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01 Welcome to the PDF version of IGN’s Command and Conquer: Firestorm, the Tiberian Sun add-on. Just when you thought that there was nothing more to do, the Kodiak crashes on the way back to base with the Tacitus. Gen. McNeil, although successful in his battle against Kane, has died in the crash along with his team. There isn't much time left until the world succumbs to a Tiberium infested atmosphere. NOD has also had their difficulties. Slavik is struggling to control the people whose only leader died in a battle against a "pitiful" GDI General. To complicate Slavik's position their master computer and AI, CABAL, has began to act erradict and uncontrolable. There are few options left and Slavik has to be wise as he takes them. Whichever side you pick you'll find a smooth continuation from Command and Conquer : Tiberian Sun. Westwood continues (or finalizes?) this great saga with Firestorm, the aftermath of Tiberian Sun. Pick your side and get ready for a rumble!

Transcript of Welcome to the PDF version of IGN’s Command and …guidesarchive.ign.com/guides/13294/cncfs.pdf01...

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Welcome to the PDF version of IGN’s Command and Conquer: Firestorm, the Tiberian Sun add-on.

Just when you thought that there was nothing more to do, the Kodiak crashes on the way back to basewith the Tacitus. Gen. McNeil, although successful in his battle against Kane, has died in the crash alongwith his team. There isn't much time left until the world succumbs to a Tiberium infested atmosphere.

NOD has also had their difficulties. Slavik is struggling to control the people whose only leader died in abattle against a "pitiful" GDI General. To complicate Slavik's position their master computer and AI,CABAL, has began to act erradict and uncontrolable. There are few options left and Slavik has to bewise as he takes them.

Whichever side you pick you'll find a smooth continuation from Command and Conquer : Tiberian Sun.Westwood continues (or finalizes?) this great saga with Firestorm, the aftermath of Tiberian Sun. Pickyour side and get ready for a rumble!

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GDI Mission 01 : Secure the Tacitus

Even though he could kick the butt of NOD, Gen. McNeil couldn't beat an Ion Storm. The Kodiak hascrashed landed and everyone inside of it has died. The Kodiak was carrying the Tacitus at the time of itscrash; it is your mission to go to the crash site and retrieve the Tacitus.

Strategy:

[1] You land here with 1 APC, 5 Engineers, four Titans, four Wolverines and one Transport Truck. Place allfive Engineers into the APC and split the Titans and Wolverines into two groups of two each. You shouldhave 1 group of 2 Titans and 2 Wolverines and a 2nd group of the same. Keep the APC and the Trans-port Truck behind the groups and move on.

[2] Enter the settlement and send your groups in. Some NOD troops will show up and harrass the mutantcolony. Save them and the mutants will tell you where the Kodiak crashed.

[4] Fix the bridge if it's broken and proceed. Hang a left at [4] . Don't worry about point [7] or [6] yet be-cause the structures haven't been built yet.

[5] Send in your APC and unload the Engineers. Send one in to the Kodiak and your first objective will bemet. Then place the Transport Truck into the opening of the Kodiak to load up the Tacitus. Once you getthe message that the Tacitus has been loaded, proceed to point [1] . In the meantime NOD may havesuccessfuly built their base [7] and placed two deployed Artillery [6] .

Send in your groups to take care of the Artillery [6] and then stick to the southernmost edge on the wayback to avoid being caught by the base [7] . If you moved fast enough, NOD won't have enough time torestore their cash and build up more troops. If you are feeling dangerous, take over the base with yourremaining engineers <chuckle> Once you reach [1] the mission will be over.

Objectives:

1. Find the Kodiakand determine if itcan be salvaged.

2. Recover theTacitus and returnto the drop zone.

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Objectives:

1. Protect thesmall cluster ofcivilians andescort them to thedesignated evaczone.

2. Defend thebase from attacksuntil reinforce-ments arrive.

GDI Mission 02 : Party Crashers

The Tacitus is safe and back in GDI hands but there seems to be trouble in a GDI zone from an unidenti-fied enemy. Get ready to kick E.T.'s bike from under his..er, feet?

Strategy:

[1] You have a pre-built base with no Contstruction Yard and only a limited selection of Troops and Units.Concentrate on raising money and building a lot of Titans for this mission. Once you have at least 2already built, send the two that were already there towards [2] .

[2] There will be your usual Tiberium Fiend but a new lifeform, a Visceroid, floating around. Destroy themand the citizens will go to [3] and be evacuated. It's a good idea to place one or two Titans around theslope that leads to [3] because an occasional Visceroid or Tiberium Fiend may find their way there andblow it all up! You'll be doing the same at points [5] and [6] .

[4] Post some Titans here to guard against any creatures that may attack the north end of your base. Anyattacks after the evac of all civilians will arrive from point [6] .

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Objectives:

1. Neutralize thefour riot leaderswithout killing anyof the civilians ormutants.

2. Prevent thesupply depot frombeing destroyed.

GDI Mission 03 : Quell the Civilian Riots

Tratos's death has caused an uproar among the citizens. Both mutants and humans are rebelling againstGDI with irrational fears of food and water contamination. Go in and bring the situation under control.

Strategy:

[1] You'll have 3 mobile EMP, one APC that has 3 engineers and a medic, and a set of seven or eightRiot Guards. Proceed north with the riot team leading the way [2] .

[3] Once you reach this point you have to find and neutralize one of the four riot leaders. The game is'supposed' to pinpoint the location of each one everytime BUT you don't have to wait. The first is locatedaround here. Just select a riot guard and then move your mouse over any of the citizens until you find theone you can shoot - that's the riot leader. Do the same thing around [4] then head for the bridge [5] andcross it.

[6] [7] [8] Place a mobile EMP on these locations and keep checking them often to immobalize anyenemy units. Move your troops to [9] and click-check each civilian until you find the riot leader then taghim. Do the same at [10] and your mission will be accomplished.

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Objectives:

1. Destroy the twobridges to stem theflow of reinforce-ments.

2.Infiltrate andcapture CABAAL'score.

GDI Mission 04 : In The Box

It seems that CABAAL has the information needed to finish deciphering the Tacitus. As ugly as it sounds,you need to retrieve that hellish AI from NOD in order to save the world from Tiberium. You'll have to findthe civilian techs in the area who worked on the laster posts during their NOD slave days. Once you findthem, disable the base and its defenses and retreive the core.

Strategy:

[1] You start off no more than half a screen's distance away from the NOD base. Once you get startedconstruct your MCY right were it is. Your building priorities are going to be the Plants, Radar, barracks,war factory, pavement, and Towers with Vulcans on them. Spend as much time possible building up yourcash flow and base defenses. Don't worry about using concrete walls or gates since that's not aneccessity. Pavement is, as well as the vulcans and towers. Position the Vulcans in a line as far north asyou can. Place an EMP Cannon right behind them so you can get a good shot into the NOD base onceyou can aim to that distance. If you get strapped for cash, there's a nice Tiberium patch to the northwestof your base [5] but it's guarded by a Cyborg Commando and two Cyborgs.

Four titans and six Disk Throwers should take them out. When you're ready to attack, build two mobileEMPs, ten titans, a nice set of Disk Throwers, an APC and a set of Engineerss. Send one Titan to itsdeath at point [2] . Don't bother attacking with it just get it in as close to the Obelisk of Light as possible[3] . Once you've got that area visible rush in with the two Mobile EMPs and place them at the center ofeach enemy grouping. Make sure they are far away from each other so one doesn't hit the other and thenrelease the charge.

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Send in the Titans and take out the lasers then use the Titans and Disk Throwers against the Artillery andTick-Tanks. Simulteneously send out your Jump Jets toward the Obelisk of Light and take it out and avoiddestroying ANY structure. Take over everything using the Engineers so you'll have extra Tiberium ANDneeded forces. Before moving on make sure you have at least fifteen to twenty Titans ready and willingplus a nice set of Disk Throwers and Jump Jets to raid the base with.

[4] Send a group of Titans to the bridge and destroy it. With the bridge down and a secure hold on theNOD base build two MSAs - one for the exNOD base and one for your main GDI base. Keep an eye outfor subterrenean attacks and don't bother with building any SAMs. Retrieve the civilian techs by sendingan APC to [6] where the center spiral is.

Build a recon set of Jump Jets and start moving to the east; follow points [7], [8] and stop at [9] . Makesure that from [7] to [8] you stick as close to the bottom as you can to avoid the SAMs!!! Once you cansee the bridge on [9] build 5 Rocket Infantry and another APC. Send the APC full of rocket inf. to blow upthe bridge by aiming around point [10] . Anywhere else on the bridge will not make it crumble and break.

[11] While you are going at the bridge, send the Jump Jet pack in and clear out the cyborgs, Obelisk ofLight, and the Radar. Don't worry about the NOD Power Plants yet because there are deployed Tick-Tanks to the right and may nail your Jump Jets. Send in the Rocket Infantry instead to clear out the PowerPlants and then the Tick Tanks [12] . You need to keep at least 2 rocket inf. alive to clear out the twoSAMs that are behind the NOD wall that CAN nail your Jump Jets. DO NOT destroy the structure in frontof the gate!

Once the SAMs have been destroyed, send in the APC with the civilian techs in and have one of thementer the laser station by the gate - one field down, two to go.

[13] Remeber that set of troops to raid the base? To the left of the exNOD base there is a laser fence thatwill shut down as well as the first tier fencing. Enter the base through that area and send in your mobileEMPs to lead off and zap anything then the raiding force to clean everything else out all the way up to[12] . Send in the APC with the civie techs to [14] and have one enter the laser fencing station. Two down,one to go.

[15] You will be inside the NOD base at this point. Rush in with your troops and clear out any and allenemy troops before going after CABAAL's core. Once that's done, send in the civie tech to the laserfencing station and then an engineer to fetch the core [16] . Congratulations, mission accomplished!

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Objectives:

1. Destroy the twobridges to stemthe flow of rein-forcements.

2.Infiltrate andcaptureCABAAL's core.

GDI Mission 05 : Dogma Day Afternoon

Now that CABAAL is online the reason that the Tacitus could not be translated is discovered: there is amissing piece located in a remote area that has suffered intense Tiberium poisoning. The locals in thatarea are part of an insane cult that worships Tiberium and the life-forms that come out of it. You'll have togo in with Ghoststalker, a Juggernaut, a medic, and an Archeologist and find the missing piece of theTacitus.

Strategy:

[1] It's just a nice day here in the Tiberium neighborhood isn't it? Move your Ghostie and Juggs around toget a better view of the area. You should bring out some Tiberian Fiends on the area across the river.Eventually they will huddle in the field in front of the first broken bridge [2] . Force fire to that area with yourJuggs and blow them up. This will save you having to deal with them as you leave the level.

If they don't show up, head to [3] and pause. Have Ghostie go ahead and scout out the tiberium area.There shoould be some Fiends there also; have Ghostie move slow to reveal only one at a time and fry itas soon as you see it. When it's all revealed fire on it with Juggs to clear out the Blue tiberium. Oncethat's done positiion Juggs there and force fire around the pyramid area if it shows up. Also, watch out forligthing around the area that can fry your troops - and, fourtunately, theirs also =o)l

[5] Have juggs and the archeologist hang back for a bit and send Ghostie forward with the medic behindhim to heal him (make sure he stays a couple of steps behind ghostie!) Keep moving slowly to reveal onetiberium fiend at a time (multiple ones can blow you clean out of the water) - there should be three or four.Once they are all gone move in with Juggs and head to [6] with Ghostie. Position Juggs so that it cangive Ghostie some cover fire and aim at the group of fanatics that's going to show up. There will be atruck - blow it up for a single unit/troop healing kit. Save it until you're done with [7] . *When figthing withGhostie, always aim for the back row so the rail gun will take out more people!!!*

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Continue with Ghostie and the medic to [7] and start moving your archeologist to catch up with Juggs.Have Ghostie clear out the defense group around the temple and send in the archeologist. The Tacituswon't be found so keep moving. If your Juggs/Medic needs healing, take him back to the first aid kit andboost him. Both the archeologist and Ghostie can be healed by the medic so don't waste it on either ofthem. Continue down south and everytime you see that green ooze that means that area is safe to walkon. Have your medic, Juggs, and Archeologist stay on the green fuzz on your way to [8] .

[8] Move Ghostie in VERY slowly. Eventualy a large section of the area will reveal itself and you'll seesome fanatics worshipping Tiberian Fiends. They won't attack unless they see Ghostie or Ghostie isnearby so bring him back a bit. Then fire with Juggs on the hounds. The Blue Tiberium will blow up alsocausing most of the fanatics to die also.

Once that's done check the temple - no Tacitus. Move out to the last temple. There's going to be a largeweed area coming up - have everyone take the path through the woods that's on top of it.

[9] Move forward a bit with Ghostie until you see some armed guards. Do it slowly so they don't comeafter you once you spot them. Position Juggs right behind Ghostie and the Medic nearby (but also be-hind) Ghostie. Open fire with Juggs on the farthest guard and they will come out of the woodwork towardsGhostie. Keep him firing on them (they take 2-3 rail gun shots to kill!) and have the medic heal as muchas he can - there's about 8 of them.

With the guards down move in with Ghostie and the medic through the woods. Juggs can't come in pastthat area so just keep him as close to it as possible so he can fire in case there's trouble. There aregoing to be 3 priests to take care of but apart from that it should be a cakewalk. Blow up the truck for amedkit and send the arechologist to the temple to finally retrieve the Tacitus. Head to [11] and enter theevac unit to finish the level.

If you're having trouble getting Juggs there, have Jugs go through the weed area and then head for theevac unit. Once everyone that's still alive is in the mission is over.

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Objectives:

1. Escort Dr.Boudreau to theGDI outpost forimmediate evacu-ation.

2.Fortify thisoutpost anddestroy CABAL'sbase.

GDI Mission 06 : Escape from CABAL

It seems that CABAL was using everyone from the beginning. It is as warped as Kane was but hedesiers life to evolve into a non-organic cyborg world. It's taken over the base and has rebooted all thecyborgs and weaponry in its area for its use. Time to spank this digital butt.

Strategy:

[1] You'll start off running from CABAL. Keep everyone in your troop running towads [2] and have theTitans and Wolvies do the same as soon as they are visible in your map. Once you reach the base keepthe mechs and troops on the outskirts to stem the enemy flow. Once Dr. Bourdreau has lifted off an MCVwill arrive - deploy it where it lands. Make sure you repair ALL the structures and keep as few as possiblefrom destruction!

Build anything that was blown up and a Tiberium factory as soon as possibe. Add extra harvesters to itand churn out as many troops as you can to help guard against incoming raids. Disk Throwers and Titansshould be priority, as well as Jump Jets. Have a good set of defense at point [3] as soon as you are ableto plus an MSA or two.

Cyborg Reapers are going to make their first appearence in this level so be prepared with some mobileEMPs at point [3] also.

Place pavement all over the place to avoid subterrenean attacks and towers with RPGs on them on theouter perimeter, as well as walls and gates on all possible sides.

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There will be a bridge on the east side of your base - blow it up and keep Titans on the watch for anengineer from CABAAL that will try to fix it. CABAL tends to send Cyborg Reapers through this bridge soblowing it up will make this a LOT easier! If you start to run out of Tiberium there's a lot here at point [4]but take care of the two Reapers that are there guarding it.

To finish off the 'perfect' base, have about 3 or 4 CarryAll and 2 or 3 APCs plus at least 3 MSAs.

[5] THere is a NOD base here that, if you move fast enough, you *may* be able to capture (aim for theConstruction yard first!) but it's not needed and may wind up being extra costs. Just take over their Handof Nod and the tiberium factory. The base should close up and eventually there will be NOD troops com-ing your way - take them out.

[6] Place an MSA on top of the ridge that's to the right and keep an eye out for the enemy Harvesters.Once you spot them send your Jump Jets after them and keep it up until you blow all 3 or 4 of them up.

[7] With the money cut short, the CABAL base will not be able to produce troops or defenses as quickly.Move in with an adequate strike force lead by an MSA and try to reveal the two Stealth Generators assoon as possible. Once you found them send in a CarryAll full of engineers and take both of them over;use the rest of the engineers to take over the power plants. With stealth on your side, take your time anwipe the base out at your leisure. Mission Accomplished.

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Objectives:

1. Warn the localcivilians ofCABAL's threat.

2. Establish abase and destroythe CABAL pres-ence.

GDI Mission 07 : The Cyborgs are Coming

This is one the famous 'screwed from the get-go' scenarios that CnC is so well known for. Contact hasbeen lost with the Trodheim base and it's up to you - alone, with no troops, with no backup - to find outwhat went wrong. You're going to have to rely solely on espionage skills for the beginning. If you don't youwill lose - and fast.

*note - the two nod bases (at point 12 and 13) are visible on the map but later on in the gamethey do cloak up so be careful. the basic layout does not change, however, so it is safe to planyour attack around this map*

Strategy:

[1] This is your drop off point. Head a bit to the east and you'll find out what's going on with the base.Head back down towards [2] and enter the town. The town will be immediately warned of the Cyborgsand gear up. Stick around to get some money for your troubles and for all the troops to come out. Youshould be able to control some of the armed members; they'll go with you.

To find out who will go, just click on each one and try to get them to move next to you. Those who willmove you can go with; there should be about four of them.

Wait for a bit at [3] until the Cyborg Reaper that's patrolling the area faces the Tiberium field with his backturned to you and head straight to [4] . You will alert the townsmen in this town also and receive a Har-vester plus extra troops for your troubles.

Continue on your path through [5] by sticking close to the river far away from the cyborg processing plant.Continue to [6] and cross the bridge; you will be able to alert the townspeople of Trodheim and get sometroops and a very much needed mobile Construction Yard.

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[7] Once you have the Mobile Construction Yard head up to [8] and clear out the base. With the enemytroops gone you will have to build your base and fast. CABAAL forces will start building up very quicklyand send raids to your base. Start off by building barracks and a war factory; continue with a large set ofTitans, Juggernauts, and a couple of MSAs. Radar is a must as well as towers with RPGs and Vulcans.

Try to build as many of the Titans and Juggs as you can with a nice backup of MSAs so they can seewhere they are heading. If you feel saucy have an APC with engineers ready.

[9] Position about nine Juggernauts here to ensure that any enemy forces trying to attack you from thatposition arrive a bit weaker ;o) and break the bridge at [10] if it's been rebuilt; if not, place a set of Titanshere to guard it and to break it as soon as it is fixed by enemy engineers. The set of enemy troops that isby the Cyborg Processing plant will attack via the bridge so destroy it as soon as you are able to.

[11] If the bridge along point [10] is broken fix it when you're ready to begin your invasion. Move theJuggernauts in first and position them far enough to attack against the Cyborg Processing plant. As thejuggs fire send in your Titans to clear out the Reapers and everything else to handle the cyborgs. Destroythe Cyborg Processing plant with two Titans and send the rest up through [12] with MSAs in the lead tosee what you are aiming at.

If you built the APC full of engineers send them in and try to get the Construction Yard and any StealthGenerators lying around. This will help wipe what's left immensly.

With the first base and the Cyborg Processing plant down or captured you've cut off about 75% of theraids that were coming at you earlier. You can hang back and recoup any losses at your new base(s) andmake sure you don't lose your construction yard. It may be a good idea to have a mobile ConstructionYard ready just in case.

Whenver you are ready use the same tactics against the base at [13] and sweep in for its destruction.Once all the CABAAL prescence is gone your mission is accomplished.

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Objectives:

1. Insert the in-fected cyborg intothe defensiveoutposts's networkcenter.

2. Destroy thecyborgmanufactoringfacility.

3. Destroy allCABAL forces.

GDI Mission 08 : The Cyborgs are Coming

Hackers of the GDI world unite! GDI has managed to secure a fully functional cyborg that can interfacewith the CABAL Commlink in order to place a virus into their main computer. You've got to get in, showthem your l33t0 skillz and then crack down on any jabronis needing a smackdown!

*note - as you begin the level only areas 1 through six are actually visible. after your MCVshows up the rest of the map will open up.*

Strategy:

[1] Once again you start off with a small strike team. This time you're flanked by Disk Throwers as well asTitans so you can breathe a bit easier. Follow the path through to [2] and stop at [3] for a bit. Thereshould be two cyborgs to the north of you destroying a town. Wait for them to finish and then move on tothe west. Follow them (while sticking close to the cliff wall) until they come upon two more cyborgs and areaper destroying another town. Hold back until they finish destroying everything and they will leave.Continue to [4] .

[5] You've got free shots at the CABAL power plants so take it. Destroy all of them and any cyborg thatshows up. Destroy all the inactive cyborgs and reapers at point [6] from a distance and then destroy thepower plants at [7] . Blow everything else up and send your cyborg to [8] and link up with the networkstructure.

When the MCV arrives leave it where it lands and start building. Priority builds are MLRs, Juggernauts,MSAs and two APCs full of engineers.

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[9] Battle time! Place as many Juggernauts on this hill and on the surrounding shoreline as you like withan MSA around it. Once the base is detected start shooting your Juggs into the base; forcefire if youhave to. While this is going on send in a set of MLRs from point [10] and from the shoreline a bit south of[9] and invade the base from two flanks. Once you feel you've destroyed a bit of CABAL or you have agood open entry to the base send in your APC and take it all over.

Once everything's wiped out or captured you can sit down with your soda 'cuz this mission's done!

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Objectives:

1. Build a baseand repel initialattacks.

2. Capture the 3control stations toshut down thelaser fencing andfirestorm defensesystem that isprotecting CABAL.

3. DestroyCABAL's core.

GDI Mission 09 : Core of the Problem

Thanks to the cyborg's hack GDI has received the true location of CABAL's base. There is no need offear of NOD attacks since NOD has recognized the danger and are in a cease-fire treaty with GDIagainst CABAL. Go in and unplug that wannabe l33t0 h4x0r before it becomes a fuller threat.

While the strategy for this mission is not very long the time it takes to pull it off is. CABAL is going to beproducing troops and units at what seems to be an alarming rate for awhile and you may have prettyconstant raids on your base. Save often and learn from any base bulding mistakes you may have madein this level and don't underestimate the power of a well placed EMP tank or EMP cannon!

Strategy:

[1] Sacrifice time!!! Send in the lead Wolvie so it can get fragged by the cyborg commando. Once it'sburning a mobile EMP will show up - tag the robots without incapacitating your own and blow them away.There are Artillery located at both [2] so you can either split the units you have up to take them out ORsend the EMP tank to one while your whole troop goes to blow up the other and then take the immobileArtillery out. Either way, both must be destroyed so your MCV will show up.

Once your MCV shows up start building around where the Artillery was on the right. You'll be smack-dabin the middle of three quite large Tiberium fields and have a nice defense position. Build towers in thenorthen areas of your base with RPGs to handle any ridge attacks and you should be fine. Don't forget toplace pavement and keep an eye on where you place your vital structures; make sure they are not vulner-able to enemy raids. An EMP cannon to the west and north edge of your base is also a wise idea plussome MSAs. You are going to be attacked very fast and very quickly by large numbers so always keep aset of Titans, Disk Throwers, and Wolverines handy.

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If your base is getting attacked and you don't know from where a little bit to the northwest of your basethere is a plateau with two artillery on it. Hitting them with a shot of your EMP cannon and finishing themoff with a set of Juggs should finish them off. (I'd highly suggest downloading the full color map for this oneso you can see where they are and what I'm talking about!)

When you are financially ready and feel your base can take damage, build some Titans, MLRs, an EMPtank (if your cannon can't reach point [3] ) and two APCs full of engineers.

[3] Send about 3 light infantry (so you don't spend too much cash) towards point [3] so you can see it onyour map and radar; try to get them as far up as possible.

Once you've cleaned out that map area (and if your EMP cannon reaches) send in an EMP shot as closeto the center of this base as possible to incapacitate some of the reapers that are guarding it. Send inyour Titans and MLRs and blow away all the enemy units without damaging any of the structures and aslittle casualty as possible. Send in your APCs and take over everything. The extra power plants andTiberium refineries are going to be a nice addition this early on in the game and help keep your pocketsfull of money!

Have the MLRs and Titans take defensive positions around the western and northen edges of your newlyaquired property while you build defenses around it. Back up the troops you already have there withsome Juggs and a couple of extra EMP tanks. Don't forget to place towers with RPGs and Vulcans to thewestern and northen points as well as MSAs. Once again take some time to fully fortify this section!

[4] You'll need a nice set of MLRs before tackling this station. Send them in to the north waterway andplay tag with the Artillery, Reaper, and Obelisks that are guarding the gate to this control station. Oncethey're dust concentrate on the Reapers and SAM sites on the other end and once they have beencleaned out send in an APC of five engineers and take the control station plus the four missle silos. Onedown, two to go.

[5] This one is as straightforward as you can get. Send a good set of MLRs and Juggs with two MSAs(for detection!) towards this small isle. Have the Juggs bombard it to death and have the MLRs handlecleanup and defense of the Juggs. Send in an APC with engineers in it and take the control station pluswhatever else you want. Sell anything you take here because it will be too cumbersome to keep. Twodown, one to go.

[6] Before even thinking of attempting to take [7] make sure you have a very large set of Titans, Juggs,EMP tanks and MLRs plus whatever ground troops you need and at least ten engineers. You'll want tosplit up your attack force into two groups with only one containing the bulk (60%) of your group. Send thesecond group with what's left (40%) but make sure it has enough Juggs and MLRs to [6] and hold themthere. Eight, ten, or more Orca Bombers would be a plus.

Clear out anything valuable (if you can, make a mobile MCV) and leave a small defense force of Juggsand EMP cannons.

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[7] Once you have everything in place just send in the Titans and Juggs with an MSA in the lead. Move inand blow everything up. Keep your MCV at this point if you built it and move your Orcas to [6] . Once youthink you have everything ready take over the control station.

With all the control stations down CABAL will drop its defenses and send out its ultimate weapon, theDefender. The Defender is a HUGE robot with the equivalent power of a CABAL Obelisk in EACH hand.It has a very fast firing rate, great defenses and it can auto-recover. It will move towards the nearest base(arent' you glad you cleaned out and had an extra MCV ready?) and take it out.

This agression, however, will be your opportunity. As soon as the Defender starts moving towards yourbase(s) send some troops towards [8] to reveal the terrain and the CABAL Obelisks that are guardingCABAL. When you can see them send in your Bombers and any Jump Jets you have and take it out plusthe one behind CABAL. With both of them down send your troops with an MSA to CABAL and beginfiring (or force-fire if you have to) to its core.

Once CABAL is gone, your task is over. Here ends the GDI role for Command and Conquer: Firestorm.Mission - and game - accomplished.

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Objectives:

1. Infiltrate the GDIbase.

2. Locate thethree pieces ofCABAL's core.

3. Return to thedrop zone forimmediate re-trieval and evacu-ation

NOD Mission 01 : Operation Reboot

In order for Slavik to fully restore order to NOD and stop the unfaithful members of the Brethren fromfufilling their own agendas CABAL must be fully online. This mission is the beginning of the new day forNOD.

Strategy:

[1] You start off with 3 Engineers, a Chameleon spy, and a couple of Cyborgs and Rocket Infantry. Let theCyborgs lead off slowly and cover ground until you get to [2] . Take out the Light Infantry guarding the APCand load up a cyborg, two rocket inf. an engineer, and the Chameleon spy. Leave the rest at [3] wherethey won't be detected and are nearby the Tiberium to heal in case something goes wrong.

Head out to the far east edge of the map and head north.

[4] Whip out the 'borg and start laying waste to the Light Infantry. Use the Rocket Infantry from a distanceto blow up the boxes underneath the tower (the tower will blow apart also!) and whatever else is lyingaround. When it's clear send in the Engineer to the decayed temple to retrieve the first core component.One down, two to go.

Head back to [2] and switch out engineers and anyone who is wounded. Cyborgs can heal in thetiberium! Make sure you still have the two rocket inf. . Head back to [5] by way of [4] .

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[5] Halfway across the bridge stop and let out the rocket inf.. Open fire on the same explosive boxesbelow the tower and take it out. Do the same with the other one and check the crates for the second corecomponent. Two down, one to go.

Go back to [2] and do it all again...LOL. Head back to [5] . From [5] you have two options on getting tothe last component part. You can either go through the GDI gate and enter the section or you can blow upthe section of wall that has the boxes next to it. Of course, an explosion inside a GDI base would bestupid so going in through the gate is the simple answer. However, there are times (or bugs?) when thegate just won't let you through; in this case just wait for a Harvester or something large to go through soyou have enough time to get through around it.

[6] Go in and take care of the towers the same way. Retrieve the core component and head back to [1] .Once you return to the drop-off point Mission Accomplished.

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Objectives:

1. Remain hiddenfrom GDI forces inthe area.

2. Use druggedcivilians to lure lifeforms out of theGenesis Pit tocleanse the re-gion.

NOD Mission 02 : Seeds of Destruction

To further the goals of NOD the environment must reflect the beauty that the tiberium life forms possess.Those who will follow the path of evolution will surely follow NOD; the new life forms will teach those whodo not how.

Strategy:

[1] This level is fairly easy to accomplish and does not require any particular walkthrough just somestrategies. You'll start off at this point. Immediately to your west there will be a civilian structure - use yourviral infantry to 'persuade' them to join NOD. You have to continue doing this until everyone is caught.Once that happens, the mission is accomplished. This does not include GDI forces.

Don't worry about not being able to find the towns; after each successful town 'joins' another location willbe revealed on the map. Just in case this does not happen you can always download the map =o)

You can not confront any GDI forces - stealth is a must!

The bridge directly to the north of where you start has to be fixed in order to gain access to the GenesisPit. The second bridge to the island may need to be fixed a bit later on but it's not a pressing need at thebeginning of the game.

As you 'convert' more of the populous the creatures from the Genesis Pit will escape and attack thetowns and the GDI base. Once all of the citizens you can find have been converted and the beasts arefree hang back away from the carnage. Destroy any structures that haven't been taken care of by thecreatures and the mission will be accomplished.

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Objectives:

1. Attach Limpetmines to GDI unitsto penetrate thebase and locateTratos.

2. Deactivate theFirestorm systemand destroy thesensor arrays.

3. AssasinateTratos.

NOD Mission 03 : Trato's Final Act

With a large part of NOD slowly coming back into Slavik's control NOD's main priority will now focus onthe continuation of the Tiberium mutation that is overcombing the earth. The only person left who canadequately remove the Tiberium flow is Tratos. Find him and kill him.

Strategy:

[1] You'll start off with an ample supply of Limpet drones and three SAPCs. Keep them in there and sendone Limpet Drone to [2] while keeping as close to the edge and to the edge of the base as possible.Hurry to [3] and deploy in the middle of the road. A GDI MLR may spot you so be quick about it. Anotherreason to do this quickly is because you have to catch the GDI truck after it gets scanned by the mutantguarding the gate. Once it passes by you may have to wait quite a long time to find it if you don't get it;may be wise to restart.

Follow the same procedure and plant one at [4] . Take your Limpet mine through [2] and [3] then send itstraight across the lake. The two GDI MLRs may open fire but the drone can take it. Once you reach [4]deploy and wait.

With both Limpet Drones attached you'll get a much better view of the base and may even locate Tratos'sposition quicker than normal.

Send two of the NOD SAPCs (Subterrenean APCs) to point [2] ; take over the barracks and power plant.Make 2 or 3 more engineers and keep the barracks in case you need to regroup later on. Don't fret aboutit too much because you will sell it later.

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[5] With an SAPC that has at least 1 engineer land and take over the barrack on the left or both if youhave 2 engineers. Use your 'borgs to take care of any infantry and sell the one at [2] . With that cash builda couple of Disk Throwers; make sure you have enough left for a Tiberium Plant or for engineers. Use theDisk Throwers to take out the two towers guarding the gate; RPG first and then the Vulcan.

If you can rebuild a couple of your lost disk throwers and then send a single engineer via SAPC to any ofthe rear corners by the Construction Yard. Take it over and immediately send the SAPC to a safe point.Open fire on the towers using your troops and check to make sure that the construction yard isn't takenout. You need it to make at least 2 more power plants.

Once you've gained control of that area take over the Radar and the Tiberium Silos (without getting nailedby the towers!). Sell the Silos and with the cash build another Engineer or two and take over the remain-ing Tiberium Processing Plants. You basically have full control of your area. Take care of any towers andgates (especially the ones near the area where the tiberium plants where!) and build your own TiberiumProcessing Plant (in case your wondering, 3 - 5 Disk Throwers can take care of a tower pretty nicely andwith at least 2 losses (at 5).)

There is a road next to the bottom barracks that goes north/northeast. Don't follow it up yet. Also don'tworry about the factory at [4] .

[6] The next target to take over is the War Factory. Lead out with at least six Disk Throwers to [7] slowly.A Wolverine will show up - take it out and then aim for the RPG. If a second wolverine pops out fall back,take it out, and resume fire on the RPG. Once the RPG is done send an Engineer over to the War Fac-tory. DO NOT let your forces go farther out than the War Factory for the time being. If you'd like take overthe two Power Plants (of six) or destroy them - you need to in order to disable the Firestorm wall. Twoplants down, four to go.

[8] Send an SAPC with either two engineers or full of 'borgs and other infantry that can make boom. Takeout the tower fast and either capture or destroy the two power plants. Two more down, two to go.

[9] Hopefully you've prepared some cash in this meantime; if you haven't take a small break and preparesome Disk Throwers and some engineers if you want to capture them. Prepare two light infantry asscouts and send them towards [9] , stopping when you find the ramp. Then send an SAPC with yourtroops over to the topmost area of [9] and aim for the walls that surround the plant. With the walls downsend in your engineers and capture the plants or destroy them. The Firestorm defense is now disabled.

[10] With two more scouts move slowly towards [10] . VERY slowly! When you get about half view dis-tance to the MSAs the rest of the compound housing Tratos will show up. Load up your SAPCs and sendthem into the base; Tratos will be the man in the center. Wail on him like the pent-up fragmaster that youare until he's dead. Mission Accomplished.

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Objectives:

1. Locate theMutantEncapment.

2. Recover theTacitus and returnit to the DropZone.

3. Destroy allremaining MutantForces.

NOD Mission 04 : Mutant Extermination

The Tacitus has been stolen by the mutant scum. You have to get it back and teach them a lesson they willnot soon forget.

Strategy:

[1] You will begin with an MCV, two tick-tanks and three stealth tanks. Quickly move to [2] and deployyour base. Move the ticks to the area inbetween the two cliffs (before the Tiberium) and deploy them withthe three stealth tanks inbetween them. This will give you some protection as you get started.

Build one Power Plant and a tiberium plant, then another plant. You are going to need the money flowquickly to build cyborgs, rocket inf., artillery, ticks, and flame tongues; banshees would be a nice touch=o)

At first the mutants will not attack but as soon as they do it is going to be wave after wave so you aregoing to have to move quickly. Cyborgs will work well as will Artillery placed inside your base to deflectany attacks; just in case place a couple of cyborgs at [3] to keep an eye out for tiberium creatures.

While point [4] and [5] look tempting to place Artillery in there is a small price; the occassional Tiberiumfiend/blob will show up and shred it very quickly. If you want to risk it send it with some troops. You canalways try to send stealth tanks up there.

With a force of about 4 cyborgs, 3 flame tongues, 2 artillery and 3 stealth tanks head to [6]. In the mean-time, build about six SAPCs, a nice mixed set of cyborgs and rocket inf., about five engineers spreadacross all SAPCs (that means try to have at least 1 engineer per SAPC) plus more flame tongues andartillery.

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[6] You should not have a hard time cleaning this place out. Let the cyborgs and stealth tanks concentrateon any tanks while the flame tongues take out troops; the artillery should hang back in order to avoidgetting damage while firing. Once that's cleaned up start exploring your way up to [7] and keep an eyeout for any enemy artillery stations on the ridges. If they are there, make a note of them and return with aset of five banshees to clean them out. Take out the tanks at seven and leave whatever you have leftsecuring that area.

Bring your SAPCs and the rest to [7] . Send out the artillery to [8] .

[8] Place the artillery along this area and start shelling the mutant base. Send in your flame tonguesinternally and start cleaning out enemy forces. When you think you have an opening or feel the base issoft enough send in all your SAPCs and open fire on everything that's moving. Try to get each SAPC tosurface in a location near each vital structure (War Factories, barracks, radar, etc. etc.) and take it overwith your engineer; try to get the barracks first so no enemy engineers come out. If you built them send outyour banshees to back them up (try to make sure some of the SAM sites are offline first!). The Tacitus willbe around [9] inside a truck. Have a stealth tank blow it up and take the Tacitus, then send the stealth tankback to the drop point near your base. Once that's done, blow every other mutant/mutant structure up.Mission Accomplished.

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Objectives:

1. EvadeCABAL's forcesand find theabandondedairfield.

2. Repair the arrayto call for animemdiate evacu-ation.

3. Proceed to theMontauk.

NOD Mission 05 : Escape from CABAL

With the Tacitus returned CABAL has shown its true colors; it has been plotting its upsurgence to lead theworld in his way - a way not of NOD. We must flee from the structure and regroup in order to counteractthis rogue AI.

Strategy:

[1] You and a few others are able to escape the fast onslaught from CABAL. Group your two buggies,two engineers, and everyone else into seperate groups.

Hurry towards [2] and hide behind the rocks. Send your buggies to [3] , hugging the cliff wall all the way.Blow up the destructible cliff at point [4] and stop at [5] . In case you are wondering, the array is the bro-ken object next to the large broken thing on top; if you still can't find it click on each structure until you seeit say 'civilian array'.

There are two Cyborg Reapers standing guard that you will reveal as your buggies passed by. Once thebuggy arrives at [4] , the reaper may head towards your team at [2] . You have to make sure that at least 1engineer stays alive so you may want to send your grouped assault team to keep the reaper busy whileyour engineers make a mad dash for [5] . Have one of the engineers go into the array and wait a coupleof seconds until the region with the Mauntauk is displayed.

[6] As soon as the Mauntauk displays its tactical position make another mad dash with all your remainingunits to [6], [7] , and finally [8] . Stay away from the Tiberium vines at [7] and as long as your buggiesmake it to the Mauntauk it doesn't matter about the troops. Once the buggies are at [8] the mission isaccomplished.

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Objectives:

1. Reconnoiter thearea to find theGDI base andcivilian towns.

2. Create distrac-tions to draw awaythe GDI base's airsupport.

3. Get an engineerinto GDI's radarfacility to steal theEVA unit.

NOD Mission 06 : The Needs of the Many

NOD needs a new tactical AI that will be able to work with its exsisting systems and have enough tacticalknowledge to defeat CABAL. The only choice is EVA, the GDI tactical AI. There is a remote outpost thatis large enough to house a copy of the EVA system; proceed to this area and retrieve EVA.

Strategy:

[1] You get to start off with three slightly damaged stealth tanks, two mobile stealth units, one SAPC andthree engineers. Send one of the stealth tanks north until [2] . A civilian town should show up. Send one ofthe mobile stealth units to [2] and deploy it as soon as you hear GDI air support get close so it doesn'tget blown apart. You have to get it into the town. When it's in, activate the stealth. Move the other twostealth tanks to [2] and keep them there.

[3] Send any of the 3 tanks to cross the bridge. Immediately head east towards [4] then head to [5] . Stayas far south as you can until you get about halfway to stay downwind of the GDI MSA. If it catches youthen try to make a break for [5] OR run away past the MSA's range.

Once you have the area around the radar on your map send your SAPC full of engineers to the radar.When it hits about halfway there tell your stealth tanks to open fire. The GDI air units will leave to defendthe town; your SAPC should be surfacing about the same time the GDI air opens fire on the other troops.Get an engineer into the radar installation and mission accomplished.

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Objectives:

1. Repair thebridges to allowfor reinforce-ments.

2. Capture thecommand stationto shut down thelaser fencingsurroundingCABAL's core.

3. DestroyCABAL's baseand all defenses.

NOD Mission 07 : Determined Retribution

With EVA fully reprogrammed we can begin to destroy CABAL. Hunt it down and make sure it smells itsown cinders.

Strategy:

[1] You're pinned down as soon you enter the battle field between a cyborg reaper and two cyborgs atboth point [2] . Send the left side to handle the reaper only and send your right side to take care of thereaper and two 'borgs. Once the right side is clear send your MCV all the way to [3] ; deploy your MCV assoon as you arrive.

Concentrate on ticks and artillery plus some rocket infantry. Once you have about five ticks and threeartillery (at least) send the five ticks to [4] and clear out the cyborgs stationed there. Keep your artillerybehind to pound on them. Once they have been cleared continue to [5] with your tick tanks. As soon asthe Obelisks show up hang back with your ticks and let the artillery take care of them. Send an engineerin an SAPC to fix the bridge; the first half of your reinforcements will begin to arrive. Keep an eye on thisspot because more reinforcements will periodically appear. Return everyone to base. If you have thecash, add a couple of Helipads and start building some Banshees.

[6] When you have about sixteen ticks and about seven or eight artillery send the ticks to the center ofpoint [6] . Once you arrive here about seven or eight SAPCs full of cyborgs will show up. Have your artil-lery continue to pound them from a distance and have your ticks take out the rest. Keep the cyborgs backfrom your artillery and it should be short work.

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After you finish the borg-asboard <chuckle> slowly move a tick towards point [8] until two Obelisks showup. Immediately fall back and station two artillery at [7] . Positioning your artillery so it will hit at least theclosest obelisk can be tricky but it's worth it defensively. After you pound the closest obelisk proceed totake out the farthest obelisk without fear that the closest one would fry your artillery.

In the meantime prepare two SAPCs full of engineers and a third SAPC with Rocket Infantry. As soon asthe second obelisk is destroyed send a tick towards [9] to clear the fog over the set of power plants,Hand of Nod, a radar, and three missle silos. Have the SAPCs land north of the radar and proceed tocapture the radar, three missle silos, and the Hand of Nod. Use the rocket inf. and tick to make a hole inthe wall of the power plants and take them over also. This will provide you with some extra energy later onand the ability to launch multi-missiles.

Send another set of ticks to [10] , take out the borgs, and finish it up with an SAPC with an engineer to fixthe bridge. Your second set of reinforcements will arrive periodically through this bridge.

[11] Send a good set of ticks and two or three artilleries for back up. Take out the enemies stationed hereand use artillery for any lasers. Once the small defense group is taken out send an SAPC in there andtake over both tiberium plants and all the refineries. Cha-ching!

Reinforce your base with some more Advanced Power Plants.

[12] As soon as you have a nice set of artillery, ticks, and banshees ready. Place an MSA on the top ofthe ridge nearby and start to fire on all visible defense structures; primarily any Obelisks. If can not findthe Construction Yard try to force fire on the area below the ford area. Send in an SAPC behind theConstruction Yard with at least 5 engineers; take it over and there should be a Stealth Generator right infront of the yard - capture it! With the base visible use the remaining engineers to capture all other vitalstructures.

[13] There will be a cyborg commando stationed on this ramp area. It is imperative that you keep yourbase hidden or risk the wrath of the borg. As soon as you can send in some artillery to the area east ofthis point that's overlooking your new base. Aim for the commando and let your shells fly. Once he's gonetake out the lasers and SAMs that are above [13] but be careful that you don't destroy the control station.Once it's safe send some fire over to the power plants at [14] . That should take care of CABAL's avail-able power sources. Send an engineer to the command station to shut down CABAL's fencing and sendin your banshees to clean up any lasers / obelisks around CABAL. Decimate everything that's not on yourside. Mission Accomplished.

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Objectives:

1. Save the civil-ians and theirtown fromCABAL's seige.

2. Disrupt andprevent CABAL'sTiberium Harvest-ing.

NOD Mission 08 : Harvester Hunting

With CABAL's outpost decimated and the location of his main base known to us we need to take out hislarge Tiberium harvesting facility in South Africa. Go in and destroy all the harvesters, silos, and every-thing else that's left.

Strategy:

[1] All you have is the Fist of Nod. You won't be able to build any troops until you take over a constructionyard later on. While you may be tempted to deploy right where you are head to [2] instead. You will becloser to your first objective and you won't be pinned down inbetween the two bases.

Start producing ticks and artillery as soon as possible as well as two mobile stealth generators. Sendone stealth generator to [3] and leave the other one by your base. Make sure both of them are deployed.

Keep some artillery a bit outside of the town and some inside it. Three stealth tanks and three ticks aswell as four artillery should take care of the incoming cyborgs once they land. In case something goeswrong there are some heals at [4] .

[5] Build one bike and let it follow the northernmost edge until it gets to [5] then head to [6] . Try to revealas much as the base as you can while staying away from lasers. All you really need to display at first isthe Construction Yard and the artillery that is behind it.

Get up close to the enemy artillery and take it out. A stealth generator should be built and activated in thebase so remember where the Construction Yard is! Try to finish off the artillery by following its sparks fromthe damage you've dealt it. Get an SAPC by the Construction Yard and take it over as well as the StealthGenerator that should be in front of the Construction Yard. Use the remaining engineer(s) to take overadvanced power plants ONLY.

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Build a Hand of Nod and immediately make at least one engineer to take over one of the enemy refiner-ies. Sell it and keep going until you have sold all of them and kept the two factories. You should haveenough money to build two harvesters. Try to capture all of the base; you will also have an added bonus abit later on by being able to build missle silos for chemical and multi-missles.

At this point you are going to play a long waiting game. Have some roving bands of ticks clear out anyenemy harvesters that get too close and use air attacks against ALL of the tibeirian beasts that arenearby. They will cause major damage to your base. Concentrate on building cash and protecting yourTiberium flow.

As the game progresses an Ion Storm may hit. Stay at your base and heal any injured structures. On theupside, the tiberian beasts near the enemy base will get 'hungry', especially the jelly. They will go and startattacking the enemy base. Build about 3 helipads and seven banshees.

[7] Send at least two rocket infantry towards point [7] to display the base. You should find and/or getnailed by an obelisk. Send your banshees towards the obelisk and blow it up. Send a large set of artilleryand ticks towards the enemy base with an MSA in the lead. To make life easier, have an SAPC of engi-neers ready. When you get close the base should be cloaked or cloak as soon as you open fire. Use theMSA to uncloack it and make sure to defend your deployed MSA (have a backup if you feel unsure). Assoon as the enemy stealth generators are displayed send the SAPC near one and take it then send thesame SAPC with engineers to the other one. Concentrate your fire and destroy all enemy structures andcapture any Tiberium refineries with your remaining engineer(s). All that's left is to destroy every singleenemy harvester. Mission Accomplished.

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Objectives:

1. Build your baseand survive theinitial onslaughtfrom CABAL.

2. Capture thethree controlstations to shutdown the laserfences andfirestorm defensesystem protectingCABAL.

3. DestroyCABAL's core.

NOD Mission 09 : Core of the Problem

EVA has proved to be an efficient tactical AI system. We have created the perfect attack pattern usingGDI as a primary shield and distraction. All we have to do is go in and shut CABAL down.

Strategy:

[1] Even though the summary before the level sounds like you've got an easy task ahead of you there willbe a lot of gnashing of teeth regardless. You'll start off on this small island and no way to fix the bridge butat least you have six Elite Core, a very heavily armored and powerful infantry. Group all of them togetherand have them group fire each cyborg individually. As soon as you exterminate most of them send alimpet towards the edge of the bridge and back.

Two SAPCs should show up, each full of elite core and two engineers. Unload one of them and fix thebridge then send a limpet drone across and move around a bit. A MCV should arrive via GDI airdrop atpoint [3] . Immediately send all your forces across the bridge and defend the MCV. Use your extra engi-neer to take over the Hand of Nod and start cranking out infantry to defend it plus a couple of extra engi-neers to take over the radar and power plant.

Once you've cleared out the ground you have two good options to build your base at in both point [4] . Theone by the Tiberium is nice and large but you will have to suffer from constant attacks and your basebeing easily accessible. On the other hand building it on the small ridge will give you more security butnot enough building room and you will wind up having to build a secondary MCV to place power plants orwhatever on the small isle you initially landed on.

Regardless of where you start building at immediately being building ticks and artillery as well as elitecore. Keep an eye out from CABAL multi-missles.

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[5] Have an SAPC with an engineer ready near the shoreline. Send a limpet out towards the island at [6] and make sure both reapers at [5] see the limpet and follow it. Have the dronecontinue and try to get the reapers as far away as possible. As this is going on have your SAPC land at[5] and take over the war factory. Start building some wolverines and titans in order to secure the islandwhen the reapers return. You can try to see if the game will let you build them from your main war factory(it's a bug that's been known to happen) and if it does start processing titans.

With your new force of Wolvies and Titans go towards the base inbetween [5] and [6] . Once you havetitans and wolvies ready have three SAPCs ready with two engineers each and fill the rest with elite core.When the wolvies and the titans are ready move in and start knocking down the enemy. Have the SAPCsshow up when the base has been pounded enough and take over all vital structures.

Once that's done send four more SAPCs with elite core to [6] and destroy all the enemeis as well as thewalls around the control station. Send enough engineers with SAPCs to take over everything at [6]. Donot destroy the missle silos, control station, or power plants.

[7] Take some time to rebuild your forces and have at least one multi-missle ready for launch. Move yourtroops with a mobile stealth generator and a couple of MSAs to the tiberium patch right before thebridge. Send a multi-missle right to the Obelisk around [7] and if you can't see it force-fire it. With theObelisk down tell your artillery in from the island to take out any lasers they can reach and start sending inMSAs past the bridge, backed up by ticks. Make sure to send plenty of ticks and elite core to [8] and [9]to clean out the mobile rocket launcher. Once you are well inside the base keep pushing your artillery lineforward to destroy anything.

With the enemy units and troops softened up send in SACPs full of engineers and capture all vital struc-tures ESPECIALLY the stealth generator that should be around [10] .

With the base under your control send several SAPCs with rocket inf (about ten should do it) and take outall the cyborgs on the ridge then aim for all defensive structures that you can reach from the bottom sideof the mountain. With most of the lasers gone send in SAPCs with elite core in them (about fifteen) andtake out all the artillery. Send in one last SAPC with an engineer to take over the second control station. Ifyou haven't make sure you clean out the mobile rocket launcher at [13] .

[14] Send artillery and an SAPC with an engineer to the edge of this weed area and start firing at thewalls surrounding the last control station. Once you have enough space to get in stop firing and wait.

[15] With MSAs leading the way again send a group of ticks towards this area and locate the base onthis cliff. Once the majority of the base is revealed have some artillery placed on the ground open fire onall structures. Decimate this base completely, including the missle silo.

[16] Prepare a sizable attack force with artillery and ticks (plus banshees if you have them). Once you areready send in the SAPC with the engineer at point [14] in and take over the station. CABAL's firestormsystem will go offline and a Core Defender will be lest loose. Don't worry about it and let it go after yourbase(s). Tell your artillery to open fire on all defensive structures around the core and back them up withyour banshees if they're there. Once that is done send the ticks in and concentrate all fire on the corecomponent.

Once CABAL is down your mission is accomplished. Congrats and enjoy the ending.