Fluffy
Ed Obloy <obl...@erols.com> wrote in message
news:7siqva$k15$1...@winter.news.rcn.net...
>I've destroyed the pyramind and all the ICBMs, then it becomes impossible to
>chase all the little critters and destroy the NOD befoer time runs out. I'm
>confused, why is the time still running when I belive I've eliminated the
>means to launch the missle? Are there two pyramids, is the one the the
>southeast of the original the GDI base I've built where the GDI forces first
>land? Confused in Clifton.. Thanks.
>
>
There are three missle silos. You have to destroy all three of them.
One is hidden away on an island on the lower left hand corder of the
map under stealth. Capture a NOD construction yard and use the Nod
Artillery to pound it to scrap. (You'll need a mobile radar unit to
see it!)
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There are 3 missile launchers, plus the pyramid and the big Missile silo on
the SE island. The 3 launchers , the pyramid, and ALL Nod forces must be
destroyed to win.
Each time you destroy a launcher (Except the one by the pyramid) your clock
resets. So, destroy one, clear out the area, destroy the other, clear it
out, etc.....
I found it helps to wait until the last 5 or so minutes to destroy a
launcher once you find it, that way, you get the full hour to beat up on a
base.
Don't forget the launcher on the inaccessible island in the middle (Not the
one the pyramid is on, it is SW of that....)
The easiest way to owin the level is:
Take 2-3 AMLRS and 3 full Amphib APCs full of engineers to the top NW corner
of the map. Use the MLRS and mammoth tanks you get to take out the 2 Nod
laser beam things. Then your engineers are free to raid the base.....
Get the construction yard, war factory, hand of Nod, refineries, and power
plants. Then get the tiberium silos too if you have enough guys.
Use the hand of Nod to make infantry FAST, and mop up everything in the
base. Be careful to not destroy the launcher until the last minute.....
I found that I don't have to produce any more buildings ever after this,
Especially when I get all the Nod power plants.
The key is to be able to build artillerey. That makes completing the mission
elemetary.
I never bult or repaired another building besides silos, and ended the
mission on time with over 20,000$
You'll need about 10 MLRS and artillery deployed close by to get to the
'hidden' central island. I found that was much tougher than the Pyramid.
Artillerey is key....
Good luck!
Cheers!
Scott
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>There are 3 missile launchers, plus the pyramid and the big Missile silo on
>the SE island. The 3 launchers , the pyramid, and ALL Nod forces must be
>destroyed to win.
The "big missile silo" is just an ordinary multi-launcher. There's
also a chem waste silo at the bottom of the map, near the western edge
of the nod base.
>The easiest way to owin the level is:
>
>Take 2-3 AMLRS and 3 full Amphib APCs full of engineers to the top NW corner
>of the map. Use the MLRS and mammoth tanks you get to take out the 2 Nod
>laser beam things. Then your engineers are free to raid the base.....
This is v. wasteful. I managed to easily maul the base using just the
mammoths and a single MRLS
>
>Get the construction yard, war factory, hand of Nod, refineries, and power
>plants. Then get the tiberium silos too if you have enough guys.
>
>Use the hand of Nod to make infantry FAST, and mop up everything in the
>base. Be careful to not destroy the launcher until the last minute.....
Overkill. The base was so poorly defended, I didn't need to produce
any infantry.
>
>I found that I don't have to produce any more buildings ever after this,
>Especially when I get all the Nod power plants.
>
>The key is to be able to build artillerey. That makes completing the mission
>elemetary.
Perhaps, but it's a damn sight easier if you use JJ infantry too ...
>
>I never bult or repaired another building besides silos, and ended the
>mission on time with over 20,000$
>
>You'll need about 10 MLRS and artillery deployed close by to get to the
>'hidden' central island. I found that was much tougher than the Pyramid.
*10* MRLS !!!! A pair of them, plus a couple of JJs, are more than
sufficient to scout out the island. Not that you even need to see it,
with the artillery. Just force-fire on any flat ground. sooner or
later, you'll hit a power plant, as they're all clustered together
>
>Artillerey is key....
>
You will find it a LOT easier to take out the final (SE) nod base if
you fly a group of JJs into the SE corner of the map (take out a few
SAM sites with MRLSs first to reduce losses) - You'll find a giant
field of power plants, cleverly left completely undefended (did I say
completely? Two nod buggies came and sat there looking lame
underneath my JJs) - another stunning example of challenging computer
base design.
David Hammond <Da...@deletethis.dshammond.freeserve.co.uk> wrote in message
news:37ed2b2...@news.freeserve.net...
I guess there must be a solder or a stalled stealth tank hanging around my
next move will be to place mobile sensor arrays so the whole map is covered.