GROUND CONTROL: DARK CONSPIRACY WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), ver 1.0, 01/08/2002
Table of Contents
1-Update History
2-History Briefing
3-Crayven Corporation Units Briefing
4-Order of the New Dawn Units Briefing
5-Phoenix Mercenary Unit Units Briefing
6-Special Weapons Briefing
7-Special Equipment Briefing
8-General Tactics
9-Crayven Corporation Walkthrough
10-Phoenix Mercenary Unit Walktrhough
11-Order of the New Dawn Walkthrough
12-Credits and Misc
****************
1-UPDATE HISTORY
****************
01/08/2002-version 1.0. Finally I've found this data disk. And from the first
mission it looks even better than the original game. However, parts of this
document are taken from GC's original walktrhough, with nwe units, weapons,
equipment and wlakthroughs added.
Jarred Stone and Sarah Parker, two defecting officers of the two factions on
Krig-7B, the Order of the New Dawn and the Crayven Corporation, destroyed the
alien relics for which they were fighting for. Now, with the Order main
sapceship destroyed, their Cardinal killed and nothing else to fight for,
Crayven Corporation assumed control of the planet trying to hunt down the
renegade officers; Sarah's objectives, however, are to leave the planet and
find Enrica Hayes, her former commander, to make her pay for all the useless
losses on this planet and to lear about the true nature of the destroyed
relics...
************************************
3-CRAYVEN CORPORATION UNITS BRIEFING
************************************
Just before beginning, a brief explanation of the parameters is a must; this
will aply for both factions, of course.
Firepower is self expliantory, though it tells only how much damage the unit
does with a single salvo, and doesn't (repeat, IT DOESN'T) consider accurancy,
rate of fire and projectiles trajectory or speed. Armor can be self expliantory
too without the Resistance value; Armor describes the amount (tickness) of the
unit's armor; this amount is then spread between front, sides and rear arcs,
usually with a 50/20/10 proportion, but this might change; a thin armor makes
the vehicle vulnerable to all weapons, while a tick one will make light weapons
useless. Resistance indicates the vehicle's capability of taking damage, or
Health Points, if you like it more. When a projectiles breach the Armor, it
allocates damage. Note that EVERY shot will allocate a small amount of damage.
Example: a Marine firing at a Grizzly in its front arc WILL allocate damage;
however, the low firepower of the Marine and the Grizzly tick armor will let
only the 1% percent of the Marine's firepowere penetrate and affect the
Grizzly's Resistence (its HPs); so, a Marine can destroy a Grizzly, but he will
take hours. Speed is self expliantory. Visual Range will describe how further
the unit can see, NOT the ability to detect hidden units; this value is called
Perception. Stealthness is self expliantory.
The best value is awesome, the worst none, passing by wonderful, very high,
very good, good, average, low and very low.
Crayven Corporation bases its army (or "self-defense" force as Crayven likes to
call it) on strong, heavily-armored tracked vehicles, the Terradynes. Though
Order's units may be faster and more powerful, they cannot match Crayven's tick
armor; their weapons are based on standard projectiles.
------------
--INFANTRY--
------------
+ Crayven armed infantry - CCMIB-2 "MARINES"
Firepower: very low
Armor: very low
Resistence: low
Speed: very low
Visual Range: average
Stealthness: average
Perception: low
Technology Level: 1
Elements in a Unit: 8
Special Weapons: RMM-9 infantry mortar; CG-89mm anti-tank rocket
Special Equipment: personal medikit; portable radar
Basic infantry unit; nothing much to say here. They can damage even Grizzlies
or Wolves if they manage to get to their rear or they use their anti-tank
rockets, though anti-infantry mortars, able to dispact enemy infantry almost
instantanly is usually the best choice, as your own ground vehicles will face
other heavy ground units; they can fire at low-altitude air-targets, but do not
expect to use Marines to destroy incoming aerodynes, they are not so accurate.
+ Crayven special forces - CCSF-9 "JAEGER"
Firepower: average
Armor: none
Resistence: low
Speed: very low
Visual Range: wonderful
Stealthness: wonderful
Perception: wonderful
Technology Level: 2
Elements in a Unit: 4
Special Weapons: GyroJet ammo; 140mm RPG
Special Equipment: personal medikit; satchel charge; image elaborator
Crayven Corp's advanced infantry unit. Jaegers are specialized in stealth
attacks, sacrificing armor for speed and stealthness, but not firepower: their
K516d Gauss cannon, though not known to be the fastest rifle on Krig-7B, is
actually powerful enough to penetrate front and lateral armor plates of the
heaviest ground unit. Jaegers can also track air units, but their low rate of
fire makes them ill-suited for this job; however, due to their low armor, when
(and if) spotted, Jaegers are extremly prone to recieve damage even from the
lightest weapon.
Despite these drawbacks, Jaegers are excellent unit when used with artillery,
attack or bomber aerodynes and any other kind of long-range support unit: they
can easily sneak into an enemy base, palce satchel charges to destroy power
buildings and then spot for artillery units, or just support (from afar) the
main attack force.
They are also the best unit to recon the map, thanks to the alredy described
stealthness and their above-average perception and visual range.
--------------
--TERRADYNES--
--------------
+ Crayven scout terradyne - CLSV-112 FSV "LOCUST"
Firepower: low
Armor: low
Resistence: average
Speed: good
Visual Range: wonderful
Stealthness: good
Perception: wonderful
Technology Level: 1
Elements in a Unit: 4
Special Weapons: uranium ammo; HE grenade
Special Equipment: repair module; minelayer
+ Crayven light terradyne - CT-917 FST "JACKAL"
Firepower: average
Armor: average
Resistence: average
Speed: good
Visual Range: average
Stealthness: low
Perception: low
Technology Level: 1
Elements in a Unit: 4
Special Weapons: uranium ammo; HE grenades
Special Equipment: repair module; automatic defense cannon; defense rocket
launcher; anti-aircraft defense unit
+ Crayven main battle terradyne - SFB-209 AAT "WOLF"
Firepower: wonderful
Armor: good
Resistence: good
Speed: average
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 2
Elements in a Unit: 4
Special Weapons: HE ammo; HE mk.II ammo
Special Equipment: repair module; advanced tracker; repair unit
Crayven's main terradyne. The Wolf features a single-barrel 150mm cannon
capable of piercing even the tickest armor. Its speed, combined with the strong
armor and the medium visual range, makes of the Wolf the ideal unit to handle
ground targets, whatever they are: they can easily outmaneuver larger
terradynes and then open fire on their sides or backs and they can sustain
heavy damage. Wolves cannot fire on air targets, nor they have Equipment that
partially defend them from air threats.
HE ammos are useful against infantry and lightly-armored targets, while HE
mk.II are quite useful against larger enemies or when you need to destroy
something quickly.
Repair modules affact only Wolves, while repair units are fixed turrets capable
of repairing evey unit, just like the APC's own repair gun: very useful if the
APC took damage and the mission is just started. Advanced trackers are good
only for novice units.
Firepower: good
Armor: wonderful
Resistence: wonderful
Speed: low
Visual Range: average
Stealthness: none
Perception:none
Technology Level: 3
Elements in a Unit: 2
Special Weapons: HE ammo; HE mk.II ammo
Special Equipment: repair module; anti-missile system
The Wolf's big brother: it is less balanced than the Wolf, sacrificing speed
for armor. It uses twin 120mm cannons instead of the Wolf's single 150mm
cannon, partially reducing its firepower but allowing Grizzlies to fire at the
same rate of a Wolf. The Grizzly is best suited as a strong hammerhead to
destroy heavy defenses to allow Wolves (or Wolfs ?) to take out lesser foes.
Like Wolves, Grizzlies cannot fire against air targets, though they can
intercept incoming enemy missiles thanks to their anti-missile system. This
doesn't matter much, has Grizzlies can take tremendous punishment before going
down. If you are going to take AAA units with you, equip Grizzlies with reapir
modules, so that you'll be ready to face eveyhting on the battlefield.
Firepower: good
Armor: average
Resistence: average
Speed: average
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 1
Elements in a Unit: 3
Special Weapons: Aries missile; Inferno missile
Special Equipment: repair module; photomultiplier
Medium-range fire-support unit. The Firecracker is essentially a multi-role
missile battery on two thread, packed with enough equipment to let the crew
drive it and enough armor to withstand light damage. Firecrakers can engage
ground units (except infantry) and air units thanks to its missiles; those
missiles are not highly powered, but are really accurate and then rate of fire
of a fully equipped Firecracker unit can destroy everything in short time,
provided that the unit is protected against enemy fire.
As with most advanced units, Firecrackers carry three self-repair devices and
three photomultipliers. Special weapons are dedicated missiles, the best in its
own field of action: Aries missiles are powerful, if less accurate, anti-air
missiles, while Inferno are designed as anti-tank ones.
The main drawback of the Firecracker is its low armor resistance, enough to
stop infantry and small-caliber fire, but not enough to stop large-caliber
rounds or missiles; however, being able to keep up the pace with Wolves and
Grizzlies, Firecrackers are good support units, though they might be eclipsed
by the Jaeger/Hog combo.
Firepower: wonderful
Armor: average
Resistence: average
Speed: good
Visual Range: very good
Stealthness: none
Perception: average
Technology Level: 2
Elements in a Unit: 4
Special Weapons: none
Special Equipment: repair module; photomultiplier
This terradyne is specialized in anti-aircraft roles. Ocelots cannot attack
ground targets, and need at least one Marine squad to be defended. It is better
to keep them near your strike force to give them protection against ground
forces and give your ground forces a deadly protection against aerodynes.
Against Ocelots it is better to use ground vehicles: 2 full groups of Ocelots
can literally tear apart even the strongest aerodynes in few, well-placed
shots. The Ocelot is one of the few units without special weapons; when
equipping Ocelots, at least one group should use a photomultiplier; the repair
module is higly optional, as you'll keep them near your APC (which has a repair
gun).
+ Crayven artillery terradyne - APP-671 CAT "HOG"
Firepower: awesome
Armor: average
Resistence: wonderful
Speed: low
Visual Range: low
Stealthness: none
Perception: none
Technology Level: 4
Elements in a Unit: 1
Special Weapons: guided projectile; tactical nuclear bomb
Special Equipment: repair module; photomultiplier
Artillery. You'll love this unit. Each Hog squad contains only one artillery
piece, and this is its main drawback. As all support unit the Hog should be
placed behind your main strike force, where it can be defended against attacks.
Remember that Hogs can fire when moving (they'll lose accurancy, though) but
cannot fire at moving targets; well, tehy can, but the slow projectiles speed,
their arched trajectory and the relative slowness of the Hog's artillery will
make such shot only good for suppression fire; one of the most popular ways to
use artillery is to have multiple units fire in suppression mode (CTRL button):
with this order artillery units will begin to fire at a very large zone,
eventually destroying everything; this always works well, especially when you
are ging to assault a base, where defensive turrets are usually positioned near
walls and near entrances. An ohter way to use artillery is to used light
aerodynes, Jagers or Light Terradynes to highlight targets; of course, Jagers
are the best units for such roles, and every Crayven unit with artillery
support should have one squad of Jaegers for scouting duties. The standard
artillery rounds are vulnerable to anti-missile defenses, and remember, they
are slow: this means to wait 10/15 seconds before moving your units where Hogs
bombarded, to avoid killing your units with your artillery fire.
Repair modules affect only Hog units and photomultipliers are basically useless
on such units.
Guided Projectiles are really good, but have the same range of the standard
projectiles; do not expect them to hit infantry units at extreme ranges, they
are guided but not that accurate. Also, guided projectiles are VERY vulnerable
to anti-missile fire. Hog's other Special Weapon is a nuclear bomb. As all
artillery ordances is not accurate, but it does an hefty damage; infantry units
will be killed or severly damaged within any explosion radius; light and medium
ground targets will be destroyed with the 50% and it takes a very accurate shot
to fully destroy heavy targets. However, it is deadly and psicologically
devastating.
Both Hogs and Sagittas (Order's artillery Hoverdyne) do not fire at will by
standards. Also, they won't stop firing if friendly units are within their
impact area.
Firepower: low
Armor: low
Resistence: average
Speed: wonderful
Visual Range: wonderful
Stealthness: good
Perception: good
Technology Level: 1
Elements in a Unit: 2
Special Weapons: uranium ammo; HE grenade
Special Equipment: photomultiplier; ECM; afterburner
Firepower: good
Armor: low
Resistence: average
Speed: wonderful
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 5
Elements in a Unit: 4
Special Weapons: MCM-DI Tse Tse rocket; Fury HE rocket
Special Equipment: photomultiplier; ECM; afterburner
+ Crayven hunt aerodyne - AV/F-1001 FA "DELTA"
Firepower: wonderful
Armor: average
Resistence: average
Speed: wonderful
Visual Range: average
Stealthness: low
Perception: low
Technology Level: 5
Elements in a Unit: 3
Special Weapons: advanced AI missile
Special Equipment: photomultiplier; ECM; afterburner
Crayven's fighter. Totally unable to target ground targets, Deltas are designed
to control the skies, at every altitude. Though not capable to enter or exit
the athmosphere alone, Deltas are capable of acceptable performances even at
orbital altitudes; however, Deltas were principally designed as low-altitude
highly maneuverable planes to hunt down every other hostile aircraft, a job
that Deltas accomplish with great accurancy; they are only
armed with N69-PDU "Glory" missiles, but are enough to counter the Order hunt
aerodyne, the Draco, and destroy any other kind of aerodyne with few, well
placed shots.
Deltas can be equipped with special AI missiles with greater accurancy and
explosive power than standard missiles, plus all other standard equipment for
aerodynes.
+ Crayven bomber aerodyne - AV/U-45 SRBA "CONDOR"
Firepower: wonderful
Armor: low
Resistence: good
Speed: good
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 5
Elements in a Unit: 4
Special Weapons: fragmentation bomb; tactical nuclear bomb
Special Equipment: photomultiplier; ECM; afterburner
Condor aerodynes are flying versions of the Hog artillery units. They share one
the Special Weapons, the nuclear device, which is more powerful, as four
independent units release one. The Condors are slow and very fragile, and can
fire only to ground targets; they aren't very accurate (bombs are unguided),
and are best used against installation and slow moving targets (infantry, teavy
Terra/Hover -dynes) when everything capable of AA fire has being destroyed.
When ordering a Condor to bomb a zone, be sure that all turrets or generators
are gone, or they will be destroyed at once.
The Fragmentation bomb is very useful against fleeing, relatively slow units;
it is deadly against infantry and can damage every kind of ground armored
target, though chances to destroy it are slim.
Nuclear Bombs, though relatively more powerful than Hog's one and with a larger
explosion radius, should be used in the same way, by picking up vital and
semi-immobile targets; the nature of Condors' bombing run, however, makes them
more suited for ground-zero tactics.
Photomultipliers can be used for targeting moving targets and both ECMs and
Afterburners are useful to avoid some enemy attacks, though they won't save
Condors from multiple enemy fire (the Condors is big and slow; ECMs will
increase its Stealthness, but logically Deltas and Vultures will benefit more;
the same goes for afterburners).
-------
--APC--
-------
+ Crayven command APC - CLSV-601 "RHINO"
Firepower: average
Armor: average
Resistence: very high
Speed: average
Visual Range: average
Stealthness: none
Perception: low
Technology Level: none
Elements in a Unit: 1
Special Weapons: none
Special Equipment: none (APC repair equipment)
Your APC. If you lose it, you'll be death. It is highly armored, so its
endurance is more or less the same of a Wolf. Though the APC carries a medium
gun, it is not intended for combat, nor for scout duties. APCs can also carry
infantry squads: use them as protection for the APC.
The APC cannot use neither Special Weapons nor Special Equipment, but it always
mounts a special repair gun capable of recharging other unit's health bar.
-------------
--NEW UNITS--
-------------
+ Crayven radar Terradyne - CCRTR-11 “BAT”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Crayven self-propelled armor - CCPWR-7 “BADGER”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
A three barrel, medium caliber machine gun mounted on a high turret. It is
devoted to point defense against infantry attacks; it's deadly in its duty, but
when facing even light vehicles the CCT-123 finds itself in real troubles.
+ AKA-125
A blocky, twin barreled, fast firing, 125mm cannon. It has a good destructive
power, but it lacks range; also, being so short, it hasn't a very wide line of
sight, making it a good target for long-range units; when detects a unit,
however, the AKA-125 can deal some damages even to medium vehicles; it has some
difficulties in targeting infantrymen.
**************************************
4-ORDER OF THE NEW DAWN UNITS BRIEFING
**************************************
Main units of the Order are the Hoverdynes, hi-tech hovercrafts with energy
weapons. Order units are less resistant than Crayven's but they tend to have
more firepower and to move faster as they travel on air cushions rather than on
threads.
------------
--INFANTRY--
------------
+ Order strike infantry - OCRU-1001 "CRUSADERS"
Firepower: very low
Armor: very low
Resistence: low
Speed: very low
Visual Range: average
Stealthness: average
Perception: low
Technology Level: 1
Elements in a Unit: 8
Special Weapons: focalized impulse; SMAUG-12 flamethrower
Special Equipment: personal medikit; portable radar
Basic infantry unit; all drawbacks and advantages of Marines apply here too,
though Crusaders might be a little easier to kill. Their special weapons,
however, seem to be a little bit more effective. Though from the name doesn't
seem, the flamethower fires grenades in an arched trajectory, like the Marines'
anti-infantry mortar.
+ Order anti-terradyne infantry - ATI-720 "TEMPLARS"
Firepower: wonderful
Armor: none
Resistence: very low
Speed: very low
Visual Range: average
Stealthness: average
Perception: low
Technology Level: 2
Elements in a Unit: 4
Special Weapons: Vendetta nuclear warhead; MIRV Vendetta
Special Equipment: personal medikit; photomultiplier; personal stealth field
Where Crayven Corporation has stealth units, the Order has shock troops.
Templar units are composed only by seasoned women of the Pax Dei, and they
carry one of the most advanced missile launchers ever developed, the GrU-6
Vendetta. This missile launcher is somewhat larger than a standard backpack,
but its firepower can rival even tank-mounted weapons; this power comes
primarly from the high accurancy of the missiles fired, capable of pin-pointing
the weakest spot in targets' armor. Missiles follow an arched trajectory, and
being fire-and-forget missiles, it is possible for Templars to move while
firing without losing efficency. Each Templar fires 4 missiles per salvo, and
the recicle rate for the salvos is very low for such a small weapon.
Basically Templars are very powerful units, and the clever use of their Special
Equipment and Weapons can made them even more deadlier. The ground to air MIRV
(Multi Independent Re-entry Vector) Vendetta missiles are used only against
Aerodynes, partially covering the inability of the Templars to lock on air
targets. However, the Vendetta nuclear warhead is the real Special Weapon you
should use; it is far less powerful and its explosion is smaller than an
artillery's one, but the innate accurancy of the missiles often makes this shot
deadly even for Grizzlies. To futherly enhace the Templars' accurancy
photomultiplyers can be equipped, but personal medikit are useful if you are
going to use them as part of the assault force (and if you aren't going to use
the as an assault force, you didn't understood anything about Templar units).
Stealth fields can be used to sneak Templars into a base.
--------------
--HOVERDYNES--
--------------
+ Order scout hoverdyne - W/SAH-4 "APUS"
Firepower: low
Armor: low
Resistence: average
Speed: wonderful
Visual Range: good
Stealthness: good
Perception: good
Technology Level: 1
Elements in a Unit:
Special Weapons:
Special Equipment: repair module; minelayer unit
+ Order light hoverdyne - 01/SAC-34 LAH "SCULPTOR"
Firepower: average
Armor: average
Resistence: average
Speed: good
Visual Range: average
Stealthness: low
Perception: average
Technology Level: 1
Elements in a Unit:
Special Weapons:
Special Equipment: repair module; portable defense system; portable stealth
unit
+ Order main battle hoverdyne - 01/MAT-3 "LINX"
Firepower: wonderful
Armor: good
Resistence: average
Speed: good
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 2
Elements in a Unit:
Special Weapons: plasma hell; plasma charge
Special Equipment: repair module; defense shield; speed pulse
+ Order heavy hoverdyne - 01/WL8 "VOLANS"
Firepower: good
Armor: wonderful
Resistence: wonderful
Speed: average
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 3
Elements in a Unit:
Special Weapons: plasma hell; plasma charge
Special Equipment: repair module; defense shield; speed pulse
+ Order fire-support hoverdyne - 012/BT-MV mk.II "LACERTA"
Firepower: awesome
Armor: average
Resistence: average
Speed: good
Visual Range: good
Stealthness: none
Perception: none
Technology Level: 1
Elements in a Unit: 2
Special Weapons: multifrequency prysm; focalizer prysm
Special Equipment: repair module; defense shields; photomultiplier
As with Crayven's Fireckaker, the Lacerta is born for long-range fire support;
this vehicle is still in experimental stage, but Order Deans are beginning to
use this vehicle more often as they understand the true capabilities of this
mobile weapon platform. As the Fireckacker, the Lacerta can fire to both ground
and air targets, though fast-moving Aerodynes might pose problems, as the
Lacerta's recycle rate and stright-beam weapon are less efficent than the
Fireckaker's deadly accurate missiles; against ground-bound targets (both
infantry and vehicles, though infantry will be hard to knock down with Lacertas
only), however, the Lacerta is deadly: the X9k weapon system not only is very
powerful, but also very accurate: it can rip apart heavy and assault vehicles
with few, well placed shots, even if they hit the frontal armor. Not enough, if
the other targets are close to the original impact point, the energy beam
produced by the X9k can bounce between them, allocating extra damage (note:
this is not like an artillery strike; I saw only five or six times the beam
bouncing through targets, so do not expect that Lacertas alone can rip armies
apart). This weapon system has also a very long range, and it is mounted on a
full-rotating turret.
Lacerta's Special Weapons improves the X9k accurancy (multifrequency prysm) and
firepower (focalizer); if you are going to take Lacertas only for fire support
(this duty includes anti-air fire-hey, I do not reccomend this), carry
multifrequency prisms, as the X9k beam tend to be less effecfive against
Aerodynes (as stated above).
As with most Order Hoverdynes, Lacerta carry Defense shields, useful to avoid
damage during high-pitch battles and repair modules for small self-repairs.
Photomultipliers can enhace thier already good line of sight.
+ Order anti-aircraft hoverdyne - 01/AAPBT-600 "PAVO"
Firepower: good
Armor: average
Resistence: average
Speed: good
Visual Range: good
Stealthness: none
Perception: none
Technology Level: 2
Elements in a Unit: 4
Special Weapons: none
Special Equipment: repair module; photomultiplier
An extraordinary machine. The Pavo is reasonably fast and well armored for a
support hoverdyne, and still has room for one of the most advanced Order
weapons, FUR/X9 "claw"; the FUR/X9 fires huge blue/white balls composed of
electricity, capable to lock on targets and follow them until they reach the
designated targets. However, the particular nature of this weapon makes
impossible to target ground units, to the Pavo became a dedicated anti-aircraft
weapon. The ability of a single Pavo unit to destroy enemy aerodynes taking
little or no damage is impressive, as it is seeing the blue bolts coming from a
Pavo home on their target and severly damage it.
As with Crayven's Ocelot, the Pavo doesn't carry any special weapon, and its
special equipment is basic, with repair modeules and photomultipliers.
+ Order artillery hoverdyne - 04/DN9-FO OAH "SAGITTA"
Firepower: awesome
Armor: average
Resistence: wonderful
Speed: average
Visual Range: low
Stealthness: none
Perception: none
Technology Level: 4
Elements in a Unit: 1
Special Weapons: anti-tank charge; long-range charge
Special Equipment: repair module
Just the Order counterpart of the Crayven's Hog artillery tank. Sagittas might
be a little more accurate than Hogs but have a slightly (very slightly) less
powerful weapon; armor stats are equal, but the Sagittas move a little faster.
Both vehicles share Special Equipment, but have different Special Weapons; the
long-range charge, though doesn't increase neither firepower nor accurancy can
really make the difference in highly defendable positions (hills, ridges) and
when coupled with scout units.
Anti-tank charges increase firepower and are useful against heavy vehicles and
fixed turrets.
+ Order robot-modules mobile base - 011/BEHCCA "ORION"
Firepower: average
Armor: average
Resistence: wonderful
Speed: average
Visual Range: good
Stealthness: none
Perception: awesome
Technology Level: 3
Elements in a Unit:
Special Weapons: advanced robot modules
Special Equipment: repair module; defense shield; photomultiplier
There's nothing in the Crayven army capable to match the Orion for the idea.
Reading this description can make the Orion looking like a worthless scrap of
metal, to be substituted with Sagittas or Lacertas; however, the Orion has
unique capabilities, which make such units the perfect counterpart for the
other support unit in the Order army.
Orions are well protected, with good movement capabilities, but no "real"
weapons. To attack objectives Orions rely on GHE robots, small automated units
resembling spiders with a powerful shaped charge. Those robots can target
ground units (except infantry) and buildings and Orions release three of these
units per "sweep" until the target is destroyed. Relying on such small robots
rather than Order's standard energy weapons might make the attacks a bit slow,
but those units are capable of homing on their targets and have a long
autonomy, allowing Orions to stay hidden and continually pounding the enemy
with explosions; often, this tactic shatters the enemy ground force even before
Orion platforms have been located.
Orions are vulnerable to air attacks and cannot reply with the GHE robots to
infantry.
The advanced robots possess a more power explosive charge and better tracking
devices, almost capable of tracking down Apuses and Locusts. Special equipment
is standard-issue for Order units.
-------------
--AERODYNES--
-------------
+ Order scout aerodyne - OA1/FAS-T12 "LYRA"
Firepower: low
Armor: low
Resistence: average
Speed: awesome
Visual Range: wonderful
Stealthness: good
Perception: good
Technology Level: 1
Elements in a Unit:
Special Weapons:
Special Equipment: defense shield; perception enhacer; photomultiplier
+ Order strike aerodyne - OA2/HAA-309 "PHOENIX"
Firepower: good
Armor: average
Resistence: average
Speed: wonderful
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 5
Elements in a Unit:
Special Weapons: fragmentation torpedo; Helios torpedo
Special Equipment: defense shield; photomultiplier
Though classified as a strike Aerodyne, the Phoenix can engage both air and
ground targets thanks to its Fire Control System and the Hugh SZX-3000 "Jaguar"
torpedoes. Those missiles are very effective against any kind of armor, as they
rely on twin shaped charges, one to open holes in the target's armor, then a
second to penetrate within the target and explode inside. Basically, it has the
same damage value of a Delta, but the SZX-3000 are less effective against
infantry, as their warhead soen't spread any shrapnel onto the battlefield.
Also, Phoenixs are able to target other Aerodynes, but the SZX-3000 relatively
slow-speed make them very limited in anti-air capabilities, leaving these
Aerodynes easy preys for Deltas and Dracos.
All Order aerodynes are more durable than Crayven ones thanks to their defense
shield, which can protect them enough to retreat or to allow support hoverdynes
to destroy any hunter aerodyne.
The Phoenix special weapons specializes in anti-infantry (fragmentation
torpedoes - not efficient as the standard ones against ground targets due to
their anti-infantry warhead) and in anti-building roles (Helios torpedoes -
slower but more powerful than standard missiles, not reccomended against any
faster than a Grizzly).
+ Order hunt aerodyne - OA3/AN-9000 "DRACO"
Firepower: wonderful
Armor: average
Resistence: average
Speed: wonderful
Visual Range: average
Stealthness: low
Perception: low
Technology Level: 5
Elements in a Unit:
Special Weapons: advanced plasma missile
Special Equipment: defense shield; photomultiplier
-------
--APC--
-------
+ Order command APC - 05/DCAPC
Firepower: average
Armor: average
Resistence: very high
Speed: good
Visual Range: average
Stealthness: low
Perception: low
Technology Level: 1
Elements in a Unit: 1
Special Weapons: none
Special Equipment: none (APC repair equipment)
Your APC. If you lose it, you'll be death. It is highly armored, so its
endurance is more or less the same of a Wolf. Though the APC carries a medium
gun, it is not intended for combat, nor for scout duties. APCs can also carry
infantry squads: use them as protection for the APC.
The APC cannot use neither Special Weapons nor Special Equipment, but it always
mounts a special repair gun capable of recharging other unit's health bar.
-------------
--NEW UNITS--
-------------
+ Order ZEALOT
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Order self-propelled armor - CCRTR - “THE GIBBON”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
Anti-infantry turrets; they can be a trouble for vehicles if there is a large
group of them, but they are lightly armored, and even a Marine squad will be
able to destroy them with minimum losses.
They have a normal perception and line of sight.
+ TIER-7 GUANA
Their objective is simple: to destroy everything moving onto the ground. And
they do it too well. They have a relatively limited range, but extended enough
to reply Wolf's and Grizzly's fire. A single Tier-7 is capable of decimating a
single Wolf unit in no time, but has problems in targeting infantry and has not
a very long line of sight, nor it has an high perception. It is usually backed
up by an Outpost.
+ PULSE TURRET
Inexpensive turrets. They do not pose a problem for every fighting unit, though
they posses the best line of sight and perception of all Order turrets. Their
range is very limited, but have a fast rate of fire. Jaegers can eliminate such
structures from afar, or just move in whatever you have to quickly dispatch
them.
+ LINDAU-666
Nothing more than an artillery cannon mounted on a fixed position. All warnings
and weak points of artillery units apply here too, with the exception that the
Landau won't be able to withdraw if under attack.
+ DEFENSE CANNON
A small caliber machinegun with some firepower; it is enough to destroy
infantry units in few shots and enough to damage medium ground units, but it is
lightly armored, so even Marines will be able to destroy it before it does too
much damage.
+ HUGH TA/9 MISSILE LAUNCHER
Though classified as a missile launcher, the TA/9 fires the same energy bolts
of the Pavo, but a much slower rate. Also, when took alone, it poses no treat
to strike Aerodynes as it is too lightly armored to withstand heavy assaults
and has too low rate of fire to destroy incoming aerodynes; however, whan a
group of these concentrate fire, they become dangerous as a Pavo squad.
***************************************
5-PHOENIX MERCENARY UNIT UNITS BRIEFING
***************************************
The Phoenix Mercenary Unit was formed by a former Crayven armymen, Kristoff
Cobb, and its homeplanet is Crim-12. This unit is formed by engineers, former
armymen and miners left behind by Crayven Corporation when Crim-12 was left
when all of its resources where depleted. These men begun adapting all old
equipment found to form this army. The Phoenix unit has some unique
technologies, and their vehicles aren't armored or hi-tech as other factions,
but have a greater firepower, concentrating on tactical stregnht rather than
brute force.
-----------
--INFANRY--
-----------
+ Phoenix infantry - PXWR 5113 “WARRIORS”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix special forces - PXSNP-1113 “MARKSMAN/LYNCEUS”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix grenadiers - PXPGA-1025 “FURY”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit: 5
Special Weapons:
Special Equipment:
--------------
--HOVERDYNES--
--------------
+ Phoenix scout - MHKPX 134 “BASILISK”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix light hovertank - ACDMH 6541 “CHIMAERA”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit: 4
Special Weapons:
Special Equipment:
+ Phoenix medium hovertank - JJDVS/3675 “MANTICORE”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix heavy hovertank - LWHS-3-02 “MINOTAUR”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix Pyrodyne - JMDP 1812 “ PROMETEUS”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix anti-aircraft unit - JHCS-8813 “ICARUS”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix artillery - STNK 336-11 “HYDRA”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
-------------
--AERODYNES--
-------------
+ Phoenix recon aerodyne - DHVS 715-00 “PEGASUS”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix strike aerodyne - ALRPX 0128 “GRIFFON”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix hunt aerodyne - AIN-2/B1 “WYVERN”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
+ Phoenix swarm - SMND-1200/A “GOBLIN”
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
-------
--APC--
-------
+ Phoenix Command APC - 10496-J "CARONTE"
Firepower:
Armor:
Resistence:
Speed:
Visual Range:
Stealthness:
Perception:
Technology Level:
Elements in a Unit:
Special Weapons:
Special Equipment:
Type: RMM-9 infantry mortar
Available to: Marines
Load: 3
Effect: three bombs with an arched trajectory
Use: very useful against infantry, though they can be useful against light and
medium terradynes.
Type: CG-89mm anti-tank rocket
Available to: Marines
Load: 3
Effect: large rocket with straight trajectory
Use: useful against light and medium terra- and hover- dynes. Against heavy
vehicles you should circle the enemy to fire this rocket in their thinner rear
armor.
Type: GyroJet ammo
Available to: Jaegers
Load: 1
Effect: they looks like normal Jeagers ammo, though they create an explosion
when impacting
Use: to be used against vehicles. Can destroy medium ground vehicles with
direct hits to the sides or to the rear.
Type: 140mm RPG (rocket propelled grenade)
Available to: Jaegers
Load: 1
Effect: mortar-like projectiles, though they have a straight trajectory
Use: against infantry. Very effective. If you're lucky you should be able to
kill an entire unit with one shot.
Type: uranium ammo
Available to: Locusts, Jackals, Hawks
Load: 3
Effect: fast, straight-trajectory grenade-like projectiles
Use: anti-armor projectiles. Very effective against light/medium vehicles and,
when shot from behind and sides, against heavy vehicles.
Type: HE grenade
Available to: Locusts, Jackals, Hawks
Load: 3
Effect: mortar-like projectiles.
Use: those grenades are designed to handle infantry and lightly armored
vehicles. They allocate some damage to more armored vehicles, but not that
much.
Type: HE ammo
Available to: Wolves, Grizzlies
Load:
Effect:
Use:
Type: HE mk.II ammo
Available to: Wolves, Grizzlies
Load:
Effect:
Use:
Type: aries missile
Available to: Firecrackers
Load:
Effect:
Use:
Type: inferno missile
Available to: Firecrackers
Load:
Effect:
Use:
Type: guided projectile
Available to: Hogs
Load: 3
Effect: they look like normal artillery rounds.
Use: very accurate; use them against valuable targets, such as defense turrets
or slow moving targets; very vulnerable to anti-missile systems.
Type: MCM-DI Tse Tse rocket
Available to: Vultures
Load:
Effect:
Use:
Type: fury HE rocket
Available to: Vultures
Load:
Effect:
Use:
Type: advanced AI missile
Available to: Deltas
Load:
Effect:
Use:
Type: fragmentation bomb
Available to: Condors
Load:
Effect:
Use:
Type: tactical nuclear bomb
Available to: Hogs, Condors
Load: 1
Effect: large (VERY large) blue explosion
Use: Mhmm...only precise strikes. In fact, the bomb is ideal against a single,
important unit. Only direct hits will allocate decent amounts of damage, while
the explosion does only light damage. Good graphic effect, however.
Type: personal medikit
Available to: Marines, Jeagers; Crusaders, Templars
Load: 3
Effect: none visible; restore health of all units in the squad
Use: when the health of your infantry is low, use on medikit to fully restore
the whole squad's health. Note that when their health bar is below the 50%, the
medikit won't completely restore it; maximum capacity is about 40% of the
element's health.
Type: portable radar
Available to: Marines; Crusaders
Load: 1
Effect: small tripod with a small radar antenna on it
Use: basically useless. The radar scans a little portion of the map. When
deployed, it is impossible to move it (though you can destroy it).
Type: repair module
Available to: Locusts, Jackals, Wolves, Grizzlies, Firecrackers, Ocelots, Hogs;
Apuses, Sculptors, Lynxes, Volanses, Lacertas, Sagittas, Orions
Load: 3
Effect: the same of the personal medikit
Use: just like the medikit, though this is for vehicles. Like the medikit,
units below the 50% won't be completely restored by a repair module.
Type: minelayer
Available to: Locusts; Apuses
Load: 3
Effect:
Use:
Type: photomultiplier
Available to: Firecrackers, Ocelots, Hogs, Hawks, Vultures, Deltas, Condors;
Templars, Lacertas, Orions, Lyras, Phonixes, Dracos
Load: 3
Effect: increases line of sight
Use: it increases line of sight for a brief moment. Useful for scout units and
if you are going to take novice units in advanced missions for the first time.
I'll speak about combat first. The preparation sequence before a mission is
delicate, too, but let's start with the heavy metal first (moment suggestion:
Cirith Ungol's 100 MPH).
In Ground Control, as its name suggests, you'll lead various type of units,
ranging from infantrymen to heavy artilelry platforms, passing through
aeroplanes; your main strike force will be ALWAYS a ground one, and seldom
you'll need some real support from Aerodynes, which will limit their use to
fast hit-and-run attacks toward far, far away galax...ehm, targets. Also, do
not consider basic infantry (Crusaders and Marines) totally useless: they are
extremely useful for guarding the APC or to sneak some units behind enemy lines
while your Hover and Terra Dynes take the brunt of the assault; of course
Jeagers (if you play with the Crayven Corporation) are better suited for this
task and they can work completely alone and Templars (Order of the New Dawn)
should help the HoverDynes in the assault, as their firepower is amazing.
New Units:
none (considering you've played the original Ground Control, all units under
your command will be standard - every unit and equipment is available too;
you'll start with 2 Infantry units, 4 Tanks, 3 Supports and 4 Aerodynes.)
Objectives:
+ Move your APC to the east side of the base to meet with Jarred Stone
+ Protect all trucks while moving to the DropZone
Briefing:
Jarred Stone, former deacon of the Order of the New Dawn, and Sarah Parker,
former major of the Crayven Corporation, are planning to steal as mcuh
equipment they can and to find a way to leave Krig-7B; units under their
command are not enough, but Saergent Cole knows a mercenary unit on Crim-12
that can help out.
Stone fell under attack by Crayven forces, and reinforcments must be sent
before his position collapses.
Dropships available: 1
Map and Weather Description:
artic map, with fine weather. The map itself is very classical (for Ground
Control), with a base hidden in a canyon maze with three access points (east,
south and west). DropZone is in the south, on a small mesa, at the same level
of the base; the base itself is protected by few Pulse Laser turrets, two Hugh
TA/9 missile turrets and two Tier-7 Guana turrets; there are 2 Crusader units,
1 Templar unit and an Order APC with Jarred onboard. There are also 4
Hovertrucks.
Unit Deployment:
This mission is pretty fast and easy, though you'll have a single DropShip to
deploy troops, the possibility to deploy everything you need makes this mission
a lot easier. As it is an assault-and-evac mission, Hogs are not recomended,
just like grizzlies. There will be no enemy Aerodynes in this mission, and
enemy anti-aircraft guns will be scarce; if you want, deploy a Jaeger squad, a
Wolf one and two Vulture squads. It is also possible to use a Jaeger unit, two
Wolf squads and one Firecracker unit. Artillery could be useful in the first
minutes, but you'll need at least one fast-response unit during the remaining
mission time.
On The Field:
Assuming that you deployed aerodynes, move your Jaegers toward the allied
Outpost and beyond; keep them as invisible as possible: you'll find two enemy
Firecracker units and a Jackal squad few meters beyond the Outpost. Use your
aerodynes to destroy them (engage the ECM to nullify your losses when attacking
the Firecrackers and support your Aerodynes with the Wolves and the Jaegers.
Now move into the base; Jarred will greet you, and will ask you to protect the
four Hovertrucks while they proceed to the DropZone; these trucks will move
toward the DropZone one by one, making the extraction procedure safer but a
little long.
Meanwhile, Crayven units will begin to assault the east and west access points
of the base; from the east, 2 Wolf squads, easy enough to destroy thanks to
your Aerodynes and from the west a larger force, composed of 2 Marine squads, 2
Grizzly and 2 Wolf units, plus one artillery tank. Use your Jaegers to destroy
the artillery, the enemies will try to establish a line to defend themselves.
You'll also know Davidson, the men replacing Enrica. Do not attack, just wait
for the trucks to complete their movements.
However, three Jackal squads will attack the trucks near the DropZone, so move
your Aerodynes to destroy them and do not retreat until the last truck has
started to move.
Once all trucks are arrived, mission is accomplished.
De-Briefing:
Jarred risked much, but without these parts, him or Sarah wouldn't have been
able to leave this planet. Sarah considers Jarred an excellent leader, but also
a good friend.
Mission 2: SEARCHING IN THE RUBBLES
New Units:
none
Objectives:
+ Start from this point
+ Search for the Communication Array parts
+ Reach the Order base at the east and destroy the AA gun to leave the area
Briefing:
Jarred does not like working with mercenaries, but there is no other way to
leave this planet; to contact them, you'll need to recover three parts of an
inter-planetary communicator in an old Order base, a primry depot for Krig-7B
during the relics days.,
Dropships available: 1
Map and Weather Description:
A very cimplicate map. The south section is hilly, but not too much, while the
north area is a big, black crater, left by the explosion you caused at the end
of the original Ground Control. The area has some containers and crates spread
throughout the north sector, where you'll have to search for the communicator.
The area is patrolled by light Order Hoverdynes and Crusader squads. In the
north east there is a small Order base with a unit of medium and assault
Hoverdynes, few Pulse Turrets and an AA gun, plus a DropZone. The original
DropZone is to the south.
Unit Deployment:
Do not deploy Aerodynes, though they will be very useful; again, slow units
like Grizziles or Hogs won't work well in this mission. Use a squad of Marines
(carry the anti-infantry mortars), two Wolf units and one Firecracker squad.
Also, be sure that the Fireckacers will always be behind the Wolves to recieve
protectiong and the Marines boarded on the APC.
On The Field:
Ignore stealthness and move your Wolves toward the base, followed by all other
units; have the Wolves and the Firecrackers destroy anything they encounter,
you'll have just to order them to reach the point shown on the map.
Once you are there, Jarred will tell you that he'll need your APC sensors to
locate the various parts (three in total); those parts doesn't seem to be
randonly located, but you'll need to rush a bit in this mission. Move toward
the first set of crates on the east side of the canyon (the easiest way to
understand how to reach a location is to order your units to move to the
crates, they'll navigate without any problems, but be sure that Firecrackers
are protected by Wolves all the time), you'll find the first part, the
energetic core (move your APC near the crates to have the piece automatically
collected).
Now move toward the center of the crater, then to the west. Some Apus and Light
Hoverdyne squads will attack you, but nothing to serious, their attacks will be
too widespread and too weak to be effective. For now, ignore the north contact
and head toward the southern-most set of craters in the west: have your Wolves
for a line near the entrance of the canyon with the crates and place your
Firecrackers behind, while your APC moves toward them. The crates contain a
Pulse Generator and are protected by a Crusader unit; have your Marines destroy
them with the anti-infantry mortars, board them again and move toward the
crates to collect the part, then head back toward you other units.
While you are attacking the Crusaders, or probably even sooner, Jarred will
inform you that two Crayven DropShips have entered the area, and a much larger
force is arriving within 15 minutes; there is a small Order base protected by
defecting Order units in the east: if you destroy their AA gun, you'll be able
to leave the base.
The two Dropships contain three Marines and three Jackal units, and your Wolves
and Firecrackers will be enough to destroy them; use Special Weapons and
Equipment wisely, you'll need them later.
Once the threath has been eliminated and the second part collected, move toward
the Order base: the third part (a sub-spatial transmitter) is on your route: it
is the second set of containers from the Order base, the north-most; Jarred
will tell you take a piece is right on top of you when you'll get near.
The order base is protected by three Pulse Turrets, few light Hoverdynes and a
squad of Medium and Assault Hoverdynes. Destroy them quickly, then locate the
AA gun and destroy it.
If the Crayven forces land, you'll automatically lose. Why? Simple enough, they
are mostly composed of bomber and strike Aerodynes headed right for your APC.
Once they land, you'll need about 15 seconds to find you, so be quick.
De-Briefing:
Sarah never realized how many Orders soldiers were left behind, and that
without a strong opposition Crayven had so much freedom of action. However,
your task is to leave Krig-7B and find Enrica.
Mission 3: EMERGENCY CALL
New Units:
none
Objectives:
+ Destroy all defenses and escort Jarred to the Communication Center
+ Destroy all defenses of the energy generator
+ Bring the APC to the DropZone
+ Destroy all attacking Crayven units
+ Kill Davidson
+ (optional) Use the shortcut to reach the DropZone
+ (optional) Find and destroy the additional Crayven units headed for your
position
Briefing:
Sarah's accounts have been blocked, so Cole is going to pay for the mercenary's
help. Jarred wants to beam a communication to them using a Crayven installation
and Sarah will assault and conquer the two bases needed to operate the
transciever, the Comms Center itself and a power generator.
Dropships available: 3
Map and Weather Description:
Sunny, desertic map. Like the first, this map is pretty classical, with bases
protected by canyons and some heavy guns; access point are relatively large,
though slow units will have problems crossing them. The DropZone is in the
center; on its right, there is the energy generator, protected by few fixed
turrets and one infantry squad. The larger base, the Communication Center, is
in the north, protected by turrets and Marines. There are few patrols of
Jackals in the area.
Unit Deployment:
One Marine and one Jaeger unit. All tank units could be Wolf of Grizzly, in
this mission they'll both work fine. Ignore Hogs, deploy Firecrackers and
Ocelots (3 and 2 units). Aerodynes will play an important role in this mission:
deploy 3 squads each of Deltas and Vultures; Condors would be useful, but are
too slow.
On The Field:
Begin to move your units (except the APC and the aerodynes; leave them be for a
while)near the Comms Center, just before the south access point; take care of
any Jackal squad you'll see, then send your strike aerodynes to level the
turrets and all Marine squads in the perimeter. Meanwhile, move your ground
units toward the power generator. Use your aerodynes to destroy all turrets
(engage the TA/9 first. If you want, recon the base with the Jaeger squad to
pinpoint them. Try to engage the turrets from the north-west or the south-east,
the aerodynes will be less exposed to counter-fire; after the TA/9s are gone,
destroy the Marines and then the Tier-7s), then move your ground units to the
south access point, the one pointing toward the lower edge of the map. Ocelots
and Firecrackers should be the nearest units to the base, but they need to stay
with the other ground units.
Once all possible threats have been eliminated and the units are in position,
move the APC (remeber to have Marines and Jaegers onboard) near the main
building of the Comms Center; Jarred will tell you that now you'll need to
conquer the power generator, and to do so, the APC must be near the main
building of that base.
Move you APC near the main building of the east base; Jarred will try to
communicate, but will report off-scale values; before Sarah could tell him to
evacuate, the entire complex, Jarred and his units will explode.
Three Crayven Dropships full of units will land just outside the power
generator, in the west; Davidson will "greet" you, telling you that the complex
was full of TDX explosive and was obviously a trap; he came for you, and facing
it right now it is not the right thing to do.
The Dropships will deploy Condors, Deltas and Vultures, plus Firecrackers,
Grizzlies, Wolves, Jackals and Marines; the Aerodynes will be the first unit to
reach your forces; Firecrackers and Ocelots should take care of them, but send
Vultures to engage any remaining Aerodyne while Deltas engage everything they
found; probably this won't buy you too much time, but Cole will send you a
shortcut to reach the DropZone. Follow his suggestion.
Once near the DropZone, Davidson will show his face on the battlefield: use
every unit you have to destroy his APC, then engage any remaining Crayven unit
in the area. Davidson's APC is in the south-east from your DropZone, and will
be protected by Firecrackers and Wolves.
An other small Crayven force will start to come after you; as it is an optional
objective, you can ignore this group (it is composed by Grizzlies, Marines and
one Hog) and concentrate on eliminating every other Crayven unit in the area;
if you have only ground units left (highly probable), you will have to destroy
only units capable of ground fire, meaning that if there is left any hunt
aerodyne, there will be no need to destroy them.
De-Briefing:
Jarred has been killed by regular Crayven troops; Sarah asks herself how
history will remember them, just hoping that historians would never be
foolished by Crayven's propaganda.
Was that a rumor outside?
Mission 4: ADVENT OF THE PHOENIX
New Units:
none (note that you'll have only an Infantry unit and a Tank deployable on this
mission)
Objectives:
+ Follow Cole to the Phoenix base
+ Follow the crest to reach the Order commander
+ Destroy the Order APC
Briefing:
The Order sent an other spaceship that destroyed the Crayven orbiting one, and
immediately sent a DropShip on the planet.
The DropShip meant less trouble that Sarah originally thought. Kila Balor, an
order Cardinal arrived on the planet to pay Sarah to destroy the Order faction
on Krig-7B and other planets, apparently seceded from the main Order church,
telling that the Order itself cannot act in that way for possibilities of a
civil war. Sarah replies that she needs to go on Crim-12 to hire the
mercenaries Cole was talking about, she has no enough forces to do it alone.
Proably that DropShip meant even more trouble...
Dropships available: 1
Map and Weather Description:
This mission is set on Crim-12, as the ongoing mission will be. This planet is
darker an more mountanious that Krig-7B: the mercenary base is placed at the
bottom of a deep canyon, well defended by mercenry medium tanks and infantry
units but not by turrets. There is a large crest at the north of the base, with
some mercenary units on it. Ignore all Order attacks at the mercenary base,
they will be able to withstand them, though turtling isn't a good choice.
DropZone is near the crest's west access point, few clicks away from the
mercenary base.
Unit Deployment:
The infantry unit can be whatever you want. One Wolf unit.
On The Field:
Immediately move your units toward the first point; remember to board the
infantry on the APC. Once you have reached the designated point, Marc Herra of
the Phoenix mercenary unit will "gently" ask you to leave the planet, e's
already got his hands full with Order troops; Cole will tell that Sarah will be
able to overtake the enemy commander, so Herra will trasnfer under you command
a Light Tank and a Grenadier unit. Board the Grenadiers on the APC and move
toward your DropZone, to climb the crest from the west, where two mercenary
Pyrodynes await; once you are there, these tanks will move toward the base.
Move toward the four medium hoverdynes directly in front of you, and help out
the Light Tanks under attack. As a reward, these tank will follow and will help
you out, but they won't be under direct command.
Continue to move north: two Manticores, the mercenary's medium tanks, are under
attack by a single Orion; destroy it and stop there for a while. The tanks you
just saved will head toward the base. Send your infantry units to scout out the
crest at the north of the base: they'll find two Templar units, have them kill
everyone, then board your infantry again and move all your forces toward the
allied contact on the upper-right corner of the map: this artillery piece is
under attack by two Lacertas: help it out and will support you, just like the
light tank unit you saved before.
Now move toward the place where the Order commander is, and destroy everything
you find; artillery won't be that useful, but the Light Tanks will be: ignore
the Sagittas placed at the edge of the crest (I'm still wondering why they do
not fire at you or at the base...) and concentrate your fire on the Order APC.
De-Briefing:
Cobb, the original mercenary commander, was taken by the Order for his actions
against them; looks like that all Phoenix customers doesn't like the Order of
the New Dawn. Sarah hopes that the mercenaries will never know for who Sarah is
working for, as who's using who.
*************************************
10-PHOENIX MERCENARY UNIT WALKTHROUGH
*************************************
Mission 5: EVASION
New Units:
3 infantry squads (all units, weapons and equipment), 5 tank units (all units,
weapons and equipment)
Objectives:
+ Bring the engineer truck near the enemy repair station to stop their
communications
+ Wait until the captured Hoverdynes destroy the energy generator, then attack
+ Bring your APC near the Command Center to inspect the prison registry
+ Evacuate to the DropZone
Briefing:
Marc wants to assault the Order prison to free Cobb; however, this will be a
massacre, the prison is too well defended for a direct assault. Sarah suggests
to steal few Hoverdynes from a nearby repair base and use them to infiltrate
some men that will destroy the main reactor, niceably diminishing the Order
firepower.
Dropships available: 2
Map and Weather Description:
An hilly map, not too difficult to navigate but with very narrow access points
and full of hiding places for Order units. The DropZone is in the center of the
map. The repair base is in the lower-left corner of the map, and it is lightly
protected only by Hoverdynes; the prison, much more defended, is on the
upper-left corner of the map. It is heavily defended by Hoverdynes (artillery,
fire and robot platforms, heavy and medium hoverdynes) with a large number of
turrets (Hugh TA/9 missile launchers, Tier-7, Lindau 666 and defense cannons),
plus external patrols (composed by two artilleries and one heavy hoverdyne
squad).
Unit Deployment:
All you infantry units will be Marksman; carry Hermes rounds and Personal
Medikit. Convert all your tank units to medium tanks (Manticore) with
ground/air emulators and repair modules.
On The Field:
Do not board the Marksmen, send order them to reacht the Order repair base and
see what route they use; they should walk on a narrow passage. As they reach
the top of the mesa, they'll spot one squad of Light Hoverdynes and two Templar
squads. Use the Hermes round to quickly destroy the Hoverdynes and then order
the Marksmen to kill every Templar. Now move the remaining troops where the
Marksmen are; board them on the APC and move toward the repair base. To limit
confusion in the narrow passages that links the DropZone with the Mesa and the
repair base, order only two or three tank units to reach the enemy base while
the others remain at the DropZone.
Before attacking, be sure that the engineer truck is blocking all
transmissions, then move your tanks to destroy the 4 Aeris-4 turrets protecting
the perimenter and destroy the two light Hoverdyne squads. Be sure also to
destroy the truck trying to escape from the base, you really do not want to
face the Order units now. When targeting the enemy units, be sure that the
Hoverdyne repair structure isn't between your or your enemy's fire, it is is
destroyed, the mission is failed. As all resistance has been eliminated, move
the engineer truck and the APC near the Hoverdyne repair structure: your men
will capture two medium Hoverdynes and will start moving toward the prison;
move all your remaining units to the point indicated and wait until the power
generator is destroyed.
Your men in the Hoverdynes will move toward the prison power generator, but
they will be caught when installing the explosive; they will blow up
themsleves, the generator, silencing all turrets, and most of the units
protecting the prison.
Now move your attack units toward the prison, begin sure to destroy at least
the patrol (one Heavy Hoverdyne squad and two Sagittas) near the observation
tower in south-east. Before assaulting the prison, be sure that the APC have
healed every unit in every squad.
Once again, disembark your Marksmen and with them begin to destroy any enemy
infantry unit in the area, while the tanks take care of every remaing Order
Hoverdyne. Once the area is secured (you can ignore all turrets, they will no
longer fire), move only two tank units within the prison perimeter while the
other remain outside the prison perimeter. These two units have to be placed
near the small generator on the Command Center's left. Once in position, board
the infantry on the APC and move it near the Command Center.
Marc will start searching for Cobb, but he'll find out that he has been already
eliminated; not enough, Galen Yi, an Order Cardinal just ordered you to
surrender and dropped 3 DropShips directly in the prison perimeter. Immediately
destroy the generator, this will open all cells, freeing some Warrior ad
Grenadier units; they won't be under your control but will do some confusion to
let you escape.
As the Order force is composed mostly by heavy units including Sagittas,
Lacertas and strike aerodynes, move all your units toward the DropZone at once;
use the tanks' ground/air emulator to destroy few enemy Aerodynes to protect
the APC while retreating.
De-Briefing:
Without Cobb, all men seem demoralized. Sarah one again they'll never discover
she is working for Kila, and that Galen Yi is on her black list, Sarah cannot
afford to lose this army.
Mission 6: FAST REVENGE
New Units:
2 support squads (all units, weapons and equipment), 3 Aerodyne squads (all
units, weapons and equipment
Objectives:
Briefing:
Dropships available: 3
Map and Weather Description:
Unit Deployment:
On The Field:
De-Briefing:
Mission XX:
New Units:
Objectives:
Briefing:
Dropships available:
Map and Weather Description:
Unit Deployment:
On The Field:
De-Briefing:
Mission XX:
New Units:
Objectives:
Briefing:
Dropships available:
Map and Weather Description:
Unit Deployment:
On The Field:
De-Briefing:
************************************
11-ORDER OF THE NEW DAWN WALKTHROUGH
************************************
Mission XX:
New Units:
Objectives:
Briefing:
Dropships available:
Map and Weather Description:
Unit Deployment:
On The Field:
De-Briefing:
Mission XX:
New Units:
Objectives:
Briefing:
Dropships available:
Map and Weather Description:
Unit Deployment:
On The Field:
De-Briefing:
Mission XX:
New Units:
Objectives:
Briefing:
Dropships available:
Map and Weather Description:
Unit Deployment:
On The Field:
De-Briefing:
*******************
12-CREDITS AND MISC
*******************
Well, the first credit always goes to the software house which have done te
game...so, thanks to Massive Entertainment; then to my new computer: without it
I wouldn't be able to play this great game; then to myself for this great
walktrhough (gee...); to everyone reading this walkthrough, everyone showing it
with my permission and to everyone playing Ground Control (which isn't exactly
a best-seller...dammit, forget about C&C and play real games!); thanks to
Leader for having published Dark Conspirancy only in a value series and in a
combo box with the original game and the data disk; I'd have preferred a
separate full box for Dark Conspiracy only, but now I have two original copies
of the original game with at a relatively low cost ;)
Here are all sites that have my permission to show this document:
1) GameFAQs (www.gamefaqs.com)
2) My site, WolfArt (http://www.geocities.com/khan_briareos/index.htm)
3) Esprit Network (http://cataclysm.esprit-str.com), translated in French
If someone sees this document in other sites, please mail me.
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Copyright (c) Briareos Kerensky 2001/2002. Reproduction and translation of
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