Pillars of Eternity Walkthrough – Od Nua

Pillars of Eternity is a game created by Obsidian Entertainment.  This walkthrough covers the game and all of its side quests.  For the full guide click “Pillars of Eternity Guide” in the side bar.  This part of the guide will cover all of the quests surrounding Endless Paths of Od Nua.

For the last part of this walkthrough click here.

Oda Nua is a giant tunnel of basements underneath your fortress.  It is promised underneath it is some demon that haunts everything, someone known as The Master Below.  The format of this guide will be different.  The goal is to kill The Master Below, however what guides you there is a quest called Time and Tide.  Time and Tide is picked up by speaking to Kana who you meet just outside of Caed Nua.  After this you will have to complete The Old Watcher to get to the part where you venture into the actual maze.

The Blade of the Endless Paths

There are four pieces of the blade.  You will find the first piece on Floor 2 in a hut made of skins.

The second piece can be found on the Floor 5.  There will be a secret room that can be opened with a switch.  You will need to enter scout mode to find the switch.

The third peice can be found on floor nine along the south you will find another secret wall.  You will need to enter scout mode to find this switch.

The fourth piece can be found on the Floor 12 along the southern path.  It will be on a Mad Vithrack.

Od Nua Floor 2

As you head south and kill a few xeurips you will notice there is a door that is blocked by a force of energy.  If you want to remove this you will need to talk to the Talking Chair on the ground floor.

Head south into a place where there are some xurips and a hut made of furs.  Inside the hut is a broken hilt.  This will start the quest The Blade of the Endless Paths.  This is a mega sword that will require more parts to build.

head west to fight some spiders.  You will quickly run into the Spider Queen, a floor boss.

You will find a piece of a sword that will begin

If you continue down this way you will eventually reach a floor hatch.  This will lead you outside, a quick way to get out of the basement to restock.

If you’ve talked to the ground floor talking chair person (Sentinel) head to where the energy field once was.  It will now be gone and you can walk through it to reach Floor 3.  Alternatively you can head a bit to the west to a sacrificial alter which will allow you to skip to Floor 5.  However you will still have to cover Floor 4 to proceed further and you will miss out on a side quest.

Od Nua Floor 3

There is a side quest on this floor called Desperate Measures.  Desperate Measures is given by a neutral ogre who asks you to kill his Queen Zallo.

The ogres are much harder to kill than most mobs, so take them carefully.  All of the ogres on this floor have a leash.  A leash means after they hit a certain point they will return to where they came.  With their leash they also will not regenerate health, while you do.

This gives you a definitive advantage in easily killing ogres.  Simply pull them and run away until you see some returning to where they came from, then engage them.

Zallo is particularly tough.  Zallo is a caster that has a cleaving ogre and a druid who will heal her.

You will want to pull the room and only take on two at most a time.  Quickly burn down one using all of your abilities on it and leash the encounter if you are getting low.

Once Zolla is down collect everything on her.  You will need to return her Zolla’s torc to this friendly ogre as proof of your deed.  Once you have done so you will have completed the quest.  You will need to clear the floor of ogres to get to the next floor.  Use the leashing technique to deal with larger packs of them.

You may find a statue on this floor with a hidden wall.  You will need to find Retribution on the next floor and bring it back to this statue to unlock it.

Od Nua Floor 4

There is not too much to this floor.  There is a signet that you will need to pick up for later.  You will find it by following the path sound.  You will go down some stairs and then go to a room that will have only one trapped box to open.  Inside is the signet that you need to pick up.

Continue along the path following the southern route and you will hit the stairs to the next floor. To see something really cool explore south to see the face of the Master Below carved in Adra.

Od Nua Floor 5

Things are about to get interesting.  There is not much to this floor, but it is terribly difficult.  There will be some xurips that you will have to kill.  North will give you access to the grand staircase that will get you quickly out of the area.  It is the last grand staircase in the whole tunnel so it might be worth restocking before going deeper.  Heading west will bring you to the location you could have fallen to if you jumped in the sacrificial pit at Floor 2.

Ahead is Drake.  He is a drake.  He is also a talking drake.  There is no way to really avoid this fight and he is quite dangerous.  Focusing down drake first should be your goal.  Once he is dead you will gain access to Floor 6.

If you’re struggling with this you can use a method called leashing.  With this you can pull an entire group and they will leash back to their primary location.  If you tag them just as they leave some will peel off and you can fight a few separately.  This is a method of pulling you will need to be able to do other floors.

You may notice a hidden wall in the middle of this level.  Go near it with scouting mode on to unlock it and you will be able to find a hidden switch.  Inside is a chest with a piece of The Blade of the Endless Paths.

Od Nua Floor 6

You will feel like the drake was the hardest thing possible, but it will get worse.

You will need to find three different overseer sigils on various floors to get deeper into Od Nua.  This is designed as an experience gate so that you have to get more experience to continue on.

Bloodstone Overseer Sigil can be found on the fourth floor in a small room along the southern bend.

Peridot Overseer Sigil can be found on this floor to the north.

Sapphire Overseer Sigil can be found on this floor to the south.

When you get to the puzzle door you need to place the bloodstone in the sword socket, sapphire in the eye socket, and peridot in the hammer socket.

Once the door is open head down to floor 7.

Od Nua Floor 7

This is the floor that finishes off Time and Tide.  In this area there are four forges that you can choose to activate.  Activating the forge is completely up to you.  To activate the forges simply kill everything and move on.  However that is easier said than done.

Wind blights deal ranged area of effect damage, kill them first.

Fire blights deal splash damage upon death, kill them last.

There are minor, regular and greater blights.  Take note of what you’re fighting.  You may have to leash many of them if they overwhelm.

To get to the end of Time and Tide head towards the south and take the crossroad west.  Go into the room and loot the old copper key.  Move east from here and head south when you get into a room.  Kana will identify that there is a room with a mark of his hero.  Open the door with the copper key.  Inside is a skeleton wizard who is in fact the man you’re searching for.  After killing it you will loot the quest reward from the table in the room.

From here you go back north and head east.  This will be a tough engagement with multiple greater blights.  You may need to leash these.

After this touch the middle post to open the door and move to the eight floor.

Od Nua Floor 8

This level will introduce a new unit these are fampyrs which are sort of like super ghouls.  The fampyr has the ability to take control of one of your heroes so be careful not to accidentally kill your hero.   Leashing will be very valuable here.

As you go through the linear path you will have an option of going over a bridge made of adra.  If you speak the ancient Agewthian you will get a quest to kill off all of the other fampyrs on the floor.  To learn this language you will need to continue the main storyline.  If you did not you will not be able to understand the fampyr and he will attack you.  It is recommended at this point that you leave Od Nua and continue the main quest line so that you can get more quests from here.  You will also need to get this language to progress to the end of Od Nua.  The mission is called Undying Heritage.

The whole floor is nothing but fampyrs.  If you want to work on clearing out the fampyrs for money continue on through the area and kill them.  However if you just want to progress to the next floor kill this fampyor on the hand made of adra and continue from here south to the next floor.

Od Nua Floor 9

Upon entering the floor you will be able to continue straight or turn right.  If you have 10 mechanics you can venture right for the easy way.  Otherwise you will have to go forward for the hard way.

The hard way means crossing a floor covered in spikes in which every single move you take will cost you life.  Take just one hero and move across the spikes.  There are jars on the ground.  Loot the jar that is near the skeleton (but not the skeleton).  Inside it will be a key.  This is a designed trap intended to get you to try it on doors and thus cost your life.  Instead hover towards the east to find another jar that is locked.  Inside this locked jar is another key.  This key will work on the door as well as the previous locked door that required high mechanics.

From here move south along the narrow corridor but be very careful of traps.  One trap can get everyone stuck in place.  This can be absolutely catastrophic.  Make sure to send in a single “dummy” to trigger the traps, someone disposable.  That way when you leash these packs properly you won’t be losing too many people.  If you have a ranger using your animal can be used for fully pulling the packs away from the traps.

Continue north from here and in the next room is going to be the stairs to the next floor.  You can clear the room to the north from bonus gold.

If you head along the southern wall and enter “scout mode” you will find a panel that will unlock a hidden wall.  In here is a chest with a piece of The Blade of the Endless Paths in it.  If you can’t find the switch you may not be high enough level to find it and may have to level up mechanics.

Od Nua Floor 10

This is a very small but very difficult floor.  You can go straight across to get to Floor 11.  However you can also choose to turn right, pick up a key and then go back to the locked door and open it.  Inside the room is a pile of ghosts that you can kill.

Od Nua Floor 11

This is another small floor.  There are giant packs of units, however there is a way to avoid it.

However it also means that you lose out on a potential sword from killing a Dank Spore.  On Floor 12 is the next masters staircase so there’s no real need to return to this floor, unless you want to kill these very difficult to kill mobs for gold that is.

Od Nua Floor 12

This is the Vithrack floor.  Vithrack are sort of a spider-like telepathic set of beings.  They don’t work in a hive mind but they do have a hive mentality.  You should avoid pulling the first set of vithrack directly northeast of you.  There is no way to leash them and the vithrack have the ability to mind control two units each.  With four vithrack that means your entire party can potentially be mind controlled leaving you very vulnerable to death.  So instead pull everything else but it so that you can potentially leash this area later.

After you’ve cleared out these areas head north east and you will find some vithrack who will speak to you.  If you offer to do a quest for them you can bypass a lot of dangerous mobs.  If you decided to kill them you don’t get the quest.

This will give you the quest The Masters Tools.

Head south from here to kill a Mad Vithrack.  The Mad Vithrack will give you your final piece of the Blade of Endless Paths.

Continue heading east and you will run into more vithrack who will talk to you.  Inform them that you have permission and they will let you by.  This will lead you to floor 13.

Od Nua Floor 13

In order to complete The Masters Tools quest you will pretty much need to clear out the entire northern part of this.  Turn left and there is a room with traps that you can loot the machine part.

Move north up the road and you will find the adra shell.

Along the south is a room that will give you the pure adra.  If you continue from here you will reach a wall that has treasure behind it.  In order to access it you have to have either absorbed the knowledge of The Old Watcher or speak a special language.

In order to pass this you need to speak to the ghosts and if you speak the language they will let you into it.

This is also how you get past the door with the Medusa head on it.  If you do not speak this ancient language you will need to continue the main story line and leave Od Nua.

The quest line you will need to do is Undying Heritage.

If you speak it speak to the spirit in the southwest and the spirit to the southeast and they will give you a password for the door.  One person will tell you the loyalty oath, another will tell you it’s corrupted.  Tell the oath in which you are an enemy of Od Nua to get through.

Od Nua Floor 14

This is a fairly simple floor.  You go to the middle of the room and touch the crystal, this will summon the Spirit of Od Nua.  If you have high enough stats you can talk him down and he will send you to the final floor.

If you do not he will attack you and be joined by three other dangerous spirits.  Upon killing or bypassing him it’s off to Floor 15.

There is a grand staircase on this level to allow you to restock on any goodies.

Od Nua Floor 15

This is another pretty straight forward floor.

Head down the linear path and you will find a clickable pile of rocks.  If you choose to simply walk down it one of your team mates will sprain a leg and get a stat decrease until they rest at a hotel.  At the bottom of the rock pile is an adra dragon.  The adra dragon is in fact the Master Below.  When you talk to him you can convince him to leave the place as there isn’t really that much adra left here.  Alternatively you can kill him.  He is a fairly tough to kill so talking him down may be the better way.

If you choose to talk him down you will need to bring an amulet to the Hand of the statue on floor 1.  Once you do this you will need to head out into Black Meadows.  North east you will find a woman.  You will have to kill her which is laughably easy.  This will finish up The Master Below.

Once defeated or once he leaves you can follow the path to the end where you will find a cache of goodies… and a dead end.  Because this is the end of Od Nua.

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Pillars of Eternity Walkthrough – The Gilded Vale

Pillars of Eternity is a game created by Obsidian Entertainment.  This walkthrough covers the game and all of its side quests.  For the full guide click “Pillars of Eternity Guide” in the side bar.  This part of the guide will cover all of the events surrounding the town of Gilded Vale.

For the first part of this walkthrough click here.

Gilded Vale

After you go to the inn you will have had a dream that reveals who you must talk to, a dead person hanging from the tree.

Go to that person and…. talk to the dead person.  What you will have found is that you can communicate to them through their soul.  This person will tell you that what you have isn’t an illness and instead makes you a Watcher.  The person tells you that you should see an old watcher who lives to the east.

After speaking with her talk to Eder.  Eder will tell you about the problems of the area and will eventually offer to join you.  Eder is a tank and will have a familiar knock back ability.

He will tell you that right next to him is an abandoned temple of Eothas.

Buried Secrets

So you should go into the abandoned temple of Eothas.  Once inside a man will give you the Buried Secrets side quest.  He will tell you about how there are remains of some priests inside that he wants you to get.  He also warns you that it is very dangerous inside.

In this room head north and then try to head west and south.  There will be tonnes of enemies on the way.

You will gain a hint that will tell you that the three bells are important.

Now head north to the bells.  You need to find four note pattern from the three bells.  The pattern to get through is Right Middle Left Right.

A door will open leading you downstairs.

When downstairs try to head southeast.

You will find a room with a wheel you can turn.  This will drain water.  Head from this room down the corridor and down the stairs to a fountain.  There is a dead priest there, loot his key.

Use the key to open the locked door.  Continue heading southeast until you hit a fountain with four stone angels around it.  From here head the eastern path for the boss room.

In here is a Skaldr who is stronger than the rest.  He is… the Skaldr King.

Now for the actual quest.  Go south and there will be a dead end with a wall.  Notice on the wall there is a latch you can pull to open up the dead end.  Once inside you will be able to speak to the dead priests and see exactly what happened.

With your evidence go back to the boss room and go up the stair case.

Upon going upstairs there will be another secret door you can open to get a short cut back to the front.

When at the front you can turn in the quest with the guy you got it from.  There are 5 possible outcomes of the quest.

The Smith’s Shipment

Look on your map for the Blacksmith.  Go to it and talk to the smith to pick up this quest.  He will have had some shipment that will have been raided.

Go south into Magran’s Fork.  Head east from here into the Black Meadow.

Once at the Black Meadow follow the path along the north to find a group of bandits next to a broken cart.

Beat them up and loot the cart to get the Smith’s Shipment.

After returning it to the blacksmith he will give you a nice shield and a discount on all future purchases… of which you are unlikely to make many.

Against the Grain

Head to the mill and you will see a bunch of townsfolk outside threatening to kill the miller.

Go inside to talk to the local miller.  He will break down capitalism to you and how a person can’t possibly sell below value, supply and demand, and what not.  He also awkwardly mentions that most of the grain goes to beer and less of it goes to bread.  There is no dialogue option for using less on beer and more on bread.

You are told to go talk to the drunkards who want him dead.  Of course, they are drinking beer.  You can offer them a beer to reconcile, join them against the miller, or kill them.

Once you turn in the quest you will get a cash reward, because the miller of course is loaded rich.  Completing this quest will also unlock a quest to dethrone Raedric (Lord of a Barren Land).

A Mother’s Plea

There is a house to the northwest of the town.  Go inside for the final side quest.  She will tell you that her son was Hollowborn and needs a special witch to the south to help her.

Head south into Magran’s Fork.  Continue heading south to get to Anslog’s Compass.

Go around all of Anslog’s Compass and kill every single xerup in the zone.

Once that is done talk to the witch in the southwest.  She will thank you for killing off of the xerups and offer a cure to you.

She will tell you to go get a fungus from a cave to the north.  Go inside the cave and there will be some mushroom enemies you will have to kill.  Kill them and loot them.

Bring them back to the witch and she will make you a cure.  She will tell you it doesn’t do anything to actually cure anything.  It will make her feel better.

Take it back to the mother and you will have a moral choice.  You can be honest and tell her nothing will cure her child.  Or you can tell her to drink the potion and make her feel better about it working.

Lord of a Barren Land

In order to get this side quest you need to complete Against the Grain.  It will be offered to you upon completion from a stranger.

Head east through the Esternwoods.

From there head east into the keep.

There are three different ways to get into the keep.

If you head to the north you will find a castle wall you can climb if you have high enough athletics.  Alternatively you can use a grappling hook and rope item to climb.

If you head south you will find a sewer entrance that you can pry open if you have a high enough strength.  Alternatively you can use a pry bar to get it open.

As another option you can choose to blitz through the front, which is the longest possible path to getting to Raedric.

For the climbing method once you are up head in and you will find boxes with robes in them.  If you put on the robes and apply stealth you will be able to walk through the area without anyone knowing who you are.  Guards can identify who you are so you will need to dodge them.  Every time you get stopped by the guards you can trick them if you have high enough Perception stat.  As a more safe option you can just kill all of them.

For the sewer method you will have to battle through weaker creatures.

In here you will find a prisoner.  If you offer to help him you will get an unofficial side quest.  There is a witch in the area named Ouya.  Killing her will get you the rusty key and unlock the door.  This will add an additional quest reward to the Barren quest.

For the frontal assault you will have to take on his strongest guards.

Your goal is to get to Raedric’s Hold Sanctuary.

There will be one door that will need to be lock picked.  This one holds Nedmar.  It is very high so you will either need to have high skill or a lot of lock picks.  Either way you have to get in.  If you need more lockpicks you can buy a lot from the blacksmith back in town.

Once inside Raedric will give you a master key to get to Raedric.  If you helped his friend you will also receive another reward.

If you head south into the chapel there are skulls on the wall.  Loot the first one and you will get a gem.

Now head to the Keep Kitchen.  Here you will find a door with insanely high lockpicking required, this is the giant door you will need to unlock to get in.

Now you are at Raedric.  You can choose to work with him or kill him.  If you kill him you succeed and you can turn in the sidequest upon completion.

After he dies how people will act around town will change and there will be unique dialogue options.

Ferry Floatsome

Head south to the bridge.  You will find from a merchant that the bridge has been destroyed.  The merchant informs you that looters have stolen his cargo that has washed up on shore after one of his boats crashed into a rock.  Head south along the path and you will find two guards to kill.

Head down the path and you will be able to talk to these looters.  They will inform you they are just farmers who have found some cargo.  Times are tough.  You will have the option to kill them and collect a reward from the merchant or lie to the merchant about the cargo.

The Old Watcher

Go to Black Meadow and head east into Oda Nua.

Oda Nua is a Portuguese word which means roughly “Naked Ode.”

This is going to be your stronghold eventually.  For now it’s a dump.  As you enter there is a chanter who wants to join your party.  Let him in your party and you will get a new side quest (one so massive it will be it’s own guide).

Navigate through the courtyard to the larger of the two buildings.

Enter inside and once you walk in there will be a talking chair at the entrance.  She explains the history of the area and how the Watcher abandoned repairing the place.

She will open a door for you.  Head into the basement.  Before doing this you can enter the other two rooms for some easy experience (no enemies in those places).

As you journey through the basement killing what’s inside there will be ghosts.  Speaking to each ghost will unlock new speaking options later.  Each reveals a piece of history over the course of a 200 year war.

Go down another level and you will find a locked door.  You will need to unlock it through a lockpick or by skilling it down.  Inside is Maerwald.

Speak with Maerwald and he will tell you what happened to him and what is happening to you.  Eger’s questions will not be answered, nor will Kana.  You will have to talk to both of them to find out what direction they want to take.

Maerwald tells you to go to a new city, so that’s your new main quest.  However Marwald is also crazy and he will eventually attack you.  He is quite powerful.  Upon his death you will gain a new main quest to head to a new city.  You will need to repair the Eastern Barricade.  To do this quickly just navigate the map until the time passes.

 

This concludes The Gilded Vale part of this walkthrough.  The next part will cover the missions and side quests related to Oda Nua.

Pillars of Eternity Walkthrough – Introduction

Pillars of Eternity is a game that was created by Obsidian Entertain via a Kickstarter campaign.  Th game has several dozen hours of gameplay and features so much content that a single guide would not be able to focus in on elements.  For this reason this guide has been split up into various parts. To see all of them click on the “Pillars of Eternity Guide” link on the side bar.

The focus of this guide will be from the beginning of the game to getting to your first town.  All of these guides will cover all of the side quests in the general area.

The Camp

Your convoy stops and forms a defensive parameter around an area as they try to make their way to Cilant Lis.  The leader gives you a female warrior as your side kick to find a cure for a disease you have.

A Moment’s Respite

Head northwest of the camp to find a wolf.  The warrior has a knock down ability, use this to knock down the wolf.  After the wolf is dead move a little more northwest to find a herb on the ground.  Pick it up to complete your first quest.

Return to the camp and turn in the herb to complete the quest.  You will be given another objective.  You will have to go fetch water by the lake.  Head south to find a rag that you can put in the water.

You will be ambushed by two bandits.  Focus each of them down.  As you head back to the camp there will be more bandits there.  Kill them and make your way to the Glanfathan Leader.  With appropriate answers you can avoid the fight and get free experience, with the wrong answers you will have to fight.

Next up you will have a dialogue box with Heodan.  No matter what dialogue you choose Heodan will die.  At this point in the game you will not have enough skills to use any of the options for saving him.

Ruins of Cilant Lis

You will enter a cave in which you will gain a quest objective of escaping the Ruins of Cilant Lis.

If you immediately head northwest you will be able to loot two boxes which will give you some camping supplies and a torch.

There are two potential paths for getting out of Ruins of Cilant Lis.  Head south and you will have your two ways, continuing south or continuing east.

If you go south you will have to deal with a xurip.  These are a small furry creature in the game that will be very common.  If you have the appropriate skills you can negotiate your way past the xurip and gain experience for not killing it.  With enough skills it will temporarily join you as a pet.  But if you don’t you will have to kill it.

Heading further east you can loot a corpse to reveal a semi-sidequest.  You will pick up a gem and instructions on how it works.

For this sidequest head northwest past the puzzle maze, past the braziers and at the end.  Place the gem inside of the wall and it will unlock a door to the east with a few choice items in it.

Continue back south to where you left off and continue east.  You will run into a skuldr whelp.  These are not as easy as the xurip was.  You will find a semi-broken wall.  When you click on it there are two ways to open it.  If you have a lot of strength you can just push the wall down.  However if you do not there was a hammer and chisel that you picked up as an item that you can use to break it down.

Moving into the next room will be more skuldr whelps.  After killing these move north for a final fight and then you are out.

The alternative route is to take the puzzle maze.  Keep in mind that you can do both for the slight bonus gold.  Just northwest of the puzzle maze are six braziers with various markers on them.

Equip your torch that you picked up earlier and light each one of these braziers.  Once they are all lit up head back down to the puzzle maze and two safe paths will be lit up.  Move through the safe paths to get across.  There will be one last fight before you can exit the cave.

Once you exit the cave you will run into an event in which your ally will die.

The Gilded Vale

Head south to get to the Vale Woods.  This is an area that has a very low amount of enemies to fight but a very high amount of resources to gather, so take advantage of that.

Heading south you will run into Nonton.  Nonton will tell you to make sure not to go to a cave to the northwest.  This is a side quest.  If you head east of him you will find there are some enemies there you can defeat for some experience.  They are low on damage and low on health meaning you will be able to solo them.

Once you get here you will find a dwarf begging for help.  Kill the captors and you will gain the side quest “Late for Dinner” the goal of this is to go to an innkeeper, something you will do later anyway.

Head south into The Gilded Vale.  After a dialogue box you will have completed the quest.

If you head towards the inn there is an elf being picked on.  You can choose to fight the bullies or reason with them.  Doing either will give you the option of recruiting Aloth, a powerful wizard.  He is well worth picking up.

Go into the inn to cash in Late for Dinner.  You can also recruit more adventurers here.  Pick up at least one and take a room in the inn.  You will unlock another quest.

Before doing that, knock out the side quest Revenge from the Grave.

Revenge from the Grave

To get this mission take your party of three to the cave in northern Vale Woods.  In it is a bear.  You will need to use your powers and those of your heroes to beat it.  It is not an easy task.

Once inside you will find the remains of a man and see a spirit.  You can talk to the spirit to reveal what actually happened.

Head to Nonton.  He is in the dead man’s home with his wife.  Upon talking to them you can come up with a number of possible outcomes.  It comes down to that you can accept a bribe from them, let them go with the money, or kill them.  Each outcome will effect your reputation in some manner.

Climbing the Wall in Vale Woods

There is a wall in the vale Woods that has the option of climbing it.  There are two ways to climb it.

The first is to have enough Athletics stat that you can just climb up the wall.  Your stats will bypass any need for an item.

The second way is to have a grappling hook and rope item.  This can be purchased at the inn or it can be found south of Gilded Vale.

Upon climbing up you will find a corpse with a powerful item.  No official side quest is given for doing this nor do you get one from this.

 

This concludes the first part of this walkthrough.  The next part will cover the quests and side quests relating to the town of Gilded Vale

Grey Goo Hard Difficulty Campaign Walkthrough

Introduction

Grey Goo is a sci-fi RTS.  With millions of possible planets out there humanity created a system for deciding which planets were habitable and had life on them and which ones were barren or had no life on them.  The probe became known as “goo.”  The probe would replicate using the resources of each planet and forever expand outward in order to create more probes that could discover more planets.  But the experiment was a failure.  The Earth colonization program lead to only war and destruction, so the humans returned to Earth shutting down all of their colonies, and turning off the goo.  But the goo stayed alive and flourished in the universe.  The goo also evolved to form armies with the same goal, plotting the entire universe.  Now more aggressive the goo has sieged the planet of a group known as “The Beta.”  The Beta have been dodging The Goo’s detection for a long time and have developed a technology to move from planet to planet using a resource called Catalyst.  As they opened up a hole in the universe they accidentally let a human ship into their system.  Following the humans was a small bit of goo.  Now the three factions are at war with each other under the biggest galactic misunderstanding in history.

This walkthrough will show you how to get through the campaign on hard difficulty.  The campaign is 15 missions total with 5 sections per faction.

Each mission will introduce some new units and each section will first go through what those units are for and what they counter.  However so you best understand the game this walkthrough also includes an introduction into all the units of the game.  The game is all about hard counters.  A single anti-air unit can wipe out a dozen planes if positioned correctly.  A single anti-tank unit can ambush and quickly wipe out a dozen tanks.  Getting the right unit composition is very important for victory.

The Beta Units

Commando: This is a light infantry unit.  It deals 1/3 the damage of a stalker but only costs one supply.  The big difference is that this unit is only 4/5 the health of a stalker, which means equal supply you are getting a unit that is 1.5x the health of a stalker. This means this unit will act as your front line in an early unit in game.  Due to their slightly higher speed they are often used as early game scouts.

Stalker: This is the first anti-armor unit of the game.  It is faster, has high range, costs far less, has less population, and has similar health to the predator.  The downside to this unit is it has far less damage and far less armor penetration.  It makes for a great early game unit, but the predator will replace it.  If you do not have a tank attachment built, stalkers are your discount replacement for predators.

Predator: Can fire on the move.  As an anti-tank unit this in invaluable for taking out artillery units.  However they are very slow meaning that any strategy revolving around them will be one that is easy to point out.  They are the late game anti-armor unit and all armies will do well to mix in some of them.

Seeker: This non-combat unit is purely used for detecting stealth.  It is the cheapest and fastest to build detection unit in the game.  It also has a superior range to all beta units so it can be used to spot for artillery.  As well it has an invisible upgrade allowing for it to become an ultimate spotting unit.

Cloudburst: This is the ground anti-air unit.  It has exceptionally high range and can fire on the move, downside, it only shoots up.  It is on the pricier side of units however not many are needed to cover against air because of their high range.

Hailstorm: This is the beta artillery unit.  It is the weakest artillery unit in the game.  However it has the most health and is the most armored and has a high armor penetration scale.  This means in an all out artillery war, the hailstorm will come out on top.

Avalanche: This is an anti-building unit.  It deals very very slow damage and will not be that useful in an actual brawl.  However it does have awesome armor penetration allowing it to two shot most armored units in the game.

Guardian: This unit has no damage unless it is placed inside of a wall.  When in a wall it can fire land and air and is the ultimate defensive unit.  Common strategies involve planting walls inside enemy bases and putting these guys in them.  Their damage is very high, but unfortunately they are stationary.

Stratus: This is an aerial recon vehicle.  It will spot enemy units as well as act as detection against invisible units.

Warbird: This is an multi-purpose fighter.  It can provide anti-air support against incoming enemy bombers, or it can take to the ground and deal damage against enemies.  It is one of the fastest units in the game and has one of the fastest rates of fire in the game.  This makes them excellent for quick in and out missions.

Nimbus: Area of effect bomber.  Great against enemy units as it deals splash damage.  It also has an exceptional armor penetration value making it very good against armored units and buildings.  They have far more health than the warbird, but on the downside they are much slower and have a far lower rate of fire.

Hand of Ruk: This is the ultimate unit of the beta.  It is built by laying down a large hub and equipping it with two large factories and one of each attachment.  Upon beginning construction you lose all of those facilities.  Once build the Hand becomes a mobile construction factory able to produce all units in the game.  It has six equippable turret slots that most units can jump into to defend from close range attacks.  The Hand also has a long range nuke that will destroy most units in a single shot.  The downside to the unit is that it is very easily swarmed and has no natural anti-air defenses.

The Human Units

Trident: This unit costs less, has more health, and a higher rate of fire than the revolver, however it has half as much damage.  These units are best used as meat to the grinder.

Revolver: This is a human anti-armor unit.  It is much faster than the gladius, deals about 33% less damage, and half about half of the armor penetration.  If no gladius is available, these can make for a great addition to the army.

Dagger: This is the first detection unit for the humans.  It can be upgraded to become a stealth fighting unit.  It deals very little damage and has very little health.  But it has really good vision meaning it can be used to spot armies.

Gladius: This unit is the ultimate anti-tank weapon.  It is almost identical to the predators in every single way, including its ability to fire on the move.  It has 5 more health and costs half as much making it one of the strongest cost per pound units in the game.

Longbow: An anti-air unit.  Can be upgraded to attack ground targets as well.  Due to its high range the upgrade transforms it into a non-splash artillery.

Howitzer: This is the artillery unit.  It has higher damage than the hailstorm but far less armor.

Lancer: This is an anti-building unit.  After a slight delay it will begin channeling a beam that will deal more damage as it continues to channel.  It makes them very weak in an army but very good at destroying buildings, mother goos, and ultimate units.

Monitor: This is the aerial recon unit.  It can be upgraded to be stealth.  However it has no stealth detection.  In exchange it has very good vision.

Scimitar: This is the anti-air aerial unit.  It is the slowest air unit in the game and deals the least damage.  It can attack ground targets but has low penetration so will be particular bad against buildings and armored units.

Scythe: Aerial bomber.  Deals area of effect damage.  Compared to the Scimitar it is better in every single way in a very massive way.  However it only shoots down.

Alpha: This is the ultimate unit for the human faction.  To build it first build an attachment to a cross.  Now build a large factory on the attachment and build the three other attachments to the available attachment slots.  Once equipped you can build it from this factory, the factory stays unlike the beta ultimate.  The Alpha can fire a laser in a line wiping out anything in its path.  When units get close to it they will deploy an area of effect attack that will knock the enemy back.  The Alpha also has counter-measures to defend itself against air attacks.

The Goo Units

Mother Goo: Deals excessively high damage against buildings.  When they swarm units they snare them in place.  Can climb up mountain clifs.

Small Protean Goo: These goo units can swarm units.  When they kill a unit it provides a healing bonus.  Can climb up mountain clifs.

Large Protean Goo: These units can swarm units.  When they are around units they will provide a slow against those units.  Can climb up mountain clifs.

Drover: This unit is produced four at a time from small protean goos.  They are much faster than other light units but have far less health and have very low range.  However they can attack on the move making them very capable in large packs in the early game.

Strider: They are the weakest anti-armor unit in the game.  However you can build many more of them faster than you can build any other anti-armor unit.  On the downside they cost an even supply so they will not make good in an end game army.

Radiant: This is the only goo detection unit.  Like the dagger it can be upgraded for stealth.  However it does almost double the damage of the dagger making it far better of a harassment tool.

Tempest: This is the goo anti-air unit.  They are capable of walking up cliff faces meaning you can plant them in awkward places to catch your enemies off guard.

Dweller: This unit is essentially a land mine.  It will plant itself in the ground and become invisible.  When units step on it, it deals area of effect damage.  As an added bonus upon being destroyed it transforms into a small proteon goo to finish off whatever units stepped on it.  An upgrade can make it explode into two goos.

Destructor: Arguably the most powerful unit in the game.  They can be upgraded to deal area of effect damage or have a shot that bounces.  They are an anti-armor unit that with upgrades can take on all units and structures.

Crescent: These are an artillery unit.  They deal four times as much damage as the beta artillery unit and twice as much as the human artillery unit.  They are very powerful, however they deal no direct damage.  Instead they attack the ground and whatever units walk on their goo will take damage and be snared.  These are also able to crawl up cliffs and mountains providing for some excellent sniping positions on enemy units and buildings.

Bastion: This unit deals no damage, however with an upgrade it can deal area of effect damage upon death.  This unit will taunt enemy units and absorb damage.  They have extremely high health and are very armored.  On the downside it is very hard to save this unit from dying.

Purger: This is the goo ultimate unit.  Like all of the other goo type units it can swarm enemy units and buildings and deal damage to whatever is inside of it.  It also has an attack that will attack in an area of effect at range.  This area of effect attack is the weakest of all the ultimate units.  The Purger makes up for by having 2000 more health than the alpha and 1000 more health than the Hand of Ruk.  In terms of an ultimate meet up, the Purger always wins.

1. Battle at Hunters’ Valley

The Beta faction have hubs.  The headquarters can attach four possible structures.  There are three hub sizes small (2 structures), medium (4 structures), and large (6 structures).  The factory and large factory are the main ways of producing units.  Factories produce 1 at a time and large factories produce 3 at a time.  If a hub has a factory and an extension it can build the units associated with that extension.  Each extension will also unlock the ability to produce one technology from one group.

The refinery is your resource gathering structure, get down one as your first attachment and select it on the one resource node.

In this mission you will only have access to the factory’s base units.

Commandos are light units with no bonus damage.  They can be used as scouts and to provide consistent damage against all unit types.  In terms of building they are low priority due to their low utility.

Stalkers are your other choice.  Stalkers are anti-heavy units which have much more health.  Because of this microing them will yield better results.  However mixing some commandos in will be useful due to the low rate of fire of stalkers.

Make sure to have at least two factories down to produce units.

Once you have eight or so move northwest with your units.  In the forest you will find units, kill them and then kill units from the forest.  Forests provide cover and make you invisible unless you have detection, or an enemy ventures into the woods.

Continue heading north.  Here you will find another resource.

Add a small hub and attach a refinery to it.  You can also add another factory so you can make more units.

Now head southeast through the zigzag and make sure to go through the forests whenever you can.  This will allow you to get a lot of free kills.  You will notice that there is a base there that is under attack.  The computer AI by default will attack structures.  With a focused unit move in and wipe them out.  You can place your commandos inside the wall pieces (little cylinder pylons) to provide defensive fire.

There is a repair facility here.  Attach a hub to it.  Now this repair facility will become active and you can repair damaged units in it.

Moving north there will be more another resource.  You can setup a hub here and once again split between a refinery and a factory.  The forest here represents a great position to ambush enemies.

As you move north you will find a human faction base.  Destroying the connection pieces will disable the piece temporarily.  Alternatively you can just choose to beast down the base pieces which are far harder to replace.  The mission will end when you have destroyed all base pieces.

2. Battle at Ruk’s Bend

In this mission you will be able to use the tank attachment.  Building attachments also allows you to build a technology from that tree.

Build your refinery and then a factory.  Once the factory is done build up a single wall piece to the northeast near your base.  Load your single commando in there and continue building a second refinery.  The enemy will attack you very quickly in numbers you could not possible defend.

Now lay down your tank attachment on your factory.  Once it is complete begin rallying out Predators.  Go to the Tech tab and select the Predator upgrade from the tech tree to bolster your predator damage.

Lay down a small hub and build a Large Factory to help bolster your numbers.

Once you are stable and have some units head north of your base and snipe the units there using the forest as cover.  This is the first farm and you will gain free units by liberating it.

Next head to the east.  But make sure you have some units left at home base for defense.  There is a base there, destroy it.  Just north of the base is another farm with far more units, kill the units and you will get a group of stalkers.

You can build refineries near two more resource nodes which will allow you to further expand your production and allow you to get more units.  On the downside you will have to build a wall segment near there and man it with a commando.

Heading north (to the northeast corner) you will find another base.  Burst through the wall and move in.  The enemy will have a howitzer so move past enemy units and kill the howitzer.  Move into the base and force it down.  There will be one more farm just north of this base that you need to liberate.

Once you have done this take a group and move along the western side of the map from your base.  There will be some units sitting at a high ground that won’t be visible to you.  You need to go up that ramp and kill all the units in there to eliminate this death trap.

After this continue moving north to find the final base.  It’s an easier one to destroy.  You can attack from the south and use your other army (the one that took out the northern base) to flank it from the east.

Once this last base is destroyed the mission ends.

3. Battle at The Quarry

A bonus objective tells you that you will need to destroy the base.  This is not possible on hard difficulty.

The mission has three “catalyst packaging facilities” that you need to guard.  Each facility is a  small hub that will have a resource near by.  Building refineries and factories on all three points stat is very important.  You will also need to put a wall in front of each facility.  The more wall the better.

At home base build a hangar and a large factory to get out a lot of units to reinforce various zones and to get air units to help deal with multiple flanks.  There are two types of air units one is an air superiority fighter that can attack ground and the other is a fire bomber that deals splash damage.  Either will make for a good choice since their base damage is roughly the same.

Every so often there will be an earthquake.  Look at the health of your small hubs and repair after every earthquake as two earthquakes can destroy a small hub.

You will lose a lot of walls so keep re-building them.

Mid way through add a large factory with an artillery add on.  Send out some artillery units to all of your flanks to help bring down giant clumps of enemies.  After surviving so long the mission will end.

4. Battle at The Trench

The goal of this mission is to build a Hand of Ruk and move it to a certain point.

The Hand of Ruk is the ultimate unit for The Beta.  It is built by building a large hub with two large factories and one of each attachment type.  Unlike the humans you will lose all of these processing facilities as soon as you begin it.  So you can’t be dependent on this giant structure for your unit production, it just has to be extra.  Once you have all attachments on click on the Large Hub to create the Hand.

To start build a wall to the southeast of your base where the Catalyst Geyser (the resource) is.  Defend this point to your last life.  You will want to get an extra refinery built there so you can get some extra income.  You can also build a refinery directly north of the base (you need to follow the path east, north and then turn west instead of going across the river).  The enemy will never attack that point.

With all of these resources make sure to get a medium hub with some large factories, tank attachment and artillery attachment.

When your base is secure you can begin making your Hand of Ruk.  Large hub, two large factories, one of each attachment.  Hit the button and it will begin building…. it takes 5 minutes.  In the mean time begin cranking out the money units.

If you want to get the secondary objective of killing Crescents make sure to lay down a hangar and begin creating aircraft to patrol the map and quickly wipe them out.  Crescents can be particularly nasty for your ground forces so killing them should always be a priority.

Once your Hand of Ruk is complete make sure to have guardians or predators inside.  Note that around it are turret holes that units can jump in.  Now move your Hand of Ruk across the map with your units in tow.

Worth noting the Hand of Ruk can make two units at a time, a mobile unit building.

As well the Hand of Ruk has a literal nuke.  Right click on a unit and it will send a long range nuclear weapon at it wiping out anything in one shot other than buildings and other epic units.  This can be exceptionally powerful while on the move.

Once at the point the mission will end.

5. Battle at Crash Site

This is easily the most difficult mission in the game.  You will start off with a headquarters, a heavily damaged Hand of Ruk and a wall.

Build your refinery and after this begin building Guardians.  Guardians can ONLY be used in turrets.  They will not fire otherwise.  Build enough to fill up your wall.  You can change the wall design in the south so that the bottom piece is at a 45 degree angle instead of straight so that enemies will all get hit by the guardians as they walk by.

Once you have all of this done begin building a factory.

The Hand of Ruk is key in the defense.  Right clicking on a unit launching a nasty nuclear war head.  Use it whenever you can, as in on cooldown.

Once your factory is down build an Air Attachment and get out a Hanger.  With the hanger build a Stratus and send it directly north east of the base.

There are two Light Goo Nests here.  Destroy them using your Hand of Ruk (it’s just in range).

In the mean time build Warbirds from your Hangar and Hailstorms from your Hand of Ruk.  Use the Stratus to spot Light Goo Nests and send the warbirds in to kill them.  There are a select number of anti-air units on the map, watch the video to find out where they are.  You can also watch the video for which ones you should kill with anti-air and which ones you should avoid.

After killing so many of them you will have giant surges of enemies hitting your gate, you need to be dead on with your Hand of Ruk.  You can build a repair facility so that your Hand of Ruk can regenerate health and become useful again.

Eventually the reinforcements will arrive, a Hand of Ruk with units.  Jump the units inside the Hand of Ruk and get it on the move.  Head north.  Make sure to kill all enemies are you move making sure ton ever get overwhelmed.  Head east and north destroying all Mother Goos, Light Nests, and units along the way.  If your other Hand of Ruk is full on health you can move it directly north of your base to wipe out the light nest directly north and make way towards the middle.

The goal is to wipe out anti-air units so that your air units can reign supreme.  Once all air units are out make sure to plant stratus throughout the map and kill all the mother goo.  This process can take a while and can be obnoxious.  But once all mother goo are dead, you win.

6. Battle at The Headwaters

Humans can only have a single base, their headquarters.  You can build crosses to expand the amount of build space of your base.  All human buildings can be teleported into any position along the crosses.  Build a factory so you can start pumping out Tridents.  Tridents are light units.  Make sure to build some Revolvers which are anti-tank units.

When you have 6-7 units move to the east where a Large Protean is.  Before it dies it can transform into destructors.  Around this area is a tech upgrade you can pick up.

Once you grab it you can build a tank attachment.  Build the tank attachments on your factory.  These will allow you to build Gladius.  Gladii (the plural) are exactly the same as the Predator except they have more health and less damage.  They are a literal tank.  Getting out a lot of gladius will be useful as well.  Gladius like predators can attack on the move, necessary for killing some goo units.

Once you have a gladius head north and wipe out the units.  Then head all the way west.

You will gain an Econ upgrade secondary objective.  Add a silo and click on any of the available upgrades to get this secondary objective.

Pick up the tech upgrade to get Artillery Hub.  This will allow you to build a lancer.  The lancer will charge up its attack and deal more damage the longer it attacks, a perfect anti-building and anti-heavy unit tool.

Mother Goos can scale mountains and evade damage.  Hunting them down is a pain… but that’s how you finish the mission.

7. Battle at The Wetlands

This is the easiest mission in the game.  However the secondary objectives are not possible on hard difficulty because of how fast the computer is.  On other difficulties you have to bring your army to wherever the enemy is attacking and defend the units to take control of them.  The enemy will always attack Singleton last so there’s no threat of failing.  As you get new units your army will be much larger and you’ll be able to break the enemy faster.

On hard difficulty you just need to mass up an army and move to the west.  The second group of units to the west is Singleton.  Once you have Singleton activated move him back to your base and it’s over.

8. Battle at The Observatory

To start move your unit to the east and you will find some catalyst crates.  These rectangle boxes will grant you 100 catalyst to give you a strong start.

The enemy will send a lot of enemies at you.  So after you get down your first refinery start working on getting down an anti-sentinel turret.  You will have four anti-air units to start.  You can move them to the geyser (resource) to the northeast of your base to hit air units quickly.

Work your way to expanding your crosses in this direction and getting up a refinery here as well.  Getting down an air attachment is key so you can get some anti-air turrets up to stop the constant harassment of enemy planes.  This will give you a constant supply of income.

Expand your production to have two large factories and a single small one.  Rally you a combination of tanks and tridents.  You will want to get some air pads down and start building an air force.

You can use this airforce to deal with the enemy’s air bombers and ti make strike operations on the base to the northwest of your base.  Air deal very high burst damage so they will go down fast.

Get down a stealth attachment and rally out daggers.  You can create an army of daggers and use it to target down the headquarters to the east.  Without a headquarters they will be unable to re-build anything.

After destroying this base move your army of daggers to the north and have them walk around the most northern part of the map.  When at the HQ have them destroy it, and then all of the other hubs.  With the enemy unable to produce any new units you can just clean up the remainder of the buildings to win.

9. Battle at Mago’s Pass

There is only one unit you will realistically need for this mission, the Gladius.

You will need to make six refineries total to support your expensive tastes.  The enemy won’t challenge too many of them so go ahead and put them all along the west side of the map.

Take your starting force and move into the middle of them map near the north.

Make sure to get down a large number of large factories and pump out those gladius.  Initially you will want just one group but eventually you will want to expand into two groups.  The goal is hunt and destroy, make sure the goo can’t get units.

The Mother goos will spawn randomly from time to time from various points of the map.  Your goal is to patrol with two groups to make sure they can’t get resources to build units.

To make the pathing easier you should break down all of the rocks around the map.  This makes civilians get to their check points faster and will allow you to move around faster.

Eventually you will want to get two air units.  These are only needed for spotting mother goo quickly so that you can wipe them out as they spawn.

10. Battle at The Terminal

The secondary objective of this is to wipe out ten light goo nests.  This is sort of a difficulty slider.  The more of them you kill, the harder it will get.

This will assume you want to kill all of them.

To that extent build up a base at home with three anti-heavy sentinels and as many artillery sentinels as you can afford.  The enemy will come in giant waves of units that you will need to be able to defend.

As well you need to keep your computer ally alive, although he won’t help you very much.  Randomly he can just die to an opening rush so keep an eye out for it.

Other than that you will want to build up a base army with a mixture of units, but mostly you will want to get air units.  You will use the air units to wipe out light goo nests.  Each light goo nest also allows for another resource point.

The enemy will have anti-air all throughout the map but rarely does the AI make new ones.

As you clear the map with your air units it’s time to build… THE ALPHA.

It is never made all that clear how it is made.  You will need to attach four attachments to a large factory.  When you build your large factory you’ll notice that you can only build three.  That’s because the fourth point is being connected to the Cross.  So you have to build your attachment first (connection it to the cross) and attach a large factory to it, and then move your other three attachments in place.  Once this is built you will be able to build The Alpha.

The Alpha (unlike Hand of Ruk) will not take up your unit producing facility, so you can in fact continue to use it and build more alphas once you have completed your first one.

Once your alpha is completed sending it out on the map to go kill.  It has a lot more defensive measures than other ultimate units and can deal damage in a line attack.

The alpha is exceptionally slow moving however so it should be sent out to the northwest corner of the map where most of the enemy are situated (as well as a lot of AA).

You can use the alpha to clean out anti-air nests while your bombers come in to spot the new mother goos and kill them.

It’s a bit tedious but all vs Goo encounters are, you have to track every mother goo and kill every last one.  They can replicate very quickly so eventually you’ll need to have your army split around the map quickly tracking locations and killing them.

11. Battle at The Cauldron

Welcome to Goo 101.  They are a very hard micro oriented faction and because of this the missions themselves are all very easy… however the mechanics of the goo keep them challenging.

In this first mission you will be able to create mother goos, small proteons, and four other groups of units.  Each of these units has their function.  Mother goos when used on an enemy will snare them in place.  Small proteons when used on an enemy will heal.  Your first unit is sort of a close range shotgun unit, however it can attack on the move and uniquely pawns four at a time.  The strider is an anti-armor unit.  The Radiant is a scouting unit.  And then you have your anti air unit, which is unavailable.

To start move your units to the east side of the map.  Here you will find a light goo nest.  Break it open to get a mother goo.

Mother goo is the main production unit of the goo.  It can build small proteons, large proteons, or make more mother goo.  It can also do research.  For this you will only get small proteons and mother goos.  Mother goos also do exceptionally high damage against buildings.  They renegerate health over time but require to take energy from some source.  They can climb over the vent of a geyser to steal the vent.  The vent returns occasionally providing more health.  You can also destroy buildings or destroy units to get energy.

Get as many multiple goos as you can.  When enemies approach use your mother goos to kill them quickly.

To the northwest is a light goo nest.  Upon breaking this open you will gain access to Destructors.  Destructors are the armored unit of the goo and heavy very high damage.

You can flank from the northwest into the enemy base and destroy a few buildings.  Sometimes the AI will just let you kill the HQ.  Persistence is important in hitting them from this direction.  Be careful of the enemy howitzer, they can destroy many goo units at a time.

The mission ends when you can wipe out the enemy HQ.

12. Battle at The Shallows

You will need to destroy Encryptian nodes, which is easy enough.

Expand your mother goos around the map.  Get a research point and invest in stealth radiants.  Now make a pile of radiants and use them around the map to pick off the encryptian nodes.

These are spread through the map and will walk around with an armed guard.  A mother goo can also walk in their path and kill them.

Once they are killed you will need to push the northern fortress.  For this you will want mother goos, destructors, and crescents.

There is also a flanking position you can take from the northwest.  You should break the wall down with your artillery and slowly creep in using your radiants to give increased vision.

The artillery work differently from the other factions.  They apply a damage over time effect to the ground so that any enemy that steps in it takes damage over time.

Once ready to go send a large cluster of mother goos at their base to destroy its components while your artillery and destructors destroy enemy units.

Once everything is destroyed you will have to “hack” their computers by having a Goo sit on the base. Make sure to max out your units here and have tonnes of goos connected to the building.  If one goo dies, the other goo will give you credit.  Make sure to have tonnes of artillery.  Once a goo connects enemies will randomly spawn and you’ll have to survive until the connection can complete.

Once it is done, you win.

13. Battle at The Grotto

The secondary objective is required for bating this mission.

You will start off with radiants and artillery.  Begin by heading to the east.

Use the radiants to provide vision and the crescents to break down the walls.

Production wise it is non-stop mother goos.

You will use your artillery against everything while heading east, then south, and then east, and then south again.

Upon hitting this final south you will unlock a group of destructors and a new tank unit.  This new tank unit will not be able to fire but can absorb a lot of damage.  Send it and the destructors to take out a wall.  Once the Bastion takes too much damage pull him and the destructors back.  The Bastion also acts as a moving wall, so enemies will not be able to see what is behind it.

As you begin to dominate the northwest corner of the map get together an army of destructors, artillery, bastions and anti-air units.  Yes, the enemy will have a lot of air units.

Move directly south and there will be a base here that builds predators (tanks).

Move to the east and there will be a base that builds cloudbursts (but you have no air units soooze…).

Head north again and there will be an air base.

Finally there is one more gate to hit.  Break through and you only have to get a mother goo on a certain point to win.

14. Battle at The Barricades

The goal of this mission is to KILL EVERYONE.  But doing that is easier said than done.

The general strategy of this is to control your own progression against expected outcomes.

So to start build up your mother goos and spread them along the south. You can plant most of your army in front of the gate of the enemy and take whatever comes out heads on… but there won’t be much coming out.

Research radiant stealth tech and build about 20-21 radiants.  Send them to the gate stealthed and bust down a gate piece.

Move to the east and break down a wall here.  Have your radiants focus down the headquarters.

Once it is destroyed move to the middle and destroy the small hub there.  Then move to the west and destroy the two hubs there.  Now that the buildings are inactive and the enemy can’t re-build them focus on getting down the three walls completely.

While you are doing this you can prepare for the next phase of things.  Build a Purger, some destructors, and a lot of artillery units.  You can build the purger faster by creating mother goos and feeding them into the purger.  You will only want to do this when you hit army cap however.  You will also want to get a decent amount of anti-air units scattered throughout the map because the enemy will have air units sent in to wipe out your valuable units.  20-30 anti-air units should suffice.  The enemy will have 4 hangars producing 16 aircraft, so don’t underestimate it.

When you’re all ready break through the second set of walls to the north.  Make sure to break down the ones on the west and not the ones on the east.

Move through the walls and two Hand of Ruks will activate, how to deal with them after.  For now move your army of radiants towards the west and break down one piece of wall to get your units in.  Send your stealthed radiants against the headquarters until it is down.  This will prevent another enemy from re-building their buildings.  After this is destroyed move this army to the east to destroy the walls of an area and wipe out all the hubs there.  This will be the end of the usefulness of these radiants.  You can use them to wipe out scant units, destroy walls, destroy buildings but they should never progress any further north as there is static detection there (and also the only detection of this mission).

Now for the two Hands of Ruk.  They will come at different times, so the first one has to be destroyed very quickly or else the second will show up to reinforce it in time.

Grab a few mother goos with this as well.  When the first Hand of Ruk fires its first missile send your purger up to challenge it.  Use your purger’s ranged attack on it non-stop.  Bring your artillery up and spread them out.  Move your destructors in and spread them out.  You want the missile to do as little damage as humanly possible.  Now also send in your mother goos to attack it directly.  The mother goos will deal excessively high amounts of damage and if any of them can swallow it they’ll gain full energy.

Now the second Hand of Ruk has no units on top of it, it is completely defenseless.  You can technically just kill it with a mother goo and let your purger do other things.  But you want to do it fast, so send in the purger to deal some damage.  You can also produce more artillery to try and wipe out out faster.

Once it is dead, move your anti-air as far forward as possible along the cliffs in the middle of the map.  This will stop the air units in their tracks.

Send your purger directly north down the middle of the map and wipe out the final headquarters, they will now be unable to re-build any buildings.

Destroy the remaining hubs here and then head directly east avoiding all of the guns.  You can take out the hub here without having to deal with any of the guns.  Then move on to the west and do the exact same thing.

Now it’s just a matter of clearing out the remaining buildings.  Use your army and your mother goos to help speed this up.  Once all the structures are down, you win.

15. Battle at The Aperture Device

It’s the final mission of the game and it’s the bad guys, so no happy endings for anyone.

So much like the last mission you really need to race out that Purger.  Build as many mother goos as you can hitting all of the vents along the entire southern half of the map.

There is a human base east of the middle of the map and a beta base to the west of the middle of the map.  Each base will be working on their respective ultimate units.  However in reality they cheat, they will spawn on the map regardless of what you do.  That however doesn’t change how you will play this out.

Make sure to not actually hold any of the points you have to hold.  They will just hold you back.  Instead you will focus on destroying the enemy’s base first, with the purger.  Remember that once you begin purger construction you can feed it mother goos.  You should begin producing mother goos and feeding them to it whenever you can.

Once the purger is made it’s out to destroy.

The human base is the easiest to destroy so kill that first.  Focus on the crosses to wipe out power to various structures.  The turrets all have the no-power upgrade so you will have to destroy them directly.  The fastest way to kill them is to just sit your purger on them while it destroys other things.  Killing off the headquarters will prevent all future unit construction.  However as was stated, the alpha will still spawn randomly.  Killing off the base will delay the first alpha.

Next up to kill the beta base.  This has to be more precise and more careful.  Bring destructors, bastions, crescents and some anti-air units to support your purger.  Wipe out every single wall.  Do not single wall and every single unit.  Once you’ve wiped them out move in and take out the headquarters.  Finish up by killing off the remaining structures.

Saturate mother goos all over the map to collect maximum number of resources.

Every single base will need some artillery, some dwellers (land mines), some destructors, and 2-3 full health mother goos.  You want back up mother goos in case one goes down quickly.  You can also add in some cloaked radiants to help target down some particularly nasty units.

Once you have all of your units in place and a maxed out army activate the 5 minute rounds by attaching a mother goo to all three points.  When you can, focus down the lancers, they are anti-heavy unit units and can get very nasty.

Since all of the enemy units are gone you can try this over and over until you get this.

Once you can survive the five rounds you will get a tonne of reinforcements, which are useless to you at this point.  Move a mother goo to the point noted on the map and finish it off.  Worth noting that the Alpha and Hand of Ruk can arrive even without bases there so if they do you will need to focus your resources and energy in destroying them again.

Concluding Thoughts

Some aspects of the campaign were exceptionally difficult, and others might have just been too easy.  The campaign lacked a lot of balance of progression and struggled to teach how units work or how they are built.  The campaign itself only took me 11 hours to complete, but maybe 20-30 of them might have been spent just trying to figure out game mechanics.

The game did offer many ways of beating each level as many people could come up with completely different solutions to the game.

However with a lack of sales it is unlikely this game will see expansions.  The studio that made this game, Petroglyph Studios just came back from bankruptcy, so it is likely they will be scaling down and moving on to smaller projects.

 

Song of the Myrne: What Lies Beneath Walkthrough

Hello my name is Troublmaker.  You may remember me from such walkthroughs as Red Alert 3, Starcraft 2, and Rise of Venice.  Today I am writing down a walkthrough for the game Song of the Myrne.  It will come in three sections.  The first lays out how the game works.  The second lays out the most minimal way of completing the game.  The third is how to do all of the side quests.  I’d highly recommend playing all of the side quests as the game is a short 3 hour experience.

Section 1 – Game Mechanics

The basic controls of the game involve your mouse being your aiming tool, your left click being your attack and your Shift key acting as a parry when you have a shield equipped.  All attacks can out-range enemy attacks, even melee ones.  Melee weapons have a range on them indicating how easy it will be to out range enemy attacks.  Ranged enemies will always signal they are going to attack by saying something and then attacking one second later, even ranged attacks can be dodged.

At the bottom right hand side of the screen is a little brown bar.  When you move near it a large menu will open up.  There are three menus that you can open up here.

First is the Inventory.  It’s a very large inventory.  When you open this you will notice you and your equipment to the right.  This is where you equip gear. The first weapon you will find is a dagger in a drawer, but you can also use a pitch fork you find next door.  Drag the item from the inventory to your character to equip that item.  Some items are 2-handed and obscure the use of a shield.

To the bottom are your command bars.  As you put more in them they will expand to add more.  Your most basic ones are Left click, Right click, Q, E, and 1-5.  You can move items from your inventory into this task bar to use them.

Next up is your Character screen.  This shows all of the existing stats of your hero.  Whenever you level up you can come here to add stats to various areas.  You can also add points into abilities.  To the right are tabs.  These are abilities you can unlock.  When you meet The Mage you will unlock three schools of magic that you can unlock.  There are many ways to complete this game, the easiest is to spend your points highly into Strength with some in Health.

Finally there is the Quest tab.  This will tell you what existing quests you have available to complete.  Clicking on each quest will give you the details of what you have to do and selecting “Note” will give you any updates on how it works.

Section 2 – Direct Route

So you want to go the direct route, well shame on you.  But now that you’re here we might as well get.

When you first get into the game you will show up in a field.  Go into your home and go upstairs.  Going upstraights requires you to often click on the steps to go up.  Upon going upstairs you will see your pet bunny, who is also your sexual partner, is dead.

To get to the person everyone blames for all of their problems you will need to plant a Crystal Ball in the Mage Tower North of the main town.  In order to get that Crystal Ball you will need three skeleton keys to unlock a door.

From where you start off head north into the next screen and then head east.  You will find a hatch that you can enter that will bring you into the town.  Exit the building and head into the town.  Go to the Inn and pay the 4G to get a room for rent.  This room will be free from here on out.

As well all directions will be laid from this town.

You will need to obtain three skeleton keys total.

The first one can be found east of the town.  Make sure not to head any north, pure east.  You will enter a sandy type of an area.  Head southeast and you will find the troll.

This boss has two basic mechanics.  The first is he will throw iron in all directions.  This can be dodged and out ran.  If you are hit by this ability you will be stunned and take moderate damage.

His second ability is sending out three yellow homing missiles at you.  Each of these will do high damage and stun you.

The boss also has a melee attack.  If you have any ranged attacks by this point preferentially use them over melee attacks.  If you only have melee you will have to keep your distance to avoid the enemy’s melee.

Now head back to the town.  Go to the building to the west of the inn and use the hatch to get across the river.  Head north and talk to the gravedigger.

The gravedigger will tell you of a demon inside the crypt, maybe a lich raising the dead.

The first floor will require you to kill off a skeleton wizard who has a key to get to the lower level.  This is located at 12:00 on the Youtube video if you are searching.

Once you get the key open the door and jump into the hole.  There will be a large collection of skeletons here.  You can use the switches to move the cannon to make the cannon kill your enemies.  All you need to do is dodge their attacks while repositioning the cannon to kill enemies.

The person who will drop it is the skeleton wizard, who is in fact a lich.  Once you collect the key leave.

The final key can be found in front of a giant spider in the Spider Woods.  Move to 10:00 in this new video for the fight.  To get to the spider woods head west from the hatch.  From here move west but don’t go all the way.  Instead at the T-intersection go north.  Once you are north hug west until you find an entrance to it.

In the spider woods hug the east and head north.  There will be a pod melee it to open up the road.  This will lead north and there will be the giant spider.

This spider has two identical attacks that hit in two different diagonal patterns.  The easiest way to do this is use a ranged attack in the direct northeast part.  This is a location where it is impossible for the boss to hit you.  But if you have to melee you will need to move left and right after he uses each attack to avoid the next.

Once it is dead, loot the chest for the final key.

Next up to put the keys in play

Move this video to 12:00 to get to the appropriate spot.

North and east of the village is a weird little building.  You are left with a clue “3×2.”  There are three pillars that when you click on them will activate 0 lights, 1 light or 2 lights.  Set them all to 2 lights and hit the latch to open the door.

While inside head straight north and head upstairs.  Next go into the front door and continue going straight.  There are three Skull pillars.  Hypothetically a key should go in each one.  But you can throw all three keys into one.  It will open three doors.

Head north from here and you will be going back downstairs.

A security guard will inform you that there is some sort of supernatural force in the way.

On the east there will be one item to collect and on the west another.

Clear out everything to the east because there will be a bed here you can use for regenerating your stats and saving the game.  Head directly south and there will be a room full of ghouls, and some sort of towel like thing.

Next head west and you will have to beat a wave of arrows.  Head left and then down, right then down, left then down and so on and so forth until you’re at the bottom.  Pick up another towel like thing and make your way east for a quick route into the main room.

Place the two items in the two bins near the guard.  A portal will open.  It’s a portal to this guy’s soul.

Defeat the boss inside by meleeing him down, he has no special abilities and is just a standard mob.

Loot the Swamp Orb from him.  The ghost that was to the north will now be gone.   Head north and click on the portal.

This will bring you to the mage tower.  Put the orb in the holder and move north.  Put the orb in the next holder and move north again.  As you approach to the top you will enter a portal that will bring you to the final zone.

You will now enter what is Beneath Myrne.  There are three evil trees here.  Kill them and head east.  Then head south.

Here you will find a walking puzzle.  Each block will light up as you step on it, unlocking the door. The fastest solution is South East East South West South East South West West West North West West South East South East East East.

There will be a Sickle.  The sickle is needed for destroying vines.  Head north and there will be a set of vines there you can destroy.  Vine will give you wood.

Once this is cleared continuing following the bridges until you run into a flower.

This boss takes no damage from conventional attacks.  However there are four small switches surrounding him.  Step on them to release a fireball.  With every single fireball that hits him he will gain a much faster attack hitting in more directions.  Once you hit all four switches the flower will turn into a door in which you can travel further down.

To the west is an inn you can recover at.  Head north and east to a line of arrows firing.  At the end of this is switch, hit this.

Now head into the inn and in the guest room to the north is another switch, activate this.  A door will open.

Go through the door and head across the fire into the final door.  The door will have a boss symbol on it, the only boss symbol in the game.

This boss has four portals that will spawn enemies infinitely.  There will be a pile of fire in the middle that will go on and off.  Inside of this chest are bombs.  These bombs can be placed next to the portals to destroy them and stop the enemies from spawning forever.  By activating the switch you can re-supply the chest with more bombs to destroy them.

Or you can ignore these and move north and just melee the boss down.  He will send two brown things to the left and right that will damage the enemies.  The fire will also damage them.  Simply meleeing the boss down is the fastest way to defeat this boss while simply one hitting any of the enemies that are capable of getting close enough to you.

The boss has a lot of health and will take some time to destroy.

At 5% the boss will begin firing lasers from his eyes.  Simply move to the left to dodge them and finish him off.  The higher your level the less time this boss will take to kill.

Section 3 – Side Quests

Congratulations you’ve opted to do all of the side quests and prove you are a real man, and if you happen to be a woman, well you’re a real man too.  At least 10x manlier than all those non-men who went the direct route.  The game has X side quests total.  By completing the side quests you will run into all of the objectives for getting to the main story.  Once you complete all the side quests hit Ctrl F on this guide and find “Next up to put the keys in play” this is where you will lead into the final part of the game.

Side Quest #1: Witchas

This can be found in the forest to the east of where you start off.  Battle through the enemies consistently heading east until you find a home.  There is a witch in there.  If you speak with her she will tell you that she has a cat in a tower she wants you to find.

Head north from here and you will hit the town.  This is the place from which all directions will come from now on.

There is a building to the left of the inn.  Go inside this and you will find a latch in the eastern room.  Use this latch to cross the river.  From here head west.  Continuing heading west until you hit a T-intersection.  From here Head North and you will see a building.

Go inside.  This is your first puzzle room.

Your goal is to get all of the blocks on the toggles so you can open the door to get the witch’s cat.

If you head through the east you will need to place the block on the toggle in there.  Once it’s on it will unlock a gate to the south that is full of enemies.

Kill all the enemies and move the block from in there on to one of the spaces.

Next move to the east and step into the fire.  Hit the switch twice to push the block into pushing distance.  Push this block on to a switch.

Finally go back through the arrow maze and push the final block on a toggle switch.  This will open the door with the cat.  Talk to the cat and choose to Take it.

Back trap your steps back to the forest where the witch is to turn in the quest.  You will be rewarded 5 Bonus Mana which you can use to cast spells…. if you had any spells.

Side Quest #2: The mage

Although not officially a side quest this will show you how to get to the mage who stands accused of turning all the water yellow.

From the town head west until you get to a beach.  At the beach head north and there will be a door with rocks blocking it.  Just slightly to the east of it is a sign and a hidden hatch, go in the hidden hatch.

There will be a room full of rats, kill them and head east until you get to a portal.  To activate portals you need to click on them.  This will bring you into the Mage Tower.

There are two sets of ladders, northern ones and southern ones.  The northern ladders will lead you into a red room, exiting the red room will bring you to the mage.  The southern ladders will lead you to a blue room, this will bring you back to the town.

Talk to the mage and he will offer to teach you magic for a fee, pay the fee.  You will get Ice Bolt and 5 mana.  Well worth it.

You can also ask the mage why the rivers look like piss, the answer may surprise you.

Side Quest #3: My Friend Egda

A little girl in the town asks you to find her friend Egda.

Head through the hatch in the building just west of the inn.  Head west until you hit a T-intersection.  Head north, you will be at the mage tower again.  When west from here to enter the spider forest.

Egda is located to the west and north.  She is covered in webs and has yellow larger eyes than the rest.  Upon looting her corpse you will find a log to confirm this is in fact her.

While you are here head east to destroy a White spider burrow and then north to destroy the spider for one of the three skeleton keys.  Look to the main guide for more details on that.

Return to the little girl and gain some bonus experience.  She will now offer to be your friend.  If you say yes you can tell her how everything is Cool or Cool (Sarcastic).

Side Quest #4: Booty and the Beast

You get this mission in town from a family in one of the buildings.  They will tell you they sent their daughter off to live with their Uncle Bens and she hasn’t returned any of the letters they’ve written her.  They want you to check up on her.  You have the option of telling them she is dead, at which point you will get no experience and will not be able to complete the quest.

She is located to the east of the town.  You will enter an area that looks like a desert.  Head south and then east to find a building.  Enter and the residents will identify themselves as Uncle Bens.  He will tell you she was captured by a troll who lives directly to the east of them.

The troll is one of the skeleton keys, so kill him.  Look to the main walkthrough for how it’s done.

Once dead head into his cave.  Inside the cave is a girl.  Talk to her and she will tell you the story.  After she is done head back to Uncle Bens who will be outraged.  Then head back to the parents in the town who will also be outraged, this will also complete the quest.

Side Quest #5: The Evil Un-Lich-Ed

This is likely one of the first side quests you will get, and also likely one of the last ones you will want to do because of the difficulty curve.  You will get this from the Gravedigger who is outside of the hatch that leads into the town.  To get to this head from the town to the building just west of the inn.  There is a hatch here and it will bring you straight to the gravedigger.

From here head north and kill the zombies in the cemetery.  Move into the Mausoleum.  There will be a few skeletons ahead and a magical one to the east.  The magical one is a mini boss. He will have a key that will let you into the next door.

Once in you will fight against the Lich.  There is a cannon that can be moved.  It can be moved by pushing it and also by using the switches.  Use the cannon to kill all of the enemies.  Spend your time dodging the enemy attacks.

To get out the puzzle is not as hard as it seems.  All you have to do is make sure the solid brick in the grouping of three is anyone but the middle one.  With that make sure the cannon will fire on the ball behind it to open the door.

Loot the Lich and the mission will complete.

Side Quest #6: Something Fishy

From the town head west until you reach a beach.  From here head south and you will find a fishing shack.  Enter it and a fisherman inside will ask you to rescue his wife Lucie.

Go back to the town.  From here head north and east.  You will enter the tower.

From here continue heading north until you find a room with Skeleton symbols on it.  This is also where skeleton keys are deposited.

In here head directly east and open the door to fight off a few enemies.  Talk to Lucie and tell her to follow you.  Exit the room and re-enter the room.  If she is not there then return to the fisherman for your reward.

Side Quest #7: Sir, you are being raided

If you loot around the beach you will find “Pirate’s Orders.”  Read these to start the mission.

Head back to the town and head east into the desert.  Follow the trail to the north and take the path to the north.  Defeat the pirates and click on the block.  It will tell you it needs a plunger.

Now click on one of the bombs, it will add a note to your book telling you this will prevent the pirates from invading.

Head back towards the town and head northeast towards the tower(not the mage tower the other one).  Head north into it until you get to the room with Skeleton keys and head west.

There is a trap in the way.  To best avoid this move quickly three across the top, move down one, move two across, and then head one across.

In the southern room is a mad man who calls himself BaBoom.  BaBoom will give you a plunger after he informs you that he put explosives down by the pirates.

Head back to the bombs and explode them.

To turn in the quest head back to BaBoom and tell him the tale.

Concluding Thoughts

For a full video walkthrough follow this playlist.  There may be some cracks that are missing like, how to mine or how to dig up graves.

The game is very short.  A first playthrough can be completed in 3 hours, a second one will take even less.

With no DLC in the pipelines this walkthrough should hold for all of time.

 

 

How to Put down Unrest in Hegemony Rome: The Rise of Caesar

I wrote this guide because I felt this was one area of the tutorial that was rather lacking and something they decided to skip over.

Upon conquering a city you may notice a red bar appearing over a conquered territory, you may notice that they will revert back to the previous owner rather quickly.

Putting down unrest in Hegemony Rome is an important factor in conquering and maintaining control over territories.  If you cannot create a permanent solution for unrest in a conquered kingdom, you will never be able to move forward.

The first part of putting down unrest is staging army in the city.  This will hold off the unrest and give you the ability to create more permanent solutions.

In the second tab under the Training menu are a unit called Hostages.  Hostages will lower unrest.  Building these and maxing them out takes time.  Each time has a recruitment rate which can be increased by focusing the city’s attention towards Recruitment.  Once you have created your hostages you can move them to another city and hold their citizens “hostage” in order to lower discontent.

Finally make sure to build a Night Watch.  In order to do this you will need to connect wood to your conquered city.  It can take quite some time to build.

As you construct this structure and increase your total number of hostages you will slowly be able to remove your army from this city and move on to other endeavors.

You will not need to have all of these for all cities.  In some cities maybe you will only need a single hostage.  Hostages consume local food so obviously making too many hostages will have a large effect on your economy.

Complete Walkthrough of Command and Conquer 4 Tiberian Twilight

Command and Conquer 4 Tiberian Twilight is the 17th and last Command and Conquer in the Command and Conquer series.  Due to its incredibly poor reception the precepts of the gameplay were completely abandoned, no DLC or expansions were made and the 18th Command and Conquer, which was set to be a free to play title, was cancelled.  A lot has been blamed on the shoulders of Command and Conquer 4.  Did it deserve it?  Who knows.  This is a walkthrough.  At the end of this walkthrough will be my final thoughts on the game.

The format of this walkthrough is pretty simple.  The first three missions will explain how each Mobile Construction Vehicle (which will here on out be referred to as Crawlers) works and then it will follow up on how to quickly get through the objectives.

This walkthrough assumes you are playing the hardest difficulty of the game and thus can be used at any difficulty.  It also assumes you are playing solo.  You can play with another person and the community is large enough for you to find someone to play with.

The Story Up Until Now

Kane is the son of Adam and Even who killed his brother and was cursed to forever roam the Earth.  Kane uses his immortality to try and bring humanity from the caves into modernity acting as a shadow in the background guiding it to fruition.  He starts up a secret society called The Brotherhood of Nod.  Nod is a reference to the Desert of Nod  he was forced to walk.

In Command and Conquer Red Alert, The Brotherhood of Nod have been standing behind Joseph Stalin’s push into Europe.  Here Kane was working under Stalin feeding him essential and vital information that was always tinged to cause a predictable reaction from Stalin.  When Stalin was successful in conquering all of Europe he was immediately assassinated by a Nod sleeper agent.  This was followed up by Kane revealing himself to the world with those iconic words “I am the future.”

What we heard was that the world would have to be reset and allow for the Brotherhood to grow in strength and numbers through this chaotic world.

This opportunity came with meteors crashing to Earth.  These meteors planted seeds that would create a new resource, tiberium.  Kane began harvesting this tiberium and used the profits from it and his new tiberium related inventions to fund the growth of a Brotherhood of Nod army.  The existing world army, The Global Defense Initiative was a shadowy black ops group that Nod exposed.  The two forces eventually clashed in the First Tiberium War in which the GDI won.  They also fired an ion canon at Kane that would horribly scar him.  He was presumed dead.

In the Second Tiberium War, Kane re-emeges to go to war with the GDI.  This time around he is trying to contact the aliens (The Scrin) that infused the meteor with stuff that creates tiberium.  The GDI are successful in stopping him and it appears that Kane dies.

Kane however doesn’t die, but he nearly does.  Instead he is placed in a machine to regenerate over a few decades.  When he re-emeges the Brotherhood of Nod has splintered into many factions and he seeks to re-unite them under his thumb.  All the while GDI was weakening having seen all threats removed.  During this time GDI had to re-draw the world map to indicate tiberium infected zones.  Tiberium extraction had a significant effect on the planet in which 30% of it was habitable by aliens, but not humans.

GDI created a blue zone to indicate civilized world and yellow zone where decades of unrest and civil war were.  Because GDI abandoned these zones and controlled the blue zones, it allowed for a place for the Brotherhood to fester.

When not expected all of the GDI bases were attacked at once. When GDI retaliated a lab they found in Brazil had a Liquid Tiberium Bomb, a weapon equivalent to 20 nuclear bombs.  The GDI pushed back Nod one last time and thought they were done.

However the Scrin arrived and were invading in full force.  The Scrin emerged from a Relay Tower which later becomes known as the Scrin Tower.  The GDI were successful in pushing back the Scrin, but not indefinitely.  Since then GDI has been planning its defenses not just for regional threats, but now galactic threats.

Introduction

1. Beginning of the End

For the intro all of your forces will be GDI.  As a GDI commander you have access to a distinct set of units from NOD.  Both sides are balanced assymetricly, which means different but equal.

The first Crawler you will be introduced to is the Offensive Kit.  If you however over the portrait of each unit it will indicate what it is strong against as well as what it is weak against.  As well when you however over an enemy portrait it will name what units can be best used against them.  Each unit costs a certain amount of population indicated  by the stick figure in the bottom right of the UI.

Unlike in previous Command and Conquer titles, the Crawler is a mobile vehicle that will supply every single unit you want.  You do not need to build any static structures and will not need to gather any resources.  Your only concern is fielding appropriate counters to what the enemy has.  If you feel like you are missing so much of each unit, you can simply delete a unit by pressing the Delete key.  This is also how you can change one Crawler for another.

1. Rendezvous with the VIP Convoy

Kane is in the convoy and needs to be brought to safety.  First things first drop your crawler in the green hexagon.  Once deployed rally out the Wolf unit.  The Wolf is an anti-light unit with anti-air capabilities.  As you rally them out focus your attacks on a cluster of rocks to the east that is blocking your path.  Upon doing this you will be able to rendezvous with Kane’s convoy.

2. Defend the VIP Convoy

Kane’s vehicle will project a red shield around it protecting it from damage.  This means that it cannot die.  Focus all of your wolves on attacking one target at a time.

In between fights begin rallying out Hunters.  Hunters are an anti-medium armor unit.  These will be necessary for killing enemy stealth tanks.

Follow the road until you get to a ramp in which you will find a Nod roadblock.

3. Destroy the Nod Roadblock

You will gain extra population.  With this rally out Shockwaves.  Shockwaves are anti-building units.  Focus them on the obelisks of light ahead.  You can bring your other units and crawler up to help support this attack.

Once you have destroyed most of them GDI ships will come and finish off the last one.  This will also signal you losing the convoy and the mission complete.

2. Bad to Worse

The second Crawler introduced is the Defensive Kit.  The Defensive Kit is one of the two crawlers that will use energy.  Defensive Kit can deploy turrets to deal with multiple types of threats.  However once energy is capped old turrets and bunkers have to be destroyed to make way for new ones.  All of the units in this kit are infantry and because of this can make great use of garrisons.  On the downside this makes them very slow and very vulnerable to anti-light units.

1. Build and deploy a missile turret at the objective marker

So as the description says, build a missile turret at the green marker.  Missile turrets are found in the Structure Tab in your build menu in the bottom right.  The missile turret is the only turret currently available.

2. Build and deploy a bunker at the objective marker

Bunkers are garrisonable buildings that you can put infantry units in.  They are very good at keeping your infantry alive against overwhelming odds and give the defensive kit most of its strength.  Place it at the objective market.  The bunker will now appear in your Structure Tab in the Build Menu.

3. Collect Upgrade Crystal

Upgrade crystals come in two colors.  Green ones can be exploded for massive AOE damage, however they damage the person holding them.  Red ones allow you to get generic upgrades for all of your units through the upgrade menu.

There are also round globes on the map.  Green globes give a full vet and blue ones give a half vet.  Veterancy makes your units stronger, they will fight harder, faster, and take more hits.

This globe is a green one meaning that whichever unit gets it will gain one Veterancy.  Veterancy is important in units as it allows them to fire faster, deal more damage, take less damage, and have more health.  Higher vetted units perform far better than lesser ones.

The crystal you need to pick up is to the north and is a red one.

To pick up the crystal build a unit and move it over the crystal.

Now if you move into the Upgrade Tab in the Build Menu, you will have various upgrades you can get.

4. Scout TCN Node Location

As you move north to scout the TCN Node there will be two tunnels, one to the left and one to the right.

This is a Nod unique structure that allows them to quickly deploy units from one location to another.  In the campaign this allows the computer to rally out units.  Quickly destroy these tunnels so that you do not have to deal with any Nod units.

As you move north you will find there is a Nod Crawler defending the node.

5. Capture the TCN Node

The fastest way to capture a node is simply to move all of your units on top of it.  Any units you destroy on the node will make it move down faster.  The enemy is also using a defensive kit meaning that this will be far harder.

Deploy bunkers and turrets around the node as you push forward.  Your focus should be on destroying the crawler to prevent any future build ups.

With your bunkers deployed man them with your units.  Engineers can heal inside the bunkers as well.  Surround the node with your structures until all enemy signs are destroyed.  After this simply wait for it to be captured.

Once you capture the TCN Node an EMP will go off and all of your units will be destroyed.

3. Hard Choices

In this mission you will be forced to use the Support Crawler.  The Support crawler is an airborne crawler which creates mostly air units.  This means they will not be able to pick up ground based upgrades.  The support crawler also has abilities that it can use against enemies or to support your forces.  Some of these abilities can include missile strikes, healing, and scouting.  Each ability will cost energy.  Energy will regenerate over time very slowly.  This means abilities have to be well timed to be worthwhile.

1. Repair Defense Base

One of your abilities is Repair Zone.  You can find this in the Support Tab of the building menu.  Hover it over the base defenses (two turrets) and repair that area.

2. Help Colonel James Destroy Nod Tunnel Network

The Support Crawler will normally have aggressive units.  In this case you are being given three spanners which are healing units.  You will have to win entirely with abilities.  Follow James to the three Nod tunnels.

You can use Repair Zone over Colonel James’ clumped units so that less of them die.  You can use the air strike over groups of units and the enemy base.  The airstrike will stay around for quite a while so make sure it’s something that has a lot of health.

3. Eliminate Remaining Nod Forces

You will now be able to build Orcas build as many of them as you can and send them on the enemy Avatar.  It’s the very tall unit.  Once it is destroyed you will unlock the Engineer which can be used to take over the Avatar.  Any unit that is a “husk” can be captured by an engineer.  Some of these husks are more useful than others.  This Avatar is strong vs medium vehicles and can be used against air units.

4. Redeploy as GDI Defense Crawler to reinforce the area

Select your Support Crawler and hit Delete.  A light blue bar will show how the crawler is destroyed.

Re-click on your crawlers.  Note there is a number on it.  This acts as your number of lives.  For every crawler destroyed you lose a life.

5. Construct bunkers at designated locations

Drop your crawler near the green markers.  Plant a bunker at each market.  After you build each bunker units will automatically rally into them.  They will defend the area and the mission will be complete.

This will lead you into deciding what path you will go for, GDI or Brotherhood of Nod.  Scroll down further for the Brotherhood of Nod walkthrough because this walkthrough starts with GDI.

GDI Campaign

1. Spontaneous Outbursts

Use the Offensive crawler for this.  Immediately rally out one engineer and use it to collect the red crystals around the map.  This will give you very early upgrades and a huge advantage moving forward.

1. Secure Evacuation Centers

For most of this walkthrough you will be using three units, Wolves (anti-infantry units), Titan MK 2s (anti-heavy armor), and Avengers (anti-armor).  You will want to get three wolves initially as there are a lot of infantry units on this map.  Wolves will eradicate Nod Separatists very quickly.  Armor should be used to demolish any buildings that are fortified.

Worth mentioning the Titan Mk 2 is an anti-air unit as well.  There will be very large air units (The Basilisk) which it can be deployed against.

Clearing out the three zones is a linear progression from east to west.  Go to each location, clear out units using effective counters and move on to the next one.  As you clear each you will be given free units that will put you over unit cap.

2. Defend the Feeling Refugee Trucks

You will get an unlimited number of refugee trucks that will come by, so there is no time limit on this.  They will move east through the center of the map and then south through the center of the map.

There will be two enemy crawlers that can be deployed.  Any combination of Offensive, Defensive, and Support can be deployed here.  The offensive crawler is still the best bet.  Killing crawlers sets a time limit for when they can re-emerge, so killing crawlers is a huge priority.  Use whatever units you can counter with to counter enemy units while using the remainder to target down the crawler.

Once you can squeeze through 12 of them, you win.

2. Cold Hard Truth

Use the offensive crawler on this mission.  You will want to get a couple of wolves, four engineers, an avenger, and as many more Titan MK 2s as you can get.  The two computers will deploy a large number of Massive units in this mission, so the Titans will be essential.

1. Secondary Objective: Stop dig teams

There is an injured mammoth tank to the north and south.  Directly to the west of the northern mammoth tank is a mastadon husk.

Move all your forces to each of the secondary objective.  Focus down the engineers first and then the other units.  Put an engineer in each mammoth tank and take them.  The computer will deploy commanders so watch for them getting stolen.

2. Get an Engineer into Satellite Relay

Bring your army and all of the massives past the enemy crawler in the south.  Don’t even worry about destroying it, just leave.  It will almost instantly respawn making it almost entirely pointless engaging them.

When you are in front of the steps for the relay send the mastadon in to destroy all of the stationary defenses.

Once all the stationary defenses are down send the engineer to take the satellite relay.  The remainder of your forces and your crawler should move up with him to support.

3. Defend Satellite Relay

Send your mastadon on the enemy crawler.  Use your Titan MK 2s to take out all enemy massives, including the air ones.  Use your engineers to keep everything alive.  Engineers can also be used to repair the array.  Use the wolves to wipe out light units and air units.  Use your avenger to take out enemy mediums.

If you’re really getting desperate you can use your engineers to capture enemy Avatars to do extra medium damage.

There is no reason for the array to get destroyed as an engineer can bring it to 100% health.

3. Transport Down

Use the offensive crawler on this mission.  You will want to get a couple of wolves, four engineers, an avenger, and Titan MK 2s.

1. Secure the Escape Pod Crash Sites.

There are three points that you will have to attack.  Each has a mutant army waiting for you.  Along the way there are three places that will spawn “the locals.”  These Mutant Hovels can be used to spawn useful units when your population cap isn’t maxed and you’re looking to get a lot of units.  The more of these you capture the better.

With each drop pod you save secure you will gain extra units, which will put you over the population cap.  To this end it is invaluable to keep your units alive.

Along the way you will also find a mastadon husk. It’s best to just rally this to home base because it is very very slow and you’ll be done before it gets to any of the points.

2. Capture the Tiberium Control Nodes

So now you need to capture the Tiberium Control Nodes, and the Nod have arrived.  Dash to one of the two possible landing zones and quickly dispatch one of the two crawlers.  Once you’ve done that make your move towards one of the control nodes.  You can send a single unit off to capture the most northern one.  Once you’ve captured one of the two southern control points head south and dispatch the other crawler.  Cap that final control node and head back to your ship for a defense.

3. Protect the Global Stratosphere Ship

This one is pretty simple.  Head back to base with your forces and surround the GST.  Send your mastadon on suicide runs to take out enemy crawlers while your forces tangle with theirs.

The only unit you need to pay attention to are Stealth Tanks.  They can spawn directly next to the GST to take shots at it.  Once the repair total hits 100%, you win.

4. Insurrection

Use the offensive crawler on this mission.  You will want to get a couple of wolves, four engineers, an avenger, and Titan MK 2s.  In case you are wondering this has been copy and pasted throughout the guide.

1. Destroy 1 or More Defense Crawlers Before the Strike Team Arrives

So we’re going to destroy, all of them.  Every single time you destroy one you will get extra units, it’s a win win win.  Your avengers will take care of all tanks.  Your wolves will take care of all infantry (of which the map is polluted with infantry).  If there is no unit that your unit type is not optimum against, that unit should be used against the defense crawler.  In this case it will mostly be your Titan Mk2s and your Avengers that will be destroying them.

When attacking plant your crawler directly next to the enemy’s crawler.  Your crawler will add vast amounts of healing to keep your units up as well will add a lot of damage on its own.

Destroying the southwest crawler will get you refractor which is a heavy anti-heavy tank that can be used against buildings.

Destroying the northwest crawler will get you zone lancers and zone captains.  The zone captains will be very good for wiping out the high numbers of infantry.

Destroying the northeast crawler will get you mastadons which are heavy anti-building weapons.

Destroying the southeast crawler will get you thunderheads which are long range artillery units.

The optimal way to do this is go to clockwise as the last two tend to have heavier defenses.

2. Guide Strike Team to GDI Central Command

A new unit will appear in the south, move this with your army.  It’s an empty carrier unit.

Have your mastadons, thunderheads and refractors clear all of the buildings out while your other units deal with enemy units.

Once those defenses are down move the transport next to GDI Central Command and you will have won the mission.

5. Lockdown

1. Capture Uplink Tower

You will have a few units and the enemy will keep sending infantry at you.  Slowly creep your units forward while killing theirs until you can get the uplink tower.  Once nearby just sit your units on top.  If you don’t make a move you can be killing the enemy for days and having nothing.  Once the tower is yours bring out an Offense Crawler

2. Use Engineers to Deactivate Tractor Beam Power Generators

There are three of them total.  One is very near you.  It’s worth clearing out the enemy infantry just south of you, there are two red upgrade crystals here.

Anyway get out the old mixture, wolves, Titan MK2s, Avengers, and some engineers.  As you move use your Titans to kill buildings while other units support.  The first one you want to kill is to the east.  There will be an enemy crawler here.  If you destroy it, it will just instantly spawn.  So instead just distract it and rush your engineer into the power generator before making a hasty retreat.

Head back away from that area to the west.  There is a secondary objective to kill all of the vehicles in an area.  None of them are functional, so it’s very easy.  This is also a good opportunity to get your veterancy levels up.

Once at the final one, once again distract the defenses and send in your engineer.  Oddly the building will begin leaking nod separatists, not even sure if this event is related to anything.

6. To Kill a Prophet

Use the assault crawler.  Your unit composition should be composed Titan Mk2s, Avengers, Wolves, and engineers.

1. Escort Colonel James to Sniper Spot

As you move you’ll be ambushed by spiders and scorpions.  Kill the spiders with wolves and have everything else on the scorpions.

Eventually you will run into an enemy crawler, except this one is different.  It produces units faster than normal.  Colonel James will destroy it for you.  All you have to do here is survive.  Try to get slightly more avengers out as the enemy will only ever use tanks on you.  You can place your Titan Mk2s on it when you get a chance to speed things up.

2. Protect Base

As you move forward you will find a base with mostly offline equipment.  Make sure you are unit capped with a lot of engineers.  The enemy will attack you with some massive units that can be stolen via engineer for later use.  Colonel James will eventually turn on turrets that will fire on the enemy.  She tells you to stay behind them but really your best bet is to push out instead of fighting inside the choke point.

The enemy will throw a lot of units at you in various types, the avengers and Titan MK2s will be able to deal with most of them.

3. Escort Colonel James to Second Sniper Spot

Quickly get through a tiberium field.  If you wait too long the computer may grab some and try and implode your army.  As you walk towards the mine field there will be a large number of Mantises and Stealth tanks waiting, hopefully you have some massive units with you.  Push on through and there will be Nod tunnels, focus them down as they will eventually produce units.

As they die Colonel James will get to the second sniper location

4. Activate TCN Node

Colonel James will feel like you’re massively out gunned and send down 5 crawlers to help you.  Each crawler will move north and assault the base.  Bypass all of them and move to the far east where there are some turrets, a single crawler and some units.

Use your Titan MKs and your massives to quickly wipe out the buildings as your avenger tanks and wolves clear out enemy units.  There should be a decent number of enemy light units due to a defense crawler being in play.

Once you’ve destroyed most of the stationary defenses move everything north to the TCN Node and sit on it.  Activating it will win the mission.

7. For All Humanity

Use the assault crawler.  Your unit composition should be composed Titan Mk2s, Avengers, Wolves, and engineers.

1. Capture the Deploy Zones

Move along to west via a southern path for the first deploy zone.

Along the way are artillery and anti-air towers.  You should capture all of these.  They will be critical in the latter half of the mission.

You will also run into crawlers.  Target your Titan Mk2s on them and destroy them as soon as possible.  You can use engineers to capture any towers that happen to be off level ground.

Each deploy zone you capture means the enemy cannot deploy from that location (but you can).  In a very linear manner you will push the enemy back to the final deploy zone.

2. Deploy your MCV at the base of the Scrin Tower and Remain There

Once you have set your MCV at the Scrin Tower you will gain a new objective.

3. Survive until the timer expires

Nod will send three crawlers at you.  One of each type.  The support one will fly and try and flank you.  The defense and offense will try and push your front.

Your absolute best bet is to meet them about half way and try and destroy them quickly.  You can send your wolves to try and keep the support crawler at bay.  You can send a lot of units on suicide missions as you can just replace them with more appropriate units for whatever crawler is closest.  If you’re getting overwhelmed move back to the next tower until you’re at the Scrin tower, which is where you will have to make your last stand.

Preventing the enemy from capturing deploy zones is important.  With them they will deploy right next to you.  Only having one far away means they will be building units a very long distance and sending them at you with no support.

Survive the timer, and the campaign is over.

Brotherhood of Nod Campaign

1. Things Fall Apart

Deploy the offensive crawler.  Get out some Scoripon tanks and avengers to take out all of the units towards the south.  The forces to the south won’t activate until you activate the southern tower.  Get out bulldogs to deal with infantry.  Bulldogs are very fast high damage low health units.

Once you’ve taken down the gate you can walk through with your bulldogs and kill off nod separatists for a lot of very easy and fast veterancy.  If you are patient you can rank up every single one of your units here.

There is also a mastodon planted down the ramp and a little to the northwest.  This can be captured with an engineer.  Mastodons are anti-building massive units.  But they do move very slowly.  You can close the gate by clicking on the gate (next to the point) so that the rebels don’t come take that place over.

1. Capture TCN Hub

The secondary objective is to bypass the enemy game.  Simply destroy the tower in order to lower it.  Upon moving closer to the tower you can capture it and close the gate behind you.

After this simply move your forces to the red point where you will have tonnes of enemy defenses.  Kill them with the mastodon and the scorpion tanks.  Once they’re all destroyed use your bulldogs to clean up the infantry units and capture the TCN Hub.

Once you capture it you’ll move on to the next half of the mission.

2.  Escort Refugees

The refugees won’t move until your crawler moves in front of them.  This means you can control its pacing using your crawler.  It also means you won’t have healing available for your units other than the engineers.

To the south is going to be an enemy crawler, destroy it.  The enemy will respawn where you started.

This crawler will put out a lot of armor, so Avengers will be very powerful here.  Use your scorpions and mastodons to attack the crawler.  Once it’s wiped out push the refugees forward fast.  You can wipe out the nod forces with your bulldogs while they follow together.

Remember to open up the gate and get them in the zone.

2. Further Complications

Deploy the offensive crawler.  Use avengers, scorpion tanks, bulldogs, and engineers.

1. Capture TCN Hub

The secondary objective is to destroy the enemy crawler.

Move north with your army wiping out all enemies along the way.  You will find one enemy crawler here.  Focus your scorpion tanks on the base, tanks on tanks, and bulldogs on light units.  This isn’t the separatist crawler you’re looking for, but destroy it anyway.

Continue pushing north capturing points as you go.  If your crawler dies you can redeploy it at these points.

There will be a TCN dampener to the northeast. Destroy it.

As you move up the steps you’ll notice the purple crawler is on the move.  Send scorpions on a suicide run after it.  The purple crawler will continue to send forces to attack the front line and attack you.  With the GDI forces sort of helping you destroy it, it will go down relatively easy.

Once it’s down move your crawler up to the TCN Hub and move your forces up with it.  You will need high numbers of avengers to deal with enemy armor.  Destroy the GDI crawler and capture the point.  Once the enemy crawler is down it cannot be redeployed.  Capture the zone for the win.

3. The Harder They Fall

Deploy the offensive crawler.

1. Prepare for GST Fly Over

So rally out engineers, bulldogs, scorpion tanks and a flame tank.  The goal is to clear out the path of the enemy ship.  Attack directly to the north, move to the east, and move to the south.  Destroying crawlers or even engaging them is mostly pointless because they respawn too quickly.  Instead focus on clearing out all of the extra units from the map so that they will not interfere.

Once you have cleared out all of these extra units evacuate the remainder of your units back to the most northern anti-air tower.  Destroy your crawler and rally out a defensive crawler.

Place your defensive crawler by this anti-air tower and begin rallying out a lot of turrets.  You will need some turrets for anti-ground and you will need some for anti-air.  But make sure you max out on turrets, no bunkers.

You will also want to rally out as many Reapers as you can.  Fill in with Ascended as you begin to cap out.  Reapers deal high damage vs heavy meaning, almost every unit coming your way and the actual ship.  You will need some ascended for other units that come with it.

2. Eliminate GST

Make sure to focus down the Spanners.  Spanners are small healing units, they will out heal a lot of your damage.

All of your reapers should be targeted on the GST.  Select few bulldogs and reapers can be pulled to repel enemy attacks.

Once the GST has flown past this point pack up, move your crawler south  (but north above the enemy crawler) and setup shop near the artillery turret away from any enemy attacks.  Begin deploying your reapers again and focus down the GST.  Note the GST can get new spanners at some point so you will have to deal with that.

4. Reversal of Fortune

Guess what?  Deploy the support crawler.  Yeah, not the offensive one.  Rally out marauders, cobras, engineers and scalpel.

1. Protect the Nod Shuttle

The shuttle needs to be protected for 4 minutes.  It doesn’t really matter what units you focus on, just get rid of anything attacking the shuttle.  Make sure to emphasize for the best possible match ups.  If a unit is low on health, bring it in for heals, otherwise just keep it chasing around the shuttle picking them off.  You also have abilities that will allow you to heal, use them to keep your damage time up.

There are two anti-air turrets.  They are invisible until something hovers over them.  They can be killed for the bonus objective, rather easily.

2. Use Crawler to Hack Gideon’s Command Crawler

This is the main reason why you are using the support crawler.  With the support crawler you can just have your’s follow his around in a circle.  Any time he lands his, you can land yours to get out more units.  Keep your crawler in the circle of his.  The longer you keep it in the purple circle, the easier you will win.  If your crawler is getting low on health you can just refocus your engineers to healing it.

5. Heresy’s Reward

Deploy he offensive crawler.  Your units will be 2x bulldog, 1x engineer, 1x scorpion tank, 2x avenger, 1x spider, and 1x mantis, 1x flame tank and 1x cyborg commander to start.  Try and get whichever units you need as units are dying.

1. Infiltrate Gideon’s Compound

There are two infiltration locations east and west.  For maximum experience you should back track and go for both.  This also means clearing out stationary defenses which will become enormously valuable in the future if your crawler was to be destroyed

There is a secondary objective to save people from prison.  They are spread throughout the map.  After you’ve released all of them they will come back and provide aid against Gideon.

So head north to the first gate and then the second.  Clear both of them out and then make the breach.  It’s easier to start on the eastern side of the map.

2. Attack Gideon’s Crawler until He Submits

Gideon’s crawler is the purple one, it is super charged by three other crawlers in the area.  For every crawler you destroy, Gideon’s Crawler will lose some special ability.  Gideon’s crawler has one default ability, it can magically teleport to a random location and drop a few infantry.  Gideon will activate a self destruct node in which if all of them are activated, you lose.  Engineers can be used to disable them.

Your strategy will be to clear out stationary defenses and mobs, destroy crawlers, and get your engineers to the nodes after Gideon leaves that place.

From the eastern gate head along the narrow path to the northwest.  There will be a crawler here.  It is the easiest one to destroy.

After it is destroyed head down into the pit next to it and there will be another crawler here.

After hat’s destroyed head west and there you will find your third crawler.

Once they’re all destroyed it becomes rather easy.  You chase down Gideon with your crawler and units while sending engineers off to recapture the self destruct devices.

When Gideon is roughly down to 20% health, he will tap out.

6. Bleed Out

1. Repair the GDI MCV

You will only be able to use the offense GDI crawler for this mission.  You will start off with defensive units.  You will have one of each unit, two reapers and a large cache of engineers.  Use your reapers against anything tank like and use everything else against light.  You have only a few minutes to get to this crawler so you need to be efficient with your match ups.  While you are fighting you should be slowly creeping up all of your units.

2. Deploy the GDI MCV Next to Kane

With the MCV captured the timer isn’t gone.  Now you need to deploy it next to Kane.  Simply manually click deploy it on Kane’s location.  You can build units in the crawler while it is moving and have your other units follow closely on foot.  Wolf units will be very good given your lack of anti-infantry at the moment.

3. Get Kane to the Extraction Zone

Once you have Kane you need to get him to an area that is surrounded by purple structures.

Move to the east and clear out the units here.  There will be an artillery turret there, capture it and make it yours.

A secondary objective will appear to kill the sniper, we know this is Colonel James.  Use cliff jumpers to track her down and kill her.

As you climb up the ramp with your main army there will be a mamoth in the way.  Now it’s time for that standard GDI pack of Wolves, Titan MK 2s and tanks.  These will allow you to clear out those heavies as well as quickly push through the defensive turrets and buildings.  You can use your engineers to capture the mammoth tank.

The enemy will also pull out a mastadon.  You can also capture this one as it will be very valuable in destroying enemy buildings.

If you move all the way to the west you will find a secondary objective to capture the Mutant Hovel.  This will allow you to build some mutant units.    The Ironback can make for quite a good tank in the upcoming battle.

Push up the ramp into the main compound.  Send your crawler directly to the location.  Use your forces to take down enemy units and towers while your engineers follow along the crawler healing it up.  Once it’s there, the mission is complete.

7. The End of All Things

Deploy the offensive crawler.  Build bulldogs, avenger tanks, scorpion tanks and engineers.

1. Gain Control of the TCN

So with this mission you have a signal that shifts to whoever has the most TCN hub control.    You will have some forces that will defend you, but are not as good as the GDI forces and will inevitably lose.

Your goal will be to capture the point on the blue side in the north.  There will be a crawler south of there, it should be destroyed.

This crawler also holds a point.  Once you capture it you will gain all the points you need.  You can move south to get the other one but you do not need it.  Their respawn point is just to the north so you will constantly be contesting the north base.  The advantage here is that they cannot push any of your other bases and your computer AI can focus on defending against just one crawler.

Once you have the signal at 99% delete your offensive crawler and rally out a defensive one.

2. Gain Control of the TCN

Destroy the Bomber would losing TCN Control

This bomber will move around from point to point recapturing them and dropping infantry units there.  To take care of those infantry build enlightened.  As well building defensive structures will make it much harder to build a foothold.  The bomber does excessive amounts of damage so you will need these defensive structures mostly to stop him from landing infantry in that area.

The unit of choice for taking out the bomber is going to be the reaper.  It is very high in damage and is highly mobile.  Your goal is to more or less guess where the bomber will go and intercept it.  Maintaining at least 50% of the points should be a priority as this will prevent losing.

Once the bomber’s health hits 0%, you win.

Final Thoughts

Did Command and Conquer 4 deserve all the grief it was given?  Probably not.

Command and Conquer 4 was built in an RTS genre that had become stagnant and dominated by online MOBAs.

What they were trying to do was create something that was different and co-op friendly.  They couldn’t help but look at successful franchises like Dawn of War and think that this might just be the future of RTS games.

Their mistake was the presumption that people no longer wanted to play games with base building, that we all wanted to play co-op games.  In attempting to build something distinct they lost out on what made the Command and Conquer series great.

Like many series titles that make too many changes to the equation that worked in the past, Command and Conquer 4 might have been better off as a full new franchise.  Although it is lacking in depth in terms of tactics and style, it is refreshing to have an RTS game that is trying to be micro focused.