Cheat Codes - At the main menu, press M + S + V. Then, enter one of the following codes at the prompt to activate the corresponding cheat function: Result - Cheat Code God mode for all units - god Disable God mode - notgod Unlock all campaign missions in custom game menu - gimme maps Secret sabotage mission unlocked in custom game menu - the new generation of rts-games Flashlight GUI - flashlight Alternate textures - from massive with love Press ~ to display console window – console GROUND CONTROL WALKTHROUGH by Briareos Kerensky (briareos@inwind.it, briareos_HF), ver 1.0, 22/04/2002 Table of Contents 1-Update History 2-Introduction to Ground Control 3-History Briefing 4-Crayven Corporation Units Briefing 5-Order of the New Dawn Units Briefing 6-Special Weapons Briefing 7-Equipment Briefing 8-Tweaking Ground Control 9-General Tactics 10-Crayven Corporation Walkthrough 11-Order of the New Dawn Walkthrough 12-Cheats 13-Secret Sabotage mission Walkthrough 14-Credits and Misc **************** 1-UPDATE HISTORY **************** 22/04/2002-version 1.0. This document should have been completed one year ago (when I first get a PC effectively able to run Ground Control), but it has been post-poned until now. Most sections should be completed, or even started, but Crayven Corporation as the first three mission in its walkthrough. ******************************** 2-INTRODUCTION TO GROUND CONTROL ******************************** Ground Control is one of the most originals RTS (Real-Time Strategy) games ever did. It borrows concepts from a lot of other games, such as MechCommander, Starcraft and HomeWorld; like in MechCommander you won't be able to build new units during the mission, nor resources to gather; like Starcraft (and Age of Empires, too) the units in the game completes themselves as each unit has its own strenghts and weaknesses; like HomeWorld you move in a totally tridimensional terrain, though Ground Control is set on a planet, with hills, trees and other feautures that can hide units or block fire. Not enough Ground Control's graphic engine is capable of challenging other engines, like HomeWorld's or Quake III's (not joking, really: watching all those mobile parts and expended cartdriges when an units is firing, clouds moving, dynamic colored lights...). To properly play Ground Control you'll have to revise all you now about RTS. ****************** 3-HISTORY BRIEFING ****************** (to be completed) ************************************ 4-CRAYVEN CORPORATION UNITS BRIEFING ************************************ Just before beginning, a brief explanation of the parameters is a must; this will aply for both factions, of course. Firepower is self expliantory, though it tells only how much damage the unit does with a single salvo, and doesn't (repeat, IT DOESN'T) consider accurancy, rate of fire and projectiles trajectory or speed. Armor can be self expliantory too without the Resistance value; Armor describes the amount (tickness) of the unit's armor; this amount is then spread between front, sides and rear arcs, usually with a 50/20/10 proportion, but this might change; a thin armor makes the vehicle vulnerable to all weapons, while a tick one will make light weapons useless. Resistance indicates the vehicle's capability of taking damage, or Health Points, if you like it more. When a projectiles breach the Armor, it allocates damage. Note that EVERY shot will allocate a small amount of damage. Example: a Marine firing at a Grizzly in its front arc WILL allocate damage; however, the low firepower of the Marine and the Grizzly tick armor will let only the 1% percent of the Marine's firepowere penetrate and affect the Grizzly's Resistence (its HPs); so, a Marine can destroy a Grizzly, but he will take hours. Speed is self expliantory. Visual Range will describe how further the unit can see, NOT the ability to detect hidden units; this value is called Perception. Stealthness is self expliantory. Crayven Corporation bases its army (or "self-defense" force as Crayven likes to call it) on strong, heavily-armored tracked vehicles, the Terradynes. Though Order's units may be faster and more powerful, they cannot match Crayven's tick armor; their weapons are based on standard projectiles. ------------ --INFANTRY-- ------------ + Crayven armed infantry - CCMIB-2 "MARINES" Firepower: very low Armor: very thin Resistence: low Speed: very low Visual Range: medium Stealthness: medium Perception: low Technology Level: 1 Elements in a Unit: 8 Special Weapons: RMM-9 infantry mortar; CG-89mm anti-tank rocket Special Equipment: personal medikit; portable radar + Crayven special forces - CCSF-9 "JAEGER" Firepower: medium Armor: none Resistence: low Speed: very low Visual Range: wonderful Stealthness: wonderful Perception: wonderful Technology Level: 2 Elements in a Unit: 4 Special Weapons: GyroJet ammo; 140mm RPG Special Equipment: personal medikit; demolition charge; image elaborator -------------- --TERRADYNES-- -------------- + Crayven scout terradyne - CLSV-112 FSV "LOCUST" Firepower: low Armor: thin Resistence: medium Speed: good Visual Range: excellent Stealthness: good Perception: excellent Technology Level: 1 Elements in a Unit: 4 Special Weapons: uranium ammo; HE grenade Special Equipment: repair module; minelayer + Crayven light terradyne - CT-917 FST "JACKAL" Firepower: medium Armor: medium Resistence: medium Speed: good Visual Range: medium Stealthness: low Perception: low Technology Level: 1 Elements in a Unit: 4 Special Weapons: uranium ammo; HE grenades Special Equipment: repair module; automatic defense cannon; defense rocket launcher; anti-aircraft defense unit + Crayven main battle terradyne - SFB-209 AAT "WOLF" Firepower: wonderful Armor: good Resistence: good Speed: medium Visual Range: medium Stealthness: none Perception: none Technology Level: 2 Elements in a Unit: 4 Special Weapons: HE ammo; HE mk.II ammo Special Equipment: repair module; advanced tracker; repair unit Crayven's main terradyne. The Wolf features a single-barrel 1550mm cannon capable of piercing even the tickest armor. Its speed, combined with the strong armor and the medium visual range, makes of the Wolf the ideal unit to handle ground targets, whatever they are: they can easily outmaneuver larger terradynes and then open fire on their sides or backs and they can sustain heavy damage. Wolves cannot fire on air targets, nor they have Equipment that partially defend them from air threats. HE ammos are useful against infantry and lightly-armored targets, while HE mk.II are quite useful against larger enemies or when you need to destroy something quickly. Repair modules affact only Wolves, while repair units are fixed turrets capable of repairing evey unit, just like the APC's own repair gun: very useful if the APC took damage and the mission is just started. Advanced trackers are just one other name for photomultipliers. + Crayven destructor terradyne - DTT-1203 "GRIZZLY" Firepower: good Armor: wonderful Resistence: wonderful Speed: low Visual Range: medium Stealthness: none Perception:none Technology Level: 3 Elements in a Unit: 2 Special Weapons: HE ammo; HE mk.II ammo Special Equipment: repair module; anti-missile system The Wolf's big brother: it is less balanced than the Wolf, sacrificing speed for armor. It uses twin 120mm cannons instead of the Wolf's single 150mm cannon, partially reducing its firepower but allowing Grizzlies to fire at the same rate of a Wolf. The Grizzly is best suited as a strong hammerhead to destroy heavy defenses to allow Wolves (or Wolfs ?) to take out lesser foes. Like Wolves, Grizzlies cannot fire against air targets, though they can intercept incoming enemy missiles thanks to their anti-missile system. This doesn't matter much, has Grizzlies can take tremendous punishment before going down. If you are going to take AAA units with you, equip Grizzlies with reapir modules, so that you'll be ready to face eveyhting on the battlefield. + Crayven missile launcher terradyne - DTA-266 AMRLT "FIRECRACKER" Firepower: good Armor: medium Resistence: medium Speed: medium Visual Range: medium Stealthness: none Perception: none Technology Level: 1 Elements in a Unit: 3 Special Weapons: Aries missile; Inferno missile Special Equipment: repair module; photomultiplier + Crayven anti-aircraft terradyne - APF-331 MAAG "OCELOT" Firepower: wonderful Armor: medium Resistence: medium Speed: good Visual Range: very good Stealthness: none Perception: medium Technology Level: 2 Elements in a Unit: 4 Special Weapons: none Special Equipment: repair module; photomultiplier This terradyne is specialized in anti-aircraft roles. Ocelots cannot attack ground targets, and need at least one Marine squad to be defended. It is better to keep them near your strike force to give them protection against ground forces and give your ground forces a deadly protection against aerodynes. Against Ocelots it is better to use ground vehicles: 2 full groups of Ocelots can literally tear apart even the strongest aerodynes in few, well-placed shots. The Ocelot is one of the few units without special weapons; when equipping Ocelots, at least one group should use a photomultiplier; the repair module is higly optional, as you'll keep them near your APC (which has a repair gun). + Crayven artillery terradyne - APP-671 CAT "HOG" Firepower: fantastic Armor: medium Resistence: excellent Speed: low Visual Range: low Stealthness: none Perception: none Technology Level: 4 Elements in a Unit: 1 Special Weapons: guided projectile; tactical nuclear bomb Special Equipment: repair module; photomultiplier Artilerry. You'll love this unit. Each Hog squad contains only one artillery piece, and this is its main drawback. As all support unit the Hog should be placed behind your main strike force, where it can be defended against attacks. Remember that Hogs can fire when moving (they'll lose accurancy, though) but cannot fire at moving targets; well, tehy can, but the slow projectiles speed, their arched trajectory and the relative slowness of the Hog's artillery will make such shot only good for suppression fire; one of the most popular ways to use artillery is to have multiple units fire in suppression mode (CTRL button): with this order artillery units will begin to fire at a very large zone, eventually destroying everything; this always works well, especially when you are ging to assault a base, where defensive turrets are usually positioned near walls and near entrances. An ohter way to use artillery is to used light aerodynes, Jagers or Light Terradynes to highlight targets; of course, Jagers are the best units for such roles, and every Crayven unit with artillery support should have one squad of Jaegers for scouting duties. The standard artillery rounds are vulnerable to anti-missile defenses, and remember, they are slow: this means to wait 10/15 seconds before moving your units where Hogs bombarded, to avoid killing your units with your artillery fire. Repair modules affect only Hog units and photomultipliers are basically useless on such units. Guided Projectiles are really good, but have the same range of the standard projectiles; do not expect them to hit infantry units at extreme ranges, they are guided but not that accurate. Also, guided projectiles are VERY vulnerable to anti-missile fire. Hog's other Special Weapon is a nuclear bomb. As all artillery ordances is not accurate, but it does an hefty damage; infantry units will be killed or severly damaged within any explosion radius; light and medium ground targets will be destroyed with the 50% and it takes a very accurate shot to fully destroy heavy targets. However, it is deadly and psicologically devastating. ------------- --AERODYNES-- ------------- + Crayven light scout aerodyne - AV/U-122 LSA "HAWK" Firepower: low Armor: thin Resistence: medium Speed: wonderful Visual Range: wonderful Stealthness: good Perception: good Technology Level: 1 Elements in a Unit: 2 Special Weapons: uranium ammo; HE grenade Special Equipment: photomultiplier; ECM; afterburner Crayven's recon aerodynes. Very fast but really fragile, capable of engaging both airborne or grounded targets, though the Hawk is not made to engage targets: Vultures and Deltas are better suited for this role. As for the Jackal, the Hawk is eclipsed by its specialized brothers. + Crayven strike aerodyne - AV/U-309 HAA "VULTURE" Firepower: good Armor: thin Resistence: medium Speed: wonderful Visual Range: medium Stealthness: none Perception: none Technology Level: 5 Elements in a Unit: 4 Special Weapons: MCM-DI Tse Tse rocket; Fury HE rocket Special Equipment: photomultiplier; ECM; afterburner Ait-to-ground aerodyne with (very) limited air-to-air capabilities. Though its firepower is inferior to the Condor's one, it has more armor and travels faster. As with the Condor, the Vulture should be used after all anti-aircraft guns are gone. Always use Tse Tse rockets (infantry should be handed by ground units) and ECM to give an extra protection. + Crayven hunt aerodyne - AV/F-1001 FA "DELTA" Firepower: wonderful Armor: medium Resistence: medium Speed: wonderful Visual Range: medium Stealthness: low Perception: low Technology Level: 5 Elements in a Unit: 3 Special Weapons: advanced AI missile Special Equipment: photomultiplier; ECM; afterburner This Aerodyne is specialized in air-to-air attacks, and has a very limited air-to-ground capability. It is fastest Crayven aerodyne after the Hawk, and has a good amount of armor. + Crayven bomber aerodyne - AV/U-45 SRBA "CONDOR" Firepower: wonderful Armor: thin Resistence: good Speed: good Visual Range: medium Stealthness: none Perception: none Technology Level: 5 Elements in a Unit: 4 Special Weapons: fragmentation bomb; tactical nuclear bomb Special Equipment: photomultiplier; ECM; afterburner Condor aerodynes are flying versions of the Hog artillery units. They share one the Special Weapons, the nuclear device, which is more powerful, as four independent units release one. The Condors are slow and very fragile, and can fire only to ground targets; they aren't very accurate (bombs are unguided), and are best used against installation and slow moving targets (infantry, teavy Terra/Hover -dynes) when everything capable of AA fire has being destroyed. When ordering a Condor to bomb a zone, be sure that all turrets or generators are gone, or they will be destroyed at once. The Fragmentation bomb is very useful against fleeing, relatively slow units; it is deadly against infantry and can damage every kind of ground armored target, though chances to destroy it are slim. Nuclear Bombs, though relatively more powerful than Hog's one and with a larger explosion radius, should be used in the same way, by picking up vital and semi-immobile targets; the nature of Condors' bombing run, however, makes them more suited for ground-zero tactics. Photomultipliers can be used for targeting moving targets and both ECMs and Afterburners are useful to avoid some enemy attacks, though they won't save Condors from multiple enemy fire (the Condors is big and slow; ECMs will increase its Stealthness, but logically Deltas and Vultures will benefit more; the same goes for afterburners). ------- --APC-- ------- + Crayven command APC - CLSV-601 "RHINO" Firepower: medium Armor: medium Resistence: very high Speed: medium Visual Range: medium Stealthness: none Perception: low Technology Level: none Elements in a Unit: 1 Special Weapons: none Special Equipment: none (APC repair equipment) Your APC. If you lose it, you'll be death. It is highly armored, so its endurance is more or less the same of a Wolf. Though the APC carries a medium gun, it is not intended for combat, nor for scout duties. APCs can also carry infantry squads: use them as protection for the APC. The APC cannot use neither Special Weapons nor Special Equipment, but it always mounts a special repair gun capable of recharging other unit's health bar. ************************************** 5-ORDER OF THE NEW DAWN UNITS BRIEFING ************************************** Main units of the Order are the Hoverdynes, hi-tech hovercrafts with energy weapons. Order units are less resistant than Crayven's but they tend to have more firepower and to move faster as they travel on air cushions rather than on threads. ------------ --INFANTRY-- ------------ + Order strike infantry - OCRU-1001 "CRUSADERS" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: 8 Special Weapons: Special Equipment: + Order anti-terradyne infantry - ATI-720 "TEMPLARS" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: 4 Special Weapons: Special Equipment: Where the Crayven Corporation had sthealth units, the Order has shock troops. Templar units are composed only by seasoned women of the Pax Dei, and they carry one of the most advanced missile launchers ever developed, the GrU-6 Vendetta. This missile launcher is somewhat larger than a standard backpack, but its firepower can rival even tank-mounted weapons; this power comes primarly from the high accurancy of the missiles fired, capable of pin-pointing the weakest spot in targets' armor. Missiles follow an arched trajectory, and being fire-and-forget missiles, it is possible for Templars to move while firing without losing efficency. Each Templar fires 4 missiles per salvo, and the recicle rate for the salvos is very low for such a small weapon. Basically Templars are very powerful units, and the clever use of their Special Equipment and Weapons can made them even more deadlier. The ground to air MIRV (Multi Independent Re-entry Vector) Vendetta missiles are used only against Aerodynes, partially covering the inability of the Templars to lock on air targets. However, the Vendetta nuclear warhead is the real Special Weapon you should use; it is far less powerful and its explosion is smaller than an artillery's one, but the innate accurancy of the missiles often makes this shot deadly even for Grizzlies. To futerly enhace the Templars' accurancy photomultiplyers can be equipped, but personal medikit are useful if you are going to use them as part of the assault force (and if you aren't going to use the as an assault force, you didn't understood anything about Templar units). Sthealth fields can be used to sneak Templars into a base or to hunt down all Aerodynes in a certain sector. -------------- --HOVERDYNES-- -------------- + Order scout hoverdyne - W/SAH-4 "APUS" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order light hoverdyne - 01/SAC-34 LAH "SCULPTOR" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order main battle hoverdyne - 01/MAT-3 "LINX" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order heavy hoverdyne - 01/WL8 "VOLANS" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order fire-support hoverdyne - 012/BT-MV mk.II "LACERTA" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order anti-aircraft hoverdyne - 01/AAPBT-600 "PAVO" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order artillery hoverdyne - 04/DN9-FO OAH "SAGITTA" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order robot-modules mobile base - 011/BEHCCA "ORION" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: ------------- --AERODYNES-- ------------- + Order scout aerodyne - OA1/FAS-T12 "LYRA" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order strike aerodyne - OA2/HAA-309 "PHOENIX" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: + Order hunt aerodyne - OA3/AN-9000 "DRACO" Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: ------- --APC-- ------- + Order command APC - 05/DCAPC Firepower: Armor: Resistence: Speed: Visual Range: Stealthness: Perception: Technology Level: Elements in a Unit: Special Weapons: Special Equipment: ----------------- --FIXED TURRETS-- ----------------- + AERIS-4 PULSE LASER TURRET + TIER-7 GUANA + PULSE TURRET ************************** 6-SPECIAL WEAPONS BRIEFING ************************** ------------------- --CRAYVEN WEAPONS-- ------------------- Type: RMM-9 infantry mortar Available to: Marines Load: 3 Effect: three bombs with an arched trajectory Use: very useful against infantry, though they can be useful against light and medium terradynes. Type: CG-89mm anti-tank rocket Available to: Marines Load: 3 Effect: large rocket with straight trajectory Use: useful against light and medium terra- and hover- dynes. Against heavy vehicles you should circle the enemy to fire this rocket in their thinner rear armor. Type: GyroJet ammo Available to: Jeagers Load: 1 Effect: they looks like normal Jeagers ammo, though they create an explosion when impacting Use: to be used against vehicles. Can destroy medium ground vehicles with direct hits to the sides or to the rear. Type: 140mm RPG (rocket propelled grenade) Available to: Jeagers Load: 1 Effect: mortar-like projectiles, though they have a straight trajectory Use: against infantry. Very effective. If you're lucky you should be able to kill an entire unit with one shot. Type: uranium ammo Available to: Locusts, Jackals, Hawks Load: Effect: Use: Type: HE grenade Available to: Locusts, Jackals, Hawks Load: Effect: Use: Type: HE ammo Available to: Wolves, Grizzlies Load: Effect: Use: Type: HE mk.II ammo Available to: Wolves, Grizzlies Load: Effect: Use: Type: aries missile Available to: Firecrackers Load: Effect: Use: Type: inferno missile Available to: Firecrackers Load: Effect: Use: Type: guided projectile Available to: Hogs Load: 3 Effect: they look like normal artillery rounds. Use: very accurate; use them against valuable targets, such as defense turrets or slow moving targets; very vulnerable to anti-missile systems. Type: MCM-DI Tse Tse rocket Available to: Vultures Load: Effect: Use: Type: fury HE rocket Available to: Vultures Load: Effect: Use: Type: advanced AI missile Available to: Deltas Load: Effect: Use: Type: fragmentation bomb Available to: Condors Load: Effect: Use: Type: tactical nuclear bomb Available to: Hogs, Condors Load: 1 Effect: large (VERY large) blue explosion Use: Mhmm...only precise strikes. In fact, the bomb is ideal against a single, important unit. Only direct hits will allocate decent amounts of damage, while the explosion does only light damage. Good graphic effect, however. ----------------- --ORDER WEAPONS-- ----------------- Type: Available to: Load: Effect: Use: ******************** 7-EQUIPMENT BRIEFING ******************** -------------------- --COMMON EQUIPMENT-- -------------------- Type: personal medikit Available to: Marines, Jeagers; Crusaders, Templars Load: 3 Effect: none visible; restore health of all units in the squad Use: when the health of your infantry is low, use on medikit to fully restore the whole squad's health. Type: portable radar Available to: Marines; Crusaders Load: 1 Effect: small tripod with a small radar antenna on it Use: basically useless. The radar scans a little portion of the map. When deployed, it is impossible to move it (though you can destroy it). Type: repair module Available to: Locusts, Jackals, Wolves, Grizzlies, Firecrackers, Ocelots, Hogs; Apuses, Sculptors, Lynxes, Volanses, Lacertas, Sagittas, Orions Load: 3 Effect: the same of the personal medikit Use: just like the medikit, though this is for vehicles. Type: minelayer Available to: Locusts; Apuses Load: 3 Effect: Use: Type: photomultiplier Available to: Firecrackers, Ocelots, Hogs, Hawks, Vultures, Deltas, Condors; Templars, Lacertas, Orions, Lyras, Phonixes, Dracos Load: 3 Effect: increases accurancy Use: when your target is far or when there is a small hill between you and your enemy, the photomultiplier will make your units more accurate. Lethal when used wisely with artillery units. --------------------- --CRAYVEN EQUIPMENT-- --------------------- Type: satchel charge Available to: Jeagers Load: Effect: Use: Type: image elaborator Available to: Jeagers Load: Effect: Use: Type: automatic defense cannon Available to: Jackals Load: Effect: Use: Type: defense rocket launcher Available to: Jackals Load: Effect: Use: Type: anti-aircraft unit Available to: Jackals Load: Effect: Use: Type: advanced tracker Available to: Wolves Load: Effect: Use: Type: repair unit Available to: Wolves Load: Effect: Use: Type: anti-missile system Available to: Grizzlies Load: Effect: Use: Type: Afterburner Available to: Hawks, Vultures, Deltas, Condors Load: Effect: Use: Type: ECM Available to: Hawks, Vultures, Deltas, Condors Load: Effect: Use: ------------------- --ORDER EQUIPMENT-- ------------------- Type: Available to: Load: Effect: Use: ************************* 8-TWEAKING GROUND CONTROL ************************* (to be completed) ***************** 9-GENERAL TACTICS ***************** (to be completed) ********************************** 10-CRAYVEN CORPORATION WALKTHROUGH ********************************** Mission 1: New Units: 1 infantry squad (Marine only, no Weapons or Equipment) Objectives: + Destroy the Communiations Node + Retreat before the Order Reinforcemnts Arrive Briefing: Your objective is to destroy a small enemy outpost, serving as a Communications Node near the Oracle's Dunes. You'll have only one Marine team, though the optimal number would be three: it would be too costly. Map and Weather Description: The weather is fine. Full sunlight and no storm to obscure line of sight. The map is small, set on a desert. There's a small plain at the center sorrounded by low hills. The enemy base is in the upper-right side of the map. Start and retreat points are in the south. Unit Deployment: Just deploy the Marine squad. Set them in offensive, if you want. On The Field: Quickly board the Marines on the APC and start heading toward the Order base. You'll encounter 2 Hoverbykes at the center of the map, and three Hoverbykes patrolling the area sorrounding the base; unboasrd the Marines when you encounter the Hoverbykes, and approach the base from the north. Sneak the Marines in from the small breach in the northest side of the base and destroy the Crusader unit near the Barrack, then take care of the two Aeris-4 turrets. Move the APC at the entrance of the base and have you men destroy the Comminucations Node; meanwhile the computer will inform you that the Order reinforcments will arrive in 5 minutes, but you'll have plenty of time to destroy the Node. Board your Marines on the APC and head toward the Extraction Point. De-Briefing: The mission was a success, but the Order is too spred to counter you fast hit and run operations; why they aren't taking care of their own structures? Is there something more important? Mission 2: New Units: 1 infantry squad (Marines only; can be equipped with AI Mortars and Medikits) Objectives: + Rendez-vous with the Defecting Bishop + Extract Briefing: The Denver Dropship will leave in 15 minutes, and there is no time to lose: a defecting Bishop, Delendre, though unbelievable, contacted the Corporation seeking protection. Loyal Order units are already following him to track him down, and it is vital to save him. Map and Weather Description: An other small desertic map, this time with more hills and canyons, where enemy units will be able to stage ambushes. Full sunlight. The DropPoint is in the south, the Extraction Marker in the west and the Rendez-Vous point in the north. Unit Deployment: Marines, offensive set; carry along any Mortar and Medikit you can. On The Field: Again, board your Marines on the APC and begin to travel toward the Rendez-Vous Point. Take the west-most route: you'll encounter 2 enemy HoverBykes and three Crusader squads; to destroy them faster, use the Mortars again the Crusaders and just have the Marines fire at the HoverBykes; once they are gone, board the Marines on the APC and meet the defecting Bishop, now under attack by 4 Hoverbykes. Though he is in an APC, he won't fire back and when you'll reach him the APC will blown up. Move the APC near the body of the diyng Bishop (it's very little, and it is NOT near the APC wreckages) and have the Marines destroy the HoverBykes, then board them on the APC. Before passing out, the Bishop will give you a disk, and will pray you to stop the Order and its Garm Project, and will babble something about Devils disguised as Angels... Now, move toward the Extraction Marker as fast as you can to avoid being targeted by the Order's 5 Liht Hoverdynes. De-Briefing: Bishop Delendre died more for fear than for wounds; Order Bishops would prefer to die in agony rather than seeing their robes touched by infidels, and this one ever asked you to stop the Order. Mission 3: New Units: 1 Terradyne unit (Jackals only, with all Weapons and Repair Modules) Objectives: + Destroy the Energy Generators before Thomas' unit attacks + Help Thomas in destroying the Order base Briefing: Map and Weather Description: This mission will be executed in nighttime. The map is prevalently mountanious. The DropPoint is very near the east entrance of the enemy base. The only other entrance is in the north-west, and it is protected by the Tier-7 turrets; the east entrance is defended by Light Hoverdynes, Crusader units, Aeris-4 and Pulse Turrets. Major Thomas squad will attack from the north-west, and will be composed by two Wolf squads and his APC. The Energy Generator is hidden between the canyons in the north part of the map. Unit Deployment: Offensive set for everyone. Arm your Marines with Mortars and Medikit; Jackals will be useful with HE Grenades and Repair Modules. On The Field: Ignore the Order outpost, and quickly board your Marines on the APC and move the Jackals toward north, and have the APC follow them. Once the small canyon you're on is ending, turn west and proceed straight until you see a white natural ramp to the hill above. Move all your units toward the canyon opposite the ramp and unload the Marines: use them to hunt down the Crusader unit in the area while the Jackals use one or two shots of their Special Weapons to destroy the Energy Generator (Uranium Rounds works better as pure damage, bu the HE Grenades, thanks to their arched trajectory will make targeting the structure a lot easier); if the structure is still active, you can order your Marines to use their Mortars to bring it down, but save at least one Sepacial Weapon for every squad. Now tha the Generator is down, load your Marines on the APC and wait Thomas and his Terradynes to assault the enemy base. Rather than backtrack your steps and attack from east, join Thomas in attacking the north entrance (note: though all turrets, even the Aeris-4 and Pulse ones, are down, Thomas' APC can still take damage, and if it is destroyed, mission failed baby); destroy all turrets first, and then all infantry units; Thomas' Terradynes will take care of all structures and enemy Hoverdynes. As soon as you enter the base, the hospital in the base will surrender, but Thomas will destroy it; after it is destroyed, mission will end. De-Briefing: Thomas murdered wounded people, and Enrica Hayes even gave him an Initiative Bonus for this; and you did nothing to stop him. Proabably the Order is right, the hand of God will eradicate all impures. Mission 4: New Units: 1 Terradyne unit (Jackals only; no new Weapons or Equipment) Objectives: Briefing: Map and Weather Description: Unit Deployment: On The Field: De-Briefing: ************************************ 11-ORDER OF THE NEW DAWN WALKTHROUGH ************************************ Mission X: New Units: Objectives: Briefing: Map and Weather Description: Unit Deployment: On The Field: De-Briefing: Mission X: New Units: Objectives: Map and Weather Description: Unit Deployment: On The Field: De-Briefing: ********* 12-CHEATS ********* First of all you need to activate the cheat mode: to do this, go to the main menu and press the keys "m", "s" and "v" at one time. Now you can enter the following codes: + console: bring up console the key "~" (for users with a different key layout from the english's one, it is the key left to the 1, NOT the one in the numeric pad) + god: god mode + not god: turns off god mode + from massive with love: strange vehicles textures and explosions replaced by hearts + gimme maps: all missions + the new generation of rts-games: Secret Sabotage mission + flashlight: GUI has spotlight ************************************** 13-SECRET SABOTAGE MISSION WALKTHROUGH ************************************** (to be completed) ******************* 14-CREDITS AND MISC ******************* Well, the first credit always goes to the software house which have done te game...so, thanks to Massive Entertainment; then to my new computer: without it I wouldn't be able to play this great game; then to myself for this great walktrhough (gee...); then to Robert A. Heinlein for Stranger In A Strange Land, which became my favourite book after the first three chapters; then to everyone reading this walkthrough, everyone showing it with my permission and to everyone playing Ground Control (which isn't exactly a best-seller...dammit, forget about C&C and play real games!). Here are all sites that have my permission to show this document: 1) Cheat Code Central (www.cheatcc.com) 2) GameFAQs (www.gamefaqs.com) 3) The Clans Hall (http://www.sealteamsix.com/briareos/index.html visit it, it's my personal site ;) 4) Esprit Network (http://cataclysm.esprit-str.com), translated in French If someone sees this document in other sites, please mail me. To ask permission to post this document, just send a mail writing down the URL. Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of this document (as a whole or parts of its) in any mode without permission is strictly forbidden. All names and marks are proprieties of respective owners.
Copyright © 1996-2002, Greg Taylor. All Rights Reserved.