TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Ground Control - Dark Conspiracy » Ground Control - Dark Conspiracy solution
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09

Sponsors:

GROUND CONTROL: DARK CONSPIRACY WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), ver 1.0, 01/08/2002

Table of Contents
1-Update History
2-History Briefing
3-Crayven Corporation Units Briefing
4-Order of the New Dawn Units Briefing
5-Phoenix Mercenary Unit Units Briefing
6-Special Weapons Briefing
7-Special Equipment Briefing
8-General Tactics
9-Crayven Corporation Walkthrough
10-Phoenix Mercenary Unit Walktrhough
11-Order of the New Dawn Walkthrough
12-Credits and Misc

****************
1-UPDATE HISTORY
****************

01/08/2002-version 1.0. Finally I've found this data disk. And from the first
mission it looks even better than the original game. However, parts of this
document are taken from GC's original walktrhough, with nwe units, weapons,
equipment and wlakthroughs added.

******************
2-HISTORY BRIEFING
******************

Jarred Stone and Sarah Parker, two defecting officers of the two factions on
Krig-7B, the Order of the New Dawn and the Crayven Corporation, destroyed the
alien relics for which they were fighting for. Now, with the Order main
sapceship destroyed, their Cardinal killed and nothing else to fight for,
Crayven Corporation assumed control of the planet trying to hunt down the
renegade officers; Sarah's objectives, however, are to leave the planet and
find Enrica Hayes, her former commander, to make her pay for all the useless
losses on this planet and to lear about the true nature of the destroyed
relics...

************************************
3-CRAYVEN CORPORATION UNITS BRIEFING
************************************

Just before beginning, a brief explanation of the parameters is a must; this
will aply for both factions, of course.
Firepower is self expliantory, though it tells only how much damage the unit
does with a single salvo, and doesn't (repeat, IT DOESN'T) consider accurancy,
rate of fire and projectiles trajectory or speed. Armor can be self expliantory
too without the Resistance value; Armor describes the amount (tickness) of the
unit's armor; this amount is then spread between front, sides and rear arcs,
usually with a 50/20/10 proportion, but this might change; a thin armor makes
the vehicle vulnerable to all weapons, while a tick one will make light weapons
useless. Resistance indicates the vehicle's capability of taking damage, or
Health Points, if you like it more. When a projectiles breach the Armor, it
allocates damage. Note that EVERY shot will allocate a small amount of damage.
Example: a Marine firing at a Grizzly in its front arc WILL allocate damage;
however, the low firepower of the Marine and the Grizzly tick armor will let
only the 1% percent of the Marine's firepowere penetrate and affect the
Grizzly's Resistence (its HPs); so, a Marine can destroy a Grizzly, but he will
take hours. Speed is self expliantory. Visual Range will describe how further
the unit can see, NOT the ability to detect hidden units; this value is called
Perception. Stealthness is self expliantory.
The best value is awesome, the worst none, passing by wonderful, very high,
very good, good, average, low and very low.

Crayven Corporation bases its army (or "self-defense" force as Crayven likes to
call it) on strong, heavily-armored tracked vehicles, the Terradynes. Though
Order's units may be faster and more powerful, they cannot match Crayven's tick
armor; their weapons are based on standard projectiles.

------------
--INFANTRY--
------------

+ Crayven armed infantry - CCMIB-2 "MARINES"

Firepower: very low
Armor: very low
Resistence: low
Speed: very low
Visual Range: average
Stealthness: average
Perception: low
Technology Level: 1
Elements in a Unit: 8
Special Weapons: RMM-9 infantry mortar; CG-89mm anti-tank rocket
Special Equipment: personal medikit; portable radar

Basic infantry unit; nothing much to say here. They can damage even Grizzlies
or Wolves if they manage to get to their rear or they use their anti-tank
rockets, though anti-infantry mortars, able to dispact enemy infantry almost
instantanly is usually the best choice, as your own ground vehicles will face
other heavy ground units; they can fire at low-altitude air-targets, but do not
expect to use Marines to destroy incoming aerodynes, they are not so accurate.

+ Crayven special forces - CCSF-9 "JAEGER"

Firepower: average
Armor: none
Resistence: low
Speed: very low
Visual Range: wonderful
Stealthness: wonderful
Perception: wonderful
Technology Level: 2
Elements in a Unit: 4
Special Weapons: GyroJet ammo; 140mm RPG
Special Equipment: personal medikit; satchel charge; image elaborator

Crayven Corp's advanced infantry unit. Jaegers are specialized in stealth
attacks, sacrificing armor for speed and stealthness, but not firepower: their
K516d Gauss cannon, though not known to be the fastest rifle on Krig-7B, is
actually powerful enough to penetrate front and lateral armor plates of the
heaviest ground unit. Jaegers can also track air units, but their low rate of
fire makes them ill-suited for this job; however, due to their low armor, when
(and if) spotted, Jaegers are extremly prone to recieve damage even from the
lightest weapon.
Despite these drawbacks, Jaegers are excellent unit when used with artillery,
attack or bomber aerodynes and any other kind of long-range support unit: they
can easily sneak into an enemy base, palce satchel charges to destroy power
buildings and then spot for artillery units, or just support (from afar) the
main attack force.
They are also the best unit to recon the map, thanks to the alredy described
stealthness and their above-average perception and visual range.

--------------
--TERRADYNES--
--------------

+ Crayven scout terradyne - CLSV-112 FSV "LOCUST"

Firepower: low
Armor: low
Resistence: average
Speed: good
Visual Range: wonderful
Stealthness: good
Perception: wonderful
Technology Level: 1
Elements in a Unit: 4
Special Weapons: uranium ammo; HE grenade
Special Equipment: repair module; minelayer

+ Crayven light terradyne - CT-917 FST "JACKAL"

Firepower: average
Armor: average
Resistence: average
Speed: good
Visual Range: average
Stealthness: low
Perception: low
Technology Level: 1
Elements in a Unit: 4
Special Weapons: uranium ammo; HE grenades
Special Equipment: repair module; automatic defense cannon; defense rocket
launcher; anti-aircraft defense unit

+ Crayven main battle terradyne - SFB-209 AAT "WOLF"

Firepower: wonderful
Armor: good
Resistence: good
Speed: average
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 2
Elements in a Unit: 4
Special Weapons: HE ammo; HE mk.II ammo
Special Equipment: repair module; advanced tracker; repair unit

Crayven's main terradyne. The Wolf features a single-barrel 150mm cannon
capable of piercing even the tickest armor. Its speed, combined with the strong
armor and the medium visual range, makes of the Wolf the ideal unit to handle
ground targets, whatever they are: they can easily outmaneuver larger
terradynes and then open fire on their sides or backs and they can sustain
heavy damage. Wolves cannot fire on air targets, nor they have Equipment that
partially defend them from air threats.
HE ammos are useful against infantry and lightly-armored targets, while HE
mk.II are quite useful against larger enemies or when you need to destroy
something quickly.
Repair modules affact only Wolves, while repair units are fixed turrets capable
of repairing evey unit, just like the APC's own repair gun: very useful if the
APC took damage and the mission is just started. Advanced trackers are good
only for novice units.

+ Crayven destructor terradyne - DTT-1203 "GRIZZLY"

Firepower: good
Armor: wonderful
Resistence: wonderful
Speed: low
Visual Range: average
Stealthness: none
Perception:none
Technology Level: 3
Elements in a Unit: 2
Special Weapons: HE ammo; HE mk.II ammo
Special Equipment: repair module; anti-missile system

The Wolf's big brother: it is less balanced than the Wolf, sacrificing speed
for armor. It uses twin 120mm cannons instead of the Wolf's single 150mm
cannon, partially reducing its firepower but allowing Grizzlies to fire at the
same rate of a Wolf. The Grizzly is best suited as a strong hammerhead to
destroy heavy defenses to allow Wolves (or Wolfs ?) to take out lesser foes.
Like Wolves, Grizzlies cannot fire against air targets, though they can
intercept incoming enemy missiles thanks to their anti-missile system. This
doesn't matter much, has Grizzlies can take tremendous punishment before going
down. If you are going to take AAA units with you, equip Grizzlies with reapir
modules, so that you'll be ready to face eveyhting on the battlefield.

+ Crayven missile launcher terradyne - DTA-266 AMRLT "FIRECRACKER"

Firepower: good
Armor: average
Resistence: average
Speed: average
Visual Range: average
Stealthness: none
Perception: none
Technology Level: 1
Elements in a Unit: 3
Special Weapons: Aries missile; Inferno missile
Special Equipment: repair module; photomultiplier

Medium-range fire-support unit. The Firecracker is essentially a multi-role
missile battery on two thread, packed with enough equipment to let the crew
drive it and enough armor to withstand light damage. Firecrakers can engage
ground units (except infantry) and air units thanks to its missiles; those
missiles are not highly powered, but are really accurate and then rate of fire
of a fully equipped Firecracker unit can destroy everything in short time,
provided that the unit is protected against enemy fire.
As with most advanced units, Firecrackers carry three self-repair devices and
three photomultipliers. Special weapons are dedicated missiles, the best in its
own field of action: Aries missiles are powerful, if less accurate, anti-air
missiles, while Inferno are designed as anti-tank ones.
The main drawback of the Firecracker is its low armor resistance, enough to
stop infantry and small-caliber fire, but not enough to stop large-caliber
rounds or missiles; however, being able to keep up the pace with Wolves and
Grizzlies, Firecrackers are good support units, though they might be eclipsed
by the Jaeger/Hog combo.

+ Crayven anti-aircraft terradyne - APF-331 MAAG "OCELOT"

Firepower: wonderful
Armor: average
Resistence: average
Speed: good
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09

Sponsors:

Other files from this game: