THE _______ _________ ________ _______ ________ 1 1 1 \ / 1 1 1 1 1 1 1 \ / 1 1 1 1 1 1 1 \ / 1_______ 1_______1 1 1 1 1 \ / 1 1\_ 1 1______ 1________1 \/ 1_______ 1 \_ 1 OPERATIONS An unofficial walkthrough and strategy guide for the expansion to Command & Conquer This Document Copyright July 22 2002 Duncan May (Mintmaster2001@yahoo.com) Version 1.0 - Original formatting 7.22 Version 1.1 - Formatting updates, Authorized website list 8.8 Command and Conquer and Command and Conquer: The Covert Operations are trademarks of Westwood studios. Any Trademarks not mentioned are still acknowledged. This document is free for the private person to read and download, but may not be reproduced without my permission. Authorized Websites: Neoseeker.com Gamefaqs.com Table of contents: 1 Introduction 2 Contact info 3 Thanks and Acknowledgements 4 GDI Units 5 Nod Units 6 Dinosaur Units 7 GDI-Only Structures 8 Nod-Only Structures 9 GDI/NOD Structures Level Walkthroughs Global Defense Initiative 10.1 GDI: Blackout 10.2 GDI: Hell's Fury 10.3 GDI: Infiltrated 10.4 GDI: Elemental Imperative 10.5 GDI: Ground Zero 10.6 GDI: Twist of Fate 10.7 GDI: Blindsided The Brotherhood of Nod 11.1 Nod: Bad neighborhood 11.2 Nod: Deceit 11.3 Nod: Eviction Notice 11.4 Nod: Tiberium Strain 11.5 Nod: Cloak and Dagger 11.6 Nod: Hostile Takeover 11.7 Nod: Under Siege: C&C 11.8 Nod: Death Squad Secret Dinosaur Missions 12.1: Introduction 12.2: GDI/NOD 12.3: GDI/NOD 12.4: GDI/NOD 12.5: GDI/NOD 12.6: Dinosaur 13. HUGE BUG 1. Introduction This is my first FAQ, And I am writing it because I wanted an FAQ for this expansion pack, but there was not one. So I did my damndest to beat all these levels, and I did. Then, I went on GameFAQs.com and looked in Command and Conquer. There I found an FAQ that had some info on Covert Ops missions. Oops. But that walkthrough was mainly for Command and Conquer DOS or 95. In my Walkthrough, I am going to go in depth for ONLY Command and Conquer: The Covert Operations. 2. Contact Stuff If you have any questions, Comments or Corrections, feel free to e-mail me at Mintmaster2001@yahoo.com. Make sure to put the subject header something with my name (Duncan) or Command and Conquer or I will delete it. 3. Thanks and Acknowledgements I would like to thank my family, friends, God, and Jeff, who introduced me to this great game. I have used the following as sources to make this guide as complete as possible: Roger Wong's Strategy Guide I used this to get a second view on how to beat some of the levels in this game. Command & Conquer Instruction Manual, 1997 version I used this to get an idea for the basic layout for my walk through. Mission Briefings From the Game Used for Mission briefings. 4. GDI UNITS Minigunner: Cheap and effective in masses. They are the most basic unit. Grenadier: Probably the best infantry in the game besides commandoes, grenadiers are effective against most enemy units and structures, excepting obelisks, and flame tanks. Rocket Soldier: Very good against armor, and can attack airborne units. They work well in tandem with gun turrets, let enemy tanks attack your turrets than bring 5 or so rocket soldiers forward to finish of the tanks. Commando: Very good against enemy infantry, and buildings, their main weakness is the minigunners who will shoot at him after he blows up buildings that they are in. Ineffective against vehicles. I find them helpful in Covert Ops missions for taking out the Temple of Nod, because the C-4 explosive destroys any building in one hit and Nod will not be able to launch their nuke. When you get commandoes, keep them alive. Engineer: Can take over enemy buildings. No other weapon, but there are endless tactics you can use with these guys and APC's, and chinook helicopters. Send into enemy bases with commandoes to do some major damage. Humm-vee: Fast and ideal for scouting out terrain. Good against infantry. APC: Armed Personnel Carrier. Better armored than Humm-vees, and slower, but with the same weapon. Great for protecting engineers as it carries them into enemy territory. Use 5 or more against heavy defenses, with 1 engineer and four grenadiers or minigunners. At least one should reach it's objective, and all the rest will have a suprise inside when they are destroyed. This tactic can MESS UP enemies bases. Medium Tank: The backbone of GDI's armor, they are effective against buildings and other vehicles, and can crush infantry but are slow in killing them with their main gun. MRLS: Mobile Rocket Launch System. I like this to back up my defenses. It is devastating against infantry, but a light tank can kill it in about 4-5 shots. Also good against air units and enemy bases if it is backed up by tanks. Mammoth Tank: Can take a lot or damage, and re-generate up to 50% health. Great against enemy armor. If it is being harassed by infantry, it's missiles will trigger when the turret turns 180 degrees. Can fire on air units. Orca: Fires anti-armor missiles. I like building 8; six will kill a harvester, and I like two to defend my base. Assign them numbers (Ctrl + #) and then you can vector them without having to send them all in a group or going back to your base. When a SAM pops up to shoot at one, use an Ion Cannon and the SAM will be destroyed in one hit. Chinook: An aerial APC. Invisible to radar while in the air, it lacks armament. MCV: Mobile Construction Vehicle. Use to build a base. Guard it carefully, it's slow and expensive. Harvester: Gathers tiberium for money. Defend it well. A-10: (Air strike) Drops napalm on enemy positions. You get Air strikes after you destroy SAM sites. Ion Cannon: Use in tandem with aerial units to take out SAM sites. Can also take out gun turrets and obelisks in one hit. 5. Nod UNITS Minigunner: The Basic Nod Infantry. IMHO these guys have a lot of bang for the buck. Rocket Soldier: Effective against armor and air units. Spread a few through your base in case you lose power so you can defend against Orcas. Flamethrower: Can kill most infantry in two shots. Spread them apart, when one dies he will take health from those right by him. Also arrange these guys so that they don't take damage from on another as they shoot. Engineer: Can capture enemy buildings, In some levels, they can be used to capture empty chinook helicopters. Chem-Warrior: Fires a Chemical spray and cannot be damaged while walking through Tiberium. They do 1.5x the damage of a flamethrower. Commando: Can kill infantry from extreme range. The Commando is vulnerable against vehicles, Humm-vees and the like especially. Recon-Bike: Fast but not well armored. Use to reconnoiter unrevealed terrain. They are good in packs, and can rip through armor as well as destroy aircraft. Nod Buggy: Faster than GDI's Hummer, but not as well armored. They are effective for scouting and killing infantry. Use together with recon bikes in packs. Light Tank: Faster than the Medium Tank, the light tank has a smaller gun. The Core of Nod Armor. Mobile Artillery: Slow and un-armored, mobile artillery can decimate structures and infantry. Flame Tank: Fast and deadly, the only dangers to this tank are orcas and medium tanks, as they can outrun mammoth tanks. Stealth Tank: These are very useful to have. You can build invisible walls with them, park them in front of an enemy refineries so its harvester cannot unload, use in packs of 4/5 to perform hit and run attacks on enemy buildings, and kill orcas very effectively. They will fire on a orca on its helipad, then the orca will take of but the tanks will re-stealth. Then when the orca lands, fire another volley of shots of. These are also good for reconnaissance. Just remember, they are not well armored, and keep them at least one square away from infantry and guard structures. SSM: Surface to Surface Missile launcher. You will not get this in single player, but as GDI you will be up against them constantly. They have very, very long reload time, but are great for weakening enemy defenses and killing large numbers of infantry. Don't bother shooting at fast units, they will be well clear before the missile hits. Apache: Nod's attack helicopter. They are great for infantry killing, but take longer to reload than an orca and take a longer time to shoot all their ammunition. Chinook: You cannot build these directly, but they will bring you reinforcements and you can capture them with an engineer. They are a troop transport helicopter and can land 5 infantry anywhere on the map. MCV: Mobile Construction Vehicle. Deploy this to get a Construction yard, and you will be able to build a base. Harvester: Collects tiberium. When full, harvesters have 700 credits of tiberium. APC: Not available to build as Nod, these will show up in some covert ops missions. They are well armored, and they can carry 5 troops across the map. Use in large numbers for attacking enemy bases, with 1 engineer and 4 flamethrowers or rocket soldiers inside. Cargo Plane: The plan you see drop off units at your airfield. The farther right you airfield, the faster you get your units. MRLS: Mobile Rocket Launch System. I like this to back up my defenses, and if it is protected by tanks, its is a good offensive weapon. Nuclear Strike: It seems to me the nuclear strike does much more damage in Covert Ops than is does in the last mission of Command and Conquer. A nuclear strike can take out massive chunks of enemy bases. 6. Dinosaur UNITS Stegasauros: Relatively slow, the Stegasauros can dish out a fair share of damage to infantry, vehicles, and structures. Triceratops: As far as I know, the Triceratops and stegasauros are identical in every way except how they look. Velociraptor: Fastest Dinosaur. It is great against light armor and infantry, but can hold it's own against defensive structures and tanks, too. It can get hit-points back from killing infantry. T-Rex: Faster than the stegasauros or triceratops, the T-rex can absorb massive amounts of damage. 7. GDI STRUCTURES Infantry Barracks: Produces infantry. A prerequisite for base defenses. Weapons Factory: Produces armored units. Guard Tower: Equipped with a heavy machine gun, it rips through infantry. It is Vulnerable to rocket soldiers, and light tanks which can shoot at it out of it's range. Advanced Guard Tower: Effective against aircraft and infantry, these can also destroy armor, especially if you have multiple emplacements. Use Orcas to soften up armor coming at them. Advanced Communications Center: Establishes an Ion Cannon uplink and provides radar coverage. 8. Nod STRUCTURES Hand of Nod: Produces Infantry. Gun Turret: These, are by far, my favorite structure. I would much rather have 5 of these (As one gun battery, not spread apart) than two Obelisks of light, not very good against infantry, back them up with some artillery or flame tanks. These turrets actually have considerable range, it being the same as an MRLS. SAM Site: These are only effective against air units. They are a lot more vulnerable when the launcher is exposed. Airfield: You need this to produce vehicles. Try to build it so the plane does not fly over enemy bases, and have it to the right so you get your units faster. Obelisk of Light: These require power to stay working. They can killed by one ion canon hit. Back these up with turret guns. You may have noticed that on some units take three hits, the third just is 1 health mark in the red. If turrets back these up you wont need another reload and can start to destroy a fresh tank. Temple of Nod: Requires much power. Allows you to produce the MCV and prepares a nuclear strike. 9. STRUCTURES; BOTH SIDES Construction Yard: Use this to build other structures. Defend it wall. It is a deployed MCV Power Plant: Produces 100 units of power for 300 credits. Advanced Power Plant: Produces 200 units of power for 700 credits. When you have a lot of base space, build many power plants instead of a couple advanced power plants. Also, If In Ion canon is shot at a APP, you lose 200 units, but if it hits a normal PP you only lose 100. Tiberium Refinery: Receives your harvester and can store up to 1,000 credits of tiberium. Tiberium Silo: Not very well armored, It can store 1,500 credits. If it is destroyed, you lose all the money in it. Communications Center: Establishes radar and is needed to build more advanced structures and units. Helipad: Re-arms Orcas and Apaches. Repair Facility: Repairs damaged vehicles. You need one of these to build Mammoth tanks if you are playing as GDI. Sandbags: Provide a defensive barrier. 1 hit destroys it Chain Link Fence: Provides a slightly better barrier than sandbags. Concrete Wall: Hard to destroy. The best barrier for defending your base. 10. GDI LEVEL WALKTHROUGHS 10.1 GDI: Blackout Briefing: We needed to establish a base in this area. Unfortunately, so does Nod. They have already put obelisks to guard the only way in. We need you to cut the power to the obelisks before our MCV arrives. With the MCV, set up a base and eliminate Nod forces. Walkthrough: Head South. You will encounter some enemy rocket-soldiers. Kill them and you will get an air strike. Go North across the bridge and you will see a flame-tank, with only half its health. You can direct the air strike on it, of shoot and run with your commandoes, it only has half health. After the flame-tank is taken care of go into the base it was guarding. Destroy the power plants. (I save my air strike to get two of them) Moments later an MCV should arrive. Take it just north of where the power plants were, and build your base. Take out all the turret guns nearby so you can harvest in peace. Take out the outpost with the temple of nod first (northwest Corner) and use a commando on the temple so that it does not get to launch it's nuke. Then destroy the main base in the northeast. Or when you get your MCV, Ignore the turrets and head up to the North East corner and build your base, the computer starts building around when you start building your base. Take out the turret guns and the outpost in the northwest corner. The third option would be to air strike their construction yard before it starts (or finishes) building the Nod base. It is located in the North East corner. 10.2 GDI: Hell's Fury Briefing: Nod is attempting to rebuild their temple with its nuclear missile. Establish a base and wait for contact with Agent Delphi. He will show you the best way into their base. Use everything at your disposal to stop The Brotherhood. Walkthrough: Take your men and attack the Nod base to your east. You should have no trouble except for flame throwers which will come out of the Hand of Nod. When you have control of the base some reinforcements will arrive. Take your Humm-vee and scout out the area. Build up your base. Barricade the entrance until you have sufficient defenses, Nod will send down 3 recon-bikes about every 30 seconds...really. Before this a helo should arrive. Load it up with men and go to the flare. Do this several times if you can. Hurry, Nod will build some SAMS. Go East. Take out the gun turrets and the wall. Blow up the power plants and destroy anymore that are built. Go south and take out the temple. Now you should attack the Nod base on the northwest side. Their Obelisks will not have any power. Then go for the base in the middle. Kill Everything. If your helo gets shot down, attack the Northeast base and then follow the northern path. Continue from where you would if you inserted men by Helo. 10.3 GDI: Infiltrated Briefing: Infiltration! Nod has breached our base in Eastern Sudan and had begun taking it over. Re-capture the base and reestablish our military dominance in the area. Walkthrough: The start is a major challenge. Build a new barracks. Capture all your buildings back. If Nod has your refinery for long enough they will build a turret in the middle of you base. Build some advanced guard towers, I built four. When the Noddies come, THEY COME. Build another refinery, and some orcas to help fend off incoming attacks. By now you should have scouted out the area. Their base in in the northwest corner. Kill off their harvesters with your orcas, six should do the job. Use orcas in tandem with the ion canon to destroy the SAM sites. Then take a bunch of tanks and "Eliminate enemy presence." 10.4 GDI: Elemental Imperative Briefing: Nod has stolen some of key components to our tiberium research. Retrieve them. A local civilian is willing to help clear the way and take us to the site if we free his wife and return her to safety. Walkthrough: You should start in the southwest. You can do several things. Head northeast, fight or not. Just make sure one unit makes it to the northeast corner to pick up the crates. Chase down the running rocket soldiers with a Humm-vee. Then go north with all your forces. Use your medium tanks to engage any flame tanks you see. There is a flame tank on the west side of the village you will pass by and also a flame tank on patrol with two recon bikes. Stay on the west side of the map and continue north. Use the commando to engage any infantry that you see. Continue north with your forces. You will encounter a light tank and a stealth tank, and some more infantry. In the northwest corner you will find some sandbags blocking a village. Destroy them and continue. A helicopter will appear at the mission's beginning. Bring it up to the village and put the woman in purple into the helicopter. It will leave and the man by where you started will go and set off a flare where the crates are. Go back until you reach the village. Head east. You will encounter some infantry, SSMs and tanks. Use you commando for the infantry and your tanks for theirs, with you other units supporting. Go north, cross the bridge, and recover the crates. Or, when you get the helicopter, put the commando in, fly to the edge of the shroud, let him out, and repeat this maneuver until you are in the northeast corner and pick up the crates. 10.5 GDI: Ground Zero Briefing: Nod has launched a missile which is aimed at the global peace conference. Get the delegates from the conference to the Evac. point as quickly as possible. Time is critical - Good luck. Walkthrough: You will see some Nod soldiers attacking houses, west and south of where you are. Kill the soldiers to your west, the get the flamethrowers to your south. You will encounter other Nod infantry on your way to kill them. You should get some infantry and than a medium tank as reinforcements. Head north, back past where you started. You will encounter some more infantry. Kill them. Stay as far east as you can while heading north, and you will be going the right way. You will have to head west soon. Have your medium tank in lead because soon you will see a flame tank. Head north, if you go west you will be stuck in a dead end. You should have to go through a large tiberium patch, guarded by a Nod buggy. after you have dealt with the buggy, keep your men north so they have to walk through as little tiberium as possible. On the other side you should see a village. In the village there will be a lab and by it a fence with diplomats trapped in it. Blow up the fence and take the diplomats, heading south. Soon the place will get nuked and you will be able to pick up some survivors. You will encounter some more infantry. If you kill them, you may get a Humm-vee and 3 rocket soldiers as reinforcements, where the mission started. Nod should have two flame tanks show up in the village, too. Kill these with you medium tank and rocket soldiers. Go south and west, eventually you will see a flare. You will encounter some infantry, a light tank, and a flame tank. If your medium tank is dead by now then send the humm-vee in first, and the flame tank will chase it. Since it is so fast, direct the humm-vee to where you started and you will never have to worry about the flame tank again as it is slower then the humm-vee. Now continue. You may encounter some more Nod forces, but you should be able to make short work of them. Get at least one diplomat to where the flare is/was and a helo will come. Put the diplomat in, and, mission accomplished. 10.6 GDI: Twist of Fate Briefing: We have set up a small recon post in Nod territory, but they captured and reinforced it. Getting that post back would be a major coup. An MCV and armed convoy are on their way to aid you in establishing a new base. Once established, eliminate all Nod forces in the area. Walkthrough: A lot depends on the beginning. Try to take out the enemy units that are armored or have anti-air capability. Use your orcas to finish off what ever Noddy units are left. If you don't kill enough units, your MCV will be killed as it drives down. It will, however almost always take some damage. Bring the MCV to the flare and set up your base. Build some advanced guard towers and use your ACP as bait to bring the enemy apaches into range of your AGT. Take the enemy base in the middle of the map first, and then the small outpost in the northwest. Build a refinery or two as there is a huge deposit of tiberium up there. You can try a frontal assault on the base in the southwest corner but I beat this level by sandbagging a lot of AGTs into their base after I kept blowing up their harvesters so that they were broke. I also sent minigunners way up north so air strikes would be diverted against them. 10.7 GDI: Blindsided Briefing: Use your commando to establish control on our side of the river. We will send some help when all SAM sites are taken out. Than send your forces across the river and attack from the Nod from the rear. Destroy them all, they wont be surprised for long, so act quickly. Walkthrough: There may be a better was to do this, but I dont know it, so, here goes. Kill the infantry coming at you. Go west. Take out the Turret gun, all the surrounding infantry, and then the SAM sites. A Helo with 5 engineers will arrive. Capture 1 power plant, the hand of nod, the comms center and the airstrip. Make sure you have 1 engineer remaining. Build minigunners until you're broke, you should have about 20 or so. Blow up the two other power plants than kill the incoming infantry with your commando. Now go East and into the enemy base, use all your minigunners to take out the obelisk, turret guns, and SAM sites. Make sure not to touch the harvester or have your men run over by it. Bring you remaining engineer over and capture the refinery while the harvester is dumping tiberium. Now start pumping engineers out of your hand of nod and capture the rest of the base. If you want to, take out the enemy construction yards, with an air strike. They are in the northeast and west corners, I have heard they don't start building tanks until you cross the river, so weaken their bases while you can. Keep your commando at your base in the south, a helo of enemy flamethrowers and commandos will come. So will a chinook on your side. Take your engineers across and capture the base where the flare is. Watch out for the vehicles waiting by the water. Build sufficient defenses (I built 10 turret guns, all in one gun battery) and attack the enemy bases. The one in the northeast is weaker, so deal with it first. 11. Nod LEVEL WALKTHROUGHS 11.1 Nod: Bad Neighborhood Briefing: We need to remove all GDI forces from this area. Sadly, the civilians in this area are GDI friendly. You must remain undetected until your case is ready. If either GDI or the civilians discover you, GDI will attack. Walkthrough: This mission is straightforward. Build your base, avoid detection, attack. There is a massive tiberium field north or your base. If you can position a nuke in the right place you can take out all 4 power plants, a silo, a tiberium refinery, AGT, and war factory. Use stealth tanks to sneak up and take out the construction yard. 11.2 Nod: Deceit Briefing: GDI has attacked and cut off one of our bases. Find a way into the base. One of our agents will assist you by placing a flare at the right time. Once you are in, rebuild the base and destroy the GDI forces in the area. Walkthrough: You will see GDI soldiers attacking a village to the south. Ignore them. Kill enemy infantry. Head northwest. If you see any enemy comms centers blow them up with your commando. Cross the bridge, kill any infantry you see. Get the crate of money and wait, a helicopter will land. Capture it with the engineer. Put your commandos in and head west and a little south. You want to end up along the western edge, in about the middle. You can let your commandos out to reconnoiter. you should be in your base. An old, damaged nod base, that is cut off by guard towers is there. use your apache to attack units holding you under siege. Put a commando in the helo and fly him to the southern village. Get the crate that was in the church in the village it has more money. Build a refinery, and hand of nod. Build some rocket soldiers and attack the guard towers from out of their range. Let the harvester harvest north of your base and build some turrets. Once your base is ready take out the towers to the southern part of your base and build defenses. Use stealth tanks and your apache to destroy the normal guard towers that are scattered all over the level. When you are good and ready get a whole lot of tanks and go in shooting. 11.3 Nod: Eviction Notice Briefing: GDI influence in this area in running rampant. Establish a well positioned strike base, and clear the area out. A nearby town may provide a suitable location for your base, if the occupants were "persuaded" to move. Walkthrough: Head for the village. You will need to take out a mammoth tank and will lose some of your flame tanks. Destroy the village. You will get funds from the buildings you blow up. There are many tanks parked around the level. Once you have your base up and running, send out patrols to kill them. Reconnoiter with stealth tanks, and you will find the enemy advanced communication center can be shot at safely. blow it up, the enemy will have to spend 2800 rebuilding it and wont be able to ion canon your base defenses. If they rebuild it, destroy it again. There are many large tiberium patches north of your base. 11.4 Nod: Tiberium Strain Briefing: A nearby GDI base is conducting further ion research. In doing so, they use a lot of chemicals, located in their bio centers. Destroy all the bio centers, and "Contaminate" all units and civilians. Leave all other structures intact so that it looks like an accident. Walkthrough: Get you flame tank to kill nearby infantry. Head south, into the village, where there are many civilians, some infantry, and a medium tank. Use your flame tanks against the medium tank, and when you destroy it another flame tank will arrive. Double back north but don't cross the bridge you crossed on the way down. Instead head east and cross the other bridge. Follow the road. On another bridge you will find another medium tank. When you destroy it yet another flame tank will arrive. Continue along. You will see a comms center but ignore it, you are only to destroy certain buildings. You will come across another squad. Head north through the large tiberium patch. You infantry are immune to the effects of tiberium. There is a back entrance to the base. Kill all the enemy units that will come out of it. (If you are low on units make enemy infantry chase you through the tiberium, they will eventually die) Then go into the base and destroy the three bio facilities, but nothing else. 11.5 Nod: Cloak and Dagger Briefing: GDI has intercepted and captured one of our MCV's. We were counting on that vehicle to establish a foothold in that area. Recover the MCV and remove every trace that GDI has ever been there. Walkthrough: Drive around, to get a feel for the map, than go to the enemy base where you can see your MCV. The northern entrance is the easiest for a stealth tank to enter. Get to your MCV and blow up all the chain link fence surrounding it. Deploy your MCV as northwest as possible inside the GDI base. Build a power plant just south, it will be fired on by an advanced guard towers. Immediately build a hand of nod, and place it as far from advanced guard towers as possible. (I do believe there is one position when it will not be fired on. By now your power plant should be destroyed but don't worry you are about to capture many a power plant. Use your power plant and hand of nod as diversions and keep building engineers and capturing power plants. Now build gun turrets and attack the tanks and what not surrounding the base. Don't worry about money, just keep building engineers. Capture every building you can sell for a profit. Sell what you need to get 2000 credits (1 of your construction yards) and build a refinery. Finish taking the base from the inside out. Eventually all the enemy vehicles and units will come charging into your base. Fend them off, than go destroy the outpost in the center of the map. 11.6 Nod: Hostile Takeover Briefing: The mission is simple. GDI has taken a region that belongs to us. Take it back. Walkthrough: First make sure you can see the church across the water. Than take your rocket soldiers to the bridge and blow up the tank defending it. Head north and you will find an old, damaged Nod outpost. Sell the comm. Center to get 5 more infantry units than build an engineer from the hand of nod. Take your flame tank southwest and destroy the two guard towers. Double back with your flame tank and kill the enemy infantry that will be inserted by helicopter. Go back to where the guard towers were and blow a hole in the fence. Capture one of the chinooks and put several infantry units in it. Fly to the church and blow it up, than get the crate for 2000 credits. Now shuttle the helicopter back and forth to the flare than send the chopper to that village as a mammoth is after it and your base wont be able to handle it. Head north with your infantry. Repair the building you have and build up you base. Fly the helo back, you can defend against a mammoth tank now. If it is lost, capture another down south. Build 4 light tanks to take out the guard towers looming over you tiberium patches. There is a field in the center of the map with a lot of tiberium. The easiest way into the GDI base is from the south, but you can only use infantry, so send some rocket soldiers along to take out the guard towers. Watch out for engineers. They do like coming into your base. Build a turret or SAM as your northern most building, and you will not have any problems.(Computer enemies will always go for your northern most building) 11.7 Nod: Under Siege: C&C Briefing: GDI had pinned us inside our own base and funds have run out. Reports have it that GDI is ready to send in air strikes to finish us off. The situation looks hopeless... Walkthrough: This, this is my most favorite mission on the Covert Ops disk. Repair what vehicles need it, than take your stealth tank exploring. In the south there is a village, when you blow up the church you get a money crate, and when you blow up the other buildings, minigunners will come out and go after the GDI units holding your base under siege. Also, sell your silos and if you wish temple or SAM sites. (I keep my SAMS because although they don't always do too much against incoming air strikes but GDI units have a fixation for killing them, allowing your units to attack their units which are, in turn, attacking your SAM sites.) Use your stealth tank to harass the GDI harvester, when units come to investigate break off the attack, and then the investigating unit will come to you base where you can make short work of it. After all the northern units are gone the enemies holding you under siege will pour in fend them off, and then if you still have a temple nuke their base, and if you sold your temple, all you will need will be your stealth tank and ten or so minigunners to finish off their base. (With all the money from selling buildings and getting at the church, I built gun turrets and repaired damaged structures) I suppose you could build a refinery, but I never make much use of one when I play. Anyway, after you have repulsed the attack, build minigunners, even if you have to sell other buildings to do so. With your stealth tank, blow a hole in the wall at the southwestern part of their base. Take their power plants first, then the construction yard and then the barracks and war factory. Shoot at the guard towers with your stealth tank, just stay out of their range. Don't worry about the advanced guard towers, they have no power since you destroyed the power plants. Use your minigunners to destroy the rest of the base, and the stealth tank for the harvester. 11.8 Nod: Death Squad Briefing: After our setback in Europe, our recovery effoers have been hindered by GDI's use of it's ion cannon. Now they have a relay in North Africa! We only have limited forces, but you must take out the advanced communications center or slowly Africa will begin to fall as well. Walkthrough: Reconnoiter with your stealth tanks. Than take a stealth tank to the east side of the enemy base and blow a hole in the northern section of the wall. Take the rest of your units to the northern lake. Look over their base with your stealth tank. The advanced communication center is just north of the sandbag wall and mammoth tank. Use rocket soldiers and your light tank to kill the guard towers if you wish. Watch out for the enemy commando. Do your best to avoid enemy contact. Have your units go to the hole in the wall you made earlier. Fight your way north, Kill the mammoth tank and send your light tank past the sandbags first, as a diversion for the advanced guard tower, so you can use your commando to take out the Advanced Comm Center. If you make too much of a fuss, the whole GDI base will come after you. Dinosaur LEVEL WALKTHROUGHS 12.1 Dinosaur levels Introduction As an easter egg mocking Jurassic Park, the developers of The Covert Operations put in some dinosaur missions. You can play as either GDI or Nod, and will still get the same missions, and maps, just the units you have access to will vary a little. (On the last level you have command of an army of dinosaurs) and (I always play on GDI because their helicopters are better suited to killing the dinos) To get to play these missions, simply go into DOS, and type the directory that Command and Conquer is in. If you run your game on DOS, after you type the directory name put in c&c funpark. EX. D:\Games\Westwood\Ccdawn\c&c funpark If you run on Windows 95, than do the same, but type in c&c95 funpark EX. D:\Games\Westwood\Ccdawn\c&c95 funpark The names you have on your directories may be different from the ones I have on mine, so give DOS your commands accordingly. 12.2: Dino Mission 1 Briefing: There have been reports of strange animals in this area. Take your units to investigate, than report back your findings. Walkthrough: Take your men and head east. You should get two more recon bikes as reinforcements. Take your troops north. You should encounter a triceratops. Continue, going northwest, and cross the bridge. Kill the T- rex in the village. After that, go east, and kill the stegasauros. Mission accomplished. 12.3 Dino Mission 2 Briefing: We've lost contact with our base in this region. Find the base, and secure the area. Eliminate any threats that you find. Walkthrough: Put your men in the helo and go west across the river. Kill the dinosaur from across the rocks, he only has a little life left. Now put you men back in the helo, and fly south. You should find you base. Build four tanks, and clear what you can on your side of the river. Now, send 1 commando across the North/South river and use him as a forward air controller for your helicopters, which you should send in to finish the job. 12.4 Dino Mission 3 Briefing: We've lost a lot of men in these woods. You must clear the path for the safety of future troops passing through this area. Our scientists indicate that these dinosaurs are not as dumb as previous theories believed. Walkthrough: Get your units in a good defensive layout. Flame throwers scattered around the perimeter, grenadiers behind them. Have your vehicles all in a row, and keep your rocket soldiers behind them. Well, that's how I do it. Now, take a Nod-buggy and investigate the woods to the north. As soon as you see a dinosaur, run the buggy back to protection. The Dino(S) will chase, and you can make short work of them. After you are finished doing this with the north woods, you will get reinforcements. Do the same to the southeastern woods, to get more reinforcements. Lastly, Kill the T- rex hiding out in the northeastern corner. 12.5 Dino Mission 4 Briefing: You must establish a base in this region. Reports indicate that the area is directly in the migratory path of the local, hostile, animal life, so prepare to defend against any attack. Walkthrough: Build your base and instead of guard towers or turrets, build tanks for defenses as individual dinosaurs are not terribly great against them (Still a threat, believe me). Use your Humm-vees as a forward air controllers, and pound away on the dinos with helicopters. 12.6 Dino Mission 5 Briefing: The NOD base in this area is threatening to make your species extinct! Take any action you deem necessary for your survival. Walkthrough: This time, you are the dinosaurs. Scout out the area with velociraptors. Kill any troops you see and watch out for stealth tanks. When you are good and ready, attack their base. The best place is the northeastern corner of it, as it is right by the power plants and you can send in a second group from the bridge without having to worry about the obelisks. Don't worry too much about losing your critters, you get reinforcements in a pretty steady stream after you start attacking the base. 13. HUGE BUG Start a dinosaur game, than abort and load previously saved missions from normal Command and Conquer. (GDI or Nod) You will have to change CD's, but by doing this, you will be able to build things ordinarily you could not (Ex. Commandos and Ion Cannon strikes on the second or third GDI mission, or say, Nuclear strikes and stealth tanks on the second Nod mission.) Now that you have loaded your mission, and you have a base and don't want to restart, look. Nothing may seem different. Now, sell a building, say your barracks, or repair bay, or helipad, Now rebuild what you sold. You should be able to build some more units or structures now, what ever your new building is a prerequisite of. I had a refinery, hand of nod, power plant and construction yard in my base; It was exactly the same as it was when I saved it. I sold my hand of nod and rebuild another one. There were several higher tech level things I could have built after I did that. (Airfield and gun turret; I was on the second Nod mission) If you don't mind about your base or progress, restart the mission you are on. You should be able to build any unit or structure from the side you are on if you have the right prerequisites.