ON MovieTome: See Robert Downey Jr. as SHERLOCK!
CNET Networks Entertainment:
GameSpot: TGS 2008
GameFAQs
SportsGamer
MP3.com
TV.com
Metacritic

Act II: Egypt

Mission One: Casabad

Primary Objectives

  • Secure the Barracks by defeating the nearby Nod
  • Destroy the Weapons Research Lab
  • Destroy the Nod War Factories

Bonus Objectives

  • Capture all three Tiberium Spikes
  • Destroy the Nod Outpost

Hot Hot Heat

Destroy the Nod near the barracks to your north with your riflemen, then capture the Tiberium Spike in the middle of the base. Build another Engineer and send him towards the Spike to the north, then start investing your resources in more Zone Troopers, with a few missile soldiers to provide anti-air support. Don’t forget to research the upgrades at the Armory, either.

After fending off the first few rounds of enemy attacks while you build up your forces, send an engineer to the third Spike to the southeast of your base and capture it. The Nod forces won’t attack or try to recapture the spikes, so don’t worry about defending it. Just build up a large force (perhaps 15 units) of zone troopers and missile soldiers for your main assault. Start with the bonus objective, the outpost near the third Spike, then sweep to the north, defeating the weapons lab and factories, to beat the mission.

Mission Two: Alexandria

Primary Objectives

  • Destroy all Nod loading dock cranes
  • Destroy all Nod Port Authority buildings

Bonus Objectives

  • Destroy all Nod ships docked at the port
  • Capture the EMP Control Center in the city
  • Deploy a Surveyor at the northern Tiberium Field

Turtling

You start the mission without much of a base, so immediately begin building yourself up a bit. When you build a War Factory, don’t forget to construct another harvester to hasten the speed of your Tiberium collection.

Your first goal here should be to protect your base from the constant onslaught it’ll come under. At first, you’ll be facing light assaults from the east, but eventually the enemy will begin coming from the north as well, so race out a Tech Center to build up a few more Mammoth tanks, and don’t forget to research railguns! In the meantime, four or five Predators and a couple of Zone troopers should be fine for defending against the light assaults coming your way, so let them do their job, repairing them at the War Factory or Armory as needed, until you can start rolling out the heavy guns. The riflemen you begin with can Dig In near your base perimeter to make some bunkers, which you can then put missile squads into.

After you build up enough of your forces, you can start working on expanding your base a bit. Build a Surveyor in the support tab of your main construction base, and send it northwest towards the Tiberium field there. Unpack it to the west of the field, then quickly build another refinery and war factory there. The war factory will allow you to move your vehicles up near the Tiberium and block enemy attacks from that direction.

As your tanks block off enemy attacks (Predators and Mammoths with rail guns will be adequate at defeating infantry rushes as well as vehicle attacks), they’ll gain experience and some will eventually wind up at Hero status, capable of regenerating themselves after they take damage, letting you easily repel further assaults. As the round progresses, you’ll eventually start facing more advanced units with upgrades, but your Mammoths should be able to face off against anything that comes your way, so long as you return them to a War Factory for repairs when needed.

Capturing the EMP

One of your bonus objectives is to capture the EMP projector in the southeastern corner of the map. To do so, load up a bunch of APCs with grenadiers and a couple of engineers, and have them escorted by a couple of predators. When you near the EMP projector, use the grenadiers to clear out any buildings (a commando can do this, as well), then move the engineer into the EMP projector to capture it. It can disable enemy tanks and buildings for a few seconds when fired. If you leave it unprotected, the enemies will eventually recapture it, but you’ll still have completed the bonus objective.

Destroy The Docks

Your main goal here is to destroy the docks to the north. If you build up a fleet of eight Orcas, they’ll be able to do so easily. Just take out any missile squads first, then reload and repair your Orcas and let them sweep through the cranes and ships there to take them out.

When the ships and cranes have been destroyed, you can feel free to press forward for the final assault. If you have at least ten Mammoths built, feel free to sweep into the enemy base and destroy everything in your path, concentrating on the turrets, then moving in to destroy the buildings.

Mission Three: Cairo

Primary Objectives

  • Destroy the Nod nuke facility
  • Destroy the Nod compound headquarters

Bonus Objectives

  • Capture or destroy the Nod power plants
  • Destroy all Nod structures

Nuke-u-lar

You’ve got around a minute after the game starts before a seven-minute long countdown begins. When the countdown is up, the Nod forces will launch a nuke, and presumably your game will end. Don’t worry about the timer here; you’ll have plenty of time, so long as you do things quickly.

Start out by building a War Factory and have it make another Harvester to increase your cash income. With that done, you can build a few APCs with missile launchers or riflemen squads in them to defend the base while building a Tech Center and Armory. These will let you build more Zone Troopers and upgrade them.

Again, don’t worry about the timer overmuch; just build up a small fleet of eight or nine Zone Troopers. When they’re all assembled, move them up along the western side of the map here and have them jump up and over the wall protecting the Nod compound. There’ll be light defenses on this side of the map, so have them destroy turrets as they proceed, then move them up and around the Nod base to reach the three green power supplies there. (If they come under fire from the turrets near the nuke, jumpjet them away.) Destroying any of the three power supplies on the north side of the base will knock the power for the nuclear facility offline, thus stopping the launch countdown.

You can leave the Troopers up by the power supplies, if you wish; they won’t be attacked by many units and will be able to destroy the power supplies again when they get rebuilt.

At this point, you’ve basically won, since the Nod won’t be able to fire their rockets as long as your Troopers are in the area. If you wish, you can leave one Trooper unit up here as insurance, and move the rest of them to the southeast, where the main building structures are located for the Nod. They do have an air platform, which will launch gunships that will probably find and kill your troopers eventually, but not before they do some severe damage. If you want to finish off the base, you can send in Troopers or Mammoth from the south, accompanied by Bulldogs to shoot down the gunships. Keep in mind that one of the bonus objectives involves destroying every structure in the area, so be thorough!



Game Stats

Also on

Tags