Command & Conquer: Generals Zero Hour Walkthrough :
This walkthrough for Command & Conquer: Generals Zero Hour [PC] has been posted at 14 Aug 2010 by renanpinheiro and is called "Command & Conquer: Generals FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up renanpinheiro and share this with your freinds. And most important we have 6 other walkthroughs for Command & Conquer: Generals Zero Hour, read them all!
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C&C Generals/Zero Hour FAQ/Walkthrough For the PC By Raining Metal Version 1.09 =================== >Table of Contents < =================== 1.0 Introduction 1.1 Version History 2.0 Basics 2.1 Factions 2.2 Units 2.3 Structures 2.4 Upgrades 2.5 General Abilities 2.6 Specialist Generals (ZH Only) 3.00 First Campaign Walkthrough 3.10 China First Campaign 3.11 China 1 "The Dragon Awakes" 3.12 China 2 "Hong Kong Crisis" 3.13 China 3 "A Flood Of Violence" 3.14 China 4 "Broken Alliances" 3.15 China 5 "Scorched Earth" 3.16 China 6 "Dead In Their Tracks" 3.17 China 7 "Nuclear Winter" ------------------------------------------------------------------------------- 3.20 GLA First Campaign 3.21 GLA 1 "Black Rain" 3.22 GLA 2 "Grand Theft Phsyco" 3.23 GLA 3 "True Crime: Astana City" 3.24 GLA 4 "Down From The Skies" 3.25 GLA 5 "Toxin Trade" 3.26 GLA 6 "Rebel Rebellion" 3.27 GLA 7 "Dark Destruction" ------------------------------------------------------------------------------- 3.30 USA First Campaign 3.31 USA 1 "Final Justice" 3.32 USA 2 "Treasure Hunt" 3.33 USA 3 "Guardian Angel" 3.34 USA 4 "Stormbringer" 3.35 USA 5 "Blue Eagle" 3.36 USA 6 "Desperate Union" 3.37 USA 7 "Last Call" 4.00 Second Campaign Walkthrough (ZH Only) 4.10 USA Second Campaign 4.11 USA 1 "Global Security" 4.12 USA 2 "Defending The Docks" 4.13 USA 3 "Snow Fall" 4.14 USA 4 "Black Gold" 4.15 USA 5 "Area Fifty-Two" ------------------------------------------------------------------------------- 4.20 GLA Second Campaign 4.21 GLA 1 "The Great Escape" 4.22 GLA 2 "Hidden Agenda" 4.23 GLA 3 "On The Waterfront" 4.24 GLA 4 "Jarmen Kell And The Forty Theives" 4.25 GLA 5 "Sneak Attack" ------------------------------------------------------------------------------- 4.30 China Second Campaign 4.31 China 1 "The Dragon Unleashed" 4.32 China 2 "Defending The Fire" 4.33 China 3 "Liberation" 4.34 China 4 "Burning Skies" 4.35 China 5 "The Dragon's Destiny" 5.0 General's Challenge Campaign (ZH Only) 5.1 Air Force Granger 5.2 Tank Kwai 5.3 Toxin Thrax 5.4 Laser Townes 5.5 Nuclear Tao 5.6 Stealth Kassad 5.7 SW Alexander 5.8 Boss Leang 6.0 Multiplayer 6.1 Skirmish 6.2 LAN 6.3 Online 6.4 Honours 7.0 And The Rest! 7.1 F.A.Q. 7.2 Email Guide 7.3 Website List 7.4 Credits 7.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 > Introduction < ================== Hello readers! Raining Metal goes RTS! I've made this guide because I loved the C&C Series so much, and this is one of the best RTSes ever. Now let's go to the guide, shall we? --------------------- 1.1 > Version History < --------------------- Version 1.09 FINALLY completed the Nuclear Winter Walkthrough. ------------------------------------------------------------------------------- Version 1.08 Added a tip on "Final Justice" from Viro. ------------------------------------------------------------------------------- Version 1.07 Added new ASCII art to the title. ------------------------------------------------------------------------------- Version 1.06 Added a tip on "Last Call" from Secsron. ------------------------------------------------------------------------------- Version 1.05 Added an alternate strategy for "Blue Eagle" by Proto. Added Taylor Carmichael to the credits (how sheepish of me). ------------------------------------------------------------------------------- Version 1.04 Added another tip for "Rebel Rebellion" by N00bKefka. ------------------------------------------------------------------------------- Version 1.03 Added a tip for "Rebel Rebellion" by Natanz Loetawan. ------------------------------------------------------------------------------- Version 1.02 Added tips for getting the "Ultimate Honour" by Lukas "Nox" Diem. ------------------------------------------------------------------------------- Version 1.01 Added a few hints by Ricci Santiago. ------------------------------------------------------------------------------- Version 1.00 Added minor information on LAN and Online Multiplayer, and added contributions sent by John "pro_gamerz_93" Livingston. ------------------------------------------------------------------------------- Version 0.98 General tips available for the last Chinese mission in its first campaign by Taylor Carmichael. ------------------------------------------------------------------------------- Version 0.95 The initial release. I just need a Walkthrough on the last Chinese mission in its first Campaign and some information on LAN and Online multiplayer. ============ 2.0 > Basics < ============ Here are the basics for the everyday RTS, as well as some specific hints for this game. -There's always a certain supply called money. This is used to build Structures and make units and purchase upgrades. The second, called Power, is to maintain a steady amount of electricity for many Structures. If the Power demand is higher than what's available, the radar will go out, and some defences will be powered down! -Usually, there's some Tech Structures in the map. If they are captured, the owning side gets their reward. Each type of Tech Structure has its own function. Other neutral Structures can be garrisoned by Infantry. -Combat units will gain experience whenever they kill an enemy. Once they reach the next level, they receive a gold stripe. One stripe (Veteran) increases their firing rate. Two stripes (Elite) allow them to automatically heal. Three stripes (Heroic) increase their damage. Generals can also acheive advanced ranks. Whenever they get promoted, they earn another point (Rank 5 awards 3 points). Generals can only get certain abilities at certain ranks. -Sometimes, there's a Black Shroud covering unexplored terrain. If a friendly unit goes towards it, the Shroud will unwind and reveal more of the map. If a unit leaves the area, then that part of the map will be covered by a lighter fog, called "The Fog Of War". This shows Buildings and terrain, but hides units. -Units can Guard, Attack-Move, or use other special abilities. Guarding makes them guard the area from enemies, including hostile Structures. Attack-Move makes the unit move to the area, as well as attacking other targets on the way. -Each side has a Super Weapon, and each has a certain recharge timer. Once it reaches zero, it can be used. If the power is low, then Particle Cannon and Nuclear Missile Silo timers will freeze. -When wounded or damaged, units can enter Barrackses, War Factories/Arms Dealers, and Air Fields to heal themselves at their respective Structures. Even Worker units can heal themselves! -------------- 2.1 > Factions < -------------- There are three sides in the game, each one having its strengths and weaknesses. ------------- United States ------------- The USA are the most versitalle army of the three. They are also the most high- tech. Along with those, no other faction can match the USA in airpower. The USA excels in quality with the most balanced kind of units. However, with a slow moving economy, casualties for the USA will be more serious and costly. It takes a lot of money to keep America functioning. ----- China ----- Chinese armies are very powerful with straightforward brute force, and can produce their units in large numbers. Their Aircraft is made of the essentials in that category, and the Dragon provides plenty of ways to produce Infantry. Unfortunately for them, the Chinese Empire lacks speedy units, which can hamper their scouting abilities, and can be rushed by other armies. ----------------- Global Liberation ----------------- The Global Liberation Army, or the GLA are very resourceful and can gain money from almost anything! They make use of what's left of their victims, and use biological weapons, suicide bombers, and stealthy spies to outdo their oppresors. None of their buildings require power either. The vulnerable side of this faction is that their units initially come in poor quality, and do not have the use of Aircraft. ----------- 2.2 > Units < ----------- Units are what attack other enemy units and Structures. They are vital to, well, everything! Note that most Aircraft will need to return to a friendly Air Field to restock on its weapons. Some Helicopter-based Aircraft, like the Comanche, do not need to return to an Air Field unless for repairs. Infantry can be run over by all vehicles. ------------- United States ------------- All USA Armour (except for the Dozer) can use up to one Drone for extra support. They are usually the first targets for Anti-Aircraft attacks, and can be used to draw fire away. ******* *Dozer* ******* Class: Armour. Purpose: Build Structures, Remove Mines. Role: Worker. Weapon Type: None. Good Versus: None. Bad Versus: Armour, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $1000. Requires: Available At Start. Upgrades: None. Games: Both. Dozers are vital to building a base. Dozers can also remove Mines, Demo, and Booby Traps. ******** *Ranger* ******** Class: Infantry. Purpose: Anti-Infantry, Clear Garrisoned Structures, Capture Buildings. Role: Main Infantry. Weapon Type: Bullet, Grenade. Good Versus: Infantry, Garrisoned Buildings. Bad Versus: Armour, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $225. Requires: Available At Start. Upgrades: Flash Bangs, Chemical Suits, Capture Building, Advanced Training. Games: Both. Rangers are the main Infantry for the USA. They have the best quality over the other types of main Infantry. Along with good training, they can also use Flash Bangs to fire from a longer range and can clear out Fortified Structures. ****************** *Missile Defender* ****************** Class: Infantry. Purpose: Anti-Armour, Anti-Aircraft. Role: Secondary Infantry. Weapon Type: Rocket. Good Versus: Armour, Aircraft. Bad Versus: Infantry, Defences. Armour: Medium. Speed: Slow. Stealth: No. Cost: $300. Requires: Available At Start. Upgrades: Chemical Suits, Advanced Training. Games: Both. Missile Defenders are the secondary Infantry for the American Army. Of the three Rocket Infantry, this one is the most effective against tanks, as they can use laser sights to fire at Tanks faster. ******* *Pilot* ******* Class: Infantry. Role: Veterancy Transfer. Weapon Type: None. Good Versus: None. Bad Versus: Everything. Armour: Low. Speed: Medium. Stealth: No. Cost: N/A. Requires: N/A. Upgrades: None. Games: Both. When experienced USA Armour or Aircraft is destroyed, a Pilot escapes and can be used to enter a vehicle to make use of his veterancy. ************ *Pathfinder* ************ Class: Infantry. Purpose: Anti-Infantry, Scout. Role: Special Infantry, Detector. Weapon Type: Sniper. Good Versus: Infantry. Bad Versus: Armour, Defences, Detectors, Aircraft. Armour: Medium. Speed: Fast. Stealth: When Passive. Cost: $800. Requires: General's Ability. Upgrades: Chemical Suits, Advanced Training. Games: Both. A Pathfinder, when stationary, can be a lethal Infantry killer. Because he can detect stealth as well as being stealthed, he can be essential for the USA defences, especially when inside a Fire Base. The can also make good scouts. ************* *Col. Burton* ************* Class: Infantry. Purpose: Anti-Infantry, Base Infiltration. Role: Hero. Weapon Type: Bullet, Explosive. Good Versus: Infantry, Armour, Structures. Bad Versus: Aircraft, Defences. Armour: High. Speed: Medium. Stealth: Yes. Cost: $1500. Requires: Strategy Centre. Upgrades: Chemical Suits, Advanced Training. Games: Both. The average hero belongs to the USA in the form of Burton. Like James Bond, he can kill Infantry very fast with his machine gun, which can also be effective against Armour. Burton can also plant explosives on Armour and Structures. Lastly, he can assassinate an enemy soldier with his knife. Burton will lose his cover when he fires his gun or plants an explosive. ********** *Crusader* ********** Class: Armour. Purpose: Anti-Armour. Role: Main Armour. Weapon Type: Shell. Good Versus: Armour, Structures. Bad Versus: Infantry, Defences, Aircraft. Armour: High. Speed: Medium. Stealth: No. Cost: $900. Requires: Available At Start. Upgrades: Composite Armour, Drone Armour, Advanced Training. Games: Both. The USA Crusader can outdo its counterparts, and can do the most damage as well as taking a lot of it. Crusaders in high numbers can be lethal. ******** *Humvee* ******** Class: Armour. Purpose: Anti-Infantry. Role: Secondary Armour, Transport. Weapon Type: Bullet, Rocket, Infantry. Good Versus: Infantry. Bad Versus: Armour, Defences, Aircraft. Armour: Medium. Speed: Fast. Stealth: No. Cost: $700. Requires: Available At Start. Upgrades: TOW Missile, Drone Armour, Advanced Training. Games: Both. These fast vehicles can carry up to five Infantry and they can shoot out of it. Along with them, the Humvee carries a mounted gun, which is best used on Infantry. With the TOW Missile, it can also do some damage to Armour and Aircraft. *********** *Ambulance* *********** Class: Armour. Purpose: Heal Infantry. Role: Savior, Transport. Weapon Type: Anti-Biological, Heal. Good Versus: None. Bad Versus: Everything. Armour: Low. Speed: Medium. Stealth: No. Cost: $600. Requires: Available At Start. Upgrades: Drone Armour. Games: Both. An Ambulance is mainly used to heal up to three Infantry inside, and to clear out biological messes. They are often useful when there are no nearby Barrackses or Hospitals available. ************** *Sentry Drone* ************** Class: Armour. Purpose: Scout, Anti-Infantry. Role: Detector. Weapon Type: Bullet. Good Versus: Infantry. Bad Versus: Armour, Defences, Aircraft. Armour: Low. Speed: Medium. Stealth: When Passive. Cost: $800. Requires: Available At Start. Upgrades: Sentry Drone Gun, Advanced Training. Games: Zero Hour Only. Sentry Drones is much like the Pathfinder, except that it requires an upgrade to fend for itself. It can also be good for defending camps and scouting out areas. ********* *Avenger* ********* Class: Armour. Purpose: Anti-Aircraft. Role: Support, Savior. Weapon Type: High-Tech. Good Versus: Aircraft, Rockets. Bad Versus: Armour, Infantry. Armour: Medium. Speed: Medium. Stealth: No. Cost: $2000. Requires: Available At Start. Upgrades: Drone Armour, Advanced Training. Games: Zero Hour Only. Avengers are the only "instant" Anti-Air weapon for the USA, and they can do that job well. The other function is that it points a laser at its target, allowing other units attacking that target fire faster. The extra feature is the small laser, which can destroy enemy rockets. ****************** *Tomahawk Missile* ****************** Class: Armour. Purpose: Anti-Defence. Role: Artillery. Weapon Type: Missile. Good Versus: Defences, Structures. Bad Versus: Armour, Infantry, Aircraft. Armour: Low. Speed: Slow. Stealth: No. Cost: $1200. Requires: Strategy Centre. Upgrades: Drone Armour, Advanced Training. Games: Both. Tomahawk Missiles are the main Artillery for this faction. They launch a missile that can do extreme damage. It is vulnerable to close targets and should be protected by other units. **************** *Microwave Tank* **************** Class: Armour. Purpose: Anti-Defence. Role: Artillery. Weapon Type: High-Tech. Good Versus: Defences, Structures. Bad Versus: Armour, Aircraft. Armour: Medium. Speed: Slow. Stealth: No. Cost: $800. Requires: Strategy Centre. Upgrades: Drone Armour. Games: Zero Hour Only. An alternative to Artillery is the Microwave Tank. Its beam can disable a structure, primarily defences, and can allow other units to attack it without harm. Infantry can get killed in its microwave field. ************** *Paladin Tank* ************** Class: Armour. Purpose: Anti-Armour. Role: Ultimate Armour, Savior. Weapon Type: Shell. Good Versus: Armour, Infantry, Structures. Bad Versus: Aircraft, Defences. Armour: High. Speed: Medium. Stealth: No. Cost: $1100. Requires: General's Ability. Upgrades: Composite Armour, Drone Armour, Advanced Training. Games: Both. These tanks are powerful and can deal and take more damage than the Crusader. With a laser, it can blind Infantry and destroy Missiles like the Avenger. With those features, they can make great tank leaders. ********* *Chinook* ********* Class: Aircraft. Purpose: Money Maker. Role: Worker, Transport. Weapon Type: Infantry. Good Versus: Garrisoned Buildings. Bad Versus: Aircraft, Defences. Armour: Low. Speed: Fast. Stealth: No. Cost: $1200. Requires: Available At Start. Upgrades: Countermeasures. Games: Both. Chinooks are the supply gatherer of the USA. Although costly, they are the most in quality, because not only do they gather the most resources, they can transport units and can drop Rangers into Garrisoned Buildings, clearing them out entirely. Up to eight Infantry's space can be inside a Chinook. Two of these helicopters should be used for each supply area. Collects $600 per trip. ******** *Raptor* ******** Class: Aircraft. Purpose: Anti-Armour, Anti-Aircraft. Role: Main Aircraft. Weapon Type: Rocket. Good Versus: Armour, Defences, Aircraft. Bad Versus: Infantry. Armour: Low. Speed: Fast. Stealth: No. Cost: $1400. Requires: Available At Start. Upgrades: Laser Missiles, Countermeasures, Advanced Training. Games: Both. Raptors make up most of the Air Force for the USA. They carry four rockets to fire at, and can shoot them at any target. For this reason, they should be used to defend against other Aircraft. ********** *Comanche* ********** Class: Aircraft. Purpose: Anti-Infantry, Anti-Armour. Role: Secondary Aircraft. Weapon Type: Bullet, Rocket. Good Versus: Infantry, Armour. Bad Versus: Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $1200. Requires: Available At Start. Upgrades: Rocket Pods, Advanced Training. Games: Both. Comanches are basic attack Helicopters, with a mounted gun to shoot at Infantry and can carry up to four auto-reloadable rockets. They can also fire a salvo of rockets at a selected area. *************** *Aurora Bomber* *************** Class: Aircraft. Purpose: Anti-Defence. Role: Artillery. Weapon Type: Bomb. Good Versus: Defences, Structures. Bad Versus: Infantry, Aircraft. Armour: Medium. Speed: Very Fast. Stealth: No. Cost: $2500. Requires: Strategy Centre. Upgrades: Countermeasures, Advanced Training. Games: Both. Just two Aurora Bombers can destroy an average building (three for GLA Structures)! Because they are made for base assault, their bombs could miss Armour. At first, they fly so fast, that they are invulnerable to Anti-Air weapons! When they drop the delivery, they return to normal speed. Because of their deadly payloads and invulnerability when delivering it, most multiplayer matches forbid the use of these planes. ***************** *Stealth Fighter* ***************** Class: Aircraft. Purpose: Anti-Defence, Anti-Armour, Anti-Aircraft. Role: Special Aircraft. Weapon Type: Rocket. Good Versus: Defences, Armour, Garrisoned Buildings. Bad Versus: Infantry. Armour: Medium. Speed: Fast. Stealth: Yes. Cost: $1600. Requires: General's Ability. Upgrades: Bunker Busters, Laser Missiles, Countermeasures, Advanced Training. Games: Both. Stealth Fighters are safe ways to destory Defences, including Garrisoned Structures. They carry two rockets to fire with. The bad news is that they require a General's Ability to be made, decreasing their frequency of use. ----- China ----- Red Guards, Tank Hunters, and BattleMasters benifit from the Horde Effect, which increases their firing rate. Available when in groups of five or more. ******* *Dozer* ******* Class: Armour. Purpose: Build Structures, Remove Mines. Role: Worker. Weapon Type: None. Good Versus: None. Bad Versus: Armour, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $1000. Requires: Available At Start. Upgrades: None. Games: Both. Like the USA Dozer, the Chinese version can build Structures and clear mines. *********** *Red Guard* *********** Class: Infantry. Purpose: Anti-Infantry, Capture Buildings. Role: Main Infantry. Weapon Type: Bullet. Good Versus: Infantry. Bad Versus: Armour, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $300. Requires: Available At Start. Upgrades: Nationalism, Capture Building. Games: Both. Red Guards are the main Infantry for China. Because they are best used in groups, a pair is produced at each Barracks and eight can also be produced in created Troop Crawlers, allowing them to be produced en masse. ************* *Tank Hunter* ************* Class: Infantry. Purpose: Anti-Armour, Anti-Aircraft. Role: Secondary Infantry. Weapon Type: Rocket, Explosive. Good Versus: Armour, Aircraft, Structures. Bad Versus: Infantry. Armour: Medium. Speed: Slow. Stealth: No. Cost: $300. Requires: Available At Start. Upgrades: None. Games: Both. China uses the Tank Hunter as the Rocket Infantry. They work well in groups and, because of their TNT attack, are the best of the three on Structures. ******** *Hacker* ******** Class: Infantry. Purpose: Money Making, Base Infiltration. Role: Worker, Special Infantry. Weapon Type: High-Tech. Good Versus: Structures. Bad Versus: Infantry, Armour, Aircraft. Armour: Low. Speed: Medium. Stealth: No. Cost: $625. Requires: Propaganda Centre. Upgrades: None. Games: Both. Hackers can supply a superb amount of money with their laptops. Along with that, they can disable Structures, but sadly, this cannot apply to Defences, but it does work on Bombardment Strategy Centres and Garrisoned Palaces. ************* *Black Lotus* ************* Class: Infantry. Purpose: Capture Buildings, Anti-Armour, Base Infiltration. Role: Hero. Weapon Type: High-Tech. Good Versus: Structures, Armour. Bad Versus: Infantry, Aircraft. Armour: Medium. Speed: Medium. Stealth: Yes. Cost: $1500. Requires: Propaganda Centre. Upgrades: None. Games: Both. The Chinese Hero is Black Lotus, an agent who can Capture Buildings quickly and from a range. She can also power down Armour for a short period of time, and can steal $1000 from an enemy Supply Building. Because she is revealed when using her tools, she should have some cover while doing so. Her Capture Building ability does not need to recharge. ************** *Supply Truck* ************** Class: Armour. Purpose: Money Making. Role: Worker. Weapon Type: None. Good Versus: None. Bad Versus: Armour, Aircraft. Armour: Low. Speed: Medium. Stealth: No. Cost: $600. Requires: Available At Start. Upgrades: None. Games: Both. Supply Trucks are used for gathering supplies, and little else. About two or three should be sent to each Supply Dock. Collects $300 per trip. ************** *BattleMaster* ************** Class: Armour. Purpose: Anti-Armour. Role: Main Armour. Weapon Type: Shell. Good Versus: Armour, Structures. Bad Versus: Infantry, Defences, Aircraft. Armour: High. Speed: Medium. Stealth: No. Cost: $800. Requires: Available At Start. Upgrades: Uranium Shells, Nuclear Tanks, Nationalism. Games: Both. China's BattleMasters make up most of China's Armour. In groups, they can be powerful, and they are versitalle and flexible. *************** *Gattling Tank* *************** Class: Armour. Purpose: Anti-Infantry, Anti-Aircraft. Role: Secondary Armour. Weapon Type: Bullet. Good Versus: Infantry, Aircraft. Bad Versus: Armour, Defences. Armour: Medium. Speed: Fast. Stealth: No. Cost: $800. Requires: Available At Start. Upgrades: Chain Guns. Games: Both. Gattling Tanks can be very lethal to Infantry and Aircraft, because their weapons are highly accurate, and spin faster overtime. Gattling Tanks can also be effective against light targets. ************* *Dragon Tank* ************* Class: Armour. Purpose: Anti-Infantry, Clear Garrisoned Structures. Role: Secondary Armour. Weapon Type: Fire. Good Versus: Infantry, Garrisoned Buildings. Bad Versus: Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $800. Requires: Available At Start. Upgrades: Black Napalm. Games: Both. Dragon Tanks can be a nightmare to Infantry, even in buildings! The Dragon Tank tops over the Toxin Tractor because Fire is more accurate than Anthrax. It can also make a wall of fire. *************** *Troop Crawler* *************** Class: Armour. Purpose: Scout. Role: Transport, Detector, Savior. Weapon Type: Infantry. Good Versus: Varies. Bad Versus: Armour, Aircraft, Defences. Armour: High. Speed: Medium. Stealth: No. Cost: $1200. Requires: Available At Start. Upgrades: None. Games: Both. Troop Crawlers can hold up to eight Infantry and can unreveal enemy Stealth. Good for scouting out areas. Eight Red Guards are inside when made. Inside, Infantry can be healed. ******************* *Listening Outpost* ******************* Class: Armour. Purpose: Scout. Role: Detector, Base Infiltration. Weapon Type: Infantry. Good Versus: Varies. Bad Versus: Armour, Aircraft, Defences. Armour: Medium. Speed: Medium. Stealth: When Passive. Cost: $800. Requires: Available At Start. Upgrades: None. Games: Zero Hour Only. These RV-Like stations can also Detect Stealth, as well as knowing what enemy units nearby are going to do. The pair of Infantry inside can shoot out of it, making it a good Defence as well. **************** *Inferno Cannon* **************** Class: Armour. Purpose: Anti-Defence, Anti-Infantry. Role: Artillery. Weapon Type: Bomb, Fire. Good Versus: Defences, Infantry. Bad Versus: Armour, Aircraft. Armour: Low. Speed: Slow. Stealth: No. Cost: $900. Requires: Propaganda Centre. Upgrades: Black Napalm. Games: Both. Inferno Cannons launch Firey bombs onto their targets, and in groups, they can do some damage, especially against Stinger Sites. ********** *ECM Tank* ********** Class: Armour. Purpose: Anti-Armour. Role: Savior. Weapon Type: High-Tech. Good Versus: Armour, Rockets. Bad Versus: Defences. Armour: Medium. Speed: Medium. Stealth: No. Cost: $800 Requires: Propaganda Centre. Upgrades: None. Games: Zero Hour Only. ECM Tanks are used for intercepting enemy Rockets and making them miss with their satellite dish. The dish can also disable Armour. Because of these features, they are the perfect countermeasure against Rocket Buggies. They make good defenders and when some Artillery comes, have the ECM Tank power it down so other units can smash it. ************* *Nuke Cannon* ************* Class: Armour. Purpose: Anti-Defence, Anti-Armour, Anti-Infantry. Role: Artillery. Weapon Type: Bomb. Good Versus: Defences, Armour, Infantry. Bad Versus: Aircraft. Armour: Medium. Speed: Slow. Stealth: No. Cost: $1600. Requires: Propaganda Centre, General's Ability. Upgrades: Neutron Shells. Games: Both. The Nuke Cannons are the best Artillery in the game! Not only is its attack impervious, they can be upgraded to kill Infantry and Drivers of Armour, allowing friendly Infantry to capture the vehicles. ********** *Overlord* ********** Class: Armour. Purpose: Anti-Armour, Anti-Infantry, Anti-Air, Heal Units. Role: Ultimate Armour. Weapon Type: Shell, Bullet, Infantry, Heal. Good Versus: Armour, Infantry, Aircraft. Bad Versus: Defences. Armour: Very High. Speed: Slow. Stealth: No. Cost: $2000. Requires: Propaganda Centre. Upgrades: Uranium Shells, Nuclear Tanks, Bunker, Gattling Cannon, Speaker Tower, Chain Guns, Subliminal Messaging. Games: Both. The decendant of the Mammoth Tank is, of course, the most powerful Tank in the game. Along with twin cannons, it can also upgrade to have a defence on its turret. Good mixtures of Overlords have 75% with Gattling Cannons, 25% with Speaker Towers. ***** *MIG* ***** Class: Aircraft. Purpose: Anti-Infantry, Anti-Aircraft. Role: Main Aircraft. Weapon Type: Rocket, Fire. Good Versus: Infantry, Aircraft. Bad Versus: Defences. Armour: Low. Speed: Fast. Stealth: No. Cost: $1200. Requires: Available At Start. Upgrades: MIG Armour, Black Napalm. Games: Both. MIGs are the basic Chinese Aircraft. They carry two rockets that contain fire, which can be effective against Infantry and Stinger Sites. A group of four can make the firestorm effect. ******* *Helix* ******* Class: Aircraft. Purpose: Anti-Infantry, Anti-Armour. Role: Secondary Aircraft, Transport. Weapon Type: Bullet, Infantry. Good Versus: Infantry, Armour. Bad Versus: Aircraft, Defences. Armour: Medium. Speed: Medium. Stealth: No. Cost: $1500. Requires: Available At Start. Upgrades: Napalm Bomb, Bunker, Gattling Cannon, Speaker Tower, Black Napalm, Chain Guns, Subliminal Messaging. Games: Zero Hour Only. The Helix can be effective against Infantry, and when upgraded, dangerous against Armour as well. It can carry up to five Infantry's space, or one Dozer inside. It is vulnerable to other Aircraft and Defences. ----------------- Global Liberation ----------------- When enemy Armour is destroyed, they leave some parts. For the true and native GLA Generals, their units can use it to upgrade its stats. For some, it allows new kinds of attacks, and for others, it simply increases its armour and power. Units that cannot salvage these parts will only sell them for some cash. In the original game, only Technicals, Quad Cannons, and Marauder Tanks can make different uses of these advantages. Up to two "ranks" can be achieved from these special resources. ******** *Worker* ******** Class: Infantry. Purpose: Build Structures, Money Maker, Remove Mines. Role: Worker. Weapon Type: None. Good Versus: None. Bad Versus: Infantry, Armour, Aircraft. Armour: Low. Speed: Medium. Stealth: No. Cost: $200. Requires: Available At Start. Upgrades: Worker Shoes. Games: Both. Workers are cheaper, but more vulnerable versions of Dozers. They cost less and can be upgraded, but can also be run over. Workers collect $75 per trip. ******* *Rebel* ******* Class: Infantry. Purpose: Anti-Infantry, Capture Buildings. Role: Main Infantry. Weapon Type: Bullet, Explosive. Good Versus: Infantry. Bad Versus: Armour, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: Requires Camoflauge. Cost: $150. Requires: Available At Start. Upgrades: Camoflauge, Booby Trap, AP Bullets, Capture Building. Games: Both. Rebels are quickly trained Infantry that can use stealth tactics. Other special abilities is to Capture Buildings and place Booby Traps on Friendly Structures. They are only trained one at a time, and have only basic training, so use them wisely. ************* *RPG Trooper* ************* Class: Infantry. Purpose: Anti-Armour, Anti-Aircraft. Role: Secondary Infantry. Weapon Type: Rocket. Good Versus: Armour, Aircraft. Bad Versus: Infantry, Defences, Aircraft. Armour: Medium. Speed: Slow. Stealth: No. Cost: $300. Requires: Available At Start. Upgrades: AP Rockets. Games: Both. RPG Troopers are the GLA's Rocket Infantry. Because of their basic versitallity and their AP upgrade, they fend the best out of the three on Aircraft. When a Tunnel Network is built, two of these men are automatically trained. *********** *Terrorist* *********** Class: Infantry. Purpose: Anti-Armour, Anti-Structure. Role: Secondary Infantry. Weapon Type: Explosive. Good Versus: Armour, Infantry, Structures. Bad Versus: Defences, Aircraft. Armour: Low. Speed: Medium. Stealth: No. Cost: $200. Requires: Available At Start. Upgrades: None. Games: Both. Some crazy GLA volunteers will die for their cause, with explosives. When they reach their target, they blow up. Terrorists can also drive regular cars, which can increase their speed dramatically. ********** *Saboteur* ********** Class: Infantry. Purpose: Base Infiltration. Role: Special Infantry. Weapon Type: Entry. Good Versus: Structures. Bad Versus: Detectors, Armour, Defences. Armour: Low. Speed: Medium. Stealth: Yes. Cost: $800. Requires: Available At Start. Upgrades: None. Games: Zero Hour Only. Saboteurs are for infiltrating bases. When they enter most Structures, the Building is disabled for a period of time. When they enter a Supply Building, they steal $1000. When they enter a Command Centre or a Super Weapon, their ability timer is reset. They are often considered useless when there are many Defences around. ********** *Hijacker* ********** Class: Infantry. Purpose: Anti-Armour. Role: Special Infantry. Weapon Type: Entry. Good Versus: Armour. Bad Versus: Infantry, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: When Passive. Cost: $400. Requires: Palace, General's Ability. Upgrades: None. Games: Both. GLA Hijackers are only used to capture Armour. They are stealthed only when stationary, so it is hard to catch a vehicle with this unit. They require a General's Ability, and they must enter a vehicle to capture it, so don't even bother using this unit, because Jarmen Kell's method of capturing Armour is MUCH safer. The only advantage Hijackers have over Jarmen Kell is the fact that they will eject themselves when their vehicle is destroyed. *********** *Angry Mob* *********** Class: Infantry. Purpose: Anti-Infantry, Anti-Structure. Role: Special Infantry. Weapon Type: Bullet, Grenade. Good Versus: Infantry, Structures. Bad Versus: Armour, Defences. Armour: Low. Speed: Medium. Stealth: No. Cost: $800. Requires: Palace. Upgrades: Arm The Mob. Games: Both. Angry Mobs are very special units. They are signed up at the Barracks, but unlike standard Infantry, they come in groups. If some members die, they will eventually be replaced. When trained, they start as a group of five and grow quickly. Most of the members are armed with pistols while some others throw homemade grenades (Hey! That rhymes!). When given weapons with the GLA seal of quality, their standard attacks are increased dramatically. Don't have them assault Defences, and have them avoid Gattling weapons at all costs. The other con of this unit is that the group cannot enter Structures and other Units, impairing their mobility. ************* *Jarmen Kell* ************* Class: Infantry. Purpose: Anti-Infantry, Anti-Armour. Role: Hero. Weapon Type: Sniper. Good Versus: Infantry, Armour. Bad Versus: Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: Yes. Cost: $1500. Requires: Palace. Upgrades: AP Bullets. Games: Both. Jarmen Kell is the GLA's best method of capturing Armour. Along with picking off Infantry, he can also assassinate drivers out of Armour, allowing Infantry to capture them, much like the Neutron Nuke Cannon. When upgraded with the AP Bullets, it is rumoured that he can fire faster. *********** *Radar Van* *********** Class: Armour. Purpose: Provide Radar, Scout. Role: Worker, Detector. Weapon Type: None. Good Versus: None. Bad Versus: Everything. Armour: Medium. Speed: Medium. Stealth: No. Cost: $500. Requires: Available At Start. Upgrades: Radar Scan, Junk Repair. Games: Both. This vehicle provides the GLA with a standard radar. If the power is low, the radar will still function thanks to this unit. It can also scan a certain portion of the map, like the USA Command Centre. Its equipment allows it to detect stealth easily. Keep it at safe places unless needed for scouting. ********** *Scorpion* ********** Class: Armour. Purpose: Anti-Armour, Anti-Structure. Role: Main Armour. Weapon Type: Shell, Missile, Biological. Good Versus: Armour, Infantry. Bad Versus: Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $600. Requires: Available At Start. Upgrades: Scorpion Rocket, Toxin Shells, Junk Repair, Anthrax Beta. Games: Both. GLA Scorpion Tanks are initially poor compared to the other main tanks, so it needs to be upgraded fast. With the Scorpion Rocket, it can do some damage to Armour and groups of Infantry. With Toxin Shells, it can be somewhat effective against Infantry. In Zero Hour, if they collect two piles of parts, they earn a second Rocket, if available. *********** *Technical* *********** Class: Armour. Purpose: Anti-Infantry. Role: Secondary Armour, Transport. Weapon Type: Bullet, Shell, Rocket, Infantry. Good Versus: Infantry. Bad Versus: Armour, Defences, Aircraft. Armour: Low. Speed: Fast. Stealth: No. Cost: $500. Requires: Available At Start. Upgrades: AP Bullets, Junk Repair. Games: Both. Armed Trucks are the main sort of transport for the GLA. The Infantry inside cannot fire out, and they have no TOW Missile, making Humvees superior to them. They can salvage items. The first upgrade gives them a shell-firing turret, allowing them to fend off Armour better (but still not good enough). The second allows them to shoot at Aircraft with their rockets. Technicals are still good for transporting groups of Infantry, including Terrorists. ************** *Combat Cycle* ************** Class: Armour/Infantry. Purpose: Varies. Role: Varies. Weapon Type: Varies. Good Versus: Varies. Bad Versus: Defences, Aircraft. Armour: Very Low. Speed: Very Fast. Stealth: Varies. Cost: $500. Requires: Available At Start. Upgrades: Varies, Junk Repair. Games: Zero Hour Only. Cycles can arm any kind of GLA Infantry. Their weapons are duplicated onto their bike, so having a Terrorist drive one of these can make it a quick suicide vehicle. Even Jarmen Kell can snipe on it, even able to use his trump ability! ************* *Quad Cannon* ************* Class: Armour. Purpose: Anti-Infantry, Anti-Aircraft. Role: Secondary Armour, Support. Weapon Type: Bullet. Good Versus: Infantry, Aircraft. Bad Versus: Armour, Defences. Armour: Medium. Speed: Medium. Stealth: No. Cost: $700. Requires: Available At Start. Upgrades: AP Bullets, Junk Repair. Games: Both. A Truck with a Bullet Turret mounted on its large platform, the Quad Cannon can kill Infantry and smash Aircraft with ease. It is the GLA version of the Chinese Gattling Tank, only with a steadier rate of fire. It can also make use of remains of destroyed Armour. *************** *Toxin Tractor* *************** Class: Armour. Purpose: Anti-Infantry, Clear Garrisoned Structures. Role: Special Armour. Weapon Type: Biological. Good Versus: Infantry, Garrisoned Buildings. Bad Versus: Armour, Defences, Aircraft. Armour: Medium. Speed: Medium. Stealth: No. Cost: $600. Requires: Available At Start. Upgrades: Antrhax Beta, Junk Repair. Games: Both. Toxin Tractors spew out Anthrax at Infantry. Their chemicals even work on Garrisoned Buildings! They can also contaminate an area with toxins. The Toxin Tractor should only be chosen over the Quad Cannon in City regions. ************** *Rocket Buggy* ************** Class: Armour. Purpose: Anti-Defence, Anti-Structure. Role: Artillery. Weapon Type: Rocket. Good Versus: Defences. Bad Versus: Infantry, Aircraft. Armour: Very Low. Speed: Fast. Stealth: No. Cost: $900. Requires: Palace. Upgrades: Buggy Ammo, AP Rockets, Junk Repair. Games: Both. Rocket Buggies can easily annoy its opponents. With a long range, it can fire at Defences safely, but can easily be destroyed by gunfire. With the Buggy Ammo, their barage is increased. ************ *Bomb Truck* ************ Class: Armour. Purpose: Anti-Armour, Anti-Structure. Role: Special Armour. Weapon Type: Explosive, Biological. Good Versus: Armour, Structures. Bad Versus: Defences, Aircraft. Armour: High. Speed: Medium. Stealth: Disguise. Cost: $1200. Requires: Palace. Upgrades: High Explosive Bomb, Bio Bomb, Junk Repair, Anthrax Beta. Games: Both. Another suicidal unit is this one. Armed with bombs, the Truck can detonate itself and near enemy units and Structures. If it needs to assault a Defence, it needs to be lightning quick. A disguise can be used on it and make a nasty suprise, although Detectors will not fall for the prank. It can be upgraded to deal more damage and leave something at the aftermath. ************ *Battle Bus* ************ Class: Armour. Purpose: Infantry Protection. Role: Special Armour, Transport. Weapon Type: Infantry. Good Versus: Varies. Bad Versus: Defences, Aircraft. Armour: High. Speed: Medium. Stealth: No. Cost: $1000. Requires: Palace. Upgrades: Junk Repair. Games: Zero Hour Only. A Battle Bus can hold up to eight Infantry, and they can shoot out of it. When destroyed, it can last a little longer for the Infantry to escape until it is destroyed for the second time. When smashed for the first time, it can no longer move. With RPG Troopers inside, it can be a good substitute for tanks. *************** *SCUD Launcher* *************** Class: Armour. Purpose: Anti-Defence, Anti-Structure. Role: Artillery. Weapon Type: Missile, Biological. Good Versus: Defences, Structures. Bad Versus: Armour, Aircraft. Armour: Low. Speed: Slow. Stealth: No. Cost: $1200. Requires: Palace, General's Ability. Upgrades: Anthrax Beta, Junk Repair. Games: Both. SCUD Launchers are the true Artillery for the GLA. Much like Tomahawks, they launch a Missile to their targets. The Missiles do more damage and leave behind Anthrax. The Missile can be ajusted to contain more Anthrax alone. ********** *Marauder* ********** Class: Armour. Purpose: Anti-Armour, Anti-Structure. Role: Ultimate Armour. Weapon Type: Shell, Biological. Good Versus: Armour, Infantry. Bad Versus: Defences, Aircraft. Armour: High. Speed: Medium. Stealth: No. Cost: $800. Requires: General's Ability. Upgrades: Toxin Shells, Junk Repair, Anthrax Beta. Games: Both. Although the weakest of the Ultimate Tanks, the Marauder is the most resourceful. It costs the least and can salvage parts. It can also upgrade to have Anthrax included with its shells, and when it gains a second pile of parts, it gains a second barrel. There are still reasons why the Scorpion should be chosen over the Marauder. The Marauder's turret cannot move, making it vulnerable when mobile. It does not have the use of the Scorpion Rocket either. ---------------- 2.3 > Structures< ---------------- Structures all have at least one purpose. Some only allow one of them to be built while others should be used in number. All three sides can make a Command Centre, a Barracks, a Supply Centre/Stash, a War Factory/Arms Dealer, and a Super Weapon. ------------- United States ------------- When a USA Structure is destroyed, Rangers are evacuated. Bigger and more costly Structures release more Rangers. **************** *Command Centre* **************** Type: Production, Ability. Utility: Radar Scan. Armour: High. Size: Large. Cost: $2000. Power Consumption: None. Stealth: No. Requires: Available At Start. Upgrades Used: None. Upgrades Available: None. Games: Both. The USA Command Centre always starts with a Radar and can scan a certain area of the map. ********************* *Cold Fusion Reactor* ********************* Type: Power Plant. Utility: None. Armour: Medium. Size: Small. Cost: $800. Power Consumption: Provides 5, 10 When Upgraded. Stealth: No. Requires: Available At Start. Upgrades Used: Control Rods. Upgrades Available: Control Rods. Games: Both. Cold Fusion Reactors are the basic power plant. They can be upgraded to double their power input. ********** *Barracks* ********** Type: Production. Utility: Heal. Armour: Medium. Size: Medium. Cost: $600. Power Consumption: None. Stealth: No. Requires: Available At Start. Upgrades Used: None. Upgrades Available: Flash Bangs, Capture Building. Games: Both. The USA Barracks can produce its best Infantry, as well as upgrading their Rangers to use Flash Bang Grenades. *************** *Supply Centre* *************** Type: Money Making. Utility: None. Armour: Medium. Size: Medium. Cost: $2000. Power Consumption: 1. Stealth: No. Requires: Cold Fusion Reactors. Upgrades Used: Supply Lines. Upgrades Available: None. Games: Both. American Supply Centres not only produce the highest quality Supply Gatherer, the Supply Lines upgrade can increase its efficency. ***************** *Patriot Missile* ***************** Type: Defence. Utility: Rocket, Detector. Armour: Medium. Size: Tiny. Cost: $1000. Power Consumption: 3. Stealth: No. Requires: Cold Fusion Reactor. Upgrades Used: None. Upgrades Available: None. Games: Both. The Patriot Missile is the main Defence for the American Base. They launch salvos of Rockets against their targets, making them good against Armour and Aircraft. If one of the systems detect an enemy, a nearby system will be alerted and will start shooting at the target. *********** *Fire Base* *********** Type: Defence. Utility: Bomb, Infantry. Armour: Medium. Size: Small. Cost: $1000. Power Consumption: None. Stealth: No. Requires: Cold Fusion Reactor. Upgrades Used: None. Upgrades Available: None. Games: Zero Hour Only. The Fire Base is the newer USA Defence. Along with an enormous turret, the building can garrison up to four Infantry. Although exposed, they can shoot faster inside. The best Infantry to be inside the Fire Base is the Pathfinder. Not only does he remain stealthed when inside, he makes the best Anti-Infantry Defence for the USA. ************* *War Factory* ************* Type: Production. Utility: Heal. Armour: Medium. Size: Large. Cost: $2000. Power Consumption: 1. Stealth: No. Requires: Supply Centre. Upgrades Used: None. Upgrades Available: TOW Missile, Sentry Drone Gun. Games: Both. The "Blue" War Factory creates the least units of the three, but at the best of quality. Inside, the TOW Missile and Sentry Gun upgrades can be researched. |
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