Cheat Goat's PC Codes

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

Ground Control

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.

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

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