The Unofficial C&C Strategy FAQ - Part 7 Release v7.0 Last Updated: April 19, 1996 20:44 BST Written by: Roger Wong roger@powhq.nildram.co.uk http://kublai.pacificrim.net/~solaris @~Continued from issue 57 ============================= -SECTION TWO- TIPS AND TRICKS ============================= -------------------- CHAPTER [4] Cheating -------------------- [4-1] What are the cheat keys? ================================== Easy. There are none. The cheats were removed after beta testing and development. *4-2* How, then, can I cheat? ================================ You can cheat by using programs written by the kind folk on the Internet. See Chapter 15 for a listing of such programs. [4-3] How does the computer cheat? ================================== Min He (he@mathp7.jussieu.fr) Eradicator (drwestco@mailhost.ecn.uoknor.edu) The computer starts out with more funds than you do. The computer can place units inside scenery at the start of a mission. The computer can rebuild gun turrets when they are destroyed without needing to have adjacent buildings. The computer can build a construction yard without needing a MCV. The computer doesn't have to clear out SAM sites to launch an air- strike. The computer may rebuild destroyed buildings even if they are not adjacent to any other building. The computer's Orcas may attack NOD attack choppers in mid-flight. The computer can build harvesters immediately as long as funds are available. (EDITOR'S NOTE: Though it may seem like the computer builds harvesters immediately as long as it has funds available, it does not. The AI starts building a new harvester when it senses that an existing harvester will be destroyed.) The computer can use harvesters to attack tanks and other vehicles. *4-4* What cheating programs are available? ================================================ See Chapter 15 for a listing of such programs. [4-5] What are some C&C quirks I can exploit? ================================================= [4-5-1] Tiberium harvesting without silos --------------------------------------------- Mike Means (means@bigdog.engr.arizona.edu) When your refinery storage is getting full, start constructing another building. The construction will use up the tiberium in your storage. When the construction is finished, cancel the building. You will get your money back, but the tiberium will not return. [4-5-2] Preventing the computer from rebuilding --------------------------------------------------- Richard Stone (rstone@news.infi.net) You can prevent the computer from rebuilding a structure by placing a unit on the same square. You can permanently prevent the computer from rebuilding a structure by sandbagging your way to the structure, destroying the structure, building a sandbag on the structure's square, and then sell the sandbag. You now 'own' that square, and the computer can't rebuild from scratch on it. [4-5-3] The Reservoir Dogs scenario -------------------------------------- Douglas McCreary (dark@ix.netcom.com) Unlike NATO, the computer does not choose to ignore friendly-fire incidents. Whenever one of the computer units hits another accidentally, the units go into full combat against each other. Once I discovered this bug, I started exploiting it by moving my units to the middle of enemy groups before attacking. [4-5-4] The silo money cheat --------------------------------------------- EDITOR'S NOTE: This cheat only works with versions of C&C prior to 1.18 Build a silo, and let it fill up with tiberium. When it is full, build another silo but do not place it. Sell the silo that is full of tiberium. Quickly place the built silo down before the silo sell animation is over. In return for this, you will get over a thousand credits for the tiberium in the silo you sold, and have the tiberium you just sold transferred over to the silo you just created. [4-5-5] The ultimate A-10 defence ------------------------------------- see [5-3-8], AIRSTRIKES [4-5-6] Money making ala SimC&C ----------------------------------- Oliver Schade (schade@mabuse.phil.uni-passau.de) If you have defeat the computer except one or two buildings and you are sure that you will win with your existing troops sell all your buildings and attack after that the remaining buildings. You will get lots of money and a 'efficiency-rate' of 100% which will results in many points. EDITOR'S NOTE: A variation on this is to leave an enemy building standing, and go into tiberium farm mode. With good harvester management, it is possible to rack up a near infinite amount of money without running out of harvestable tiberium. [4-5-7] Place buildings anywhere cheat ------------------------------------------ EDITOR'S NOTE: This bug was corrected with version 1.19. Trying to abuse the radar map in this manner in versions 1.19 and beyond will have unpredictable results. You have been warned. Tim Brutton (tim@arcady.demon.co.uk) wrote: A working radar map is required for this cheat. Scroll your screen in such a way that a part of a building you own is cut in half by the menubar at the right. Select that building. Start construction on the building you want to build anywhere. When the construction is complete and the building is ready, move your cursor over the building that is on the map. Drag the hash marks past the building as you move your cursor into your radar map. It is important that it leaves an area of white hashing - one white hashed square is enough. Move your cursor into the radar map. It should display a no-smoking sign. Wherever you click your mouse button now will deploy your building on that spot in the map. [4-5-8] Infinite minigunner cheat ------------------------------------- Sell any building that has a weapon (turrets, obelisks, etc) Quickly select the building, and press 's' to stop the sale. The building will remain where it is, but the minigunners will have already poured out. Repeat this as many times as you like to get an army full of minigunners. These minigunners can be sold using the sandbag proximity technique to get infinite cash as well. *4-5-9* Seeing stealth tanks ------------------------------- Neil Bradley (neil@tongue-tied.co.uk) Select an Orca. Move your cursor around in the radar map. When the cursor drifts over a square occupied by a stealth tank, the cursor will turn red. Mark Lockland (mark@lockland.demon.co.uk) If you ally yourself with an opponent, you will see your opponent's stealth tanks. [4-5-10] Transport helicopter denial ---------------------------------------- Matthias Gutfeldt (matthias.gutfeldt@buemplizer.ch) If you place a unit on the exact landing spot of a computer transport helicopter, it will not land on top of your unit. It will not look for another landing site either. It just hovers there with infinite fuel. Get some bazooka guys, and blast away. Then wait for the next transport chopper, and do the same. [4-5-11] Safe Orca killing ------------------------------ Colin Jacobs (coljac@pyromania.apana.org.au) Attack an Orca on its pad with a stealth tank. The Orca will lift off, but your tank will cloak, and the orca will land, allowing the next volley to be fired. [4-5-12] Longer ranged towers --------------------------------- Jeremy Gilbert (viper@mcn.net) The obelisks and advanced guard towers have a one square advantage when attacking units to the north because the origin of fire and the base of the structure are not the same. Enemies can only target the base of the structure. It is therefore possible for two obelisks or advanced guard towers to be built in such a way that the first can target the second, but the second can not target the first. *4-5-13* Blind Spots ----------------------- Toni Ali-Mattila (toniam@aino.wakkanet.fi) It is possible to shoot enemies with a medium tank without them shooting back. I have blown away light tanks and rocket infantry. Ong Yang (yang@pacific.net.sg) This is a trick over the AI of computer. There seems to be a 'blind spot' to certain units (I've found it applies to turrets and advanced guard towers, haven't tried the rest). Sometimes, when a unit is within the AI controlled tower's range, they will not fire back, even when they're fired upon. I've found that it works in certain directions only. I've only discovered the Southwest. eg. Place your Nod turret 7 (approximate) squares west and 2 (approximate) squares south of an advanced guard tower. You'll find that the tower is oblivious to your turret's presence. Proceed with the order for the turret to attack the tower and it'll still be a sitting duck. (This strategy is EXTREMELY useful in one of the NOD covert ops mission .. Cloak and Dagger I think, where the construction yard is built right in the middle of the enemy base) *4-5-14* Long range bazookas ------------------------------- To take out a guard tower with bazooka units, place them four squares directly to the side or above or below the guard tower. They will attack on their own, out of reach of the guard tower machine guns. The same can be done using the bazookas mounted on recon bikes. *4-5-15* The engineer black hole ----------------------------------- (szeming@interlog.com) This may sound cheap to some people, but probably most of you have had a base taken over by enemy engineers before and have been really ticked off by it. Here's a way to counteract that in an extremely cheap way: You've probably noticed that all enemy units aim for the top structure on the map. We can use this to our advantage. If you place a SAM site north of your base, the engineers will go for it. But, instead of taking it over, they enter and nothing happens! Of course, all your other enemy units will go for that too, but the SAM site can take lots of damage and you can place an Obelisk or two near it. *4-5-16* Wraparound radar ---------------------------- Greg Long (h.slconsult@mailbox.uq.oz.au) The person I was playing against had all entrances to his base blocked and I could not see a thing inside it. His base was up against the left side of the map. When I moved an SSM all the way to the right of the map, a small segment of the left side could be seen on my radar. I used this to send my choppers out to destroy his poorly defended construction yard. *4-5-17* Confusing the enemy ------------------------------- Dave Mitton (dmitton@tiac.net) The computer AI tends to attack the last thing (perhaps of equal class) that attacked it. The way to attack a large enemy unit such as a harvester with bikes or infantry is to circle around it so that everyone gets a shot, and the harvester will spin around trying to take on the last one that hit it. *4-6* Are there any hidden game elements or easter eggs? =========================================================== [4-6-1] Visceroids ---------------------- Andrew Griffin (buggy@adam.com.au) It regenerates when in a tiberium field, and unlike a mammoth tank, can regenerate to full strength from a low red condition. They are pretty slow and don't have many hit points, but their weapon is the chemical spray. *4-6-2* Hidden cutscenes --------------------------- Robert Whisler (cato@dcez.com) If you decide to completely liquidate the Temple with your Ion Cannon (after your forces reduce the place to wreckage and after you have destroyed all other Nod forces so that only the Temple remains), you will get a different ending sequence than if you destoyed the Temple using conventional forces alone. *4-6-3* Covert Operations Funpark ------------------------------------ P. Habib (habibp@aol.com) When you start Covert Operations, type "c&c funpark". You will enter a special mode of play. If you start a new game, you will play a series of dinosaur missions. If you load a previously saved game, you will be able to build the units and buildings of both GDI and Nod. Nod players should take note. Building an advanced comms center will not give you the ion cannon. GDI players can only build chem troops or SSM launchers if they capture a hand of Nod or Nod airstrip. In some missions, a new type of barrier, razor wire, will be available for construction. *4-6-4* Dinosaurs -------------------- There are two ways to get the Dinosaurs in C&C. The easiest way, if you have the Covert Operations disk is to run C&C with the funpark option, and to select either GDI or Nod as your transmission. If you do not have the Covert Operations mission disk, you will need to visit Andrew Griffin's Internet webpage and download some hacking utilities. The dinosaur movies are only available with the Covert Operations mission disk. Andrew Griffin (buggy@adam.com.au) There are four dinosaur units: the Tyrannosaurus Rex, Velociraptor, Stegosaurus and Triceratops. There seems to have been a fourth team in multiplayer mode after GDI, Nod and civilians, called JP, obviously for Jurassic Park. Their bite is great against infantry, and they can squish all the soft targets (including walls and sandbags), but they aren't that good against heavy tank armor. Amer Khan (khan@minerva.cis.yale.edu) Velociraptors regenerate hitpoints when they eat chem warriors. - o -