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- I. Introduction
-
- Welcome to Command and Conquer. In this demo you will be playing the side of
- the Global Defense Initiative (GDI): the strike force of the United Nations,
- the "good" guys. Your opponents are the forces of the Brotherhood of Nod, a
- ruthless terrorist organization bent on world domination.
-
- II. Title Screen Menu
-
- This is where you begin the game. You are given a few options here.
-
- Start New Game: Choose this option to start a new game. You will
- receive instructions on your mission objective and
- then enter the battle.
-
- Load Mission: If you have previously saved a mission, you may reload
- it with this option.
-
- Order Info: This option will give you information on how to order
- the full version of Command and Conquer.
-
- Replay Intro: If you wish to review the introduction sequence, choose
- this option.
-
- Exit game: Choose this option to exit the game and return to your
- operating system.
-
- Please note that multi-player (modem and network) functionality is only
- available in the full version of Command and Conquer.
-
-
- III. The Playing Field
-
- Your screen is broken up into 3 sections. The first and largest section is
- the map. This is where all of the action in the game takes place. To scroll
- around the map, simply move the cursor to the map edge (notice it changes to
- a fat white arrow). If you reach the edge of the world, the arrow will be
- covered by the 'universal no' symbol. The second section is the Sidebar.
- This is where your Radar and building options are located (more on these
- below.) The third section is the strip of tabs at the top of the screen.
- There are three tabs:
-
- Options: Clicking this tab pauses the game and takes you to the
- options window.
-
- Credits: This tab shows the current amount of Tiberium credits
- available to you. Tiberium is gathered by Harvesters and
- processed in a refinery. If you lose your harvester or
- refinery, you no longer have a source of income, and
- your career in GDI will be short.
-
- Sidebar: Clicking this tab will hide the sidebar and give you a
- larger view of the map.
-
-
- IV. How to Play
-
- Once you have received your instructions, you will find yourself on the
- field of battle, looking at your troops. Most actions in Command and Conquer
- are controlled by moving the mouse and using the left mouse button. Each
- action has its own cursor. The default cursor is a white pointer arrow, the
- same one that is used to select menu options.
-
- Selecting Units
-
- To do anything with a unit, you must first select it. To do so,
- place your pointer over the unit. Notice that the cursor changes to a
- white box. Left click the unit - it now has a white box around it. You
- can also select more than one unit at a time by holding down the left
- mouse button and dragging the cursor to include all the units you wish.
- Doing so will draw a white box around the units; all units within the
- box will be selected, and any command you give will affect them all.
-
- Moving Units
-
- To move a unit, move your mouse to the desired location. Notice the
- cursor changes to a green circle with white arrows. Left click the
- mouse to move your selected unit(s) to that location. If you choose
- a location that is unreachable, the movement cursor will be covered
- by the "universal no" sign.
-
- Attacking
-
- To attack an enemy unit, move your cursor over it - notice that the
- cursor changes to a white circle with red arrows. Left click the enemy,
- and your selected unit(s) will attack.
-
- Deploying the MCV
-
- The Mobile Construction Vehicle is a special unit that unfolds to
- become your construction yard. To deploy the MCV, select it. If the
- MCV is in a good location and is not being attacked at the time, the
- cursor will change to a green dot with outward pointing arrows. Left
- click it again, and it will deploy. Since all buildings must be built
- next to an existing structure, make sure you have plenty of open space
- before deploying your MCV. Otherwise, you may not have enough room to
- build the rest of your base.
-
- Transporting Infantry
-
- Infantry (including Commandos) can be transported on transport
- helicopters and APC vehicles. To load a passenger into a transport,
- select the infantry soldier and then move the mouse over the
- transport. When the downward pointing green arrows show up, click the
- mouse. The infantry soldier will walk into the transport. Move the
- transport normally. When ready to unload, double click on the
- transport in the same manner as used when deploying the MCV. All
- passengers will then unload.
-
-
- V. The Sidebar
-
- Once you have deployed your MCV, The sidebar becomes active. The sidebar
- consists of four sections: the building strips, the radar screen, the power
- output strip and the buttons.
-
- Building Structures
-
- The left building strip allows you to build structures. To build what
- you want, click the icon for the structure. The icon will become gray,
- and begin counting down the construction time. Right clicking the icon
- during the building time will pause the construction; a second right
- click will cancel it. When finished, you will hear the "construction
- complete" message, and the word 'ready' will appear at the bottom of
- the icon. Left click the icon again, and move your cursor to the map.
- You will see a white grid in the shape of your chosen structure. To
- place the structure on the map, left click. You cannot build another
- structure until you have placed the one that is ready. If any part of
- the grid turns red, the location you have chosen is unsuitable. You
- may right click to cancel placement and return to the 'ready' stage.
-
- Structure Tips
-
- - Everything you build requires credits. You get credits from harvesting
- Tiberium. It is a good idea to scout out the Tiberium fields at first
- opportunity.
-
- - The first building you are allowed to build is a Power Plant. Notice
- that when you do, the Power Output Strip turns green. Also note the
- blue line on the Strip. The green is the power you have (this will
- turn yellow or red depending on the placement of the blue line) and
- the blue line is how much power your buildings require. Remember that
- when your power level is yellow, some structures cease to function,
- and build times are increased.
-
- - To create units, you must build the correct structure (factory):
- Infantry require a barracks, vehicles require a weapons factory.
- Building two barracks will decrease the build time for infantry;
- this applies to any factory building.
-
- - There are pre-requisites for some structures and units. For example,
- you cannot build a refinery without first building a power plant, and
- you cannot build an APC without first building a barracks and a
- weapons factory.
-
- - When you build a Communications Center, the radar screen becomes
- available to you (it appears where the GDI logo is on the sidebar) if
- you have sufficient power. The radar shows everything on the map that
- you have explored (unexplored portions of the map are black). You can
- change the magnification of the radar by clicking the MAP button under
- the screen. You can also click the screen to move to different parts
- of the map, and can click on the radar screen to move units.
-
- - If one of your structures becomes damaged, you can repair it by
- clicking on the REPAIR button, located under the radar screen. Doing
- so changes your cursor to a wrench. Any structure you click on with the
- wrench icon will begin repairing itself (draining credits as it does).
- The cursor will remain a wrench until you either click the repair
- button again or right-click the mouse.
-
- - If you wish to get rid of a structure, or you desperately need cash,
- you can sell it by clicking the SELL button under the radar screen.
- Doing so changes the cursor to a dollar sign. Clicking on a structure
- with the sell cursor will dismantle it with two effects. First, you
- will be refunded half the building price of the structure. Second,
- you will see the personnel of the structure abandon it; these usually
- consist of minigun troops or civilians. Be careful not to sell your
- construction yard unless absolutely necessary! If you do, you will
- not be able to build any more structures.
-
- - If you have more than one of a factory (whether by building it or
- capturing one from your enemy) you can select a primary unit-building
- location. This means that units which are common to both structures
- will appear at the primary location when built. For example: If you
- have two Barracks or a Barracks and a Hand of Nod, minigunners will
- appear at the primary location. If you have a Barracks and a Hand of
- Nod, a grenadier will only appear at the barracks, and a flamethrower
- will only appear at the Hand of Nod, since the units are not common
- to both structures.
-
- Building Units
-
- When you complete construction on a unit-capable structure, the units
- available to build will appear on the right strip. Building units is
- similar to building structures: click the icon and the countdown begins.
- Once the unit is ready, it will walk/roll out of the structure that
- created it (the Barracks or Factory).
-
- Unit Tips
-
- - You can check on a unit's health by selecting it. If the colored
- bar is green, the unit is healthy. This will change to yellow and
- red as the unit takes damage. While there is no way to heal infantry,
- later missions will allow you to build a repair bay, which will repair
- any vehicle (which costs credits). To repair a vehicle, select it,
- then place your cursor over the repair bay. Notice the cursor changes
- to the 'enter' cursor (three downward-pointing green arrows). Left
- click, and the unit will make its way to the repair bay. Once the
- unit is fully repaired, you will need to move it off the bay to make
- way for the next unit.
-
- - Remember! Tiberium is poisonous to infantry! Moving a trooper through
- a Tiberium field will eventually kill him.
-
- - The Engineers are special units. Though they do not have any offensive
- or defensive capabilities, they are able to capture an enemy building
- and place it in your control. To do this, select your engineer, then
- move the cursor over an enemy structure (notice the 'enter' cursor)
- then left click. The engineer will make his way to the structure,
- and if successful, the structure will change color and be in your
- control. Once captured, the enemy structure is yours to use, including
- selling it, or producing units. Note that this will allow you to build
- units and structures not normally allowed to you. Some structures
- (such as SAM sites, Turrets and Obelisks) cannot be captured.
-
- - The Orca is an air unit you will receive in the second demo mission.
- The Orca is selected and targeted just like any other unit. However,
- you cannot select an Orca once it is airborne. For this reason, you
- may wish to keep the Orcas on a group hot-key (see the README file for
- keyboard shortcuts and hot-keys). You can get Orcas to return to their
- pads by selecting them, placing the cursor over the pad (notice the
- 'enter' cursor) and left clicking. Orcas are immune to weapons other
- than missiles (such as SAM sites or Bazooka troops).
-
-
-
- VI. The Options Menu
-
- The Options menu is accessed either by clicking the options tab in the
- upper left corner, by hitting the space bar, or by hitting the Escape
- key. You have several options:
-
- Load Mission: The same as the main menu option - loads a previously
- saved game.
-
- Save Mission: Save your mission in progress. You may name the saved
- game anything you like, and the only limit on the
- number of savegames is your available hard drive space.
-
- Delete Mission: Allows you to delete a savegame from your hard drive.
- Useful to conserve space.
-
- Abort Mission: Choosing this option allows you to exit the mission to
- the main menu, or restart the current mission.
-
- Resume: Takes you back to the action.
-
- Restate: Gives you a text summary of the mission objectives.
- Also gives you the option of reviewing the video
- briefing.
-
- Game Controls: This option brings up a new menu to adjust the settings
- of the game:
-
- Game Speed: Adjusts the overall speed of the game.
-
- Scroll Rate: Adjusts the scroll rate of the map.
-
- Visual Controls: Allows you to adjust the brightness, color,
- contrast and tint of the game.
-
- Sound Controls: From this menu you can adjust the volume of the
- music and sound effects, change the music track,
- listen to a music track, or set the music tracks
- to shuffle during the game. The demo contains
- two of the music tracks from the many available
- in the full version of Command and Conquer. To
- listen to a track, click the desired track, then
- click the play button.
-
-
-
- VII. List of Available Structures in the Demo (note that not all structures
- are available in all three missions)
-
-
- GDI (you can build these)
-
- Construction Yard
- The construction yard is formed from a deployed MCV. It is the
- foundation of a base and allows the construction of other
- buildings.
-
- Power Plant
- Provides power for the buildings in your base. The power output
- declines when this structure is damaged.
-
- Barracks
- This building allows the training of infantry units.
-
- Guard Tower
- Provides base defense with a high-powered machine gun.
-
- Refinery
- Processes Tiberium into credits. A refinery comes with one
- Harvester, and will store 1000 credits.
-
- Silo
- This building stores 1500 credits of Tiberium.
-
- Communications Center
- Allows the use of the radar screen, as long as there is sufficient
- power.
-
- Weapons Factory
- Produces light and heavy vehicles.
-
- Helipad
- Allows the production of the Orca VTOL craft. Each pad comes with
- one Orca.
-
- Repair Facility
- Repairs damaged vehicles. If the bay is damaged, repair time is
- increased.
-
- Barrier Defenses
- Includes sandbags (which provide some cover and block unit
- movement) and Chain-link fences (which will stop light vehicles).
-
-
-
- NOD (You can build these if you capture the NOD construction yard)
-
- Hand of Nod
- Allows you to train infantry (equivalent of barracks).
-
- Turret
- A non-mobile defense against vehicles.
-
- SAM Site
- Non-mobile, fires surface-to-air missiles at enemy aircraft.
-
- Airstrip
- Allows the purchase of heavy and light vehicles (equivalent of
- weapons factory).
-
-
-
- VIII. List of Available Units in the Demo (note that all structures are not
- available in all three missions)
-
-
- GDI (You can build these)
-
- Minigun Infantry
- The standard for GDI and NOD forces.
-
- Grenade Infantry
- These troops can throw their grenades over barriers and up hills to
- great effect. May catch friendly units with area effect (shrapnel).
-
- Bazooka Infantry
- These troops use portable rocket launchers for great effect on
- armor units, air units, and structures.
-
- Engineers
- These troops carry no weapons, but have the ability to capture
- enemy buildings.
-
- Humm-Vee
- A quick vehicle armed with a chaingun.
-
- APC
- This vehicle can carry up to 5 infantry units. To load an APC,
- select your infantry unit, then place the cursor over the APC
- (notice the 'enter' cursor) and left click. Only one unit can
- load at a time.
-
- Medium Tank
- The staple of the GDI armor arsenal.
-
- MCV
- The unit which deploys into a Construction yard. You will not be
- able to build these in the demo, so guard it well.
-
- Harvester
- This vehicle gathers Tiberium and returns it to the refinery for
- processing. You get one free with each refinery you build, but you
- may build them separately.
-
- Orca
- An attack aircraft which fires a limited supply of rockets (the orca
- must return to the helipad to reload). You get one free with each
- helipad you build, but you may build them separately if you have a
- helipad available.
-
- Ground Support Aircraft (A-10)
- You cannot actually build these, but if you eliminate all SAM sites
- on the map, you will gain airstrike capability. This allows you to
- call an A-10 loaded with napalm to fry the enemy troops.
-
-
-
- NOD (you can build these if you capture NOD's Hand of Nod and Airstrip)
-
-
- Flamethrower Infantry
- A nasty trooper carrying a flame pack. May catch friendly troops
- with spray, and explode when killed.
-
- Recon Bike
- A very quick unit armed with rockets.
-
- Nod Buggy
- A quick unit with a mounted machine gun.
-
- Light Tank
- The staple of the NOD armory. Not as effective as the GDI tanks, but
- cheaper and faster.
-
- Mobile Artillery
- Devastating to units and structures at long range, but weak and
- ineffective close up.
-
- Flame Tank
- The ultimate anti-personnel weapon, this tank sprays twin flames at
- it's victims. Explodes when destroyed.
-
-
- IX. Final Notes
-
- For more information about units and structures (both in this demo and in
- the full game) including building prerequisites, please see the FAQ file.
- For more general information including keyboard shortcuts and hot-keys,
- troubleshooting and installation information, please see the README file.
-