Command and Conquer: Tiberian Sun (1999)Buckle up, here’s where things start getting divisive. Depending on who you ask, Tiberian Sun is either a great sequel or a horrible disappointment in C&C history. It’s not hard to see why—representing a complete shift in tone and setting, and with markedly different gameplay, TS was a very different experience to the C&Cs before it.Gone were the bright greens of sunny grassland maps, the fast-paced soundtrack and the simple, modern military units; instead, the game took place in a dark, desolate wasteland, haunting melodies scoring its battles between futuristic factions. Gone were the simple pleasures of basic riflemen and medium tanks carrying the day; Tiberian Sun featured sonic disruptors and flame-spewing tanks that burrowed through the ground, stomping bipedal mechs and unsettling cyborg commandos that kept chasing you even when you blew their legs off.

  1. Command And Conquer Commando

TS’s style was very distinct, and if you didn’t like it, you probably weren’t going to like the gameplay much either. That the game was rushed out the door by Westwood’s new publisher EA and was somewhat unpolished as a result didn’t help.For all its gloom, Tiberian Sun was an excellent addition to the series. The engine looked fantastic for the time, and the blend of sprite-based infantry with voxel-based vehicles made for a memorable graphics style.

50 Games like Command & Conquer for PC Windows, daily generated comparing over 40 000 video games across all platforms. This suggestion collection includes tactical real-time strategy games. The order in this selection is not absolute, but the best games tends to be up in the list. Command & Conquer 3: Tiberium Wars is a military science fiction real-time strategy video game developed and published by Electronic Arts for the Windows, Mac OS X and Xbox 360 platforms, and released internationally in March 2007. The direct sequel to 1999's Command & Conquer: Tiberian Sun by Westwood Studios which was taken over and liquidated by EA in 2003, Tiberium Wars returns the Command.

Terrain deformed from explosions, pockmarking the map as you battled over it. Its satisfying selection of futuristic soldiers and vehicles balanced against each other well to allow a variety of tactics throughout its campaign and its multiplayer. Frank Klepacki did an excellent job scoring all of the classic C&Cs, and Tiberian Sun is no exception, with a moody techno soundtrack thatperfectly communicated “the world is a Tiberium-infested hellscape, enjoy fighting to the death over it.” Listen to this track from TS, — it sums up the combination of gloom, mystery, and ceaseless combat that Tiberian Sun’s world was about.I spent many happy hours in that dreadful world, gunning down Nod and mutants alike and compulsively concrete-proofing my bases to stop Devil’s Tongue attacks. TS was a unique game, and the chirp of its rifles and subdued burst of its explosions have been etched into my mind since I first played it.

But no matter how much I enjoyed it, I still consider TS as being stuck awkwardly in the middle of the C&C family—created too late to be part of the tried and true style of the early games, and created too soon to be more than a rough foundation for the greatness that was yet to come. Command and Conquer (1995)The chatter of minigunners firing. The throaty roar of advanced guard towers launching missiles. The hiss of flame tanks spraying.

The foreboding, sinister hum as the obelisk of light charged up, before an angry pulse of light screamed out over the battlefield. Thinking about the original C&C conjures up these sights and sounds in my head, and then as if it were yesterday, I’m back on GDI mission 1 for the first time, securing a beachhead via hovercraft insertion under the cover of gunboat fire.I know I’m not alone.

Westwood may have set the stage with Dune 2, but it was Command and Conquer that truly resonated with PC gamers. The game was simple enough to learn—construct a base, harvest resources, build an army, and attack the enemy—but its variety of different units across its two different factions lent it great replayability and depth, its familiar modern military theme made understanding those units intuitive, and its excellent, fast paced soundtrack from Frank Klepacki coupled well with its quick, action-packed gameplay. C&C’s multiplayer took the game to even greater popularity with local and online matches against human opponents; each game box shipped with two CDs, allowing you and a friend to play against each other with just one purchase.Command and Conquer also featured full motion video cutscenes, starting a tradition that persisted through every sequel except for Generals. Joe Kuncan’s performance as Nod’s charismatic leader Kane is wonderful, and together with Eric Martin as the GDI’s straight-laced Brigadier General Sheppard, these cutscenes go far to set the tone and immerse you in the story of each side’s campaign.

While every C&C since tried to go bigger with its stories, I’m still a sucker for the simple, understated briefings and interludes of Command and Conquer’s cutscenes. Is that camera still running?! Command and Conquer: Red Alert (1996)It’s 1996, and Hell March is blaring through your speakers. Hitler has been handshaken from existence, and Stalin’s testing nerve gas on a local village. Machineguns chatter as your aircraft strafe desperate partisans. A fuel barrel gets hit and the whole place goes up in a fireball, guerillas running around on fire as your infantry level the town.

There’s some crates of money underneath the church to buy more planes with.Red Alert refined Command and Conquer's blueprint for a fantastic RTS. It featured the same gameplay but with a huge number of new units and buildings, set in a more interesting alternate history cold war where Hitler never took power and World War II was fought against Stalin and Soviet Russia instead. Tesla Coils and Chronospheres set the tone of this new, weird-science world, and the expanded variety in units and buildings made Red Alert’s gameplay even better than its predecessor.

Command & Conquer: Red Alert 2 walkthrough - guideCOMMAND AND CONQUER:RED ALERT 2CAMPAIGN WALKTHROUGHSBy Steven W. Carter(Sca8763193@aol.com)VERSION 1.0Last updated on November 22, 2000DISCLAIMERIn the following mission walkthroughs, I'll provide strategies that worked for me usingversion 1.002 and the normal difficulty setting.

For the most part, the focus of thewalkthroughs will be to finish each mission as quickly as possible, rather than to provide thefull flavor of the game. So, for example, you won't hear me suggest that you use a weathercontrol device when playing the Allies or use a cloning vat when playing the Soviets. Feelfree to experiment and develop your own favorite ways to complete each mission. ALLIED CAMPAIGN WALKTHROUGH.Mission 1 (Lone Guardian)-Starting Objectives:- Destroy the Soviet dreadnought fleet.- Make contact with Fort Bradley.- Keep Tanya alive.Mid-Mission Objectives:- Destroy the Soviet supply base.Par Time:- 10 minutesWalkthrough:Take control of Tanya and immediately have her sink the four dreadnoughts. (Tanya can swimand place C4 charges on boats.) Then have her help out the GI's against the conscripts, boththe ones who landed via amphibious assault, and also the ones who will shortly airdrop in. Atsome point around this time the Statue of Liberty will crumble because you can't do anythingabout the V3 rockets, and Romanov will brag a little.

We'll show him.Undeploy the GI's and move everybody across the bridge to the west. You'll encounter twoGI's, and they'll shortly be attacked by some conscripts. Kill the conscripts, undeploy thenew GI's, and send everybody northeast. You'll face one more conscript, and then you'll seeseveral conscripts airdrop in near the McBurger Kong restaurant and a gas station.

Command And Conquer Commando

TheSoviets will send regular airdrops to this location, and you can foil them all by using yourGI's to garrison the two buildings. You don't need the GI's for anything else anyway.Send Tanya southeast into Fort Bradley. As soon as you gain control of the base, have Tanyago back outside the base and then to the north where three veteran grizzly tanks are waiting.Meanwhile, build a barracks, train an engineer, and have the engineer repair the bridge to thesouth.Send Tanya and the tanks to the Soviet base. Target oil barrels whenever you see them, andthey'll kill conscripts and damage structures. Use the tanks to destroy the two sentry guns,and then use the tanks and Tanya to destroy the buildings inside. You only need to destroythe buildings to complete the mission, so you can ignore things like the V3 rocket launchers.Also of Note:There are two crates in the northwestern part of the map: one for improved fire, and one forimproved defense. But you don't need them and they'll just slow you down.Mission 2 (Eagle Dawn)-Objectives:- Capture the Soviet-occupied Air Force Academy Chapel.- Destroy all Soviet forces.- Keep Tanya alive.Par Time:- 25 minutesWalkthrough:Do nothing for a couple of seconds and wait for a Soviet patrol of conscripts to show up.Have Tanya kill the conscripts and then move north to the armor-improving crate.

Around thistime you'll receive several rocketeers. Immediately send them to the southwestern corner ofthe map where they'll find two veteran rocketeers. Group them all together. They'll be yourmain fighting force.Meanwhile, send your two veteran GI's to the east. At the eastern side of the map they'llfind three trucks guarded by two conscripts. Kill the conscripts and trucks, and you'll getthree crates: one for armor, one for rank, and one for money. Send the now elite GI's back tothe starting point.Meanwhile again, while the rocketeers and GI's are moving toward their destinations, guideTanya to the Air Force base.

You can just walk her inside if you want; the lone sentry gun inthe way won't be powerful enough to kill her. But a better way is to have Tanya swim acrossthe narrow strip of water so she can avoid the guns completely. Target her movement insidethe water; otherwise she'll probably try to walk around.Once inside the base, have Tanya destroy the two flak cannons.

Once the cannons are gone,you'll receive an airdrop of engineers. Leave them alone, and they'll capture most of thebuildings inside the base on their own. Then just use your starting engineers to capture therest. But before you can get your engineers inside, order your rocketeers to destroy all ofthe sentry guns. You should also have Tanya destroy the gate on the western side of the base.Now you need to plan your offense and defense.

For defense, start building some grizzlytanks, and just let them sit in the middle of your base. Also bring in your two elite GI'sand deploy them outside the eastern edge of your base, where a sentry gun once was. Put Tanyabehind them.For offense, send your rocketeers north and then east.

Command And Conquer Engineer

They'll discover the unguarded back ofthe Soviet base. Have the rocketeers destroy the two tesla reactors, then the constructionyard, and finally the last two tesla reactors. This will completely power down the Sovietbase, and it will also cause several Soviet units – including their only two flak tracks – toattack your base.Nothing inside the Soviet base can now even touch your rocketeers, so just have themmethodically destroy everything.

Meanwhile, use your grizzly tanks to help out Tanya and theGI's against the Soviet attack. For the most part, the Soviet units will target your miner,and they should be easy to kill while they're thus distracted.Also of Note:There is a money crate in the northwestern corner of the map, guarded by a conscript and anattack dog. You can also get several more crates by destroying the civilian buildings on themap.Mission 3 (Hail to the Chief)-Objectives:- Destroy the Psychic Beacon.Par Time:- 30 minutesWalkthrough:Retrieve the engineer out of the middle IFV, and then fill the two empty IFV's with GI's.Move the three IFV's to the eastern part of your base, to a little corner area that overlooksthe western bridge.

Leave them there; they'll obliterate most attacks before they can evenget to you. Now take 10 of your GI's and garrison the building closest to the western bridgeand then take 10 more GI's and garrison the building closest to the other bridge. Let theother GI's hang out somewhere safe.Use the engineer who was in the IFV, and have him repair the western garrisoned building. Usethe other engineer to repair the Jefferson Memorial. You'll receive two crates for the deed:the eastern crate gives money, and the western crate gives rank. So save the western cratefor something useful, like a grizzly tank.Meanwhile, get your base going, and then start cranking out grizzly tanks.

A few minutes intothe mission, you'll receive four IFV's as reinforcements. Run them into your base, repairthem if you want to, and then fill them with your leftover GI's. Once you have about 10grizzly tanks, send them and the four IFV's out to attack the Soviets. Use the eastern bridgeout of your base so you don't run into any Soviet attacks.Then just march north along the center of the map.

Don't kill everything; just kill tanks andsentry guns that are in the way. Eventually you'll come to the Psychic Beacon. Direct allyour units to attack the beacon, and you should have enough firepower to destroy it before theSoviets can take out your attacking force.Also of Note:There are four damaged monuments on the map. Once you build an airforce command headquarters,they'll be revealed. Like the Jefferson Memorial, if you repair them you'll earn some crates.Mission 4 (Last Chance)-Objectives:- Force a shore landing and establish a base.- Destroy the Psychic Amplifier before it comes on-line.Par Time:- 30 minutesWalkthrough:Use your rocketeers to take out the two grand cannons. Then move in your destroyers for ashore bombardment. There will be enemy submarines around, so be careful and watch for them.Once you've cleared out the shore defenses, move in your amphibious transports and establish abase.

I suggest deploying your MCV southwest of the enemy shore base, near the teslareactors. From there you can watch two police cars get nailed by Soviet tesla troopers.Be careful when you start your base. You can either destroy the Soviet structures, or you cancapture them with your engineers (if you're quick enough). But if your units attack theSoviet miner when it unloads at the ore refinery, then Soviet forces will attack you.Otherwise they'll leave you be.

Also, when you deploy your MCV, a timer will start. You'llhave 50 minutes to destroy the Psychic Amplifier. Not long after that, you'll receive fourmove amphibious transports filled with GI's and grizzly tanks.You now have a sizeable force, so attack! Up the ramp north of your base you'll find adamaged building garrisoned by Soviet conscripts. Attack the building until the conscriptshave to abandon it, and then kill the conscripts. Next head northwest to the intersection anddestroy the Soviet forces you find plus the flak cannon. Then cross the nearby bridge anddestroy another flak cannon.It doesn't matter if your attack force survives or not, because during the attack you'llreceive several rocketeers in reinforcements.

Use them in conjunction with your starting fourrocketeers to attack the Psychic Amplifier, which you should have uncovered when you crossedthe bridge. Attack from the north to stay away from any Soviet flak tracks that might belurking about. Your rocketeer force should be able to destroy the amplifier easily.Mission 5 (Dark Night)-Objectives:- Infiltrate the Soviet battle lab.- Neutralize the two Soviet nuclear missile silos.- Keep Tanya alive.Par Time:- 30 minutesWalkthrough:Select your spies and have them take on the appearance of one of the nearby Soviet units.Then have Tanya walk over and kill those Soviet units.

There will be Soviet patrols in thearea, so be careful when you walk Tanya around. (It's a good idea to keep a finger on the Skey so you can stop her right away when you see an enemy.)Move Tanya north to the Soviet base. There will be two tesla coils out front. Tanya candestroy the eastern one by shooting the barrels next to it, and then destroy the western oneby just walking to it and planting a C4 charge. (Tanya can take a hit from a tesla coilwithout dying.) Then have Tanya enter the base a little and take out all the nearby infantryand attack dog units.Move one of your spies into an exposed tesla reactor, and Tanya cwill be able to destroy theremaining four tesla coils in the base.

Start with the eastern ``inside' coil, shoot thebarrels next to the western coil, and then shoot the barrels next to the two exit coils. Ifyou can't get all of this done in a minute, then use another spy in a reactor to give Tanyamore time. (When you use your three spies, you'll receive another three in reinforcements, sofeel free to use them liberally.)Now you should be able to move one of your spies into the battle lab. When that happens, themap will enlarge to show two more Soviet bases. Each one has a nuclear silo in it, and eachone also has its own power grid.

That means if you want to shut down power to one of thebases, you'll have to get your spy into a tesla reactor in that base, and not just any teslareactor.Head towards the northeastern Soviet base. Cross over the bridge and notice that the entranceto the base has a tesla coil plus patrols of conscripts and attacks dogs behind it. You canhead straight in if you want, but it's a little tricky to destroy the tesla coil and stillkill the nearby dogs. So instead head west along the southern edge of the base. You'll findsome barrels against the wall, and shooting them will give you access to the base.

Engineer

Insideyou'll find the nuclear silo surrounded by a fence, but once again there will be barrelsnearby. So dispatch the silo and the pesky patrols, and then exit the base the way you came.Head west and skirt south around the eastern edge of the remaining Soviet base. Have a spyfollow discretely behind because you'll need him for this base. Eventually, you'll come to afarm, and west of the farm will be a ramp leading to the base. Once again you'll find barrelsnext to a wall, so blow them up and kill the nearby conscripts and attack dogs. Then haveyour spy infiltrate the closest tesla reactor.

That will allow Tanya to waltz into the baseand blow up the last nuclear silo.Also of Note:You can rescue various units during the mission. East of your position are three GI's, northof your starting position are three cows (shoot the barrels by their pen), and south of thenorthwestern Soviet base are four GI's and a grizzly tank. The cows are the most fun, ofcourse. If you rescue them, you can control their movement and have them scout the map foryou. But be careful; Soviet attack dogs like to eat them.Mission 6 (Liberty)-Objectives:- Reinforce and assume command of Allied forces at the Pentagon.- Destroy all Soviet forces in Washington.Par Time:- 50 minutesWalkthrough:It's difficult but not impossible to keep all of your prism towers intact during the first fewattacks by the Soviets. You'll have to be quick to repair them, and you'll have to manuallytarget them so they attack tanks rather than infantry, but it can be done. It's also helpfulto sell the wall segments behind the eastern pillbox so it can fire at infantry units that getbehind it, and so other pillboxes aren't obstructed.Once your forces arrive, move your MCV down the ramp west of your base and deploy it on thecoast next to the resource patch.

Then set up one refinery there and another southwest of thePentagon near the resources there. Move half the infantry you receive into a building next toyour construction yard, and move the other half to help defend the eastern part of your base.Almost every attack will come from the east.Once your base is set up and you're happy with your eastern defenses (don't forget extrapatriot missile embankments to foil V3 rockets), send a dozen GI's north along the westernedge of the map. They'll come to a bridge, and on the western side of the bridge will be ahospital and a house.

Garrison the house, and send engineers to fix the house and claim thehospital. The hospital isn't very useful in itself, but it will allow you to build a barracksnearby and also some defensive structures if you want them there. The infantry in the houseand some more deployed next to it should be all you need to defend yourself from attacksacross the bridge.Now build a dozen rocketeers at the northern barracks and send them east. The Soviets haveabsolutely no air defenses east of the bridge, and that is the area they use for resourcemining.

Your rocketeers should be able to kill two refineries, some miners and various otherunits. Don't have the rocketeers explore too far to the southeast, though, or they'll hit oneof the main Soviet bases, and they'll encounter air defenses there. For now just leave yourrocketeers in the area to harass whatever enemies wander by.Meanwhile, crank out lots of grizzly tanks and send them out in groups of 20 or more toinflict major damage on the Soviets. If you send them east across the bridge, they'll find asmall Brown base, and they should be able to take out the construction yard and some otherbuildings in the first try, and then take out the rest of the base in the second.

Note thatwhen you destroy the construction yard, barracks, and war factory, the Soviets will selleverything and attack you with what remains. Since you'll be in the area with tanks, go on asquash-fest and kill most of the conscripts that way.Now you can move on to the Red Soviet base. It should be hurting a little because you'vetaken out their miners, and you can just pound it with grizzlies until it's dead.Also of Note:This map should look a little familiar since you played most of it during mission 3, and thesame rules apply here as in that mission. If you repair a monument, you'll receive somecrates.Mission 7 (Deep Sea)-Objectives:- Destroy all Soviet forces.Mid-Mission objectives:- Destroy all Soviet forces on or around the Hawaiian islands.Par Time:- 70 minutesWalkthrough:This is a short and easy mission – if you know the trick. You start out with most of yourbase already in place, so right away you can start constructing military units.

And that'sexactly what you should do. Queue up half a dozen destroyers, and change the rally point foryour naval yard to the choke point south of your airforce command headquarters. Move yourthree existing destroyers to the same place, and ignore your other ships. You'll be attackedat the choke point by submarines, scorpions, and dreadnoughts.

Target and destroy asubmarine, then target and destroy a scorpion while your planes regenerate, and then repeat.Don't forget to repair your pillboxes in the area so they can help out.Meanwhile, you should train a dozen rocketeers and send them to the allied base. The alliedbase won't last very long against the Soviet dreadnoughts, and the large supply of barrels inthe base will only help the Soviets out. Once the allied base goes down, the Soviets willtransport in an MCV and start building its own base. But if you have several rocketeers inthe area, you can destroy the construction yard right away, plus any other buildings theSoviets manage to put up. Since the objective will change so you only need to kill the Sovietunits and structures on that island, the mission will essentially be over. You just have tomop up the few tanks, conscripts and transports on the island to finish the mission, and theSoviets will even help you out by moving their units off the island (to attack you) once thebuildings are gone.Also of Note:If you don't destroy the Soviet base while it's forming, the Soviets will eventually build anuclear silo, and you'll have to deal with nuclear blasts every ten minutes.

In this mission,and every other mission, the Soviets will always target your war factory with their nukes.Conveniently, you don't start with a war factory in your base, and so when you construct oneyou can put it somewhere by itself.Also, there is an airport on the northern island. If you have to assault the Soviet island,it's useful to take the airport so your can airdrop in GI's to help out. The Soviets don'tseem to attack the airport, but it's still a good idea to garrison one of the buildings nextto it, just to be safe.Mission 8 (Free Gateway)-Objectives:- Destroy the Soviet Psychic Beacon (within 20 minutes).- Destroy the Soviet forces in St. Louis.- Don't get Tanya killed.Par Time:- 60 minutesWalkthrough:It's a good idea to group like units together for this first part of the mission. Forexample, have Tanya be group 1, your engineers group 2, and your GI's group 3. Then haveTanya lead the way, with the engineers next, and the GI's protecting the rear.

You'll facequite a few enemy units on the way to the beacon, and it's useful to keep your engineersalive. (The engineers don't do anything critical, but they'll be worth 6000 credits if theysurvive.)Send your units west and then up a ramp. Follow the street to the southwest. You'll end uppretty close to the beacon. Deploy your GI's north of the hospital (so they can see theresource patch), leave one engineer behind them, and send the other engineer to the southernedge of the map, near the middle.

There he'll find a damaged war factory, and when he repairsit you'll get to keep it. Plus the timer will reset to 20 minutes (not that you'll need theextra time).Meanwhile, have Tanya assault the beacon compound. The compound is walled with gates on thenorth and south sides, but there are barrels near the northern gate, allowing Tanya to getinside. Have Tanya shoot the barrels and then destroy the two remaining tesla reactors on thenorthern half. That will shut down the guarding tesla coils, and you can now send Tanya tothe southern side to destroy the other two reactors, plus the coil there. Then have her goback north and destroy the two coils and two flak cannons guarding the beacon. Finally, useyour remaining engineer to capture the beacon.

You'll automatically sell off the beacon for3000 credits, plus you'll also receive five GI's.When you capture or destroy the beacon, three things will happen:Citizens will stop attacking you, and many will start walking towards the arch. So when youkeep hearing that your units are getting killed, don't panic. It's just the citizens.

On thegood side, they'll explore a lot of the map for you, and you'll get an indication about wherethe main Soviet base is. You'll receive reinforcements, including an MCV, prism tanks,grizzly tanks, and GI's.

A crate will appear next to the arch. It's worth 10,000 credits.But this is important: if you save your game after eliminating the beacon but before takingthe crate, the crate will no longer be there when you load. So only save after taking thecrate.Start building up your base, and get a battle lab up as soon as possible so you can startcranking out prism tanks. Meanwhile, let your elite GI's and Tanya creep forward into thenearby resource patch. They'll be able to kill just about everything that comes out of theenemy base, and they'll be able to knock out enemy miners, too. The potential problem is ifthe Soviets wise up and send a V3 rocket launcher at them.

That almost never happens, but ifit does, retreat your units out of the way, and then have Tanya attack the launcher to scareit away. She'll probably get hit by fire from the sentry guns, but she can take a few shotsfrom them.Once you have about ten prism tanks, send them against the Soviet base. Prism tanks are goodat fighting infantry units and buildings, and that's mostly what you'll face. Plus, withtheir long range, they'll rarely get hurt. Your ten tanks should be able to destroy theSoviet base with no problems.Also of Note:Besides the war factory you can capture, there is also an ore refinery.Mission 9 (Sun Temple)-Objectives:- Capture or destroy any Soviet attempts to replicate our prism technology.- Eradicate the Soviet base defending their research site.Par Time:- 30 minutesWalkthrough:Send your seals west along the road. They'll come to a little hut village with lots ofconscripts and attack dogs in it.

Kill the enemies and then notice the two prisons filledwith freedom fighters along the southern edge of the village. Kill the guarding conscripts,and the freedom fighters (GI's and grizzly tanks) will join your cause. You'll also receivefive engineers and a helicopter. Divide your GI's into two groups and use them to garrison apair of huts to keep Soviet patrols off your back.

Send one of the engineers to thenorthwestern corner where you'll find an airfield. Capture the airfield so you'll receivemore help as the mission progresses.Then send your tanks, seals, and remaining engineers to the eastern entrance of the enemybase. There is a lone sentry gun guarding the entrance, and your grizzly tanks should be ableto dispatch it quickly.

Then send in a seal to shoot the attack dogs, and also shoot thebarrels along the northern wall of the base. The resulting explosions will take out a fewenemy units.

Move the rest of your seals and tanks into the base, and then send in twoengineers. One engineer should capture the mayan pyramid (a really fast and powerful prismtower) and the other should capture the tesla reactor next to it. Once the pyramid stopskilling Soviet units, manually direct it to kill any nearby buildings (such as the barracks).Now you can use one seal to creep south and kill all the infantry units and attack dogs nearthe second mayan pyramid and the nearby tesla reactors.

Command And Conquer Engineer

Then send your remaining twoengineers to capture the pyramid and a reactor. Be careful of the Soviet miners when youcapture the pyramid; they can kill engineers pretty quickly.At this point, half of the Soviet base should be gone, and all of the tesla coils should beunpowered. So use a seal again to start destroying more buildings and killing more units.The only potential problem now is the pair of sentry guns at the western entrance to the base.Your tanks won't be able to kill these alone.

Instead, have your tanks attack the guns, andwhen the guns target the tanks, use a seal to run in and plant a C4 charge.Also of Note:You'll receive two more seals and another engineer in reinforcements during the mission.Mission 10 (Mirage)-Objectives:- Ensure the safety of Professor Einstein's laboratory.- Destroy all Soviet forces.Par Time:- 60 minutesWalkthrough:The mission will start with Einstein showing off his latest creation – the mirage tank. Whenyou gain control, leave the mirage tanks where they are. They'll be in a pretty good place toprotect Einstein's lab from V3 rocket launchers.

Plus they'll defeat the first attack on hislab all by themselves. The unit to move is the MCV currently in your base. Send it over toEinstein's lab and deploy it to the south. Then you can build an ore refinery west of it totake advantage of the nearby resources.Not long into the mission, three allied bases to the northeast will be overrun, and new Sovietbases will start up in their place.

They'll first attack you rather than Einstein, so getyour defenses up quickly. Set up defensive positions to the north and to the east of yourbase, with a little bit of space between your base and the positions so you have room tomaneuver. Start out with deployed GI's and then eventually add in prism towers and patriotmissile embankments.Then it's just a matter of building up your base and building prism tanks. Once you haveabout a dozen prism tanks, send them out to attack the Soviets. Keep building prism tankswhile you attack, and keep re-supplying your attack force. It shouldn't take long to finishoff the three enemy bases.Also of Note:There is a tech outpost along the western edge of the map.

If you capture it, you can put anore refinery next to it to take advantage of the nearby resource patch.Mission 11 (Fallout)-Objectives:- Build a chronoshpere.- Neutralize the Soviet nuclear threat in Cuba.Par Time:- 80 minutesWalkthrough:This mission is a little bit annoying because your base is all over the place, and you need todo a lot of things at once so that you can defend it. As soon as you gain control, do thefollowing as quickly as possible:1.

Start building destroyers. Squids and subs, not to mention scorpions, are going to visityou quickly, and you'll need to be prepared.2. Send 10 GI's east of your base to the easternmost building, and garrison it. If you don't,the Soviets will airdrop in some conscripts, and they'll garrison the building instead.3. Train a seal, and send him and five GI's southwest over the bridge to protect the refinery.Put the GI's in the light tower, and let the seal stand next to it.4. Train another seal and camp him along the southern edge of your main base.

A couple ofdreadnoughts will visit after a few minutes, and a seal is the easiest way to kill them. Youmight also want to put 2-3 patriot missile embankments along the southern edge of your base toprotect against dreadnought missiles.5. Build a pillbox and place it north of the pillbox already guarding your northwesternrefinery.

Then build a barracks and place it southeast of the refinery. Finally, train ahalf dozen or so GI's and deploy them around the two pillboxes.

One of the first airdrops bythe Soviets will be five terror drones in the resource patch north of the refinery, and youneed the pillboxes and GI's the protect the miner. Also, when you see the airdrop coming,move the miner out of the way until the drones are all dead. Drones move faster than theminer, so keep an eye open.6. Train ten GI's and deploy them in front of the northern bridge leading to your base.

Lotsof attacks will come from across the bridge, so you need to keep the area well defended.Eventually, you can sprawl your base so you can include a pillbox or two in the defense, butdon't use prism towers at the bridge. The prism towers will break the bridge, and you don'twant to mess up a perfectly good kill zone.If you can do all that while fending off Soviet attacks, then you'll be in good shape. Withthree refineries going, you'll have plenty of credits coming in, and that will allow you toquickly build up your base, while also continuing to build destroyers and dolphins. When youplace your war factory, remember to keep it by itself. About 10 minutes into the mission, thesecond (southern) half of the map will be revealed, and you'll find out that Cuba has threenuclear silos that you need to destroy. It's possible to disable the nukes before the Sovietscan fire, but it's better to be safe with your war factory rather than sorry.Once you have a sizeable force of destroyers and dolphins, send them south to claim the sea.Start at the western side of the enemy coast and proceed east. While you're attacking theenemy squids, subs, and scorpions, start cranking out aircraft carriers, and send them to thewestern coast where they should be safe.

Once you've cleared the sea, and once you have threeaircraft carriers, it's time to make some air strikes.First target the nuclear reactor in the southwestern corner of the map. It has two flakcannons next to it, but enough of your planes will get through to eventually destroy it. Thentarget the barrels on the western side of the Soviet base. There won't be any flak cannons inthat area, so the attack run should go smoothly. When the barrels blow, they'll take theother nuclear reactor out with them (plus a lot of the Soviet base) and the nuclear strikecountdown will freeze.In fact, the Soviet base will now be without power, so you just need to target the threenuclear silos to finish the threat.

And, oh yes, at some point you should build achronoshpere. You can use the chronosphere if you want, but it's much easier to use seastrikes since you have to build a fleet anyway.Also of Note:There are two oil derricks along the western edge of your island.

You have to be reasonablyquick in order to capture them, because the Soviets will eventually destroy the derricks evenif they're unclaimed. If you decide to make the effort, take about a dozen GI's and walk themcarefully to the area. You'll find lots of crocodiles along the way, and it's best to clearthem all out so you can just tell units to walk to the oil derricks rather than guiding themmanually around the crocodiles.Mission 12 (Chrono Storm)-Objectives:- Clear the area so chrono reinforcements can arrive.- Eliminate Romanov's Elite Black Guard around the Kremlin.Par Time:- 90 minutesWalkthrough:Immediately have one of your seals destroy the tesla reactor in the center of the base.That's all you have to do for the first objective. Now that the base is ``clear' you'llstart receiving reinforcements. In total you'll get an MCV, 8 grizzly tanks, 10 IFV's, and 4prism tanks.

Deploy the MCV in the center of the base where the reactor was, and then startbuilding your base. You might want to destroy the fencing around the construction yard so youhave more land to build on.Don't use the seals to destroy the leftover tesla coils. It's quicker to use the seals, butinstead use GI's. Start with the GI's you can free in the northern part of the base, and thenadd to them after you build a barracks. When a GI destroys a tesla coil, it'll automaticallyjump to elite status, and you can get several elite GI's for free this way. Keep trainingGI's, and after the tesla coils are gone, garrison the four bunkers outside your base, andalso garrison a building outside the western entrance to your base. Send your 8 grizzly tanksto the northern exit; they can guard that area until you get your base set up and are ready toattack.

Use your four prism tanks to help out defending the western entrance, and leave allof your IFV's next to your construction yard. Every so often the Soviets will send a kirovairship to attack your construction yard, and you'll need to intercept it before it getsthere. You might want to sprinkle some patriot missile embankments around also.As soon as you have a barracks, train two engineers and use them plus your starting twoengineers to capture the four oil derricks in your base.

With those four derricks plus arefinery with two miners, you'll have plenty of credits to play with. When you're ready tobuild a war factory, first build a power plant and place it a couple squares north of yourconstruction yard, and then place the war factory north of that so the war factory is in thenorthern corner of the base all by itself. You're going to have to face at least one nuclearblast, and the Soviets will target your war factory. Also, since you know what the Sovietsare going to target, as soon as they launch a nuke, immediately sell your war factory.Selling and then rebuilding your war factory will cost the same amount as sending a spy toreset the nuclear strike clock, and it's easier to do.The bunkers and garrisoned buildings are really the only defenses you'll need. If you erectprism towers and pillboxes, the Soviets will destroy them when they use the iron curtain, butthe bunkers are tough.

Keep an engineer near them at all times, and when their health dropsto yellow (or even before then) send your engineer in to repair the bunker. The Sovietsaren't very good at using the iron curtain – they'll often protect a single tank with it – andso you won't have to use an engineer very often. Sending spies in to reset the iron curtainclock is just a waste of time.Your base might start getting a little crowded, so it's time to go on the offensive. Use thegrizzly tanks at the northern end of your base to sweep east and then south. They'llencounter a sentry gun for sure, and maybe a couple other Soviet units.

They'll also discoveran airport and two more oil derricks. Go ahead and capture the three buildings, even if youdon't need them, just so you'll have extra space to build. Finally the grizzly tanks willfind a Soviet outpost, and they should stop there and not attack. The outpost has two teslacoils in it, and the tanks will have problems getting to the coils because of the wallsenclosing the outpost. You'll lose your tanks if you attack, so just leave the tanks near theoil derricks and garrison a building nearby for extra defense. (If you really want to attackthe outpost now, rather than waiting for enough prism tanks to do the job, then train about 20GI's and have them simultaneously garrison the two buildings between your base and theoutpost.

They'll be in range of the coils, and once the coils are history, they'll also beextra defense for your base since they'll take out anything that exits the outpost and triesto move towards your base.)Once you have a battle lab up, build a half dozen chrono legionnaires. While they'retraining, get a spy satellite up and find the six nuclear reactors employed by the Soviets(two along the eastern edge of the map, and four at the southern edge). Every single one ofthe reactors is defenseless to legionnaire attack.

Go ahead and take down the easternreactors with whatever legionnaires you have trained, but wait for all six to be ready beforeyou go to the southern reactors. There are war factories and barracks near the southernreactors, and it's possible for Soviet units to wander by while you're removing the reactors,so it's best to have several legionnaires so they can remove the reactors and deal withenemies at the same time. Once the six reactors are history, the Soviet bases will all powerdown, and the timers for the iron curtain and nuclear strike will stop. Your legionnaireswill now basically be useless. You can play with them and see how much of the Soviet basethey can destroy before being killed (a lot), but they'll get killed against Romanov's eliteapocalypse tanks, and so they can't help you there.To get to Romanov, you can pick your attack style, but I used prism tanks. Prism tanks arejust too much fun to ignore for a job like this. But before building your attack force, firsttrain a spy and infiltrate an enemy war factory.

The one in the outpost east of your basemight have attack dogs near it, but the one on the western side of the map usually doesn't.Then with a dozen or so veteran prism tanks, start marching south towards the Kremlin.