Command & Conquer

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FAQ/Player's Guide

--==COMMAND AND CONQUER 64 faq/player's quide==--
"From God, to Kane, to Me, Seth, Kane's right hand man." 

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| |     ___  _ __   __ _ _   _  ___ _ __ / /_| || |_
| |    / _ \| '_ \ / _` | | | |/ _ \ '__| '_ \__   _|
| |___| (_) | | | | (_| | |_| |  __/ |  | (_) | | |
 \_____\___/|_| |_|\__, |\__,_|\___|_|   \___/  |_|
                      | |           faq64
                      |_|           faq64@hotmail.com
                                    version 1.0


   _________________________________
   ___Table of Wonderful Contents___

1).......Introduction
2).......Story
3).......Basics
4).......Units/Equipment
         a).......GDI
         b).......NOD
5).......Structures
         a).......GDI
         b).......NOD
6).......Campaign Walkthroughs
         a).......GDI
         b).......NOD
7).......Tatics/Hints
8).......Cheats/Gameshark
9).......Disclaimer/Credits
10)......Farewell/etc.



==========
Revisions:
==========
12.05.99: Huge e-mail error (nintendomail is dead) as with many other of my 
          friends who use nintendomail services... Anyone who sent any e-mail 
          within the last month probably didn't get it through to me. Please 
          redirect all e-mail to faq64@hotmail.com.

10.1.99: Small Updates
        - Added some ASCII art!
        - Added a level walkthrough section, soon, both the NOD & GDI campaigns
          will have level walkthroughs due to the fact that everybody keeps 
          e-mailing me for various levels
        - New FAQ64 disclaimer added
        - Section 10 stuff

**HELP** HELP! I need HELP!, please, if have beaten levels in C&C64 and can write 
a walkthrough for the level(s) and send it to me, i will add it to this faq and 
give you credit. I am too busy to write the complete Capaign walkthrough!**

8.12.99:
        - Spell Checked
        - Some other small stuff you wont notice
        - Still V. 1.0

7.31.99:  Small changes
        - Disclaimer Changes/ Added cheatcc.com 
        - Added to Section 9
        - Still V. 1.0 

7.30.99:
        - First Release
        - That's it.

     __________________
1)   ___Introduction___

   Let me start off by saying that I really loved the Command & Conquer games 
for the P.C. But, we all must remember that the N64 is not a P.C. The graphics 
may be able to compete with the P.C. version but the controls & just the overall 
feel of the game doesn't compute. But, kicking GDI butt rules. When I rented 
this game, I expected it to be bad. It wasn't. Suprisingly, I had fun. So much 
fun that I decided to write a FAQ. So much fun, I played it again & again. The 
controls aren't that bad.... right??... right??????  
                                                             
But anyway, that's not the point, I wrote this so you can kick GDI butt & 
conquer NOD's stronghold in N. Africa. Don't use this unless you are totally 
stuck. This is, after all, a strategy game. So stop reading the intro & start 
killing!

Oh My Goddess! This is the only C&C64 FAQ/Guide on Gamefaqs.com. Yippee! 



     ___________
2)   ___Story___

**Compiled from the wonderful pages of Nintendo Power; Full credit is given to 
them**

___ ______ _______ __________
The Global Defense Initiative
       Created by the United Nations, the GDI is a small, rapid- deployment 
force that relies on tiberium technology to win battles in hours instead of days 
or weeks. The technology employed by the GDI is more expensive then that of the 
brotherhood, but the resulting units are stronger. GDI troops are almost always 
outnumbered.

___ ___________ __ ___
The BrotherHood of NOD
       The BrotherHood of NOD, or Noddies as they are known to the outside 
world, follow the seemingly egalitarian principles of their leader, Kane. In 
reality, Kane is a bloodthirsty despot bent on world domination. His troops come 
cheap, but they don't stand up well under fire. Their strength is in 
overwhelming numbers. 

________
Overview
       In a future global conflict, the combatants will turn to remote 
commanders to lead their troops. Do you have what it takes to guide the forces 
of the GDI? Or do you prefer the fanatical BrotherHood of NOD? 



      ____________
3)    ___Basics___

Kill...Conquer...Destroy...Harvest...Expand. Well, that's the basics of this 
silly game. Each mission has an objective. Follow orders & complete missions to 
become a successful GDI/NOD officer.

_____ ________
Basic Movement
   Movement in this game is simple. Highlight the troops you want to deploy then 
simply move them to the area of interest. They will move to the point on the 
screen where you green cursor is. When the cursor becomes red, that means it is 
targeting an enemy unit/structure. 

________
Tiberium
   Tiberium is your source of income, which can be used to buy new 
units/structures. Tiberium is the green grassy stuff on the maps. It can be 
harvested after building a refinery. Silos may be needed to carry extra amounts 
of tiberium over 2000. The Harvester usually harvests $700 every time it 
deploys. Blossom trees can be found in tiberium patches. Once tiberium is gone 
from this place this tree regrows it. Also, when infantry walk over tiberium 
they can be hurt or killed. 

_____
Teams
   Using the 4 C buttons, you will be able to assign different units to 
different teams for quick selection. 

_________
Geography
   The geography of the land often plays a critical role in the conflict. Look 
for choke points where you can ambush enemy troops or draw foes into an ambush. 
Villages are often hotbeds of conflict and best avoided if you're commanding 
GDI. You should scout out every inch of territory whenever possible.

______ ____
Stupid CPUs
   The AI in this game could have used some inprovin'. The CPU always 
concentrates on the first unit it perceives. This mean if you send in a small 
"expendable" unit, you can lead enemy units into an ambush or away from their 
base. The CPUs may also shoot at each other in some cases. Whew, that's 
thickheaded. Mr.dumass. 

_________
Targeting
   The most efficient firing pattern is to concentrate on one enemy unit at a 
time. Select one unit, destroy it, then target another.

________
Guarding
   You can set units to guard other units or structures that may be important to 
your survival. You can set units to guard your harvester at all cost when 
harvesting close to enemy territory, but, send armored units, not infantry who 
can easily die on tiberium fields. You can also guard important structures like 
then construction bay. 

_________ ____ ____
Defending Your Base
   Your enemy will try to crush your base at all cost. Defense is a must. 
Remember to always build barricades all around you base, guard towers, turrets, 
obelisks, & SAM sites. Also, remember to keep bunches of units around for extra 
defense.





     _____________________
4)   ___Units/Equipment___

4a)........////tHE gLOBAL dEFENSE iNITIATIVE\\\\

NOTE: Under each unit, I listed what the unit is best against & worst against.

mINIGUNNER ~ The cheapest & usually easiest to destroy. Powerful in large 
numbers but can get run over by large vehicles. One of the first units you get 
to use. Very strong against other infantry & Nod Buggies. 
   Best Against:  NOD minigunners
   Worst Against: Harvesters


bAZOOKA ~ Slower then the minigunner but has a large bazooka mounted on its 
shoulder. Tough against armored units & concentrated infantry because of its 
limited splash damage.
   Best Against:  Light Armored Vehicles
   Worst Against: Flame-Throwers


cOMMANDO ~ Only appears in very few missions & has a long range. Good against 
infantry because the enemy is usually dead before it gets off any shots. Also 
good against structures because of it's C-4 explosives. Not good against armored 
units. Actually, it's horrible against armored units.
   Best Against:  All infantry
   Worst Against: Any armored vehicle


eNGINEER ~ They have no offensive skills. 50 of these vs. one minigunner/ they 
don't stand a chance. But, they do take over enemy buildings. Make sure you 
destroy the defense of an enemy base, then send these babies in to take 
everything. Take silos for extra cash. Also, before taking the refinery, wait 
for the harvester to start unloading for a free harvester!
   Best Against:  Um, nothing
   Worst Against: Um, everything


gRENADE iNFANTRY ~ Has plenty of splash damage & unlike mini-gunners, they can 
blow up nod defensive structures such as concrete walls, fences, & sandbags. 
Works well against armored vehicles & large groups of infantry.
   Best Against:  Groups of infantry/Buggies
   Worst Against: Stealth tanks


mEDIUM tANK ~ Heavy armor that can run over tons of noddies infantry & could 
crush the nod light tanks. Good against other structures & has mediocre range.
   Best Against:  Light Tank/Light Armored Vehicles
   Worst Against: Air Units


oRCA ~ This craft can shoot missiles from in the air then goes back to the 
landing pad to reload. Invincible to everything except enemies with 
bazooka/missile capabilities. (i.e. Bazooka infantry) Good against armored 
units. Fast.
   Best Against:  Ground units that don't shoot missiles
   Worst Against: Anything that shoots missiles/SAM sites


aPC ~ Like a humvee, only it has the capability of carrying up to 5 troops & 
keeping them safe. Armed with a small, good for nothing, chaingun. Good for 
getting your engineers to the right place. 
   Best Against:  Running over or outrunning infantry
   Worst Against: Any armored vehicle/Orca


hUMVEE ~ A light armored yet fast vehicle which is ideal for scouting because of 
its fast mobility. Armed with a small chaingun. Doesn't really stand a chance 
against infantry.
   Best Against:  Nod Buggies
   Worst Against: Everything else


mAMMITH tANK ~ The dream tank. Has two turrets mounted on its hull for twice as 
much fire power, missile launchers for air defense, and offence, &  way superior 
armor to any unit in the game. 1 alone isn't enough, but when these come in 
numbers to your base, be afraid, be very very afraid.
   Best Against:  Everything
   Worst Against: Nothing


rOCKET lANUNCHER ~ Very little armor on this baby, but , the long attack range & 
strong for of its weapons make it about even. Used more for offensive purposes. 
Good against armor.
   Best Against:  Groups of infantry/ Light Armor
   Worst Against: Heavy Armor


tRANSPORT hELICOPTER ~ Same use as the APC only it flies. Good for transporting 
units over rocky terrain & rives. Watch out for NOD SAM sites that can kill this 
chopper with a few potshots. 
   Best Against:  Nothing
   Worst Against: Anything that shoots missiles



4b)........////tHE bROTHERHOOD oF nOD\\\\

mINIGUNNER ~ The cheapest & usually easiest to destroy. Powerful in large 
numbers but can get run over by large vehicles. One of the first units you get 
to use. Very strong against other infantry & Nod Buggies. 
   Best Against:  Other Infantry
   Worst Against: Almost everything else


bAZOOKA ~ Slower then the minigunner but has a large bazooka mounted on its 
shoulder. Tough against armored units & concentrated infantry because of its 
limited splash damage.
   Best Against:  Air units/Groups of infantry/Light Armor
   Worst Against:


cOMMANDO ~ Only appears in very few missions & has a long range. Good against 
infantry because the enemy is usually dead before it gets off any shots. Also 
good against structures because of it's C-4 explosives. Not good against armored 
units. Actually, it's horrible against armored units.
   Best Against:  Infantry
   Worst Against: Any armored vehicle


eNGINEER ~ They have no offensive skills. 50 of these vs. one minigunner/ they 
don't stand a chance. But, they do take over enemy buildings. Make sure you 
destroy the defense of an enemy base, then send these babies in to take 
everything. Take silos for extra cash. Also, before taking the refinery, wait 
for the harvester to start unloading for a free harvester!
   Best Against:  Nothing
   Worst Against: Everything


fLAME-tHROWER ~ These guys burn infantry like they were matches. Dont keep them 
in-groups because the can kill each other & if one blows up he'll take others 
with him.
   Best Against:  Groups of infantry
   Worst Against: Grenade Infantry


rECON bIKE ~ Its a very fast motorcycle with missiles. Can shoot flying object 
such as Transport Helicopters & other air units. Very light armor. Its speed 
makes up for it because it can escape from un-winnable (did I make a word?) 
fights.
   Best Against:  Air units
   Worst Against: Mostly everything


lIGHT tANK ~ Not nearly as powerful as the GDI's medium tank, but its cheap & 
good in numbers. With a lot of these babies, you can devastate a GDI base.
   Best Against:  Light GDI units
   Worst Against: Heavy-Medium GDI units


sTEALTH tANK ~ This is a medium speed tank that is always invisible except when 
attacking or practically on top of an enemy unit. Be sure to keep it clear of 
enemy infantry & guard towers. 
   Best Against:  Air units/ Some infantry
   Worst Against: Heavy Armored units


rECON bUGGY ~ Just like the GDIs' humvee, this is a great scouting vehicle with 
limited armor. Unlike the humvee, this is good against enemy infantry. 
   Best Against:  Minigunners
   Worst Against: Humvee, other armored units

fLAME tANK ~ This is a regular tank only it shoot large balls of fire. The fire 
is great against infantry & against most civilian buildings.
   Best Against:  Infantry
   Worst Against: Anything faster or out of range


mOBILE aRTILLERY ~ Comparable to GDI's rocket launcher, this is a long-range 
attack weapon with medium armor & it is extremely slow. Don't leave it unguarded 
when attacking.
   Best Against:  Destroying bases
   Worst Against: Fast units



     ________________
5)   ___Structures___


5a)........////THE GLOBAL DEFENSE INITIATIVE\\\\


MOBILE CONSTRUCTION YARD - (MCY) This is usually your starting vehicle, its a 
large truck that transforms into a building. This is the building from which all 
other buildings are built. Without this, you cannot build any new buildings. It 
is wise to place it in an area that allows expansion & is close to a tiberium 
field. 

POWER PLANT - This supplies power to your base. It allows everything to 
function. It can only supply limited amounts of power so when you are low on 
power you will probably have to build more. 

BARRACKS - This is the building in which all GDI infantry units are produced & 
trained. Place this building near an opening where passage for your troops is 
allowed.

REFINERY - This is where all tiberium collected by the harvester is stored & 
processed. Can only hold a limited amount of tiberium & only one harvester can 
unload at a time. Once built, you get a harvester.

SILO - When storage space runs out in the refinery, extra tiberium will have to 
be stored in these. Can hold up to 1000 credits of tiberium.

ADVANCED POWER PLANT - Twice as expensive, twice as powerful. 

COMMUNICATIONS CENTER - Once this is built & supplied with enough power, it show 
a mini map on the pop up screen that shows the location of enemy units & 
buildings. (on explored territory only)

REPAIR FACILITY - Use this building to repair damaged tanks, harvesters, or 
helicopters. Keep in an easily assessable spot.

SANDBAGS - Provides perimeter defense for your base. The weakest of the 
barricades & will hardly even stop small infantry.

CHAIN LINK FENCE - Provides perimeter defense for your base. Provides mediocre 
defense but is so strong that it would even phase grenade infantry.

CONCRETE WALL - Provide perimeter defense for your base. This gives you maximum 
reliability but can be over-run by large tanks.

GUARD TOWER - This is a raised defensive structure with low-medium (somewhere in 
between) armor. It is armed with a heavy machine gun but it still takes a few 
shots just to kill infantry. Not a good buy. 

ADVANCED GUARD TOWER - Cost twice as much but has two times the power, two times 
the armor, & two times the visual range. Good buy.

WEAPONS FACTORY - This building allows you to buy & train armored units. All 
tanks & other armored units come from here. Keep it protected & near an opening 
for safe passage for the products coming out.

HELIPAD - Once this is built, you will be able to use your orcas. Once this is 
built you will also be able to build more Orcas. Orcas return to this everytime 
they must reload. Place it out of the way since these Orcas can fly over your 
base.

ADVANCED COMMUNICATIONS CENTER - Has the same purposes at the regular Comm 
Center only this one has the powerful & devastating Ion Canon feature. The Ion 
Canon requires a lot of power. 


5b)........////THE BROTHERHOOD OF NOD\\\\


MOBILE CONSTRUCTION YARD - (MCY) This is usually your starting vehicle, its a 
large truck that transforms into a building. This is the building from which all 
other buildings are built. Without this, you cannot build any new buildings. It 
is wise to place it in an area that allows expansion & is close to a tiberium 
field. 

POWER PLANT - This supplies power to your base. It allows everything to 
function. It can only supply limited amounts of power so when you are low on 
power you will probably have to build more. 

HAND OF NOD - This is the building in which all GDI infantry units are produced 
& trained. Place this building near an opening where passage for your troops is 
allowed.

REFINERY - This is where all tiberium collected by the harvester is stored & 
processed. Can only hold a limited amount of tiberium & only one harvester can 
unload at a time. Once built, you get a harvester.

SILO - When storage space runs out in the refinery, extra tiberium will have to 
be stored in these. Can hold up to 1000 credits of tiberium.

ADVANCED POWER PLANT - Twice as expensive, twice as powerful. 

COMMUNICATIONS CENTER - Once this is built & supplied with enough power, it show 
a mini map on the pop up screen that shows the location of enemy units & 
buildings. (on explored territory only)

REPAIR FACILITY - Use this building to repair damaged tanks, harvesters, or 
helicopters. Keep in an easily assessable spot.

SANDBAGS - Provides perimeter defense for your base. The weakest of the 
barricades & will hardly even stop small infantry.

CHAIN LINK FENCE - Provides perimeter defense for your base. Provides mediocre 
defense but is so strong that it would even phase grenade infantry.

CONCRETE WALL - Provide perimeter defense for your base. This gives you maximum 
reliability but can be over-run by large tanks.

TURRET - A heavily armed Nod defensive structure that can devastate the 
offensive armored vehicles but lacks when it comes to destroying groups of 
infantry. 

SAM SITE - These short range surface to air missiles pack quite a punch & are 
well armored for good defense against those pesky GDI airstrikes. 

AIRSTRIP - This building allows you to buy & train armored units. All tanks & 
other armored units come from here. Keep it protected & near an opening for safe 
passage for the products coming out.

OBELISK - This defensive structure shoots a red laser with will kill all 
infantry in one shot & mammoth tanks in about 4. Strongest defensive structure 
in the game. The catch: Power hogger. 

TEMPLE OF NOD - The most worshiped NOD site. Not accessible till the end of the 
game & is very expensive but it holds the secret to the devastating nuclear 
warhead. Whoa Yeah.


     __________________________
6)   ___Campaign Walkthrough___


6a.......GDI WALKTHROUGH.......

________________________________________Mission 1___

Starting troops: 
8 Infantry
2 Buggies
1 Torpedo Boat

Send IN SUBMISSIONS. 

<>
  

     ___________________
7)   ___Tactics/Hints___

This section will give you the hints & strategies you need to conquer C&C64. I 
would have wrote a walkthrough but this is a strategy game, if you used the 
walkthrough all the fun would be totally sucked out of the game. Well here we 
go:

I.   Need to build something outside of the power grid? Well just keep building 
sandbags until you reach the appropriate spot the sell all the prior sandbags. 
Build next to the sandbags in the right spot. Voila! 

II.  Killing the harvester with armored units early on in the mission/game, will 
give you major advantage. 

III. By building sandbags up to the enemy's base early in the game you will be 
able to lock them inside their own base. You will also be able to build tactical 
buildings around their base such as Barracks/Hand of Nod to deploy troops to 
crush their defenses.

IV.  When you are playing as NOD, you must remember that their units may be 
cheaper but are hardly as powerful as the GDIs'. So when attacking a GDI 
outpost, use force in great numbers. 

V.   Always Direct the Harvester to rich tiberium fields. Don't allow it to 
wander around looking, therefore wasting time. 

VI.  Always attack enemy harvesters with armored units. The harvester is heavily 
armored & can squish infantry with relative ease. Also, the tiberium fields kill 
un-armored units. (i.e. infantry) Also, always protect your harvester with 
armored units. If attacked by infantry, run them over like they were pigs!

VII. It is wise to load your troops into apc's or transport helicopters to get 
over tiberium fields. The tiberium can take a serious toll on you troops. 

VIII.If there is ever a narrow path in which you have to travel to get to enemy 
territory, try putting a concentrated force on both sides of the path. Then use 
an inexpensive unit (i.e. humvee) to lure you enemy into an ambush. Whoa Yeah.

IX.  Extra Cash can be found lying all over the place in some mission. Some 
civilian's buildings, when blown up, give you extra cash. Also, sometimes you'll 
find crates with extra cash in them. Be on the lookout for these because it's 
likely that you'll need them.

X.   Scoring is based on how much tiberium you use, which determines your 
efficiency score & how many units you lose, which in turn determines your 
leadership score. GDI players should aim for high scores in order to carry over 
the maximum amount of tiberium between missions. The score makes no difference 
for NOD Players. (Source: Nintendo Power 7/99)



     ______________________
8)   ___Cheats/Gameshark___


Adjust battle screen:

At the battle screen, hold L and press C-Up or C-Down to magnify and reduce the 
screen.

Hints:

Build away from base - 
To build away from your base, simply create a chain of sandbags to the desired 
location.

Use opponent's structures and men - 
Use an engineer to get into your opponent's Mobile Construction Unit. This will 
allow use of your opponent's structures, men, and more.


-------------------------------


Game Shark Codes 


Brotherhood of NOD Codes -

Infinite Money               800C50AE 00FF 
Max Money                    810C50AE FFFF
                             810C50B0 0001 
Max Power                    810C50CE FFFF
                             810C50D0 0001 
Instant Build Buildings      810C50C6 FFFF 
Instant Build Units          810C50BE FFFF 
Instant Build Vehicles       810C50C2 FFFF 
Instant Build Aircraft       810C50BA FFFF 
GDI Codes 

Infinite Money               800C4F06 00FF 
Max Money                    810C4F06 FFFF
                             810C4F08 0001 
Max Power                    810C4F26 FFFF
                             810C4F28 0001 
Instant Build Buildings      810C4F1E FFFF 
Instant Build Units          810C4F16 FFFF 
Instant Build Vehicles       810C4F1A FFFF 
Instant Build Aircraft       810C4F12 FFFF 
GDI Mission 4 Codes 

Infinite Health Hum-Vee      800ABE99 0096 
Infinite Health APC #1       800ABFB1 00C8 
Infinite Health APC #2       800AC03D 00C8 
GDI Mission 6 Codes 

Infinite Health Commando     800B56CD 0050 
Infinite Health Helicopter   800BFC95 005A 
Building Build Options Only 

Enable 1st Building Modifier  80096248 00?? 
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Infantry Build Options Only 

Enable 23rd Building Modifier 8009625F 00?? 
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Vehicle Build Options Only 

Enable 46th Building Modifier 80096276 00?? 
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Aircraft Build Options Only 

Enable 68th Building Modifier 8009628D 00?? 
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Special Weapons Build Options Only 

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Quantity Digits to Accompany Build Modifier Codes 
Building Digits

00 - Nothing
01 - Blank
02 - Sandbag Wall
03 - Chain Link Fence
04 - Concrete Wall
05 - Tiberium Silo
06 - Power Plant
07 - Barracks [GDI Only]
08 - Hand of Nod [NOD Only]
09 - Guard Tower [GDI Only]
0A - Hospital [GDI Only]
0B - Bio-Research Lab [NOD Only]
0C - Gun Turret [NOD Only]
0D - Advanced Power Plant
0E - Sam Site [NOD Only]
0F - Communication Center
10 - Advanced Guard Tower [GDI Only]
11 - Repair Bay
12 - Helicopter Pad
13 - Obelisk Guard Tower [NOD Only]
14 - Tiberium Refinery
15 - Weapons Factory [GDI Only]
16 - Air Strip [NOD Only]
17 - Advanced Communication Center [GDI]
18 - Temple of Nod [NOD Only]
Infantry Digits
19 - Mini Gunner
1A - Grenadier [GDI Only]
1B - Flame Thrower [NOD Only]
1C - Bazooka [GDI Only]
1D - Chem Warrior [NOD Only]
1E - Engineer
1F - Commando
Vehicle Digits
20 - Nod Buggy [NOD Only]
21 - Hum-Vee [GDI Only]
22 - Artillery [NOD Only]
23 - Recon Bike [NOD Only]
24 - Light Tank [NOD Only]
25 - APC [GDI Only]
26 - S.S.M. Launcher
27 - Med Tank [NOD Only]
28 - Rocket Launcher
29 - Flame Tank [NOD Only]
2A - Visceroid
2B - Stealth Tank [NOD Only]
2C - Harvester
2D - Mammoth Tank [GDI Only]
2E - Mobile Construction Yard
Aircraft Digits
2F - Orca [GDI Only]
30 - Attack Helicopter [NOD Only]
31 - Transportational Helicopter
Special Weapons Digits
32 - Air Strike
33 - Ion Cannon
34 - Nuclear Strike 



     ________________
9)   ___Disclaimer___


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ª 99 faq64


     ___________________
10)   ___Farewell/etc.___


Just finished another FAQ. My third to be exact. I will be working on a lot more,
i wanna build up my faq archive so i can reach the top thirty contributers on 
Gamefaqs. Well, any typos, misprints, misinformation, questions, comments, constructive 
criticism, praise, hate, guns, bananas, physics text books, devil dogs, protractors,
post its with curses on them, bootleg liquir, small children with no homes,
body parts, or if you just want to wrap me up in your love, send an e-mail to
faq64@hotmail.com.
YUP YUP. G' Night.
Until I am needed to save the gaming society once again... this is jason gomer, 
signing off.

last revision: 10.01.99

this has been a helpful guide by faq64 
ª 99 faq64















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