"We have waited centuries for this moment.  The rivers will flow with the
blood of those who oppose us."
                   - Kane, suspected leader of the Brotherhood of Nod
                                 (Global Net Interpol, file #GEN4:16)

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                      Command&Conquer Walkthrough
                        By: Legomondo (David T.)
                              Version: 0.3
                        Game System: Nintendo 64

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TABLE OF CONTENTS
  1.  Version
  2.  Introduction
  3.  Basics
  4.  GDI (Global Defense Initiative)
    4a.  Units
    4b.  Structures
  5.  The Brotherhood of NOD
    5a.  Units
    5b.  Structures
  6.  GDI Missions
  7.  NOD Missions
  8.  Special Ops Missions
    8a.  GDI Missions
    8b.  NOD Missions
  9.  Cheats
  10. Legal Information
  11. Thanks

=-=-=-=-=-
1. Version
-=-=-=-=-=
06/20/02-0.3: Deleted the Bonus Missions sections, due to the
              realization that they were actually Special Ops
              Missions, so they'll be found in the Special Ops
              section.  Did all of the bonus Special Ops, and all the
              regular ones for GDI.

06/19/02-0.2: Finished three more missions for GDI and their
              structures, the Cheats section and one Bonus Mission.

06/17/02-0.1: This FAQ is horribly incomplete right now, as I only have
              sections 1, 2, and 3 completed.  Walkthrough goes up to 2
              missions for GDI but more will come very soon.

=-=-=-=-=-=-=-=
2. Introduction
-=-=-=-=-=-=-=-
Welcome to my Command&Conquer Walkthrough for the N64.  In this FAQ, you
should find how to beat the missions for both GDI and NOD, including their
Special Ops and the bonus missions you unlock with some cheat codes.  If you
have any questions, email me at Legomondo@yahoo.com and I will try to answer
your questions as soon as possible.

This game, unlike the PC one, does not include a type of multiplayer.  However,
to compensate this, Westwood has added Special Ops Missions exclusively for
the N64, two for each side.  Also in the N64 version as stated above, pressing
a combination of buttons at the main title screen will yield you to many more
missions, some which have glitches in them, like a gunboat traveling on land.
These missions will be covered later in the walkthrough.

=-=-=-=-=
3. Basics
-=-=-=-=-
The basics of the game are simple.  This is a RTS game and you direct your
units and lead them to victory/defeat by planning and directing your troops
into combat.  This section will go down through the basics.

Scrolling Around
-=-=-=-=-=-=-=-=
Use your Control Stick to move your cursor around.  You should scroll around
to direct your units to new locations, explore the terrain, or to get a view
of the map.

Explore
-=-=-=-
You should explore your surroundings for Tiberium and anything useful with
some infantry.  With the territory explored around you, you have an advanced
warning if an enemy attacks.  Build a Communications Tower to get radar to
see a map of the explored area around you.

Ordering Your Troops
-=-=-=-=-=-=-=-=-=-=
To order your troops, you must first select them.  To select your troops,
bring your cursor over the unit and select it with the A Button, or make a
box around the desired unit(s) by holding down the A Button and dragging it.
Once your desired unit(s) is selected, use your cursor again to click on a
location.  The cursor appearance will differ between enemy units/structures,
the terrain, and your own units and structures.  Press the B Button at any
time to cancel your selected units.

Building
-=-=-=-=
To build more units and structures, you must have a certain requirement.
However, the very heart of building things begins with the MCV (Mobile
Construction Vehicle).  Some missions will start you out with one while others
will require you to deploy one.  Once you have one set up, you can start to
build your military buildings and use those to create more units.  Keep on
building if your budget can handle it to have a continuous supply of troops.

Once you build a structure, you have the option of putting it down on the
map.  You cannot place the building anywhere though, instead, you must have
another structure nearby.  If all the grids are grey, than you can place the
structure down, usually right next to one.  If the grids are red, than you
must move the structure somewhere else.  The only exception to this is the
MCV, which you can deploy anywhere.

Expanding
-=-=-=-=-
To build a successful base, you must expand.  Due to limits of placing your
structures however, you will have to continually build structures right next
to each other.  Sandbags do not work, so your best bet is build Tiberium Silos,
which are cheap and expensive.  You can also capture enemy buildings.

Engineers
-=-=-=-=-
Weak, slow, and unarmored at first, they can be a very powerful unit in the
game, if you know how to use them.  When used correctly, they can capture
key enemy structures and render them helpless.  You can then sell them or
use their unique abilities to your own advantage.  The beest way to transport
them is in an APC.

With Engineers, not only can you capture buildings, but the units inside of
them.  A prime example would be the Tiberium Refinery.  Make sure that the
Harvester is unloading and then send your Engineer into it.  Not only will
the building be yours, but the Harvester too.  You can use this trick for
the Repair Depot and maybe the Helipad.

Tiberium
-=-=-=-=
Your lifeline, without Tiberium, or a Harvester with a Refinery, you are
doomed to lose the mission.  Tiberium is your money source, and your Harvester,
your collector.  It is extremely important to guard your Harvesters from enemy
units and make sure that they don't stumble into an enemy base.  Keep some
units to follow it around and guard it to ensure it makes it out alive.  Be
sure to build multiples of Harvesters and Refineries to ensure the money keeps
on flowing.

The Refinery can only hold up to 2,000 credits so you'll need to make sure
that you can hold the excess Tiberium.  To do this, buld Tiberium Silos which
hold 1,500 credits.  If you don't, your new credits will be lost.

Transporting Units
-=-=-=-=-=-=-=-=-=
In the game, there are two different transport units you can control.  The
APC and the Chinook, both which belong to the GDI.  However, in some cases,
Nod also has these vehicles.

To load units (up to 5) into the transports, click on them and bring the cursor
over the transport.  It will change into three down arrows, similar to the
Engineers and Harvesters, and when you click, will order the unit to go
inside.

Capture Enemy Buildings
-=-=-=-=-=-=-=-=-=-=-=-
Capturing Enemy Buildings can cripple your enemy and provide extra income
to you.  You can either sell it, use it to produce more units, build around
it, and deny your enemy access to it.  Make sure that the building you capture
is worth more than your Engineer, as you will lose money when you sell it.

Repairing, Selling, and Guarding
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Repairing your structures will allow you to help them last longer.  To repair,
press the R Button once to bring up a wrench.  Click on a structure that has
been damaged to repair it.  It will take some time, but will thus return it
to full health.  However, it is not guarenteed to survive if it is under heavy
enemy fire.  You can also repair your vehicles by ordering them to a Repair
Depot.  It will cost money, but is much cheaper than building a new unit.

To sell your structures, press the R Button twice to turn it into a money
sign.  Click on the desired structure to sell it, get money back, and some
free men.  Selling your structure will give you back half the money you bought
it for.  This is especially useful for selling something that is about to
be destroyed, and suprising your enemy with the units that emerge from it.
NOTE: You can also sell your units, by placing them in a Repair Depot, than
selling them when the money sign is green.

Guarding units/structures will tell the selected unit to guard it until death.
The units will be highly agressive, attacking anything it is supposed to
protect and any hostile forces around it.  It will continue to guard the unit
until it dies or you tell it to do something else.

Grouping
-=-=-=-=
When attacking, you should assign your units into groups, so they are quick
and easy to select, and to assign each group to different targets.  You can
put your units into four groups (R Button+C-Button).

Attacking
-=-=-=-=-
When you think you have massed a large enough force, you should attack your
enemy.  Plan accordingly to his layout of his base, and use a variety of units,
mostly armored ones, as infantry can be easily taken out.  However, it is
wise to bring some of them to lure some enemy units out or to sacrifice
themselves.  Try to attack in different groupos, and maybe have one as a
diversionary tactic.  Attack key structures and defense first, and even their
Harvester.  Without a money supply, they are doomed to fail.  When attacking
buildings, try to take out the Construction Yard so they will not be able
to replace their buildings.

If you're attacking other units, focus all of your fire on one unit, to ensure
quick destruction and the prevention of it escaping.  Focus on weaker units
around you to eliminate the quantity of firepower directed at you, and then
finally on the stronger, more armored units.

Think ahead, plan out attack patterns, use waves.  For example, build an air
force and send them in to weaken the desired targets and follow it up with
ground units.  If their destroyed, used your side's super weapon to finish
the desired target off.

Also remember to continuously build more units while you attack to ensure
that you can attack them as soon as your first wave fails.

Defense
-=-=-=-
The best defense, is a strong offense.  Seriously, if you attack your enemy
in waves and manage to cause some significant damage every time, your enemy
will be helpless and will attack you less often.  However, building defensive
structures that can support each other, followed by some units on guard, can
also help defend your base.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4. GDI (Global Defense Initiative)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
All of this information is taken from the Instruction Manual.

Commonly, GDI. Before 1990, known as Special Operations Group Echo, Balck
Ops 9.

FOUNDED
-----------------------------------------------------------------------
12 October 1995, in accordance with the United Nations Global Defense Act
(UNGDA).

IDEOLOGY
-----------------------------------------------------------------------
To enforce the United Nations Global Defense Act and uphold the ideals
outlined in the United Nations Charter.

CURRENT HEAD OF STATE
-----------------------------------------------------------------------
Brigadier General Mark Jamison Sheperd, Chief of Staff, United Ntions
Military Command.

BASE OF OPERATIONS
-----------------------------------------------------------------------
United Nations Military Command Center, location CLASSIFIED.

MILITARY STRENGTH
-----------------------------------------------------------------------
Within parameters of the UNGDA, Article V, Section 3A, Paragraph 12.

ECONOMIC STRENGTH
-----------------------------------------------------------------------
Funded by United Nations and various national governments, public
organizations, and private enterprise.

POLITICAL STRENGTH
-----------------------------------------------------------------------
Not applicable: operates within parameters of the UNGDA and under the orders
of the United Nations Security Council.

AFFILIATIONS
-----------------------------------------------------------------------
United Nations

=-=-=-=-=
4a. Units
-=-=-=-=-
Units for the GDI will vary from Nod, so a different strategy when playing
with the sides is a must.

Minigun Infantry
----------------
Key player in the GDI forces.  Large groups are vary effective against tanks,
but are easily killed by large tanks and flame-based weapons.  Use these guys
as bait and for exploring territory.

Grenadier
---------
Faster and can see farther than normal infantry.  Can throw grenades over
walls.  However, due to their explosives, taking one out could cause a chain
reaction if put together with other Grenadiers.  This unit is for GDI only.

Bazooka
-------
Slower and easier to kill than other infantry, but can tear through armor
faster.  Ability to attack airborne units.  Try not to get them crushed.

Commando
--------
Can take out infantry from exrreme range and level buildings in seconds with
C-4 explosives.  Only available in certain missions.  You can never build
Commandos.

Engineer
--------
Used to take over enemy structures.  Has no weapons, and no armor.

HMMWV
-----
Commonly known as a Humvee, they are fast and very useful against infantry.
can wipe out large numbers of Nod Buggies en masse.  You should also use these
to scout.

Armored Personnel Carrier (APC)
-------------------------------
Transports and protects up to five troops.  Ideal as a scouting unit and useful
for crushing infantry.  It also has a machine gun.

Medium Tank
-----------
Fires armor-piercing shels.  One of the best all-around vehicles in the game.
Use these in groups.

Mobile Rocket Launch System (MRLS)
----------------------------------
GDI's longest-range attacker.  Effective against almost everything,
including aerial attacks, but has no short-range fighting ability.  Try and
position these guys behind armored units.  Extremely effective against
infantry, but has a tendency to miss.

Mammoth Tank
------------
Lacks speed and mobility, but can slowly regenerate its health back up to
50%.  Can fire at aerial units when in guard mode.  Basically, this is the
ultimate weapon.  It's good at aerial, infantry, and armored assaults.  A
must have for any attack.

Orca VTOL Assault Craft
-----------------------
Vertical takeoff and landing (VTOL) craft which can take out enemy armor such
as Harvesters.  Must return to base to reload missiles.  However, it has weak
shields and can be downed very easily by SAM sites.

Tranport Helicopter
-------------------
Provides field transportations for all infantry.  Has no weapons.

Mobile Constuction Vehicle (MCV)
--------------------------------
Converts into a Construction Yard, then builds other structures.  Advised
to have at least one for backup in case your first is destroyed.

Harvester
---------
Seeks out Tiberium and transports it to Refineries.  No weapon but heavily
armored and proficient at crushing infantry.  Unlike the other C&C games,
the Harvester does not regenerate its health.

Hover Craft
-----------
Deploys men and vehicles during amphibious assault.  Not buildable in any
mission.

A-10 Ground Support Aircraft
----------------------------
Highly maneuverabe, ground-hugging craft which levels enemy units with
Napalm bombs.  Destroying all Nod SAM Sites gives access to A-10 airstrikes.
Not always however and in bonus missions, Nod also has Aircraft strikes.

Gunboat
-------
Surface-to-surface missiles.  Makes special appearances, but is normally
unavailable.  Some times, it doesn't even fire.

=-=-=-=-=-=-=-
4b. Structures
-=-=-=-=-=-=-=
Structures are necessary for base development and the production of offensive
units.

Construction Yard
-----------------
The foundation of a base, allows the construction of other buildings.
Construction Yards cannot be built, instead, they are deployed from MCVs.

Power Plant
-----------
Provides power to the structures in our base.  If power is low, production
of everything decreses.  If power is high, production of everything increases.
Make sure to have extra power in case one is destroyed.

Advanced Power Plant
--------------------
Generates double the amount of power as the Power Plant.

Infantry Barracks
-----------------
Field training center for all available infantry units.

Guard Tower
-----------
Manned defense against Nod ground attacks.  Fires a machine gun that is
effective against infantry.  Have a lot of these, usually nearby to support
each other.

Advanced Guard Tower
--------------------
Strong fortification against ground and air units.  However, it lacks a close
range attack and a Nod Flame Tank can easily destroy it without any support.

Refinery
--------
Processes Tiberium and stores 2,000 credits.

Silo
----
Stores up to 1,500 credits of Tiberium.

Communications Center
---------------------
Allows the use of radar screen as long as there is enough power.

Advanced Communications Center/Ion Cannon
-----------------------------------------
Provides radar and is the uplink center for the Ion Cannon.  NOTE: The Ion
Cannon must recharge, but has unlimited uses.

Weapons Factory
---------------
Builds GDI's vehicles.

Helipad
-------
Allows the use of ORCA attack aircraft.  If Nod captures a helipad, they will
build Attack Helipcopters with machine guns instead.

Repair Facility
---------------
Repairs damaged units.  Repairing costs money.

Sandbag Barrier
---------------
Deters the enemy from advancing and provides limited cover.  However, it can
be destroyed by explosives and run over by tanks.

Chain Link Barrier
------------------
Provides more defense than sandbags, but the same rules apply.

Concrete Barrier
----------------
The most effective barrier, will take lots of tank shells to destroy and
cannot be run over.

=-=-=-=-=-=-=-=-=-=-=-=-=
5. The Brotherhood of NOD
-=-=-=-=-=-=-=-=-=-=-=-=-
Commonly, The Brotherhood, The Ways of Nod, ShaASeer among the tribes of Godan;
see INTERPOL File ARK936, Aliases of the Brotherhood, for more.

FOUNDED
-----------------------------------------------------------------------
Date unknown; exaggerated reports place the Brotherhood's founding before
1,800 B.C.

IDEOLOGY
-----------------------------------------------------------------------
To unite third-world nations under a pseudo-religious political platform
with imperialist tendencies.  In actuality it is an aggressive and popular
neo-fascist, anti-West movement vying for total domination of the world's
peoples and resources.  Operates under the popular mantra, "Brotherhood,
unity, peace."

CURRENT HEAD OF STATE
-----------------------------------------------------------------------
Kane; also known as Caine, Jacob (INTERPOL, File TRX11-12Q); al-Quayym, Amir
(MI6 DR-416.52)

BASE OF OPERATIONS
-----------------------------------------------------------------------
Global.  Command posts previously identified at Kuantan, Malaysia; somewhere
in Ar-Rub al-Khali, Saudi Arabia; Tokyo, Caen, France.

MILITARY STRENGTH
-----------------------------------------------------------------------
Previously believed only to be a smaller terrorist operation, a recent
scandal involving United States defense contractors confirms that the
Brotherhood is well-equipped and supports significant land, sea and air
military operations.

ECONOMIC STRENGTH
-----------------------------------------------------------------------
Considerable operating assets believed to be in excess of US$255.2 billion,
based on audits of seized financial records (see CIA Docket 3231.54-776 FIA).

POLITICAL STRENGTH
-----------------------------------------------------------------------
Believed to be the sole backers of the Fist of Allah party in Jordan (52%);
United We Stand America party in the United States (12%); Albion First! party
in the United Kingdom (25+%), among others.  (See Brookings Institution
publication A42962-94 for full disclosure.)

AFFILIATIONS
-----------------------------------------------------------------------
Irish Republican Pary; Islamic Jihad; Khmer Rouge; others.  (See document
Brotherhood of Nod Splinter Groups.)

5a. Units
-=-=-=-=-
UNDER CONSTRUCTION

5b. Structures
-=-=-=-=-=-=-=
UNDER CONSTRUCTION

=-=-=-=-=-=-=-=
6. GDI Missions
-=-=-=-=-=-=-=-
GDI Missions differ from Nod Missions, as they will most likely establish
a foothold in that area and destroy the surrounding Nod forces.  GDI also
has tougher armored units.  Like all games, the earlier missions will be easy,
a training one you could say.  The missions will be labeled by their official
names.  To decipher the differences between the variants, look at the last
two letters.  To decipher between missions, look at the fifth letter.

Mission 1 (SCG01EA)
-=-=-=-=-=-=-=-=-=-
Objective: Destroy surrounding Nod forces.

As soon as the game begins, deploy your MCV.  The Gunboat should take care
of the turrets near the shore, but you can also order your Minigunners to
take them out.  Reinforcements arrive in more Minigunners and two Humvees.
Have them spread out in a defensive position around your base and set them
on guard.  Build a Power Plant, along with a Barracks and produce more
Minigunners.  You only have a limited supply of money, so try to mass produce
them before you attack.  When you have enough, preferably around 20
Minigunners along with your two Humvees, send them north slowly at a time.
Nod Minigunners will be hiding behind trees, and will surprise you if you
run right by them.

Enemy resistance is light in this area, and you should take them all out with
ease.  However, if any Turret is left standing, or leftover Nod Minigunners
are left, proceed to wipe them out, all of them.  Thus, the mission should
end in success.

Mission 2 (SCG02EA)
-=-=-=-=-=-=-=-=-=-
Objective: Destroy surrounding Nod forces.

You start the mission under enemy fire.  Your Power Plant should now be
destroyed and your units are NOT at full health.  Build a Power Plant and
some Minigunners while your remaining units take out the ones attacking your
base.  When power is sufficient, continually build more Minigunners.

Nod has a small base in this mission, but can easily be taken over, thanks
to your three Engineer reinforcements.  Put them aside right now and focus
on the production of more units.  When you have a force of about 30 Minigunners,
and the rest of your Humvees, head up North.  There will be a concentration
of enemy Minigunners as you go up, along with some Nod Buggies.  Just
concentrate all your firepower on them and they should be destroyed with
minimal casualties.  Eliminate the Nod Minigunners on the outskirts of the
base, than park them outside the base's entrance and the rest come to you.
When you think all is clear, bring your Engineers up.  Be warned however that
more Nod Minigunners come from the South, I think from the Tiberium Field.
Instead of destroying the Harvester and the Refinery, have an Engineer take
it them both over.  Send the other two into the Hand of Nod and the Construction
Yard and then destroy the rest with your Minigunners.  The mission ends when
all Nod forces are gone from the area.

Mission 3 (SCG03EA)
-=-=-=-=-=-=-=-=-=-
Objective: Destroy surrounding Nod forces.

You start off with three HMMWVs and some Minigunners.  Deploy your MCV and
start to build a Power Plant, followed by a Barracks and Refinery.  Send the
Harvester north toward the Tiberium and focus on mass producing more
Minigunners.  Also build another Refinery and send the second Harvester to
the field on your right.  Send your initial force Northeast and park them
in front of an opening.  This will stop the Nod attacks coming from the North.
Build about ten Minigunners and send them East.  Park them near some trees
to stop the Bazooka infantry from attacking your Harvester.  There is a town
in the bottom corner of the map, but yields no reward for securing it or
destroying it.

Continue to build more Minigunners, and a Communications Center to have radar.
Once you have a force of about 30 Minigunners, send them North with your first
one, who were guarding the pass to your base.  Order them to fire on the
surrounding enemy infantry, out of the reaches of the Turrets.  Next, proceed
to destroy the SAM site near the pass.  When all threats near you have been
cleared, you can than attack one of the Turrets.  When it is destroyed, attack
the second one.  Build some Engineers (along with your Minigunners) and send
them into the important buildings, such as the Construction Yard and then
sell them.  Eliminate the rest of the enemy infantry, and head to your right.
Destroy the Turret there and any more buildings/units that stand in your way.
Send your HMMWVs if you have any left to attack the Harvester, or capture
it with an Engineer.  Take one group and send it South from the base and take
out that SAM site.  Take another and travel West from the base to another
SAM site, hidden behind some trees.  When all units/structures are destroyed,
the mission ends in success.

Mission 4[B] (SCG04WA)
-=-=-=-=-=-=-=-=-=-=-=
Objective: Retrieve stolen GDI technology.

You start off with four Minigunners, four Granadiers, two APCs, and one HMMWV.
Two Nod Buggies attack, send all of your units to attack them, hopefully
without any casualties.  When they're destroyed, put your infantry intot he
APCs and send them West.  Cross the natural bridge and squash over any infantry.
Continue to travel West, squashing over the enemy infantry, and avoiding the
tanks.  Travel North when you cannot travel West any further, up into the
Nod base.  The crate will be surrounded by some fence, but just take one of
your units and run over it.  The mission ends as soon as you pick it up.

Mission 5 (SCG05EA)
-=-=-=-=-=-=-=-=-=-
Objective: Make contact with a GDI Field Base, repair it, than finish
           off the Nod forces.

Assign your units into a group, putting your two Medium Tanks into a seperate
one.  It is IMPORTANT that you keep them alive, as you cannot build them and
are your units that do the highest rate of damage while taking it in return.
Put your infantry into the APC and travel East.  Cross a natural bridge and
you should end up in the GDI Field Base.  Repair your structures and send
your APC with the infantry North and park them there.  Some Nod Bazooka and
Minigunner infantry should attack there and you'll have a nice surprise there
for them.  Continually build Minigunners, as much as your budget can allow.
You could also build HUMMVs and APCs but they are expensive and are the main
targets of your enemies.  Plus, infantry have an advantage against armored
units.

When you have a force of about fifty Minigunners, send them Northwest from
your base.  Take out any enemy infantry there and continue to go North.  Take
out the Light Tank there, but being careful that it doesn't squash your
infantry.  When the target is gone, travel West from there to reach a SAM
site.  Destroy it, then proceed across the bridge and travel to your left.
Take out the second Light Tank there, but this one seems to be more prone
to squash your infantry.  Take it out, and bring your Medium Tanks with you.
Travel West until you reach a dead end, than use your Medium Tanks to blow
up the SAM site there.  You can also use them to blow up the Construction
Yard, but doing so will cause Nod to send their units at you.

Hopefully, you've been building more Minigunners while you were progressing,
and if you have at least fifteen, send them north, taking out the Nod Buggy
there, and then west across a bridge to a SAM site.  Order them to blow it
up, then have them meet up with the primary force, the one in a dead end.
Take all your Minigunners and send them after the Turret, while your Medium
Tanks are behind them, blasting them away from afar.  Becareful as the
Harvester may squash them.  When all the Light Tanks are destroyed, send the
Medium Tanks after the Harvester.  Use the Minigunner to take out the two
Turrets, then send them into the base and take out the enemy infantry.  Try
and have them take out the Hand of Nod quickly, as they'll continual to produce
more troubles.  Next, destroy the SAM sites in the base to allow the A-10
Airstrikes.  They take a while to regenerate, but cause extensive damage.
Send them after important targets like the Airfield, and the Refinery, or
send an Engineer into them and sell them.  When all of the units/structures
are gone, the mission is accomplished.

=-=-=-=-=-=-=-=
7. NOD Missions
-=-=-=-=-=-=-=-
UNDER CONSTRUCTION

=-=-=-=-=-=-=-=-=-=-=-=
8. Special Ops Missions
-=-=-=-=-=-=-=-=-=-=-=-
Special Ops Missions are exclusively to the N64, so PC players, this won't
be in your game.

8a. GDI Missions
-=-=-=-=-=-=-=-=
As you can notice, GDI has a whole lot more Special Operations Missions than
the Brotherhood of Nod, due to the cheat codes.

GDI Special Ops 1 (SCG01EA)
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Objective: Clear the SAM sites so that you can launch an airstrike,
           allowing you to build up your base and eliminate all Nod
           forces.

If you look at your bar, you'll see that you have 10,000 credits.  If you
think that's a lot of money, you're about to find out.

Take the Commando and head up the path to your very left.  Watch out for the
Obelisk of Light, as it could end your mission.  Proceed with caution, and
take out the two Flame Infantry there.  Take out the SAM site with some C-4,
and move on up ahead.  Continue to move slowly, until you take out the two
Minigunners, and another Flame Infantry.  Then, take out the SAM site.

You now have an airstrike, so use it on the Obelisk.  When it is destroyed,
an MCV comes as reinforcement.  Immediately deploy it, build a Power Plant,
Barracks, and a Tiberium Refinery.  At this point, you may or may not be
attacked by some Stealth Tanks, along with Light Tanks.  Build some
Minigunners and Granadiers and have them focus on the Stealth Tanks as they
have lighter armor.  Then, focus on the Light Tanks.  Be warned as they are
very likely to squash your infantry.

As soon as the Refinery is complete, set it down and build a Weapons Factory.
You should be facing heavy losses by now, and almost strapped of cash.  When
the Factory is complete, immediately set it down and start cranking out Medium
Tanks, as much as your budget allows.  When one is finished, order it to help
take out the remaining attackers, usually around two Light Tanks that have
their health around midway.  When you have built another for insurance, build
a Harvester.  Send it to the fields East of your base, but be warned of the
Turrets there.  Continue to expand your base, adding more Refineries, and
building more tanks.  Be sure to build a Communications Center for the radar.

It's time to explore.  Take a group of Medium Tanks, around five-seven, and
travel them Northeast of your base a little, close to the walls on your right.
If you explore the territory, you should find two SAM sites.  Order them to
destroy it, and the AI will sometimes sell them off when under attack.  Take
one Minigunner, and send it North, across a bridge.  Two Obelisks should open
fire on it, thus revealing their position and the four SAM sites around it.
Position your tanks as close to the SAM sites as possible without it being
fired upon, and take out the SAM site closest to the bridge.  By now, your
airstrike should be ready, so have it take out one of the Obelisks.  When
it comes, you will discover the location of more SAM sites, currently out
of your reach.  Return back to your base, and wait for another Airstrike,
or build an Advanced Communications Center and have an Ion Cannon Strike on
the other.  It doesn't really matter.  Build a Repair Depot if they're badly
damaged for some reason, and tell them to travel East, and follow the Tiberium
Field.  You should reach two Turrets, so order them to fire on them and destroy
them so they won't harass your Harvesters.  Proceed to eliminate everything
in the base, or take them over with an Engineer.  North of the base is another
Tiberium Field.

Start building Mammoth Tanks now, as you should have the requirements
fulfilled.  When you have about four, and your Medium Tanks, about eight,
along with your Airstrikes and Ion Cannon, you're ready to face off against
Nod.  Hopefully, you've destroyed the first base East of yours, eliminated
the two Obelisks, and the four SAM sites, and all of your attacking units
are up to full health.  If you have both the Airstrikes and Ion Cannon ready,
fire them both on the Refinery next to the two SAM sites Northwest from your
position.  Try to do it when the Harvester is inside to take them both out
with one strike.  With their money gone, the battle will be easier.

Start out with your forces taking out the two Turrets.  Proceed on ahead,
and eliminate the Obelisk first, before going after the enemy units.  When
all threats have been eliminated, take out their productive structures, and
then their power.  You can also free the civilians penned up, but your units
will attack them when they get into range.  Take out the Hand of Nod, and
any other remaining structures to end the mission.

GDI Special Ops 2 (SCG02EA)
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Objective: Destroy all Nod forces.

Reinforcements arrive in one MCV, two MRLSs, two Medium Tanks, and two Mammoth
Tanks.  Group learn the Medium Tanks and the Mammoth Tanks into one group,
and the MRLSs into another.  Deploy the MCV, build the usual Power Plant,
Barracks, Refinery, and Weapons Factory.  Order your Harvester to harvest
down South of your base, and use your tanks to scout East.  They should
encounter two Light Tanks, but should have no trouble taking them out.  Next,
explore South of your base and you should find two more Light Tanks.  Destroy
them also.  Continue to build more Medium Tanks, and

GDI Special Ops 71 (DYNAMIC)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Objective: Destroy all Nod forces.

Not sure why this is called DYNAMIC, but it is the only one to have an ending
cutscene and actually seems like a normal mission.  You start off with two
HUMMWVs, four Medium Tanks, four Mammoth Tanks, and two MRLS, along with two
Minigunners, two Granadiers, and two ORCAs.  Send your Mammoth Tanks out to
the East and have them destroy the SAM site.  Stay out of the range of the
Turrets, while you travel North, taking out the enemy forces, and destroy
another SAM site.  This should open up an A-10 Airstrike which will
continually recharge.  Your Ion Cannon will also recharge from time to time
once you build an Advanced Communications Center.

Build Medium Tanks, and another Harvester if to increase your money supply.
Build a Repair Depot and then alternations of Medium Tanks and Mammoth Tanks,
particularly Medium Tanks.  When you have about six Mammoth Tanks and ten
Medium Tanks, send them out to destroy the remaining SAM sites on the
outskirts of the base.  Target the Obelisk of Light and other important
structures with your A-10 Airstrikes while you take out Turrets with the Ion
Cannon.  Use your Mammoth Tanks to take out enemy vehicles and your Medium
Tanks against structures.  Also, send some of your units, maybe your ORCAs
to take out the Harvesters.  With your powerful force, and their loss of
productive structures, you should win the mission with the cutscene of the
destruction of Nod, and Kane.

GDI Special Ops 73 (SCG73EA)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Objective: Eliminate the surrounding Nod forces.

When the mission starts, you find you have a HUGE base consisting of about
thirty Guard Towers, thirteen ORCAs, one Harvester, one MCV (and one already
deployed one), and a few units, including Commandos.  The first thing to do
is to sell some of your Guard Towers so that the Harvester doesn't have to
go around them.  You should get some extra money, which you should use to
build another refinery.  Bring your MCV down and deploy it, build something
around it, and than you can sell it if you really want to.  Reinforcements
preiodically arrive in Chinooks (Transport Helicopters) with one Minigunner.
They also arrive from the south in a Hover Craft with one Commando.  If you
take the Commando and travel West, you should find angry villagers who have
sided with Nod.  Your Commando will automatically shoot anyone whose shooting
at him, so you needn't worry.  The civilians carry 10-round pistols, which
do light damage.  Have him continue into the town and pick up a crate which
is worth 2,000 credits.

Back at your base, deploy the Refinery when finished, and start cranking out
Medium Tanks, and Mammoth Tanks.  Also, order the Gunboat at the top of the
map to take out any structures/units its missiles can reach.  If you send
an infantry to explore the map East of your positions, you'll come across
the enemy base, along with their compliments of Attack Choppers.  Start mass
produce Mammoth Tanks, some Bazooka infantry, and maybe some MRLSs.  Group
them, and then position them so that the Helicopters come out flying toward
you.  With your combined firepower, they should go down, but be ready to
replace the destroyed ones.  Now, scout their base, but watch out for their
line of Turrets, with your vehicles, particularly something fast.  Use your
ORCAs to blow away their Turrets, but beware of Bazooka infantry and SAMs.
If you have a strong force, go around the Turrets, and clear out their base
from the North.  Now that you've eliminated their air force, you can also
take your commandos (with vehicle backup) and take out the Turrets, as it
will be much easier with their C-4.  When all is leveled, you've successfully
completed the mission, even though 'Mission Accomplished' doesn't show.  To
get that, use the cheat to win the mission.

GDI Special Ops 74 (SCG74EA)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Objective: Destroy all Nod forces.

If you notice, this is one weird mission as the Gunboat is going through land
and some of your units are on the water.  Tell your Medium Tank to go to the
left side, and your HMMWV, APC, and MRLS to stay on the other side.  You can
bring your Mammoth Tank down if you want, but the key unit will be the Engineer.
Reinforcements arrive in one ORCA.  Take your starting Engineer, and have
him capture the Nod Construction Yard.  Sell it, build another Engineer, and
have him take over the Refinery.  You can also deploy your second one and
sell it to get another Engineer.  Keep on taking over buildings that cost
more than your Engineer, such as the Repair Depot and the Airfield.  Sell
everything you take over, and build more troops if you want, but is advised
to build an Advanced Communications Center, then sell your regular one.  Take
one Minigunner, and have him travel South.  He should be eliminated by an
enemy Commando, and revealing the terrain around him.  Use your Airstrike
and take out as many of the vehicles that are clustered together as you can.
However, some of the vehicles will move away.  If you don't finish them off,
you can wait for another Airstrike/Ion Cannon, or finish them off with your
ground forces.

If you choose to engage in direct combat, have your tanks attack first,
followed by the MRLS and the others from the south.  Build replacements if
you have too, and than, when all enemy units are finished, destroy the Nod
structures.

GDI Special Ops 72 (STATIC)
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Objective: Destroy all Nod forces.

This mission has no real strategy to it.  You start off with a ton of
Minigunners North, and an Advanced Communications Center with two Advanced
Power Plants.  If you've played this level before, than target the Temple
of Nod (or where you think it is) with your Ion Cannon and Airstrike and fire.
If not, sell them, as Nod will launch a Nuclear Missile at your 'base'
eliminating everything.  Take your Minigunner army, and have them divide into
two groups.  Send them Southeast and they should meet with a large army of
Nod Minigunners.  You outnumber them, so kill them all, then destroy the
Temple of Nod.  NOTE: Targeting the Temple of Nod with an Airstrike, then
with the Ion Cannon seems to stop it from launching its missile.  So you don't
have to sell your buildings.

8b. Nod Missions
-=-=-=-=-=-=-=-=
Currently under construction.  I do however have the bonus one.

Nod Special Ops 70 (SCB70EA)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Objective: Destroy GDI forces in the area.

You have a fully functional base and another MCV with more units in the far
Southern corner of the map.  Have those units try and meet up with your primary
base, but they will meet up with two Mammoth Tanks.  Launch your Airstrike
against them, than follow it up with everything you've got, targeting one
at a time.  Attack them from both sides and bring the damaged ones to the
Repair Depot.  Build another Refinery, and send the MCV up North until it
reaches a Tiberium Field.  Deploy it and set the Refinery right next to it.
Build up your forces, and when you have 15-20 Light Tanks, it's time to attack.
Divide them into two groups, all the while launching Airstrikes on your enemy.
You will be harassed in this mission by the Ion Cannon which will continually
destroy your Obelisk, and then the SAM sites.  Just repair the SAM after each
strike to keep from it targeting your other structures.  Have your tanks
travel North until they come to some enemy tanks, near an enemy MCV and some
infantry.  If you have your Airstrike ready, I would suggest you use it against
them, or your Nuke.  When they are destroyed, proceed on ahead, and don't
forget to continually build more Light Tanks.  Enter the base from the West,
and take out the Guard Tower.  You will be attacked by ORCAs along the way,
so try and destroy them.  The first things you should target are their defenses,
next the Barracks, Refinery, and Weapons Factory.  Next, their ORCAs and their
Helipads.  When the enemy is helpless, you can then proceed to destroy their
structures and everything else.  You've suffer heavy causualties, which is
why you need to rebuild your force and bring them up.

=-=-=-=-=
9. Cheats
-=-=-=-=-
These cheat is to help you unlock all the missions, normal and the bonus ones
which have glitches in them and to win a mission or lose it.  Credit goes
to the Codes&Secrets from GameFAQs.com.

Unlock All Missions
-------------------
At the title screen, press B,A,R,R,A,C-Right,Up,Down, and A.  Then, click
on Replay Missions and press the L Button.  All missions should now be unlocked
and be represented in their official form.  This will also unlock the bonus
ones.  NOTE: Up and Down will work with both the D-Pad and the Control Stick,
but it seems to be easier to do it with the D-Pad.

Lose/Win the Current Mission
----------------------------
At the title screen, press B,A,R,R,A,C-Right,Up,Down, and A.  Then, during
a mission, press L+R+Up to win the mission, press L+R+Down to lose the
mission.

=-=-=-=-=-=-=-=-=-=-=
10. Legal Information
-=-=-=-=-=-=-=-=-=-=-
This FAQ is copyright 2002 Legomondo, all rights reserved.  This FAQ should
not be reproduced, electronically or manually, nor published without my
consent.  As of now, this FAQ should only be posted on

GameFAQs.com

and if you see this FAQ anywhere else, email me immediately at
Legomondo@yahoo.com.  If you use any information from this FAQ, please give
me FULL credit, unless it comes from the instruction manual.

=-=-=-=-=-
11. Thanks
-=-=-=-=-=
Thanks goes to:

-GameFAQs for hosting this FAQ.

-Westwood for the Command&Conquer series.

-The N64.

-The Instruction Manual.

-The readers who make this better.

=======================================================================

                        Copyright 2002 Legomondo



