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Act IV: Northern Europe

Mission One: Munich

Primary Objectives

  • Protect the Civilian Transports

Bonus Objectives

  • Capture the GDI Lab
  • Capture the Power Plant

Escape!

A short mission here, being completable in around five minutes altogether. Your goal is to escort three vans full of Munich scientists to the outskirts of town, with the main goal of having one survive. When the mission begins, group all of your selectable units into one large group, and have them tag along with the trucks as they move (they won’t be under your control). Try to stay out of the way of the trucks, or they’ll start moving oddly to get around your units, but stay close to them.

After the trucks twist away to avoid a busted bridge, they’ll start heading south, near a Battle Base. You only have two vehicles in your party, Pitbulls which are already Heroic, so you won’t need any repairs yourself, but the trucks may want to stop by here. When you hear some chatter about APCs, look to your south to find a large number of troops that jump into the fray for your team. Save your game here! Included in this group are three engineers, and you have two bonus objectives to accomplish: capture the GDI Lab in the northeastern corner of the map, and capture the Power Plant in the southwest, across the bridge. It’s best to instantly select two engineers and send them towards the GDI Lab, without giving them any kind of infantry to protect them, while one engineer heads towards the Power Plant. If you issue these orders as soon as the infantry come under your control (which may require you to anticipate the actual issuing of the bonus orders a bit), they should reach their buildings without a problem.

So far as the trucks go, just keep escorting them as best you can. Having all three survive will be unlikely, so don’t worry too much if one or two bite the dust; just try to stay near one or two of them to defend them. The sonic emitters that are powered up when you capture the power plant will guard your rear when you cross the bridge, so at that point you shouldn’t have any problems escaping.

Mission Two: Stuttgart

Primary Objectives

  • Capture or Destroy Alien Structure
  • Rescue Engineers
  • Capture the eastern Power Plant, activating the GDI Base

Bonus Objectives

  • Rescue Zone Troopers
  • Rescue Snipers
  • Rescue Infantry Squad
  • Destroy a Tripod with the Commando
  • Capture the northern and western Power Plants
  • Capture the southern Power Plant
  • Capture the southwest Power Plant

Building A Base

All you start with here is your Commando, but you’ll find plenty more soldiers as you move around the city. You may want to simply stand still for a moment until you get all of the initial bonus objectives delivered to you. Your commando will be able to take down pretty much anything you see here, including the large Annihilator Tripods that the Scrin will be sending your way, so don’t worry too much about him. Before heading to the engineers to your west, though, you’ll want to head towards some of the nearby trapped units and build up a small force. When you have four or five units under your belt, move to the engineers and kill the aliens nearby to rescue them.

With the engineers under your wing, start heading east towards the GDI base on the far side of the map. If you don’t keep at least one engineer alive, you won’t be able to win this mission, but that shouldn’t be too much of a problem, since there are so many of them. Just keep an eye out for Tripods and tell your Commando to explode them when they get close. If you do so, you can place an Engineer into the Tripod and use it for yourself, which will be handy. If you get back to the base and capture the power plant there, the war factory will come back online, allowing you to repair any Tripods that you’ve salvaged.

When you have the base under your protection, move engineers to capture the Tiberium spikes and silos to the south of your position. No need to guard them, as they won’t be attacked by the Scrin. The spikes will provide you with effectively limitless cash, albeit at a slow rate, so quickly repair the base and start making a fleet of Predators with railguns to protect you. Ten or so Predators should guard the eastern side of the base, with five or six missile squads in APCs scattered around to shoot down the planes that fly overhead. The planes aren’t going to attack you, but still, shooting them down will give your missile squads plenty of experience.

Taking the Command Post and Armory

Although the bonus objectives here are optional in a strict interpretation, taking them back will still be very beneficial for you. Begin with the Command Post, on the middle-southern portion of the map. When you head out that way, roll out with plenty of riflemen and missile squad soldiers in APCs, with perhaps a few Predators for good measure. You won’t need them all, but better safe than sorry. Don’t forget to place an engineer into an APC as well.

When you capture the command post, your radar will come back online, and the defensive turrets around the command post will activate as well. These will destroy any vehicles that come nearby, but ground units will still be a problem. You may want to dig in a couple of Riflemen squads on the hills leading up to the command post to leave it somewhat autonomous.

With the Command Post under your belt, you can head west to the Armory. Reinforce your little army with more APCs and Engineers. (You may want some empty APCs to hold any troops you discover as you move.)

In For The Kill

At this point, you should have basically infinite money, so load up a bunch more APCs with Zone Troopers (which the armory lets you build) and engineers. Send a bunch more Predators and APCs down to the armory point and thrust north from there. Recapture the two power plants near the enemy base and repair them to start getting the Sonic Emitters up and running; they’ll contain the enemy in its base, allowing you to form up and sweep through to clear them out.

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