notices, it may be too late. Else use an Orca strike to remove a
gap big enough to get an engineer through.

     If there's no way that's going to work, use a chopper. Land it as far
from SAM sites as possible, and get out four grenadiers and one engineer. Use
the grenadiers to chew up a power station or two, and send the engineer in.

     To defend against this, just put a wall down where the chopper is about
to land. It has to take off again.

     Once you've got the building, sell it. Use the minigunners to get more
recon, or to attack a building. Don't suicide them into the nearest guard
tower.

     Power: If an GDI enemy runs out of power, send the Orcas in. If a nod
player does, have a quick engineer attack ready ;)

     Always turn your sound down if you know you will lose power (same for
building nukes/ion cannon/air strikes). Turn in up again afterwards.

(5) Endgame

     You got walloped? Had to sell all of your buildings to pay for a few
units? Got a few guys left (or a mass of minigunners from building attack?).
Make use of them! Send them to attack harvesters or camp out close to an
enemy base, inviting an attack (which will cost the enemy dear if you are
going to try a head on assault - make sure you send the armor in first.

     Offer to send any harvesters you have to other people's bases in return
for air support / backup in an assault. In short, get the other guys to help
you against the guy that beat you. You may still win!

     Everyone else has no money and a load of units which are crap?
     Start building up defenses. Close up entrances you no longer need, and
plant extra advanced guard towers in. Say 'come on then - finish it off -
IÂve got bugger all money left now' and other such things to entice an
attack. When it comes, mass all units inside the fence and pound away. Two
advanced guard towers and a wall can kill a virtually infinite number of men,
especially with money to repair them.

     Send up the assault choppers and or Orcas to attack them on the way in.
you start getting beaten, fall back inside your base a bit more. They
generally can't prosecute an attack against a multilayered base (units too
scattered - not enough armor etc.).

     HOUSE RULES FOR C&C (+ interesting deathmatch games)

     No engineers attacks
     No engineer attacks in the first half hour
     No attacking harvesters (in the first half hour)
     No sending out first minute recon buggies
     No resigning (sell all your buildings and try a head on assault)
     Must resign and abort once beaten (to speed up the game)
     Two on two alliances
     Nod and GDI vs. Nod and GDI (capture allies buildings for a nice mix of
units).
     Three on one (I've won a few playing the one)
     No bases - 50 units tech level 1
     No bases - 50 units tech level 4
     No bases - 5 units tech level 4 (this is a hoot!)
     Tech levels 6&7 are the most fun to play on.

     Use CCEDIT to edit the weapon loadouts for all players.
     e.g.
     Bazookas guys armed with SAMs, cost 700
     Nod recon buggy armed with SAMs, cost 900
     MCV only costs 2000
     Orcas only cost 300, SAMs 400 and AGTs 450 (air war!!!)
     Flame-thrower troops have obelisk lasers, but cost 1200
     Nod buggy and Hummers both have high velocity machine gun, but cost 100
more.
     Engineers cost 1000
     Everything is half price (this is FUNNY!)
     Everything is one credit (this is SILLY!)

*13-5* Joseph's strategy
===========================
Joseph E. Bellerose (oz@cris.com)

     One can win against any opponent with a Low Tech Strategy. I have
overrun my opponent with just foot soldiers as the NOD and as the GDI.
Basically I NEVER build the advanced structures. I put my cash into
"troopers" or some other low tech capability. My "Chinese strategy" is to
overwhelm the opponent early on with a combination of grenadiers/flame-
throwers and a few bazooka and mini-gunner troops. While he is building all
those fancy buildings I'm sending groups of 12 to 15 troopers at him from
several different angles. The trick is to attack from two or preferably three
different directions. This has the effect of inducing the greatest military
weapon of all...PANIC into the heart of your opponent.

     Another favorite of mine is the HELLS ANGELS strategy. I build Recon
Bikes as fast as I can and nothing else. 12 Recon Bikes can easily overcome
any Orca strategy and I have rushed the enemy base with Recon Bikes and taken
out his Construction yard, Vehicle Building and usually 1 or 2 of his Orca
Pads before the 12 Bikes expire. In the meantime I am building the second
wave of HELLS ANGELS for the finishing moves. It is amazing to watch 12 to 15
HELLS ANGELS shred a harvester or a squadron of Orcas. They can reduce a
couple of Mammoth tanks to scrap iron in a matter of no time at all.

     The basic idea is to get there "furstus with the mostus" and to have a
"second punch" to finish off the enemy after your first attack has caused
chaos. The money you save by NOT building the fancy structures and going for
the Wunder Weapons allows you to get there with a killer punch FIRST.

     The basic defense against the HELLS ANGELS...Hummers of course. The
Recon Bikes are lightly armored and the Hummers or Nod Buggy can run with
them and shred the Bikes quickly as well. So it is a good counter. Of course,
if you are building all those Monuments to Greatness (Advanced Comms...NOD
temple etc..) well you are not going to be able to produce too many Hummers
or Buggies are ya? Hahahahaha


*13-5*: What do I do with crates?
====================================

*13-5-1*: Stealth technology
-------------------------------

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

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

     STEALTH TECHNOLOGY!

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

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

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

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

     (whimper)

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

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

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

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

*13-5-2*: Units
------------------

Douglas William Cole (dougc@umd.umich.edu)
     Units.  (All infantry, commandos, flame tanks, stealth tanks, APCs,
Mammoths, **MCVs**, Chem. warriors, almost everything I guess.

*13-5-3*: Visceroids
-----------------------

Kevin 'Zaph' Burfitt (zaph@torps.apana.org.au)
     If you open a box and find one of those red blob things, then head the
unit that opened it towards the enemy base, if it dies, the blob will
continue to their base, and you can get back to killing them...

*13-5-4*: Explosions
----------------------

Not particularly desirable. These come in three flavors. The incendiary
explosion is roughly equivalent to a bell pepper. The napalm explosion is
about on par with a couple of chili peppers. The nuclear explosion is about
equivalent to five jalepenos.

*13-5-5*: Cash
-----------------

     This contains up to 2000 credits.

*13-5-6*: Nukes, airstrikes, ion beams
-----------------------------------------

Douglas William Cole (dougc@umd.umich.edu)
     One time use nukes, airstrikes and ion beams.  My friend said he found a
box with an ion beam AND a nuke it in, but I'll believe it when I see it.

[13-5-7]: Map modifiers
--------------------------

     Will either hide or reveal or cover all territory on your maps.

*13-5-8* Heal all units
--------------------------

Joe Bostic (joebwan@anv.net)
     sphere with rings -> heal all units and buildings to full strength

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

--------------------
CHAPTER [14]: Tables
--------------------
     The data in these tables are the result of the hard work of Andrew
Griffin and Mike Lee. My many thanks to Mike for his initial field
experiments, and to Andrew for his dedication to cracking that rascally
game.dat file. What a patient guy!

*14-1*: Armor
================
       Unit Armor
Level  Description
0      very resistant to anti-armor weapons (rockets and cannons); gets
       chewed up very quickly by machine guns.
1      recon bike is equipped with this.
2      stealth tank, artillery, hummers, buggy, MRLS, harvester and MCV are
       equipped with this. So is the SSM and rocket launcher.
3      flame, light, medium and mammoth tanks as well as the APC are
       equipped with this. So is the gunboat.
4      Quite resistant to anti-armor weapons (better than 1-3 but worse
       than 0), but bad against the high-velocity machine gun but good
       against the minigunner infantry. It is on the Orca and nod attack
       choppers.

       Building Armor
     There is no solid information on the types of armor associated with
buildings at this time. Building armor seems to be radically different than
unit armor, in that they absorb bullets very well, but are most vulnerable to
artillery and rocket fire. The SAM site has two different armor values for
when it is open, and for when it is closed. While closed, a SAM site can take
200 hits from a minigunner, 25 hits from a bazooka, and 20 hits from a
mammoth tank. Compare this with a tiberium silo that takes 38 minigunner
hits, or 13 bazooka hits, and you may understand a little better why it is
taking so long to figure out the logic behind the armor of buildings.

*14-2*: Weapons
==================
Weapon type    : Name of weapon
Weapon ID      : Internal ID number of weapon
Damage to armor: Hitpoints damage to units of specified armor
Area damage    : Radius of damage area in game squares
Range          : Range of weapon in game squares
Reload         : Reload rate of weapon in minutes and seconds
Accuracy       : Accuracy of weapon. AA is excellent, FF is hopeless.

Weapon         Weapon   Damage to Armor   Area Range Reload
type               ID   0   1   2   3   4 Dam. (sq.) (sec.) Accuracy
--------------------------------------------------------------------
Sniper rifle        0  99?  4   4   4   ? N/A    6     :05  AA
HV machine-gun      1  22  19  14   6  25  1     3     :05  AA
Pistol*             2   ?   ?   ?   ?   ? N/A    1     :25  CC
Minigun             3  15   8   8   4   4 N/A    1     :03  AA
Rocket              4   8  22  22  30  11  ?     4     :06  BB
Flame-thrower       5  26+  ?  24   ?   9  3     2     :05  AA
Tank flame-thrower  6  50+ 35  35  13   ?  2     2     :05  AA
Chemical Spray      7  40+  ?  36   ?  14  3     2     :07  AA
Grenade             8  39   ?  26  13   ?  2     2     :07  BB
70mm cannon         9   ?  19  19  25   ?  ?     4     :06  BB
120mm cannon       10   8  22  22  30  15  ?     5     :05  BB
120mm cannon APR   11  10  30  30  40  20  ?     5     :09  BB
Turret cannon      12  10  30  30  40  20  ?     5     :06  BB
Missile pack       13   ?   ?   ?   ?   ?  1     5     :07  CC
227mm rocket       14   ?   ?   ?   ?   ?  2     6     :09  DD
Ballistic charge   15   ? 112  85  40   ?  1     6     :06  FF
50 cal. machinegun 16  15   8   8   4   4 N/A    4     :03  AA
Gunboat missile    17   ?   ?   ?   ?   ?  2     8     :03  DD
Adv. GT Missile    18   ?   ?   ?   ?   ?  2     8     :05  DD
Napalm bomb        19   ?   ?   ?   ?   ?  1    N/A  12:00  AA
Obelisk Laser      20   ?   ? 200   ?   ?  ?     5     :05  AA
Surf to Air Miss.  21   ?   ?   ?   ?   ? N/A    8     :06  AA
Surf to Surf Miss. 22   ?   ?   ?   ?   ?  4    10     :24  AA
Ion Cannon            592 578   ? 450 450  1    N/A  15:00  AA
Nuclear warhead         ?   ?   ?   ?   ?  3    N/A  20:00  AA

     There are another 2 weapon types, but they have no sound effects
associated with them, nor a graphic. They may be associated with the
tiberium fields and blossom trees.

     * Pistols have a fire rate of about half a second, but take 25 seconds
to reload the 10-round magazine.

*14-3*: Units
===============
Unit Type : Name of unit
Hit Points: Amount of damage absorbed before destruction
Armor     : Armor level of unit
Cost      : Cost of unit in credits
Weapon ID : Type of weapon carried, according to internal ID numbers.
Tech level: Multiplayer tech level in which unit appears.
TTB       : Time to build at slowest gamespeed on Gateway P5-66

'I stopwatched the building time for all vehicles, infantry and buildings and
came to the conclusion, that TTB is linear to the cost except the following
units: refinery needs only 1/3 of the time , heli pad 1/5th (that's
incredible fast!), walls need all the same (as if costing 150 credits), a
harvester needs a little more time (15%), and orcas, attack helicopters need
almost twice the time.'
     -Stefan Sautter (t1163ci@sunmail.lrz-muenchen.de)

     On my system, it takes approximately nine seconds to build 100 credits
worth of units/buildings. The times to build presented here are only meant to
give a rough idea of construction times.

Movement  : Scale of 1 to 10. 1 is fastest. 10 is slowest.
Scout     : Scouting radius in squares.
Req.      : Buildings required for construction.

Unit         Hit               Weap Tech      Mov. Scout
Type         Points Armor Cost ID   Lvl  TTB  Rate Rad.  Req.
----------------------------------------------------------------
Minigunner       50   0    100   3   1   :10    8    1   Bar
Grenadier        50   0    160   8   1   :10    6    1   Bar
Bazooka          25   0    300   4   2   :25    9    2   Bar
Flame-thrower    70   0    200   5   1   :18    6    1   HON
Chem Warrior     70   0    300   7   7   :25    8    1   HON+Tmpl.
Engineer         25   0    500  N/A  3   :45    8    2   Bar/HON
Commando         80   0   1000   0   7  1:30    6    5   Bar+ACC/HON+Tmpl

Attack Heli.    125   4   1200   1   6  1:15    1    0   Air+Hpad
Orca            125   4   1200   4   6  2:00    1    0   WF+Hpad
Transport Heli   90  ??   1500  N/A  6          2    0   WF+Hpad/Air+Hpad

Flame Tank      300   3    800   6   4  1:10    6    4   Com+Air
Stealth Tank    110   2    900   4   5  1:20    5    4   Com+Air
Light Tank      300   3    600   9   3   :50    7    3   Air
Medium Tank     400   3    800  10   3  1:10    7    3   WF
Mammoth Tank    600   3   1500 11/13 5  2:15   10    4   WF+RBay
Harvester       600   2   1400  N/A  2  2:15    7    2   WF+Ref/Air+Ref
MCV             600   2   5000  N/A  7   ??     7    2   WF+ACC/Air+Tmpl
Artillery        75   2    450  15   6   :40   10    4   Air
Humvee          150   2    400  16   2   :35    3    2   WF
Nod Buggy       140   2    300  16   2   :25    3    2   WF
Recon Bike      160   1    500   4   2   :35    2    2   WF
Rocket Launcher 100   2    800  14   7  1:10    7    4   WF+ACC
APC             200   3    700  16   4  1:00    4    4   Bar+WF
SSM             120   2    750  22   7  1:05    7    4   ???

*14-4*: Buildings
===================
Building type: Name of unit
Req Power    : Power drain in power units.
Power Output : Power generation in power units
Hit Points   : Amount of damage absorbed before destruction
Armor        : Armor level of building
Cost         : Cost of building in credits
Weapon type  : Type of weapon carried, according to internal ID numbers.
Tech level   : Multiplayer tech level in which building appears.
TTB          : Time to build at slowest gamespeed on Gateway P5-66
Req.         : Prerequisite buildings before construction

No information on construction yard is available.
No information on armor types is available.

Building          Power   Hit             Weap Tech
Type              in  out Pts  Armor Cost Type Levl TTB Req.
----------------------------------------------------------------------
Sandbags            0   0   20  N/A    50 N/A  1    :15 Cyard
Fence               0   0   10  N/A    75 N/A  1    :15 Cyard
Concrete            0   0   70  N/A   100 N/A  1    :15 Cyard
Power Plant         0 100  200  ??    300 N/A  1    :20 CYard
Adv. Power Plant    0 200  300  ??    700 N/A  5    :45 Pp
Refinery           40  10  450  ??   2000 N/A  1    :55 Pp
Silo               10   0  150  ??    150 N/A  1    :10 Ref
Comm. Center       40   0  500  ??   1000 N/A  2   1:35 Ref
Helipad            10   0  400  ??   1500 N/A  6    :20 Bar/HON
Repair Pad         ??   0   ??  ??   1200 N/A  ?   2:00 Pp
Barracks           20   0  200  ??    300 N/A  1    :20 Pp
Weapons Factory    30   0  200  ??   2000 N/A  2   3:20 Pp
Guard Tower        10   0  200  ??    500   1  2    :42 Bar
Adv. Comm. Center 200   0  500  ??   2800 N/A  7        Com
Adv. Guard Tower   20   0  300  ??   1000  18  4   1:35 Com
Hand of Nod        20   0  200  ??    300 N/A  1    :20 Pp
SAM Site           20   0  200  ??    750  21  6   1:05 HON
Turret             20   0  200  ??    250  12  2    :22 HON
Airstrip           30   0  500  ??   2000 N/A  2   3:20 Ref
Obelisk of Light  150   0  200  ??   1500  20  1        Com
Temple of Nod     150   0 1000  ??   3000 N/A  7        Com

--------------------------------
CHAPTER [15]: Internet resources
--------------------------------

[15-1]: Third party programs
==============================
C&C Editor v1.4
     CCEDIT.ZIP
     change hitpoints, cost, weapons, and power data for any unit.
     written by Andrew Griffin (buggy@adam.com.au)
     http://adam.com.au/~buggy

C&C Mission selector v1.4
     CCMISS.ZIP
     change the mission of a savegame
     written by Andrew Griffin (buggy@adam.com.au)
     http://adam.com.au/~buggy

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

*15-2*: World Wide Web sites
==============================

http://www.westwood.com
Westwood Studios Home Page
virtualted@westwood.com

http://adam.com.au/~buggy
Andrew Griffin's Homepage and Editor List
buggy@adam.com.au

http://www.webspace.com/~tanker
The Tankers' Wargaming and Military History Homepage
tankerm60@aol.com

http://www.acsu.buffalo.edu/~kazial/cnc.html
Craig's C&C Page
kazial@acsu.buffalo.edu

http://www-public.rz.uni-duesseldorf.de/~ritterd/main.htm
The Command and Conquer Modem Players List
ritterd@uni-duesseldorf.de

http://ucsu.colorado.edu/~ccmills/command.html
Command and Conquer
ccmills@ucsu.colorado.edu

http://www.computek.net/autownet/c&c.html
Command and Conquer - HOW TO CHEAT
physics@computek.net

http://www.cbs.dk/people/dszcpfk/cc.html
The Command & Conquer Resource Center
dszcpfk@hp3.cbs.dk

---------------------
*16* Bugs and updates
---------------------

*16-1*: The bugs and wishlists report
========================================

'My mouse goes crazy when ever I hold down a key.'
     Westwood says they are working on it.  From my personal experience, it
only seems to affect PS/2 type bus mice (the kind that fit into a special
circular mouse port).  Switching to a serial mouse, or using an adapter to
convert the bus connector to a serial connector will cure this problem in
most situations.

'Why can't I save my multiplayer game?'
    Westwood says that they have plans to add save game functionality to
their next C&C game, 'Red Alert.' It will not be provided in the future patch
[to C&C]

'Red Alert? What is that?'
     The next C&C game from Westwood is called 'Red Alert'. I do not have any
specifics on it. I'm just telling you what VT told me. Go bug him, not me!

'What about formation movement?'
     I will ask about this.

'What about guarding in place?'
     I will ask about this also.

'What about a mission builder, or random mission generator?'
     I will ask about this also.

'What about improving the harvester AI?'
     I will ask about this also.

'Will there be a C&C like Star Wars game?'
     I will ask about this also.

*16-2*: Update patches
=========================

     1.8: Improves Win95 modem play.
	  Addresses USR modem connect problems at 14.4k or 28.8k.
	  Fixes Diamond Viper palette/color problem.
	  Fixes movies not playing when CD is swapped.

	  -SIDE EFFECTS-
	  Changes hex offsets in game.dat file. This means that early
	  versions of popular 3rd party utilities may not work with v1.08.
	  CCEDIT v1.04 does work with v1.08 C&C.

	  Flame-thrower hitpoints increased to 70 from 50.


*16-3*: Errors in the C&C manual
===================================

     First and foremost, the manual seems to be written to be more of a 'good
read' rather than a tech manual. This might explain the exaggerations evident
in some parts of the text.

     The armor values for some units are incorrect. For the true armor values
of units, see the tables section of this FAQ.

     The power usage values for some buildings are incorrect. For true power
usage values, see the tables section of this FAQ.

------------------------
CHAPTER [16]: Conclusion
------------------------

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

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

------------------------------
CHAPTER [17]: Revision History
------------------------------

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

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

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

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

v2.7          I'm no longer using tabs for spacing. This should ensure
	      readability. Some errors were pointed out to me. I should have
	      read the submissions more carefully. I apologize for the
	      errors. Philip J. Lochner submitted his C&C strategy FAQ to me,
	      which I have absorbed into mine. Some more multiplayer
	      strategies have been added. I've added the special Nod 'poison
	      troopers'. Expanded section on exploitable computer bugs. Big
	      thanks to Andrew Griffin for extracting data from the C&C
	      files.
	      (October 16, 1995 GMT)

v3.2          Tables! Tables! Tables! Completed many tables. Complete vehicle
	      armor values worked out by Andrew Griffin. Added section on
	      bugs and updates. I corrected a few minor errors. Yet more
	      multiplayer strategies are added. The 1.08 patch is out.
	      (October 27, 1995 GMT)



--
Roger Wong, Games Developer
roger@powhq.nildram.co.uk

Command & Conquer unofficial STRATEGY FAQ:
email: cncfaq@powhq.nildram.co.uk with your additions.                    
ftp://wcl-l.bham.ac.uk/pub/djh/faq/command-n-conquer.faq
http://www.khan.org/~solaris/cnc.html