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Читы для Ground Control

Чит-файл для Ground Control

Ground Control

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Massive Entertainment
Издатель:Sierra On-Line
Локализатор в России:1C
Издатель в России:1C
Модель распространения:розничная продажа
ISO статус:релиз состоялся 31 мая 2000 года
Официальный сайт:Открыть русский сайт
Жанры:Strategy (Real-time) / 3D
Похожие игры:Myth 2: Soulblighter, Myth: The Fallen Lords
Multiplayer:(8) LAN, Internet

Даты выхода игры

вышла 21 октября 2005 г.
вышла в 1999 г.

FAQ [ENG]

Информация актуальна для
Missions FAQ

Mission 1

Drop all of your forces at the only available Drop Zone. Your forces include the
Command APC and a squad of Marines. Immediately load the Marines into the APC.
When they're all aboard, send the APC north along the path drawn on the Battle
Map.

A number of Scout Hoverbikes will harass the APC as it moves north. Don't bother
to stop and fight them, just keep moving north. Eventually the APC will reach
the
spot marked "Deploy" on the map. Stop there and deploy your squad of Marines.
Order the Marines to destroy any Scout Hoverbikes that are attacking the APC.
Have the APC heal the Marines as they fight.

When most or all of the nearby Hoverbikes are destroyed, send the Marines into
the enemy base, following the path drawn on the Battle Map. They should sneak
through a gap where the base wall doesn't quite meet the hillside.

Inside the base, have the Marines approach the Communications Relay building
with
the satellite dish atop it—not the tall, thin antenna tower. Ignore all enemies
and concentrate only on destroying the Communications Relay building. If your
Marines are getting severely damaged, quickly retreat to the APC for healing,
then send them back in.

When the Communications Relay building is finally destroyed, retreat your
Marines
through the hole in the wall and have them board the APC again.

When all Marines have boarded, send the APC south toward the pickup point,
following the same path you approached the base by. A few Scout Hoverbikes will
harass the APC again, but again, just ignore them. When your APC reaches the
pickup point marked on the Battle Map, a Dropship collects it.


Mission 2:

Drop your forces at the Drop Zone and immediately load both squads of Marines
into the Command APC. When they're all aboard, send the APC north. Use your
Marines' RMM-9 Infantry Mortars on the larger groups of Crusaders to take them
out quickly.

Have the Command APC follow the Marines, healing them as they crush the
Crusaders. A pair of Scout Hoverbikes from the southwest may drive up to harass
the APC at this time, but the APC can destroy them easily.

When all Crusaders and Scout Hoverbikes have been cleared from the area, load
the
Marines back into the APC and drive northeast. You'll see a large vehicle
labeled "The Defector" being harassed by Scout Hoverbikes.

Approach the defector. When you get close, the vehicle will be destroyed,
leaving
only a single man in its place—the man is Bishop Delendre. Deploy your Marines
and have them attack the Scout Hoverbikes. When the Hoverbikes are all
destroyed,
drive your Command APC right up to Bishop Delendre. This starts a conversation
sequence.

When the conversation ends, immediately load your Marines aboard the Command APC
and drive the APC back to the pickup spot. Numerous Light and Medium Hoverdynes
are about to show up and you'll be attacked if you're too slow. If you drive
immediately to the pickup spot, however, you won't have any trouble. The mission
is a success.

Mission 3:

Immediately load all of your infantry into the APC. Unload your Marines. Send
one
squad to the edge of the cliff and order it to fire on the Power Unit below.

Send the other squad of Marines and the APC east until they encounter a group of
patrolling Crusaders. Have the Marines destroy the Crusaders while keeping your
APC close behind your Marines. Use your Marines' Infantry Mortars to speed up
the
destruction.

When the Power Unit and the Crusaders have been destroyed, load all of your
Marines into the APC and send all units north. Send your units into the base.

As you enter the base, occasionally target enemy units or structures. Anything
is
fair game, except for the Medical Facility—leave it alone. Proceed slowly
through
the base, keeping your units together so you can take on additional enemy units
approaching from the south end of the base.

If you keep the APCs together most of the time, they'll keep each other in good
shape and you won't have to worry about them. When all facilities in the base
are
destroyed, you win the mission.


Mission 4:

When you hear the tone signaling that all attackers have been destroyed in the
first half of the mission, your only remaining target is a Howitzer to the
south.
Pack up the Marines again and send your entire force south.

Disembark your Marines. Select one squad of Marines and march them southwest,
alone, along the "Marines" path drawn on the Battle Map. This path takes them
along high ground, then down into the valley near the enemy Howitzer.

As your Marines proceed down into the valley, a squad of Crusader Infantry
attacks and the enemy Howitzer fires as well. Keep moving your Marines toward
the
Howitzer, ignoring all other enemies. Use your Marines' Personal Medkits to heal
them if they get hurt by Howitzer fire.


Mission 5:
Send your forces west. Your squad of Light Terradynes should be positioned at
the
spot where they are sitting in deep shadow. Leave them there.

Meanwhile, send your APC and Main Battle Terradynes northwest, following the
path
on the Battle Map. This path leads through a narrow valley. A few Medium and
Light Hoverdynes harass your forces as they exit the shelter of the valley.

Ignore the enemy for now and move your APC and Main Battle Terradynes to the
spot
labeled "Main Ambush." When they reach this spot, deploy the Marines and arrange
all of your forces in the deep shadow of the nearby cliff. From the shadows,
allow your forces to return fire on the nearby Medium and Light Hoverdynes.

Meanwhile, a scouting expedition of Light Hoverdynes approaches your Light
Terradyne ambush. Your Light Terradynes automatically open fire on the enemy
Hoverdynes, shredding them. You don't need to do anything to assist this battle.

At this point, all you have to do is sit back and wait. A second squad of Light
Hoverdynes approaches the Light Terradyne Ambush site and, like the first, is
destroyed. Around this time, you'll receive a message: The convoy has decided to
take the north road.

The convoy, which consists of four ten-ton Transporters and a few accompanying
Light Hoverdynes, will presently approach the Main Ambush site. From the cover
of
shadows, open fire on the convoy. You'll make short work of it. When all four
ten-
ton Transporters have been destroyed, the mission is a success.

Mission 6:

When the last of the visible attackers is destroyed, you'll be told that the
attack has been called off and it's recommended that you pursue the stragglers.
Gather your forces, heal them all, and load the Marines into the Command APC.
Slowly move them northeast.

You'll find a slope leading up to the Order Base. Arrange your units in a line
along this slope, with the Command APC slightly to the rear. Pick apart the
Pulse
Turrets guarding the base entrance from the slope. Also deal with any attackers
that pour out of the Order base.

When all units visible are destroyed, start methodically inching your forces
east
toward the Command Center marked on the map. Several more waves of Crusaders,
Light Hoverdynes, and a few Medium Hoverdynes attack as you do this. Use your
units' Repair Modules liberally and keep your Command APC just behind the front
lines to assist with healing.

Continue to slowly advance whenever all currently visible enemies have been
destroyed. Eventually you'll fight your way through to the Command Center, which
is a large building located near the Xenofact. Destroy the Command Center and
the
mission is a success.

Mission 7:
When the mission starts, gather your forces inside the friendly base. Cluster
near the large Falcon radar dish and load the Jaegers into the Command APC (for
their protection). Deploy both of the Light Terradynes' Anti-Air Sentry Guns
near
the Falcon radar dish (but in a relatively clear spot—not literally against the
dish).

When the land- and air-based forces attacking your base are destroyed,
immediately send your Main Battle Terradynes southeast along the designated
path,
toward Sergeant Cole.

As your Main Battle Terradynes approach Sergeant Cole's location, they'll
encounter a single squad of Crusaders. Have the Main Battle Terradynes halt and
destroy all of the Crusaders before proceeding to Sergeant Cole's location.
(Have
the Terradynes sit on a hill while fighting, if possible, to give them a height
advantage.)

When your Main Battle Terradynes reach Sergeant Cole's location, they'll find
him
in a truck. Simply order the Main Battle Terradynes back to your base and Cole
will follow in his truck. A Scout Aerodyne will harass Cole's truck, but it
can't
deal enough damage to be a real threat.

When Cole and the Main Battle Terradynes are well on their way back to your
base,
have both squads of Jaegers exit the Command APC and proceed directly toward the
fallen satellite. The satellite's location isn't marked on your Battle Map
because it's random—but it'll be visible on your in-game map.

Have the Jaegers move straight toward the satellite, without pausing to fight.
Have them stick to the cover of trees whenever possible. When the Jaegers enter
visual range of the fallen satellite, have them start attacking immediately,
while continuing to move toward it. Have them use their RAW (Rifle Attached
Warhead) special weapons on it immediately. The satellite is quickly destroyed.
After a few moments, you'll win the mission.

Mission 8:
A mixed force of Crusaders, Light Hoverdynes, and Medium Hoverdynes soon assault
from three areas. Your forces, with the help of the emplaced base defenses, can
repel these attacks without any losses and without any effort from you.
Eventually, you'll receive a message indicating that reinforcements are on the
way. Hold steady for now.

After the reinforcements arrive, you're ordered to send all of your units to an
extraction point. Immediately load your Marines into your Command APC. Once
there, have the Marines disembark. Split your army into three groups. Group 1
will include both Marine squads. Group 2 will include all Light and Main Battle
Hoverdynes. Group 3 will include your Command APC and the two squads of
noncombatant trucks.

After forming these groups, send them northeast. The Marines (Group 1) should
move ahead of the rest, following the Marine Path. The combat Hoverdynes (Group
2) should lag somewhat behind, following the Main Path. Last of all should be
Group 3, the fragile and mission-critical units, following the combat
Hoverdynes.

Move northeast. Scattered Crusader and Templar infantry will get in your way.
When they appear, halt Groups 2 and 3. Have your Marines attack the enemy from
the hilltops. Group 2 can assist against Crusaders, but it should hang back when
Templars are visible. Start moving again when the threat clears.

The instant the Aerodynes appear, pause the game. With the game paused, order
both Light Hoverdyne squads to deploy their Anti-Aircraft Sentry Guns. Also,
make
sure that the Medical Trucks are gathered in a tight circle around the Command
APC. Now start the game again.

When the last of the Aerodynes is gone, send the Marines ahead to flush out a
few
remaining Crusaders and Templars. When the coast to the Pickup Point is clear,
send the remaining vehicles ahead. When your units reach the Pickup Point, the
mission is complete.

Mission 9:
Drop all of your units at the southern drop zone. Move them west toward the
crater. As soon as the Light Terradynes encounter enemies, have them fall back.
Select the Artillery and have them shell the Pulse Turrets surrounding the
crater, while you spread out the main combat group in a line to avoid friendly
fire.

Let your main combat group deal with the enemy infantry, Light Hoverdynes, and
Medium Hoverdynes that swarm around the crater. Remember to move the APC around
behind the front lines, healing wounded units. This fight takes a while; there
are a lot of enemies near the crater.

When the attacks slow down, send your Light Terradynes up to the lip of the
crater, revealing the buildings inside. Have the Artillery destroy these
buildings. Also have the Light Terradynes quickly reveal other Pulse Turrets
around the crater. Destroy these with Artillery barrages as well.

Now move your whole army west, toward the East Gunhole. When your Scouts sight
the turrets of the Gunhole, have them retreat and order Artillery to attack. As
always, keep the APC and Artillery units behind the main force while bombarding.

Repeat this process as you move west through the canyon—advance until you see a
Gunhole, retreat slightly, have Artillery attack from the rear, and arrange your
main combat group in a line to face the scattered infantry and Terradynes that
attack. Don't forget to use your units’ special weapons on the biggest groups of
enemies. Don't target fast enemies with your Artillery, though; if the enemy
gets
too close, your Artillery shots might damage your own forces.

When the last base structure has been destroyed, an evacuation point will
appear.
Select all of your units and right-click on the Pickup Point on the mini-map.
They'll head toward it.

Mission 10:
The first part of the mission is to destroy the three anti-aircraft bases. Each
of the three anti-aircraft bases is defended by several squads of Crusaders, at
least one squad of Templars, a few assorted Hoverdynes, and lots of turrets. As
soon as the Jaegers see any opposition whatsoever, have them retreat from view.
Meanwhile, have the Artillery pound the enemy. If you aren't too close to the AA
base, your Aerodynes can also safely attack.

If enemy Hoverdynes appear, just use the Artillery on them if they're distant or
you can allow them to attack your Main Battle Terradynes. You'll win the battle.

Whenever enemy Aerodynes appear (most likely in two waves, one before you attack
AA base Bravo and one when you approach Attack 4), simply attack them with your
own Attack Aerodynes. Use the Attack Aerodynes' special weapons for maximum
effectiveness.

Once you've destroyed the third and final AA base, the Main Base appears on your
in-game map. You'll win the mission when you've destroyed the Command Center and
the twin Cathedrals that flank it.


Mission 11:
Your units start the mission in the northeast corner of the map. Shortly after
your Dropships depart, another Dropship appears and drops an Engineer Truck,
which is now under your control.

When all enemies are destroyed, send the Engineer Truck to the Xenofact. You'll
get a message indicating the Engineers have begun their work. Set up your
defenses at the Xenofact site, again with your Main Battle Terradynes in front
(facing west). You'll be attacked by various light enemy units, but your army
can
destroy them without any help from you.

When the Engineers announce they've completed their work, use the Command APC to
repair any damage to your army, then head back west toward the pickup area
marked
on the in-game map. Continue backtracking toward the pickup spot marked on the
in-
game map, until you get a message that Dropship Atlanta has been destroyed. A
new
pickup zone, Rally Point Zulu, is now indicated in the southeast corner of your
in-game map.

Turn your units around and send them south. If you're still alive when the timer
expires, you win the mission.


Mission 12:

When your forces reach the assortment of Pulse Laser Pillboxes guarding the
northeast edge of the Order base, destroy them all. You can use Main Battle
Terradynes or Artillery for this.

Next, have a squad of Jaegers and a squad of Main Battle Terradynes sweep
northeast to the spot labeled "Engineer Dropoff Point." Meanwhile, other Main
Battle Terradynes should drive toward the spot marked "Relics & Pillboxes," and
start destroying the Pulse Laser Pillboxes surrounding the Xenofact relics.

When they have been destroyed, the Engineers are dropped at the Engineer Dropoff
Point. Have the Jaegers and Main Battle Terradynes you sent to the Engineer
Dropoff Point join up with the Engineer Trucks and escort them southwest to the
Relic Site.

When the Engineer Trucks reach the Xenofacts, they'll pause for a minute or so.
Wait and guard them (though no enemies should appear).

When the Engineer Trucks are finished, they'll move south toward the Pickup
Point
that appears on your in-game map (and is also marked on the Battle Map). Escort
the Trucks with your entire force, keeping the Main Battle Terradynes somewhat
ahead of the Trucks at all times. They can destroy any stragglers that you
missed
earlier.

When the Engineers reach the Pickup Point and are retrieved by Dropships, you'll
win the mission.

Mission 13:

Land your three Dropships in the southern Drop Zone. Split your four Main Battle
Terradynes into two groups of two. Group your Artillery and Anti-Air Terradynes
together. Load all of your infantry units into the Command APC.

Send your units north. Ahead and slightly to the east, you'll locate a group of
patrolling Templars. Wait until you can see them and take them out with your
Artillery. If they survive the artillery barrage, use your Main Battle
Terradynes
to finish them off.

Continue north. When an enemy patrol appears, shell them with your Artillery and
finish them off with your Main Battle Terradynes if necessary. Now unload one
group of Jaegers from the APC. Send them along the path labeled "Jaegers." As
soon as the Howitzer marked on the Battle Map comes into view, instruct your
Jaegers to fire at it.


When your Jaegers have destroyed the Howitzer, have them hide in the shadows.
After your Jaegers are safely hidden, slowly advance the rest of your units up
the valley toward the enemy base. Move slowly, shelling the area ahead of you
with Artillery. Destroy any units that pass through your barrage with your Main
Battle Terradynes.

When the southern border of the base comes into view, bombard it with your
Artillery to destroy the Tier-7 Guana Turrets. When you think you've destroyed
most of the base's initial defenses, send your Main Battle Terradynes up to the
edge of the base, with the more fragile units just behind them. Continue to
shell
various locations inside the base, even if you can’t see any targets.

Continue to advance on the base. Send a squad of Main Battle Terradynes to the
center of the base and use them to destroy the Turbine and the Biohazard Tank
located on either side of the Jamming Facility. Then destroy the Jamming
Facility
itself. Next, destroy the rest of the base.

When all buildings are destroyed, you'll receive a message advising you to
retreat to the Pickup Point, which now appears on the south end of the map,
right
where you were dropped off. March your units to the Pickup Point. When they
arrive, you win the mission.


Mission 14:

Clear the first three mesas and begin attacking the fourth. When the Medium
Hoverdynes and Beam Platforms are destroyed, move Marines and Main Battle
Terradynes up the mesa. Have them destroy a pair of Pulse Laser Pillboxes and a
squad of Crusaders, assisted by artillery fire. When all resistance is cleared
out, have the Main Battle Terradynes destroy the twin Power Units and the Main
Power Generator.

Now move your entire force southeast. From here, have your Artillery start
shelling Mesa 5. Meanwhile, move your Marines until they're in the shadow on the
east side of the mesa. Your artillery fire will eventually hit a Drone Carrier
atop the mesa. The Drone Carrier then comes down from the mesa to attack. Have
your Marines intercept it in the shadowy area, before it can get close enough to
attack your vehicles.

When the Drone Carrier is destroyed, send your Marines to the base of the Mesa 5
slope. Have them destroy the Templars, Scout Hoverdynes, and Crusaders near the
edge of the mesa. If Medium Hoverdynes attack, have them drop back into the
shadows and bring up Main Battle Terradynes to counter. Beware of the Templars,
though.

When all opposition is cleared from Mesa 5, destroy the Advanced Power Station
and twin Power Units up there. Now send your forces south. From there, start
shelling Mesa 6. Send your Jaegers ahead to scout.

When the Templars are destroyed, send the Jaegers toward the Howitzer marked on
the Battle Map. Don't have them ascend the mesa; keep them down below. The
Jaegers, with their long-range rifles, can slowly pick apart the Howitzer. If
the
Howitzer fires, move the Jaegers and keep attacking.

With the Templars and Howitzer gone, send your whole army up the slope to Mesa
6.
Destroy the Medium and Heavy Templar up there with your Main Battle Terradynes
and then destroy the Power Unit and twin Silos that flank it. The mission is
complete.

Mission 15:

As soon as your Dropships touch down, send a squad of Main Battle Terradynes
slightly east and take out the Light Hoverdynes nearby. Next, quickly load your
Jaegers into the APC and head northwest.


Instruct your Artillery to bombard the Power Unit. When it is destroyed,
instruct
your Artillery to take out any visible enemy units at the Outpost, giving the
Templars and Drone Carrier first priority.

When all enemy units in the Outpost are destroyed, unload your Jaegers and send
them west.

As soon as a Howitzer comes into view, instruct your Jaegers to fire at it, but
don't allow them to stop moving. When the first Howitzer is destroyed, have the
Jaegers continue east toward the second Howitzer. It should already be in view,
so instruct your Jaegers to fire at it immediately.

When both Howitzers are destroyed, send the lone squad of Jaegers north, keeping
them in the shadows to avoid detection by Attack Aerodynes. When your Jaegers
arrive at a pair of Order Cathedrals, send them behind the Cathedrals (to the
north of the Cathedrals). Instruct them to destroy both Cathedrals.

Continue on to destroy the Command Center. When the Command Center is destroyed,
you win the mission.

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