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    FAQ/Walkthrough by RainingMetal

    Version: 1.09 | Updated: 06/27/10 | Printable Version | Search Guide | Bookmark Guide

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    C&C Generals/Zero Hour FAQ/Walkthrough
    For the PC
    By Raining Metal
    Version 1.09
    
    ===================
    >Table of Contents<
    ===================
    
    1.0 Introduction
    1.1 Version History
    
    2.0 Basics
    2.1 Factions
    2.2 Units
    2.3 Structures
    2.4 Upgrades
    2.5 General Abilities
    2.6 Specialist Generals (ZH Only)
    
    3.00 First Campaign Walkthrough
    3.10 China First Campaign
    3.11 China 1 "The Dragon Awakes"
    3.12 China 2 "Hong Kong Crisis"
    3.13 China 3 "A Flood Of Violence"
    3.14 China 4 "Broken Alliances"
    3.15 China 5 "Scorched Earth"
    3.16 China 6 "Dead In Their Tracks"
    3.17 China 7 "Nuclear Winter"
    -------------------------------------------------------------------------------
    3.20 GLA First Campaign
    3.21 GLA 1 "Black Rain"
    3.22 GLA 2 "Grand Theft Phsyco"
    3.23 GLA 3 "True Crime: Astana City"
    3.24 GLA 4 "Down From The Skies"
    3.25 GLA 5 "Toxin Trade"
    3.26 GLA 6 "Rebel Rebellion"
    3.27 GLA 7 "Dark Destruction"
    -------------------------------------------------------------------------------
    3.30 USA First Campaign
    3.31 USA 1 "Final Justice"
    3.32 USA 2 "Treasure Hunt"
    3.33 USA 3 "Guardian Angel"
    3.34 USA 4 "Stormbringer"
    3.35 USA 5 "Blue Eagle"
    3.36 USA 6 "Desperate Union"
    3.37 USA 7 "Last Call"
    
    4.00 Second Campaign Walkthrough (ZH Only)
    4.10 USA Second Campaign
    4.11 USA 1 "Global Security"
    4.12 USA 2 "Defending The Docks"
    4.13 USA 3 "Snow Fall"
    4.14 USA 4 "Black Gold"
    4.15 USA 5 "Area Fifty-Two"
    -------------------------------------------------------------------------------
    4.20 GLA Second Campaign
    4.21 GLA 1 "The Great Escape"
    4.22 GLA 2 "Hidden Agenda"
    4.23 GLA 3 "On The Waterfront"
    4.24 GLA 4 "Jarmen Kell And The Forty Theives"
    4.25 GLA 5 "Sneak Attack"
    -------------------------------------------------------------------------------
    4.30 China Second Campaign
    4.31 China 1 "The Dragon Unleashed"
    4.32 China 2 "Defending The Fire"
    4.33 China 3 "Liberation"
    4.34 China 4 "Burning Skies"
    4.35 China 5 "The Dragon's Destiny"
    
    5.0 General's Challenge Campaign (ZH Only)
    5.1 Air Force Granger
    5.2 Tank Kwai
    5.3 Toxin Thrax
    5.4 Laser Townes
    5.5 Nuclear Tao
    5.6 Stealth Kassad
    5.7 SW Alexander
    5.8 Boss Leang
    
    6.0 Multiplayer
    6.1 Skirmish
    6.2 LAN
    6.3 Online
    6.4 Honours
    
    7.0 And The Rest!
    7.1 F.A.Q.
    7.2 Email Guide
    7.3 Website List
    7.4 Credits
    7.5 Legal Disclaimer
    
    To search for the section wanted in this Guide, Highlight the Number beside the
    subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will
    activate a finding system to look for the text put in (in this case, a number
    with a decimal) and simply click ďNextĒ.
    
    ==================
    1.0 >Introduction<
    ==================
    Hello readers! Raining Metal goes RTS! I've made this guide because I loved the
    C&C Series so much, and this is one of the best RTSes ever. Now let's go to the
    guide, shall we?
    
    ---------------------
    1.1 >Version History<
    ---------------------
    
    Version 1.09
    
    FINALLY completed the Nuclear Winter Walkthrough.
    
    -------------------------------------------------------------------------------
    
    Version 1.08
    
    Added a tip on "Final Justice" from Viro.
    
    -------------------------------------------------------------------------------
    
    Version 1.07
    
    Added new ASCII art to the title.
    
    -------------------------------------------------------------------------------
    
    Version 1.06
    
    Added a tip on "Last Call" from Secsron.
    
    -------------------------------------------------------------------------------
    
    Version 1.05
    
    Added an alternate strategy for "Blue Eagle" by Proto. Added Taylor Carmichael
    to the credits (how sheepish of me).
    
    -------------------------------------------------------------------------------
    
    Version 1.04
    
    Added another tip for "Rebel Rebellion" by N00bKefka.
    
    -------------------------------------------------------------------------------
    
    Version 1.03
    
    Added a tip for "Rebel Rebellion" by Natanz Loetawan.
    
    -------------------------------------------------------------------------------
    
    Version 1.02
    
    Added tips for getting the "Ultimate Honour" by Lukas "Nox" Diem.
    
    -------------------------------------------------------------------------------
    
    Version 1.01
    
    Added a few hints by Ricci Santiago.
    
    -------------------------------------------------------------------------------
    
    Version 1.00
    
    Added minor information on LAN and Online Multiplayer, and added contributions
    sent by John "pro_gamerz_93" Livingston.
    
    -------------------------------------------------------------------------------
    
    Version 0.98
    
    General tips available for the last Chinese mission in its first campaign by
    Taylor Carmichael.
    
    -------------------------------------------------------------------------------
    
    Version 0.95
    
    The initial release. I just need a Walkthrough on the last Chinese mission in
    its first Campaign and some information on LAN and Online multiplayer.
    
    
    ============
    2.0 >Basics<
    ============
    Here are the basics for the everyday RTS, as well as some specific hints for
    this game.
    
    -There's always a certain supply called money. This is used to build Structures
    and make units and purchase upgrades. The second, called Power, is to maintain
    a steady amount of electricity for many Structures. If the Power demand is
    higher than what's available, the radar will go out, and some defences will be
    powered down!
    
    -Usually, there's some Tech Structures in the map. If they are captured, the
    owning side gets their reward. Each type of Tech Structure has its own
    function. Other neutral Structures can be garrisoned by Infantry.
    
    -Combat units will gain experience whenever they kill an enemy. Once they reach
    the next level, they receive a gold stripe. One stripe (Veteran) increases
    their firing rate. Two stripes (Elite) allow them to automatically heal. Three
    stripes (Heroic) increase their damage. Generals can also acheive advanced
    ranks. Whenever they get promoted, they earn another point (Rank 5 awards 3
    points). Generals can only get certain abilities at certain ranks.
    
    -Sometimes, there's a Black Shroud covering unexplored terrain. If a friendly
    unit goes towards it, the Shroud will unwind and reveal more of the map. If a
    unit leaves the area, then that part of the map will be covered by a lighter
    fog, called "The Fog Of War". This shows Buildings and terrain, but hides
    units.
    
    -Units can Guard, Attack-Move, or use other special abilities. Guarding makes
    them guard the area from enemies, including hostile Structures. Attack-Move
    makes the unit move to the area, as well as attacking other targets on the way.
    
    -Each side has a Super Weapon, and each has a certain recharge timer. Once it
    reaches zero, it can be used. If the power is low, then Particle Cannon and
    Nuclear Missile Silo timers will freeze.
    
    -When wounded or damaged, units can enter Barrackses, War Factories/Arms
    Dealers, and Air Fields to heal themselves at their respective Structures. Even
    Worker units can heal themselves!
    
    
    --------------
    2.1 >Factions<
    --------------
    There are three sides in the game, each one having its strengths and
    weaknesses.
    
    -------------
    United States
    -------------
    The USA are the most versitalle army of the three. They are also the most high-
    tech. Along with those, no other faction can match the USA in airpower. The USA
    excels in quality with the most balanced kind of units. However, with a slow
    moving economy, casualties for the USA will be more serious and costly. It
    takes a lot of money to keep America functioning.
    
    -----
    China
    -----
    Chinese armies are very powerful with straightforward brute force, and can
    produce their units in large numbers. Their Aircraft is made of the essentials
    in that category, and the Dragon provides plenty of ways to produce Infantry.
    Unfortunately for them, the Chinese Empire lacks speedy units, which can hamper
    their scouting abilities, and can be rushed by other armies.
    
    -----------------
    Global Liberation
    -----------------
    The Global Liberation Army, or the GLA are very resourceful and can gain money
    from almost anything! They make use of what's left of their victims, and use
    biological weapons, suicide bombers, and stealthy spies to outdo their
    oppresors. None of their buildings require power either. The vulnerable side of
    this faction is that their units initially come in poor quality, and do not
    have the use of Aircraft.
    
    -----------
    2.2 >Units<
    -----------
    Units are what attack other enemy units and Structures. They are vital to,
    well, everything! Note that most Aircraft will need to return to a friendly
    Air Field to restock on its weapons. Some Helicopter-based Aircraft, like the
    Comanche, do not need to return to an Air Field unless for repairs.
    
    Infantry can be run over by all vehicles.
    
    -------------
    United States
    -------------
    All USA Armour (except for the Dozer) can use up to one Drone for extra
    support. They are usually the first targets for Anti-Aircraft attacks, and can
    be used to draw fire away.
    
    *******
    *Dozer*
    *******
    
    Class: Armour.
    Purpose: Build Structures, Remove Mines.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Armour, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $1000.
    Requires: Available At Start.
    Upgrades: None.
    Games: Both.
    
    Dozers are vital to building a base. Dozers can also remove Mines, Demo, and
    Booby Traps.
    
    ********
    *Ranger*
    ********
    
    Class: Infantry.
    Purpose: Anti-Infantry, Clear Garrisoned Structures, Capture Buildings.
    Role: Main Infantry.
    Weapon Type: Bullet, Grenade.
    Good Versus: Infantry, Garrisoned Buildings.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $225.
    Requires: Available At Start.
    Upgrades: Flash Bangs, Chemical Suits, Capture Building, Advanced Training.
    Games: Both.
    
    Rangers are the main Infantry for the USA. They have the best quality over the
    other types of main Infantry. Along with good training, they can also use Flash
    Bangs to fire from a longer range and can clear out Fortified Structures.
    
    ******************
    *Missile Defender*
    ******************
    
    Class: Infantry.
    Purpose: Anti-Armour, Anti-Aircraft.
    Role: Secondary Infantry.
    Weapon Type: Rocket.
    Good Versus: Armour, Aircraft.
    Bad Versus: Infantry, Defences.
    Armour: Medium.
    Speed: Slow.
    Stealth: No.
    Cost: $300.
    Requires: Available At Start.
    Upgrades: Chemical Suits, Advanced Training.
    Games: Both.
    
    Missile Defenders are the secondary Infantry for the American Army. Of the
    three Rocket Infantry, this one is the most effective against tanks, as they
    can use laser sights to fire at Tanks faster.
    
    *******
    *Pilot*
    *******
    
    Class: Infantry.
    Role: Veterancy Transfer.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: N/A.
    Requires: N/A.
    Upgrades: None.
    Games: Both.
    
    When experienced USA Armour or Aircraft is destroyed, a Pilot escapes and can
    be used to enter a vehicle to make use of his veterancy.
    
    ************
    *Pathfinder*
    ************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Scout.
    Role: Special Infantry, Detector.
    Weapon Type: Sniper.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences, Detectors, Aircraft.
    Armour: Medium.
    Speed: Fast.
    Stealth: When Passive.
    Cost: $800.
    Requires: General's Ability.
    Upgrades: Chemical Suits, Advanced Training.
    Games: Both.
    
    A Pathfinder, when stationary, can be a lethal Infantry killer. Because he can
    detect stealth as well as being stealthed, he can be essential for the USA
    defences, especially when inside a Fire Base. The can also make good scouts.
    
    *************
    *Col. Burton*
    *************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Base Infiltration.
    Role: Hero.
    Weapon Type: Bullet, Explosive.
    Good Versus: Infantry, Armour, Structures.
    Bad Versus: Aircraft, Defences.
    Armour: High.
    Speed: Medium.
    Stealth: Yes.
    Cost: $1500.
    Requires: Strategy Centre.
    Upgrades: Chemical Suits, Advanced Training.
    Games: Both.
    
    The average hero belongs to the USA in the form of Burton. Like James Bond, he
    can kill Infantry very fast with his machine gun, which can also be effective
    against Armour. Burton can also plant explosives on Armour and Structures.
    Lastly, he can assassinate an enemy soldier with his knife. Burton will lose
    his cover when he fires his gun or plants an explosive.
    
    **********
    *Crusader*
    **********
    
    Class: Armour.
    Purpose: Anti-Armour.
    Role: Main Armour.
    Weapon Type: Shell.
    Good Versus: Armour, Structures.
    Bad Versus: Infantry, Defences, Aircraft.
    Armour: High.
    Speed: Medium.
    Stealth: No.
    Cost: $900.
    Requires: Available At Start.
    Upgrades: Composite Armour, Drone Armour, Advanced Training.
    Games: Both.
    
    The USA Crusader can outdo its counterparts, and can do the most damage as well
    as taking a lot of it. Crusaders in high numbers can be lethal.
    
    ********
    *Humvee*
    ********
    
    Class: Armour.
    Purpose: Anti-Infantry.
    Role: Secondary Armour, Transport.
    Weapon Type: Bullet, Rocket, Infantry.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Medium.
    Speed: Fast.
    Stealth: No.
    Cost: $700.
    Requires: Available At Start.
    Upgrades: TOW Missile, Drone Armour, Advanced Training.
    Games: Both.
    
    These fast vehicles can carry up to five Infantry and they can shoot out of it.
    Along with them, the Humvee carries a mounted gun, which is best used on
    Infantry. With the TOW Missile, it can also do some damage to Armour and
    Aircraft.
    
    ***********
    *Ambulance*
    ***********
    
    Class: Armour.
    Purpose: Heal Infantry.
    Role: Savior, Transport.
    Weapon Type: Anti-Biological, Heal.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: $600.
    Requires: Available At Start.
    Upgrades: Drone Armour.
    Games: Both.
    
    An Ambulance is mainly used to heal up to three Infantry inside, and to clear
    out biological messes. They are often useful when there are no nearby
    Barrackses or Hospitals available.
    
    **************
    *Sentry Drone*
    **************
    
    Class: Armour.
    Purpose: Scout, Anti-Infantry.
    Role: Detector.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Low.
    Speed: Medium.
    Stealth: When Passive.
    Cost: $800.
    Requires: Available At Start.
    Upgrades: Sentry Drone Gun, Advanced Training.
    Games: Zero Hour Only.
    
    Sentry Drones is much like the Pathfinder, except that it requires an upgrade
    to fend for itself. It can also be good for defending camps and scouting out
    areas.
    
    *********
    *Avenger*
    *********
    
    Class: Armour.
    Purpose: Anti-Aircraft.
    Role: Support, Savior.
    Weapon Type: High-Tech.
    Good Versus: Aircraft, Rockets.
    Bad Versus: Armour, Infantry.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $2000.
    Requires: Available At Start.
    Upgrades: Drone Armour, Advanced Training.
    Games: Zero Hour Only.
    
    Avengers are the only "instant" Anti-Air weapon for the USA, and they can do
    that job well. The other function is that it points a laser at its target,
    allowing other units attacking that target fire faster. The extra feature is
    the small laser, which can destroy enemy rockets.
    
    ******************
    *Tomahawk Missile*
    ******************
    
    Class: Armour.
    Purpose: Anti-Defence.
    Role: Artillery.
    Weapon Type: Missile.
    Good Versus: Defences, Structures.
    Bad Versus: Armour, Infantry, Aircraft.
    Armour: Low.
    Speed: Slow.
    Stealth: No.
    Cost: $1200.
    Requires: Strategy Centre.
    Upgrades: Drone Armour, Advanced Training.
    Games: Both.
    
    Tomahawk Missiles are the main Artillery for this faction. They launch a
    missile that can do extreme damage. It is vulnerable to close targets and
    should be protected by other units.
    
    ****************
    *Microwave Tank*
    ****************
    
    Class: Armour.
    Purpose: Anti-Defence.
    Role: Artillery.
    Weapon Type: High-Tech.
    Good Versus: Defences, Structures.
    Bad Versus: Armour, Aircraft.
    Armour: Medium.
    Speed: Slow.
    Stealth: No.
    Cost: $800.
    Requires: Strategy Centre.
    Upgrades: Drone Armour.
    Games: Zero Hour Only.
    
    An alternative to Artillery is the Microwave Tank. Its beam can disable a
    structure, primarily defences, and can allow other units to attack it without
    harm. Infantry can get killed in its microwave field.
    
    **************
    *Paladin Tank*
    **************
    
    Class: Armour.
    Purpose: Anti-Armour.
    Role: Ultimate Armour, Savior.
    Weapon Type: Shell.
    Good Versus: Armour, Infantry, Structures.
    Bad Versus: Aircraft, Defences.
    Armour: High.
    Speed: Medium.
    Stealth: No.
    Cost: $1100.
    Requires: General's Ability.
    Upgrades: Composite Armour, Drone Armour, Advanced Training.
    Games: Both.
    
    These tanks are powerful and can deal and take more damage than the Crusader.
    With a laser, it can blind Infantry and destroy Missiles like the Avenger. With
    those features, they can make great tank leaders.
    
    *********
    *Chinook*
    *********
    
    Class: Aircraft.
    Purpose: Money Maker.
    Role: Worker, Transport.
    Weapon Type: Infantry.
    Good Versus: Garrisoned Buildings.
    Bad Versus: Aircraft, Defences.
    Armour: Low.
    Speed: Fast.
    Stealth: No.
    Cost: $1200.
    Requires: Available At Start.
    Upgrades: Countermeasures.
    Games: Both.
    
    Chinooks are the supply gatherer of the USA. Although costly, they are the most
    in quality, because not only do they gather the most resources, they can
    transport units and can drop Rangers into Garrisoned Buildings, clearing them
    out entirely. Up to eight Infantry's space can be inside a Chinook. Two of
    these helicopters should be used for each supply area. Collects $600 per trip.
    
    ********
    *Raptor*
    ********
    
    Class: Aircraft.
    Purpose: Anti-Armour, Anti-Aircraft.
    Role: Main Aircraft.
    Weapon Type: Rocket.
    Good Versus: Armour, Defences, Aircraft.
    Bad Versus: Infantry.
    Armour: Low.
    Speed: Fast.
    Stealth: No.
    Cost: $1400.
    Requires: Available At Start.
    Upgrades: Laser Missiles, Countermeasures, Advanced Training.
    Games: Both.
    
    Raptors make up most of the Air Force for the USA. They carry four rockets to
    fire at, and can shoot them at any target. For this reason, they should be used
    to defend against other Aircraft.
    
    **********
    *Comanche*
    **********
    
    Class: Aircraft.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Secondary Aircraft.
    Weapon Type: Bullet, Rocket.
    Good Versus: Infantry, Armour.
    Bad Versus: Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $1200.
    Requires: Available At Start.
    Upgrades: Rocket Pods, Advanced Training.
    Games: Both.
    
    Comanches are basic attack Helicopters, with a mounted gun to shoot at Infantry
    and can carry up to four auto-reloadable rockets. They can also fire a salvo of
    rockets at a selected area.
    
    ***************
    *Aurora Bomber*
    ***************
    
    Class: Aircraft.
    Purpose: Anti-Defence.
    Role: Artillery.
    Weapon Type: Bomb.
    Good Versus: Defences, Structures.
    Bad Versus: Infantry, Aircraft.
    Armour: Medium.
    Speed: Very Fast.
    Stealth: No.
    Cost: $2500.
    Requires: Strategy Centre.
    Upgrades: Countermeasures, Advanced Training.
    Games: Both.
    
    Just two Aurora Bombers can destroy an average building (three for GLA
    Structures)! Because they are made for base assault, their bombs could miss
    Armour. At first, they fly so fast, that they are invulnerable to Anti-Air
    weapons! When they drop the delivery, they return to normal speed. Because of
    their deadly payloads and invulnerability when delivering it, most multiplayer
    matches forbid the use of these planes.
    
    *****************
    *Stealth Fighter*
    *****************
    
    Class: Aircraft.
    Purpose: Anti-Defence, Anti-Armour, Anti-Aircraft.
    Role: Special Aircraft.
    Weapon Type: Rocket.
    Good Versus: Defences, Armour, Garrisoned Buildings.
    Bad Versus: Infantry.
    Armour: Medium.
    Speed: Fast.
    Stealth: Yes.
    Cost: $1600.
    Requires: General's Ability.
    Upgrades: Bunker Busters, Laser Missiles, Countermeasures, Advanced Training.
    Games: Both.
    
    Stealth Fighters are safe ways to destory Defences, including Garrisoned
    Structures. They carry two rockets to fire with. The bad news is that they
    require a General's Ability to be made, decreasing their frequency of use.
    
    -----
    China
    -----
    Red Guards, Tank Hunters, and BattleMasters benifit from the Horde Effect,
    which increases their firing rate. Available when in groups of five or more.
    
    *******
    *Dozer*
    *******
    
    Class: Armour.
    Purpose: Build Structures, Remove Mines.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Armour, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $1000.
    Requires: Available At Start.
    Upgrades: None.
    Games: Both.
    
    Like the USA Dozer, the Chinese version can build Structures and clear mines.
    
    ***********
    *Red Guard*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Infantry, Capture Buildings.
    Role: Main Infantry.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $300.
    Requires: Available At Start.
    Upgrades: Nationalism, Capture Building.
    Games: Both.
    
    Red Guards are the main Infantry for China. Because they are best used in
    groups, a pair is produced at each Barracks and eight can also be produced in
    created Troop Crawlers, allowing them to be produced en masse.
    
    *************
    *Tank Hunter*
    *************
    
    Class: Infantry.
    Purpose: Anti-Armour, Anti-Aircraft.
    Role: Secondary Infantry.
    Weapon Type: Rocket, Explosive.
    Good Versus: Armour, Aircraft, Structures.
    Bad Versus: Infantry.
    Armour: Medium.
    Speed: Slow.
    Stealth: No.
    Cost: $300.
    Requires: Available At Start.
    Upgrades: None.
    Games: Both.
    
    China uses the Tank Hunter as the Rocket Infantry. They work well in groups
    and, because of their TNT attack, are the best of the three on Structures.
    
    ********
    *Hacker*
    ********
    
    Class: Infantry.
    Purpose: Money Making, Base Infiltration.
    Role: Worker, Special Infantry.
    Weapon Type: High-Tech.
    Good Versus: Structures.
    Bad Versus: Infantry, Armour, Aircraft.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: $625.
    Requires: Propaganda Centre.
    Upgrades: None.
    Games: Both.
    
    Hackers can supply a superb amount of money with their laptops. Along with
    that, they can disable Structures, but sadly, this cannot apply to Defences,
    but it does work on Bombardment Strategy Centres and Garrisoned Palaces.
    
    *************
    *Black Lotus*
    *************
    
    Class: Infantry.
    Purpose: Capture Buildings, Anti-Armour, Base Infiltration.
    Role: Hero.
    Weapon Type: High-Tech.
    Good Versus: Structures, Armour.
    Bad Versus: Infantry, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: Yes.
    Cost: $1500.
    Requires: Propaganda Centre.
    Upgrades: None.
    Games: Both.
    
    The Chinese Hero is Black Lotus, an agent who can Capture Buildings quickly and
    from a range. She can also power down Armour for a short period of time, and
    can steal $1000 from an enemy Supply Building. Because she is revealed when
    using her tools, she should have some cover while doing so. Her Capture
    Building ability does not need to recharge.
    
    **************
    *Supply Truck*
    **************
    
    Class: Armour.
    Purpose: Money Making.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Armour, Aircraft.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: $600.
    Requires: Available At Start.
    Upgrades: None.
    Games: Both.
    
    Supply Trucks are used for gathering supplies, and little else. About two or
    three should be sent to each Supply Dock. Collects $300 per trip.
    
    **************
    *BattleMaster*
    **************
    
    Class: Armour.
    Purpose: Anti-Armour.
    Role: Main Armour.
    Weapon Type: Shell.
    Good Versus: Armour, Structures.
    Bad Versus: Infantry, Defences, Aircraft.
    Armour: High.
    Speed: Medium.
    Stealth: No.
    Cost: $800.
    Requires: Available At Start.
    Upgrades: Uranium Shells, Nuclear Tanks, Nationalism.
    Games: Both.
    
    China's BattleMasters make up most of China's Armour. In groups, they can be
    powerful, and they are versitalle and flexible.
    
    ***************
    *Gattling Tank*
    ***************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Aircraft.
    Role: Secondary Armour.
    Weapon Type: Bullet.
    Good Versus: Infantry, Aircraft.
    Bad Versus: Armour, Defences.
    Armour: Medium.
    Speed: Fast.
    Stealth: No.
    Cost: $800.
    Requires: Available At Start.
    Upgrades: Chain Guns.
    Games: Both.
    
    Gattling Tanks can be very lethal to Infantry and Aircraft, because their
    weapons are highly accurate, and spin faster overtime. Gattling Tanks can also
    be effective against light targets.
    
    *************
    *Dragon Tank*
    *************
    
    Class: Armour.
    Purpose: Anti-Infantry, Clear Garrisoned Structures.
    Role: Secondary Armour.
    Weapon Type: Fire.
    Good Versus: Infantry, Garrisoned Buildings.
    Bad Versus: Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $800.
    Requires: Available At Start.
    Upgrades: Black Napalm.
    Games: Both.
    
    Dragon Tanks can be a nightmare to Infantry, even in buildings! The Dragon Tank
    tops over the Toxin Tractor because Fire is more accurate than Anthrax. It can
    also make a wall of fire.
    
    ***************
    *Troop Crawler*
    ***************
    
    Class: Armour.
    Purpose: Scout.
    Role: Transport, Detector, Savior.
    Weapon Type: Infantry.
    Good Versus: Varies.
    Bad Versus: Armour, Aircraft, Defences.
    Armour: High.
    Speed: Medium.
    Stealth: No.
    Cost: $1200.
    Requires: Available At Start.
    Upgrades: None.
    Games: Both.
    
    Troop Crawlers can hold up to eight Infantry and can unreveal enemy Stealth.
    Good for scouting out areas. Eight Red Guards are inside when made. Inside,
    Infantry can be healed.
    
    *******************
    *Listening Outpost*
    *******************
    
    Class: Armour.
    Purpose: Scout.
    Role: Detector, Base Infiltration.
    Weapon Type: Infantry.
    Good Versus: Varies.
    Bad Versus: Armour, Aircraft, Defences.
    Armour: Medium.
    Speed: Medium.
    Stealth: When Passive.
    Cost: $800.
    Requires: Available At Start.
    Upgrades: None.
    Games: Zero Hour Only.
    
    These RV-Like stations can also Detect Stealth, as well as knowing what enemy
    units nearby are going to do. The pair of Infantry inside can shoot out of it,
    making it a good Defence as well.
    
    ****************
    *Inferno Cannon*
    ****************
    
    Class: Armour.
    Purpose: Anti-Defence, Anti-Infantry.
    Role: Artillery.
    Weapon Type: Bomb, Fire.
    Good Versus: Defences, Infantry.
    Bad Versus: Armour, Aircraft.
    Armour: Low.
    Speed: Slow.
    Stealth: No.
    Cost: $900.
    Requires: Propaganda Centre.
    Upgrades: Black Napalm.
    Games: Both.
    
    Inferno Cannons launch Firey bombs onto their targets, and in groups, they can
    do some damage, especially against Stinger Sites.
    
    **********
    *ECM Tank*
    **********
    
    Class: Armour.
    Purpose: Anti-Armour.
    Role: Savior.
    Weapon Type: High-Tech.
    Good Versus: Armour, Rockets.
    Bad Versus: Defences.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $800
    Requires: Propaganda Centre.
    Upgrades: None.
    Games: Zero Hour Only.
    
    ECM Tanks are used for intercepting enemy Rockets and making them miss with
    their satellite dish. The dish can also disable Armour. Because of these
    features, they are the perfect countermeasure against Rocket Buggies. They make
    good defenders and when some Artillery comes, have the ECM Tank power it down
    so other units can smash it.
    
    *************
    *Nuke Cannon*
    *************
    
    Class: Armour.
    Purpose: Anti-Defence, Anti-Armour, Anti-Infantry.
    Role: Artillery.
    Weapon Type: Bomb.
    Good Versus: Defences, Armour, Infantry.
    Bad Versus: Aircraft.
    Armour: Medium.
    Speed: Slow.
    Stealth: No.
    Cost: $1600.
    Requires: Propaganda Centre, General's Ability.
    Upgrades: Neutron Shells.
    Games: Both.
    
    The Nuke Cannons are the best Artillery in the game! Not only is its attack
    impervious, they can be upgraded to kill Infantry and Drivers of Armour,
    allowing friendly Infantry to capture the vehicles.
    
    **********
    *Overlord*
    **********
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Infantry, Anti-Air, Heal Units.
    Role: Ultimate Armour.
    Weapon Type: Shell, Bullet, Infantry, Heal.
    Good Versus: Armour, Infantry, Aircraft.
    Bad Versus: Defences.
    Armour: Very High.
    Speed: Slow.
    Stealth: No.
    Cost: $2000.
    Requires: Propaganda Centre.
    Upgrades: Uranium Shells, Nuclear Tanks, Bunker, Gattling Cannon, Speaker
    Tower, Chain Guns, Subliminal Messaging.
    Games: Both.
    
    The decendant of the Mammoth Tank is, of course, the most powerful Tank in the
    game. Along with twin cannons, it can also upgrade to have a defence on its
    turret. Good mixtures of Overlords have 75% with Gattling Cannons, 25% with
    Speaker Towers.
    
    *****
    *MIG*
    *****
    
    Class: Aircraft.
    Purpose: Anti-Infantry, Anti-Aircraft.
    Role: Main Aircraft.
    Weapon Type: Rocket, Fire.
    Good Versus: Infantry, Aircraft.
    Bad Versus: Defences.
    Armour: Low.
    Speed: Fast.
    Stealth: No.
    Cost: $1200.
    Requires: Available At Start.
    Upgrades: MIG Armour, Black Napalm.
    Games: Both.
    
    MIGs are the basic Chinese Aircraft. They carry two rockets that contain fire,
    which can be effective against Infantry and Stinger Sites. A group of four can
    make the firestorm effect.
    
    *******
    *Helix*
    *******
    
    Class: Aircraft.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Secondary Aircraft, Transport.
    Weapon Type: Bullet, Infantry.
    Good Versus: Infantry, Armour.
    Bad Versus: Aircraft, Defences.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $1500.
    Requires: Available At Start.
    Upgrades: Napalm Bomb, Bunker, Gattling Cannon, Speaker Tower, Black Napalm,
    Chain Guns, Subliminal Messaging.
    Games: Zero Hour Only.
    
    The Helix can be effective against Infantry, and when upgraded, dangerous
    against Armour as well. It can carry up to five Infantry's space, or one Dozer
    inside. It is vulnerable to other Aircraft and Defences.
    
    -----------------
    Global Liberation
    -----------------
    When enemy Armour is destroyed, they leave some parts. For the true and native
    GLA Generals, their units can use it to upgrade its stats. For some, it allows
    new kinds of attacks, and for others, it simply increases its armour and power.
    Units that cannot salvage these parts will only sell them for some cash. In the
    original game, only Technicals, Quad Cannons, and Marauder Tanks can make
    different uses of these advantages. Up to two "ranks" can be achieved from
    these special resources.
    
    ********
    *Worker*
    ********
    
    Class: Infantry.
    Purpose: Build Structures, Money Maker, Remove Mines.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Infantry, Armour, Aircraft.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: $200.
    Requires: Available At Start.
    Upgrades: Worker Shoes.
    Games: Both.
    
    Workers are cheaper, but more vulnerable versions of Dozers. They cost less and
    can be upgraded, but can also be run over. Workers collect $75 per trip.
    
    *******
    *Rebel*
    *******
    
    Class: Infantry.
    Purpose: Anti-Infantry, Capture Buildings.
    Role: Main Infantry.
    Weapon Type: Bullet, Explosive.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: Requires Camoflauge.
    Cost: $150.
    Requires: Available At Start.
    Upgrades: Camoflauge, Booby Trap, AP Bullets, Capture Building.
    Games: Both.
    
    Rebels are quickly trained Infantry that can use stealth tactics. Other special
    abilities is to Capture Buildings and place Booby Traps on Friendly Structures.
    They are only trained one at a time, and have only basic training, so use them
    wisely.
    
    *************
    *RPG Trooper*
    *************
    
    Class: Infantry.
    Purpose: Anti-Armour, Anti-Aircraft.
    Role: Secondary Infantry.
    Weapon Type: Rocket.
    Good Versus: Armour, Aircraft.
    Bad Versus: Infantry, Defences, Aircraft.
    Armour: Medium.
    Speed: Slow.
    Stealth: No.
    Cost: $300.
    Requires: Available At Start.
    Upgrades: AP Rockets.
    Games: Both.
    
    RPG Troopers are the GLA's Rocket Infantry. Because of their basic versitallity
    and their AP upgrade, they fend the best out of the three on Aircraft. When a
    Tunnel Network is built, two of these men are automatically trained.
    
    ***********
    *Terrorist*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Secondary Infantry.
    Weapon Type: Explosive.
    Good Versus: Armour, Infantry, Structures.
    Bad Versus: Defences, Aircraft.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: $200.
    Requires: Available At Start.
    Upgrades: None.
    Games: Both.
    
    Some crazy GLA volunteers will die for their cause, with explosives. When they
    reach their target, they blow up. Terrorists can also drive regular cars, which
    can increase their speed dramatically.
    
    **********
    *Saboteur*
    **********
    
    Class: Infantry.
    Purpose: Base Infiltration.
    Role: Special Infantry.
    Weapon Type: Entry.
    Good Versus: Structures.
    Bad Versus: Detectors, Armour, Defences.
    Armour: Low.
    Speed: Medium.
    Stealth: Yes.
    Cost: $800.
    Requires: Available At Start.
    Upgrades: None.
    Games: Zero Hour Only.
    
    Saboteurs are for infiltrating bases. When they enter most Structures, the
    Building is disabled for a period of time. When they enter a Supply Building,
    they steal $1000. When they enter a Command Centre or a Super Weapon, their
    ability timer is reset. They are often considered useless when there are many
    Defences around.
    
    **********
    *Hijacker*
    **********
    
    Class: Infantry.
    Purpose: Anti-Armour.
    Role: Special Infantry.
    Weapon Type: Entry.
    Good Versus: Armour.
    Bad Versus: Infantry, Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: When Passive.
    Cost: $400.
    Requires: Palace, General's Ability.
    Upgrades: None.
    Games: Both.
    
    GLA Hijackers are only used to capture Armour. They are stealthed only when
    stationary, so it is hard to catch a vehicle with this unit. They require a
    General's Ability, and they must enter a vehicle to capture it, so don't even
    bother using this unit, because Jarmen Kell's method of capturing Armour is
    MUCH safer. The only advantage Hijackers have over Jarmen Kell is the fact that
    they will eject themselves when their vehicle is destroyed.
    
    ***********
    *Angry Mob*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Bullet, Grenade.
    Good Versus: Infantry, Structures.
    Bad Versus: Armour, Defences.
    Armour: Low.
    Speed: Medium.
    Stealth: No.
    Cost: $800.
    Requires: Palace.
    Upgrades: Arm The Mob.
    Games: Both.
    
    Angry Mobs are very special units. They are signed up at the Barracks, but
    unlike standard Infantry, they come in groups. If some members die, they will
    eventually be replaced. When trained, they start as a group of five and grow
    quickly. Most of the members are armed with pistols while some others throw
    homemade grenades (Hey! That rhymes!). When given weapons with the GLA seal of
    quality, their standard attacks are increased dramatically. Don't have them
    assault Defences, and have them avoid Gattling weapons at all costs. The other
    con of this unit is that the group cannot enter Structures and other Units,
    impairing their mobility.
    
    *************
    *Jarmen Kell*
    *************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Hero.
    Weapon Type: Sniper.
    Good Versus: Infantry, Armour.
    Bad Versus: Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: Yes.
    Cost: $1500.
    Requires: Palace.
    Upgrades: AP Bullets.
    Games: Both.
    
    Jarmen Kell is the GLA's best method of capturing Armour. Along with picking
    off Infantry, he can also assassinate drivers out of Armour, allowing Infantry
    to capture them, much like the Neutron Nuke Cannon. When upgraded with the AP
    Bullets, it is rumoured that he can fire faster.
    
    ***********
    *Radar Van*
    ***********
    
    Class: Armour.
    Purpose: Provide Radar, Scout.
    Role: Worker, Detector.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $500.
    Requires: Available At Start.
    Upgrades: Radar Scan, Junk Repair.
    Games: Both.
    
    This vehicle provides the GLA with a standard radar. If the power is low, the
    radar will still function thanks to this unit. It can also scan a certain
    portion of the map, like the USA Command Centre. Its equipment allows it to
    detect stealth easily. Keep it at safe places unless needed for scouting.
    
    **********
    *Scorpion*
    **********
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Main Armour.
    Weapon Type: Shell, Missile, Biological.
    Good Versus: Armour, Infantry.
    Bad Versus: Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $600.
    Requires: Available At Start.
    Upgrades: Scorpion Rocket, Toxin Shells, Junk Repair, Anthrax Beta.
    Games: Both.
    
    GLA Scorpion Tanks are initially poor compared to the other main tanks, so it
    needs to be upgraded fast. With the Scorpion Rocket, it can do some damage to
    Armour and groups of Infantry. With Toxin Shells, it can be somewhat effective
    against Infantry. In Zero Hour, if they collect two piles of parts, they earn
    a second Rocket, if available.
    
    ***********
    *Technical*
    ***********
    
    Class: Armour.
    Purpose: Anti-Infantry.
    Role: Secondary Armour, Transport.
    Weapon Type: Bullet, Shell, Rocket, Infantry.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Low.
    Speed: Fast.
    Stealth: No.
    Cost: $500.
    Requires: Available At Start.
    Upgrades: AP Bullets, Junk Repair.
    Games: Both.
    
    Armed Trucks are the main sort of transport for the GLA. The Infantry inside
    cannot fire out, and they have no TOW Missile, making Humvees superior to them.
    They can salvage items. The first upgrade gives them a shell-firing turret,
    allowing them to fend off Armour better (but still not good enough). The second
    allows them to shoot at Aircraft with their rockets. Technicals are still good
    for transporting groups of Infantry, including Terrorists.
    
    **************
    *Combat Cycle*
    **************
    
    Class: Armour/Infantry.
    Purpose: Varies.
    Role: Varies.
    Weapon Type: Varies.
    Good Versus: Varies.
    Bad Versus: Defences, Aircraft.
    Armour: Very Low.
    Speed: Very Fast.
    Stealth: Varies.
    Cost: $500.
    Requires: Available At Start.
    Upgrades: Varies, Junk Repair.
    Games: Zero Hour Only.
    
    Cycles can arm any kind of GLA Infantry. Their weapons are duplicated onto
    their bike, so having a Terrorist drive one of these can make it a quick
    suicide vehicle. Even Jarmen Kell can snipe on it, even able to use his trump
    ability!
    
    *************
    *Quad Cannon*
    *************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Aircraft.
    Role: Secondary Armour, Support.
    Weapon Type: Bullet.
    Good Versus: Infantry, Aircraft.
    Bad Versus: Armour, Defences.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $700.
    Requires: Available At Start.
    Upgrades: AP Bullets, Junk Repair.
    Games: Both.
    
    A Truck with a Bullet Turret mounted on its large platform, the Quad Cannon can
    kill Infantry and smash Aircraft with ease. It is the GLA version of the
    Chinese Gattling Tank, only with a steadier rate of fire. It can also make use
    of remains of destroyed Armour.
    
    ***************
    *Toxin Tractor*
    ***************
    
    Class: Armour.
    Purpose: Anti-Infantry, Clear Garrisoned Structures.
    Role: Special Armour.
    Weapon Type: Biological.
    Good Versus: Infantry, Garrisoned Buildings.
    Bad Versus: Armour, Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Stealth: No.
    Cost: $600.
    Requires: Available At Start.
    Upgrades: Antrhax Beta, Junk Repair.
    Games: Both.
    
    Toxin Tractors spew out Anthrax at Infantry. Their chemicals even work on
    Garrisoned Buildings! They can also contaminate an area with toxins. The Toxin
    Tractor should only be chosen over the Quad Cannon in City regions.
    
    **************
    *Rocket Buggy*
    **************
    
    Class: Armour.
    Purpose: Anti-Defence, Anti-Structure.
    Role: Artillery.
    Weapon Type: Rocket.
    Good Versus: Defences.
    Bad Versus: Infantry, Aircraft.
    Armour: Very Low.
    Speed: Fast.
    Stealth: No.
    Cost: $900.
    Requires: Palace.
    Upgrades: Buggy Ammo, AP Rockets, Junk Repair.
    Games: Both.
    
    Rocket Buggies can easily annoy its opponents. With a long range, it can fire
    at Defences safely, but can easily be destroyed by gunfire. With the Buggy
    Ammo, their barage is increased.
    
    ************
    *Bomb Truck*
    ************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Special Armour.
    Weapon Type: Explosive, Biological.
    Good Versus: Armour, Structures.
    Bad Versus: Defences, Aircraft.
    Armour: High.
    Speed: Medium.
    Stealth: Disguise.
    Cost: $1200.
    Requires: Palace.
    Upgrades: High Explosive Bomb, Bio Bomb, Junk Repair, Anthrax Beta.
    Games: Both.
    
    Another suicidal unit is this one. Armed with bombs, the Truck can detonate
    itself and near enemy units and Structures. If it needs to assault a Defence,
    it needs to be lightning quick. A disguise can be used on it and make a nasty
    suprise, although Detectors will not fall for the prank. It can be upgraded to
    deal more damage and leave something at the aftermath.
    
    ************
    *Battle Bus*
    ************
    
    Class: Armour.
    Purpose: Infantry Protection.
    Role: Special Armour, Transport.
    Weapon Type: Infantry.
    Good Versus: Varies.
    Bad Versus: Defences, Aircraft.
    Armour: High.
    Speed: Medium.
    Stealth: No.
    Cost: $1000.
    Requires: Palace.
    Upgrades: Junk Repair.
    Games: Zero Hour Only.
    
    A Battle Bus can hold up to eight Infantry, and they can shoot out of it. When
    destroyed, it can last a little longer for the Infantry to escape until it is
    destroyed for the second time. When smashed for the first time, it can no
    longer move. With RPG Troopers inside, it can be a good substitute for tanks.
    
    ***************
    *SCUD Launcher*
    ***************
    
    Class: Armour.
    Purpose: Anti-Defence, Anti-Structure.
    Role: Artillery.
    Weapon Type: Missile, Biological.
    Good Versus: Defences, Structures.
    Bad Versus: Armour, Aircraft.
    Armour: Low.
    Speed: Slow.
    Stealth: No.
    Cost: $1200.
    Requires: Palace, General's Ability.
    Upgrades: Anthrax Beta, Junk Repair.
    Games: Both.
    
    SCUD Launchers are the true Artillery for the GLA. Much like Tomahawks, they
    launch a Missile to their targets. The Missiles do more damage and leave behind
    Anthrax. The Missile can be ajusted to contain more Anthrax alone.
    
    **********
    *Marauder*
    **********
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Ultimate Armour.
    Weapon Type: Shell, Biological.
    Good Versus: Armour, Infantry.
    Bad Versus: Defences, Aircraft.
    Armour: High.
    Speed: Medium.
    Stealth: No.
    Cost: $800.
    Requires: General's Ability.
    Upgrades: Toxin Shells, Junk Repair, Anthrax Beta.
    Games: Both.
    
    Although the weakest of the Ultimate Tanks, the Marauder is the most
    resourceful. It costs the least and can salvage parts. It can also upgrade to
    have Anthrax included with its shells, and when it gains a second pile of
    parts, it gains a second barrel. There are still reasons why the Scorpion
    should be chosen over the Marauder. The Marauder's turret cannot move, making
    it vulnerable when mobile. It does not have the use of the Scorpion Rocket
    either.
    
    
    ----------------
    2.3 >Structures<
    ----------------
    Structures all have at least one purpose. Some only allow one of them to be
    built while others should be used in number. All three sides can make a Command
    Centre, a Barracks, a Supply Centre/Stash, a War Factory/Arms Dealer, and a
    Super Weapon.
    
    -------------
    United States
    -------------
    When a USA Structure is destroyed, Rangers are evacuated. Bigger and more
    costly Structures release more Rangers.
    
    ****************
    *Command Centre*
    ****************
    
    Type: Production, Ability.
    Utility: Radar Scan.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: None.
    Upgrades Available: None.
    Games: Both.
    
    The USA Command Centre always starts with a Radar and can scan a certain area
    of the map.
    
    *********************
    *Cold Fusion Reactor*
    *********************
    
    Type: Power Plant.
    Utility: None.
    Armour: Medium.
    Size: Small.
    Cost: $800.
    Power Consumption: Provides 5, 10 When Upgraded.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Control Rods.
    Upgrades Available: Control Rods.
    Games: Both.
    
    Cold Fusion Reactors are the basic power plant. They can be upgraded to double
    their power input.
    
    **********
    *Barracks*
    **********
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Medium.
    Cost: $600.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: None.
    Upgrades Available: Flash Bangs, Capture Building.
    Games: Both.
    
    The USA Barracks can produce its best Infantry, as well as upgrading their
    Rangers to use Flash Bang Grenades.
    
    ***************
    *Supply Centre*
    ***************
    
    Type: Money Making.
    Utility: None.
    Armour: Medium.
    Size: Medium.
    Cost: $2000.
    Power Consumption: 1.
    Stealth: No.
    Requires: Cold Fusion Reactors.
    Upgrades Used: Supply Lines.
    Upgrades Available: None.
    Games: Both.
    
    American Supply Centres not only produce the highest quality Supply Gatherer,
    the Supply Lines upgrade can increase its efficency.
    
    *****************
    *Patriot Missile*
    *****************
    
    Type: Defence.
    Utility: Rocket, Detector.
    Armour: Medium.
    Size: Tiny.
    Cost: $1000.
    Power Consumption: 3.
    Stealth: No.
    Requires: Cold Fusion Reactor.
    Upgrades Used: None.
    Upgrades Available: None.
    Games: Both.
    
    The Patriot Missile is the main Defence for the American Base. They launch
    salvos of Rockets against their targets, making them good against Armour and
    Aircraft. If one of the systems detect an enemy, a nearby system will be
    alerted and will start shooting at the target.
    
    ***********
    *Fire Base*
    ***********
    
    Type: Defence.
    Utility: Bomb, Infantry.
    Armour: Medium.
    Size: Small.
    Cost: $1000.
    Power Consumption: None.
    Stealth: No.
    Requires: Cold Fusion Reactor.
    Upgrades Used: None.
    Upgrades Available: None.
    Games: Zero Hour Only.
    
    The Fire Base is the newer USA Defence. Along with an enormous turret, the
    building can garrison up to four Infantry. Although exposed, they can shoot
    faster inside. The best Infantry to be inside the Fire Base is the Pathfinder.
    Not only does he remain stealthed when inside, he makes the best Anti-Infantry
    Defence for the USA.
    
    *************
    *War Factory*
    *************
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Large.
    Cost: $2000.
    Power Consumption: 1.
    Stealth: No.
    Requires: Supply Centre.
    Upgrades Used: None.
    Upgrades Available: TOW Missile, Sentry Drone Gun.
    Games: Both.
    
    The "Blue" War Factory creates the least units of the three, but at the best of
    quality. Inside, the TOW Missile and Sentry Gun upgrades can be researched.
    
    ***********
    *Air Field*
    ***********
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Very Large.
    Cost: $1000.
    Power Consumption: 1.
    Stealth: No.
    Requires: Supply Centre.
    Upgrades Used: None.
    Upgrades Available: Laser Missiles, Rocket Pods, Countermeasures, Bunker
    Busters.
    Games: Both.
    
    No other side can match the USA in Air Power. Four types of Aircraft (minus the
    Chinook) can be created at this Structure, as well as repairing them.
    
    *****************
    *Strategy Centre*
    *****************
    
    Type: Store, Defence, Ability.
    Utility: Radar Scan, Bomb, Detector.
    Armour: High/Very High.
    Size: Large.
    Cost: $2500.
    Power Consumption: 2.
    Stealth: No.
    Requires: War Factory/Air Field.
    Upgrades Used: None.
    Upgrades Available: Advanced Training, Composite Armour, Drone Armour, Chemical
    Suits, Supply Lines.
    Games: Both.
    
    The Strategy Centre can do many things. When in "Bombardment" Mode, it uses an
    Artillery Cannon that shoots at intruders and increases Unit Damage. When in
    "Hold The Line" Mode, its Armour doubles and increases Unit Armour. When in
    "Search & Destroy" Mode, it makes a radar dish that detects stealth and
    increases Unit Sights. The Intelligence ability allows the player to see what
    other players see. Only one Strategy Centre can be built at a time.
    
    ******************
    *Supply Drop Zone*
    ******************
    
    Type: Money Making.
    Utility: Drop.
    Armour: Medium.
    Size: Small.
    Cost: $2500.
    Power Consumption: 4.
    Stealth: No.
    Requires: Strategy Centre.
    Upgrades Used: Supply Lines.
    Upgrades Available: None.
    Games: Both.
    
    The Supply Drop Zone provides some cash every few minutes. Although power
    consuming, the reward pays off easily. Nothing can stop the delivery plane
    because it comes from the nearest and safest edge of the map!
    
    ****************
    *Detention Camp*
    ****************
    
    Type: Ability.
    Utility: Radar Scan.
    Armour: High.
    Size: Large.
    Cost: $1000.
    Power Consumption: None.
    Stealth: No.
    Requires: Strategy Centre.
    Upgrades Used: None.
    Upgrades Available: None.
    Games: Original Game Only.
    
    The Detention Centre only uses the Intellegence ability, which was switched
    over to the Strategy Centre in Zero Hour. Only one Detention Camp can be built
    at a time.
    
    *****************
    *Particle Cannon*
    *****************
    
    Type: Super Weapon.
    Utility: High-Tech, Fire.
    Armour: Very High.
    Size: Medium.
    Cost: $5000.
    Power Consumption: 10.
    Stealth: No.
    Requires: Strategy Centre.
    Upgrades Used: None.
    Upgrades Available: None.
    Games: Both.
    
    The tribute to the Ion Cannon is the smallest of the Super Weapons, along with
    being the weakest. However, it recharges quickly, and it can be manually
    controlled.
    
    
    -----
    China
    -----
    Every Chinese Structure can equip itself with mines. In Zero Hour, those mines
    can be upgraded to Neutron Mines.
    
    ****************
    *Command Centre*
    ****************
    
    Type: Production, Ability.
    Utility: None.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Radar, Land Mines, Neutron Mines.
    Upgrades Available: Radar, Land Mines, Neutron Mines.
    Games: Both.
    
    The HeadQuarters of the Dragon does not start with a radar, but can be upgraded
    to provide one.
    
    *****************
    *Nuclear Reactor*
    *****************
    
    Type: Power Plant.
    Utility: Biological.
    Armour: Medium.
    Size: Small.
    Cost: $1000.
    Power Consumption: Provides 10, 15 in Overcharge Mode.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Land Mines, Neutron Mines.
    Games: Both.
    
    Nuclear Reactors start out with 10 power input. They can provide 5 more in
    Overcharge Mode. However, they can explode when destroyed and in Overcharge,
    the Reactor is gradually damaged. Only use Overcharge when extra power is
    needed until another Reactor is built.
    
    **********
    *Barracks*
    **********
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Medium.
    Cost: $500.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Capture Building, Land Mines, Neutron Mines.
    Games: Both.
    
    The Chinese Barracks can produce Infantry in large numbers and can create
    secret agents to infiltrate Bases.
    
    ********
    *Bunker*
    ********
    
    Type: Defence.
    Utility: Infantry.
    Armour: Medium.
    Size: Small.
    Cost: $400.
    Power Consumption: None.
    Stealth: No.
    Requires: Barracks.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Land Mines, Neutron Mines.
    Games: Both.
    
    Bunkers can hold up to five Infantry that can shoot out. A good Bunker is near
    a Gattling Cannon and is filled with Tank Hunters.
    
    ***************
    *Supply Centre*
    ***************
    
    Type: Money Making.
    Utility: None.
    Armour: Medium.
    Size: Medium.
    Cost: $2000.
    Power Consumption: 1.
    Stealth: No.
    Requires: Nuclear Reactor.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Land Mines, Neutron Mines.
    Games: Both.
    
    This Supply Centre creates Supply Trucks and can be surrounded by mines.
    
    *****************
    *Gattling Cannon*
    *****************
    
    Type: Defence.
    Utility: Bullet.
    Armour: Medium.
    Size: Tiny.
    Cost: $1200.
    Power Consumption: 3.
    Stealth: No.
    Requires: Nuclear Reactor.
    Upgrades Used: Chain Guns, Land Mines, Neutron Mines.
    Upgrades Available: Land Mines, Neutron Mines.
    Games: Both.
    
    The Gattling Cannon is a lethal Infantry stopper. It can also destroy light
    Armour quite quickly. The Chain Guns Upgrade makes it even more dangerous.
    
    *************
    *War Factory*
    *************
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Large.
    Cost: $2000.
    Power Consumption: 1.
    Stealth: No.
    Requires: Supply Centre.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Chain Guns, Black Napalm, Land Mines, Neutron Mines.
    Games: Both.
    
    Chinese War Factories produce their Armour in great numbers. With a high
    production rate, the manpower inside is nearly infinite. The Chain Guns and
    Black Napalm Upgrades can be researched here.
    
    ***********
    *Air Field*
    ***********
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Large.
    Cost: $1000.
    Power Consumption: 1.
    Stealth: No.
    Requires: Supply Centre.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: MIG Armour, Land Mines, Neutron Mines.
    Games: Both.
    
    The Chinese also have some Aircraft for use. MIGs secure the skies while
    Helixes can wreck havoc on Ground Units. In Zero Hour, a helicopter pad is
    added for the Helix.
    
    *****************
    *Internet Centre*
    *****************
    
    Type: Money Making, Ability.
    Utility: Radar Scan.
    Armour: High.
    Size: Medium.
    Cost: $2500.
    Power Consumption: None.
    Stealth: No.
    Requires: War Factory.
    Upgrades Used: Satellite Hack 1, Satellite Hack 2, Land Mines, Neutron Mines.
    Upgrades Available: Satellite Hack 1, Satellite Hack 2, Land Mines, Neutron
    Mines.
    Games: Zero Hour Only.
    
    The special building that can produce infinite money for the Chinese is the
    Internet Centre. Hackers can enter inside and will make money faster then
    outside. The Centre can also support up to three radars, the first two
    revealing all Command Centres, the third allowing the player to see what the
    enemy sees for a short period of time, like the Intelligence Ability. Only one
    of these can be built at a time.
    
    *******************
    *Propaganda Centre*
    *******************
    
    Type: Store.
    Utility: None.
    Armour: High.
    Size: Medium.
    Cost: $2000.
    Power Consumption: 2.
    Stealth: No.
    Requires: War Factory.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Nationalism, Subliminal Messaging, Land Mines, Neutron
    Mines.
    Games: Both.
    
    The Propaganda Centre can raise the spirits of the Chinese Troops with its
    upgrades. No defence is featured with this Structure, but it is the cheapest.
    
    ***************
    *Speaker Tower*
    ***************
    
    Type: Defence.
    Utility: Heal.
    Armour: Low.
    Size: Tiny.
    Cost: $500.
    Power Consumption: 1.
    Stealth: No.
    Requires: Propaganda Centre.
    Upgrades Used: Subliminal Messaging, Land Mines, Neutron Mines.
    Upgrades Available: Land Mines, Neutron Mines.
    Games: Both.
    
    The Speaker Tower can heal friendly units with its morale. Its effectiveness
    can be upgraded further with Subliminal Messaging.
    
    **********************
    *Nuclear Missile Silo*
    **********************
    
    Type: Super Weapon, Store.
    Utility: Explosive, Biological.
    Armour: Very High.
    Size: Large.
    Cost: $5000.
    Power Consumption: 10.
    Stealth: No.
    Requires: Propaganda Centre.
    Upgrades Used: Land Mines, Neutron Mines.
    Upgrades Available: Uranium Shells, Nuclear Tanks, Neutron Shells, Land Mines,
    Neutron Mines.
    Games: Both.
    
    The Nuclear Missile Silo, like the Russian version in the Red Alert Series,
    launches a massive missile towards an area. It can destroy Medium armoured
    Structures and heavily damage stronger ones, though it is not very effective
    against GLA Structures. Lots of upgrades can be made here.
    
    
    -----------------
    Global Liberation
    -----------------
    If a GLA Structure is destroyed, it will leave a lightly armoured hole. If the
    hole is not destroyed, it will repair itself until it becomes the Structure it
    once was. This does not apply to the Demo Trap. All GLA Structures do not
    require power, and if the GLA has a stolen power source, production will
    increase in speed.
    
    ****************
    *Command Centre*
    ****************
    
    Type: Production, Ability.
    Utility: None.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Fortified Structure.
    Upgrades Available: None.
    Games: Both.
    
    The GLA Command Centre does not start with a Radar, nor will it ever have one.
    Because of this, it is the least of the Command Centres, but it produces
    Workers, a unit that has a double purpose. It also comes with a free hole!
    
    **********
    *Barracks*
    **********
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Medium.
    Cost: $500.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Fortified Structure.
    Upgrades Available: Booby Trap, Capture Building.
    Games: Both.
    
    Lots of GLA Infantry can be trained here. Although the Infantry come with
    little training, they have enough spirit to do their best.
    
    **************
    *Supply Stash*
    **************
    
    Type: Money Making.
    Utility: None.
    Armour: Medium.
    Size: Medium.
    Cost: $1500.
    Power Consumption: None.
    Stealth: No.
    Requires: Available At Start.
    Upgrades Used: Fortified Structure.
    Upgrades Available: None.
    Games: Both.
    
    The Supply Stash is available early, and the GLA should make some Workers
    collect their funds quickly. The Workers can be run over, so have some Defences
    fend of some Armour.
    
    ****************
    *Tunnel Network*
    ****************
    
    Type: Defence.
    Utility: Bullet.
    Armour: Medium.
    Size: Small.
    Cost: $800.
    Power Consumption: None.
    Stealth: Requires Camo Netting.
    Requires: Barracks.
    Upgrades Used: Camo Netting.
    Upgrades Available: Camo Netting.
    Games: Both.
    
    The Tunnel Network starts out with a Turret and two free RPG Troopers. Up to
    eight units can enter the whole network (regardless of their size)! When they
    enter, they can exit out another structure like this one! In Zero Hour, it can
    be camoflauged for suprise attacks, and the Sneak Attack Structure is also
    connected to the Network.
    
    **************
    *Stinger Site*
    **************
    
    Type: Defence.
    Utility: Rocket.
    Armour: Medium.
    Size: Small.
    Cost: $900.
    Power Consumption: None.
    Stealth: Requires Camo Netting.
    Requires: Barracks.
    Upgrades Used: Camo Netting.
    Upgrades Available: Camo Netting.
    Games: Both.
    
    The Stinger Site is much like the Patriot Missile, but cheaper and does not
    consume any electricity. The biggest downside of this though, is the fact that
    the three Infantry inside are vulnerable to fire, snipers, biological waste,
    and regular bullets. If all three men are dispatched, the Site will be
    defenceless, so have more than one defending a compound. The other downsides
    are that it's bigger than the Patriot and that it cannot alert other Sites.
    
    *************
    *Arms Dealer*
    *************
    
    Type: Production.
    Utility: Heal.
    Armour: Medium.
    Size: Large.
    Cost: $2500.
    Power Consumption: None.
    Sealth: No.
    Requires: Supply Stash.
    Upgrades Used: Fortified Structure.
    Upgrades Available: Scorpion Rocket.
    Games: Both.
    
    The Arms Dealer is costly, but it can produce a variety of Armour. The GLA
    Armour division can salvage parts from their victims.
    
    ***********
    *Demo Trap*
    ***********
    
    Type: Defence.
    Utility: Explosive.
    Armour: Very Low.
    Size: Tiny.
    Cost: $400.
    Power Consumption: None.
    Stealth: Yes.
    Requires: Arms Dealer.
    Upgrades Used: None.
    Upgrades Available: None.
    Games: Both.
    
    The Demo Trap is an explosive waiting for its victims. When an enemy unit comes
    by, it detonates. It can also manually detonate.
    
    ********
    *Palace*
    ********
    
    Type: Store, Defence.
    Utility: Infantry.
    Armour: High.
    Size: Large.
    Cost: $2500.
    Power Consumption: None.
    Stealth: No.
    Requires: Arms Dealer.
    Upgrades Used: Fortified Structure.
    Upgrades Available: Camoflauge, Toxin Shells, Anthrax Beta, Amr The Mob,
    Fortified Structure.
    Games: Both.
    
    The Palace itself is defenceless, but it can garrison up to five Infantry,
    allowing it to protect itself. Lots of upgrades can be purchased here.
    
    **************
    *Black Market*
    **************
    
    Type: Store, Money Making.
    Utility: None.
    Armour: Medium.
    Size: Medium.
    Cost: $2500.
    Power Consumption: None.
    Stealth: No.
    Requires: Palace.
    Upgrades Used: Fortified Structure.
    Upgrades Available: AP Bullets, AP Rockets, Radar Scan, Buggy Ammo, Junk
    Repair, Worker Shoes.
    Games: Both.
    
    Black Markets can sell products to other people, collecting $20 for a short
    period. There are lots of upgrades to be bought, and in groups, these can
    supply the GLA quite a source of money.
    
    *********************
    *SCUD Storm Platform*
    *********************
    
    Type: Super Weapon.
    Utility: Missile, Biological.
    Armour: Very High.
    Size: Very Large.
    Cost: $5000.
    Power Consumption: None.
    Stealth: No.
    Requires: Palace.
    Upgrades Used: Anthrax Beta, Fortified Structure.
    Upgrades Available: None.
    Games: Both.
    
    The SCUD Storm consists of nine deadly SCUD Missiles launched at an area.
    Although it does not require power, it requires a LOT of space. It is the
    newest of the Super Weapons, and is quite versitalle.
    
    *****************
    *Fake Structures*
    *****************
    
    Type: Other.
    Utility: Explosive.
    Armour: Low.
    Size: Varies.
    Cost: Varies.
    Power Consumption: None.
    Stealth: No.
    Requires: Varies.
    Upgrades Used: Upgrade To Real Structure.
    Upgrades Available: Upgrade To Real Structure.
    Games: Zero Hour Only.
    
    Don't bother wasting precious money on this junk, unless the junk will become
    upgraded. The Decoys can be detonated, and they can imitate some GLA
    Structures.
    
    ---------------
    Tech Structures
    ---------------
    Neutral Structures can be either garrisoned in or they can be captured. This is
    the list of all of the Tech Structures. Unlike standard Structures, Tech and
    garrisoning buildings leave remains. They are displayed with a flag coloured
    yellow and has a wrench for a design.
    
    *************
    *Oil Derrick*
    *************
    
    Purpose: Produces money.
    Games: Both.
    
    The first side who captures an Oil Derrick earns $1000. From there on, the
    Derrick produces $200 from time to time.
    
    ***************
    *Fuel Refinery*
    ***************
    
    Purpose: Armour and Aircraft will cost less to produce.
    Games: Both.
    
    Fuel Refineries should be captured by Armour and Aircraft fans first. It
    reduces the cost of Armour and Aircraft, which can be quite a benefit.
    
    **********
    *Hospital*
    **********
    
    Purpose: Heals user's Infantry.
    Games: Both.
    
    The Hospital can heal Infantry, regardless of their location on the map.
    
    ************
    *Repair Bay*
    ************
    
    Purpose: Heals user's Armour.
    Games: Zero Hour Only.
    
    The Repair Bay can heal Armour, regardless of their location on the map.
    
    ********************
    *Artillery Platform*
    ********************
    
    Purpose: Defence.
    Games: Zero Hour Only.
    
    The Artillery Platform can fire bombs at Ground Units, much like the American
    Fire Base.
    
    *******************
    *Reinforcement Pad*
    *******************
    
    Purpose: Gives Armour every two minutes.
    Games: Zero Hour Only.
    
    This is the most valuable Tech Structure there is! Every two minutes, a plane
    drops off a Tank, but the vehicle might vary for some Special Generals.
    
    
    --------------
    2.4 >Upgrades<
    --------------
    Upgrades improve performances of other units and Structures, or they can give
    them new abilities!
    
    ******************
    *Capture Building*
    ******************
    
    Type: Unit Upgrade.
    Enables: New Ability.
    Purchased At: A Barracks.
    Applies To: Rangers, Red Guards, Rebels.
    Cost: $1000.
    Games: Both.
    Description: Allows soldiers to capture buildings.
    
    Each side can capture Structures with its main Infantry unit. The soldier will
    need to get up close to capture the building, and it takes a short period of
    time to do so. Defences and Holes cannot be captured.
    
    -------------
    United States
    -------------
    Drone additions are the first target of Anti-Air units. Have the Drones cover
    the Aircraft from Anti-Air fire.
    
    *************
    *Scout Drone*
    *************
    
    Type: Unit Upgrade.
    Enables: Extra Unit.
    Purchased At: All Armour except for Dozers.
    Applies To: All Armour except for Dozers.
    Cost: $150.
    Games: Both.
    Description: The Armour uses a Drone that Detects Stealth.
    
    The Scout Drone is one of the few ways to Detect Stealth for the USA. Only one
    Drone can be built for each vehicle.
    
    **************
    *Battle Drone*
    **************
    
    Type: Unit Upgrade.
    Enables: Extra Unit.
    Purchased At: All Armour except for Dozers.
    Applies To: All Armour except for Dozers.
    Cost: $200.
    Games: Both.
    Description: The Armour uses a Drone that shoots bullets and fixes the Armour.
    
    Battle Drones can be effective against Infantry and it can also repair the
    Armour. Only one Drone can be built for each vehicle.
    
    ****************
    *Hellfire Drone*
    ****************
    
    Type: Unit Upgrade.
    Enables: Extra Unit.
    Purchased At: All Armour except for Dozers.
    Applies To: All Armour except for Dozers.
    Cost: $300.
    Games: Zero Hour Only.
    Description: The Armour uses a Drone that shoots Rockets.
    
    The Hellfire Drone can be a support unit against enemy Armour. Although it has
    a stronger attack than the Battle Drone, it is costly and cannot repair. Only
    one Drone can be built for each vehicle.
    
    **************
    *Control Rods*
    **************
    
    Type: Structure Upgrade.
    Enables: Improved Symptoms.
    Purchased At: Cold Fusion Reactors.
    Applies To: Cold Fusion Reactors.
    Cost: $500.
    Games: Both.
    Description: Doubles the power input by the CF Reactor.
    
    This is a way to increase power without having to build more reactors! If
    possible, try to upgrade every CF Reactor with this.
    
    *************
    *Flash Bangs*
    *************
    
    Type: Unit Upgrade.
    Enables: New Ability.
    Purchased At: A Barracks.
    Applies To: Rangers.
    Cost: $800.
    Games: Both.
    Description: Allows Rangers to shoot Flash Bang Grenades.
    
    The USA's method of cleaning out Garrisoned Structures is this. Rangers can use
    Flash Bangs to clear out cities and villages, as well as a secondary weapon
    with increased range.
    
    *************
    *TOW Missile*
    *************
    
    Type: Unit Upgrade.
    Enables: Extra Weapon.
    Purchased At: A War Factory.
    Applies To: Humvees.
    Cost: $800.
    Games: Both.
    Description: Humvees can fire rockets.
    
    Humvees with this upgrade can fire rockets, making them fare slightly better
    against Armour and possibly Aircraft.
    
    ******************
    *Sentry Drone Gun*
    ******************
    
    Type: Unit Upgrade.
    Enables: Extra Weapon.
    Purchased At: A War Factory.
    Applies To: Sentry Drones.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: Gives the Sentry Drones a gun.
    
    With the gun, Sentry Drones can become from Scouts to Defensive Units! If
    Sentry Drones are being used, don't miss out on this upgrade.
    
    ****************
    *Laser Missiles*
    ****************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: An Air Field.
    Applies To: Raptors, Stealth Fighters.
    Cost: $1500.
    Games: Both.
    Description: Increases Jet Rockets by %25.
    
    Raptor and Stealth Fighter fans should invest in this upgrade. Increased damage
    means increased fun!
    
    *************
    *Rocket Pods*
    *************
    
    Type: Unit Upgrade.
    Enables: New Ability.
    Purchased At: An Air Field.
    Applies To: Comanches.
    Cost: $800.
    Games: Both.
    Description: Allows Comanches to fire a barage of rockets on an area.
    
    Comanches can fire lots of rockets onto an area, decimating anything that comes
    through, making the unit even more valuable.
    
    *****************
    *Countermeasures*
    *****************
    
    Type: Unit Upgrade.
    Enables: Improved Defence.
    Purchased At: An Air Field.
    Applies To: All Aircraft.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: Some Rockets will miss USA Aircraft.
    
    The USA is vulnerable because of its high dependency on Aircraft. This upgrade
    can ensure better that the Aircraft make it safely back to base.
    
    ****************
    *Bunker Busters*
    ****************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: An Air Field.
    Applies To: Stealth Fighters.
    Cost: $1500.
    Games: Zero Hour Only.
    Description: Stealth Fighters can clear Garrisoned Buildings.
    
    The Bunker Busters is capable of killing any Infantry inside a Garrisoned
    Building, or clearing out a whole Tunnel Network!
    
    *******************
    *Advanced Training*
    *******************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: The Strategy Centre.
    Applies To: All Combat Units.
    Cost: $1500.
    Games: Both.
    Description: All Combat Units gain experience twice as fast.
    
    With an upgrade that applies to all combat units, there's no reason NOT to buy
    this product!
    
    ******************
    *Composite Armour*
    ******************
    
    Type: Unit Upgrade.
    Enables: Improved Defence.
    Purchased At: The Strategy Centre.
    Applies To: Crusaders, Paladins.
    Cost: $2000.
    Games: Both.
    Description: Increases Tank Armour by %25.
    
    Composite Armour allows Tanks to take a lot of punishment.
    
    **************
    *Drone Armour*
    **************
    
    Type: Unit Upgrade.
    Enables: Improved Defence.
    Purchased At: The Strategy Centre.
    Applies To: Drones.
    Cost: $500.
    Games: Both.
    Description: Increases Drone Armour by %25.
    
    Drones don't last very long. This makes them live longer for a little bit.
    
    ****************
    *Chemical Suits*
    ****************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: The Strategy Centre.
    Applies To: All Infantry except for Pilots.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: USA Infantry are less vulnerable to biological attacks.
    
    USA Infantry can be protected by the suits from Anthrax, Radiation, or
    Microwave messes. They are not invulnerable though, but they can last longer
    against those kind of attacks.
    
    **************
    *Supply Lines*
    **************
    
    Type: Unit/Structure Upgrade.
    Enables: Improved Symptoms.
    Purchased At: The Strategy Centre.
    Applies To: Chinooks, Supply Centres, Supply Drop Zones.
    Cost: $800.
    Games: Zero Hour Only.
    Description: Increases Money earned by %10.
    
    The USA economy is slow, so this upgrade should be purchased. Money gathered
    by Chinooks, at USA Supply Centres, and at Supply Drop Zones is increased.
    
    ******
    *MOAB*
    ******
    
    Type: General's Ability Upgrade.
    Enables: Improved Offence.
    Purchased At: The Strategy Centre.
    Applies To: The Fuel Air Bomb.
    Cost: $4000.
    Games: Zero Hour Only.
    Description: The Fuel Air Bomb is instant and does more damage.
    
    Although costly, the upgrade is worth the troubles. The regular old FAB is slow
    and its targets could escape for a few seconds. This upgrade cures the problem
    as well as making the bomb stonger. The bomb is dropped by a stealth bomber
    instead of a golden plane.
    
    
    -----
    China
    -----
    
    ************
    *Land Mines*
    ************
    
    Type: Structure Upgrade.
    Enables: Extra Weapon.
    Purchased At: All Structures.
    Applies To: All Structures.
    Cost: $600.
    Games: Both.
    Description: Structure is secured by Land Mines.
    
    Land Mines can protect Chinese Structures from attacks and capture.
    
    ***************
    *Neutron Mines*
    ***************
    
    Type: Structure Upgrade.
    Enables: Extra Weapon.
    Purchased At: All Structures.
    Applies To: All Structures.
    Cost: $500.
    Games: Zero Hour Only.
    Description: Turns the Land Mines into Neutron Mines.
    
    The Land Mines can be turned into Neutron Mines, which explode on impact,
    killing Infantry and drivers of Armour. Then friendly Infantry can capture the
    Armour.
    
    ************
    *Chain Guns*
    ************
    
    Type: Unit/Stucture Upgrade.
    Enables: Improved Offence.
    Purchased At: A War Factory.
    Applies To: Gattling Tanks, Gattling Cannons, Gattling Overlords and Helixes.
    Cost: $1500.
    Games: Both.
    Description: Increases Gattling power by %25.
    
    Gattling Guns can be even more devastating with this upgrade.
    
    **************
    *Black Napalm*
    **************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A War Factory.
    Applies To: Dragon Tanks, Inferno Cannons, MIGs, Helixes.
    Cost: $2000.
    Games: Both.
    Description: Increases Fire damage by %25.
    
    Black Napalm increases Fire by the Dragon as well as changing it form Red &
    Orange to Purple & Blue.
    
    ************
    *MIG Armour*
    ************
    
    Type: Unit Upgrade.
    Enables: Improved Defence.
    Purchased At: An Air Field.
    Applies To: MIGs.
    Cost: $1000.
    Games: Both.
    Description: Increases MIG armour by %25.
    
    MIG fighters are vulnerable to Anti-Aircraft fire, so this upgrade allows them
    to take more damage.
    
    *************
    *Nationalism*
    *************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Propaganda Centre.
    Applies To: Red Guards, Tank Hunters, BattleMasters.
    Cost: $2000.
    Games: Both.
    Description: Increases the Horde Effect by %25.
    
    Basic units in numbers are more powerful thanks to this improvement.
    
    **********************
    *Subliminal Messaging*
    **********************
    
    Type: Unit/Structure Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Propaganda Centre.
    Applies To: Speaker Towers, Tower Overlords and Helixes.
    Cost: $500.
    Games: Both.
    Description: Increases Speaker Tower healing by %25.
    
    Subliminal Messages in Speaker Towers can encourage units nearby to heal much
    faster!
    
    ******************
    *Satellite Hack 1*
    ******************
    
    Type: Structure Upgrade.
    Enables: New Ability.
    Purchased At: The Internet Centre.
    Applies To: The Internet Centre.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: Reveals all Command Centres.
    
    There's two ranks of Satellite Hack. The first reveals all of the Command
    Centres on the map.
    
    ******************
    *Satellite Hack 2*
    ******************
    
    Type: Structure Upgrade.
    Enables: New Ability.
    Purchased At: The Internet Centre.
    Applies To: The Internet Centre.
    Cost: $2500.
    Games: Zero Hour Only.
    Description: Reveals what the enemy sees for a short period of time.
    
    The second rank is much like the USA Intellegence Ability, only that it's done
    automatically.
    
    ****************
    *Uranium Shells*
    ****************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Nuclear Missile Silo.
    Applies To: BattleMasters, Overlords.
    Cost: $2500.
    Games: Both.
    Description: Increases Shell damage by %25.
    
    The Uranium Shells Upgrade can increase the effectiveness of tanks.
    
    ***************
    *Nuclear Tanks*
    ***************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Nuclear Missile Silo.
    Applies To: BattleMasters, Overlords.
    Cost: $2000.
    Games: Both.
    Description: Increases Tank speed.
    
    The Chinese Empire is a slow and ponderous army, so this upgrade could prove
    useful. However, when destroyed, tanks will explode in a cloud of Nuclear
    Waste.
    
    ****************
    *Neutron Shells*
    ****************
    
    Type: Unit Upgrade.
    Enables: New Ability.
    Purchased At: A Nuclear Missile Silo.
    Applies To: Nuke Cannons.
    Cost: $2500.
    Games: Zero Hour Only.
    Description: Allows Nuke Cannons to fire Neutron Bombs.
    
    Nuke Cannons can fire Neutron Shells, which can kill Infantry and neutralize
    Armour. The Armour can then be captured by friendly Infantry. This is one of
    the best Upgrades available, so don't miss it!
    
    ********
    *Bunker*
    ********
    
    Type: Unit Upgrade.
    Enables: Extra Weapon.
    Purchased At: Overlords and Helixes.
    Applies To: Overlords and Helixes.
    Cost: $400.
    Games: Both.
    Description: Gives the Overlord/Helix a Bunker.
    
    A Bunker can be attached to the Overlord/Helix. For Helixes, the Bunker upgrade
    can be used to fit a group of Tank Hunters inside, allowing the Helix to be
    more effective against Armour and Aircraft. Don't bother building a Bunker on
    an Overlord.
    
    *****************
    *Gattling Cannon*
    *****************
    
    Type: Unit Upgrade.
    Enables: Extra Weapon.
    Purchased At: Overlords and Helixes.
    Applies To: Overlords and Helixes.
    Cost: $1200.
    Games: Both.
    Description: Gives the Overlord/Helix a Gattling Cannon.
    
    The Gattling Cannon allows the Overlord to become effective against Infantry,
    and makes the Helix even more deadly against Infantry!
    
    ***************
    *Speaker Tower*
    ***************
    
    Type: Unit Upgrade.
    Enables: Extra Ability.
    Purchased At: Overlords and Helixes.
    Applies To: Overlords and Helixes.
    Cost: $500.
    Games: Both.
    Description: Gives the Overlord/Helix a Speaker Tower.
    
    A few Overlords and Helixes in large groups should be equiped with this. They
    can heal nearby units, which is a good thing.
    
    *************
    *Napalm Bomb*
    *************
    
    Type: Unit Upgrade.
    Enables: Extra Ability.
    Purchased At: Helixes.
    Applies To: Helixes.
    Cost: $800.
    Games: Zero Hour Only.
    Description: Allows Helixes to drop a Fire Bomb.
    
    Helixes are armed with only bullets. This upgrade can make them effective
    against Armour and Structures too!
    
    
    -----------------
    Global Liberation
    -----------------
    
    ************
    *Booby Trap*
    ************
    
    Type: Unit Upgrade.
    Enables: Extra Ability.
    Purchased At: A Barracks.
    Applies To: Rebels.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: Allows Rebels to plant Booby Traps on friendly Structures.
    
    Booby Traps detonate when enemies attempt to capture or garrison them. Good
    against tougher opponents, but useless in most campaigns and in casual games.
    
    **************
    *Camo Netting*
    **************
    
    Type: Structure Upgrade.
    Enables: Improved Symptoms.
    Purchased At: Tunnel Networks and Stinger Sites.
    Applies To: Tunnel Networks and Stinger Sites.
    Cost: $800.
    Games: Zero Hour Only.
    Description: Makes Tunnel Networks and Stinger Sites stealthed.
    
    A cloaked Tunnel Network can make a big suprise attack to enemy installations
    while the Upgrade allows the three men in Stinger Sites to have the first
    strike, unless, of course, detected or attacked by Artillery.
    
    *****************
    *Scorpion Rocket*
    *****************
    
    Type: Unit Upgrade.
    Enables: Extra Weapon.
    Purchased At: An Arms Dealer.
    Applies To: Scorpions.
    Cost: $1000.
    Games: Both.
    Description: Allows Scorpions to fire Missiles.
    
    The Scorpion Rocket can damage Armour and Infantry quickly, making the Scorpion
    more effective.
    
    ************
    *Camoflauge*
    ************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Palace.
    Applies To: Rebels.
    Cost: $2000.
    Games: Both.
    Description: Allows Rebels to be stealthed.
    
    Rebels can be hidden in the terrain with this upgrade. Mixes well with the
    Rebel Ambush.
    
    **************
    *Toxin Shells*
    **************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Palace.
    Applies To: Scorpions, Marauders.
    Cost: $1000.
    Games: Both.
    Description: Shells fired by tanks leave behind Anthrax.
    
    Toxin Shells allow tanks to be effective against Infantry.
    
    **************
    *Anthrax Beta*
    **************
    
    Type: Unit/Structure/General's Ability Upgrade.
    Enables: Improved Offence.
    Purchased At: A Palace.
    Applies To: Toxin Tractors, SCUD Launchers, SCUD Storm, Scorpions, Marauders,
    Bomb Trucks.
    Cost: $2500.
    Games: Both.
    Description: Increases Anthrax damage by %25.
    
    Anthrax Beta is stronger than the original, and it is now blue instead of
    green.
    
    *************
    *Arm The Mob*
    *************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Palace.
    Applies To: Angry Mobs.
    Cost: $1000.
    Games: Both.
    Description: Gives the Angry Mobs better guns.
    
    Giving Angry Mobs offical weapons allows them to stand a better chance against
    Armour, as well as Infantry.
    
    *********************
    *Fortified Structure*
    *********************
    
    Type: Structure Upgrade.
    Enables: Improved Defence.
    Purchased At: A Palace.
    Applies To: All Structures except for Defences.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: Increases Structure armour.
    
    Fortified GLA Buildings can withstand a lot of damage, and can survive for
    quite a while.
    
    ************
    *AP Bullets*
    ************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Black Market.
    Applies To: Rebels, Jarmen Kell, Technicals, Quad Cannons.
    Cost: $2000.
    Games: Both.
    Description: Increases Bullet damage by %25.
    
    All bullets can do more damage with this purchased. Jarmen Kell can also fire
    faster with his rifle.
    
    ************
    *AP Rockets*
    ************
    
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Black Market.
    Applies To: RPG Troopers, Rocket Buggies.
    Cost: $2000.
    Games: Both.
    Description: Increases Rocket damage by %25.
    
    Rockets can do more damage, meaning bad news for Aircraft and Armour.
    
    ************
    *Radar Scan*
    ************
    
    Type: Unit Upgrade.
    Enables: New Ability.
    Purchased At: A Black Market.
    Applies To: Radar Vans.
    Cost: $500.
    Games: Both.
    Description: Allows Radar Vans to scan an area of the map.
    
    The GLA can improve their Radar capabilities with this upgrade. They can scan
    areas of the map, giving a reason why multiple Vans should be made.
    
    ************
    *Buggy Ammo*
    ************
    
    Type: Unit Upgrade.
    Enables: Increased Offence.
    Purchased At: A Black Market.
    Applies To: Rocket Buggies.
    Cost: $1200.
    Games: Both.
    Description: Allows Rocket Buggies to fire more Rockets.
    
    An upgrade like this can seriously drive opponents nuts! The Rocket capacity is
    more than doubled for Rocket Buggies, and Rocket Buggies without the Upgrade
    alone can annoy opponents!
    
    *************
    *Junk Repair*
    *************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Black Market.
    Applies To: All Armour.
    Cost: $2000.
    Games: Both.
    Description: All GLA Armour will repair themselves over time.
    
    GLA Armour will not last long against other threats alone, so this upgrade can
    have them recover when they are not in combat.
    
    **************
    *Worker Shoes*
    **************
    
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Black Market.
    Applies To: Workers.
    Cost: $1000.
    Games: Zero Hour Only.
    Description: Workers will run faster.
    
    Barefooted Workers are slow because their feet will hurt on pavement and other
    such terrain. Shoes allows them to go faster and can speed up production.
    
    ***************************
    *Upgrade To Real Structure*
    ***************************
    
    Type: Structure Upgrade.
    Enables: Improved Symptoms.
    Purchased At: Fake Structures.
    Applies To: Fake Structures.
    Cost: Varies.
    Games: Zero Hour Only.
    Description: Upgrades Fake Structures into real Structures.
    
    There's really no point in getting Fake Structures in the first place when
    fighting AI opponents. It may have its uses against human players though.
    
    -----------------------
    2.5 >General Abilities<
    -----------------------
    General Abilities are purchased from the General's Window. Each time one of the
    player's units destroy an enemy's, the player gets some experience. When the
    player becomes promoted, another point will be earned (3 points for 5 Stars).
    Each of these abilities cost 1 point, and upgrading the ability to the next
    Rank will also cost a point.
    
    ******************
    *Emergency Repair*
    ******************
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Both.
    Description: Quickly fixes Armour and Aircraft.
    
    Emergency Repairs can help struggling Armour survive against harsh attacks.
    
    
    -------------
    United States
    -------------
    
    *********
    *Paladin*
    *********
    
    Type: Enabling.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: War Factories.
    Games: Both.
    Description: Allows Paladin Tanks to be produced.
    
    Paladin Tanks are the prime Armour for the USA, so it's a good idea to spend
    the first point on this treasure.
    
    *****************
    *Stealth Fighter*
    *****************
    
    Type: Enabling.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: Air Fields.
    Games: Both.
    Description: Allows Stealth Fighters to be produced.
    
    The Stealth Fighter is special Aircraft for assaulting bases. However, it costs
    a point, and there's many abilities for the USA General to choose, so this
    should only be chosen if Aircraft is the main attack force or if the Paladin is
    unavailable.
    
    ***********
    *Spy Drone*
    ***********
    
    Type: Action.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Both.
    Description: Spy Drones can be placed in an area and can detect Stealth.
    
    The Spy Drone can overlook an enemy base. It is effective as long as the enemy
    does not happen to have any Detectors around the area.
    
    ************
    *Pathfinder*
    ************
    
    Type: Enabling.
    Available At: 3 Stars.
    Ranks: 1.
    Deployed At: Barrackes.
    Games: Both.
    Description: Allows Pathfinders to be trained.
    
    Pathfinders are the Anti-Infantry Defence for the USA. A point is worth
    spending for this, because otherwise, Rangers will need to defend the base, and
    they can be shot and detected from a distance.
    
    ***********
    *Para Drop*
    ***********
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Both.
    Description: Drops Rangers onto an area.
    
    The traditional Para Drop sends Rangers to help out. The higher the rank, the
    more Rangers will be dropped.
    
    ************
    *Air Strike*
    ************
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Both.
    Description: A10 Jets will attack an area.
    
    The Air Strike is the standard assault Ability. One A10 will destroy a medium-
    armoured Structure, two can destroy a GLA Structure, and three can heavily
    damage a strong Structure! The rank indicates how many A10s will be used in one
    strike.
    
    ***************
    *Fuel Air Bomb*
    ***************
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Both.
    Description: A Plane will drop a Bomb. The Bomb will explode.
    
    The FAB is the ultimate Strike. A plane will drop a HUGE bomb, and it can do
    massive damage. When dropped, it takes a second or two to explode on impact.
    The FAB can be upgraded to be the MOAB.
    
    **************
    *Leaflet Drop*
    **************
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Zero Hour Only.
    Description: A Plane will drop a Bomb. The Bomb disables units.
    
    The bomb from this ability will disable every unit in the area for a LONG time,
    allowing units to get past them, or simply destroy them easily.
    
    *****************
    *Spectre Gunship*
    *****************
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Zero Hour Only.
    Description: A Plane will attack a certain area and can be controlled.
    
    The Spectre Gunship is a very fast plane! Like the Particle Cannon, it can
    shoot different targets as long as its in range and uses Bullets AND Shells!
    
    -----
    China
    -----
    
    ********************
    *Red Guard Training*
    ********************
    
    Type: Improvement.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: Barrackses.
    Games: Both.
    Description: Red Guards start out as Veterans.
    
    Red Guards can have enriched training with this ability. Use it if Red Guards
    are being frequently used.
    
    *************
    *Nuke Cannon*
    *************
    
    Type: Enabling.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: War Factories.
    Games: Both.
    Description: Allows Nuke Cannons to be produced.
    
    Nuke Cannons are the best Artillery in the game. ALWAYS spend a point for this
    if possible.
    
    ********************
    *Artillery Training*
    ********************
    
    Type: Improvement.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: War Factories.
    Games: Both.
    Description: Inferno and Nuke Cannons start out as Veterans.
    
    Artillery fans can invest a point in this one, as Chinese Artillery is superb.
    
    ***************
    *Cluster Mines*
    ***************
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Both.
    Description: A Plane drops a circle of mines on an area.
    
    Cluster Mines are much like Land Mines, except they can detonate anywhere! Best
    placed on choke-points or on Production Structures.
    
    ***************
    *Carpet Bomber*
    ***************
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Zero Hour Only.
    Description: A Plane drops a volley of Bombs.
    
    The Carpet Bomber can wreck havoc on enemy bases. Although innaccurate, it can
    be quite deadly on Defences.
    
    *******************
    *Artillery Barrage*
    *******************
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Both.
    Description: Shells bombard an area.
    
    Nothing can stop this Ability! Shells strike an area mercilessly, which can
    safely destroy Defensive Structures. While not as powerful as the Air Strike,
    nor as accurate, it cannot be stopped whatsoever.
    
    ***********
    *Cash Hack*
    ***********
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Both.
    Description: Steals $1000 to $4000 from a Supply Centre/Stash.
    
    Because the Fog of War needs to be removed from the Supply building, this could
    be the worst Ability in the game. Valuable points should not be wasted on
    little amounts of money that is seldom available.
    
    ********
    *Frenzy*
    ********
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Zero Hour Only.
    Description: Increases the Armour and Strength of units.
    
    The Frenzy can make units stronger for a short period of time, which can be
    useful in heavy assaults. The higher the rank, the longer it will last.
    
    **********
    *EMP Bomb*
    **********
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Both.
    Description: A plane drops a bomb. The bomb disables Structures.
    
    EMP weapons can power down Structures, including Defences. This can be helpful
    for those who don't have the use of Artillery.
    
    
    -----------------
    Global Liberation
    -----------------
    
    ***************
    *SCUD Launcher*
    ***************
    
    Type: Enabling.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: Arms Dealers.
    Games: Both.
    Description: Allows SCUD Launchers to be produced.
    
    When available, ALWAYS spend a point on this. The SCUD Launcher is the GLA's
    best hope of blowing up Defences from a safe distance.
    
    **********
    *Marauder*
    **********
    
    Type: Enabling.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: Arms Dealers.
    Games: Both.
    Description: Allows Marauders to be produced.
    
    Marauders should also be enabled as soon as possible. They are the Scorpions'
    superiors in most categories, although missing out on them is less significant
    than missing the SCUD Launcher.
    
    ********************
    *Technical Training*
    ********************
    
    Type: Improvement.
    Available At: 1 Star.
    Ranks: 1.
    Deployed At: Arms Dealers.
    Games: Both.
    Description: Technicals start out as Veterans.
    
    Since Technicals are often used as Transports rather than combat units, this
    Ability's usefulness is questionable.
    
    **********
    *Hijacker*
    **********
    
    Type: Enabling.
    Available At: 3 Stars.
    Ranks: 1.
    Deployed At: Barrackses.
    Games: Both.
    Description: Allows Hijackers to be trained.
    
    Jarmen Kell already has a way of taking Armour, and Hijacker methods are VERY
    unsafe.
    
    **************
    *Rebel Ambush*
    **************
    
    Type: Action.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: The Command Centre.
    Games: Both.
    Description: Rebels suddenly appear instantly.
    
    Like the USA Para Drop, this can provide reinforcements for the cause. Unlike
    it though, less Rebels will come, but it is instant, for good suprise attacks.
    Works well with the Camoflauge Upgrade.
    
    *************
    *Cash Bounty*
    *************
    
    Type: Automatic.
    Available At: 3 Stars.
    Ranks: 3.
    Deployed At: N/A.
    Games: Both.
    Description: Units destroyed leave money.
    
    The GLA tries everything to get some cash, even if the solution is in the form
    of a General's Ability. Victims destroyed leave a certain percentage of cash of
    its value. The money is automatically gathered.
    
    **************
    *Anthrax Bomb*
    **************
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Both.
    Description: A plane drops a bomb. The bomb explodes in a huge cloud of Toxin.
    
    The Anthrax Bomb is a quick way of clearing out an area of weak enemies. Toxin
    upgrades can improve the Bomb's effectiveness.
    
    **************
    *Sneak Attack*
    **************
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Zero Hour Only.
    Description: An unarmed Tunnel Network appears and deploys.
    
    This is the GLA's only way of getting around harsh terrain. A hole pops up from
    the ground and is connected to the Tunnel Network. It takes a long time to
    deploy, but once it is up, it's worth it!
    
    ***************
    *GPS Scrambler*
    ***************
    
    Type: Action.
    Available At: 5 Stars.
    Ranks: 1.
    Deployed At: The Command Centre.
    Games: Zero Hour Only.
    Description: Makes the units in the area stealthed permanently.
    
    The GPS Scrambler can make units stealthed until no longer passive, but then
    turned back once they are. Any type of unit, except for ferocious Mobs, can be
    stealthed this way.
    
    
    -------------------------
    2.6 >Specialist Generals<
    -------------------------
    In Zero Hour, three Generals for each side specialize in a certain strength of
    that side. Although some standard units won't be available to those Generals,
    they make use of special units and other things that cannot be used elsewhere
    in the game!
    
    -------------
    United States
    -------------
    
    --------------------
    Malcom "Ace" Granger
    --------------------
    General Granger specializes in Aircraft.
    
    -----
    Units
    -----
    
    *************
    *King Raptor*
    *************
    
    Replaces: Raptor.
    Changes: Holds six Rockets instead of four. Can detect stealth.
    Cost: $1100.
    
    The ultimate fighter of the sky can decimate key Structures in groups and can
    terrorise opposing Aircraft.
    
    ****************
    *Combat Chinook*
    ****************
    
    Replaces: None.
    Changes: Infantry inside can shoot out.
    Cost: $1200.
    
    The special cousin of the Chinook can do its normal duties, or it can hold up
    to eight Infantry that can shoot out of its ports. Combat Chinooks can be
    produced at Supply Centres once a War Factory is constructed.
    
    --------
    Upgrades
    --------
    
    ******************
    *Stealth Comanche*
    ******************
    
    Replaces: None.
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: An Air Field.
    Applies To: Comanches.
    Cost: $500.
    Description: Allows Comanches to be Stealthed until attacking.
    
    Comanches can ambush enemy convoys more easily when this Upgrade is purchased.
    
    -----------------
    General Abilities
    -----------------
    
    ***************
    *Carpet Bomber*
    ***************
    
    Type: Action.
    Replaces: None.
    Deployed At: The Strategy Centre.
    Available At: 1 Star.
    Ranks: 1.
    Changes: Like the Chinese Carpet Bomber, except dropped by a Stealth Bomber.
    
    Granger's Carpet Bomber can be available earlier and can harass bases.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Stealth Fighters are available at start.
    -Aircraft cost less to produce.
    -All Aircraft can use lasers to destroy enemy Rockets.
    -Spectre Gunship is available at 3 Stars, instead of 5 Stars, and comes in 3
    ranks.
    
    Cons:
    -Crusader Tanks are unavailable.
    -Paladin Tanks are unavailable.
    -Some Armour cost more to produce.
    
    Granger's tactics are almost soley based on using his Aircraft. Because of
    this, he needs to create a lot of Air Fields and requires lots of space in his
    base. Almost all of his Aircraft can be protected against Anti-Air Rockets.
    Without Tanks, he needs to rely on Infantry and Humvees for his ground forces.
    Units that come at his Reinforcement Pads are Humvees.
    
    The Air Force General requires lots of Air Fields, so target them first. The
    only Aircraft that don't truly need them are his helicopters. His Aircraft is
    nearly invulnerable to Rockets, unless there are plenty to waste. Therefore,
    use Gattling weapons, Quad Cannons, or Lasers to bring them down quickly.
    Avoid using Aircraft against him, because his Aircraft will simply prevail, so
    use ground forces to assault his base.
    
    Granger is a bit aged, but not in his spirit. He is very quirky, witty, and can
    act very youthful dispite his age, and likes to tease his opponents when they
    have problems, especially when they have trouble getting across terrain.
    
    
    ----------------
    Alexis Alexander
    ----------------
    The female General prefers to use massive weapons rather than units to complete
    her tasks.
    
    ----------
    Structures
    ----------
    
    *********************
    *EMP Patriot Missile*
    *********************
    
    Replaces: Patriot Missile.
    Changes: Rockets emit EMP disabling system.
    Cost: $900.
    
    Not only improved Patriot Defences cost less, but they can disable any Armour
    that their Rockets touch and can destroy Aircraft instantly! Their only
    weakness is, as usual, Infantry.
    
    -----
    Units
    -----
    
    *********************
    *Aurora Alpha Bomber*
    *********************
    
    Replaces: Aurora Bomber.
    Changes: Drops a small Fuel Air Bomb.
    Cost: $2000.
    
    Alpha Bombers can deal more damage with their crazy bombs, but the bombs, like
    the ultimate FAB, requires time to blow up.
    
    --------
    Upgrades
    --------
    
    ***********************
    *Advanced Control Rods*
    ***********************
    
    Replaces: Control Rods.
    Type: Structure Upgrade.
    Enables: Improved Symptoms.
    Purchased At: Cold Fusion Reactors.
    Applies To: Cold Fusion Reactors.
    Cost: $900.
    Description: Increases Cold Fusion Reactor power output by %300.
    
    Advanced Control Rods can increase power very quickly.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Particle Cannons cost %50 less to produce.
    -Col. Burton costs less to train.
    -Spectre Gunship is available at 3 Stars, instead of 5 Stars, and comes in 3
    ranks.
    -Leaflet Drop is available at 3 Stars, instead of 5 Stars.
    
    Cons:
    -Crusader Tanks are unavailable.
    -Paladin Tanks are unavailable.
    -Most Armour cost more to produce.
    -Comanches cost more to produce.
    
    General Alexander doesn't use units, but instead, uses crazy weapons to defeat
    her opponents. Her EMP Patriots are mainly for defending her base, as she
    relies heavily on it. The Advanced Control Rods supply for the EMP Patriots,
    so she relies on them very heavily as well. She hardly uses ground forces, if
    ever. Her reinforcement unit are Tomahawk Missiles.
    
    Alexander relies on her CF Reactors, so destroying many of them can make her
    vulnerable to assaults. Her EMP Patriots should not be attacked by Aircraft,
    unless they have to. Destroying her key Structures could put her into defeat.
    
    The Super Weapon General acts like a girl, teasing her challengers when she
    wins and spouts when she looses. She also expects to win every time, and when
    she doesn't, she can get mad! Also, she prefers to take her time and mocks
    whoever tends to rush.
    
    -----------------------
    Jason "Pinpoint" Townes
    -----------------------
    Townes is a Laser fan, and most of his army uses deadly Laser weapons.
    
    ----------
    Structures
    ----------
    
    **************
    *Laser Turret*
    **************
    
    Replaces: Patriot Missile.
    Changes: Fires Lasers instead of Rockets. Requires 5 power instead of 3.
    Cost: $1000.
    
    Laser Turrets can easily down any Aircraft, can be a threat to Tanks, and even
    has the accuracy to kill Infantry alone!
    
    -----
    Units
    -----
    
    ****************
    *Laser Crusader*
    ****************
    
    Replaces: Crusader/Paladin.
    Changes: Fires Lasers instead of shells, requires 1 power each.
    Cost: $900.
    
    Laser Crusaders have more accurate weapons, but each of them requires 1 power.
    If the power is out, they are disabled until the power is up and running again.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Avengers cost less to produce.
    -Cold Fusion Reactors generate more power.
    
    Cons:
    -Tomahawk Missiles are unavailable.
    
    
    General Townes is the most versitalle USA General, mainly because he can make
    Tanks, but he does not have significant losses from the lack of Tomahawks (as
    they can be replaced by Microwave Tanks). With his Laser Turrets and cheaper
    Avengers, he is a master of Defence. His main battle unit is his trusty Laser
    Crusader.
    
    Because of his high dependency on his Reactors, Townes is vulnerable when his
    Power is out. He also often crowds his base with power plants, so target them.
    Once his power is low, he will be a sitting duck against an assault.
    
    Townes is so obsessed with his specialty, he even enjoys saying the word laser.
    He usually plans ahead before he faces against his opponent and usually gets
    confused when things don't work out, even though he practiced often.
    
    
    -----
    China
    -----
    
    
    ----------------
    "Anvil" Shin Fai
    ----------------
    Fai uses his massive army of Infantry to attack his oppossors.
    
    ----------
    Structures
    ----------
    
    ******************
    *Fortified Bunker*
    ******************
    
    Replaces: Bunker.
    Changes: Can hold 10 Infantry, starts with Land Mines.
    Cost: $400.
    
    The Fortified Bunker can be an effective Defence in many cases, more durable
    and spacious than the original.
    
    -----
    Units
    -----
    
    ************
    *MiniGunner*
    ************
    
    Replaces: Red Guard.
    Changes: Automatic fire, able to shoot Aircraft, only trained one at a time.
    Cost: $350.
    
    The MiniGunner is one of the most dangerous threats to Aircraft, including
    Granger's. Alone, a small group of Infantry or a single plane could be
    destroyed by this advanced soldier, while in groups, can mow down Armour as
    well.
    
    **************
    *Super Hacker*
    **************
    
    Replaces: Hacker.
    Changes: Can disable Armour.
    Cost: $625.
    
    Expert Hackers have enriched training from Black Lotus, and can defend
    themselves against Armour to escape.
    
    *************
    *Super Lotus*
    *************
    
    Replaces: Black Lotus.
    Changes: Regular improvements.
    Cost: $1500.
    
    Fai's Hero is capable of capturing a Structure in just a few seconds! She can
    also do her abilities faster too.
    
    *************************
    *Assault Troop Transport*
    *************************
    
    Replaces: Troop Crawler.
    Changes: Infantry inside can shoot out.
    Cost: $2400.
    
    Although costly, the Assault Troop Transport can be a fearful assault unit. Its
    Infantry can shoot out, making a fully loaded Assault Crawler very dangerous.
    
    ****************
    *Attack Outpost*
    ****************
    
    Replaces: Listening Outpost.
    Changes: Can hold 8 Infantry, starts with 3 Tank Hunters.
    Cost: $1000.
    
    The Attack Outpost has extended capacity, and acts much like the Assault Troop
    Transport, only with slightly less Armour but cheaper cost.
    
    ***************
    *Assault Helix*
    ***************
    
    Replaces: Helix.
    Changes: Can only upgrade with a Fortified Bunker, can hold 8 Infantry space.
    Cost: $1500.
    
    The Assault Helix may only use the Bunker (with the Bomb), but it can have
    extended space.
    
    --------
    Upgrades
    --------
    
    ************
    *Patriotism*
    ************
    
    Replaces: Nationalism.
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Propaganda Centre.
    Applies To: MiniGunners, Tank Hunters.
    Cost: $2000.
    Description: Increases Horde Effect by another %25.
    
    Even more spirit can be put into common units with this upgrade. Note that this
    can also to apply to BattleMasters.
    
    -----------------
    General Abilities
    -----------------
    
    *********************
    *MiniGunner Training*
    *********************
    
    Type: Improvement.
    Replaces: Red Guard Training.
    Deployed At: Barrackes.
    Available At: 1 Star.
    Ranks: 1.
    Changes: MiniGunners start out as Elites.
    
    Even more training can be given to MiniGunners.
    
    ***********
    *Para Drop*
    ***********
    
    Type: Action.
    Replaces: None.
    Deployed At: The Command Centre.
    Available At: 3 Stars.
    Ranks: 3.
    Changes: Drops MiniGunners instead of Rangers.
    
    Chinese Para Drops can increase hordes of Infantry further.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Nationalism Upgrade is available at start.
    -All Infantry start as Veterans.
    -The first Rank of Frenzy is available at 1 Star, instead of 3 Stars.
    -Horde Effect is increased.
    
    Cons:
    -BattleMasters are unavailable.
    -Gattling Tanks are unavailable.
    -Overlords are unavailable.
    
    General Fai uses massive amounts of Infantry for battle, as well as many
    utilities for them. Most of his army is Anti-Aircraft, which is effective
    against any kind of Aircraft. Assault Transports are his assault unit.
    
    Fai's main weakness is that most of his stuff is costly, and requires numbers
    to produce. Big Infantry killers, such as biological weapons, can reduce his
    forces to dust, and Super Weapons can inflict some damage to his economy.
    
    The Anvil prefers to use big numbers of his units. He also has faith in his
    soldiers, implying that a group of his Infantry can do lots to a Tank. Fai has
    a knack for encouraging people to join his side, and scoffs at the number 100.
    
    -------------
    Tsing Shi Tao
    -------------
    Tao is known to use nuclear weapons, which can do many things...
    
    ----------
    Structures
    ----------
    
    **************************
    *Advanced Nuclear Reactor*
    **************************
    
    Replaces: Nuclear Reactor.
    Changes: Provides 18 power instead of 10.
    Cost: $1200.
    
    Advanced Nuclear capabilities allows Nuke Reactors to generate more power
    input.
    
    --------
    Upgrades
    --------
    
    *******************
    *Isotope Stability*
    *******************
    
    Replaces: None.
    Type: Unit Upgrade.
    Enables: Improved Symptoms.
    Purchased At: A Propaganda Centre.
    Applies To: BattleMasters, Overlords.
    Cost: $2000.
    Description: BattleMasters and Overlords will not explode when destroyed.
    
    Because of the dangers of using Nuclear fuel for Tanks, this upgrade can
    provide safety for the units that stay near them.
    
    *******************
    *Tactical Nuke MIG*
    *******************
    
    Replaces: None.
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Nuclear Missile Silo.
    Applies To: MIGs.
    Cost: $2000.
    Description: MIGs will use MUCH stronger Nuclear Rockets.
    
    MIGs armed with ultimate Nuclear Rockets can devastate bases in groups, so try
    to purchase this upgrade early!
    
    **************
    *Nuclear Bomb*
    **************
    
    Replaces: Napalm Bomb.
    Type: Unit Upgrade.
    Enables: Extra Ability.
    Purchased At: Helixes.
    Applies To: Helixes.
    Cost: $800.
    Description: Helixes can drop Nuclear Bombs.
    
    Helix Bombs can be even more damaging!
    
    -----------------
    General Abilities
    -----------------
    
    *************
    *Nuke Bomber*
    *************
    
    Type: Action.
    Replaces: Carpet Bomer.
    Deployed At: The Command Centre.
    Available At: 3 Stars.
    Ranks: 1.
    Changes: Carpet Bomber drops Nuclear Bombs.
    
    The Nuke Carpet Bomber can send Infantry and even Armour flying high!
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Nuke Cannons are available at start.
    -Uranium Shells and Nuclear Tanks Upgrades are available at start.
    -Nuclear Missiles cost less to produce.
    -Tank Shells leave behind Nuclear residue.
    
    Cons:
    -Infantry cost more to train.
    -Aircraft cost more to produce.
    
    General Tao (not the chicken cook) is the most balanced General in the game,
    mainly due to the fact that he can use every Chinese Unit. His Nuclear arsenal
    is equally deadly, and the mess he leaves behind can do a lot of things. With
    better Nuclear Reactors, maintaining a base should not be a problem to him.
    As usual, his modified BattleMaster is his main unit.
    
    Tao may be have no gaps in his units, but he still has a certain weakness. His
    strength all relies on later technology, so if he is rushed, he might not be
    able to reach that stage.
    
    Shi Tao "The Nuke", easily maintains his anger, but can be upset when his silos
    become leveled. He doesn't mind messes, or at least his own. Tao is also a
    generous person, but, alas, in a negative way.
    
    -----------
    Ta Hun Kwai
    -----------
    Kwai perfers to use his Tanks to roll over his opponents.
    
    -----
    Units
    -----
    
    ******************
    *Emperor Overlord*
    ******************
    
    Replaces: Overlord.
    Changes: Starts with a Speaker Tower and can use a Gattling Cannon. Cannot use
    a Bunker.
    Cost: $1800.
    
    Emperors can do wonders. They can both save other units while massacring enemy
    ones. They are the backbone of Kwai's assault force.
    
    --------
    Upgrades
    --------
    
    *************
    *Autoloaders*
    *************
    
    Replaces: None.
    Type: Unit Upgrade.
    Enables: Improved Offence.
    Purchased At: A Propaganda Centre.
    Applies To: BattleMasters.
    Cost: $2500.
    Description: BattleMasters can shoot three shells in one volley.
    
    BattleMasters can shoot much faster when this Upgrade is researched. This
    allows BattleMasters to finish off their enemies quickly.
    
    -----------------
    General Abilities
    -----------------
    
    ***********************
    *BattleMaster Training*
    ***********************
    
    Type: Improvement.
    Replaces: None.
    Deployed At: War Factories.
    Available At: 1 Star.
    Ranks: 1.
    Changes: BattleMasters start out as Elites.
    
    The BattleMaster Tank can start out as a powerful and improved version.
    
    ***********
    *Tank Drop*
    ***********
    
    Type: Action.
    Replaces: None.
    Deployed At: The Command Centre.
    Available At: 3 Stars.
    Ranks: 3.
    Changes: BattleMasters can be dropped.
    
    1, 2, or 4 BattleMaster Tanks can be deployed at a certain location.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Armour cost less to produce.
    -All Armour start as Veterans.
    
    Cons:
    -Inferno Cannons are unavailable.
    -Nuke Cannons are unavailable.
    -Infantry cost more to train.
    -Aircraft cost more to produce.
    -Carpet Bomber is available at 5 Stars, instead of 3 Stars.
    
    Kwai uses Armour and little else to achieve sucess. Because of the total lack
    of Artillery, and the extended cost of Infantry and Aircraft, he needs to use
    large amounts of Armour to assault bases. His Armour cost less to produce,
    allowing to build any vehicle quickly! The common BattleMaster is his Tech
    Armour.
    
    General Kwai's main weakness is his main dependency on Armour. If all of his
    War Factories are destroyed and cannot be replaced, his strength will be
    inactive.
    
    Kwai often laughs at his own jokes, even more when the subject is about Armour.
    He gets more angry when his War Factories get destroyed more than when his
    Command Centre does. Also, he thinks that other types of Armour is inferrior
    compared to his.
    
    Here's a way to guarantee victory sent in by John "pro_gamerz_93" Livingston:
    
    "1. Directly after starting, build 4 Construction Dozers ( ozers from now on)
    at the Command Centre and upgrade the Radar as well. At the General's Power
    tab, pick Battlemaster Elite Training. 
    2. Use the first Dozer to build a Nuclear Reactor to supply power. Build more
    if necessary. 
    3. Use the second Dozer to build a Barracks. Build these nearby Supply Docks to
    provide soldiers . After all, you'll need to defend your supply lines, right?
    4. By now, the Nuclear Reactor should've finished construction. Use that Dozer
    to build a Supply Centre. Expand your base if the need arises. 
    5. Use the third Dozer to build another Nuke Reactor. 
    6. After your Supply Centre has finished construction, reinforce it with
    Bunkers and Gattling Cannons. A good combination is a Gattling Cannon for every
    2 Bunkers built. At the same time, use ALL Dozers to build at least 4 War
    Factories. Leave a Dozer to guard your primary defences. At this point, build
    more Dozers to keep up with production. 
    7. When your War Factories are finished, crank out at least 10 Battlemasters,
    10 Gattling Tanks and 10 Dragon Tanks . Build more just to be safe. Continue
    base construction as you do this. Also, research Chain Guns and Black Napalm
    upgrades.
    8. Now, separate your tanks into 3 teams. Team 1 will be your Battlemasters,
    Team 2 consists of Gattling Tanks and Team 3 are your Dragon Tanks. Move them
    nearby the enemy base and put Team 1 and 2 on standby . Now, do as instructed
    below :- 
     
    A ) Torch the enemy defensive lines with Team 3 . Destroy ALL of them.
    B ) Direct Team 1 and 2 into the base and basically OBLITERATE every single
    structure you can see. And, you're done!
    C ) If there is more than one base, repeat steps A and B. 
     
    And, there you go ! 8 simple steps to OWN your enemies. Just remember, this
    strategy is harder to perform if you're facing a Human enemy because they're
    smart enough to build A TON of defences early on to prevent rushes like this.
    Good luck trying to rush your opponents!"
    
    The first seven steps are also an effective strategy to get the Tank Honour.
    
    
    -----------------
    Global Liberation
    -----------------
    
    ---------
    Dr. Thrax
    ---------
    The Toxins Doctor enjoys to use his chemicals to sadistically defeat his
    enemies.
    
    ----------
    Structures
    ----------
    
    ***************
    *Toxin Network*
    ***************
    
    Replaces: Tunnel Network.
    Changes: Fires Anthrax instead of Bullets.
    Cost: $800.
    
    The Toxin Network is even more fearful to Infantry, thanks to its Toxin pump.
    Its range and accuracy are decreased though, and is not as effective against
    Armour as the original.
    
    -----
    Units
    -----
    
    *************
    *Toxin Rebel*
    *************
    
    Replaces: Rebel.
    Changes: Fires Anthrax instead of Bullets.
    Cost: $150.
    
    Toxin soldiers can be a greater threat to Infantry. Like the Toxin Network,
    their range and accuracy are decreased.
    
    *****************
    *Toxin Terrorist*
    *****************
    
    Replaces: Terrorist.
    Changes: Leaves behind some Anthrax residue.
    Cost: $200.
    
    Terrorists can be slightly more efficient in Dr. Thrax's army.
    
    --------
    Upgrades
    --------
    
    ***************
    *Anthrax Gamma*
    ***************
    
    Replaces: Anthrax Beta.
    Type: Unit/Structure Upgrade.
    Enables: Improved Offence.
    Purchased At: A Palace.
    Applies To: Toxin Rebels, Toxin Terrorists, Toxin Tractors, SCUD Launchers,
    Toxin Networks, SCUD Storms, Scorpions, Marauders, Bomb Trucks.
    Cost: $2500.
    Description: Increases Anthrax damage by another %25.
    
    Anthrax Gamma turns Toxins from Blue to Purple!
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Toxin Shells Upgrade is available at start.
    -Anthrax Beta Upgrade is available at start.
    -Rockets are Toxin-Tipped.
    
    Cons:
    -Units, Upgrades, or Abilities that make use of Stealth are unavailable, except
    for Jarmen Kell.
    -High Explosive Bomb for Bomb Trucks is unavailable.
    -Most Armour cost more to produce.
    
    Dr. Thrax's army, predictably, uses Toxins for a primary weapon. Because of
    this, he can mow down Infantry very easily, and his Anthrax can also, when
    powerful and concentrated enough, threaten the existence of Armour! His main
    Armour is the Scorpion Tank.
    
    Thrax's vulnerable part is where he lacks stealth the most and uses too much
    Anthrax instead of base weapons, where he gets weak on Armour. Aircraft can be
    mostly unaffected by his strength, leaving him to only use regular units to
    deal with them.
    
    The Toxin Doctor has become insane. He laughs a lot and likes to deliver his
    nasty oose of madness. Dr. Thrax dismisses everything that he looses and
    concentrates on a sadistic way to deal with his opponents.
    
    --------------------
    Rodall "Demo" Juhziz
    --------------------
    Juhziz likes to use explosives and other volitale things to achieve victory.
    
    ----------
    Structures
    ----------
    
    ********************
    *Advanced Demo Trap*
    ********************
    
    Replaces: Demo Trap.
    Changes: Regular improvements.
    Cost: $200.
    
    Advanced Traps can be created faster, and can do more damage, allowing Juhziz
    to secure his base quickly.
    
    -----
    Units
    -----
    
    ***********
    *Demo Kell*
    ***********
    
    Replaces: Jarmen Kell.
    Changes: Jarmen Kell can now plant Remote or Timed Demo charges.
    Cost: $1500.
    
    It seems that Jarmen Kell has stolen a few weapons from Col. Burton, and now
    knows how to use his own. Like Burton, he can plant explosives on Structures,
    allowing him to be a danger to Structures as well as Infantry and lonely
    Armour.
    
    --------
    Upgrades
    --------
    
    *********
    *Suicide*
    *********
    
    Replaces: None.
    Type: Unit Upgrade.
    Enables: New Ability.
    Purchased At: A Palace.
    Applies To: Every Unit except for Angry Mobs.
    Cost: $2000.
    Description: Units are able to detonate themselves like Terrorists.
    
    Every unit can do the damage like Terrorists with this Upgrade.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Booby Trap Upgrade is available at start.
    -Bomb Trucks cost less to produce.
    -Terrorists do more damage.
    -When Combat Cycles are created, they start with a Terrorist.
    
    Cons:
    -Units, Upgrades, or Abilities that make use of Stealth are unavailable, except
    for Jarmen Kell.
    -Anthrax Upgrades are unavailable. SCUD Missiles use explosives only.
    -All unmentioned Armour cost more to produce.
    
    Juhziz prefers to finish off his foes with quick explosive strikes. Even though
    he seldom uses, let alone pays attention to Anthrax weapons, his SCUD Missiles
    can do more damage, with the SCUD Storm capable of taking out a Superweapon in
    one strike! Most of his units can detonate on command, allowing loiterers to be
    used. Pairs of Combat Cycles come at his Reinforcement Pads.
    
    Juhziz's weakness is that most of his units can be wasted, and he needs to make
    more. Not much can stop his forces, but his economy is vulnerable to his own
    recklessness. Aircraft can also safely attack his base without having to get
    blown up by a Terrorist.
    
    The Demo General likes to scare his opponents, much about his own explosive
    addiction. His bases are always secure, and if he loses any bombs, he can
    easily replace them with little worry. He also started to talk about deliveries
    lately...
    
    -------------
    Prince Kassad
    -------------
    The Stealth master likes to sneak up on enemy bases and suprise enemy troops.
    
    -------------
    Modifications
    -------------
    
    Pros:
    -Hijackers are available at start. Hijackers are always stealthed unless
    detected.
    -Camoflauge Upgrade is available at start.
    -Camo Netting Upgrade is available to Defences at start.
    -Camo Netting Upgrade applies to ALL Structures.
    -GPS Scrambler is available at 3 Stars, instead of 5 Stars.
    -GPS Scrambler recharges faster.
    -Once Camo Netting is purchased at a Supply Stash, Workers there will be
    stealthed when gathering supplies.
    
    Cons:
    -Scorpion Tanks are unavailable.
    -Marauder Tanks are unavailable.
    -SCUD Launchers are unavailable.
    
    Prince Kassad's arsenal is special because he is the only special General who
    makes use of Stealth. He does it at a great cost though, lacking both Tanks AND
    superior Artillery. Because of those, he must rely on Quad Cannons, Battle
    Buses, and Rocket Buggies to be his main battle units. Despite those, he is a
    strong player at Defence, and he should make use of his strength to make up for
    his losses. Due to the fact that every one of his Structures can be
    camoflauged, he can keep his SCUD Storms hidden from his enemies. His
    reinforcement unit is the Technical.
    
    Kassad's obvious weakness is the lack of strong units. Detectors can spot his
    traps, and Artillery can reveal them even further. Be aware of suprises while
    facing this General, because he can be prepared for anything!
    
    The Prince is a surly, sneaky, yet calm leader, and likes to scare his
    opponents. He continues to worry his enemies when they pass a supposedly
    unguarded area, and thinks that his soldiers are invulnerable as well as
    invisible.
    
    
    =================================
    3.00 >First Campaign Walkthrough<
    =================================
    This guide assumes that the Original Generals is being used. This campaign is
    only available in the original game. Also, in different campaigns, experience
    is carried over to the next mission, and those points can be spent. Sometimes,
    the availablility of some abilities change. The Fun Factor meter is a scale of
    1 (Boring) to 10 (Great Fun!).
    
    ===========================
    3.10 >China First Campaign<
    ===========================
    The story actually begins at the Tutorial level, then it comes here.
    
    ----------------------------------
    3.11 >China 1 "The Dragon Awakes"<
    ----------------------------------
    
    Location: Beijing, China.
    Difficulty: Easy.
    Fun Factor: 5.
    Objectives:
    -Secure the City.
    -Destroy the Nuclear Warhead Storage Building.
    
    Notes: Red Guards, BattleMasters, and Dragon Tanks are introduced. Tank
    Hunters, Troop Crawlers, and Overlords can also be used. Inferno Cannons make
    a cameo.
    Overview: At a military parade in Beijing is rudely interrupted by GLA
    Terrorists. The Chinese army manages to defend themselves, until a GLA Nuclear
    warhead detonates at the centre, destroying many buildings. The Chinese army is
    now at full alert, and want to get their "Vendetta"...
    
    Opinion: This is the Chinese introduction mission, and boy, is it ever easy!
    There are a few secrets here, and even on Brutal Difficulty, this one should be
    a breeze!
    
    In the General's Window, select:
    -Red Guard Training.
    -Emergency Repair.
    
    The mission starts at the Chinese Base. Right now, it is under attack by car
    bombs, so have the Red Guards and the three Dragon Tanks "Guard" the area so
    that they will attack the pair of cars automatically. Otherwise, the Bunkers
    and the Infantry inside are doomed to a fatal demise. Advance across the road,
    attacking the Technicals along the way, and five BattleMasters will come. The
    warhead did not destroy ALL of the parade, and there are still more survivors.
    At the southwest corner of the city, there's a pair of Overlords that can be
    used early in the campaign. Search the southeast corner of the Tiananmen Square
    to find more BattleMasters and Dragon Tanks. When ready, assault the Tunnel
    Network to secure the bridge, then cross it. A squad of MIGs will decimate an
    incoming GLA convoy.
    
    The final task is to destroy the Nuke Bunker, so that the GLA will have no more
    control of Nuclear weapons. There are two paths leading to it, the main one
    guarded with Infantry and some Scorpion Tanks and Technicals. For an extra
    challenge, have the Red Guards and the Overlords assault the front door while
    the other Tanks sneak up on the back! For an even further challenge, use Red
    Guards only!
    
    
    ---------------------------------
    3.12 >China 2 "Hong Kong Crisis"<
    ---------------------------------
    
    Location: Hong Kong, China.
    Difficulty: Easy.
    Fun Factor: 4.
    Objectives: 
    -Establish a base.
    -Neutralize the Toxin Outpost.
    -Destroy the Convention Centre and its attached buildings.
    
    Notes: Tank Hunters and Gattling Tanks are introduced. Overlords make a cameo.
    
    Overview: The next GLA Terrorist Cell is located in Hong Kong, in the
    Convention Centre. Chinese intel says that lots of Suicide Bombers, as well as
    Toxin weapons are being created there. The Chinese army sent in a massive
    assault squad, but a GLA bomb was attached to the bridge, killing %90 percent
    of the army, the front units being the alive ones.
    
    Opinion: In Hong Kong, it is a crowded city. Gattling weapons can be useful
    here, as lots of Infantry will be sent by the enemy.
    
    In the General's Window, select:
    -Red Guard Training.
    -Artillery Barage.
    -Emergency Repair.
    
    Build a Command Centre with the first Dozer and a Nuclear Reactor with the
    second. The only space available is in the soccer field. Build a base with
    Defences at both roads, the Bunkers being filled with Tank Hunters. Build
    some Gattling Tanks, BattleMasters, and a few more Red Guards to attack the
    Toxin Facility. Have the BattleMasters fend off the Tractors, the Gattling
    Tanks mow down any Infantry or Car Bombs, and have the Red Guards capture the
    Arms Dealer, the Refinery, and the Anthrax Bunker, then secure some Defences
    around it. Make a Technical or two and send them back to the main base. Once
    ready, explore the southeast area of the base. A ferry is willing to drop off
    some Chinese forces to ambush the GLA base. Fill the Technicals up with
    Infantry and send them in! For the main entrance, have the Gattling Tanks clear
    the Rebels and Terrorists, and the BattleMasters to destroy the Convention
    Centre. Sometimes, a train drops off Red Guards, so make use of them.
    
    ------------------------------------
    3.13 >China 3 "A Flood Of Violence"<
    ------------------------------------
    
    Location: Three Gorges Dam, China.
    Difficulty: Medium.
    Fun Factor: 6.
    Objectives: 
    -Destroy the Dam.
    -Establish a Base.
    -Destroy the GLA Base.
    
    Notes: Black Lotus, Troop Crawlers, and MIGs are introduced.
    Overview: Recently, the GLA have invaded the Three Gorges Dam area, and are
    threating the Chinese forces. The GLA have assaulted a Chinese Base, and the
    remaining forces are in full retreat. The only way to hold off the GLA
    attackers long enough to rebuild the base is to destroy the Dam.
    
    Opinion: Aircraft can be important in this mission. There are many GLA units
    to attack, and they come in pretty frequently.
    
    In the General's Window, select:
    -Artillery Barage.
    -Cluster Mines.
    -Emergency Repair.
    
    For the time being, have the Tank Hunters inside the Bunker, the Dozer build a
    Command Centre, Black Lotus explore the western portion of the map, and the
    rest of the troops target the Dam. Once the Dam is broken, it will destroy the
    bridge and the lower portion of the GLA Base.
    
    Because the Dam is destroyed, the water level on the upper side is dropping,
    and eventually, units will be able to cross it. When Lotus discovers a few tech
    Buildings at the northwestern corner, have her Capture them and the Dozer. The
    Dozers should now build the rest of the Base, and make some Defences at the new
    "passage". Make some Airfields, fill them up with MIGs, and Barage the prepared
    GLA forces at the other end of the river. Also, put some Cluster Mines at the
    point with three Scorpion Tanks.
    
    Once the water is low enough, the GLA will fall into the trap! From here on,
    have the MIGs constantly raiding the Base while the ground troops attack the
    main door. The GLA supply source is away from their base, so cutting them off
    from it can be ideal.
    
    ---------------------------------
    3.14 >China 4 "Broken Alliances"<
    ---------------------------------
    
    Location: Tanggula Mountains, China.
    Difficulty: Medium.
    Fun Factor: 1.
    Objectives: 
    -Destroy the five Stinger Sites.
    -Capture the Chinese War Factory.
    
    Notes: Hackers are introduced.
    
    Overview: A Toxin Facility is located in the Mountains. It is surrounded by a
    large river, and if it were to be destroyed by conventional weapons, the Toxins
    would spew into the river, spelling disaster. The only way to prevent the
    Anthrax from going into the waters and to destroy the Facility is to use Fire.
    Unfortunately, the Stinger Sites in the area are preventing MIGs from
    attacking. It's up to a commando team to destroy them.
    
    Opinion: I hate this mission, because it is boring. The layout of this map is
    a maze, and it takes a long time to get from one point to another.
    
    In the General's Window, select:
    -Red Guard Training.
    -Cluster Mines.
    -Emergency Repair.
    -Cash Hack.
    
    At the Barracks, train a group of Hackers to supply some money. Get some more
    Infantry and then attack the nearest Stinger Site. Once it is down,
    reinforcements will arrive. Capture the Oil Derrick and once ready, attack the
    next two Sites. Before advancing, place a circle of Cluster Mines on the next
    Site.
    
    Advance, and the Toxin Tractor will fall victim to the mines, and the path is
    clear to level the next site. The final one is far away from the team's current
    position, but a Chinese War Factory will be located. Use Black Lotus to Capture
    it, and have the rest of the Infantry to dispatch the GLA troops. Once done,
    build some Dragon Tanks and other Armour, and then assault the base. Capture
    the buildings and produce some Quad Cannons, then have the Dragon Tanks and
    Quads to cross the bridge, clearing any garrisoned buildings on the way. Then
    blow up the final Site, and watch the MIGs fly by!
    
    -------------------------------
    3.15 >China 5 "Scorched Earth"<
    -------------------------------
    
    Location: Balykchy, Kygryzstan.
    Difficulty: Hard.
    Fun Factor: 9.
    Objectives: 
    -Destroy the GLA outposts.
    -Destroy the GLA main base.
    
    Notes: Overlords and Nuke Cannons are introduced.
    
    Overview: Now that the Toxin Factory is gone, the city of Balykchy is open to
    attack. The USA have entered the war, and are giving Carpet Bomber support to
    the Chinese.
    
    Opinion: Here is where it gets fun! This is the only mission in the game that
    allows Carpet Bombers outside ZH, and many superior units are introduced.
    
    In the General's Window, select:
    -Nuke Cannon.
    -Artillery Barage.
    -Cluster Mines.
    
    The base has a few buildings, but is missing a Barracks, and a War Factory.
    Build those and the Propaganda Centre. Right now, the base can fend off the
    weak GLA attackers (except for the Rocket Buggies), and the Carpet Bomber is
    available instantly at the Air Field. Keep using the Carpet Bomber to hastily
    wipe out Camps. The only starting combat units are a pair of Dragon Tanks and
    Troop Crawlers. Build some Bunkers with Tank Hunters to fend off Armour.
    
    Create some Overlords and upgrade them with either Gattling or Speaker Towers.
    The ones with Gattling Cannons and the Troop Crawlers can detect Demo Traps
    burried in the eastern side of the city, but we won't go there yet. For now,
    assault the nearest camp northeast of the Chinese Base. Once done, secure the
    town square (or circle) and secure the supply dock. North of this position is
    another camp. Have a Dozer build a Supply Centre at the square.
    
    The next path taken should be on the tracks. Have the Overlords and Troop
    Crawlers scout out the area to clear the Demo Traps and then assault the nearby
    camps. At the southeast corner of the map, there are Tech Structures that
    should be captured. Once all camps are down, get enough forces to attack the
    main GLA Base. It is heavily defended, but the Defences will not be able to
    rebuild.
    
    When available, ALWAYS use the Carpet Bomber! It can clear out areas in a jiffy
    and can clear Demo Traps too! Using Aircraft can be helpful, although costly.
    Avoid the central-north portion of the city; it is heavily guarded and there
    are too many Demo Traps and garrisoned Structures there. Speaking of garrisoned
    Structures, use Dragon Tanks to clear them out. And as always, best of luck!
    
    -------------------------------------
    3.16 >China 6 "Dead In Their Tracks"<
    -------------------------------------
    
    Location: Bishkek, Aldastan.
    Difficulty: Hard.
    Fun Factor: 6.
    Objectives: 
    -Use Black Lotus to destroy the bridge.
    -Destroy the Stadium to stop Mob attacks.
    -Capture the GLA Supply Stashes.
    
    Notes: Black Lotus can be trained without a Propaganda Centre.
    
    Overview: A train has been recently been captured in this city, and the GLA are
    using it to transfer troops. The train must be put to a halt. The most
    vulnerable spot on the tracks is the bridge...
    
    Opinion: There's an easier way to complete this mission rather than going
    through the city, although it needs to be perfect to be sucessful.
    
    In the General's Window, select:
    -Red Guard Training.
    
    Have the Hackers produce some money. Train a few Red Guards, some Tank Hunters,
    a pair of Gattling Tanks, and other units just to be safe. Get the whole squad
    to the eastern side of the river, and have a Gattling Tank and some Tank
    Hunters defend the east side of the outpost. The crack team should advance
    upward, having the Gattling Tanks secure the front and back, and killing any
    enemy Infantry, and then use Black Lotus to capture the two Supply Stashes to
    secure the "island". Across the upper road bridge, have Black Lotus try to
    disable one of the Scorpion Tanks, and have the Tank Hunters take care of them.
    Once the path is clear, attack the Stinger Sites and the Quad Cannon, and once
    it and the Stinger Site soldiers are destroyed, have Black Lotus approach the
    bridge, and she will do the rest.
    
    As for defence, the Gattling Cannons can destroy the Angry Mobs while the
    defending units defend the east side. It can be vital on defence for the
    Nuclear Reactor to survive, but the east side is unguarded by Structures. If
    necessary, destroy all Stadium Structures to stop the Angry Mob attacks.
    
    -------------------------------
    3.17 >China 7 "Nuclear Winter"<
    -------------------------------
    
    Location: Dushanbe, Aldastan.
    Difficulty: Insane!
    Fun Factor: 5.
    Objectives: 
    -Build a Base.
    -Secure Supplies.
    -Destroy the GLA.
    
    Notes: Inferno Cannons, the Nuclear Missile, and the EMP Bomb are introduced.
    
    Overview: The final GLA cell is located in this area. The Chinese have sent in
    a big army, but are again ambushed by the GLA. The army needs to fend off the
    attackers, and need to build a base.
    
    Opinion: This is the hardest mission in the game, let alone BOTH games! The
    main idea is to rush, because the GLA makes a SCUD Storm early (which also
    happens to be covered in the shroud), and the timer is normal!
    
    In the General's Window, select:
    -Nuke Cannon.
    -Artillery Barage.
    -EMP Pulse or Cluster Mines.
    -Emergency Repair.
    
    Wipe out the attacking GLA force with extreme prejudice. Be sure to upgrade the
    Overlord Tanks with a Speaker Tower and a Gattling Cannon, respectively. There
    is a pair of Dozers waiting to get to work. Construct a Command Centre in the
    open space.
    
    There's a small GLA outpost to the southeast. Use the Overlord Tanks to
    overwhelm the occupants, and have the Inferno Cannons take out the Defences
    from afar. Focus on taking out the Structures as quickly as possible.
    
    These Supplies won't last; the Chinese will need to enter the town and gather
    what they can. There's an Oil Derrick north of this location (the starting army
    lost all their Red Guards; train more at the Barracks), plus a few more
    Supplies. Additional Supplies can be located in the southwestern corner of the
    village, as well as to the north (these Supplies are defended, however). There
    are also a pair of Oil Derricks to the north, so Capture them while they're
    still up for grabs. Secure each and every one of these Supplies by building a
    Supply Centre next to them. Feel free to build a forward base consisting of a
    Barracks and War Factory. Don't stop spending; the GLA are always on the
    attack! An alternative is to build lots and lots of Hackers.
    
    Jarmen Kell is cowering in the dead centre of the town. His location can be
    identified by the flag above one of the buildings. Use the MiGs to burn him to
    a crisp.
    
    The GLA will constantly harass our heroes with batallions of Infantry and
    Artillery, plus Armour as well at times. Use the Mines (if available) to secure
    the choke points leading to the terrorists' mountain base while the Chinese
    advance through another.
    
    How many Defences have these freaks erected?! There's not going to be a likely
    chance that the MiGs are going to make it through. Use the Nuke Cannons to
    blast those cursed Defences to shreds!
    
    The worst news has yet to come; the GLA have established a SCUD Storm in the
    dead centre of their mountain base (to the north, of course). It's hidden, so
    the Chinese will need to move fast in order to "locate" it. There's no way to
    bomb it with the Artillery strikes for this reason (nor with Nuclear Missiles).
    
    When the jerks launch their powerful weapon, scatter EVERYONE, and be sure not
    to get caught in the blast! The Chinese should spread their Structures wide to
    avoid any destruction.
    
    Keep pushing with Armour and Artillery. Those pesky Tunnel Networks can be
    leveled with Tanks, while the Artillery can take care of the Stinger Sites
    (Infantry can also do the trick).
    
    Once all GLA Structures have been blown to pieces, the Chinese will throw a
    parade! This one won't get interrupted by those damn terrorists!
    
    Here's some tips from Taylor Carmichael:
    
    -This mission is an endurance mission. If you rush the base it is based on bad
    chances.  If you endure it then it is based on concentration, skill, and
    efficiency.
    -Always keep funds below $5000. If funds are below this at all times the GLA
    will not launch their scud storm (this takes much concentration whereas I have
    let it slipped twice and got scudded both times, luckily I recoverd quickly).
    -Keep buildings spread out in case a  scud storm slips by.
    -Be money efficient (buy one supply truck, NOT three, let Black Lotus first
    drain Supply Centre of all the supplies--then capture it and sell it, think
    before you buy something).
    -Use availible units for defence until better defence is acquired.
    -Use MIGs for Defence one way or another (whether you use Overlord tanks with
    the gattling upgrades and speaker tower upgrades or gattling emplacements with
    rocket bunkers--I prefer Overlords for they gain veterancy and auto heal)(MIGs
    have to be used to take out those pesky Rocket Buggies and those annoying Scud
    Launchers, have them ready, flying on guard mode in back of base and use
    hotkeys to attack quickly).
    -Use hackers for income (base expansion in this level in nearly impossible with
    all of the constant GLA forces attacking, it is better to be self-sufficient).
    -Use Black Lotus to scout and to wreck havoc whenever possible on the GLA.
    -Do co-operative missions with stealthed Black Lotus and MIGs (have MIGs take
    out defences while Black Lotus captures GLA buildings and Tech buildings).
    -Take out the GLA's base early on in the central-west of the map, have MIGs
    take out the defences and then use Black Lotus to capture the buildings when
    she can.
    -Save often (make sure you save when you know you are off too a good start).
    -Make use of General Abilities such as #3 Airstrike, Mines, EMP. Use airstrike
    to help with GLA defences and EMP is useful for scouting where Black Lotus
    cannot reach. If you keep scouting using EMP bomb (moving target more north
    each time) then eventually you will find the scud storm. Take it out with 2
    airstrikes and you can now allow yourself to gain more money.
    -Stay focused (there are a lot of things in this mission to worry about:
    getting too much 
    money, not getting enough money, constant GLA attacks, scud launchers/rocket
    buggies, taking out central GLA base of operations, building up army for
    final assault).
    -Eventually player will build up army over time  to storm the GLA base while
    the MIGs/Black Lotus take out defences and central GLA base. Once Central GLA
    is taken out then the attacks slow down dramatically. Player's army will be
    used for final assault of northern base.
    -Note Jarmen Kell is in the building with the green flag on it. Make sure you
    destroy it with MIGs before moving in with vehicles.
    -You you can effectively utilize these tips then you should easily be able to
    beat the mission. Have a little patience and it will come. =D
    
    =========================
    3.20 >GLA First Campaign<
    =========================
    After the Chinese Campaign, the GLA are struggling to recover from the Chinese
    Empire. In this Campaign, the USA enters the war as well.
    
    -------------------------
    3.21 >GLA 1 "Black Rain"<
    -------------------------
    
    Location: Shymkent DMZ.
    Difficulty: Easy.
    Fun Factor: 5.
    Objectives: 
    -Destroy the Chinese Gate.
    -Find the secret Arms Dealer.
    -Destroy the Speaker Tower in the village.
    -Break the Dam.
    
    Notes: Rebels, Technicals, and Scorpions are introduced. RPG Troopers, Radar
    Vans, and Bomb Trucks can also be used. A Rocket Buggy makes a cameo.
    
    Overview: Ever since the defeat at the mountains, the GLA needs to reproduce
    from their losses and strike back at their foes. The GLA attack is already
    underway...
    
    Opinion: The GLA introduction is easy, and there are many secrets hidden here.
    
    In the General's Window, select:
    -Technical Training.
    -Emergency Repair.
    
    The GLA starts attacking the Chinese outpost. For now, deal with the Chinese
    units. A few Bomb Trucks can be used. Use them on the squad of Red Guards that
    come by. They can be spared to be used on the dam, so if the latter choice is
    chosen, have a Technical to run over the Guards. Then simply destroy the
    Structures.
    
    Once done, the attack group will return to the GLA hideout. New objectives will
    be revealed. The first reports an Arms Dealer that can sell Scorpion Rockets,
    unavailable to regular ones, located south of the hideout, on a ridge at the
    southwest corner of the map. The second objective shows a Chinese Speaker Tower
    that needs to be destroyed in order to prevent Chinese propaganda to the
    village. The main objective is to destroy the dam, located at the opposite
    corner. Get the Arms Dealer, and buy the Scorpion Rockets. Then go north.
    
    There is a Chinese Supply Centre that blocks off LOTS of supplies! Kill any
    resistance and the Supply Centre, then gather the goods. Go to the village and
    bring the tower down. Once it is, Infantry will come out of the buildings. Go
    north and invade the Chinese Base. Capture any Structures and then go up the
    ridge. Mow down any enemy units and then destroy the dam once at the top. The
    deluge will dispatch a LOT of Chinese Units.
    
    There's a large group of Elite Technicals at the southeastern corner, but the
    bridge leading to it is guarded by lots of BattleMasters.
    
    ---------------------------------
    3.22 >GLA 2 "Grand Theft Phsyco"<
    ---------------------------------
    
    Location: Almaty, Kazakstan.
    Difficulty: Easy.
    Fun Factor: 4.
    Objectives: 
    -Collect $40,000.
    -Destroy UN Convoys.
    -Destroy USA Supply Planes.
    -Level the Village Buildings.
    -Invade the UN Outpost.
    -Destroy the USA Base.
    
    Notes: RPG Troopers, Marauders, and Quad Cannons are introduced.
    
    Overview: Now that the GLA have recovered, they need to get some cash for later
    operations. One of the ways is to steal money from the villages in Almaty.
    
    Opinion: This a long mission. At first, it can be a tad bit difficult to cope
    with the rushing conditions, but because no USA units dare to attack the GLA
    base, this is a no-lose situation.
    
    In the General's Window, select:
    -Marauder.
    -Technical Training.
    
    A Worker must build an Arms Dealer. Pump out lots of Tanks and once ready,
    attack any UN convoys. There are two sections of the village. Build some
    Defences and pump out lots of Tanks. For money, allow the Convoys to drop off
    the goodies and then take them before the Villagers do. It is possible to kill
    civilians in this mission, but do it with Bullets. More money can be found in
    the village houses.
    
    Once $20,00 has been collected, the UN will start using Aircraft to send money.
    By now, Quad Cannons can be used to take them down (although RPG Troopers can
    attack Aircraft too, Quad Cannons are more effective). Do the same process as
    the last event. More Quad Cannons can be produced at the Arms Dealer.
    
    When $30,00 (another $10,000) is obtained, more of the map is revealed. The UN
    outpost contains a wealth of supplies, so when ready, attack it for fash cash.
    It is guarded, and there are fortified Structures, so invade it only when
    ready.
    
    Later, USA forces will come. There's a Supply Dock there, so if needed, attack
    the reinforcements. The mission is complete with a total of $40,000.
    
    -------------------------------------
    3.23 >GLA 3 "True Crime: Astana City"
    -------------------------------------
    
    Location: Astana City, Kazakstan.
    Difficulty: Medium.
    Fun Factor: 8.
    Objectives: 
    -Collect $40,000.
    -Destroy the USA Airbase.
    
    Notes: Terrorists and Angry Mobs are introduced. SCUD Launchers, Toxin
    Tractors, and Jarmen Kell can also be used.
    
    Overview: In Astana City, groups of civilians start to rebel. In the city
    buildings, there are supplies that the GLA can use. The police failed to stop
    the uprising and have called in the Chinese and later, the USA armies.
    
    Opinion: Angry Mobs are the main event in the mission, although Terrorists make
    a good show too. Both USA and Chinese armies are battled here, so watch out for
    enemy teamwork.
    
    In the General's Window, select:
    -Marauder Tank.
    -SCUD Launcher.
    -Cash Bounty.
    
    Produce a base and some Workers to gather supplies. Meanwhile, have the trio of
    Angry Mob groups target any Structures or police cars. Then loot the cash.
    Angry Mobs are good against Structures, so leveling the city will be quick.
    Later, train LOTS of Terrorists and get them into cars. Get Jarmen Kellm, some
    Toxin Tractors, and SCUD Launchers into the fray.
    
    Later, the USA outpost is located at the northwest corner of the map. When
    ready, send in the pair of Toxin Tractors, Jarmen Kell, and some Marauders
    there. Have the Toxin Tractors clear out the control building, and the USA
    forces will retreat. The Chinese are more courageous than the Americans and
    will not retreat at all. Avoid their base, as it is heavily guarded.
    
    As for the city, keep destroying it with any means necessary, and remember to
    loot the money.
    
    ----------------------------------
    3.24 >GLA 4 "Down From The Skies"<
    ----------------------------------
    
    Location: Adana, Turkey.
    Difficulty: Medium.
    Fun Factor: 6.
    Objectives: 
    -Destroy the USA Air Base.
    -Destroy the Chinese Spy Outpost.
    
    Notes: Jarmen Kell and SCUD Launchers are introduced. Rocket Buggies and Toxin
    Tractors can also be used.
    
    Overview: American Aircraft has harrassed the GLA in Turkey. Because of this,
    the Air Base will need to be taken out in order to keep up with the GLA
    operation. A Chinese Spy Outpost has also been located, and should be taken
    down in order to prevent reinforcements.
    
    Opinion: This is mainly about Anti-Air protection. Aircraft is the most
    frequent attackers, but the USA also sends in various Armour too.
    
    In the General's Window, select:
    -Marauder Tank.
    -SCUD Launcher.
    -Rebel Ambush.
    -Cash Bounty.
    
    Build a base, having an RPG Trooper filled Palace and loads of Stinger Sites at
    the ridge to defend. Also, make a Tunnel Network. Mass produce Rebels, Quad
    Cannons, Marauders, and SCUD Launchers as the attack force, and then send them
    across the bridge. At that side, clear the area of American Infantry and build
    a Supply Stash for the dock. At the southwestern corner, there is a Chinese Spy
    building that can be acessed from the far dock, and should be cleared out by a
    Toxin Tractor for experience. Capture the Tech Structures and then attack the
    base.
    
    There's a sneakier way to enter the base. Make a Rebel Ambush at their back
    door. They can capture the buildings. Late in the mision, a plane will drop a
    Fuel Air Bomb, but that won't be a concern, as the holes remain.
    
    --------------------------
    3.25 >GLA 5 "Toxin Trade"<
    --------------------------
    
    Location: Aral Sea, Kazakstan.
    Difficulty: Hard.
    Fun Factor: 7.
    Objectives: 
    -Capture 4 Toxin Bunkers.
    -Destroy all American forces.
    
    Notes: Hijackers, Toxin Tractors and Rocket Buggies are introduced. Bomb Trucks
    can also be used.
    
    Overview: The Toxin Facility at the Aral Sea has been invaded by the USA, and
    the GLA are concerned that their Toxin capabilities are at stake, unless they
    take it back. A group of Infantry attempt to take one of the Toxin Bunkers, but
    are all killed by Col. Burton's bomb and the Anthrax left behind.
    
    Opinion: This could be hard. The main USA Base is HEAVILY defended, and the
    Toxin Bunkers are also guarded. The American attacks are endless, and a lack
    of Defences could mean the end!
    
    In the General's Window, select:
    -Marauder.
    -SCUD Launcher.
    -Rebel Ambush.
    -Cash Bounty.
    
    The GLA start with their crammed base. Expand the place with Defences at the
    east road and to the north. Then build more Structures. First, proceed north
    and take out the defenders. Take the two Bunkers at the north, then clear the
    American Bunkers with Toxin Tractors. Have the SCUD Launchers breach the
    Defences, then destroy the USA base. Capture any Toxin Tractors in sight, then
    finish them off.
    
    It's a straightforward, yet difficult process. Attrition is what's needed to
    complete this.
    
    ------------------------------
    3.26 >GLA 6 "Rebel Rebellion"<
    ------------------------------
    
    Location: Lenger, Kazakstan.
    Difficulty: Hard.
    Fun Factor: 9.
    Objectives: 
    -Destroy the defector's base.
    -Fend off the Chinese reinforcements.
    
    Notes: Bomb Trucks and the Anthrax Bomb are introduced. Nuke Trucks can also be
    used.
    
    Overview: Some of the GLA have betrayed the cause, and are being bribed by the
    Chinese Army. The GLA have assaulted a Chinese convoy and have taken three
    powerful, but rare Nuke Trucks. The GLA must eliminate the traitors to continue
    their mission.
    
    Opinion: General Juhziz would abosolutely enjoy this mission! Lots of Car Bombs
    are available, as well as a rare view of Nuke Trucks. There are lots of units
    to begin with, but the enemy's base is defended, and they are able to build a
    SCUD Storm.
    
    In the General's Window, select:
    -Marauder.
    -SCUD Launcher.
    -Rebel Ambush.
    -Cash Bounty.
    
    Start by making the Terrorists enter their cars and the rest of the units to
    the front. Build an Arms Dealer and a Palace to get started. Make some SCUD
    Launchers to deal with the Defences, and then send in the Nuke Trucks when
    ready. Note that if the Nuke Trucks are spotted with the regular GLA units, the
    bad guys will discover that the Nuke Trucks are now enemies. If they aren't,
    they can sneak into the enemy base and then detonate. Do this before the main
    attack force goes in. After that, it's only a matter of attrition.
    
    As for the Chinese invaders, make some Stinger Sites and a few Tanks to defend
    the path, as well as lots of Demo Traps at the southwestern corner. The Chinese
    attacks get stronger overtime, so complete the mission fast!
    
    Other secrets are located far away from the two bases. To the west, there is
    some supplies. To the east, there are more supplies and an abandoned GLA camp.
    If the enemy builds a SCUD Storm, target that first with the Nuke Trucks.
    
    Here's a tip from Natanz Loetawann:
    
    "Completely upgrade ambush. Ambush the enemy base. At first there are some weak
    vehicles in your way, but it doesn't take long before they're destroyed. Then
    destroy the barracks, then the arms dealer. Meanwhile, move the bomb vehicles
    to the base. Keep destroying things in the base with the ambush rebels, when
    the trucks arrive detonate & done.
    
    Takes less than 5 minutes."
    
    Here's a similar tip from "N00bKefka":
    
    "The nuke trucks won't be attacked by the enemy until you detonate one of them.
    That means, you can send all 3 of them into the rebel base without causing any
    commotion. I would plant 2 truck right in front of the Command Centre, as close
    as possible and save the last one for the holes. Once you destoy all buildings,
    mission acomplished! That could possibly be the fastest mission in Generals
    even playing the hardest difficulty."
    
    
    -------------------------------
    3.27 >GLA 7 "Dark Destruction"<
    -------------------------------
    
    Location: Baikonur, Southern Kazakstan.
    Difficulty: Insane!
    Fun Factor: 7.
    Objectives: 
    -Capture the Ground Control Building.
    -Capture the Missile Gantry.
    -Destroy both bases.
    
    Notes: The SCUD Storm is introduced.
    
    Overview: Now that the GLA is united, they are going to Baikonur to capture a
    missile platform to use against their enemies. The USA and Chinese armies have
    well-defended the objectives. This is their final moment...
    
    Opinion: The two enemy armies get their superweapons very quickly. The Missile
    Gantry isn't as well-defended as it looked in the cutscene, but is still fairly
    hard to get to curtesy of the two bases.
    
    In the General's Window, select:
    -Marauder Tank.
    -SCUD Launcher.
    -Rebel Ambush.
    -Cash Bounty.
    
    The GLA start with only a Supply Stash and a Command Centre. Immediately
    expand the base, and attend more Workers to gather supplies. Train some Rebels
    to capture any Tech Structure in the area. Make a pair of Tunnel Networks
    across the tracks to avoid incoming trains. There should also be more Tech
    Buildings and another supply area across the track. Secure the supplies and
    make some Defences. The USA will come from the right, the Chinese from the
    left. Secure these roads. The bad guys will start out with their Super Weapon.
    While the Nuclear Missile is only a roadblock, the Particle Cannon is capable
    of COMPLETELY wiping out a GLA Structure! Also, when the Nuke Missile is
    launched, spread out the units!
    
    The USA's other biggest threat is the Air Field. Use Artillery to breach their
    Defences and then assault the base. The Ground Control Building is at that
    location. The Chinese Base is also defended by various arms, so capture the USA
    Airfield and send in the Aurora Bombers!
    
    As for the objectives, capture the Ground Control Building once the USA base is
    wiped out. From there, get to the Gantry and capture that. Finally, destroy the
    Chinese Base with any means necessary. Also, make use of some SCUD Storms.
    
    
    =========================
    3.30 >USA First Campaign<
    =========================
    Ever since the first Baikonour attack, the USA are further entrenched into the
    battle. The Chinese army has retreated to defend its own land, and the
    Americans are aware of the dangers. The USA has started to attack in a major
    GLA city, where a terrible threat has been located.
    
    ----------------------------
    3.31 >USA 1 "Final Justice"<
    ----------------------------
    
    Location: Baghdad, Iraq.
    Difficulty: Easy.
    Fun Factor: 6.
    Objectives: 
    -Secure the City.
    -Destroy the SCUD Storm.
    
    Notes: Rangers, Humvees, and Crusaders are introduced. Missile Defenders,
    Pilots, and Paladins can also be used. Raptors and the Fuel Air Bomb Plane make
    a cameo.
    
    Overview: The USA has not given up dispite their losses in the first GLA
    campaign. It is currently Day 3 in this operation, so the USA are scouting the
    area. One of the scouts have been shot down, and a large USA Armour division
    has been searching. Crusaders and Scorpions have lined up, and then began a
    football-esque battle. As always, the USA had prevailed.
    
    Opinion: The USA introduction is more in-depth to their strengths, and more
    events take place.
    
    In the General's Window, select:
    -Paladin.
    -Emergency Repair.
    
    After the cool cutscene, have all of the troops go towards the city, clearing
    any enemy Armour on the way. Once the army approaches the base, a SCUD Storm
    targets a section of the city, killing many civilians. It's up to the USA to
    stop this threat. The Anthrax is blocking the way into the centre, so to give
    it some time, go north and free the hostages. Get those pilots into Armour!
    
    After that, the Anthrax is now gone. Proceed into the town square (surrounded
    by a moat for some reason) and then attack any enemies. Use the Chinooks
    provided to clear the garrisoned buildings. Get every soldier up the mountain.
    Because so many Scorpions and Defences guard the base, a Fuel Air Bomb will
    strike at them. Use this chance to invade the base. Destroy any resistance and
    get to the end of the base, then capture the weapon!
    
    As for the city, there are Oil Derricks at the south end.
    
    Here's a tip from Viro:
    
    "Instead of bothering with the Crusader Tanks, you can simply build some
    Chinooks, load up some soldiers into them and fly them over to the Scud Storm.
    I created 16 Rangers and 16 Missile Defenders and sent them. It takes four
    Chinooks and the way isn't guarded at all. You can complete the mission within
    five minutes with this tactic."
    
    ----------------------------
    3.32 >USA 2 "Treasure Hunt"<
    ----------------------------
    
    Location: Al Hanad, Yemen.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives: 
    -Locate the three Pilots.
    -Bring the Pilots to the base.
    
    Notes: Missile Defenders, Pilots, Col. Burton, and Paladins are introduced.
    Pathfinders can also be used. Comanches make a cameo.
    
    Overview: In Al Hanad, there are GLA leaders hidden in the vicinity. Comanches
    are currently searching for these criminals. However, three Pilots have been
    held hostage by the GLA, and the USA needs to rescue them.
    
    Opinion: For absolute newbies, this can be hard. Still, there are even harder
    missions ahead of this one. Only the third Pilot needs to survive and return.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Emergency Repair.
    
    Start by buying the Capture Building Upgrade and get some Rangers to capture
    the Oil Derricks to the north, then secure them with Patriots. Produce three
    Paladins and other Armour. GLA attacks will come from everywhere, even off the
    map! Build a pair of Patriots to defend the west road, and get a few Rangers
    and then replace them with Pathfinders when available. Guard the south side
    too, as some attackers will come from there. Buy the Flash Bang Upgrade.
    
    As for the attack, smash the Technicals and Capture the Hospital. Use Anti-
    Infantry units to massacre the Mobs and the Stinger Site, and use a Ranger to
    clear out those buildings. To be safe, hose out the map.
    
    Once the first Pilot is rescued, the City will expand north. Have a Pathfinder
    kill any Mobs, and use other units to destroy the rest. There are still lots of
    units to kill, but the Mobs will be no match for snipers. Destroy the Stinger
    Site and rescue the Second Pilot.
    
    The third and final Pilot is located in the GLA camp to the east. Assault the
    base, Capture the Arms Dealer, and get those three Pilots to the base! Once the
    three Pilots are rescued, there will be GLA attacks from random locations, so
    be prepared!
    
    Put the Pilots into Paladins. There are a pair of Comanches that can help out.
    
    -----------------------------
    3.33 >USA 3 "Guardian Angel"<
    -----------------------------
    
    Location: Northern Kazakstan.
    Difficulty: Easy.
    Fun Factor: 10.
    Objectives: 
    -Let 100 USA forces escape.
    -Fend off any GLA pursuers.
    -Fend off the final GLA assault.
    
    Notes: Comanches, Stealth Fighters, and Pathfinders are introduced. POW Trucks
    make a cameo.
    
    Overview: A USA base has been ambushed, and the survivors of the attack are in
    full retreat. Lots of GLA soldiers are following them. They need cover in order
    to escape. Air Forces will be able to do the job...
    
    Opinion: This is a fun, yet easy mission. Most of the protection is made of
    Comanches, so make use of them.
    
    In the General's Window, select:
    -Emergency Repair.
    -Stealth Fighter.
    -Pathfinder.
    
    At the start, buy the Rocket Pods Upgrade, another Chinook, and send in the
    Comanches and ground forces. The first wave of cover will start immediately, so
    be prepared. Once done, use a Chinook to send a pair of Rangers (Upgraded with
    the Capture Building Upgrade) and have them Capture the two Oil Derricks.
    Armour cannot be produced, so treat the Humvees and Crusaders provided with
    extra care. Get some Patriot Missiles, Stealth Fighters, LOADS of Infantry, a
    pair of Pathfinders, and more Comanches to defend the convoys, and this will be
    a piece of cake.
    
    One more thing: When 100 or more USA units escape, another GLA attack wave will
    come, targeting the Air Base! Make use of the Rocket Pods too.
    
    ---------------------------
    3.34 >USA 4 "Stormbringer"<
    ---------------------------
    
    Location: Kazakstan Coast.
    Difficulty: Medium.
    Fun Factor: 5.
    Objectives: 
    -Secure the beach.
    -Destroy the camp Stinger Sites.
    -Destroy the main GLA Base.
    
    Notes: Tomahawks and Ambulances are introduced. Battleships and Amphibious
    Transports make a cameo.
    
    Overview: Despite the losses at the last mission, the USA is still active. The
    Americans have already started an attack on a beach leading to a GLA training
    site.
    
    Opinion: Although the scene is like Omaha Beach, the beach part is not at all
    similar. USA Artillery is introduced, but the GLA attacks are frequent and
    sneaky.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Air Strike.
    -Para Drop.
    
    The battle on the beach should end quickly. Once done, use the Tomahawks
    provided to destroy the Bunkers to the west. Then use them to clear the Stinger
    Sites. Cover the Tomahawks, because some GLA units could attack them!
    
    The Carpet Bombers will clear the majority (almost ALL) of the camp. Use the
    Dozers to establish a base. GLA forces will attack from the west and north
    roads, so secure those with Patriots and Pathfinders. Clear any surviving GlA
    Structure with Rangers.
    
    Use the Tomahawks to destroy the mountain GLA Base Defences, then send in any
    forces to clear them out! Another outpost is located south of the main base,
    across a bridge. For experience, use Rangers or Tomahawks to destroy the rest
    of the Bunkers.
    
    Note that the Tomahawks at the beginning of the mission are the only ones
    available! They cannot be replaced.
    
    -------------------------
    3.35 >USA 5 "Blue Eagle"<
    -------------------------
    
    Location: Kabara, Kazakstan.
    Difficulty: Hard.
    Fun Factor: 6.
    Objectives: 
    -Neutralize the GLA outpost across the river.
    -Destroy the GLA main Base on the mountains.
    
    Notes: Raptors are introduced.
    
    Overview: A peace conference is scheduled in this city, but the USA does not at
    all trust the GLA, and are on alert. Predictably, the peace representative is
    ambushed and killed by four GLA vehicles, and when the get caught, they refused
    to surrender. The only way to stop the GLA is to wipe them out completely.
    
    Opinion: The second objective is quite hard, due to a SCUD Storm. The third Dam
    is featured in this level, although the USA does not have the chance to destroy
    it.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Air Strike.
    -Para Drop.
    
    Expand the Base, and Upgrade everything. Capture the Hospital in the City, and
    then use the Comanches to destroy the Tunnel Networks. Once all guards are
    gone, Capture the outpost (all but ONE Structure!) and establish a base there.
    Once the base (the mix of GLA and USA Structures) is made, Capture the final
    GLA Structure (remember to build a full base first with good Defences!). Also,
    make an Air Field or two and fill them with Raptors.
    
    The Dam breaks, and the main USA Base is cut off, but that doesn't matter as I
    have prepared the good guys for that event. If the GLA builds a SCUD Storm, use
    the Air Strike and the Raptors to destroy it. For Defence, build Patriots and
    Tunnel Networks. When ready, attack the base using ground forces. There are a
    few Demo Traps, so use Scout Drones to detect them. A few Tech Structures are
    located in this area, along the ones in the northeast.
    
    Lots of GLA units will attack, so use Jarmen Kell or Pathfinders to slaughter
    the Mobs, and a few Tanks and Patriots to fend off the Armour. Build lots of
    Black Markets to maintain economic status.
    
    Here's an alternate strategy by "Proto":
    
    "When the first GLA base is destroyed, send all units to it and sell your
    buildings as usual (you'll need the money). Capture the GLA Command Centre and-
    if possible - other buildings. Create a GLA base after the ingame sequence.
    Additionally, build a US Supply Centre so the Chinooks also can gather money.
    The point: Your own GLA worker can also build SCUD storms. When the enemy GLA
    builds a SCUD storm, it must be destroyed as usual and later a few rangers
    (special ability of the general) can attack the headquarters (Command Centre?)
    so they can make no more Workers. An own SCUD storm shortly before using the
    ranger special ability is useful for this to clean the area around it of
    enemies. The SCUD should leave space for the rangers so they can shoot at the
    Command Centre from the northwest. However, one must be prepared for an extra
    heavy attack once the enemy Command Centre is destroyed. Having many forces
    left from the first part helps, especially if there are many rangers (those
    10 every four minutes can sum up). Additionally, some tanks of either nation
    will be necessary. For this strategy, both Para Drop abilities should be
    selected. Air Strike also is a good choice. Pathfinders are useless then since
    GLA Quad Cannons (or Toxin Trucks) are very effective against infantry. At that
    time I still had lots of rangers at my base so they also dealed with the
    attacks (40 rangers firing at once can hold some attacks, especially when
    supported by one or two tanks). I also used Stealth Fighter, but Paladin may be
    a better ability since Stealth Fighters disappear when the Airfield is sold at
    the end of the first part and later they're not needed anymore."
    
    ------------------------------
    3.36 >USA 6 "Desperate Union"<
    ------------------------------
    
    Location: Southeastern Kazakhstan.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives: 
    -Destroy the GLA Base to the northeast.
    -Neutralize the Chinese Nuclear Missile and Command Centre.
    
    Notes: The Particle Cannon and Fuel Air Bomb are introduced.
    
    Overview: A rouge Chinese General and his army has joined the GLA in the
    mountains. The GLA have been prepared and control almost all of this territory.
    An attack must be launched immediately. A group of Rangers and Crusaders are
    under attack, but are rescued by a far away Particle Cannon.
    
    Opinion: This one is fun, though long and hard. The GLA are secured in the
    mountains, and the rouge is located to the south. Lots of crazy Super Powers
    are used here, from the Particle Cannon and the Fuel Air Bomb, to the Col. and
    the Tomahawk Missile.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Air Strike.
    -Para Drop.
    
    All there is to start with are the survivors of the cutscene, a Dozer, and Col.
    Burton. Build the Base, with the Strategy Centre across the ridge with
    Patriots, and divide the combat units to defend the sides, Col. Burton to the
    lower area. Build some Supply Drop Zones, and train a Pathfinder for each side.
    
    It's all about Defence. Secure the lower Supply Zone, next to where the
    cutscene occured, and secure it with some Patriots and a Pathfinder. Expand the
    defending units by using Para Drops and making a pair of Tomahawks.
    
    Use the spy satellite to reveal the Chinese Nuclear Missile, and use the Air
    Bomb, the Air Strikes, and a full group of Raptors to annihilate it (the Raptor
    attack last). Gather a full attack force and when ready, advance across the
    bridge! Use Aircraft or Tomahawks to destroy the tower "ring", resulting in
    Jarmen Kell's death. Use Tomahawks to deal with the rest of the Defences, and
    make more Tanks! Advance into the Chinese territory, destroying any Defences
    and Capturing any other Structures, then destroy the south Defences. Capture
    the whole Chinese Base, then make Chinese Units to attack! Advance South,
    ignoring any Demo Traps, and mow over the GLA Base.
    
    The biggest threat is the Chinese Air Field. Aircraft can seriously harrass
    the USA Base. For the "T" intersection, use Tomahawks to destroy the Defences
    there. Once the Chinese Base is engaged, all Chinese Units will come and
    attack. If available, use Particle Cannons to destroy additional Defences.
    
    ------------------------
    3.37 >USA 7 "Last Call"<
    ------------------------
    
    Location: Akmola, Kazakhstan.
    Difficulty: Insane!
    Fun Factor: 10.
    Objectives: 
    -Capture the Chinese Base.
    -Destroy any GLA Structures.
    
    Notes: Aurora Bombers are introduced.
    
    Overview: This is it. The moment of truth. The USA have cornered the GLA at
    an abandoned Castle compound, and they are desprate to live, fighting for every
    Inch, let alone every Centimetre. The Chinese have authorized the USA to use
    their resources in order to stop the terrorists once and for all (or for at
    least THIS game).
    
    Opinion: The final mission of the original game uses dramatic music, and both
    "Righteous" armies can be used in this mission.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Air Strike.
    -Para Drop.
    -Fuel Air Bomb.
    
    The USA have located the castle, to the west. Split the army into two groups,
    each defending one side of the area. Have some Rangers Capture the three
    Chinese Structure and start improving the two Bases!
    
    The USA Base needs the Air Field and the Strategy Centre. Bring Col. Burton and
    fill the Field with Aurora Bombers. Otherwise, make more Units!
    
    The Chinese Base starts out damaged, so fix the Buildings! Then expand the base
    and secure it. Use both Patriot Missiles and Gattling Cannons to defend the
    neighbouring compounds.
    
    A Tunnel Network might be constructed at the east. Don't let them allow
    ambushes! The SCUD Storm will be made, so use everything to destroy it. To
    clear the Castle Defences and the Stinger Sites, use Dragon Tanks or
    Flashbangs, plus Artillery.
    
    To deal with the rest of the Base, use Superweapons. If a ground force is used,
    it should be made of Overlords and other powerful things. Artillery, as usual,
    should take out the Defences, and use everything available to wipe the fiends
    out!
    
    Here's a tip from Secsron:
    
    "If you go to a third tier Paradrop attack in your General Powers you should
    have no problem with the Scud Storm once it is announced,  just drop the troops
    in that back corner with building capture enabled and capture the Scud Storm
    (just before or just after it finishes count down, like the earlier missions I
    believe that it won't set off unless your funds are over $5000). Then you get
    to set off an essentially free superweapon on their own base thanks to their
    time and money.
    
    As you can see, the scud storm becomes a non-issue for the player."
    
    ==================================
    4.00 >Second Campaign Walkthrough<
    ==================================
    In Zero Hour, the Second Campaign is revealed. More Units can be used here, and
    lots of crazy stuff happens! The GLA start to threaten Europe, and both the
    American and Chinese armies take action.
    
    ==========================
    4.10 >USA Second Campaign<
    ==========================
    The USA may have destroyed the GLA at Akmola, but back at Baikonur, the GLA use
    their massive Anthrax Missile (Captured in the last mission of the first GLA
    Campaign) on a vacant base in Europe...
    
    -----------------------------
    4.11 >USA 1 "Global Secuity"<
    -----------------------------
    
    Location: Baikonur, Southern Kazakhstan.
    Difficulty: Easy.
    Fun Factor: 5.
    Objectives: 
    -Secure the Train Station.
    -Destroy all GLA Structures near the Missile Gantry.
    
    Notes: Sentry Drones are introduced. Battleships and POW Trucks make a cameo.
    
    Overview: In the winter, the Baikonur threat has been a serious problem. The
    GLA have launched a missile at a USA Base, and the Chinese have failed to
    retake the weapon. Now, the USA have been asked to do what the Chinese could
    not; secure the Baikonur Missile. Time is running out, because the GLA are
    going to launch another missile!
    
    Opinion: Remember what happened at the GLA climax? The USA forgot about it! Now
    they need to clean up the embarassment and secure the Baikonur launch site
    (about time)!
    
    In the General's Window, select:
    -Paladin.
    -Emergency Repair.
    
    The Sentry Drones start with guns, and kill the Rebels that attack. Capture the
    Tech Structures nearby (when needed), and get the attack force over. Kill the
    RPG Troopers on the bridge, then advance and destroy any Stinger Sites. Get
    some Infantry into the abandoned Chinese camp, and Capture the Armour there.
    
    Upgrade the Overlord with a Speaker Tower, and then use Flash Bangs or the
    Dragon Tank to clear the Garrisoned Structures. Advance into the Train Depot
    and crush any GLA Units, then Capture the Black Market and destroy the Palace.
    
    Once the place is secure, have the Overlord, then the Paladins, then the Dragon
    Tank, then the BattleMasters, then the Crusaders, then any Humvees filled with
    Infantry into the cars of the Train (only two!).
    
    The train arrives at the Gantry loading dock (running over a Rebel). Empty
    those Humvees immediately! Get a soldier into the Radio Station and destroy the
    Structures. Once all the Structures and Defences are gone, a MOAB will massacre
    the guards and engineers.
    
    It is possible to kill all the GLA units on the lower area. Have Rangers fire
    Flash Bangs at the engineers and use Missile Defenders kill the Tanks. Also,
    there's a plane north of the abandoned Chinese camp that has loads of supplies.
    
    ----------------------------------
    4.12 >USA 2 "Defending The Docks"<
    ----------------------------------
    
    Location: Coast of Somalia.
    Difficulty: Easy.
    Fun Factor: 9.
    Objectives: 
    -Defend the Docks.
    -Protect the 10 Supply Trucks.
    -Secure the Warehouse.
    -Destroy the GLA Base.
    
    Notes: Battleships and the Aircraft Carrier can be used. Amphibious Transports
    and Patrol Boats make a cameo.
    
    Overview: Now that the Baikonur launch facility is now done for, there is a
    town that needs to be secured in order to assault a major GLA cell. The attack
    is made on the docks. Supply Trucks have been transported to this location to
    help the town and bring it on the USA's side. Most of the Naval Fleet survived
    the Baikonur attack, so they are ready to bomb the crap out of the GlA.
    
    Opinion: This is the only chance that Naval Units can ever be used. They are
    more like Structures. Because of their strength, this mission can be completed
    with only Naval Units!
    
    In the General's Window, select:
    -Paladin.
    -Spy Drone.
    
    At the Landing Zone, Capture the Tech Structures to the west, then gather the
    supplies at the east. Get a Ranger with a Pathfinder to the north and Capture
    the Reinforcement Pad once found. By now, all Battleship Barrages are ready, so
    bomb the GLA Units guarding the Warehouse (revealed on the Radar). Have the
    Aircraft Carrier Raptors finish off the rest. Get the Pathfinder and the Ranger
    even more north, until they find a GLA Barracks. Capture it and train some
    Rebels. Get the Rebels east and Capture the Tech Structures there.
    
    Reinforcements will come as Trucks come. They usually come via Chinook. Here's
    a secret: The Chinooks can be controlled. Have them gather supplies. Once the
    last Truck comes, go to the warehouse and Capture any Tech Structures. When the
    Trucks are inside, a Dozer will come. Build a Base.
    
    The GLA Base is located to the northeast corner, in the mountains. Use Col.
    Burton and the Naval forces to wipe it out with little effort. There are also
    some Defences spread across the general area.
    
    ------------------------
    4.13 >USA 3 "Snow Fall"<
    ------------------------
    
    Location: Mount Elbrus, Russia.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives: 
    -Secure the POW camps.
    -Secure the Church.
    -Get Col. Burton to the north mountains.
    
    Notes: Microwave Tanks are introduced.
    
    Overview: Now that the USA have established some territory in the battlefield,
    they can concentrate on securing it. There's a secret lab in the Russian
    Mountains, related to a deadly Anthrax database. China's Black Lotus has been
    assigned to steal this information and Col. Burton must destroy the Lab to
    prevent pursuit.
    
    Opinion: This mission is more like an infiltration style mini-game rather than
    an RTS mission. Stealth can be needed here at first, then once vehicles are
    obtained, plain power is all that is needed to finish this mission.
    
    In the General's Window, select:
    -Emergency Repair.
    
    Move the squad of Col. Burton, Pathfinders, and Sentry Drones across. Destroy
    the Scorpion Tank with Col. Burton, as he is a superior threat to even Armour!
    Use the Pathfinders to eliminate the squads of Infantry and move north. The
    village to the east has a Radar Van, which will detect the crack team and alert
    the whole GLA Base!
    
    Move north. Black Lotus will Capture a GLA Base on the opposite side of the
    river. On Easy mode, this attack will cause the Tunnel Network protecting the
    front of the POW camp. On the harder modes though, it will remain intact.
    Attack it with the Sentry Drones first, then with Burton. Use the Pathfinders
    to kill any Infantry that get in the way, and to pacify the Stinger Site. Use
    Burton to blow up the Barracks and the Stinger Site. Once done, Rangers,
    Missile Defenders, and a Pathfinder will be rescued. Go up the mountain ridge
    and go down back to the village. If the GLA patrol gets in the way, quickly use
    the Missile Defenders to smash any Armour (most importantly, the Battle Bus)
    and use the Pathfinders to massacre the Infantry. Use the Rangers to clear the
    garrisoned village Structures (they start with Flash Bangs). Once done, advance
    over to the Church to rescue more Infantry.
    
    They will report that some USA Armour has been Captured by the GLA, and that
    the USA can use them. Move north. The most important Armour that needs to be
    used is the Microwave Tank, which can disable Structures (the Tunnel
    Networks). Use it to destroy the Bridge Defences. The squad should now move
    west and clear out the POW camp. Retake the vehicles and use the Microwave
    Tanks to destroy the Tunnel Networks and the Pathfinders to kill the guards in
    the Stinger Sites. Use any other unit to finish them off, and any enemy units.
    Once done, Col. Burton must now move to the north mountain, completing the
    mission. He will plant some charges on the mountain. Black Lotus captures the
    information and the Colonel will detonate the bombs, causing an avalanche that
    wipes out the lab.
    
    -------------------------
    4.14 >USA 4 "Black Gold"<
    -------------------------
    
    Location: Amisbad Oil Fields, Iran.
    Difficulty: Hard.
    Fun Factor: 9.
    Objectives: 
    -Destroy the GLA Terrorist Radio Station.
    -Secure any Oil Derricks.
    -Destroy the northwest GLA Base.
    
    Notes: Avengers and the Leaflet Drop are introduced. Agents can also be used.
    
    Overview: The information taken from the last mission revealed some shocking
    news about a shut-down Air Field, which was formerly approved in the hands of
    a leader, code-named "Dr. Thrax". Because he has joined the GLA, officials are
    concerned about the resources he collects at this location. The USA must
    capture this location in order to prevent the Toxin General from making a
    massive attack.
    
    Opinion: Oil Derricks are the main source of money here. The main thing to
    focus on in this mission is Defence. Lots of incoming attacks and suicide
    bombers are frequent, and the Green GLA Base might build a SCUD Storm, spelling
    bad news.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Air Strike.
    -Para Drop.
    
    Start building a Base. Detectors like Pathfinders can Detect Booby Traps, which
    are planted on some Tech Structures. Then use Dozers to clear them out. Capture
    all of the Oil Derricks, and move the Pathfinders into towers next to the
    bridges. Also build a pair of Patriots for each bridge, most importantly, the
    northernmost one.
    
    Yellow GLA suicide bombers will come from the north. To stop the attacks, the
    radio tower to the northern village must be destroyed. Send in an attack force
    of Rangers, Crusaders, Humvees, Pathfinders, and Tomahawks. Use the Rangers to
    clear the garrisons while the Tomahawks fire their missiles at the Tower. Use
    the Pathfinders to slaughter the Infantry and use the other Armour to destroy
    Car Bombs and Bomb Trucks.
    
    When ready, advance to the west. Capture any Tech Structures (checking for
    Booby Traps for each one) and establish a Base there. Jarmen Kell is guarding
    the Derricks, he is located near the tower. Use an Air Strike on him. Capture
    the Artillery Platforms for extra Defence, and make Patriots and Pathfinders.
    
    There are 3 agents that are positioned in the map.
    
    1. On the other side of the north bridge, south of the north village.
    2. East of the north village.
    3. On the southwest corner, accessed from the Oil Derrick area.
    
    They are much like Col. Burton, except not stealthed and without knives. They
    can be very useful, as they are powerful.
    
    The western path to the GLA Base is FULL of Demo Traps! Clear that area and
    ambush the GLA with a full battle force! If the GLA ever makes a SCUD Storm,
    rush to the Base or use Air Strikes. The mission is complete once all Non-
    Defensive Structure is leveled.
    
    -----------------------------
    4.15 >USA 5 "Area Fifty-Two"<
    -----------------------------
    
    Location: Northeastern Egypt.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives: 
    -Capture the 4 Missile Gantries before they launch.
    -Defeat Dr. Thrax.
    
    Notes: The Spectre Gunship is introduced. GLA armies are available early.
    
    Overview: Dr. Thrax has threatened the USA by beginning to establish Toxin
    Missiles with Anthrax Gamma onto major locations. The maniac must be stopped
    to save the world. The money gathered at the last mission has added to the
    cash here.
    
    Opinion: This is the first mission where a Specialist General needs to be faced
    against. Aircraft can finally be used here, although it is recommended to use
    ground forces.
    
    In the General's Window, select:
    -Paladin.
    -Pathfinder.
    -Air Strike.
    -Para Drop.
    -Fuel Air Bomb.
    
    The game starts out with only 3 Humvees, 2 Dozers, and a Command Centre.
    Construct a Base with some Defences. Have one of the Humvees go up the hill to
    the east. The GLA in this area are willing to fight against Dr. Thrax, allowing
    control of their force. Get a Worker and build a Tunnel Network between the 3
    production Structures and get some more Defences. The GLA Command Centre can
    use the Rebel Ambush and Anthrax Bomb Abilities, and SCUD Launchers, Marauders,
    Hijackers, and better Technicals can also be produced. Start expanding the USA
    Base, and make a Rebel Ambush at the north.
    
    The 4 Toxin Gantries are divided at 2 seperate Bases. Make a Rebel Ambush at
    the eastern one, destroying the Quad Cannon and Capturing the Gantries there.
    Now focus on assaulting Dr. Thrax's main base. Get the GLA army and send them
    in to attack the vacant GLA base northwest of the blue GLA Base. An Anthrax
    Bomb can clear out the Demo Traps.
    
    For the USA forces, build a large army and use Tomahawks to attack any
    Defences. Not much details are needed here, except that the other 2 Gantries
    are located deep in the main Anthrax Base. Simply mow across it, and destroy
    the SCUD Storm if needed.
    
    Make any Super Weapons if comfortable, and keep attacking until Dr. Thrax is
    defeated. Also, try to invest in the Chemical Suits Upgrade.
    
    
    ==========================
    4.20 >GLA Second Campaign<
    ==========================
    The GLA in the last mission were not the true ones. The REAL GLA forces were
    not very happy with Dr. Thrax's defeat. Fortunately for them, they have found a
    new leader, code-named, "Deathstrike"...
    
    -------------------------------
    4.21 >GLA 1 "The Great Escape"<
    -------------------------------
    
    Location: Near Cario, Egypt.
    Difficulty: Easy.
    Fun Factor: 7.
    Objectives: 
    -Escort Mohamar to the Airstrip.
    -Destroy the USA Base.
    
    Notes: Combat Cycles are introduced.
    
    Overview: After Dr. Thrax was defeated, the new leader escaped a chase and now
    needs to get onto a plane so he can return to the GLA Headquarters.
    
    Opinion: I think Mohamar's Limo is cool and stylish. Anyways, this is a cool
    mission, but the map seems a little empty.
    
    In the General's Window, select:
    -Marauder Tank.
    -Technical Training.
    
    Use the parts to upgrade the Quad Cannons. Then send in everyone to rip apart
    the USA resistance. Move across the bridge, and more bikes will appear! Send
    them northeast and dispatch any USA units, and Capture the Buildings there.
    
    At the GLA Base, repair the Structures, research the Scorpion Rocket, and build
    some Tanks, making use of the scrap pieces there. When ready, send the attack
    force across the bridge, Capturing the Reinforcement Pad and removing any
    Sentry Drones. Assault the USA Base and destroy any Structures. Send the
    Leader's Limo to the plane to the left and he'll escape.
    
    ----------------------------
    4.22 >GLA 2 "Hidden Agenda"<
    ----------------------------
    
    Location: Cairo Outskirts, Egypt.
    Difficulty: Medium.
    Fun Factor: 3.
    Objectives: 
    -Capture the Command Centre in the north village.
    -Capture the Command Centre in the plains across the bridge.
    -Neutralize the Command Centre on the hills.
    
    Notes: Saboteurs, the GPS Scrambler, and Sneak Attack are introduced.
    
    Overview: Prince Kassad (and the GLA army from the last USA mission) have
    defected from the GLA and have decided to go on a seperate path on victory. The
    GLA will not allow them to suceed from their cause, and must defeat Kassad in
    this area.
    
    Opinion: This is a long, and therefore, not so fun mission. The only units that
    fight in this mission are GLA units.
    
    In the General's Window, select:
    -Marauder.
    -SCUD Launcher.
    -Rebel Ambush.
    -Cash Bounty.
    
    Despite Kassad's attack on a small USA installation, no Units on the American
    side will be encountered here. Expand the Base quickly, and make a small
    scouting force. Make use of the Radar Vans' Scans, as they can reveal spots on
    the map. Send the attack force and a Radar Van to the east, clearing any foes
    on the way. Also, Capture any Tech Structures in sight (when secure). To the
    west, there is a supply dock. Establish a Supply Stash and some Defences there.
    Search the area for more enemies. To the north of the main Base is a Tunnel
    Network, that should be taken out with SCUD Launchers. The lower area next to
    the river is full of Demo Traps, which should be removed.
    
    The first Command Centre is located in the north, inside a village. Two
    Pathfinders are guarding it. Use a Radar Van and a Quad Cannon to kill them.
    Once they are down, they won't be replaced. Assault the Base, Capturing any
    Structures, including the Command Centre. Near that is a small abandoned Base,
    which has a Black Market that cannot be created by normal means.
    
    When the Command Centre is Captured, the GPS Scrambler can be used to get past
    Kassad's Bunkers (although they can be simply cleared by Toxin Tractors). The
    next Base is defended by some Demo Traps and a few other turrets. Capture the
    Base and establish another one there. The Sneak Attack must be used in order to
    get to the final Command Centre. Use SCUD Launchers to remove the Defences and
    then WHEN READY, use the Sneak Attack and then send Units to assault the
    Command Centre. This is a long process, so good luck!
    
    --------------------------------
    4.23 >GLA 3 "On The Waterfront"<
    --------------------------------
    
    Location: Malta, Crete.
    Difficulty: Medium.
    Fun Factor: 5.
    Objectives: 
    -Capture the Particle Cannon.
    -Liberate the GLA camp.
    -Capture the Cold Fusion Reactor facility.
    -Liberate the GLA Arms Dealer.
    -Liberate the GLA main Base.
    -Use the Particle Cannon to destroy the USA Aircraft Carrier.
    
    Notes: The Sneak Attack is further introduced. Battle Buses are also available.
    
    Overview: Now that Prince Kassad has been apprehended, the GLA can focus on
    attacking the USA. A major Aircraft Carrier has been harrassing the GLA, and
    needs to be dealt with, by the USA's own Particle Cannon!
    
    Opinion: The map layout is much like a maze to the GLA. The Sneak Attack Tunnel
    will be vital, and some Defensive maneuvers may be needed.
    
    In the General's Window, select:
    -Marauder.
    -Technical Training.
    
    Use the Hijackers provided to take any Armour and use any other units to make
    toast out of the Rangers. Follow the "path" and then Capture the Particle
    Cannon. A Tunnel Network is at the nearby island, so send in the units. Instead
    of killing the Pilot that attempts to reach his Tomahawk, wait for him to enter
    and then use a Hijacker to Capture it. Go west and liberate a GLA Camp, where
    Jarmen Kell waits. Take all of the abandoned GLA Armour and make use of the
    supplies. Use Jarmen Kell to snipe the Crusaders and the Infantry inside the
    Fire Bases, then use the Tomahawk to bombard them (or use Jarmen Kell to shoot
    at the Fire Bases, they'll be destroyed by his shots somehow). Take the Armour,
    Capture the Cold Fusion Reactors that were guarded, and leave the Quad Cannons
    behind to defend them. Send a unit to the north tip of the island next to the
    camp and use the Sneak Attack to get across. Take any Armour that gets in the
    way, and retake the Arms Dealer.
    
    Defend the Particle Cannon with some Units. Any will do, but try to defend it
    well, because the USA will send in Chinooks filled with combat units. The north
    valley is currently unsafe, as it is heavily guarded. Use the Particle Cannon
    or the Tomahawk, or SCUD Launchers to get rid of them! Liberate the main GLA
    Base and start cranking out Workers! To the west, there is an island with two
    Marauders and some supplies.
    
    The USA Base can be attacked from the east. Use the Sneak Attack to acess
    either of the islands, and try to attack the USA Base as soon as possible.
    Destroy the Reactors to neutralize the Patriot turrets. Go south, ignoring the
    idle Battleships, and try to take out the main Base. South of that is the
    Aircraft Carrier. Use the Particle Cannon to split it in two.
    
    ------------------------------------------------
    4.24 >GLA 4 "Jarmen Kell And The Forty Theives"<
    ------------------------------------------------
    
    Location: Southern Greece.
    Difficulty: Hard.
    Fun Factor: 7.
    Objectives: 
    -Use Jarmen's Team to use the Ferry to the beach.
    -Use the Combat Team to take a Radar Van.
    -Use the Combat Team to use the Valve Station.
    -Destroy the Airfield.
    -Destroy the Cold Fusion Reactors.
    -Secure the Toxin Facility.
    -Transport the Toxins.
    
    Notes: Battle Busses are introduced.
    
    Overview: Now that the USA Navy has been weakened, the GLA can move across the
    seas in order to retake another Toxin Facility. Most of the Toxins can be used
    to make weapons, reenergizing the GLA entirely.
    
    Opinion: Like the third USA mission, this is much like an infiltration rather
    than an RTS. However, there are two teams needed, and many tasks to be done.
    
    In the General's Window, select:
    -GAH! I'm blind! Oh wait, there's nothing here.
    
    Use Jarmen Kell to snipe the three vehicles, then use Hijackers to take them.
    Fill the Humvees with the Infantry and send in every unit in that squad. Use
    the Ferry to take them to the beach. The beach is filled with landmines, so the
    other team will need to take a Radar Van. Take the three Technicals, and use
    the Hijackers to stand in the Humvees' patrol paths, then take them. Get to the
    village buildings and gain some more Infantry. Get the Terrorists into cars and
    get the Radar Van, taking care of any enemies on the way.
    
    Now that the Radar Van is obtained, use it to scan the beach to locate any Demo
    Traps, then destroy them. Use Jarmen Kell's team to advance across the
    dangerous beach. Then have him snipe the Paladin and the Infantry guarding the
    road. Advance down the road and take any Armour, and use a Humvee to break the
    fence that are holding some Infantry captive. Get the Terrorists into cars and
    take the Tomahawks and the Ambulance with Hijackers, and Capture the Artillery
    Platform. Use the Tomahawks to target the Patriot Missile to the right while
    the Platform bombs the one on the left. Once the Defences are clear, have a
    soldier enter the Valve Station.
    
    Some Raptors destroy the Tomahawks. Get across the drained area and take care
    of the Airfield. Extra points are awarded when the Airfield is Captured, and
    even more bonuses are gained if the Airfield is Captured AND the Aircraft
    inside are not harmed! The latter two choices are hard though. Once done, take
    control of the Toxin Tractors in the garage. Use them to clear the Bunkers that
    guard the lower road (stealth is not possible, as there are spy drones there).
    Use the other team to get across and use them to neutralize the Cold Fusion
    Reactors. Capture the Artillery Platform and the Battle Busses.
    
    Once the Reactors are leveled, the USA Defences are down, and are vulnerable to
    attack. Across the bridge of Jarmen's Team, there are more Units to be
    liberated. Clear the city of Garrisoned Structures, and take the USA Barracks.
    Get both teams to the Toxin Facility, clearing the Bunkers.
    
    Use the Supply Trucks provided to transport the Toxins to the Plane. Meanwhile,
    garrison the Bunkers and try to defend the Facility against invading USA
    forces. Use the Quad Cannons and RPG Troopers take care of the Aircraft. The
    mission ends once 15 Toxin samples are taken.
    
    A group of Rebels try to defend the plane while under attack by USA Forces.
    The plane leaves and the GLA manage to escape.
    
    ---------------------------
    4.25 >GLA 5 "Sneak Attack"<
    ---------------------------
    
    Location: Stuttgart-Vaihingen, Germany.
    Difficulty: Insane!
    Fun Factor: 10.
    Objectives: 
    -Destroy the USA Support Base.
    -Destroy the Main USA Base.
    
    Notes: Chinese armies are available early.
    
    Overview: This is the final major USA installation. The GLA will need to remove
    it and take Europe by storm. They start the assault on a vacant Chinese Base,
    and then succeed in Capturing it. Another GLA-supporting village has been
    located in this area, and are willing to help fight the USA.
    
    Opinion: This mission is fun, because it is one of the few missions that allow
    players to fight with allies. This walkthrough assumes that the Chinese Base
    and technologies are not available, hence all the hubub surrounding the GLA
    subjects.
    
    In the General's Window, select:
    -Marauder.
    -SCUD Launcher.
    -Rebel Ambush.
    -Cash Bounty.
    -Sneak Attack.
    
    Normally, I would sell the Chinese Defences, and build a GLA Base. Secure the
    entryways leading to the current position, and Capture any Tech Structures. To
    the east is the USA Support Base, which should be annihilated ASAP. The army
    provided should be enough to destroy or Capture the Base, and rescue the POWs.
    Send the POWs to the orange GLA village, and the GLA will make action. Capture
    the Airfield, as well as any other Structures, and then explore the area.
    
    There are LOTS of Tech Structures in the main area. The USA Base is located to
    the north. There's an island to the northwest that has some abandoned Chinese
    Units that can be Captured, as well as Tech Structures. Once ready, attack the
    USA Base. The USA will use up to two Particle Cannons, so try to take them out.
    They are built in predictable locations, so secure those. Use Super Weapons
    when available, and try to put as much attacks on the USA as possible. The USA
    have also placed some Pathfinders in the nearby village (next to the allied GLA
    Base), so use Quad Cannons to deal with them. The orange GLA army can help a
    lot here.
    
    The USA will use many units to attack the GLA, so be prepared for any of those!
    Secure any choke-points with Defences, and don't let any units get past!
    
    When the Campaign is complete, the GLA will start to further invade Europe,
    with the USA fleeing from the continent.
    
    ===========================
    4.30 >China First Campaign<
    ===========================
    The USA Army has pulled back from Europe, and the GLA have taken the continent.
    The Chinese are furious of the GLA's use of their units, and have taken
    action...
    
    -------------------------------------
    4.31 >China 1 "The Dragon Unleashed"<
    -------------------------------------
    
    Location: Stuttgart-Vaihingen, Germany.
    Difficulty: Easy.
    Fun Factor: 6.
    Objectives: 
    -Establish a Base.
    -Destroy the GLA.
    
    Notes: Listening Outposts are introduced.
    
    Overview: Because of the GLA's use of China's resources, the Chinese have
    launched a deadly Nuclear Missile strike on the GLA Base. However, many GLA
    units survived the attack, and need to be cleared out of this area.
    
    Opinion: For those who have played the last GLA mission, this map will look
    familiar. The only difference is that the USA are gone and the GLA have taken
    their place, and that the map is smaller.
    
    In the General's Window, select:
    -Artillery Barage.
    -Red Guard Training.
    -Carpet Bomber.
    
    Build the Base. Upgrade the Overlord to have a Speaker Tower (no others can be
    produced). Attack the GLA units to the east. Get the Listening Outposts to the
    squad. Train lots of Red Guards and use them to Capture the abandoned USA
    outpost to the south (once secure), and start pumping out Crusaders. Go east
    and north, clearing any GLA units. Capture the Tech Structures and the four GLA
    vehicles. Advance further north and clear the village (watch out for Demo
    Traps!). To the east is the town. Clear the Demo Traps and Garrisoned
    Buildings.
    
    Now that the GLA have been cleared out of the south, go north and secure the
    three access points, clearing the Demo Traps. When ready, assault the Base! Use
    the Inferno Cannons to destroy the Artillery Platform, and level the place!
    
    -----------------------------------
    4.32 >China 2 "Defending The Fire"<
    -----------------------------------
    
    Location: Baikonur, Southern Kazakhstan.
    Difficulty: Medium.
    Fun Factor: 8.
    Objectives: 
    -Defend the Main Nuclear Reactor for 15 minutes.
    -Rebuild the Base.
    -Destroy the four GLA Bases.
    
    Notes: Nuke Cannons are upgraded. Helixes can also be used.
    
    Overview: The GLA have attempted to destroy a major Nuclear Reactor in order to
    stop the Chinese. They manage to defend it, but only by losing most of their
    Base. Reinforcements are on route, but until then, the Chinese will need to
    hold off the GLA.
    
    Opinion: This one can be challenging, mainly because the only production
    Structure first available is the Barracks and the Supply Centre. Skills with
    Artillery will be needed.
    
    In the General's Window, select:
    -Artillery Barage.
    -Carpet Bomber.
    -Emergency Repair.
    
    Get those Bunkers filled with Tank Hunters! Defend them with Gattling Tanks,
    and set up those Nuke Cannons (select the Neutron Shells, then make them fire
    at something and make them stop)! Use the Nuke Cannons to fire at enemy Armour,
    then take them with Infantry. Try to take as many Armour as possible, and
    preserve them. Don't lose any Chinese Armour, as they cannot be replaced until
    the reinforcements arrive. Try not to lose any Structures either.
    
    Later on, three Spy Outposts will be located. If they are liberated, they can
    use Carpet Bombers! Once the Reinforcements arrive, build the Base like it was,
    and build even more Defences around it! Use the Helixes provided to blow the
    GLA Bases to kingdom come. Use them to get to the Spy Outposts. Try to have the
    Infantry there survive, and take out the pursuing vehicles ASAP (The Toxin
    Tractors and Technicals first).
    
    This is a straightforward, yet hard mission, because the incoming enemy waves
    will become stronger overtime, but enemy Armour can be Captured with Nuke
    Cannons.
    
    ---------------------------
    4.33 >China 3 "Liberation"<
    ---------------------------
    
    Location: Coburg, Germany.
    Difficulty: Hard.
    Fun Factor: 5.
    Objectives: 
    -Destroy any GLA Statues in the city.
    -Destroy the GLA Statue in the north Base.
    
    Notes: A Time Limit is used.
    
    Overview: Now that the Reactor is secure, the Chinese must destroy the GLA. The
    Statues seen in the cutscene (and in the GLA victory cutscene) must be
    destroyed in order to liberate this city. The liberation of Europe has begun...
    
    Opinion: This is a frantic scenario, because there is a time limit, and the
    city is highly guarded. Be on the lookout for any Demo Traps, as they are
    located throughout the city, as well as cloaked Defences.
    
    In the General's Window, select:
    -Emergency Repair.
    -Frenzy.
    
    Use the Hackers to get some money. Scout out the area for Demo Traps and build
    a second War Factory. Start pumping out Armour and get some Red Guards to
    defend the Base against Rebel Ambushes. Scout out the city, being aware of any
    suprises, and take out the Statues one by one.
    
    Once all Statues in the city are toppled, only the Base Statue remains. This is
    the hardest one to destroy, as it is heavily defended. Attack one side and rush
    the Statue, focusing on little else.
    
    This is a very hard mission, curtesy to the International Opinion, which will
    decrease over time, but will increase when any Statue gets destroyed. Try to
    gather a huge army of BattleMasters and rush to the scene. The Emergency Repair
    will be useful, as will be the Frenzy.
    
    Here's some tips from Ricci Santiago:
    
    "
    * I chose the Carpet Bomb upgrade to destroy some of the statues, and some of
    them works before the GLA Stinger Sites destroy the Carpet Bomb Plane. 
    * I tried to capture the Oil Well at the east side of the map, (there are UN
    boxes there for added money), before the Oil Well, there is 1 demo trap to be
    destroyed. (When I captured this, it is still destroyed as GLA forces will
    attack from the east shore). 
    * There is 1 Gattling tank I put on guard for the command centre, as there are
    GLA rebels coming in stealth to capture it.
    * Bunkers with tank hunters and chain guns must be built to protect the base
    for incoming enemy forces, and also, to destroy incoming SCUD missiles (I
    really hate those!). 
    * Lastly, carpet mines are very useful to destroy or damage the enemy vehicles
    before they come to my base."
    
    ------------------------------
    4.34 >China 4 "Burning Skies"<
    ------------------------------
    
    Location: Halberstadt, Germany.
    Difficulty: Easy.
    Fun Factor: 4.
    Objectives: 
    -Prevent all GLA units from escaping.
    
    Notes: Helixes are introduced.
    
    Overview: The GLA are now on the run. Most of them have been fleeing Europe,
    and into cover. One group gets chased by an angry army of Red Guards, and then
    get cut off by Helixes and Tanks. The same must be done in this mission.
    
    Opinion: This is a VERY, VERY easy mission, a relief compared to the previous.
    Helixes are the best way to deal with the incoming convoys, although the Nuke
    Cannon can use Neutron Shells too...
    
    In the General's Window, select:
    -Cluster Mines.
    -Emergency Repair.
    -Frenzy.
    
    First, make a second Supply Truck, Upgrade the Overlords with a Speaker Tower
    and a Gattling Cannon, and send in the Troop Crawlers to scout out the entire
    map for Tech Structures (to Capture with their Red Guards). Meanwhile, keep
    making and Upgrading Helixes (and maybe even build more Air Fields and MIGs).
    If necessary, train lots of Infantry. War Factories cannot be made, so preserve
    the ones provided.
    
    As for the GLA waves, try to put Cluster Mines at the entry points and make
    Helixes massacre them all. This process is long, but very easy. At one point,
    two waves will come, but the paths are not initially known. Use Helixes and
    MIGs to fry them all.
    
    -------------------------------------
    4.35 >China 5 "The Dragon's Destiny"<
    -------------------------------------
    
    Location: Near Hamburg, Germany.
    Difficulty: Insane!
    Fun Factor: 10.
    Objectives: 
    -Destroy the Fake GLA Base.
    -Destroy the USA Base.
    -Destroy the Main GLA Base.
    
    Notes: The ECM Tank is introduced.
    
    Overview: This is the final GLA army. Once they are destroyed, the GLA will be
    gone forever. Unfortunately, the USA have already evacuated the area, and the
    GLA have Captured their Base.
    
    Opinion: This is it. Here, it can be messy and frantic, as the GLA have already
    made a formidable Base to deal with, as well as the USA Base. There are
    numerous abandoned USA Armour, so try to search for those and Capture them.
    
    In the General's Window, select:
    -Nuke Cannon.
    -Artillery Barage.
    -Carpet Bomber.
    
    Expand the Base and Capture the Oil Derricks in the northeast corner. Build an
    Internet Centre, fill it up with Hackers, and invest in the Satellite Hack.
    Upgrade the Overlords, and train Black Lotus. To the west, there are four USA
    vehicles and a supply dock, which should be secured.
    
    To the south is the Fake GLA Base, which is surrounded by Tech Structures.
    Destroy it, and the Tunnel Network, and secure the bridge. Capture any Tech
    Structures. In this area, there is a USA Dozer which should be Captured to make
    a USA Base. Build it anywhere, although it should be built where the Fake GLA
    Base last stood.
    
    The USA Base is filled with Patriot Missiles. Take them out with Artillery, and
    Capture the whole Base. The Particle Cannon, located near the northwest corner
    should be removed. There are captive Pilots in the Base, rescuing them can be
    helpful. Once the USA base is captured, build defences at the bridge and get
    all units present to that location.
    
    The GLA Base is located to the southwest, and is highly secure. From the USA
    Base, attack it from there. Attack the SCUD Storm (located in the southwest
    corner) must be taken out at all costs. By now, the Reinforcements Pad should
    have given a lot of Battlemasters at the southeast base, so flank from there as
    well.
    
    Once all Bases are destroyed, the Campaign is complete, and the Chinese have
    been thanked for their help, and they celebrate!
    
    
    =====================================
    5.0 >General's Challenge Walkthrough<
    =====================================
    The General's Challenge lets a General face other Generals in a big league.
    Note that the Infantry and Demo Generals are not faced in this Challenge.
    Also, the orders of the Generals faced will vary (except for Leang's, which is
    at the end), depending on the General used.
    
    -----------------------
    5.1 >Air Force Granger<
    -----------------------
    
    Difficulty: Easy.
    Fun Factor: 4.
    Overview: Granger's Base is located in the northeast, the Challenger's in the
    southwest. There are many groups of Oil Derricks, and Granger's Base is secure
    in the mountains. The lower plains are mostly farmland, and there's a village
    in the centre.
    
    Opinion: Granger's Aircraft is the biggest threat in this challenge, because
    they are immune to Rocket attacks (unless there are too many). He also uses
    Stealth Fighters and Comanches, so act fast!
    
    For Every Side:
    Establish a Base and Capture the nearby Oil Derricks. Set up accurate Anti-
    Aircraft weapons and make some Defences to detect any Stealth. When ready,
    advance across the bridge. Capture the Oil Derricks in the farm area and build
    some Defences. Breach the Patriot Defences on the east gate and destroy
    Granger's Base. Go for the Air Fields first.
    
    As the USA:
    Avengers will be used as Anti-Aircraft weapons. Townes' Laser Turrets are able
    to down Granger's Aircraft, so use those. Alexander's EMP Patriots could also
    be able to fend off his Aircraft, but they might not work. Use Microwave Tanks
    to disable Granger's Defensive perimeter, and use Avengers to defend the attack
    group.
    
    As the Chinese:
    Fortunately, the Chinese use Gattling Cannons instead of Rocket Launchers to
    defend against Aircraft, so use those. Most of Fai's Units use Gattling
    weapons, so diversity is not his concern (except for Nuke Cannons). General
    Tao's arsenal can also breach Granger's Defences, but he will need to use
    Gattling Tanks for Defence, or maybe Overlords with Gattling Upgrades. The same
    applies to Kwai's, but he needs to use more Overlords if he should get into
    Granger's Base.
    
    As the GLA:
    The GLA have it worst. Their only chance of destroying Granger's Aircraft is to
    use Quad Cannons. Use a Sneak Attack on the other side of the river for quick
    access, and use either SCUD Launchers or Rocket Buggies to level his Patriots.
    
    ---------------
    5.2 >Tank Kwai<
    ---------------
    
    Difficulty: Easy.
    Fun Factor: 5.
    Overview: Kwai's capital is mostly farmland, and his base is located in the
    upper hills. The battlefield is spacious, good for tank battles.
    
    Opinion: No other map is more simple to draw than this one. Anyways, the
    challenge is straightforward, with only variables to pay attention to.
    
    For Every Side:
    Try to defend the flanks and expand the territory. There's a Reinforcement Pad
    at the northwest corner, so build Defences for that. There's a pair of Oil
    Derricks which should be secured, and an Artillery Platform to the east. With
    those, a Repair Bay is at the northern side of the map. For the attack, breach
    one of his entrances and then take Kwai's Base by storm.
    
    As the USA:
    Tomahawk Missiles or Microwave Tanks can take Kwai's Defences, and try to use
    Patriot Defences on Kwai's Tanks.
    
    As the Chinese:
    Any kind of Defence can fend off Kwai's Armour, and use Nuke Cannons to breach
    his Defences. MIGs patrolling the area can help Defend the perimeter.
    
    As the GLA:
    Stinger Sites are the most effective way to deal with Kwai's Armour, and Tunnel
    Networks can bring in emergency reinforcements. Use Bomb Trucks or Artillery to
    get past his Defences.
    
    -----------------
    5.3 >Toxin Thrax<
    -----------------
    
    Difficulty: Easy.
    Fun Factor: 6.
    Overview: An "X" shaped river divides four sections of Dr. Thrax's Toxin
    Facility. His is located on the northeast section, the challenger's on the
    opposite side. There are numerous Toxin Bunkers that are leaking that could
    explode in deadly Anthrax.
    
    Opinion: A neat feature in this challenge are Toxin Bunkers. Unfortunately,
    most of them are too damaged and too messy to Capture with standard Soldiers.
    Fai will have trouble facing this maniac!
    
    For Every Side:
    Build the Base and Capture the Oil Derrick to the near east. Destroy any
    leaking Bunkers in the village and destroy the Defences protecting the north
    bridge. Capture the Fuel Refinery and build some Defences to defend the north
    bridge. Capture the Oil Derrick to the west. Breach the Defences on the east
    bridge and Capture the Artillery Barage. Capture the Bunker and destroy the
    leaking one. Then Capture the Arms Dealer. Across the north bridge, destroy
    the outpost and set up a Base there. Destroy the Defences on the east island.
    When ready, advance into Dr. Thrax's Base. If he builds a SCUD Storm, destroy
    it.
    
    As the USA:
    Aircraft can quickly bomb Dr. Thrax's Bases, and they can go in and out. A
    ground assault is also possible. Purchase the Chem Suits upgrade as soon as
    possible.
    
    As the Chinese:
    Black Lotus can Capture the leaking Toxin Bunkers safely. Have some MIGs target
    some Defences and use Nukes to temporarily put Dr. Thrax's Base into
    intermission.
    
    As the GLA:
    Suicide Bombers can destroy Dr. Thrax's property. Use SCUD Storms against his
    own. A stealthy attack can also be possible, provided that he does not have
    Defences in certain regions.
    
    ------------------
    5.4 >Laser Townes<
    ------------------
    
    Difficulty: Hard.
    Fun Factor: 7.
    Overview: Townes' Base is located in the dead centre of the map. His "pentagon"
    Base is highly secure with LOTS of Laser Turrets. His Infantry are spread out
    across the city, and there is some Tech Buildings in the city and in the
    northeast corner. Try to target his Reactors. Try to use Anti-Air to fend off
    the Comanches.
    
    Opinion: Because of his Laser Turrets, it will be difficult to get to his Base.
    Artillery will be needed to take them out, and Superweapons could be vital to
    Townes' defeat.
    
    For Every Side:
    Build the Base and Capture any Tech Buildings nearby. Try to clear out any
    Structures that Townes tries to garrison with his Rangers. Get to the northeast
    corner, Capture the Tech Buildings, and set up Defences. Use either Artillery,
    abilities, or Superweapons to breach his Defences. Consider destroying his
    Reactors to bring his Turrets (and Tanks) offline.
    
    As the USA:
    Tomahawks will need to be in number in order to destroy the Defences. Once the
    Defences are down, use Aurora Bombers to destroy his Structures. Use a Chinook
    to evade the Turrets and deliver some units to the northeast corner.
    
    As the Chinese:
    Nuke Cannons will be used to breach the Defences. Use a Helix to get to the
    northeast corner.
    
    As the GLA:
    A Sneak Attack should be used to get to the northeast corner. Rocket Buggies or
    SCUD Launchers can wipe out the Laser Turrets.
    
    -----------------
    5.5 >Nuclear Tao<
    -----------------
    
    Difficulty: Hard.
    Fun Factor: 7.
    Overview: General Tao's Base is divided in two, and he keeps his Nuclear
    Missiles safe in his Base. Sometimes, radiation appears in the map, so be
    aware. The Challenger launches an attack, but it fails.
    
    Opinion: Tao's Base is not shown in the cutscene, and instead, it is a short
    battle. Try to observe his Base first, then quit, and then go back in again.
    Tao will not waste any time to get his Nukes prepared, so he will need to be
    rushed.
    
    For Every Side:
    Build the Base, avoiding the radiation left by the Missile. Secure the valley
    and go west and north, and secure the Oil Derrick. Capture the Oil Derricks in
    the valley and try to destroy Tao's first Nuke. There's a Nuke Truck located in
    Tao's east Base, near the entrance, so try to destroy it. There's another Nuke
    Truck next to the Fuel Refinery in the city, so be careful. Destroying his
    Reactors will put more losses on Tao than regular Chinese Generals.
    
    As the USA:
    Use Aircraft to destroy the Missiles and the Nuke Truck. A Spectre Gunship or
    Fuel Air Bomb can decimate more of Tao's Structures.
    
    As the Chinese:
    Use Aircraft to destroy the Missiles and the Nuke Truck. Fai's forces can use
    Neutron Shells to capture some of Tao's vehicles, while Kwai's Tanks will need
    to breach through Tao's defences by force. In either case, try taking out the
    Reactors to gain the upper hand.
    
    As the GLA:
    Use Terrorist Combat Cycles and Bomb Trucks to destroy the Missiles and the
    Nuke Truck.
    
    --------------------
    5.6 >Stealth Kassad<
    --------------------
    
    Difficulty: Hard.
    Fun Factor: 5.
    Overview: Kassad has two Bases. The south one contains a Toxin Facility and the
    north one is in the farms. Some Tech Buildings are located in the northeast
    mountain, but it is more secure than it appears. He first kills a leader, and
    then laughs as he faces the Challenger.
    
    Opinion: Stealth is one of the biggest concerns about this Challenge. Lots of
    Stealth Detectors will need to be used. Memory of the map will be needed too.
    
    For Every Side:
    Build the Base and Capture the Artillery Platform. Clear out any Demo Traps and
    the Tunnel Network guarding the UN Cash box. Capture the next Platform and
    build Defences. Get to the northeast mountain, clear the Defences, and Capture
    the Tech Structures. Use a Superweapon to clear the valley leading to the north
    Base from Demo Traps. Use Artillery to breach the Defences on either Base, and
    clear them out. Near the south Base is some Tech Structures, which is also
    guarded by Stealthed traps.
    
    As the USA:
    Use a Chinook to get to the northeast mountain and use Aircraft to clear any
    Defences out. Have every Armour unit have a Scout Drone to find Stealth, or use
    Pathfinders to scout ahead.
    
    As the Chinese:
    Use a Helix to get to the northeast mountain and use MIGs to clear any Defences
    out. Use Gattling Overlords, Listening Outposts, or Troop Crawlers to find
    Stealth.
    
    As the GLA:
    Use Combat Cycles to get to the northeast mountain and to clear those Defences
    out (with Terrorists). Use Bomb Trucks or SCUD Launchers to destroy any
    Defences, and use Upgraded Radar Vans to find Stealth.
    
    ------------------
    5.7 >SW Alexander<
    ------------------
    
    Difficulty: Insane!
    Fun Factor: 8.
    Overview: Alexander's territory is made of tiny islands, her main Base is on
    the large, northeast island, while the Challenger's is to the southwest. Her
    Particle Cannon is on the other side of that Island, and is guarded.
    
    Opinion: This can be one of the most mentally challenging feats that will need
    to be passed, especially for the GLA players! Aircraft and Sneak Attacks will
    be vital to getting around.
    
    For Every Side:
    Build the Base, and establish Anti-Aircraft Defences, as Alexander will send in
    Comanches. Capture the Oil Derricks to the west, and Capture the Artillery
    Platform. Destroy any EMP Patriots that threaten the troops. Capture the Oil
    Derrick to the east, and then proceed south. Capture the Particle Cannon,
    clearing any Defences there. Try to advance to the north, where Alexander's
    only Supply Centre lies. Destroy it to hamper Alexander's production. After
    that, focus on her Supply Drop Zones. Capture the Structures, and destoy all
    Defences. Use Superweapons, Aircraft, or Abilities to destory her Base. Once
    her power or all of her Defences are down, assault the Base. Try to target
    Structures that her Dozers cannot access.
    
    As the USA:
    Use any Aurora Bombers, Stealth Fighters, and Raptors to attack any EMPs. A
    Chinook can easily transport troops to the Supply Centre.
    
    As the Chinese:
    Use MIGs with the MIG Armour, and Black Napalm/Nuclear MIG upgrades. Have Nuke
    Cannons deal with Defences safely, and the EMP Bomb can help disable
    Alexander's power.
    
    As the GLA:
    Use the Radar Scan AND the Sneak Attack Abilities to get across islands. Use
    Terrorist Cycles to attack any accessible EMPs. A Rebel Ambush might be a way
    to Capture some of Alexander's "mountain" Structures. Just keep away from those
    EMP Turrets!
    
    ----------------
    5.8 >Boss Leang<
    ----------------
    
    Difficulty: Insane!
    Fun Factor: 9.
    Overview: The final General is located in the mountains. Her Base is well
    developed, and she makes use of ALL THREE SuperWeapons! Destroying one of her
    three Bunkers will reset the timers on all of her SuperWeapons. The Challenger
    launches an attack convoy, but they are destroyed by Leang's SuperWeapons.
    
    Opinion: Leang's army is one that combines the best of USA, Chinese, and GLA
    troops (despite her recognition on China). Her map is like a maze, and her Base
    is very secure. Good Luck!
    
    For Every Side:
    Build the Base, and Capture the two Oil Derricks. When ready, advance across
    the bridge. Deal with the Rangers and the Dragon Tank. Try to clear out the
    Bunkers and the Armour at the top of the ridge, and Capture the Tech Structures
    there. Capture the Oil Derricks at the southeast corner. Clear out the Infantry
    guarding the Toxin Bunker and secure it. Go north and secure the Particle
    Bunker. Take the Tech Structures near it. Move a Detector under the bridge and
    try to clear out any Pathfinders under the bridge leading to Leang's Base.
    Advance east and secure the Nuclear Bunker. Retreat south and clear out the two
    cities.
    
    Build a Base south of the big bridge. When ready, assault Leang's Base. When
    the SuperWeapon timers almost go down to 0, Capture or destroy a Bunker. Use
    SuperWeapons whenever possible, and target Leang's Superweapons first.
    
    As the USA:
    Use Rangers to clear out any Garrisoned Bunkers and Buildings. Use Avengers to
    down any Aircraft.
    
    As the Chinese:
    Have a Nuke Cannon clear out any Garrisoned Bunkers and Buildings, and try to
    make them Capture any partrolling Armour.
    
    As the GLA:
    Jarmen Kell and SCUD Launchers can deal with most patrols. A Sneak Attack on
    Leang's Base can do some damage.
    
    
    =================
    6.0 >Multiplayer<
    =================
    In Multiplayer, things can really get frantic and fun. Also, there are battle
    honours to be collected.
    
    --------------
    6.1 >Skirmish<
    --------------
    Ordinary practice for non-ordinary multiplayer matches. Every General can be
    used in this mode (Except for Leang).
    
    Here's a strategy sent in by John "pro_gamerz_93" Livingston to defeat typical
    GLA players:
    
    ------------------
    USA vs GLA 
    ------------------
     
    OK, build up your base as usual. Wait until you become a 3 Star General. At the
    General's Powers tab, choose Pathfinders and the A-10 Thunderbolt Strike. Now,
    build around 10 Humvees. For every Humvee you build, train 4 Missile Defenders
    and a Pathfinder. Once your assault force is ready, charge towards the GLA
    base. Target the Stinger Sites first , then their Tunnel Networks , and then
    the rest of the base. This should be a breeze since the soldiers inside the
    Stinger Sites are vulnerable to sniper fire. Level up the base as soon as
    possible. And, you're done !
     
    --------------------
    China vs GLA
    --------------------
     
    As usual, build up your base. This time, your assault units are Battlemasters
    and Dragon Tanks or Inferno Cannons. Dragon Tanks are better though. Build
    around 10 Battlemasters and 10 Dragon Tanks. Now, put the Battlemasters on
    standby. Torch the Stinger Sites with Dragon Tanks and make sure there are NO
    survivors. Assault the base, eliminate any opposing units, and win! THE END! 
     
    ------------------
    GLA vs GLA
    ------------------
     
    This can be a little tough since both of you share the same technologies.
    Anyway, pump out 20 Scorpions, 15 Quad Cannons and 10 Toxin Tractors if
    necessary. Attack the base as usual, using Quad Cannons and Toxin Tractors to
    kill off their defensive perimeter. Rush in with your tanks, obliterate any
    remaining structures, and another victory! Woohoo!!!
    
    
    ---------
    6.2 >LAN<
    ---------
    Players can play in the same room in the same server!
    
    ------------
    6.3 >Online<
    ------------
    Players can create accounts for playing online and can face off against other
    players. Here are some abbreviations in some server rules:
    
    SW: Superweapon.
    AF: Air Force.
    FW: Fire Wall.
    Inf: Infantry.
    KR: King Raptors.
    
    Submit more to this list!
    
    -------------
    6.4 >Honours<
    -------------
    Honours can be obtained by doing certain things in the C&C Generals Game!
    Campaign Honours will show up on the Skirmish Honour List.
    
    *********************
    *USA Campaign Honour*
    *********************
    
    How To Obtain: Complete the USA Campaign.
    Appearance: Has the USA Logo.
    Ranks: Bronze, Silver, Gold.
    Games: Both.
    Modes: Single Player.
    
    Complete the WHOLE American Campaign to win this award.
    
    ***********************
    *China Campaign Honour*
    ***********************
    
    How To Obtain: Complete the China Campaign.
    Appearance: Has the China Logo.
    Ranks: Bronze, Silver, Gold.
    Games: Both.
    Modes: Single Player.
    
    Complete the WHOLE Chinese Campaign to win this award.
    
    *********************
    *GLA Campaign Honour*
    *********************
    
    How To Obtain: Complete the GLA Campaign.
    Appearance: Has the GLA Logo.
    Ranks: Bronze, Silver, Gold.
    Games: Both.
    Modes: Single Player.
    
    Complete the WHOLE Terrorist Campaign to win this award.
    
    ***************************
    *Challenge Campaign Honour*
    ***************************
    
    How To Obtain: Complete the General's Challenge.
    Appearance: Has a star.
    Ranks: Bronze, Silver, Gold.
    Games: Zero Hour Only.
    Modes: Single Player.
    
    Complete the WHOLE General's Challenge Campaign with any General to win this
    award.
    
    ******************
    *Endurance Honour*
    ******************
    
    How To Obtain: Win on every official map.
    Appearance: Has a boot with a wing attached to its back.
    Ranks: Bronze, Silver, Gold.
    Games: Both.
    Modes: Single Player.
    
    Win on every map to win this award. The award is lost when new official maps
    are added (via updates and patches).
    
    ******************
    *Fair Play Honour*
    ******************
    
    How To Obtain: Finish 90% of matches normally for at least 10 games (no
    disconnects).
    Appearance: Has three stars, the centre one being the biggest.
    Ranks: One.
    Games: Both.
    Modes: Multiplayer.
    
    Try to have a good internet connection if this award should be achieved.
    
    ***************
    *Streak Honour*
    ***************
    
    How To Obtain: Have a winning streak of at least 3 matches.
    Appearance: Has a lightning bolt with the number of wins in a streak
    underneath.
    Ranks: 3, 10, 25, 100, 500, 1000.
    Games: Both.
    Modes: Both.
    
    Sustaining a winning streak can make this award a dream come true.
    
    **************
    *Blitz Honour*
    **************
    
    How To Obtain: Win a match in less than 5 or 10 minutes.
    Appearance: Has a fist with the amount of minutes completed underneath.
    Ranks: 10, 5.
    Games: Both.
    Modes: Both.
    
    Face an easy opponent to get this medal easily.
    
    *******************
    *BattleTank Honour*
    *******************
    
    How To Obtain: Produce more than 50 Tanks.
    Appearance: Has a BattleMaster Tank.
    Ranks: One.
    Games: Both.
    Modes: Both.
    
    Playing as the Tank General is the easiest way to get this prize.
    
    *****************
    *Air Wing Honour*
    *****************
    
    How To Obtain: Produce more than 20 Aircraft.
    Appearance: Has an eagle.
    Ranks: One.
    Games: Both.
    Modes: Both.
    
    Playing as the Air Force General is the fastest way to get this treasure.
    
    *******************
    *Apocalypse Honour*
    *******************
    
    How To Obtain: Build all three SuperWeapons.
    Appearance: Has the Nuclear Logo.
    Ranks: One.
    Games: Both.
    Modes: Both.
    
    The SuperWeapons don't need to be build all in one game. Use Alexander, Tao,
    and Dr. Thrax for the best results.
    
    *******************
    *Domination Honour*
    *******************
    
    How To Obtain: Win at least 100 matches or even more in total.
    Appearance: Has a flexing biceps with the amount of victories underneath.
    Ranks: 100, 500, 1000, 10000.
    Games: Zero Hour.
    Modes: Both.
    
    It takes a long time to get this, so try to face easy opponents for faster
    wins.
    
    *****************
    *Ultimate Honour*
    *****************
    
    How To Obtain: Win on every official map facing Hard/Brutal opponents.
    Appearance: Has the USA, China, and GLA logos.
    Ranks: One.
    Games: Zero Hour Only.
    Modes: Single Player.
    
    The hardest thing to get in Single Player. Only the best of players deserve
    this award.
    
    Here's some tips to get this Award from Lukas "Nox" Diem:
    
    "I have a sure way of winning the "Ultimate Honour" award. For the maps with
    two players you can make use of the strategy with General Kwai, I always did it
    this way:
    
    1. Choose Kwai's army in the Skirmish menu, Kassad is the enemy. Choose an
    amount of 50 000 credits to start with.
    
    2. Build 4 Construction Dozers, the first one has to build a Nuclear Reactor,
    the second one drives close to the main supply area and waits until the Reactor
    is built. Then it has to build a Supply Centre.
    
    3. The other two drive to the side of your base that lies in the direction of
    the enemy base. The one that builds the Reactor joins them as soon as the first
    task is done.
    
    4. When the Supply Centre is finished, build a second Supply Truck and let the
    three Dozers build one War Factory each while the fourth Dozer builds another
    Nuclear Reactor.
    
    5. When the War Factories are ready, don't build any Battle Masters, let the
    Dozer that built the reactor build a Propaganda Centre.
    
    6. When the Propaganda Centre is finished, every War Factory has to build 3
    Emperors, Kassad will soon attack with two Quad Cannons. As soon as the nine
    Emperors are finished, build some more while you put Gatling Cannons on those
    you have.
    
    7. Let the Emperors attack the enemy as soon as they are armed with Gatling
    Cannons (you can upgrade the Gatlings Cannons in the War Factory). It should
    not be much of a problem to overrun the enemy base as the Emperors will kill
    and destroy everything in their way.
    
    In case this strategy does not work you can alternatively use the one I used
    for multiple enemies, it should work as well. The strategy above needs a lot of
    money so if you can gather ressources from more than one point I suggest you do
    it. I don't say that this strategy works under any circumstances but usually it
    will do the trick.
    
    
    In case there are more than one or two enemies on the map, I had a lot of
    success with this strategy:
    
    1. Choose Townes' army to fight with, all your enemies are Prince Kassad, there
    are no teams. You start with an amount of 50 000 credits (you'll need them).
    
    2. Build 5 or 6 Construction Dozers, two of them will constantly build Fusion
    Reactors until you have about 25 of them. The other four Dozers will build a
    Supply Centre and a Laser Patriot defence. If there is any natural protection
    for your base such as water or cliffs, use them as well.
    
    3. The Laser defence is the most important part of this stratgy, your base will
    stand and fall with the Laser Patriots. Build lines of Laser Patriots, at least
    5 to 7 in a line. Once they are finished you won't have any problems with enemy
    units. There are no tanks and Kassad's only artillery is the Buggy but once the
    Lasers have destroyed a unit in their normal range they can target units in
    twice the distance so the Buggies shouldn't be a problem.
    
    4. Especially when you play on a map with four or more players there will only
    be one or two enemies that will attack you. As there are no teams the other
    Generals are busy killing each other and you just have to watch your
    neighbours. You should build an Air Field so your Dozers are able to build a
    Strategy Centre.
    
    5. When you know who attacks you, just build a Strategy Centre behind the Laser
    Patriots that are built in his direction. When it is finished, use the
    "Bombardment" mode so you will never again have to fear Kassads Buggies.
    
    6. Always keep an eye on the resources you have. Be sure that you have at least
    2500 credits when your strategy centre is finished. To be independent from the
    ressources that are located on the map you have to build Supply Drop Zones (I
    always built 16 of them).
    
    7. The only attacks you can't prevent with your Laser defence are Sneak Attacks
    and Rebel Ambushes. For Sneak attacks your opponent has to be a 5-star-general
    (which your laser defence hopefully will prevent). Rebel Ambushes will always
    be placed near to your Supply Drop Zones so protect them (can be done very
    easily with Pathfinders).
    
    8. When you have the money for it (and that should not be much of a problem)
    you can let your Dozers build Particle Cannons, with the amount of Energy that
    is produced by your 25 Fusion Reactors (all of them upgraded of course) that
    should work out just fine.
    
    9. When everything worked as it did when I tried it this way you should be able
    to destroy any base on the map just with your Particle Cannons (the buildings
    use stealth but you just have to use your radar to solve this problem).
    
    This strategy contains several things you have to consider:
    
    - Watch your money, you start with a lot of it, but you will need it as well!!
    
    - Energy is crucial for Townes' base, always keep building and upgrading
    Reactors!
    
    - With your defence you will become promoted pretty fast, use your points for
    Spy Drones, Air Strike, Fuel Air Bomb (upgrade it to the MOAB), Spectre and
    Pathfinder.
    
    - In case your neighbour builds a SCUD Storm Platform you can destroy it with
    your General Abilities (or with Aurora Bombers, as soon as you have four of
    them).
    
    After you have four things, you don't have to worry about the rest of the game:
    
    - A Laser defence that can defend your base properly (as well against combat
    cycles, watch out, cliffs are no defence against them).
    
    - 25 to 30 upgraded Fusion Reactors, you won't have any problems with energy as
    long as you have those Reactors.
    
    - 8 or more Supply Drop Zones, no problems with money any more (don't forget to
    guard them!)
    
    - More than 5 Particle Cannons (nothing can defend your enemies against THIS)."
    
    ***********************
    *Global General Honour*
    ***********************
    
    How To Obtain: Win at least one match with every General.
    Appearance: Shows the world in a Winkel-Tripel projection.
    Ranks: One.
    Games: Zero Hour Only.
    Modes: Multiplayer.
    
    An equal taste in all Special Generals can make this award easier to get,
    though it is still hard to do so.
    
    
    ===================
    7.0 >And the Rest!<
    ===================
    
    All of this will cover up the rest of the guide.
    
    
    -----------
    7.1 >F.A.Q<
    -----------
    
    Q: I only want to get a certain part of this guide! What can I do?
    A: Select what's necessary and then right click and click on copy (or select
    and then press control C). Then go to some other word document, right click,
    and paste (or press control V). Print away!
    
    Q: I want to contribute to this guide by writing some information for it!
    A: Go right ahead. E-mail me at boocatcher5(@)hotmail(.)com (omit the
    brackets).
    
    Be free to e-mail me some more questions. Rules for it are explained below.
    
    
    -----------------
    7.2 >Email Guide<
    -----------------
    
    Here are some ground rules for sending me e-mails.
    
    1. Spell correctly with good grammar.
    
    2. Donít ask something thatís already inside this guide.
    
    3. Try to make your strategy neat, because I will directly take your strategy
    from your E-mail. Also, pressing enter at the end of each line would help.
    
    4. Donít forget about the subject (C&C Generals)! Then I will know what the
    topic is about.
    
    5. Don't ever try to contact me through a messenger program. Ever.
    
    6. If there's an error or a vital note for the guide missing, please inform me
    of it immediatley.
    
    7. If you're going to criticize my guide, please leave some constructive
    criticism.
    
    8. Don't forget to leave your nickname so that I can put it on the credits!
    
    Just give me these things if you want to contact me about the guide.
    
    1. Strategies on incomplete stuff.
    
    2. Additional FAQs.
    
    3. Notable glitches.
    
    4. Other stuff to make this guide interesting.
    
    Here's a list of things not to send me (I will block whoever sends me the
    following):
    -Spam
    -Death Threats
    -Invitations to Facebook, Myspace, any kind of blogging websites (because I
    never use them)
    
    ------------------
    7.3 >Website List<
    ------------------
    This is a list of the Websites that this guide is available to:
    
    -GameFAQs.
    -GameSpot.
    -Neoseeker.
    -MMGN.
    
    =============
    7.4 >Credits<
    =============
    
    -Me, the Author.
    -pro_gamerz_93 for the Tank General and Anti-GLA Strategies.
    -Ricci Santiago for extra hints on the Liberation Mission.
    -Nox for the Ultimate Honour Strategy.
    -Natanz Loetawan for the Rebel Rebellion tip.
    -N00bKefka for another Rebel Rebellion tip.
    -Proto for the Blue Eagle strategy.
    -Taylor Carmichael for the Nuclear Winter tips.
    -Secsron for the Last Call tip.
    -Viro for the Final Justice tip.
    -Glass Giant for the ASCII art program.
    -EA Games for the game itself.
    -GameFAQs for uploading this guide.
    
    ----------------------
    7.5 >Legal Disclaimer<
    ----------------------
    
    Copyright 2011 Brett Sim
    
    This may be not rewritten under any circumstances except for personal, private
    use. It may not be placed on any web site or otherwise distributed publicly
    without permission before so. Use of this guide on any other web site or as a
    part of any public display is strictly, indisputably prohibited, and a
    violation of copyright.
    
    Failure to comply with the above terms can result in a lawsuit.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    If you wish to get some information from this guide, they must be confirmed and
    chosen by the author, Raining Metal.
    
    If you do not agree with the terms here, you should not use this guide any
    further.
    
    Thank You.