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Retro Game Walkthroughs For
"Ground Control 2"
(PC Games)

Retro Game Walkthroughs for Ground Control 2 (PC Games)
Submitted By: ukJames_007
GROUND CONTROL 2 NORTHERN STAR ALLIANCE WALKTHROUGH

Welcome to my guide to the NSA forces and campaign in Ground Control 2. I’ve included a guide to the units and a walkthrough for the campaign. I’ll do a Viron walkthrough at a later date.

UNITS

Light Assault Infantry

These are your standard infantry which are cheap to produce but are surprisingly effective, especially when in groups against enemy infantry and against light hoverdynes when in their secondary mode. They have the ability to take cover in buildings as well as getting a bonus when in forested areas. They are well suited to urban combat and can be loaded into an APC for quick transport.

Siege Soldier

These are heavily armed soldiers armed with Miniguns. These are deadly against infantry and light armour but are expensive to produce. Like the assault infantry they can occupy buildings and bunkers for added protection. These units are ideal as a support for light infantry. They also have more armour than light infantry so tend to last longer in battle. When in their secondary mode, their rate of fire is increased at the expense of speed making them more prone to damage.

Raptor Sniper

These are essentially the SAS of Ground Control, they’re unmatched in range and speed; they are very effective against infantry over long distances. A drawback to them is that they can’t fire while in primary mode and can’t move while in secondary mode so require you to directly control them when you want them to attack or move.

Light APC

These can hold up to 8 infantry soldiers at once for quick transport around the battlefield. Unfortunately these offer little protection as they have extremely weak armour and have an annoying habit of being blown up (killing the infantry inside).

Recon Terradyne

These are fast and are good for hit and run attacks on infantry and also long range shooting such as taking out infantry that are in buildings from out of the enemy’s range of fire. They have very weak armour and don’t stand a chance against enemy tanks so keep them safe.

Rocket Terradyne

These are very useful against enemy air units as there rockets can bring down a large group of them is seconds. They’re also good against enemy hoverdynes but they have weak armour so they’re best used when supported by Liberator terradynes. In secondary mode they surround nearby units in an energy shield protecting them from enemy artillery fire, these are very useful to have - especially on the last level.

Combat Engineer

Incredibly useful to have, combat engineers can heal any type of units however they have weak armour and no attack so they are best kept behind your forces for protection.

Ravager Terradyne

Slow but VERY powerful, these can turn the tide of most battles have very strong armour so they survive longer than most other units. However you don’t get them until near the end of the campaign and they are very expensive to produce. These are best used to support a force of Liberator terradynes.

Liberator Terradyne

This is the main NSA tank and the one that you’ll use most, they’re quite cheap to produce and are very effective against enemy combat Striders, however their weakness is that they can’t target air units making them very vulnerable to air attack. In there secondary mode they are armed with a machine gun making them very effective against infantry. In large groups they are nearly unstoppable.

Assault NPC

These are essentially a heavily armoured version of the APC. Again they can carry up to 8 soldiers into battle but these have heavier armour and can withstand a lot more damage. They are also armed with a flame thrower which is very effective against infantry at close range.


Artillery

Powerful and can fire over very long distances, however they are very slow moving and firing. These are best used against stationary targets at long range as you’re very unlikely to hit a moving one.

Helidyne

These are extremely effective against Terran hovedynes and Viron Gun Centruriods, especially when in groups. They’re also cheap to produce and can provide excellent base defences and are also good when used offensively. They won’t last long against enemy Striders though. They can travel over any terrain at high speed making them very useful to have.

Transport Helidyne

Slow but heavily armoured, these can take a lot of punishment and can airlift terradynes. There’s not a lot to say about them really.


NSA CAMPAIGN WALKTHROUGH


Mission 1 – Rat Catcher

This is a really easy mission and shouldn’t provide much of a challenge. First, cross the bridge, then take out the legionnaires in the building. When you get the 3 recon terradynes, capture the first victory location – it’s only lightly defended. Let the recon terradynes take care of the soldiers in the buildings.

Next, make your way north and capture the victory location to complete the secondary objective. You’ll face a couple of enemy patrols but nothing serious. Once it’s secure move your forces west and take the final victory location. The terrans now launch a counter attack. Place your infantry in the surrounding buildings and destroy the attacking forces.


Mission 2 – Calling the Shots

This is quite a challenging mission that can take ages to complete. First advance up the beach and kill the enemies in the bunkers. Capture the victory location and place some infantry in the bunkers. Capture the landing zone by attacking with infantry through the forest behind it. Once the LZ is secure keep bringing reinforcements down. Your victory locations and landing zones will be frequently attacked so it’s very important to keep plenty of troops there to defend them.

Now work your way right to left capturing the victory locations and then position infantry in the turrets and bunkers around them to prevent enemies from recapturing them. This can be a pain as this level can turn into a big struggle to keep the beach clear.

Take the second landing zone in a similar way to the first one by attacking through the forest with infantry. Next capture the 2 victory locations on each side of the enemy base simultaneously. What you will find is that the Terrans send out quite a large force to stop you attacking but at the same time leaving their base more or less undefended. When enemies appear, engage them with one force and use the troops on the opposite side to capture the base.


Mission 3 – Smells Like Victory

This mission is a lot easier than the last one, mainly because you don’t get attacked every 30 seconds and AP points aren’t in short supply.

Move forward and eliminate the patrol of Legionnaires, now split your infantry into 2 groups and attack the 2 bunkers by the landing zone through the trees. There are some enemy infantry by the landing zone and attacking in two group’s means you can flank them. Once the LZ is yours call down reinforcements. Bring in some more infantry and a recon Terradyne to take care of the incinerator turret. Eliminate the forces by the bridge then take a squad of infantry and capture the radar station behind your LZ – it’s only lightly defended.

Use the recon terradyne to destroy the 2 incinerator guns on the opposite side of the bridge and advance across and take the next landing zone. South of your new landing zone there is another victory location and another landing zone, take some infantry and capture the victory location and destroy the power plant to disable the defences at the main enemy base. Then move on to the LZ and capture that. When you’re capturing the LZ bring several recon teradynes to take out the incinerator turrets.

Now it’s just a simple job of fighting your way into the base. It should be easy to do as the enemy have only one landing zone left and the defence turrets have been disabled.


Mission 4 – Falling Down

This mission seems tough to start with although it’s really not so bad once you’ve survived the first couple of waves of enemy attack. The trick to bring down as many siege soldiers as possible, place them in secondary fire mode, and get them to occupy the surrounding buildings. These will make short work of any enemies that attack, remember to keep reinforcing them though to prevent enemies breaking through.

Once you have a secure perimeter around the landing zone, drop down some more siege soldiers and some Liberator terradynes, and use these to capture the victory location behind your forces and fix the turrets then occupy them.

You next target is the enemy landing zone – deal with repairing the other turrets later as once the landing zone has been captured, the constant attacks on your base will stop. To capture the base, drop several Liberators (7 or 8) and group them with some siege soldiers. These will make short work of the enemy defences. I recommend attacking just as a wave of enemies start attacking your base as this means that the enemy will be unable to drop reinforcements for a short time since they just have done so. Keep a force of tanks and soldiers at the captured base as they’ll come in handy later.

Once the base is secure, capture the other to victory locations as the enemies there won’t offer much resistance. Now move south and take the victory location by the shield generator. Once the areas secure bring in an engineer to fix the generator.

Once the generator is repaired, Major Grant orders you to meet with him to repel the Terran attack. Use the forces that you left at the captured base to do this. Once you’ve done this, a cut scene shows the Virons attacking. Your next objective is to repel the viron attack.

Cross the bridge and eliminate the enemies on the other side and capture the landing zone, now select this landing zone as your active one. Occupy the surrounding buildings with your infantry and call down reinforcements.

Now all you have to do is capture the remaining victory locations. It’s easy to do and all you’ll face is Viron infantry. Once the victory locations are all under your control, the mission ends.


Mission 5 – All That Is Dear

You start this mission with 3 recon terradynes, 3 Liberator terradynes, a raptor sniper, a light APC, and 6 light infantry, and no dropship. Move your forces west across the bridge and eliminate the Viron infantry on the other side.

Make your way west and enter the base. After the cut scene move north to the bridge, eliminate the Terran forces on the other side and capture the victory location and place soldiers in the gun turrets. You are then attacked by several Viron Centuroids, you can’t do anything to stop them overrunning your landing zone and the base to the south but the gun turrets will take care of any that try to cross the bridge. Avoid the artillery that they fire at you as it can do serious damage to your units and move east to the next victory location.

You need to move quickly as the turrets won’t last long and will eventually be overrun by the Virons. Once you’ve eliminated the enemies at this victory location, get your surviving infantry to use the turrets and use all your remaining terradynes to hold off the Virons. Send the APC, the combat engineers and VIP transport to the last victory location. It will be close and may take a few attempts but the VIP transport should get to the objective alive as the enemies will target the APC and combat engineers as well, just giving the VIP transport enough time to escape.


Mission 6 – Silent Wolf

For this mission you only get 3 troops – 2 raptor snipers and Sergeant Rho. Move your troops back into the forest behind your starting position and place the snipers in secondary mode. Eliminate the patrol when it goes past

Move through the trees to avoid the Striders and infantry and make your way east then south. Shoot the barrels by the generator then take cover in the trees. Destroy the engineer vehicle when it appears and then move north again through the trees. Right at the top of the map, there’s a large forested area; this is where you need to get to. Avoid the two patrols and make a run for it and you should get to the safety of the trees without being detected.

You can use the trees to get most of the way to the base but you’ll have to run a short distance, the base is clear of enemies but there is a patrol around the bridge near the base that needs to be avoided. Load your troops into the combat engineer terradyne.

Now drive to the base. After the cut scene you’ll be back on foot again. Move left and eliminate the passing patrol as they walk past and then head south using the silos of gas for cover.

Once the patrol has passed run to the building surrounded by the red force field at the end of the road and enter it.

Now you have to disable the AA defences, simply take out the patrol that attack you than move west and shoot the barrels by the SAM site. Now run for the evac site, there’s a small patrol of infantry but nothing that should pose any real threat to you.


Mission 7 – Raw Deal

Start by loading your infantry into the APC and then move to the base. Once there, unload your infantry and position them in the buildings and drop down some reinforcements – remember to get plenty of siege soldiers to place in the buildings.

Once the deal is complete you have to capture the 3 landing zones. First though, move your artillery near to your base for the base for protection. You’ll be attacked from all sides by the Viron forces so you need to hold a perimeter like in ‘Falling Down’. Drop lots of siege soldiers and Liberator terradynes here to defend your base. Once you can hold off the Viron attack with ease, concentrate on building up an attack force to capture the landing zones. Helidynes are also very effective here as only Viron missile Centruriods can target them and they are rare on this level.

The landing zone on the left is easy to capture as it is not protected. Capture it with a force of Liberator terradynes, rocket terradynes and helidynes. Once the landing zone is yours immediately drop some infantry and a combat engineer to repair any damaged vehicles.

Now that you’ve taken one of the landing zones defending your base now becomes significantly easier. To take car of the enemies coming from the second landing zone, get about 4 helidynes and leave them near the second landing zone so whenever more enemies are dropped they are destroyed before they get anywhere near your landing zone. Again, build up a force of Terradynes and infantry and then take the second landing zone. Like the first one it’s only lightly defended and shouldn’t be much of a challenge to take it.

Once it’s been taken, again drop reinforcements to secure it and then move on to the third and last LZ. Use exactly the same tactics as before and it will be easily captured.


Mission 8 – Snow Drift

Load your infantry into the APC and move to the valley to the north where the Terran convoy is set to pass. Move the artillery and the Raptor snipers onto the one of the hills and eliminate all enemy forces when they pass by and capture the victory location.

Once the convoy’s been taken care of move to the landing zone and drop some reinforcements then go to the second convoy. It’s guarded by several striders, infantry, and artillery along with several hoverdynes. I recommend that you get several helidynes as they make short work of the enemy hoverdynes and some more Liberator terradynes to deal with the Striders. Once the enemy forces have been destroyed, destroy the anti tank turrets and capture the victory location.

Once the transport helidynes arrive get them to pick up the prisoner transporters and simply return to the landing zone to complete the mission.


Mission 9 – Errand Boy

Move west, eliminate the enemies in the watchtower then cross the bridge and clear the second tower and take out the hoverdynes. Continue and destroy the hoverdynes at the first landing zone, when you’ve done this a dropship appears and drops several units – usually Striders or hoverdynes, take care of these and capture the LZ. After you’ve captured the LZ there’s a small counter attack but it’s nothing you shouldn’t be able to handle.

Immediately drop as many reinforcements as you can as you’re newly acquired landing zone will soon be attacked again. Attacks usually consist of either Striders or Hoverdynes backed up by artillery fire. The artillery is especially annoying since you can’t see the hoverdyne that’s firing it. Use Liberator terradynes to take care of the Striders and Helidynes to stop the artillery and Hoverdynes.

Create a large force of Liberator Terradynes and use these to capture the LZ to the north. Once it’s captured assign it as your primary landing zone and drop as many Liberator Terradynes as you can and bring all your forces to this landing zone. Use the Liberators to clear a path to the Viron base then take the VIP transport there to complete the mission.


Mission 10 – Stealing Beauty

This is one of those missions where you’re hopelessly outnumbered and have to defend a base from endless waves of attack; fortunately I’ve found an easy way to complete this mission.

Load your infantry into the APCs and get to the base. Place siege soldiers in the towers and light infantry in the turrets. Drop as many Liberator terradynes and rocket Terradynes as you can. Use the Ravager terradynes to capture the nearest enemy LZ and drop some reinforcements to it. Now use these forces to capture the second LZ and reinforce this one. You now have 3 of the 4 LZs, this means that the enemy only has one so you can now outnumber them and they can only drop a third of the troops they could at the beginning of the level. The enemy will try to take back the 2 LZs but this will mean that that they won’t be able to attack your main base as often. Just bring down as many troops as you can to hold the LZs (infantry and Liberator terradynes are best) and you’ll be fine.


Mission 11 – She Sells Sanctuary

You start this mission with 32 light infantry, 4 assault APCs and a combat engineer. Load your infantry into the APC and move to the ford. Then unload your troops and slowly cross. You may come into contact here with a couple of hoverdynes do destroy them with rockets.

The base is quite well defended, instead of rushing in there try to lure out the enemy forces, this way this way you won’t loose as many troops as you would rushing in.
Also try hit and run tactics, send some infantry in, do a bit of damage and retreat before the enemies can defend themselves. Another good tactic is to work out where there is a large group of enemies and call an air strike on them.

Once the defenders are dead, move in and capture the victory location. Next, capture the SAM sites and put troops in them. Use your infantry to hold of the attacking hoverdynes and striders and use the APCs to capture the victory location by the prison. Once it’s yours, Alice appears, now load everyone into the APCs and make sure that they don’t need any repairs.

Now simply drive through all the enemy forces at the bridge and head for the landing zone. While you will come under fire, the APCs should survive and the enemies will only pursue a short distance.


Mission 12 – Push

Drop as many liberator terradynes as possible and a couple of helidynes and use them to clear the south side of the map of Terran forces. When you have some more AP, select the landing zone near the Viron forces and drop infantry there. Move the infantry you just dropped along with the helidynes through the trees and eliminate the artillery and capture the victory location.

Drop more reinforcements into the Viron base to keep it secure. Then create a large force of terradynes by your west landing zone and get them to attack the victory location north of your landing zone. Then use them to take the North West landing zone. Drop some reinforcements here to stop it being retaken.

Now concentrate on holding the 3 landing zones and building up a force to take the forth. This can be annoying as the enemies are unpredictable with there attacks – they can strike anywhere at anytime. Set up several rocket terradynes in secondary mode to stop the annoying artillery attacks. Let the Virons take care of the victory locations and drop Liberator terradynes, backed up by several ravager terradynes and several helidynes at the LZ to the north.

Use these to attack the last enemy LZ. Use the terradynes to first destroy the SAM sites then bring in the helidynes to eliminate the enemy hoverdynes and artillery guarding it. If you come across any enemy infantry – place the Liberator terradynes in secondary mode to make short work of them.

Once all the landing zones are yours the mission ends. Congratulations you’ve just completed the NSA campaign!



Thanks for reading; I hope this walkthrough has been helpful to you.


This walkthrough was written by me so please don’t copy it or post it on any other sites without my permission.

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