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GROUND CONTROL II: OPERATION EXODUS
by Briareos Kerensky (briareos_hf@tiscali.it, briareos_CWE), ver 2.X
25 July 2004
Table of Contents
1-Disclaimer
2-Update History
3-History Briefing
4-Unit Stats Briefing
5-NSA Units Briefing
6-NSA Off-Map Attacks
7-Viron Units Briefing
8-Viron Off-Map Attacks
9-Terran Units Briefing
10-Fixed Emplacements Briefing
11-Dropship Upgrades Briefing
12-General Tactics
13-Multiplayer Tactics
14-Walkthrough
15-Cheats
16-Credits and misc
************
1-DISCLAIMER
************
All names and marks are property of their respective owners; this document is
copyright of Briareos Kerensky: unauthorized reproduction of this document as
it is or in part is forbidden; to ask authorization send a mail to me
(briareos_hf@tiscali.it). Do not send mails asking CD keys or other personal
codes which changes with every CD package: every softhouse has its own way to
use these keys, and I won't deny myself the possibility to play online a game
only because someone has "lost the package" or "the package is corrupted".
If some sections have cheats which includes alteration of hex codes, renaming
files, creation of new ones, I will not answer of HD formatting, lost datas,
World Wars, nuclear explosions, invocation of demons of any kind or any other
damage derived from those operations.
I'm Italian, so do not pay attention to the many mistakes I'll do in spelling,
grammar construction and so on.
****************
2-UPDATE HISTORY
****************
25 July 2004 - version 2.X. Whole document completed, so this is the last
update with original material. I'll continue to accept submissions, anyway.
21 July 2004 - version 2.0. Added three sections, Off-Map attacks (NSA and
Viron) and Dropship Upgrades. Walkthrough completed. Only a few things remain
to complete this walkthrough, I'll try to make the next update the last one;
I'll continue to accept submissions, of course. If I manage to get some free
time (when I won't play Tales of Symphonia), I plan to complete the guides on
the original Ground Control and its expansion, Dark Conspirancy, which have
laid dormant as the Elder Race for too much time. 200 Kbs reached and passed.
18 July 2004 - version 1.8. Added missions 7, 8 and 9 to Viron walkthrough.
Started and completed the Historical briefing. Started General Tactics section.
Updated some other sections.
14 July 2004 - version 1.7a. Added mission 6 to Viron walkthrough.
11 July 2004 - version 1.7. Began the Viron walkthrough, mission 1 to 5
available. Usual updates to other sections. Before I realized that, this file
almost reached 150 Kbs...
09 July 2004 - version 1.5. Thanks to Nainara from a forum I frequent, I've got
all original mission names. Completed the NSA walkthrough. Added Viron unit
stats. Corrected a stupid mistake...confused codename Guardian (Recon
Terradyne) with Rhino (Light APC).
04 July 2004 - version 1.2. Fine-tuned units description, added missions 2
through 5 of the NSA walkthrough. All other sections recieved updates as well.
01 July 2004 - version 1.0. It has been a while since I've written a
walkthrough, I hope I'm not rusted too much to do a good work. This initial
release is mostly about general document layout, though NSA Units already have
full stats. Tutorial walkthrough completed.
******************
3-HISTORY BRIEFING
******************
Born in 2399, Marcus Augusts founded the Draconis Empire on a colony planet and
declared itself independent. The Earth government, afraid of starting a civil
war, didn't took any military action. The Draconis Empire was born, and
Augusts was proclamed Emperor.
In year 2419 the Crayven Corporation and the Order of the New Dawn fought a
bitter battle on planet Krig-7B to acquire a mysterious alien tehcnology
millions of years old. The war ended when Sarah Parker , a renegade Crayven
commander, and Jarred Stone, a renegade Order deacon, destoyed all artifacts.
Two months after, Sarah Parker destroyed the Early Warning system for unknown
motivations; this would expose the planet Earth to the First Interstellar War,
in 2431. Just before this war, however, in year 2422, the Welby-Simms
Corporation started an Indepence War to cut ties with the Earth government,
which imposed great taxes over colonies. Welby-Simms insurrection prompted all
colonies in the Outer Sphere to rebel and in 2429 the Earth government
controlled only an handful of colonies.
Taking advantage of this chaotic situation, the Draconis Empire launched a
full-scale assault against Earth, followed shortly by many corporations, eager
to expand their sphere of influence. This was called the First Interstellar War
and ended in year 2501, only when the Draconis Empire obtained full control of
the Inner Sphere. Busy in repairing all damage done under its control, the
Draconis Empire did not repaired any tachion emitter, the only way to
comunicate with the colonies in the Outer Sphere, and stopped all supply
convoys for the outer space.
Left alone, the colonies united themselves into the Northern Star Alliance, or
NSA; in year 2690, thanks to the effort of a young individual called Warhurst,
the treaty between all colonies in the Outer Sphere was signed on Ariel Prime,
the nearest planet to the Inner Sphere. Warhurst's homeplanet,
Morningstarprime, a former Crayven colony, become the NSA's capital.
The NSA never attempted to contact or reach the Inner Sphere. The only news
brought by merchant guilds talked about hegemony and indoctrination, so it was
easy to forget about the rest of humankind.
However, in 2699, the Draconis Empire, now Terran Empire, launched a full scale
attack against the colonies in the Outer Sphere. The first planet to fall was
Ariel Prime, at the hand of a young Terran officer, Vlaana Azela.
After 29 years of fighting, Vlaana rose to the rank of supreme commander of the
invasion force, the whole NSA fleet was annihilated, and the Empire begun
invading all planets.
In 2741, Mornigstar Prime is still under NSA control, but the Empire is
determined to put an end to this resistence.
*********************
4-UNIT STATS BRIEFING
*********************
Each unit in Ground Control II is defined by a series of stats. Here's a brief
explanation of the various values you'll find n each field in the following
sections. If a stat has a value between brackets, it indicates that this
particular stat changes while in secondary mode. If a stat doens't have any
other value, it means it's the same in both primary and secondary modes.
TYPE: unit's name and general role it has in the deploying army
HEALTH POINTS: maximum heath points the unit has. Once dropped to zero, the
unit is destroyed.
ARMOR TYPE: describes the armor the unit uses. Different armor types react in a
different way to the different weapon types.
ARMOR RATINGS: divided into four arcs (front, sides, rear and top,
respectively), describes how much damage the armor absorbs before affecting the
health points. A 0 (zero) rating means there is no armor and the weapon does
full damage.
MAXIMUM SPEED: self expliantory.
WEAPON TYPE: the general type of weapon the unit uses. Different weapon types
react differently when impacting various types of armor and are more suited to
fight certain types of units due to their features.
Gatling indicates the unit uses a fast-firing, low-caliber gun; they are one of
the best weapons against infantry.
Snipe are extremely precise balistic weapons with low rate of fire; Sniping
weapons can take out troopers with one or two shots but are totally inadeguate
against heavy terradyne armors.
AT means Anti-Tank; the projectiles' caliber ranges from medium to big and it
is studied to penetrate heavy armors usually employed on Terradynes. They
allocate a good amount of damage, but they are usually mounted on relatively
slow-tracking turrets and doesn't have a fast rate of fire, resulting
inadeguate to deal with infantry.
Missile are guided munitions, usually able to track both Terradynes and
Helidynes. They cannot target infantry as it poses a too small target for their
tracking system. Missile weapons usually suffer of a low rate of fire, balanced
out by their range, accurancy and firepower, especially against air targets.
Explosive indicates a weapon using some kind of projectiles which detonate upon
contact with target or terrain features; the resulting explosion allocates
damage, though less than a direct hit. Usually explosive rounds are carried by
artillery units and are used to attack a large area instead of a precise target.
Gas weapons are the most effective weapon against infantry; this category
includes flamethrowers or other gas weapons. Their range is limited and their
usefulness against vehicles is often questionnable.
Plasma weapons are extremely rare; they are effective against any kind of armor
and a single shot from a plasma weapon will heavily damage even the strongest
vehicle.
WEAPON DAMAGE: the first number denotes the minimum damage a weapon can
inflict, the second one, the maximum; damage inflicted is a number between
these two values. The effective weapon damage is also affected by weapon type
vs armor type, armor rating and various bonuses given by altitude, buidlings,
forests and so on.
WEAPON RANGE: weapon's maximum range, in meters
VISUAL RANGE: in meter; how far the unit can see units within a circle with the
value as its radius, with the unit being the center of this circle. Unit
detection is also affected by terrain features and other units' stealthness
STEALTHNESS: how much the unit is "invisible" to enemy units. A value of 0
(zero) means the unit is visible as it enters the other unit's visual range, a
value o 100 means the unit is completely invisible to enemy units.
AP COST: Acquisition Points required to order a single unit
DROPSHIP SPACE: slots a single unit will occupy on a Dropship
********************
5-NSA UNITS BRIEFING
********************
NSA bases their technology on anything proven and dependable, using standard
projectile weapons instead of the more complicated beam weapons, just like
Crayven Corporation did a long time ago. Their units seem to be the direct
evolution of these old forces, based more on armor and firepower rather than
speed or stealthness; this makes units' main tasks recognizable at the first
sight and are more flexible than more specialized units.
type: Light Assault Trooper - NSALAT-94 "SOLDAT"
health points: 200
armor type: infantry
armor ratings: 0/0/0/0
maximum speed: 5
weapon type: gatling (AT)
weapon damage: 2-4 (15-30)
weapon range: 100
visual range: 150
stealthness: 20
AP Cost: 150
Dropship space: 1
Standard all-around NSA infantryman. Light Troopers are a very flexible force,
able to deal with other infantry forces, armored vehicles and even air threats.
Although they cannot equal the Ogres in raw firepower and endurance or the
Raptors' speed or range, Light Troopers can effectively cover their roles with
a minimal drop in combat effectivness. In their primary mode Light Troopers are
able to efficiently deal with infantry and air units, while in secondary mode
they can pose a real threat for even heavy ground vehicles when in groups.
type: NSA Sniper - NSA/RICI-5 "RAPTOR"
health points: 180
armor type: infantry
armor ratings: 0/0/0/0
maximum speed: 7 (0)
weapon type: none (snipe)
weapon damage: none (30-60)
weapon range: none (250)
visual range: 150
stealthness: 50 (20)
AP Cost: 255
Dropship space: 1
Specialized anti-infantry units. Snipers are probably the most effective
infantry-killers used by all armies in this conflict. They are almost invisible
even when firing, they move fast and they strike at long ranges with a very
powerful gun, able to kill a single man in two or three, well placed shots. A
small group of Raptors can effectively travel from building to building and
quietly kill all infantry with little risk of being spotted and shot back. They
can also attack vehicle, aiming at their weak spots, but the gun was not
designed for penetrating thick armors, so their usefulness is extremely limited
if there is no infantry in the area.
The biggest drawback of this unit is that it cannot fire while in primary mode
and that it cannot move in secondary mode, forcing commanders to wisely place
Raptors; also, their armor is very thin and are very susceptible to any kind of
fire.
Their only real drawback is that they cannot perform fast hit-and-run battles
or frontal assaults due to their lack of speed and endurance.
type: NSA Siege Soldier - M4340HC1 "OGRE"
health points: 250
armor type: infantry
armor ratings: 30/30/30/30
maximum speed: 6 (3)
by Briareos Kerensky (briareos_hf@tiscali.it, briareos_CWE), ver 2.X
25 July 2004
Table of Contents
1-Disclaimer
2-Update History
3-History Briefing
4-Unit Stats Briefing
5-NSA Units Briefing
6-NSA Off-Map Attacks
7-Viron Units Briefing
8-Viron Off-Map Attacks
9-Terran Units Briefing
10-Fixed Emplacements Briefing
11-Dropship Upgrades Briefing
12-General Tactics
13-Multiplayer Tactics
14-Walkthrough
15-Cheats
16-Credits and misc
************
1-DISCLAIMER
************
All names and marks are property of their respective owners; this document is
copyright of Briareos Kerensky: unauthorized reproduction of this document as
it is or in part is forbidden; to ask authorization send a mail to me
(briareos_hf@tiscali.it). Do not send mails asking CD keys or other personal
codes which changes with every CD package: every softhouse has its own way to
use these keys, and I won't deny myself the possibility to play online a game
only because someone has "lost the package" or "the package is corrupted".
If some sections have cheats which includes alteration of hex codes, renaming
files, creation of new ones, I will not answer of HD formatting, lost datas,
World Wars, nuclear explosions, invocation of demons of any kind or any other
damage derived from those operations.
I'm Italian, so do not pay attention to the many mistakes I'll do in spelling,
grammar construction and so on.
****************
2-UPDATE HISTORY
****************
25 July 2004 - version 2.X. Whole document completed, so this is the last
update with original material. I'll continue to accept submissions, anyway.
21 July 2004 - version 2.0. Added three sections, Off-Map attacks (NSA and
Viron) and Dropship Upgrades. Walkthrough completed. Only a few things remain
to complete this walkthrough, I'll try to make the next update the last one;
I'll continue to accept submissions, of course. If I manage to get some free
time (when I won't play Tales of Symphonia), I plan to complete the guides on
the original Ground Control and its expansion, Dark Conspirancy, which have
laid dormant as the Elder Race for too much time. 200 Kbs reached and passed.
18 July 2004 - version 1.8. Added missions 7, 8 and 9 to Viron walkthrough.
Started and completed the Historical briefing. Started General Tactics section.
Updated some other sections.
14 July 2004 - version 1.7a. Added mission 6 to Viron walkthrough.
11 July 2004 - version 1.7. Began the Viron walkthrough, mission 1 to 5
available. Usual updates to other sections. Before I realized that, this file
almost reached 150 Kbs...
09 July 2004 - version 1.5. Thanks to Nainara from a forum I frequent, I've got
all original mission names. Completed the NSA walkthrough. Added Viron unit
stats. Corrected a stupid mistake...confused codename Guardian (Recon
Terradyne) with Rhino (Light APC).
04 July 2004 - version 1.2. Fine-tuned units description, added missions 2
through 5 of the NSA walkthrough. All other sections recieved updates as well.
01 July 2004 - version 1.0. It has been a while since I've written a
walkthrough, I hope I'm not rusted too much to do a good work. This initial
release is mostly about general document layout, though NSA Units already have
full stats. Tutorial walkthrough completed.
******************
3-HISTORY BRIEFING
******************
Born in 2399, Marcus Augusts founded the Draconis Empire on a colony planet and
declared itself independent. The Earth government, afraid of starting a civil
war, didn't took any military action. The Draconis Empire was born, and
Augusts was proclamed Emperor.
In year 2419 the Crayven Corporation and the Order of the New Dawn fought a
bitter battle on planet Krig-7B to acquire a mysterious alien tehcnology
millions of years old. The war ended when Sarah Parker , a renegade Crayven
commander, and Jarred Stone, a renegade Order deacon, destoyed all artifacts.
Two months after, Sarah Parker destroyed the Early Warning system for unknown
motivations; this would expose the planet Earth to the First Interstellar War,
in 2431. Just before this war, however, in year 2422, the Welby-Simms
Corporation started an Indepence War to cut ties with the Earth government,
which imposed great taxes over colonies. Welby-Simms insurrection prompted all
colonies in the Outer Sphere to rebel and in 2429 the Earth government
controlled only an handful of colonies.
Taking advantage of this chaotic situation, the Draconis Empire launched a
full-scale assault against Earth, followed shortly by many corporations, eager
to expand their sphere of influence. This was called the First Interstellar War
and ended in year 2501, only when the Draconis Empire obtained full control of
the Inner Sphere. Busy in repairing all damage done under its control, the
Draconis Empire did not repaired any tachion emitter, the only way to
comunicate with the colonies in the Outer Sphere, and stopped all supply
convoys for the outer space.
Left alone, the colonies united themselves into the Northern Star Alliance, or
NSA; in year 2690, thanks to the effort of a young individual called Warhurst,
the treaty between all colonies in the Outer Sphere was signed on Ariel Prime,
the nearest planet to the Inner Sphere. Warhurst's homeplanet,
Morningstarprime, a former Crayven colony, become the NSA's capital.
The NSA never attempted to contact or reach the Inner Sphere. The only news
brought by merchant guilds talked about hegemony and indoctrination, so it was
easy to forget about the rest of humankind.
However, in 2699, the Draconis Empire, now Terran Empire, launched a full scale
attack against the colonies in the Outer Sphere. The first planet to fall was
Ariel Prime, at the hand of a young Terran officer, Vlaana Azela.
After 29 years of fighting, Vlaana rose to the rank of supreme commander of the
invasion force, the whole NSA fleet was annihilated, and the Empire begun
invading all planets.
In 2741, Mornigstar Prime is still under NSA control, but the Empire is
determined to put an end to this resistence.
*********************
4-UNIT STATS BRIEFING
*********************
Each unit in Ground Control II is defined by a series of stats. Here's a brief
explanation of the various values you'll find n each field in the following
sections. If a stat has a value between brackets, it indicates that this
particular stat changes while in secondary mode. If a stat doens't have any
other value, it means it's the same in both primary and secondary modes.
TYPE: unit's name and general role it has in the deploying army
HEALTH POINTS: maximum heath points the unit has. Once dropped to zero, the
unit is destroyed.
ARMOR TYPE: describes the armor the unit uses. Different armor types react in a
different way to the different weapon types.
ARMOR RATINGS: divided into four arcs (front, sides, rear and top,
respectively), describes how much damage the armor absorbs before affecting the
health points. A 0 (zero) rating means there is no armor and the weapon does
full damage.
MAXIMUM SPEED: self expliantory.
WEAPON TYPE: the general type of weapon the unit uses. Different weapon types
react differently when impacting various types of armor and are more suited to
fight certain types of units due to their features.
Gatling indicates the unit uses a fast-firing, low-caliber gun; they are one of
the best weapons against infantry.
Snipe are extremely precise balistic weapons with low rate of fire; Sniping
weapons can take out troopers with one or two shots but are totally inadeguate
against heavy terradyne armors.
AT means Anti-Tank; the projectiles' caliber ranges from medium to big and it
is studied to penetrate heavy armors usually employed on Terradynes. They
allocate a good amount of damage, but they are usually mounted on relatively
slow-tracking turrets and doesn't have a fast rate of fire, resulting
inadeguate to deal with infantry.
Missile are guided munitions, usually able to track both Terradynes and
Helidynes. They cannot target infantry as it poses a too small target for their
tracking system. Missile weapons usually suffer of a low rate of fire, balanced
out by their range, accurancy and firepower, especially against air targets.
Explosive indicates a weapon using some kind of projectiles which detonate upon
contact with target or terrain features; the resulting explosion allocates
damage, though less than a direct hit. Usually explosive rounds are carried by
artillery units and are used to attack a large area instead of a precise target.
Gas weapons are the most effective weapon against infantry; this category
includes flamethrowers or other gas weapons. Their range is limited and their
usefulness against vehicles is often questionnable.
Plasma weapons are extremely rare; they are effective against any kind of armor
and a single shot from a plasma weapon will heavily damage even the strongest
vehicle.
WEAPON DAMAGE: the first number denotes the minimum damage a weapon can
inflict, the second one, the maximum; damage inflicted is a number between
these two values. The effective weapon damage is also affected by weapon type
vs armor type, armor rating and various bonuses given by altitude, buidlings,
forests and so on.
WEAPON RANGE: weapon's maximum range, in meters
VISUAL RANGE: in meter; how far the unit can see units within a circle with the
value as its radius, with the unit being the center of this circle. Unit
detection is also affected by terrain features and other units' stealthness
STEALTHNESS: how much the unit is "invisible" to enemy units. A value of 0
(zero) means the unit is visible as it enters the other unit's visual range, a
value o 100 means the unit is completely invisible to enemy units.
AP COST: Acquisition Points required to order a single unit
DROPSHIP SPACE: slots a single unit will occupy on a Dropship
********************
5-NSA UNITS BRIEFING
********************
NSA bases their technology on anything proven and dependable, using standard
projectile weapons instead of the more complicated beam weapons, just like
Crayven Corporation did a long time ago. Their units seem to be the direct
evolution of these old forces, based more on armor and firepower rather than
speed or stealthness; this makes units' main tasks recognizable at the first
sight and are more flexible than more specialized units.
type: Light Assault Trooper - NSALAT-94 "SOLDAT"
health points: 200
armor type: infantry
armor ratings: 0/0/0/0
maximum speed: 5
weapon type: gatling (AT)
weapon damage: 2-4 (15-30)
weapon range: 100
visual range: 150
stealthness: 20
AP Cost: 150
Dropship space: 1
Standard all-around NSA infantryman. Light Troopers are a very flexible force,
able to deal with other infantry forces, armored vehicles and even air threats.
Although they cannot equal the Ogres in raw firepower and endurance or the
Raptors' speed or range, Light Troopers can effectively cover their roles with
a minimal drop in combat effectivness. In their primary mode Light Troopers are
able to efficiently deal with infantry and air units, while in secondary mode
they can pose a real threat for even heavy ground vehicles when in groups.
type: NSA Sniper - NSA/RICI-5 "RAPTOR"
health points: 180
armor type: infantry
armor ratings: 0/0/0/0
maximum speed: 7 (0)
weapon type: none (snipe)
weapon damage: none (30-60)
weapon range: none (250)
visual range: 150
stealthness: 50 (20)
AP Cost: 255
Dropship space: 1
Specialized anti-infantry units. Snipers are probably the most effective
infantry-killers used by all armies in this conflict. They are almost invisible
even when firing, they move fast and they strike at long ranges with a very
powerful gun, able to kill a single man in two or three, well placed shots. A
small group of Raptors can effectively travel from building to building and
quietly kill all infantry with little risk of being spotted and shot back. They
can also attack vehicle, aiming at their weak spots, but the gun was not
designed for penetrating thick armors, so their usefulness is extremely limited
if there is no infantry in the area.
The biggest drawback of this unit is that it cannot fire while in primary mode
and that it cannot move in secondary mode, forcing commanders to wisely place
Raptors; also, their armor is very thin and are very susceptible to any kind of
fire.
Their only real drawback is that they cannot perform fast hit-and-run battles
or frontal assaults due to their lack of speed and endurance.
type: NSA Siege Soldier - M4340HC1 "OGRE"
health points: 250
armor type: infantry
armor ratings: 30/30/30/30
maximum speed: 6 (3)
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