Command & Conquer - Renegade

Command & Conquer - Renegade

18.10.2013 00:01:49
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Westwood Studios Command & Conquer Renegade
Platform: PC (DOS/Windows)
Multiplayer Guide
Written by pokemaniac1342 (Wong Yin Kwan)
Pokemaniac1342_2k3@yahoo.com
Started on: 27 December 2002
Finished on: 9 January 2004
Version 1.3
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Copyright 2002 Wong Yin Kwan
This FAQ is for private and personal use only. It can only be reproduced
electronically, and may be posted on other web sites as long as this disclaimer
and the above copyright notice appears in full, and the FAQ is not altered in
any way. This FAQ is not to be used for profitable/promotional purposes. This
includes being used by publishers of magazines, guides, books, etc. or being
incorporated into magazines, etc. in any way. This FAQ was created and is owned
by me, pokemaniac1342 (Wong Yin Kwan) . All
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AND ASK ME FOR PERMISSION FIRST!
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Command & Conquer, Renegade and Westwood Studios are registered
trademarks of Electronic Arts
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
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Table Of Contents:
1. Introduction
2. Version history
3. Game features
4. Controls
5. Multiplayer
6. General Strategies
7. The Hall Of SHAME
8. The words they use
9. Good places to go
10. THINGS NEW PLAYERS SHOULD KNOW TO BE RESPECTED AND TO PLAY WELL
11. General tips
12. FAQ
13. Sites allowed to host this
14. Credits (special thanks)

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1) Introduction:
Hi, I'm an avid gamer in singapore who simply got nothin' betta to do but write
and write and write and write and did I say write? That's right. Now, I'm
writing again, this time for the all-time command & conquer series: The latest
Command & Conquer Renegade. Just like 2002 FIFA World Cup, I somehow managed to
snatch the original copy of the game, and so can enjoy the smooth gameplay that
pirated versions can never reach. Oh well, now, on with TEH show, shall we?

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2) Version History:
V1.0: Just like always, I've got everything nicely packed in the first version.
Any update after this will be minor housecleaning.

V1.1:
-I updated a more detailed weapons section, and changed my original
opinion ab00t somethings like use of the Mammoth tank, the cost of Patch and
crap.
-Added section 9, Good places to go.
-Added FAQ section
-I had the credits and stuff marked
as section 12 instead of 11, its fixed now.

V1.2:
-In contents list, section 10 was blank. I replaced it with the words "FAQ"
-How stupid can I be? I didn't include the REPAIR GUN as a weapon for hottie/
engineer/technician? fixed now.
-Added Neoseeker to the list of sites allowed to host this.

V1.3: Added things new players should know and general teams. Some random
grammar and spelling fixes here and there, updated the shortforms list a little
bit.
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3) Game features:
This, unlike all previous C&C releases, is not RTS (Real-time strategy). Instead
Renegade features an all-new approach to the C&C World. Renegade is in FPS.
Featured in full 3-D this game scores an almost perfect score in terms of
graphics, and the speeches and audio is simply melting. This gives you the
feeling of being in the real C&C world, being able to use old weapons like the
Flamethrower and Automatic Rifle, as well as the new faces like Tiberium
Flechette Gun and the all devastating Personal Ion Cannon. Drive in familiar
C&C vehicles like the Mammoth Tank and the omnious Flame Tank. Sneak into enemy
buildings and download info before planting a C4 on the MCT to vaporize the
structure. Zoom in on some snobbish Nod fools with your trusty Sniper Rifle and
plug them in the melon. All these and more in the great new game of Renegade.

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4) Controls:
The manual and in-game help should provide an idea of how you control stuff,
but in case you're unclear about anything, I've prepared a list of those
commands. Here goes:

MOVEMENT:
[W], [up arrow]-move forward
[A]-Strafe left
[D]-Strafe right
[S], [Down arrow]-move backwards
[left arrow]-turn left
[right arrow]-turn right
[shift]-walk (control must be held down)*
[C]-Crouch (control must be held down)*
[E]-Action/Use
[X]-Quick 180 degree spin

ATTACK:
[Left mouse button]-primary fire
[Right mouse button]-secondary fire**
['],[mouse wheel down]-previous weapon
[enter/return],[mouse wheel up]-next weapon
[R]-Reload
[T], [mouse wheel up]-sniper/ramjet scope zoom in
[G], [mouse wheel down]-sniper/ramjet scope zoom out

WEAPON SELECT:
[1]-select handgun (pistol)
[2]-select automatic weapons (Automatic Rifle, Chaingun, and Shotgun)
[3]-select sniper weapons (Sniper Rifle, Ramjet Rifle)
[4]-select chemical weapons (Flamethrower, Chem Sprayer)
[5]-select rocket launcher (Rocket Launcher)
[6]-select grenade launcher (Grenade Launcher)
[7]-select energy/laser weapons (Laser Rifle, Laser Chaingun, Volt Auto Rifle,
Personal Ion Cannon, Rail Gun, Repair Gun)
[8]-select tiberium weapons (Tiberium Auto Rifle, Tiberium Flechette Gun)
[9]-select mines (Remote C4, Timed C4, Proximity C4)
[0]-select beacons (Ion Cannon Beacon, Nuclear Strike Beacon)

{Note: The Shotgun, Ramjet Rifle and Repair Gun cannot be used by you in Single
player missions although other characters might have them, while the Rail Gun,
Timed C4 and Proximity C4 can only be used in Multiplayer mode.}

LOOK:
[V]-free targeting
[F]-first/third person mode switch

COMMUNICATIONS:

EVA Data Link:
[Esc]-Open EVA Data Link (And pauses game)
[O]-objectives
[M]-mission map
[Tab]-list objectives
[Backspace]-switch from one to another objective

Multiplayer:
[F2]-Chat to all players
[F3]-Team chat
[J]-Team info (control must be held)*
[K]-Battle info (control must be held)*

Quick Messages in multiplayer:
Ctrl + 1 :Building needs repair!
Ctrl + 2 :Get in the vehicle!
Ctrl + 3 :Get out of the vehicle!
Ctrl + 4 :Destroy that vehicle!
Ctrl + 5 :Watch where you are pointing that!
Ctrl + 6 :Don't get in my way!
Ctrl + 7 :Affirmative
Ctrl + 8 :Negative
Ctrl + 9 :I'm in Position
Ctrl + 0 :Enemy spotted!

Alt + 1 :I need repairs!
Alt + 2 :Take the point
Alt + 3 :Move out
Alt + 4 :Follow me
Alt + 5 :Hold postion
Alt + 6 :Cover me
Alt + 7 :Take cover
Alt + 8 :Fall Back
Alt + 9 :Return to base
Alt + 0 :Destroy it now!

Ctrl + Alt + 1: Attack the base defenses!
Ctrl + Alt + 2: Attack the harvester!
Ctrl + Alt + 3: Attack that structure!
Ctrl + Alt + 4: Attack the Refinery!
Ctrl + Alt + 5: Attack the Power Plant!
Ctrl + Alt + 6: Defend the base!
Ctrl + Alt + 7: Defend the harvester!
Ctrl + Alt + 8: Defend that structure!
Ctrl + Alt + 9: Defend the Refinery!
Ctrl + Alt + 0: Defend the Power Plant!



*Holding down the respective controls will continue the effect. To end the
effect, simply release the control.
**Secondary fire is used to detonate Remote C4, turn on/off the scope for the
Sniper Rifle and Ramjet Rifle, fire the Mammoth Tank's Homing Missiles, fire
bullets for the Orca VTOL Assault Craft (Multiplayer), and fire the rockets for
the Apache Attack Helicopter (Multiplayer)

Okay, should get you clearer by now. If you have any questions feel free to
drop me a mail.

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5) Multiplayer:
The missions do little to show you what Renegade really can be. The C&C mode
will do the job! A whole new way to smack em' ALL up with plenty of new weapons
and characters, vehicles, and even aircraft! You can choose to be what you do
best, like a sniper, a base defender, a frontline assault soldier, or a sneak
attacker. You decide. Here you'll see the real great stuff about multiplayer
mode, as well as info about all those weapons, units and such.
Strategies for different situations and even strategies for different maps may
be added, so read on!

The C&C mode is basically a GDI vs Nod affair, with both sides fighting it out
until one side emerges as victorious. You can win by either destroying the
enemy base, place an "endgame" beacon on the opponent's pedestal, or have a
higher score than the other team when time limit expires or when the server
shuts down. Sounds simple? It is. I'll move on to the list of stuff,
as you guys probably know how to play C&C mode already.

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Multiplayer mode weapons list and description:
*****
*NOTES: The Chemical Sprayer/Tiberium Auto Rifle/Tiberium Flechette gun can poison
its target and cause lingering damage even after firing has ceased.
The Flamethrower/Grenade Launcher/Rocket Launcher/Laser Rifle/laser Chaingun
/Rail Gun/personal Ion Cannon/Volt Auto Rifle can burn/shock the target and cause
lingering damage even after firing ceased. This damage is more powerful than
poisoning, but shorter in time span. Shock damage is highly damaging, but lasts
barely a second. The shells of the Medium/Mammoth/Light tank can do this to,
as well as (of course) the Flame Tank, and possibily the MRLS and Artillery.
Notice that splash damage does not apply to the MCT of a building. So,
when attacking a building from the inside with splash damage weaponry (Rockets
and Grenades) avoid hitting the MCT because untrue to common belief, this two
weapons do LESS damage on the MCT then on other parts of the building. So, after
laying your timed C4 on the MCT, if you have splash damage weaponry try
shooting the walls or the ceiling instead of the MCT, since the MCT disregards
any splash damage. (UPDATE FOR V1.1: I'VE CHANGED THE WEAPONS LIST TO A MORE
DETAILED VERSION)
*****

Automatic Pistol (Falcon):
Issued to: Every infantry in the game
Damage per shot(to infantry): Medium-low
(to vehicles): Negligible
(to buildings): Highly negligible
Ammo: Infinite
Range: Medium-short
Firing rate: Medium

The automatic pistol is issued to every infantry so they'll never be caught
unarmed. Engineers/Advanced engineers only have these as offensive weapons(other
than the C4s of course) and should always wield these when moving. A headshot
does 50 points worth of damage and a body shot 10 damage.
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Automatic Rifle (Raptor):
Issued to: GDI Soldier/Nod Soldier
Damage on continuous fire (to infantry): Medium
(to vehicles): Very low
(to buildings): Highly negligible
Ammo: 100/400
Range: Medium-high
Firing rate: High

The Automatic Rifle is issued to standard soldiers
and is an effective tool against infantry. Its bullets do minimal damage to any
armoured targets. Use in short bursts for better accuracy as it is better to
hit then to waste ammo and miss anyway against mobile targets. Continuous head-
shots kill infantry fast but a lot of body shots are needed to kill. Can be used
as anti-artillery/MRLs at a pinch.
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Chaingun (Condor):
Issued to: GDI Officer/Nod Officer
Damage on continuous fire (to infantry): Very high
(to vehicles): Low
(to buildings): Highly negligible
Ammo: 100/400
Range: Medium-high
Firing rate: Very high

A wonderful tool against infantry and can decimate most
infantry fast. Against vehicles however, this is not very effective. This does
next-to-nothing damage to buildings. A good chaingun user can slaughter
infantry like nothing, and can actually do a bit of damage against vehicles,
expecially lightly armoured ones.
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Shotgun (Vulture):
Issued to: GDI/Nod Shotgun trooper
Damage per shot (to infantry): High
(to armoured vehicles): Very low
(to MRLS/Artillery/Humvee/Buggy): Medium-high
(to buildings): Highly negligible
Ammo: 8/32
Range: Short
Firing rate: Medium-low

The shotgun is an effective weapon is close range combat
against infantry. The fray of bullets fired at one go makes it dangerous to all
organic targets. A good shot to the head can seriously injure, if not kill an
enemy infantry. As with other bullet firing weapons, this is not well used
against armour. Against lightly armoured vehicles by the way, this actually
does good damage. That is if you can get close enough of course.
NOTE: I'll refer the MRL/Arty/buggy/humvee and aircraft as "light vehicles"
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Sniper Rifle (Pierce):
Issued to: GDI deadeye/ Nod Black Hand Sniper
Damage per shot (to infantry): Very high
(to armoured vehicles): Very low
(to light vehicles): Medium
(to buildings): Don't bother
Ammo: 4/32
Range: Infinite
Firing rate: Medium-slow

The Sniper Rifle is used for long range, accurate
infantry annihilating. A shot to the head finishes any infantry. The Sniper
Rifle does not reveal the Sniper's location when it fires, making it a good
"silent killer" type of weapon. Against vehicles however, this is more hopeless
then anything. The bullet instantly arrives at its target, so once you think
you got it just pull the trigger. This does HALF the damage the Ramjet does to
vehicles, and therefore gets half the points.
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Ramjet Rifle (Hawkeye):
Issued to: GDI Havoc/Nod Sakura
Damage per shot (to infantry): Very high
(to armoured vehicles): Very low
(to light vehicles): High
(to buildings): Don't bother
Ammo: 4/32
Range: Infinite
Firing rate: Medium-slow

The Ramjet Rifle sports even more powerful ammunition
then the sniper rifle, and also has a scope for sniping. This can damage
vehicles slightly too. Because of its jet propellered ammo, it can pierce
through infantry and therefore can kill multiple infantry if they are in a
straight row. This however, leads to a loud sound as well as a bright streak
of light to reveal the sniper's location. Note that Ramjets can be used to
snipe vehicles for good amounts of score, and can even destroy light vehicles
effectively. One hit kills all free infantry. Two hits kill any other infantry.
Bullet also arrives instantly.
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Chem Sprayer (Venom):
Issued to: Nod Chem Warrior
Damage on continuous fire (to infantry): High and lingering
(to vehicles): Medium low
(to buildings): Medium low
Ammo: 100/400
Range: Short
Firing rate: Continuous

The Chem Sprayer can be used to effectively destroy
infantry in short range, and can do a considerable amount of damage against
armoured targets. Its short range however, makes it a bit uneffective in field
combat, more suited for tunnel wars.The Chem Warrior is immune to Tiberium,
so the sprayer can be used to harrass enemy harvesters. Take note of the fact that
as the chemical poisons the target, the target will continue to take damage
even after firing has stopped. So even a few shots of this can be highly
damaging.
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Flamethrower (Dragonfly):
Issued to: Nod Flamethrower infantry
Damage on continuous fire (to infantry): medium and lingering
(to vehicles): Medium
(to buildings): Medium low
Ammo: 100/400
Range: Short
Firing rate: Continuous

The Flamethrower is the early multiple-use weapon
capable of doing nice damage to both organic and armoured targets. Later in the
game longer range weapons replace it. This burns target and causes lingering
damage even after firing has ceased.
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Rocket Launcher (Locust):
Issued to: GDI/Nod Rocket Soldier Officer, GDI Gunner
Damage per shot (to infantry): Very high
(to vehicles): Medium-high
(to buildings): Medium-high
Ammo: 6/36
Range: Very long
Firing rate: Medium

The Rocket Launcher is the tool for anti-vehicle and
building warfare. With extreme range and devastating firepower, the rocket
launcher is a powerful weapon. Later in the game however, even more powerful
weapons can replace these. These are cheap and effective alternatives to anti-
vehicle warfare. Note that a direct hit with this to an infantry is VERY high
damaging and a headshot kills any infantry instant. You need to lead moving
targets a little, thats it to fire ahead of them because the rocket takes time
to reach its target.

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Grenade Launcher (Kestral):
Issued to: GDI Grenadier
Damage per shot (to infantry): Very high
(to vehicles): Medium-high
(to buildings): Medium
Ammo: 8/40
Range: Medium-short
Firing rate: Medium

The Kestral Grenade Launcher is the early explosive
weapon for the GDI. Capable of lobbing explosives over walls, this is the only
indirect infantry weapon in the game. It can be effective against infantry as
well as armoured targets, provided your aim is good enough. This is fired in an
arc, therefore requiring complex calculations to operate. This does approx. the
same damage as the rocket launcher, but is much harder to operate (therefore
having more rounds and being cheaper). A direct hit is deadly for an infantry.
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Personal Ion Cannon (Merlin):
Issued to: GDI Assault Suit Sydney
Damage per shot (to infantry): Very high
(to vehicles): Very high
(to buildings): High
Ammo: 1/30
Range: Medium
Firing rate: Very slow

The Personal Ion Cannon has a deadly ray similar
to the ramjet rifle, except more powerful, but more short-ranged. This is a
very effective tool against vehicles, and can kill any infantry with one head-
shot. It takes a long time to charge, so take that into consideration.
A gang of these can decimate a vehicle fast, so keep a few in case of deadly
Nod Flame rushes.
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Laser Rifle (Firefly):
Issued to: Nod Stealth Black Hand
Damage on continuous fire (to infantry): Medium-High
(to vehicles): High
(to buildings): Medium-low
Ammo: 100/400
Range: Medium-high
Firing rate: Medium-high

The Laser Rifle fires armour piercing, incendiary shots
that is effective against just about everything. The rate of fire is not good,
so avoid front-line assault with this weapon. For Stealth black hands who
just laid a nuke, stay well away from the nuke, and wait till the GDI engineer
has stopped to disarm. Fire rounds of head shots quickly and the infantry will
be distracted enough for you to cover or even die.
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Rail Gun (Scorpion):
Issued to: Nod Raveshaw
Damage per shot (to infantry): Very high
(to vehicles): Very high
(to buildings): High
Ammo: 1/30
Range: Medium-high
Firing rate: Slow
The Nod equivalent of the Personal Ion Cannon. The Rail
Gun can wreck vehicles fast and can also kill any infantry with one good
headshot. Only limited by the range and long reload time. Fires faster
than GDI Personal Ion Cannon.

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Laser Chaingun (Tarantula):
Issued to: Nod Heavy Weapons Specialist Black Hand
Damage on continuous fire (to infantry): High
(to vehicles): High
(to buildings): Medium
Ammo: 100/400
Range: Medium-high
Firing rate: Fast
Basically a faster version of the Firefly Laser Rifle. Good sweepage, good
damage to all targets.
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Volt Auto Rifle (Black Widow):
Issued to: GDI Mobius, Nod Mendoza
Damage on continuous fire (to infantry): Very high
(to vehicles): Very high
(to buildings): Medium-high
Ammo: 100/400
Range: Medium-low
Firing rate: Very fast
This is a devastating weapon. With its high rate
of fire and high amount of damage this is effective against all targets. Only
limited by the range. Headshots deal a lot, and this has a bonus shock
damage. Good against all vehicles too.
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Repair Gun (Gizmo):
Issued to: GDI/Nod Engineer , GDI hotwire, Nod Technician
Damage is N/A
Ammo: 999/999 (which means infinite)
Firing rate: Continuous
The Gizmo Repair Gun is useful for repairing any units, be
it infantry, vehicle, or building. The advanced engineers (GDI Hotwire, Nod
Technician) has an advanced version of this, with a much longer repair range
and an almost doubled repair rate. It is the only weapon that can repair, and
is also useful in disarming C4s or beacons. For new players: If you have seen
engineers fire a damaging red beam in Single player, do not try it in multiplay.
IT DOES NOT WORK, the repair gun cannot damage in any way. If you shoot the
enemy with this, you are repairing the enemy, and you will get negative points.
If you do that, don't be surprised to be b*tched at and kicked.
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Tiberium Auto Rifle (Mantis):
Issued to: GDI Normal (150 credit) Sydney
Damage on continuous fire (to infantry): Medium high
(to vehicles): Medium-low
(to buildings): Low
Firing rate: Medium
This weapon fires long-range tiberium bullets
capable of doing a considerable amnount of damage to all infantry and can
damage vehicles as well. This has splash damage, so beware when firing these to
prevent damaging yourself. Don't underestimate this guy, headshots are
powerful.
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Tiberium Flechette Gun (Talon):
Issued to: GDI Patch
Damage on continuous fire (to infantry): Crazy
(to vehicles): Medium
(to buildings): Low
Firing rate: very high
The Tiberium Flechette is a very powerful tool
against infantry, especially at close range. No splash damage here. This is
EXTREMELY powerful infantry tool, if you are a good shot this gun is LETHAL
with capital everything. Although the volt beats this against vehicles,
range and cost wise this is on average better. Note that because of its
high fire rate, you get a lot of points off an enemy vehicle. If you ever
got to fight with a stank, shoot it with your flechette and notice your
score racking up damn FAST.
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Remote C4 (Hair-Trigger):
Issued to: GDI/Nod engineer, GDI Hotwire, Nod Technician
Damage per blast (to infantry): Crazy
(to vehicles): Crazy
(to building exterior): High
(to building MCT): Crazy
The Remote C4 is useful for sabotaging, distractions,
long distance detonating of hidden explosives, and ambushes. A useful tool
always.When placing C4s, do not make them overlap each other or the C4
that is overlapping will not do damage.
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Timed C4 (Tick-Tock):
Issued to: Heck everyone
Damage per blast (to anything): Damn Damn Damn Damn Damn Damn HIGH
The Timed C4 is the most powerful C4. It can seriously
put a big dent in any structure, and can be used for covert operations and mind
games. The sudden drop in the building health is enough to send the whole team
into panic.
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Proximity C4 (Feather):
Issued to: GDI Hotwire, Nod Technician
Damage per blast (to infantry): High
(to vehicles): Medium
(to buildings): Low
The Feather detonates whenever an enemy unit comes
close to blasting range. It is always useful to have several of these laid at
choke points, as well as to guard your base. Lay these at enemy PTs for a
cheap kill. NOTE FOR NEW PLAYERS: One team can only have a maximum of 30
C4s EXCLUDING timed C4. That means the number of remotes and proxys added
together cannot exceed 30. If it exceeds, previous C4s will disappear. Note
this point, and simply assign 1 or 2 persons to mine to avoid overmining, keep
count of the mines, and only mine where necessary and don't waste them at places
where enemy wouldn't go, or is too obvious and will be disarmed for points. 5
proxs kill the best infantry, so 5 on each door is enough. Lets say on a map with
all structures (GDI): Ref needs 10 mines, barracks needs 5, WF needs 10, PP needs
10, AGT needs 5, and (umm wait) thats 40. So, on defended maps, note which
entrance can be left unmined (those covered by defenses). Like the barracks for
City, the Barracks for Under, front door of refinery for field, etc etc.
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Ion Cannon Beacon (Godsend):
Issued to: N/A
Damage per hit (to heck anything): *cough* *cough* lets just say the power of
about all the weapons mentioned above added together
This beacon is used to direct an Ion Cannon strike
at the designated location. A well-placed beacon will destroy any structure and
seriously damage or kill all other units inside or nearby.
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Nuclear Strike Beacon (Retribution):
Issued to: N/A
Damage per hit (to heck anything): See above
This beacon is used to accurately guide
a nuclear missile at the targeted location. The damage dealt is exactly the
same as the Ion Cannon. I suggest using a skin, cos the default nuke effect
sucks.
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Vehicles:
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GDI:
APC (Armoured Personnel Carrier): Fast vehicle capable of sending up to five
infantry accorss the battlefield to do their job. Armed with a machine gun this
can quickly decimate infantry but has troubles against vehicles. Fairly good
armour for such great speed. Cost: 500
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Humm-Vee: GDI's fastest vehicle armed with an infantry-wrecking machine gun.
Lightly armoured and very quick, this can be used to race by enemy infantry, or
better still, drive over them. The light armour however, means that explosives
get rid of this fast. This is mainly for quick transport. Cost: 350
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Mammoth Tank: The most powerful and slowest tank in the game. Armed with dual
turrets as well as homing missile racks, this behemoth can wreck just about any
vehicle one-on-one. It can regenerate health automatically, but requires a
gizmo repair gun to refill armour. The speed of this thing is BAD, so it might
require additional support. A sound warning: I personally (as well as most good
players)NEVER touch the Mammoth Tank...and I highly suggest you do so. Especially
in large games with 40+ players where ladder is at stake. A Mammoth can give
away points like nothing else. Even a regular soldier firing at a Mammoth can
steadily stream in a ton of points. A common sight would be for Sakuras (Or
any Ramjet Sniper)to be shooting at a Mammoth. You might think that's being retarded,
but those are actually the expert ones. A Ramjet Sniper gets a TON of points
for every shot on a healthy Mammoth. When all the armour of the Mammoth has
been depleted and the health starts re-generating however, the shots give next-
to nothing points. So my advice is still: NEVER GET A MAMMOTH TANK NO MATTER
WHAT THE HELL!!! MEDIUM TANKS>MAMMOTH TANKS!!!!!!! (Update for v1.1) I've
decided to be not such an idiot...Mammoths are not totally useless. For example,
when the enemy defenses are down and you are pouring tanks into their base
damaging stuff, the mammy is the best choice for its staying power and killing
power. Also in smaller games (like 10-20 players) the mammoth won't give away
too much points (heck they aren't enough players shootin at it!)so feel free to
use it. Also it is good for defense against Nod rushes. Like when a flame rush
comes a mammy blocks the way while the AGT AND the mammy tears them apart. Overall
I STILL don't like this thing, their are way more cons than pros. But in the
CORRECT circumstances, this is ok
Cost: A whopping 1500
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Medium Tank: The single barreled medium tank delivers explosive shells at the
target for tremendous damage. It is quite manueverable, and is relatively cheap
too. Overall, this is one of the most cost-effective vehicles in the game.
Cost: 800
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Mobile Rocket Launching System (MRLS): The MRLS delivers six long-range
missiles at one go to cause the devastation no other vehicle can match. It is
slow and frail however, and lacks short-range support fire. Might require
support from other vehicles while this thing wreaks havoc. Also the
tool for the rather sneaky b2b technique. Cost: 450
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Orca VTOL Assault Craft : The Orca Vertical Take-Off And Landing (VTOL) Assault
Craft comes equipped with rockets and infantry-tearing bullets. Can be a very
fast and hard-to-hit target, but once hit this frail (150 HP) craft is comin'
down. Can also move up and down by using the jump and crouch keys. Very good
vehicle to have once the opponent is out of base defence. Cost: 900
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Transport Helicopter: The Chinook Transport Helicopter has higher armour but
slower speed then the Orca. It also has no weapons to defend itself. Can be a
very reliable way to travel and transport once an enemy is out of base defense,
but take caution when transporting expensive units. Cost: 700
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Nod:
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Apache Attack Helicopter: Nod's offensive aircraft. Frail as aircrafts should
be, and sports infantry drilling bullets as well as assault missiles. The bad
part is the sound that it makes, so the GDI Orca might have better luck with
sneak attacks. Cost: 900
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APC (Armoured Personnel Carrier): The APC can transport up to five passengers
to any location on the battlefield. Armed with an anti-infantry machine gun,
the APC must keep moving to avoid vehicle fire. The armour is fairly good for
the speed, so this can be a reliable way to travel. Cost: 500
-------------------------------------------------------------------------------
Flame Tank: ...FLAMER!!! A troop of these can raze a building to the ground!
They have good armour, good speed, VERY good power, but unfortunately, it
lacks range severely. Once it gets into scorching range though, it can be very
big trouble. So take that into consideration. Cost: 800
-------------------------------------------------------------------------------
Light Tank: Fast, reliable armour, and fairly good range, this is Nod's
standard assault tank. The GDI Medium Tank can beat this hands down, though.
Cost: 600
-------------------------------------------------------------------------------
Mobile Artillery: Nod's solution of long range devastation. Fires a heavy-duty
missile to rack targets from afar, this evil thing is only limited by the speed
and armour. Might require engineer support. Cost: 450
-------------------------------------------------------------------------------
Nod Buggy: Faster but more filmsy compared to the Humm-Vee. Sports the same
infantry-piercing gun, but loses to any vehicle heads-on. This can be
effectively used for surprise raids, distractions, or just very quick but
dangerous transport.Heck, drive CREATIVE. I once killed a n00b mammoth tank
with this baby believe it or not.
Cost: 300
-------------------------------------------------------------------------------
Stealth Tank: Almost invisible when not firing, this is the perfect choice
for sneak attacks. You can run over enemy infantry without them knowing what
happened! This is not invincible though, because the armour is ridiculously
weak and the stealth is not completely invisible...plus it uncloaks while
firing, and can no longer cloak if low on health. Still Nod's most useful
tank, in my opinion. Cost: 900
-------------------------------------------------------------------------------
Transport Helicopter: See GDI's Transport Helicopter.
Cost: 700
-------------------------------------------------------------------------------

Characters:
-------------------------------------------------------------------------------
GDI:
-------------------------------------------------------------------------------
Deadeye: GDI's top marksmen holding one of my faved weapons: the snipin'
shootin' stick. Looks cool and can blend quite nicely into certain terrain.
Cost: 500
Weapon: SNIPER RIFLE
--------------------------------------------------------------------------------
GDI Officer: GDI's Chaingun toting maniac, the early and effective way of
infantry sacrifices.
Cost: 175 (I think)
Weapon: CHAINGUN
-------------------------------------------------------------------------------
GDI Solder: Basic grunt with a versatile gun which although basic, can be great
against infantry if aimed at the forbidden part...not much use other then that.
The health stinks too.
Cost: NIL
Weapon: Automatic Rifle
-------------------------------------------------------------------------------
Grenadier: Basic explosive lobbing unit which can be a great nuisance at the
beginning as it can stealthily and slowly suck away a building's health from
behind walls. Later better weaponry makes this crappish.
Cost: NIL
Weapon: GRENADE LAUNCHER
-------------------------------------------------------------------------------
Gunner: Boosted rocket launcher wielder with a slightly better weapon than the
Roc Soldier Officer. Looks brutal and is brutal....deadly weaponry and
reasonable cost makes this one of the best choices for rushes.
Cost: 450
Weapon: ROCKET LAUNCHER (SPCL)
-------------------------------------------------------------------------------
Havoc: Havoc in this is the Ramjet sniper, a very populer character. He has
a lot of suits to choose from, which adds to his holo of near perfection...well
maybe not.
Cost: 1000
Weapon: Ramjet Rifle
-------------------------------------------------------------------------------
Hotwire: GDI advanced engineer. Plain & simple. Sneak a rush of these into an
enemy building and watch it splat.
Cost: 350
Weapons: AUTOMATIC PISTOL, REMOTE C4 x2, TIMED C4 x1, PROXIMITY C4 x5
REPAIR GUN
-------------------------------------------------------------------------------
Logan: One of the secret characters, which is a sniper basically.
Cost: Around 1000
Weapon: SNIPER RIFLE(Duh!)
-------------------------------------------------------------------------------
Maus: A useless spcl character with a Grenade Lobber...crap as always.
Cost: 50
Weapon: GRENADE LAUNCHER (Daft!)
-------------------------------------------------------------------------------
Mobius : GDI's BLack Widow holder, with that seriously dreaded weapon. I prefer
the look with the silver Assault Suit...lol.
Cost: 1000
Weapon: Volt Auto Rifle
-------------------------------------------------------------------------------
Patch: One of the most versatile characters with a versatile weapon, Patch can
handle most targets well. And the cost is reasonable too. A great investment.
Cost: 450 ( I had this put as 400 in v1.0)
Weapon: Tiberium Flechette Gun
-------------------------------------------------------------------------------
Rocket Soldier Officer: A lower version of Gunner. Basically the same use,
except lower armour and lesser boost on the tube of explosives.
Cost: 225 (I think...so sorry lol)
Weapon: Rocket Launcher
-------------------------------------------------------------------------------
Sydney (1): The weaker version of Syd, with the Tiberium Auto Rifle for early
infantry messing up. The armour is still low though, and the cost is VERY cheap
indeed.
Cost: 150
Weapon: Tiberium Auto Rifle
------------------------------------------------------------------------------
Sydney (2): THE Sydney. P.Ion Cannon + cool suit + high armour = destruction...
geddit?
Cost: 1000
Weapon: Personal Ion Cannon
-------------------------------------------------------------------------------
Engineer: Lower version of Hotwire. Just used to repair stuff and can be a
deciding factor in battles.
Cost: 0
Weapons: AUTOMATIC PISTOL, REMOTE C4x2, TIMED C4x1, REPAIR GUN
-------------------------------------------------------------------------------
NOD:
-------------------------------------------------------------------------------
Acolyte: One of those secret units you get. They have no armour, heals in
Tiberium (VERY NICE), and wields a Tiberium Auto. Not bad for a secret unit...
Cost: 250
Weapon: TIBERIUM AUTO RIFLE
-------------------------------------------------------------------------------
Black Hand (Stealth) -OMFG this thing can be the most annoying thing in the
world or the crappiest crap in the bin. If the enemy has no more base defense,
this thing can creep in COMPLETELY undetected and put down a nuke or lay down
some C4. But with the AGT (Advanced Guard Tower) this thing gets slaughtered.
Also boosts a crap weapon that is precise but straightfoward and low damaging.
Still very annoying and some servers even ban the stealth.
Cost: 400
Weapon: LASER RIFLE
-------------------------------------------------------------------------------
Black Hand (Heavy Weapon) - Oh well a great unit against just about anything.
Will kill off infantry well and wreck Humm-Vees and MRLS with surprising speed.
Can even harass the Mammoth and is capable to do quite some damage against
buildings. They are big sized and are an easy target for snipers though.
Cost: 450
Weapon: LASER CHAIN GUN
-------------------------------------------------------------------------------
Chem Warrior - A low-level infantry unit immune to Tiberium and is therefore
great in harassing Harvesters, as they can cross over Tiberium undamaged, and
do good damage against vehicles. Useless is most other cases though.
Cost: 150
Weapon: CHEM SPRAYER
-------------------------------------------------------------------------------
Engineer - Low level engineer. Not much to say. Refer to GDI engineer.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Flamethrower - Nice for harassing buildings from tunnels or early game assault
as it packs a good punch of firepower(lol). Not much use later though.
Cost: 0
Weapon: FLAMETHROWER
-------------------------------------------------------------------------------
Initiate - A secret unit similar to the Acolyte except with less health and
is armed with a Chem Sprayer
Cost: 200 (I think)
Weapon: CHEM SPRAYER
-------------------------------------------------------------------------------
Mendoza - Volt Auto killer. Seeing the dark blue thunderbolts coming out of
this guy's gun can be a fright. Popular in late game assaults as it has good
health, good damage, and good firing rate.
Cost: 1000
Weapon: VOLT AUTO RIFLE
-------------------------------------------------------------------------------
Nod Officer - Chaingun boosting guy, not much else. Early game infantry mowing
but useless in late game situations.
Cost: 175 (I think.....)
Weapon: CHAIN GUN
-------------------------------------------------------------------------------
Nod Soldier - Refer to GDI soldier
-------------------------------------------------------------------------------
Petrova - Secret unit doing the same thing as Mendoza but looks horrid and
is more expensive. Crap really.
Cost: ???
Weapon: Volt Auto Rifle
-------------------------------------------------------------------------------
Raveshaw - Has a great weapon capable of decimating a Mammoth. But slow fire
rate degrades this weapon in the heat of a rush. One shot to the head can drill
any infantry, but the range sucks. Can punch buildings well too.
Cost: 1000
Weapon: RAIL GUN
-------------------------------------------------------------------------------
Rocket Soldier Officer - Refer to GDI Rocket Soldier Officer
-------------------------------------------------------------------------------
Sakura - The same thing as GDI Havoc.
Cost: 1000
Weapon: RAMJET RIFLE
-------------------------------------------------------------------------------
Technician - Advanced engineer of Nod. Same as Hotwire in every aspect other
then looks.
Cost: 350
Weapon: AUTOMATIC RIFLE, REMOTE C4x2, TIMED C4x2, PROXIMITY C4x5, REPAIR GUN
-------------------------------------------------------------------------------
Templar - Secret unit with more health and wields a Tiberium Flechette Gun.
Cost: 400
Weapon: TIBERIUM FLECHETTE GUN
-------------------------------------------------------------------------------
*******************************************************************************
-------------------------------------------------------------------------------
Buildings: GDI and Nod
-------------------------------------------------------------------------------
Power Plant: Power supply for the base. If destroyed, all purchases cost double
and base defenses are disabled.
-------------------------------------------------------------------------------
Tiberium Refinery: Supplies credits. Once destroyed, team no longer receives
credits from Tiberium.
-------------------------------------------------------------------------------
Infanrty Barracks(GDI)or Hand Of Nod(Nod): Produces advanced infantry. If
destroyed, advanced infanrty can no longer be purchased. Basic infantry is
still available. The beacon pedestal is housed in here.
-------------------------------------------------------------------------------
Weapons Factory(GDI)or Airstrip(Nod): Produces vehicles. If destroyed, vehicles
can no longer be purchased.
-------------------------------------------------------------------------------
Advanced Guard Tower(GDI): Only base defense for GDI, but a powerful one. Boosts
four infanrty SHREDDING EXPRESS MEGA bullet turrets with rapid fire as well as
a HEAVY DUTY missile launcher, this THING is the ultimate base defense. Capable
of decimating multiple targets and chewing up a whole mob of twenty or so
infantry in seconds.Ohh wait...with more playing I realized another delicate
balance in Renegade. The AGT can own infantry but is not really good against
vehicles. THe missile is slow reloading and the bullets aren't much use for
vehicles.
-------------------------------------------------------------------------------
Obelisk(Nod): Less powerful then the AGT. Fires a high-powered laser
bolt that can seriously hurt, but has a lackluster firing rate. So three
separated infantry can go up close to the obelisk easily with at least one
surviving. This thing is designed for anti-vehicle use, opposite to the GDI
AGT. Infantry may even be able to dodge the obelisk if u know how in specific
maps.
-------------------------------------------------------------------------------
Turret(Nod): The Nod side would need extra defenses to balance out. On defended
maps there will be two of these guarding the base along with the Obelisk. But
they really are useless. They are basically stationary Medium Tanks with lower
firing rate.Support, nothing else. Not much use really.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Ways to win:
1. Destroy all enemy buildings. Obvious isn't it?
2. Place a beacon on the enemy pedestal and defend it until the super weapon
impacts. Placing it won't win you the game. You need to make sure that the
super weapon actaully HITS. Then the whole base will blow a few seconds later.
3. Score higher than the opponent after time expires. If there is a time limit
and you score higher than the opponent after time expires, you win. Same for
the opponent.

NOTE: Take note of the server settings. Some servers dont allow beacon wins.
Others dont even allow building wins (weirdo servs or sniper servs mostly) If
u dont check and place a beacon on the ped and discover that u didnt win and
lost 1000 credits for nothing, blame urself.
-------------------------------------------------------------------------------

Lil' tips and tricks to get you started and get to be an expert:
-Be watchful of sounds at all times. A missed sniper shot or the sound of enemy
tanks firing. Experts can tell what tanks they are by the fring.
-Never leave the base unguarded. That is ALWAYS the fatal mistake. While all of
you are out there shooting at their base there may be a sneak attack into your
base and kill off a critical structure without you even noticing before hand.
Always place mines at building entrances, base entances and tunnels, and on the
beacon pedestal. Then leave one or two advanced engineers guarding the base.
-Know the damage dealt by various weapons on various targets and be watchful.
When you get the warning of a building under attack, immediately check the
status of the building by pressing "K". It will show you the health of all
buildings. If the health barely decreased you can stop worrying, because that's
probably a soldier or APC firing. If the building health is going down bit by
bit you know a unit or vehicle that can considerably damage buildings is on it.
Quickly rush back to defend. If the building's health is decresing stealdily
it's a flame tank. Defend fast or its over. A sudden sharp drop means building
sabotaged with C4s. This is critical and shouldn't happen to a well-organised
team.
-When driving a vehicle, don't fire useless shots. You are alerting the enemy
to the fact that you are having that vehicle. Then they can guard against it.
-Do not be eager to rush into action. Stay and watch what happens, and watch
what you can do to help.
-Be quick and decisive. If the enemy spots you trying to sabotage a building,
throw down a C4 and blow the foe up as he edges towards you. If the time is
running out and your team is behind in scores, throw everything you've got to
earn points.
-Know the statistics. Understand that a flame tank is not the end of the world.
An advanced engineer can easily repair faster than the flame tank can dish out.
In fact the advanced engineer can outrepair every single vehicle. But if the
vehicles gang up you better call for help.
-Have different roles in a team. Have attackers and defenders. Some should mine
while some keep trying sneak attacks. Some can snipe while some do a straight
on assault. Some defend and some scout. Always have a well balanced and
organised team.
-TEAMWORK. Always excersise teamwork.
-Know the map. Know all shortcuts, secret routes, tunnel plans, and stuff like
that.

Master these and you should be on your way to mastery. Of course you need
experience, but these are to get you started.
===============================================================================
My experiences: Here I describe my multiplayer encounters that are interesting.
Take this as reading a story as well as learning some tips and tricks people
use. I try to give tips for every map except C&C_Glacier_Flying, which I avoid.

1. Map: C&C_Hourglass
Side: Nod
There were around 6 players on each side in the Hourglass map. We have already
charged the GDI forces many times with Mobile Artilleries but the rushes kept
failing. The GDI Mammys kept hauling us off. So I thought of the problem...our
attacks have all been fragmented. So the plan was devised.

1 Flame Tank on the left route, 1 Flame Tank on the right, and 3 on the
hilltop. 1 Raveshaw began to assault at the Mammys from the tunnels. The moment
the Raveshaw gave the signal of "Move out", all Flame Tanks flanked and charged
at the same time. I sacrificed because the AGT and Mammy got me but all my other
four teammates got to the AGT and it was down with two Flame Tanks still
surviving. The Mammys finished off us but our job was done: The AGT was down.
The next charge by Flames took the weapons factory and refinery down. The next
rush by Raveshaws got rid of remaining Mammoths as well as planted a nuke at the
barracks. With only the Power Plant (pp) remaining, the next charge of Flames
did the job.

Always be organized. One charge at the same time by a hoarde of Flames is near
unstoppable. The difficulty is achieving the teamwork to actually do the flame
rush. Most people just go off themselves and keep getting blown up. Never do
that. Understand the opponent's plans and spy well. The Raveshaw was for the
purpose of further damaging the Mammys and give them a lot more to do, with a
bunch of Flames up there and a Rav down there. Flanking the opponent on
multiple fronts can be a great way. The enemy is diverted and you can get more
points.
-------------------------------------------------------------------------------
2. Map: C&C_Under
Side: GDI
The Nodders are already bombarding us with multiple flames. Luckily they are
not organized so our Meds could fend them off. Me and another Havoc went
into the enemy tunnel. We went down to the opening near the Power Plant.
We stayed just out of reach of the Obelisk. We communicated with
our base and called in a Humm-Vee to divert the obelisk. The moment we received
the signal from the Vee we went crouching behind the nearest rock, safe from the
obelisk. The next time we sneaked to the Power Plant and the Obelisk beam hit
us but could not finish us off. We infiltrated but did not put our beacons
yet. We called in more Mammys and MRLS to wait at the doorway to the Nod base.
The moment I set off those ions,the PP went down and all the vehicles rushed in.
Soon Nod was all over.

This just shows the importance of co-ordination. If we destroyed the PP but no
tanks came in to finish, then the enemy will prepare and we may have troubles.
Also shows more teamwork here: the calling in of Humm-Vee, the co-ordination of
the assault. This is the kind of game I like to play.
-------------------------------------------------------------------------------
3. Map: C&C_Walls_Flying
Side: Nod
The war has gone long. After a Technician destroyed the refinery the opponent
has stepped up security with mines and Havoc patrols. However Nod has such thing
as a stealth soldier.

I, as a stealth, sneaked in and stayed just at the doorway, completely invisible.
The GDI guys built a Mammoth. One engineer hopped in. then got out to repair
a nearby MRL. This rendered the Mammoth neutral and free for taking by anyone.
(When the mammy was just built, it belonged to GDI and could not be controlled
by Nod. But after someone got in and came out, it became neutral, free for
grabs)
I quickly hopped into it and blew up the GDI
weapons factory with little resistance. I laughed as the barracks also fell. I
died, but not before I sneaked up on a Havoc and planted a Timed C4. After
another few seconds the particular Havoc cursed me for blowing up those
buildings. After another second he blew up. He got so angry he screamed swear
words and quit the game!

The next charge of Flame Tanks did the job.

See the point? Vehicle hijacking. It is hard to defend against. GDI can
mine the weaps factory but that won't be help. Just don't let unclaimed tanks
lie around.
-------------------------------------------------------------------------------
4. Map: C&C_Hourglass
Side: Nod
We successfully sabotaged the enemy Power Plant with an early APC raid. But the
opponent got aware of the situation. Even with x2 cost they got Mammys and
tanks completely blocking the entrances as well as mines and patrols. We tried
everything we could but the flame rushes got hauled of by the Ion Sydneys and
Mammys with hottie support. So we bought like 6 APCs and filled each APC with
2 technicians. At the signal by someone we all rushed the APC horde into the
GDI base. Soon it was all over. The MCTs was all covered with C4s and the
buildings had no chance. Another victory.

A common strategy among experts will be an early APC raid targeted at the base
defense or Power Plant. Once that is gone the game can go on with an obvious
advantage. The strategy in this is called "APC rush". Thats multiple APC or
5 techs in 1 APC attacking the enemy base. Attacking buildings in this way is
efficient and overwhelming. Technicians should lay down Timed C4s first, then
Remotes, and mine the entrance to prevent incoming engineer repairs. Later in
the game, when the opponents have mines and defenses up and everything, an APC
rush (or basically any rush, including flame rush) is not advised. Chances are
the rush will fail, and the oppoent get free score. So an APC rush is for early
game, while Flame/StealthTank/anything else rush is for when the opponent is
unprepared, in a non-base defended map, or in small games. (I usually hang out
at the bigger servers with more ladder, so I don't know that much about
smaller map strategies. But I DO know that in big servers, a late game rush is
mainly stupid and suicide.
-------------------------------------------------------------------------------
5. Map: C&C_Glacier_Flying
Side: Nod (Ok I know I said I would not do for this map but this one is nice)
As you may know (or not know) for Nod there is a straight route to the GDI
Barracks without getting hurt much by the AGT. Well I was with quite an expert
team so the moment the game started 5 engineers including me went for the
barracks and completely tore it apart easily with a flood of C4s. But GDI
doesn't need a lot of infantry support right...

The GDI used a route that went straight to our Refinery (ref) wihout being hurt
by the obelisk. They used the same trick and crippled us. So obviously we are
pissed. I bought a Black Hand Stealth Soldier just before the hand of Nod got
incinerated too. Now the GDI are leading. Waves of MRLS are camping above to
pot our airstrip and the score is almost 5000 to 1000 to the GDIs...and I had
900 credits. 100 short of a Nuke Beacon. At this moment a Mammoth arrived to
pot the strip so I shot it from behind cover. Soon I got 1000 credits...I went
off to the same route into the barracks hoping to plant the nuke on...you got
it. The pedestal (ped). A med rush took out the OBELISK and now Orcas are
swarming in to take down the remaining structures. I already infiltrated the
barracks when our Airstrip went down and the Repair Facility got easily blown
away. With only the PP remaining alive, I YELLED to my teamates to DEFEND AT
ALL COSTS because I have planted the nuke on the ped. Some engineers started
looking around but they didn't bother to check the Barr, since it was dead
already. Our Power Plant was going down soon (Yellow Health Zone) when the nuke
impacted. One GDI guy said "lol a fake decoy". 1 second later Nod won. By
destroying the enemy base with a placed beacon.

Be on the lookout for different ways to win, look for secret paths to reach
enemy buildings unharmed, think of the Beacon Pedestal, and NEVER GIVE UP ON
REPAIRING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-------------------------------------------------------------------------------
6. Map: C&C_Mesa
Side: GDI

As with all other normal people the game started with soldiers and basic troops
swarming to the tiberium tunnel to pot the Harvester and get early points. The
enemy was not very co-operative, and that failed them.

As soon as we hit the required credits we mass produced MRLSes and filled the
Tiberium tunnel with MRLs to attack the Power Plant. No one bothered to repair
as everyone wanted to be out there shooting (lousy teamwork, plus stupidity).
The Power Plant went down quick and for the rest of the game we were stepping
on their brains with one foot. However some Nod Light and Stealth tanks jumped
the wall (a map glitch. As u know the Mesa map has two side routes, one for
vehicles while the other has walls and slopes and roadblocks preventing vehicle
entry. However Nod tanks with their small size can jump the slopes to reach
spots that shouldn't be reached by vehicles. They can easily access the GDI ref
that way)and began pounding our refinery. They didn't take it out, but we had to
divert manpower to maintain the refinery. Leaving us with fewer battle
personels. I was a battle personel, as I carried a beacon, was a Mobius, and
entered the Nod base to realize that the base was already swarming with GDI
troops and tanks and Nod didn't look very happy. Someone sabotaged and took out
the Hand Of Nod. I could see a bunch of technicians running out of the destroyed
hand to repair other things. I sneaked in and planted the Ion on the...ped. As
I expect no one checked the Hand and we won soon after. Oh and I was MVP for
that match:D

I am emphasizing on the weakness on the other team rather then how good we are.
If they had BOTHERED to repair the Power Plant they could have won but they
didn't. And when a beacon is planted I always check the ped first. 1 building
destroyed is better then everything destroyed.
-------------------------------------------------------------------------------
7. Map: C&C_City_Flying
Side: Nod

T'was a kewl game! I had a good team and I ABSOLUTELY enjoyed this game. We
were dominating so much we could afford to have a joke or two.

Early attacks raged on with 3 people in Mobile Artilleries on the bridge pounding
at the refinery. They were backed by a techician. This trio controlled the
bridge and they had to concentrate on repairing ref. We also gained a huge point
advantage this way. Another group of like 4 Nod Nuggies rushed the Weapons
Factory and did not manage to destroy it, but brought its health so low that
another shot from one of the Mobile Artilleries blacked it out.

Then an APC rush to the Power Plant cut the cables. The AGT was useless, and
GDIers didn't look pleased. Then a technician infiltration attack took out the
barracks. Now they were left with a useless tower aka AGT as well as a building
generating useless cash. We knew we won the game already. So we agreed to have
some fun on the GDIers.

I placed PLENTY of Remote C4s on a Stealth Soldier (About 20 C4s) and sent him
to infiltrate the refinery. As you can expect the doors are HEAVILY mined. The
Stealth Soldier went in the door close to the MCT and the moment he entered I
set off the C4s on him just as he got burnt by the mines. The crowd of GDI
engineers and some surviving Hotties got BLOWN HELL UP by the inferno of Remote
C4s that coupled with the harmless blast of Proximity Mine. I killed like 6
players at one go and the boink was really loud. Suddenly there was a long list
up there saying I killed the 6 or so guys. It was so funny. The GDIers probably
thought the blast was from the mines, so they must be pissed when they realize
that they are dead too. And by me. That was a trick I called kamikaze...you put
plenty of remote C4 on a guy, get the guy as close to a building as possible,
and set off those C4s. The guy wont die unless friendly fire's on, but the
target would have a good sized black hole in it.

Anyway after that there were no more mines in the refinery due to the lack of
female engineers:). We sent a Sakura to the rooftop of the building in the near
the GDI base. She had a nice time shooting the hell out of running soldiers and
engineers.

Then we put 30 mines on a Nod Buggy and rushed it into the enemy base running
around and killing those soldiers by contact. Finally we got sick and nuked the
pedestal. Game over:)

Nothing much here, just C0MPl3Te PwNage!!! Ph33r me!!!!
-------------------------------------------------------------------------------
Map: C&C_Hourglass
Side: Nod

My most memorable game yet. The experience I got from this match elevated me to
a new level of veteran.

It was 22vs22 on a BIG SERVER and very star players were playing the gane.
Including (at that time)world's no.1 player cloud24b, 2nd best player Thisela,
and other stars with 2-digit rankings. Time limit: 1hour. cloud24b was on enemy
GDI and Thisela was on my Nod side. THE BATTLE COMMENCED.

GDI got an MRLS on the hill and began pounding on our ref. Thisela ORDERED us
NOT to repair, much to my surprise. I obeyed, hoping whatever strategy Thisela
had will work. So our Ref got blown and the expert players told us to get
artys(Artilleries)with engineer support. So Artys were on the hill, on the left
and on the right with about 2 engineers backing up each one. Those on the hill
concentrated on the GDI tiberium refinery while those on the sides just kept
shooting everywhere. GDI had points like 1900 to Nod's 200. Then the strategy
began to work. The GDI tanks kept pouring out to attack our artys but our
artys just kept killing the GDI vehicles as the artys were backed up by
engineers. Also the GDI ref was being pounded with artys. APC rushes were fended
off. The score was getting closer. We got a whole lot of score by shooting GDI
vehicles. Then at around 13000 points each we caught up. Nod was leading, then
GDI leads, then nod took over, then GDI. THE SCORE WAS SO DAMN CLOSE. Then the
breakthrough happened.

"GDI Tiberium Refinery Destroyed"

We were ahead by about 700 points. Then the 1337 players told the tanks to all
fall back and use infantry. Tanks give away more points when shot at, and the
point was to maintain the point advantage. So we used Raveshaws, and Heavy
Black Hands to attack the GDI tanks. The point advantage was maintained. Nod
won the game by about 300 points.

This experience changed my style of battling and I learned the expert way:
Point warfare. Know the point system. I will explain more later.

I dont have more nice stuff to share yet, so I'll move on to strategies.
-------------------------------------------------------------------------------
*******************************************************************************
6) General Strategies

This is complicated and long. Most of these are gained by experience, but
some are common sense. Anyway you not only need to know how to play, you also
need to learn general strategies and what to do.


a) BASE DEFENDED MAPS:
These include C&C_Field, C&C_Under, C&C_Mesa, C&C_City/Flying, C&C_Glacier_Fly-
ing, and C&C_Hourglass. Except for C&C_Glacier_Flying, and maybe GDI in City,
early engineer sabotage is not possible. In these maps, except Glacier, there is
a centre point where almost all the action is at the start. Here they are:
(well actually if you know to dodge the obelisk its a different story but I'm
not tellin...go find out)

Under: Tiberium Field. Normally infantry will pour out to attack and hopefully
destroy the enemy harvester to gain an edge in the game.

Field: Tiberium Fields and tunnels. Normally infantry will pour out to attack
and hopefully destroy the enemy harvester to gain an edge in the game. Also
there will be up-close fighing in the tunnels, as the GDI barracks and NOD
airstrip are available for infantry rushes.

Mesa: Tiberium Field.Normally infantry will pour out to attack and hopefully
destroy the enemy harvester to gain an edge in the game. Also this will be
where the fighting is the fiercest.

City: tiberium Fields. Normally infantry will pour out to attack and hopefully
destroy the enemy harvester to gain an edge in the game.

Hourglass: Tunnels. Infantry will fight it out here to gain an early point lead.

Glacier: NIL. The map is BIG with tunnels leading everywhere. An early engineer
rush is possible for both sides and the action's everywhere.


-------------------------------------------------------------------------------
Dom:The idea of winning a game in these maps (except glacier) will be domination.
That means taking control of the center point. Send out tanks ASAP to cover
the center point (i'll call it CP) and prevent the enemy from doing so. Once
you have the CP, the enemy will be hard pressed to defend. Just keep up the
pressure and dont let go-and u'll probably win. Once u have CP get the tanks
to shoot at enemy buildings that are available to shoot (BEWARE NOT TO GET IN
THE REACH OF BASE DEFENSES!)and get points. Concentrate fire on one building,
or spread fire to multiple targets. It all depends on how you want to play. For
Hourglass its a bit different. Because of the map design, The entire tiberium
field will be covered with base defense, so the vehicle CP for the map are the
two side routes (very hard to control due to small size), as well as the very
top of the hill in the middle (the hilltop). GDI MRLS and NOD Artilleries can
pot the enemy refinery from this position, thus making point whore while
covered by your own base defense possible. This will be the hotspot for the
map unless the refiery is destroyed. (In expert games, destroying the enemy's
refinery in this is considered stupidity. Why? I'll explain in the Map Strategies
section. Below are the different buildings you can hit while covering the CP:

Under: GDI Weapons Factory, Nod Airstrip, Nod Refinery(MRL only)

Field: GDI Weapons Factory, GDI Barracks, Hand Of Nod

Mesa: Everything

City: There are 2 CPs and the field is one. The large overhead bridge is the
other. From both CPs, you can reach everything except the base defenses.
(UPDATE V1.1:Heck,
I found that MRLs can actually hit the obelisk from the bridge.)

Hourglass: From hilltop, only the refineries are reachable. Although it seems
that the Power Plant, Weapons Factory and Hand Of Nod are reachable, they are
not. If you actually hit them, its EXTREME LUCK>.

Glacier: No specific CP.
-------------------------------------------------------------------------------
Sabotage runs: This is harder to pull off in defended maps. Mostly done by APCs
as APC rushes can be useful. Warning: DOnt bother APC rushing once noth sides
are fighting it out everywhere in the heat of battle...its pointless, and you'll
probably never succeed. APC rushes are good for an early cripple of the enemy, or
at least provide an advantage. Load the APC with 5 enginners/techs and rush and
hope you make it. First, throw down timed c4 on the MCT. Then, lay down the
remote c4s. Finally, if the enemy isnt there to defend yet, mine the entrances to
prevent enemy engineers from interfering. Detonate the Remotes only AFTER the
timed have gone off. If enemy rush back in to defend, concentrate on picking off,
or at least delaying the engineers from disarming the c4s. Try to cover for as
long as possible...and hope for the best. If there are mines at the entrance,
try to disarm without being seen. If already being persued by the enemy, just
jump in and hope for the best. If using APC rush, it would be good to assign a
mine clearer-someone who will exit first and rush into the building, clearing
off any mines that may be there.
-------------------------------------------------------------------------------
Camping: Mostly used in larger games. When you are ahead in points and the
opponent are sending waves of forces to attack, some times it is best to let
them come to you. Use anti-vehicle infantry to chip away at the enemy tanks
while keeping the repair job running. This way, the point advantage can be
maintained and you will eventually win. Another definition of camping, would
be base to base attacking. This is possible on Islands for GDI(very easy),
Field for GDI (rather hard), and Walls/Walls flying for GDI (hyper hard). All of
these are done by the MRLS. As you can tell, base to base attacking is considered
cheap, and can get you kicked in some games. Dont try unless you are sure that
it is allowed.
-------------------------------------------------------------------------------
Hunker down: Similar to camping, the difference being that you don't attack at
all. Usually used by Nod on under. Start the game as you like, and wait for the
opponent to come to you. Use anti vehicle INFANTRY to counter enemy vehicles.
Have Ramjet snipers handy too, to take potshots at MRLs/Artys. Another point
not to forget is that a Ramjet sniper gets 10 points for shooting a heavy
armoured vehicle...so dont think that snipers are worthless against tanks. They
can be a reliable source of points. If done right, the hunkering down would
be able to get you a point lead. Then, you can either
1) Send a huge wave of infantry to clear the CP that the enemy is occupying.
Have your own tanks ready. Once the CP is cleared, send your own tanks out to
get a domination. Risky if the opponent starts countering with infantry waves,
and can actually cost a lost in points.

2) Continue to defend until game is over, and get the point win.
3) Use infantry to clear the field, then have the infantry to spread themselves
around the CP to pot incoming vehicles(or even infantry).

-During hunker down, if the opponent suddenly retreats, DO NOT send tanks out
and try to dominate. 99% of the time, it is a trap to get your tanks out, then
they can turn the tables by using their own infantry against you.
-------------------------------------------------------------------------------
React properly:
- Don't blindly follow one method of playing. For example you
see lots of experts going sniping at vehicles for points...so every game you
get a ramjetter and attack. This is NOT A SUITABLE STRATEGY when your team has
secured complete advantage, i.e total domination. Thats when the opponent probably
won't send any tanks out to the open, and the ramjetter gets to stare while
teammates in tanks do all the stuff.
- On the other hand, when the situation calls for infantry attack against enemy
vehicles, don't go around buying tanks to run out and get mowed, giving points
away. When the opponent dominates, chances are they got >5 tanks in the central
point already, and sending a tank out is suicide. So stay in the cover of your
base, shoot the vehicles with your infantry and get the points.
- If at all, use the CORRECT vehicles:
This is kinda hard to explain. You need experience to figure it out, but hey I
can give you some examples. On a map like City/City FLying, buggies and hummers
can be used for very quick Engineer/Tech rushes. On a map like Under/Field
however, a buggy is as much use in battle as a lettuce leaf. Aircraft will
find it tough to navigate Glacier, so try to avoid usage (arent much help
anyway), but on City_Flying and Walls_Flying, air supremecy can give the
edge. It opens a new field of domination: AIR DOMINATION. A domination that
any unit detected in the open will instantly find 5 Orcas/Apaches swoop in
and rain bullets and missiles, open targets recieve prompt bombings, and a
re-takeover VERY HARD, even with ramjet snipers. A assault aircraft excels
at chewing up enemy infantry, and when things go wrong, they can always
zoom back into cover very quickly. Another thing that I shall EMPHASIZE, is the
golden rule in any large game: NEVER EVER HELL TOOTING NEVER EVER I MEAN IT NEVER
AND I MEAN NeVeR EvEr BUY A MAMMOTH TANK NO MATTER WHAT THE @%^!ing SITUATION!!
!!!!!11!!!1111111111111oneoneshift!!11!!!!!!!!!!!!11111111111111111111111!!!1one
(pant). The reason is simple. If you ever took a normal soldier and shot its
auto rifle on a Mammoth Tank, you will observe that your score zooms up as fast
or faster than when you are repairing a building. So there-a ramjetter shooting
at a Mammoth's armour gets roughly 20 or less points PER SHOT, and just about
any weapon can squeeze points out of a Mammoth Tank like nothing. Get the point
my friend? A Mammoth _gives points away_ too fast. Another point is the tank
itself. It has !@#$ speed, and !@#$ cost. Its weapon has even shorter range
than a medium tank, and its so-called homing missiles are even worse. So ok it
has OK damage, but even an MRLs can beat its damage pants down. I ever killed
a full healthed Mammoth with a buggy: Just circled around it and slowly drilled
it with the machine-gun. That dumbo of a behemoth could do nothing but shoot at
air, and could not turn fast enough to hit me. So get this in your head well:
MAMMOTH TANKS ABSOLUTELY SUCK!! GREAT THUNDERING PANTIES SUCK!!! IT SUCKS!!!
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~COMBAT SITUATIONS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A new player would probably wonder something like "Hey I'm a damn Soldier with
a machine gun and he's but an engineer with a lousy pistol but yet he killed me
so quickly and I barely touched him! WTF man!"

Actually, thats just because of lack of combat knowledge. Here's a complete
crash-course to get you through (or at least stand up long enough) most combat
situations.

1) GENERAL INFANTRY COMBAT SITUATIONS
-Using Pistol as weapon: Strafe left and right with no pattern. Occasionally
jump or duck. Keep shooting without stopping except for reloads. Aim for the
head. Try best to shorten the distance between you and your enemy UNLESS the
enemy is a Flamethrower/Chem Sprayer. Shortening distance helps in getting
in more headshots.

-Using rapid-firing weaponry (Tib Flechette Gun/Auto Rifle/Chain Gun/Laser
Chaingun/Volt Auto Rifle etc): Strafe left and right with no pattern.
Occasionally jump or duck. Keep shooting. Try best to stay behind cover and
unleash a surprise attack. Not regarding accuracy, sweep the ammunition around
the enemy to get a decent amount of damage dished out. Try headshots whenever
possible. Stay at medium distance from the enemy.

-Using close-range weaponry (Flamethrower/Chem Sprayer/Shotgun): While strafing
left and right with no pattern, close the distance between you and the enemy.
For Flame/Chem, spray ammunition all around foe and concentrate fire, sweeping
the flames/Chemicals around. For Shotgun, get a rough allocation of the enemy
and shoot whenever possible. Go for the head.

-Using splash damage weaponry (Rocket/Grenade): Shoot at the feet of the enemy,
so that even if the shell did not hit the mark the splash damage will still
do it. Keep strafing in one direction, in circles around the enemy while sending
the payload out. For Grenadiers it is basically not possible to accurately hit
the target, so just shoot in random patterns around the opponent, taking into
measure the arc of Grenade firing.

-Using C4 : Stay at VERY CLOSE distance from enemy. Then :
Remote C4: Throw at enemy and detonate ASAP. Hope you don't get
killed by the blast.
Timed C4: Don't bother using at all.
Proximity C4: Throw at the BODY OF ENEMY if possible. If not, just
lay near the enemy and hope for a hit.

-Using Sniper Weaponry: I'll explain snipe situations in the "Sniper" section.
-------------------------------------------------------------------------------
2)INFANTRY: ONE VS MANY SITUATIONS
-Using pistol: Sad. Odds are against you. Try to concentrate fire on one infantry
at a time.

-Using rapid-firing weaponry: Sweep ammunition around in a wide arc and cause as
much damage as possible, OR concentrate fire on one and hope it goes down.

-Using close-range weaponry: Sweep ammunition in a wide arc and inflict damage
on multiple opponents. As for the Shotgun, you are pretty much screwed in a
1 v Many situation.

-Using splash damage weaponry: Shoot payload in the center of the cluster of
enemies. Shoot at the ground.

-Using C4: Throw in center of the crowd.
-------------------------------------------------------------------------------
3)INFANTRY VS VEHICLES.
-Against buggy/humvee: Basically you are screwed. Stay the the side of the
vehicle, and move so that you stay un-squashed for as long as possible. Lay down
a timed C4, then chip its health away until you die. With long range weaponry,
stay strafing and behind cover while potting.

-Against MRLS/Artillery: Close in on the vehicle while dodging the rather
slow moving shells/rockets. Once close, stay at side of vehicle to avoid
squishing, lay down the explosives, and chip its health away.

-Against APC: Pray. No hope here then.

-Against Medium Tank/Mammoth Tank/Light Tank: Try to dodge the shells while
staying at a distance and shooting at it.

-Against Flame Tank: Try your best to stay at the back of the tank, where the
flames can't reach you. Lay down explosive, and chip it. Of course, if you can,
maintain distance so that it cannot harm you.

-Against Stealth Tank: KEEP FIRING AT THE TANK and DONT STOP. Stay either very
close, or else very far from the tank and hit it.

-Against Orca/Apache: If you can, use long range weaponry to puncture it, while
staying behind cover. When in open ground with an enemy aircraft above you, its
time to say bye-bye. Don't forget to say hello to God.
-------------------------------------------------------------------------------
4)TANKS VS INFANTRY.
Buggy/Hummer/APC/Orca/Apache: Keep steady pressure and unleash payload. Aim
well.

MRL/Atillery: KEEP DISTANCE BETWEEN YOU AND THE ENEMY INFANTRY, and shoot it.
It's easier for Artillery, but for the MRL you need to learn to "lead your
target". It's impossible to explain what's that, so play and see for yourself.

Medium/Mammoth/Light/Stealth Tank: While trying to squish, shoot direct at the
enemy infantry. For stealth tank, try to keep distance and shoot. Or keep
distance until you are invisible, then go for the silent squish.

Flame Tank: Really not meant to be anti-infantry. Concentrate flames on the
infantry and keep steady pressure is all you can do. Remember to aim ONE
of the flame jets at the infantry and go for the head.
-------------------------------------------------------------------------------
5)TANKS VS TANKS.
Buggy/Hummer: Try your best to keep control of the vehicle as you circle around
the enemy tank and drill it with the machine gun.

APC: Maintain distance and keep accurate.

MRLS/Artillery: Maintain as much distance as possible, and shoot it. For MRL
you have to "lead" the enemy.

Medium/Mammoth/Light/Stealth: Try best to keep moving while constantly releasing
shells.
-------------------------------------------------------------------------------
6)AIRCRAFT VS TANKS
Against Buggy/Hummer/APC: Keep moving to avoid getting hit too many times. Try
to wheel to the back of the vehicle, drop, than release missiles onto its armour.

Against MRL/Artillery: Keep moving and going higher or lower. Use the machine gun
whenever possible.

Against Medium/Mammoth/Light: Keep moving to avoid shell fire. Use bullets until
you manage to wheel to the back and lower. Once than, unleash the missiles and
stay at the back of the enemy vehcies.

Against Stealth Tank: Use the bullets so that you get a decent reading of its
position. Keep bullet pressure until target is destroyed.

Against Flame Tank: Keep out of range of the flamethrower, and use bullets to
drive it back to where it should belong. Either its base, or the scrapyard.
-------------------------------------------------------------------------------
7) AIRCRAFT VS AIRCRAFT
This is an art by itself! Aircraft piloting is an important aspect to master.
When facing enemy aircraft, keep climbing and dropping while using the machine-
gun to chip the opponent. Do NEVER use the missile in a dogfight. If possible,
lead the enemy aircraft near to your base so your comrades can assist you.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~SABOTAGING~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Put that phonebook away, we ain't gonna need no lawyer. Sabotaging in Ren-speak
is "sneaking into an enemy structure and destroying/damaging it with C4s to the
MCT". A mouthful? Sabotaging is THE most useful tactic in a undefended map. A
simple run-through:
-Infiltrate the enemy base. Of course this means staying undetected all the way
until you reach the enemy building.
-As fast as possible, disarm any mines at the entrance while staying undetected.
-Enter structure. Plant your Timed C4 on the MCT properly. Then, put the Remote
C4s on SEPARATE POSITIONS on the MCT. (If the Remotes overlap each other, than
only one C4 will do damage when detonated. The other is wasted)
-Stay quietly in a corner and wait for the Timed to blow. If an enemy enters,
keep strafing to stay alive while quickly detonating the remote C4. Then prevent
the opponent from repairing as much as possible.
-------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~SNIPER~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sniping in Renegade can mean either : 1)Killing enemy infantry from far by
staying in a vantage point and shooting without being seen. (Sniping)
OR 2)Two or more snipers jumping and strafing
around trying to dodge each other's bullet, while trying to kill the other
person. (Sniper combat)
OR(Only used in VERY LARGE games) 3)Using the Sniper/Ramjet Rifle to attack
enemy vehicles and score points.

Either way, there are the basics. First, NEVER STAND STILL OR WALK IN A STRAIGHT
LINE. PERIOD. Doing so will greatly risk your life, as a still target/predictable
target is an easy target. Always strafe right, left, jump, hide, and move in a
way that only madman will normally walk. (To understand this, join any Sniper
server and observe how the veteran snipers move around).

Thats the moving. Than, for sniping, you need a good vantage point where you
won't be seen easily, and you can have a wide range of view. (The very top of
the hill on Under, the hut in the middle of Field, and the hill of Complex are
good examples). Try to make sure that the enemy cannot sneak up on you without
you knowing (stealth black hands are excluded). So you won't get stabbed in the
back when sniping. Use your scope, and once you see a target ZOOM IN and kill
it in one shot (headshot). Try to do that, as a missed/non-fatal shot can
alert the target and make it hard to get another shot in, or worse he'll find
your position and start attacking you. When there are no targets, turn off the
scope and start strafing right, left and jump again (in case someone DID sneak
to your back, or in case another enemy sniper hiding somewhere fixed his/her
sights on you.

For Sniper combat, the scenario is probably a lot of strafing and missed shots
everywhere. Thats normal. Once your foe appears and you need to engage in
combat, start strafing. What I normally do is then to close the distance
between me and my foe, as I am better in close range sniper combat. Once close,
try to get the EXACT POSITION OF THE ENEMY AND SHOOT. It is impossible to explain
how to hit a target, so just practice and you'll find your accuracy better.
Another thing: don't bother headshots here. Just get shots in. In a sniper
combat EVERY shot counts, so headshots are just a bonus. REALLY GOOD snipers can
get a headshot rate of over 50%, thats their advantage. For a start just make
sure you actually hit the opponent.

As for sniping vehicles, it will be explained in detail in the "point system"
section.
-------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~Base to base attacking~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evil. This involves "attacking the enemy base while in the safety of your own
base". The ways to b2b will be listed, but I DO NOT RECOMMEND YOU TO TRY THIS
IN ANY SERVER AS THIS IS CONSIDERED CHEATING AND WILL PROBABLY GET YA KICKED,
AND IF THAT HAPPENS NOT MY PROBLEM. Ways to b2b:

1)C&C_Islands.mix
GDI: -Using MRLS, go behind the infantry barracks and look in the direction
of the nod base. You should see the top of the Hand Of Nod between two hills.
The MRLS can shoot the Hand while still covered by the base. This is VERY HATED
and you probably should not try it.

-Using Gunner, stand in the left entrance of the Barracks and crouch
(left as in the side that is nearer to the Weapons Factory). You should see a
tip of the Hand Of Nod. Shoot it and you can hit it with a GUNNER. Not sure
about Rocket Soldier Officer.

NOD: -Using a Rocket Soldier Officer (actually any character can do it, but
the Roc Soldier does it best, climb to the top of the little fort above the
tunnels. Look around to see a hole in the mountain. From the hole, you can hit
the GDI weapons factory.

2)C&C_Field.mix
GDI: Turn on "Lock vehicle view to turret" in the settings, and get a MRL.
Turn the MRL so that its back faces the center mountain, then turn your turret
view to a dent in a mountain near the Refinery. Trial and error around that spot
and you should see missiles going through the mountain. Keep trying until you hit
something over that side.

3)C&C_Walls/Walls_Flying.mix
GDI: Get a MRL, and drive it up the wall in front of your base. Once up there,
maintain balance, and through the center hole in the big rock in the middle you
should see a bit of the Hand Of Nod. Shoot it. (Warning: This is impossibly hard
to pull off, and you'll probably end up with dozens of overturned MRLs while
trying to get the MRL into position. So, my advice is don't bother trying this,
its just a waste of time)
-------------------------------------------------------------------------------
THE POINT SYSTEM
You simply have to learn this or you WILL not be good on the game. This is too
complicated to understand for mere words, but is more gained by experience from
bigger games with good players. But being the helpful me I give a general outline
of point management in game. Laying down the rules:

-This is basically about how you should maintain a point advantage and thus win
the game by points if you are forced to a standstill ingame.
-FIrstly, killing a basic soldier (soldier,grenadier, shotgun trooper, flamethrower
and engineer)gives 3 points at full health.
-Killing 1000credit characters at full health gives 99 points.
-Killing infantry at other class gives a range of points. Basically, the more
expensive the character the more points you get for killing it. ie, a deadeye
will give more than an officer.
-Disarming a proximity mine gives 30points each.
-Disarming a beacon gives *gasp* 300 points each (which is the reason beacons
are not widely used in bigger expert games)
-Destroying a building completely by yourself( ie using techician and destroying
it from full health to none)gives 750. (Not much, which is reason why players
rather keep certain buildings alive to whore points off them.
-Shooting at a vehicle with armour (health bar green) gives quite a good amount
of points. Shooting vehicles without armour (yellow or red health) gives little
to no points. So you can take a soldier and shoot the yellow healthed harvester all
day and get one or two points.
-As with infantry, the more expensive the vehicle the more points it gives away
(WHICH IS WHY I SAY AND KEEP SAYING AND WILL SAY AGAIN: NO MAMMOTH TANKS EVER)
You can try it out. Find an enemy mammy tank at full health and start shooting it
with your soldier's machine gun. Notice the rate which your score RACKS up.
*******
Thats the ground rules. Now the execution and usage of those. Here are some
common terms which you better learn before you read on:

Point whoring: Using a anti-armour vehicle/infantry, position at a vantage point
and shoot at the enemy not to destroy them but for points. A VERY GOOD EXAMPLE
is when players take their MRL and park it near the first bridge in the middle
of Volcano and start shooting the Hand Of Nod whoring points off it. As long as
the enemy keeps the building repaired, you will have a continual source of points.
Therefore lots of highrank players are actually pointwhores (like edwardckw. Sorry
to mention names but you put pointwhoring limits to a new level).

Letting a building go: As you know it is never good to let a building get destroyed
BUT it might be the key to winning in some cases. Normally letting a building go (by
not repairing it and leaving it to blow when the enemy attacks it) is to prevent the
enemy from managing pointwhores. The refinery in Hourglass is easily hit by MRL/arty
on the hill, so sometimes teams choose to let the refinery go so they don't have to
worry about the top of the hill anymore (and so the enemy cannot pointwhore anymore),
then they use infantry to shoot at enemy tanks and buildings and try to win the points
back and get the edge. Another example will be the GDI Weapons Factory on Field
which is a common target for multiple artilleries pointwhoring off it. The thing is
to let the Factory die so that the artilleries no longer have a source of points,
then use infantry to shoot vehicles and score points to pull the gap.

Blocking the harvester: A common tactic. When the enemy has domination of the
map, they can hit the harvester easily (like when the enemy dominates the field
in Under and can hit the harvester). This way they get a source of points in the
form of the harvester.
Easier way to explain would be: No credits anyway + enemy gets points. The common
newbie will say "WE WONT GET MONEY TO BUY IF WE BLOCK HARV". Heck, if the harv gets
blown we won't get crap anyway, and the enemy gets more points.
To prevent the enemy from being able to whore off the
harvester, players can choose to keep the harvester inside the base. There are 2
ways of doing this, either by
1) When the harvester returns to unload the tiberium, take a humvee/buggy and park
it at the front of the refinery extraction gate. When the harv goes there it
cannot unload, and it will keep staying there trying to unload so basically it
will stay there forever. To undo this, destroy the blocking vehicle.

2) When it is impossible to even get the harv back (ie the moment it goes out it
gets blown apart) you can get a heavy vehicle (most favourably the APC) and push
the harvester against a lampost. This is hard and tedious but with practice you
can get it done. The harvester is stupid and will just keep trying to drive
through the obstacle. This way the harvester is blocked.

*******



Now on. When the enemy has domination the thing to do is to use infantry,
and shoot the tanks. best will be using a sakura/havoc. With one shot on armoured
vehicles, a ramjetter gets 10 points PER SHOT and 12 points for a mammoth tank.
With many ramjetters, the points can rack up pretty fast. 20 points on a stealth
tank too!
(UPDATE ON V1.1: I PUT THE SCORE FOR A MAMMOTH HIT AS 23 WHICH IS INCORRECT. THE
CORRECT VALUE IS 12)


********************************************************************************
7)The Hall Of Shame
Cheating. The cause of all misery of Renegade players.

If you are a cheater I suggest you stop reading now and stuff some explosive
matter up your ass. Yes, thats how hated and despised you are by all Ren Players.

If you are not, read on!
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Unfortunately cheating HAS made its way into the Renegade community. It is a fact,
and cannot be reversed. Mind you cheating in ANY way is completely detestable,
and WILL get you permanently banned from servers once you are found out. I DO NOT
advocate cheating, and I most sincerely wish you do not too. I know where to find
the cheats, and in fact the files are in a separate folder from my Renegade data
folder(so of course they dont work). I have tested most of the currently known
cheats out and know how they work, so I'll know when someone is using it. Here
are the cheats and the tell-tale signs of cheating:

1)FINAL RENEGADE CHEAT: The most lethal cheat ever. Features include
damage hacks, wall hacks, ammo hacks, repair hacks, sniper hacks, firing rate
hacks, score hacks, scope hacks, among other things. This is way too obvious.
When your tank gets repeatedly blown up by a shot or two, and you dying straight
away, and some1 getting a ridiculous score like 20000+ in the course of a few
minutes, they are using this hack. I tested the hack out, and realized that after
i shot a stealth tank, and half of an APC's health, my score was already 800+. So
this cheat is very easy to spot.

2)BIG HEAD MODELS: This is less lethal, but harder to spot. It works by enlarging
the heads of most characters by 10 times, so headshots are VERY easy. This is not
only powerful for snipers; it allows a soldier to kill a Havoc very quickly at
long range. Another tell tale sign for this would be the lack of bullet holes
when you are hit: When hit by a sniper there will be a bullet hole behind you
where the bullet has gone through. In the bighead's case, the bullet hole will
be removed. The other way is to call the suspect to throw a c4 over YOUR head.
If it hovers, he cheats
Also tell when a person keeps getting headshots and lots of kills
at a very irresponsible rate :)
(UPDATE FOR V1.1: IF YOU THROW YOUR C4 OVER A CHEATERS HEAD IT WILL NOT HOVER.
IT ONLY WORKS IF THE CHEATER THROWS IT OVER YOUR HEAD)

That ends it. So far these are the cheats I know. A program called RenGuard is
being developed to sieve cheaters out of a game. Lets hope RenGuard delivers
what it is supposed to do and stop the bloody cheaters. DEATH TO N00B CHEATERS!

Oh and by the way, heres a list of cheaters I've encountered so far, so you'll
know one when you meet one:

bob12x
xy1100000
keetxx (This particular idiot cheated his way to rank number 1 in the world, so
beware of him)
hac43r
l2econsrv
cddypmp
tanksreal
spagnetti
darksyda (This person has names like darksyda1, darksyda2, darksyda3, and so on)
tkhovac
start321
starthe7
TxCspill
ezbyero

(UPDATE FOR V1.1: I decided to remove most names from the list, as it was from
an unreliable source and some of them don't cheat. The ones I left are confirmed
cheaters I've met myself)

I could name more, but the list would go on forever. So instead of worrying about
hopeless weaklings, lets go on with the FAQ.
********************************************************************************
8)The words they use

In team chatting and communicating, every second counts in informing your team
on an incoming attack or to report what you see. In this case, use shortforms
which are quicker to type. Heres an outline of the common shortform:

ref = refinery
pp = Power Plant
bar/barx = barracks
Hon/Hand = hand Of Nod
Ob = obelisk
AGT = Advanced Guard Tower
Air/strip = Airstrip
wf/weaps/weap fac = weapons factory
ped = beacon pedestal

mammy = Mammoth Tank
med = medium Tank
APC = Armoured Personnel Carrier
hummer = Humvee
stank = stealth tank
ftank/flamer = flame tank
light = light tank
arty = Mobile artillery

sbh = Stealth Black Hand
sak = sakura
hottie = Hotwire
tech = Technician

inc = incoming

gg = good game
ns = nice shot
bs = bullsh*t
hs = headshot!
ty = thank you
np = no problem

so, if you intend to say "APCs incoming Power Plant side" you could type APC
inc PP side" or even "APc inc PP". "Watch the pedestal" becomes "watch ped".
This way typing and communicating is faster.


*******************************************************************************
9)Good places to go.
Here I'm gonna introduce 2 good forums and strategy discussion areas. They are
http://renstation.net
http://66.135.185.55/forums/index.php

Renstation is the BEST ladder server to date, and their servers are powerful
and well moderated. Just about all the worlds best players go there. I suggest
perfecting your skills before visiting, so you won't be surprised by the quick
game pace. Renstation.net has many map downloads, and a discussion forum with
some one the world's best players. Good place to go overall.

The second site is Hazteamm or HT for short. It's a non-laddered server, and
they emphasize a lot on teamwork, fair play, and skill. Its a good server with
little to no lag, and the members are mods of HT are generally very nice ppl
to be with. They are good players, although they won't have high ranks because
the server is non-laddered. If you suck at sniping, go there because sniping
is strictly NOT allowed there. The forums (the URL) is a very good place to talk
to other HT visitors, and discuss things. They are quite friendly and welcome
all players.

There are others, like n00bstories, katiesrv, BCserv, etc etc. I don't visit
those often, but they are good servers.



******************************************************************************
10) THINGS THAT NEW USERS SHOULD KNOW TO GET RESPECT AND PLAY WELL




If you are new to Renegade (i won't use the term newbie, its quite degrading
IMO), it is CRUCIAL to read this section before going to the advanced strats!
If you don't know the basic Renegade stuff, you don't have use for advanced
strats. I will start from the MOST BASIC, to a bit more advanced stuff. I am
going to go slow as I realize there are a lot of very new new players who really
cant understand Renegade. So here goes...

A: To play Renegade online
(This is necessary, i have people asking me how to sign up and everything)

step ONE: You need a internet connection, at least 56k modem. Believe me, with
a 56k lag is going to be quite bad. A cheap modem like maybe 128k will be a huge
improvement.

step TWO: You need to have the full game, original copy with a CD-key, and the
westwood internet components installed. Install the 1.037 Patch (latest patch).
It can be found at http://www.planetcnc.com

step THREE: Open the game. You should see a menu. The second option should say
Multiplayer Internet. Click that.

step FOUR: You should see two options. Click "Westwood Online"

step FIVE: Now you should be on another menu with "Quick Match", "advanced
game listings", and "chat". Go to the left side of the screen, point the mouse
there and a menu should appear. Click "my information"

step SIX: On the page that appears, click Manage Accounts.

step SEVEN: Click on "I have never registered before", and after that insert your
username that you want, and your PW and email. Westwood is dead and wont send you
the email however so dont bother waiting for it.

step EIGHT: Back to the page with three options and a table underneath, click on
"Advanced game listings"

step NINE: If a window appears asking where you are logging in from, just choose
whatever.

step TEN: You should be on the advanced game listings page. Pick and game and start
your Renegade MP experience.

NOTES: Now that Westwood online is cocked up, sometimes it may say

"Unable to login to Westwood online"
or something like that. In that case, just click OK and try again.


OK now the BASICs are over, on to actual gameplay...

B: Basic tips

Remember these things these are crucial to good gameplay.

-A team can only have a total of 30 prox. C4s and Remote C4s. If you exceed the
limit, previously planted C4s will disappear. That is BAD, mines disappearing in
critical places can be the demise of your team.
-Mine in GOOD places.
-LISTEN to your betters. i.e, those with more experience. Generally they know what
they are saying, and follow what the tell you to learn more stuff. Thats how I
started out.
-LEARN the weapons, make sure you are hitting your target by seeing your score. I've
seen n00bs park an apache in the middle of Walls Flying and firing its missiles
at the GDI refinery...obviously the missiles cant reach, but the n00b apache stays
there anyway. I happily downed it.
-When sabotaging a building place C4 PROPERLY. Lay the timed C4 first, followed by
the remote, and guard. Make sure no C4s overlap. if enemy comes in, dodge around and
try to hold on for as long as possible. If you look like dying DETONATE the remotes
for a bit of damage and hope the times will blow too. A missed C4 does VERY LITTLE
damage and is a nuisance.
-Practice teamwork.
-DONT STEAL YOUR TEAMATES VEHICLES. If you see one lying around, ask. If no response,
hop in. IF the owner asks you to get out, GET OUT. Unless you bought it yourself,
you have no right to take it unless the owner SAID he gave it to you, or the owner
left the game OR the owner died while out of the vehicle and left an empty vehicle
free for enemy to take, in which case you should hop in, take it to safety then
return it to your owner.
-Dont swear in games. Even if you failed an important rush and this guy owned you
over and over and the enemy leads by 9 million points and are killing you for fun
DONT SWEAR. A "damn" or a "crap" or a "shit!" randomly when you are really pissed
is fine, but thats it DONT keep it up. The f-word is unacceptable unless you are
in a fun server...and remember kids play this game, so some servers have auto-kick
against swearers. I leant this the hard way :)
-Be sporting! If the enemy owns you with skill, go ahead and compliment. Say "nice
shot" or "good one" or something like that. People enjoy compliments, and you will
grow to like giving them. Its all a part to make gaming more fun. If you owned
and the victim compliments you, thank him! At the end of the game, no matter win
or not say "good game". You get the idea.


OK, if these are followed the rest can be learned by experience. Now on to general
tips.
**********************************************************************************
11) General tips

OK, when you are sure you got the basics right, or when you think you could use
a but more refining, come here! I have all the tips I can think of for you.


- When you were in Single Player, all you did was stand there and shoot around
until there are no more Nod. Well guess what, try that and I guarantee you find
a sniper shell through your head or find yourself finding a timed C4 stuck firmly
on yer bum.
MOVE, stay on the MOVE. A moving target is ALWAYS harder to hit.

- Point management. Refer to "point system".

- Perfect your aiming. As a starter it IS harder to aim well when you are
hopping all over the place. So PRACTICE. Get a map with bots and practice aiming
while staying alive. Set a goal, something like 50 kills and maximum 10 deaths.

- He who fights and runs away lives to fight another day. If you see your com-
rades battling it out with the enemy while you got a beacon and is about to lay
it, what should you do? Sneak away and stick to your task. Join in the fray, get
hit by some random stray bullets, and you find yourself slamming the computer
for losing 1000 credits for NOTHING. if you are caught outnumbered or outclassed,
ESCAPE. If you are near a PT REFILL. For starters, refilling is OK. People tell
you it is n00bish, but hey, I got a PT right next to me and I'm injured so why
shouldn't I? You can do the same in YOUR base! When you get to the stage when
you are so pro that you can stand up against many enemies and win, then you start
to be hero and refuse to refill. Remember again! He who fights and runs away lives
to fight another day!

- Stealth. In Single Player you charged into a room full of Nod guns a'blazin. Try
that in Multiplay and you find youself kissing the floor/mud/sand/ground with
multiple fragments of bullets and shells all over you and an angry enemy pouring
lead over your dead body...use the sneak. When going to sabo a building/beacon/
whatever, STEALTH IS KEY. If you can make it so that you stay undetected until you
lay down all your explosives, most likely you made it...or keep the enemy unaware
until you finish laying the beacon. Unless enemy spots you and confronts you, DONT
FIRE BACK. Especially if you are stealth black hand.

-Learn to take cover. Generally terrain in Renegade cannot be destroyed so if you
find yourself taking too much punishment duck behind a rock or something and catch
your breath, then pop out and give your enemy a right shot in the eye. Beware of
splash damage though, otherwise use cover as often as possible. Usually
you can find cover no matter where you are fighting. Of course, you need to make
sure its SAFE cover, and not a barrel, or a rock with a couple enemy mines
stuck on it just waiting to catch a careless soldier by surprise.

-Use SKINS to your advantage. Once again, assuming I'm dealing with beginners,
there are some very bright skins for beacons/C4s/certain dangerous characters to
help you spot danger better...good players say its cheap, but it is NOT cheating
and it gives you an advantage plus its public...for a start why not. But PLEASE
no bighead skins.

-Don't try to act pro when you are not. If you KNOW you are outclassed, too bad.
Don't fight and die and afterwards say "my mouse is spoilt" or "i just let you win"
or "you were just lucky" or crap like that. People deserve respect for their skill,
so go ahead and say "nice shot" or compliments...and not "damn you cheater go away."

-Use vehicles to your ADVANTAGE, not DISADVANTAGE. By experience you will learn
what vehicles to use in what times, but heck, in a nutshell,

*Hopping in an enemy vehicle is NOT always best, like when you are
in a mammoth tank and you see an empty Nod buggy, you get out, hop in the buggy,
and a random stealth black hand hops in your mammy and kills you.
*However a stolen tank is always a big blow to the enemy...and the
enemy tends to put the stolen tank at top priority...so build on that! When you
are behind in points, purposely give the enemy a mammoth tank...the enemy will
likely use it against you and keep it very well repaired...and you know hoe
much points mammoths give. You get the idea.
*Remember there is a limit to how many vehicles a team can have,
till now im still not too sure, around 7 or 8...or maybe it is dependant on the
server I'm NOT sure. A stolen tank, although belonging to the enemy, counts as
YOUR tank as long as it stays alive...so when you do steal a tank sometimes it
is good to park it somewhere safe and tell your team not to touch it. It will
count against the enemy vehicle count and you have one less vech to deal with.
*Good driving is a useful skill to have. Face it, when handling a
buggy you can't drive it the way you will drive a mammoth tank...when handling
fragile vehicles you need to stay on the move, drive around in erractic patterns
and twist and turn. It is useful to go to your settings and enable "fix camera
to turret" or something like that...that means the camera follows the turret of
the vehicle and not the front, so you can shoot at enemies behind you and drive
at the same time. Perfect it and do it against n00bs and they will think you
got an eye at the back of your tank :)
*Learn the strengths and weaknesses of vehicles in situations against
specific enemies. i.e, a mammoth tank can wreck slow moving vehicles and buildings
very well but against an agile high flying apache it is hopeless. A buggy is
speedy and useful for getting to places fast and infantry decimation, but it
wont last against the wrath of an enemy medium tank.


-PRACTICE. Host a LAN game with 1 player max and turn off dedicated and play
against yourself...there are no enemies, you can do whatever you want, so mess
around, try out different strategies and find secrets in each map. I wanted to
put a map secrets section...but I thought it would be more fun for you to find
out yourself. A hint: almost every map has a point to exploit.

*******************************************************************************
12) FAQ (Frequently asked questions)

Here are questions emailed to me:

Travis Combs wrote:
hey im trying to make a clan but i dont know what WOL is do you know?
if so plz tell

Answer: WOL means Westwood Online, the service we play Renegade online in.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Olaf Holst wrote:

Hi,
many thanks for supplying a very interesting guide for renegade. I have
a
short question, do you have any information of the fileformat of the
renegade singleplayer save games (what iss tored where and how is it
named).
The reason is easy, I am not able to finish the single player campaign
because I am always killed by raveshaw whatever I try. So I was
thinking
just to give me a lite bit more health to equal the odds. Maybe you
have an
Idea of how this is possible.

Many thanks in advance.

Mit freundlichen Gr¨¹?en

With kind regards



ANSWER:

Hi,

thank you very much for reading my guide.

As for your question, I do not know about file editing or things of those sorts,
but I know how I can help to kill Raveshaw:)

The non cheating way is: THe moment the battle starts run out of the elevator
and into the main lab, where you can move freely. KEEP RUNNING and stay out of
reach of raveshaw. Use your personal ion cannon (or any laser weaponry but
nEVER TIBERIUM) and shoot him while still running, AIM FOR THE HEAD. A Ion Cannon
shot to his head will bring a large chunk of health down.

The CHEATING way: DOwnload the Golden God mod. I forgot where, but search
www.cncammo.com or www.planetcnc.com. If you still can't find it, drop me a mail.
The mod makes you invincible and gives you infinite ammo, plus it makes you faster
and jump higher.

I'm sorry I couldn't help you edit your health, but I hope i helped. BTW, if you
can't beat Raveshaw you gotta come up with something special to beat Petrova on
mission 12 :)




-Keith
-------------------------------------------------------------------------------
*******************************************************************************
13) Sites allowed to post this:
ONLY the sites listed below are allowed to put this FAQ on their site. The
sites are:

www.gamefaqs.com
www.neoseeker.com
dlh.net
*******************************************************************************
14) Credits (Special thanks)
-God of course
-Westwood for the great FPS game.
-CJayC for posting this
-My good old Pentium 4 XP Comp for giving me smooth gameplay:)
-Westwood official website (deceased)
-Hazteam for providing what I think is the best server in the world
-Travis Combs and Olaf Holst for asking me questions that I can answer :)
-Neoseeker for requesting to post this on their site
-Bernd Wolffgramm for requesting to post this on their site (dlh.net)
-You for reading my work.

End.
*******************************************************************************


 
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