Command & Conquer: Tiberian Sun

Release Date: August 30, 1999

Command & Conquer: Tiberian Sun part 5

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Command & Conquer: Tiberian Sun

Prima Fast Track Guide

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NOD Mission 9 First Choice

Mission 9, First Choice: Reestablish Nod Presence

You start this mission with a sizable force in the southwest corner of the map. Move as many of these units as possible to your base, which is located in the northeast corner-on the opposite side of the map from your current location. Surprisingly, the best path is almost a straight route through the center of the map. GDI bases line the north and east of your starting location. You must drive through the heart of a ruined city on your way. There are Mutants here, including a Mutant Hijacker, so proceed with caution. When you reach the top corner, you regain control of the entire base.

The most important and immediate task is to control the Tiberium veins. Should these spread to one of your structures, the structure will be destroyed completely-your Refinery is in trouble as soon as you locate the base. Throughout this mission, you must micro-manage Weedeaters to keep the creature at bay. Build all structures a good distance away from the creature to prevent their destruction while your attention is elsewhere.

Attention to vein control is critical, because the two Weedeaters you have are just barely more than enough to contain the creature, while one Weedeater isn't nearly enough. When they have completely harvested the Tiberium veins from around the creature in your base, they will start to gather veins from the mesa to the south; this could kill your base. While they are off harvesting to the south, the creature in your base will expand and wipe out your structures. Regularly check on their progress and keep them harvesting within the base.

Because you start with an existing base and a good amount of credits, you should have little trouble building a powerful force of units. Use several defensive structures, including an Obelisk, to protect the southern and western approaches to the base; GDI commonly attacks from these two directions. A Stealth Generator or two nicely prevent GDI from targeting the bulk of your units and structures.

Now it's time to explore the map. You gain chemical missiles quickly thanks to the Weedeaters, but you need targets for them. Because GDI occupies virtually everywhere to the southwest of your base and because the Tiberium veins are deadly to your units, exploration is initially difficult. The most effective way to accomplish this is by using Devil's Tongues. Have them burrow all the way back to where your units first entered the map, then move them north. There is a very weak GDI position here, and it makes a perfect place to start your attacks.

The Devil's Tongues should be able to handle the GDI forces in this area with no problem. Four Silos here are ripe for picking; send in an APC with four engineers and grab them all. Put down a Hand of Nod and a War Factory, and you have the perfect advance base to take care of GDI.

Now send Attack Cycles north from the advance base to spot a tremendous number of small GDI camps. The chemical missiles you're building will annihilate any defensive structure in one hit, and will kill or damage any surrounding units.

From here on, this is a standard mission. Use the chemical missiles to weaken GDI positions in the northwest and the south, and move units in to mop up. You fight a constant battle against the Tiberium veins in your own base, and GDI likes to attack your Harvesters working on the plateau south of your main base. Disruptors are also a constant problem.

You also must fight a constant battle against Visceroids. Because so many GDI infantry are killed by your chemical missiles, you find many of the smaller Visceroids around the map. These are harmless, but you should target and kill them anyway. Whenever two of the smaller Visceroids meet, they become much larger and capable of attacking and killing your units and vehicles. They will prove to be almost as much of a problem as GDI.

NOD Mission 10

Mission 10: Destroy the Mammoth Mark II Prototype

The Spy starts in the southwest corner of the map. He is completely noncombatant, so keep him away from GDI patrols scouting through the area. Send him east over the bridge near your start location. You will pass some patrols, but because the Spy is a stealth unit, they should not see him if he doesn't get too close. Head along the map's southern edge as far as you can to avoid the immediate area of most of these patrols.

You reach a second bridge about two-thirds of the way across the map's bottom. Cross this, then skirt the north edge of the Tiberium field. Continue east, staying as close to the south as you can without actually walking through the Tiberium. An area ahead opens up. This area surrounded by sandbags is one of the communication centers in the area. Wait for the Titan to walk past on its patrol, then send the Spy into the building. You witness a short demonstration of the Mammoth operating against ground and aerial units before it walks off to the northeast corner of the map. Now that you have confirmed the Mammoth's location, your reinforcements arrive back where the Spy started in the southeast.

The communication center you infiltrated makes the perfect place to start your base. Send units over while avoiding as many patrols as possible. Try to keep your units close to the MCV as much as possible, because it's vulnerable to attack. Move to the area south of the communication center, set down the Construction Yard, and take out the patrolling Titan. Get your base up and running quickly, which shouldn't take too long; additional Tiberium lies to the east. These two fields should give you enough Tiberium to build many units and structures.

When your base is set, ramp up production on Tick Tanks and create a couple of artillery pieces. GDI sends periodic attacks at your base, often with Disruptors or MRLSs, so establish significant defenses along the north end of the base. An Obelisk at either end with some Lasers along the middle should be sufficient, but having a row of Tick Tanks and some Artillery provides extra insurance.

Use Attack Cycles to expose the long strip of road leading north toward the area where the Mammoth was tested. Pay special attention to the higher ground along the eastern side of the map. You lose a few Cycles doing this, but you must expose the base defenses that line the front of the base. While doing this, continue producing Tick Tanks and other support units, particularly additional artillery. With this force, head north to the exterior of the GDI base and deploy artillery. Direct it to hit the base defenses while other units provide protection. A group of rocket infantry is necessary too, because GDI attacks with Orca Fighters. You want a huge force for this attack-about 15 Tick Tanks and several additional support units. Devil's Tongues are too hard to manage in this scenario; their flames will hit your units, too.

Move this force in slowly to deal with the GDI units that break off from the base and attack. Concentrate artillery fire on base defenses until there is nothing within range. When they've exhausted their targets, advance and redeploy the artillery and repeat this process. Sacrifice a couple of Cycles to explore the interior of the GDI base, which is heavily defended by Component Towers and the Mammoth itself.

There's really no reason to go after any GDI structures other than the Towers at this point. You can if you wish; it will make your task a little easier because doing so prevents GDI from sending additional units your way. But the Mammoth Mk. II is your only real mission goal at this point. Keep your units moving in slowly, sending the artillery in a few paces and knocking out everything it can hit. Continue sending additional units from your base, because you'll take losses despite the strength of your attack.

As you come closer and closer to the Mammoth, GDI's attacks on your forces intensify. Break through the Towers guarding the area just outside of the Mammoth's pen. Now send everything you have at the Mammoth; it will destroy a number of your units, but it will not stand up long against the massive forces you have brought to bear against it. When it goes down in a fiery heap, you proceed to your next mission.

NOD Mission 11

Mission 11: Capture Jake McNeil

Your forces start in the southeast corner of the map. The small outpost lies in the southwest corner. You also seem to have captured three Amphibious APCs. Two are loaded with engineers and the third is empty. You have three Toxin Soldiers and one rocket infantryman standing outside this third APC; put all four into the APC and head west.

Hug the southern extreme of the map as closely as possible. The trick is to move quickly, but not so quickly that you are spotted. There are some GDI patrols in the area, and if one of them sees you, Jake will be alerted to the trap. Twice you must drive slightly north to go around large outcroppings of rock. These two places are where you have the highest chance of being caught. The first is slightly more dangerous thanks to a GDI Light Tower shining a spotlight near your APCs. There is just enough room for your vehicles to sneak by single file.

As you move, you are alerted that Jake has begun his inspection tour, and his location is pinpointed near the middle of the map. It will take him some time to move from there to the small outpost, so you still have some time, but speed is imperative. Move south of the large neutral structure and get ready for a slight change. Move west until you can't go any farther and pull the rocket infantry out of the APC. Have him target and shoot the destructible cliff face here, then load him back in the APC and head up. Keep hugging the bottom of the map until you see the slope down into the base's rear.

Now unload the APCs completely. Send the engineers toward the different structures here. There are four light infantry who must be dealt with as well; tell each of the Toxin Soldiers to go after one apiece, and have one take out the fourth unit, also. Keep the engineers moving as rapidly as possible because Jake will be nearing the base now. When you've captured every structure, the deception is complete; all the structures revert to looking like GDI buildings. Jake enters the base, where he's captured easily by the Toxin Soldiers with a single gunshot.

With Jake in your custody, load everyone into an APC. Follow the terrain you revealed on the way into the base all the way back to your starting location. Get Jake out of the amphibious APC and into the subterranean APC to complete the mission.

If you're discovered or don't get to the outpost in time, it's still possible to complete the mission. North and slightly east of the outpost, you can find an area with water access for the APCs. Follow the waterways north and east, heading north whenever you can. Ignore the several areas that provide access back to dry land. Go all the way to the northern edge of the map using the river, then drive up onto firm ground and go east. You'll again drive through some water as you look for the area just northwest of the small outpost here.

Jake runs all the way to this small collection of Helipads and waits there for transport out. You are alerted that Jake's transport will arrive in 30 minutes. Unload your units from the APCs and send them in. If you still have engineers, direct them to capture the four Helipads. The Toxin Soldiers have no trouble snagging Jake here. Simply retrace your steps all the way back to your insertion point from the start of the mission and get Jake into the subterranean APC to finish.

NOD Mission 12

Mission 12: A New Beginning

At the start of the mission, Jake McNeil enters the south end of the Hammerfest base and disables the Firestorm Walls. Move your forces in and destroy all GDI units in the area. Have your engineers take the Firestorm Generator and sell it. Grab the four Power Plants, too. Send a unit to explore the area north of this location to find a Refinery. Move your last engineer next to it and have him wait. Meanwhile, put down the Construction Yard and start building your own Refinery.

GDI has built this Refinery as a test site for the Ion Cannon. After they use it, they'll repair the Refinery back to full strength. Grab it with the engineer as soon as it is fully repaired. You now have two Refineries, which is a good start. Get your base up and running and add a couple more Harvesters. Knock out the GDI MRLSs to the east and start building up your base for defense.

After a few minutes, GDI realizes that you have infiltrated their base, and the Philadelphia will start tracking you. You have three hours to move the ICBMs before you are destroyed, but this is more than enough time to complete your mission. In fact, it's entirely possible that you can wipe GDI off the map.

Create a few Attack Cycles and have them scout the areas around the two distant launch sites. The third is directly north of your position, and will not be a problem. However, don't redeploy that missile yet; it would attract a huge amount of GDI attention. Instead, ignore it for now; there is plenty of time.

In the top-left area, you discover the ICBM location is guarded by a very strong GDI base. As soon as the Attack Cycle gets close, the bridge across is destroyed. That's fine for now. This location is the most difficult of the three to reach, and requires the bulk of your attention. Build up forces, including about 10 rocket infantry, a dozen or so Tick Tanks, and several other support units. Artillery will be useful up here eventually, too. Set these units to the side for now.

The third ICBM launch site, located toward the east, is also somewhat problematic; it sits between two GDI camps. Move the scout Cycle to the area south of the location and park it on the bridge. A nearby GDI RPG destroys the Cycle and the bridge with it; this prevents GDI from reinforcing this area from the south.

Now it's time to tackle that base at the top. To clear the way in, you are going to set up a small base inside this GDI base. Load a few engineers into an APC. If you build a Temple of Nod you'll find that the Cyborg Commando is a welcome addition to this assault. Move your attack force up to the top corner. Have an engineer repair the bridge and send your units across and into the base. If you have the Ion Cannon, knock out the base defenses here to make things easier. As you attack, build a Hand of Nod and be ready to place it. Knock through the Titans and the RPG Tower in the northwest and have an engineer capture a building. Put down the Hand of Nod and start building units. You may also want a War Factory in this location.

At this point, you can probably get the first ICBM in place in this top left corner. Send one up with a suitable escort of Tick Tanks and other vehicles and move the missile to the proper spot. Your small base here will do a fine job of keeping it safe, but having a SAM site or two around it is an excellent idea.

You can defeat the mission at this point by sending a large group of units from your primary base to the site in the east, and then moving a second missile there. Once it's in place, it takes only a few moments to move in the third. However, there is still a lot of GDI to battle if you want to, and you should have somewhere in the neighborhood of two more orbits of the Philadelphia to go before you're destroyed. You can completely decimate the GDI base in the north if you wish, but this isn't necessary. Placing the three missiles is all that needs to be done.

If you do wish to completely annihilate GDI, they have units spread throughout the map. There's a sizable GDI base south of the broken bridge that lies just below the eastern ICBM launch site. Additionally, on the eastern edge of the map, there's a well-protected GDI Upgrade Center. Toward the middle of the map, south of the main GDI base, you can find a Tech Center and several other production structures. It is entirely possible to completely eliminate the GDI presence before the third pass of the Philadelphia.

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