4. Supreme Commander 2 Illuminate Campaign

Operation: Delta Force

Your task is to protect a blockade or barges that prevent a Cybran naval force from passing through a river delta. This mission requires you to build up a base, scout and claim the area and build up a significant force to complete all objectives.

Objectives:
  • Primary
    • Sink or Swim
  • Secondary
    • Research Technology
    • Ripped to Shreds
  • Hidden

You are given a small force as well as an ACU and four engineers. Immediately start building Mass Extractors with your ACU and move up left. Send an engineer to the top left to claim the buildings to the north. Send your strike force left as well to claim the two technology caches (one immediately left, one with the claimable buildings) to get a good jump-start on research. Meanwhile, send an engineer to to claim the two defensive positions on the middle-right hand ridge and one to build a Mass Extractor to the immediate right. Then, with the latter engineer claim the position immediately south of the barricade. It is imperative that you make good use of chaining commands (holding the cn_RT while you issue orders) to maximize the efficiency of your units.

After the initial positions are claimed, send your strike force just north of the barricade to intercept the first few waves and alleviate the stress on your north-west defensive position. It will take a beating which is fine but you also want it to stay more or less operational so incoming ships attack it first. I sent a second engineer after my construction work was done to help with repairs.

After the ACU build the Mass Extractor, have it build a Research Station followed by a Land Factory, two generators, another Land Factory and two more generators. You need the power to replace turrets as well as build the experimental units you will research in a bit. Have one factory pump out all three unit types (one) and set it to repeat build. Have the other only produce anti-air units.

Why take ships if you can fly? Because its fun!Why take ships if you can fly? Because its fun!

Concentrate on defending while you focus your research on your experimental Sea Hunter in order to complete the bonus objective. After you complete the research, build the facility with your ACU (push cn_Y twice). After that you should produce two or three Sea Hunters depending whether your resources permit it. As soon as the first experimental rolls out, switch all your land facilities to produce anti-air units exclusively.

Should you have the impression that you need a stronger force, consider building a third Land Factory as well as an Air Factory (upgrade and produce Figher/Bombers, not Gunships). Once you deem your force strong enough, you can try to kill the Ripper. It is rather elusive and will use hit-and-run tactics so focus on ships during the first few waves it participates in. You can kill it later before the mission ends with your strengthened force.

When you finish the operation using the above strategy the enemy shouldn't have ever gotten close to the blockade and it should have more than 75% health remaining meaning that you will also earn the hidden objective when you complete it.

Barge Ahead

Complete the 'Delta Force' operation

Barge Ahead
1 guideOffline Game ModeSingle PlayerMain Storyline

Operation: Lethal Weapons

Your task is to take control over a research facility. You will disembark and need to repel off some enemy waves before building your base while constantly being harassed.

Objectives:
  • Primary
    • Unsafe Landing
    • Alarming Production
    • Big Surprise
  • Secondary
    • Research Technology
  • Hidden

First, before you do anything else, order your engineers to shadow your units and repair them as necessary. Now, hold off some enemy waves, preferably absorbing some of the damage with your ACU. The goal is to defend the middle ground, that with the three locations for mass extraction. Don't move up too fast and let your missile launchers take out the defences. Once you have triggered Unsafe Landing the main attack waves will stop.

You will be harassed by enemy units that spawn in on the left and right and move up to the ramps. From there they teleport to a random location within the area you want to defend. The best way to stop the harassment is to clear the left and right most landings (use your missile launchers to take out defences) and then build about eight point defences. That will stop the units as soon as they spawn in. In addition, it will give you plenty of breathing room.

While you are clearing out the aforementioned areas, build three Mass Extractors, three generators as well as a research station and two Land Factories. I positioned point defence systems around my mass extractors to defend my initial base against harassers from the side I wasn't clearing. As my factories churned out units, I concentrated my defences to the front, towards the bridge. You won't need to build anti-air so forego those units at the moment. At some time an experimental unit will approach your base from the front. Concentrate your forces towards the bridge and together with your long range defences, the experimental units should be rather easy to take down.

The map layout with the enemy to the north end of the bridge. Being mid-game, the areas to the left and right have already been secured.The map layout with the enemy to the north end of the bridge. Being mid-game, the areas to the left and right have already been secured.

Now secure both landings and build up your forces, The unit you will need to research for that bonus objective is really valuable as it boosts all your nearby units and structures. Build a few of them. Also resume building up some anti-air. With a good mix of units - preferably having hit the unit cap - move out to the enemy base. With your forces at full capacity they won't stand a chance. Move in slow and let your missile launchers take out the defences, but be swift to swarm your enemy should your forces come into range of their defences. Concentrate on the factories at the top of the base but be sure to take out any units.

Once the factories are destroyed, an enemy experimental Colossus will spawn. As you should have lost only a minor part of your force, taking out the Colossus will be rather easy. Using the previously mentioned strategy will not net you the hidden objective. I found it difficult to manage the teleporting units only with turrets as they can teleport to quite a few locations. Hence, I'd recommend replaying this mission on easy so you have to deal with less and more fragile attackers and concentrate on building a few experimental units to take out the enemy base.

Alarming

Complete the 'Lethal Weapons' operation

Alarming
1 guideOffline Game ModeSingle PlayerMain Storyline

Operation: Back on the Chain Gang

Your task is to break some Guardian leaders out of prison. You will be dropped near the prison and disable its defences to gain entry.

Objectives:

Your initial location will need to be secured against air attacks from three locations. Build Mass Extractors in all locations initially available to you and build a couple of generators. Have your Engineers repair your units as needed while your ACU builds a few air defences. Then, use your Engineers to repair those while you move your ground units a few metres away so they won't get hit by bombing runs targeting the anti-air turrets.

Once you think you can stem the attacks, build two to three Research Centres and focus on getting the Shield Generator structure. Once you have it, use it to reinforce your base. In the meantime, build at least two Land factories and build anti-air, missile launchers, and tanks. Do not build bots. The former three can hover and will be needed to cross the sea. Bots cannot cross water.

Once you feel comfortable with your defences, focus research on improving land units and buildings, specifically land unit damage and damage resistance (Shields and the armour boost unit) and turret damage. Build two Air factories and build a dozen Fighters and have them protect your ACU (assist it with your air units). Then move your ACU to the mass locations on the south ridge and north of your base respectively. Build a Shield Generator, four air defences, and a Mass Extractor. Use command chaining to your advantage. These two forward bases will supply you with some additional air cover as well as additional mass.

The prison is well defended!The prison is well defended!

Now it is time to build two dozen more Fighters and then move in to destroy the enemy shield bases north and south-east of your base. Move your land units in and overrun the base with superior numbers. As soon as the Shield Generator is destroyed, move your units back. The reason is a hand full of experimental gunships - the AC-1000 - that will swarm your land units and obliterate them. Therefore, move them back and have your Fighters take care of them. The gunships will not stray too far from the base you just destroyed so it is easy to attack them. Once a base is gone, move in your ACU, lay down a basic infrastructure near the remaining building as before (shield, air defences, extractor) and capture the building. Do this for both forward bases and recuperate as needed. Each of these is tied to a hidden objective and will also have the added benefit of making the mission easier.

If you wish you can now build bots but you shouldn't need to. You can choose to either bomb your way into the prison, taking out the generators to lower the door, or just blast it open with your superior numbers (I recommend the latter). Move in and clean the base. Once you move in far enough and the defences are obliterated you can move in your ACU and capture the building. Be sure that you captured all security stations to make sure you get the last hidden objective. Voilà, another mission down.

Prison Break

Complete the 'Back on the Chain Gang' operation

Prison Break
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Operation: Steamed

Your task is to eliminate two UEF commanders.

Objectives:
  • UEF No More
  • Research Technology (Secondary)

Objectives:

The mission is straight forward. You and an allied Cybran commander need to eliminate two UEF commanders. The northern UEF base will continuously send air units at you and thwart the Cybran's advances. The eastern UEF commander builds land units and periodically sends them at you.

The best thing you can do is sit tight at the beginning, build up your base including two of each factory, about four generators and three to four research stations. Focus your early research on acquiring the Shield Generator. After that improve your air units and structures before concentrating on the three units (Sliptack, Urchinow, and Universal Colossus, in that order).

Supplement your base's defences which should be at least three point defence cannons and four anti-air cannons with shields. By that time the Cybran should have cleared the middle of the map. Move in and take the mass extraction points to your north just south of the middle. I suggest also moving in and taking the one close to the Cybran base. The latter needs at least four air defences and a shield while you should complement the resource extraction hub closest to your base with at least four point defence cannons and a few anti-air installations. The reason is that the enemy will lob bots at you with his Noah Unit Cannon.

The architect clearly preferred form over functionality.The architect clearly preferred form over functionality.

Build up an air force of Fighter/Bombers and supplement the Cybran's advances on the northern UEF commander. They will use an experimental unit but it is no match against the UEF commander's air power. Take out the AC 1000 gunship guarding the base with superior air power and try to bolster the Cybran's attempts to take out the base with land units you should also have on auto-build by now. Don't worry, just do this ASAP as the Cybran will just keep attacking anyway. Once the shields are down, take your air force north and start bombing runs on the commander. With the base's front defences down, the commander will be no match for your air force of at least twenty five units.

Once the first commander is down, build up your land force, if you can supplement it with a Colossus (I found the Urchinow to be lacking) and go take out the commander to the east. If you want the Cybran's support you can also first concentrate on cleaning the northern base but you should have enough fire power by yourself to take out the eastern base's puny defences. Just remember to have a good mix of units with some missile defences and armour boosters. Especially with the Colossus, this shouldn't be a problem.

Hole in the Ground

Complete the 'Steamed' operation

Hole in the Ground
1 guideOffline Game ModeSingle PlayerMain Storyline

Operation: Cliff Diving

Your task is to destroy an Illuminate building to the north of your starting position.

Objectives:
  • Primary
    • Center of Attention
  • Secondary
    • Mesa Mass
    • Space Temple Pilots
    • Research Technology
  • Hidden

You will be dropped off on a mesa. Immediately lay down a resource infrastructure building a few Mass Extractors and three generators. On this map you will be short on mass. You want to build a research centre and get a Shield Generator up to protect the anti-air defences, four to five, that you will build with your Engineers while your research centre is building. Repair your units as needed to keep them functional. Whatever you do, do not capture the building you are tasked to capture. Until you capture it, only basic air units will attack you. You can station your Engineers such that they collect the debris for some extra mass.

Once your base is operational, research the experimental unit for the secondary objective followed by research towards mass conversion. Build a few more generators - I had six in the end - and amass some resources. To use the mass extractor, select the building, hold cn_LT and push cn_Y. This will convert 1000 energy into mass. Do as often as needed.

Your ally covers your right and you can secure the mesa next to you early on!Your ally covers your right and you can secure the mesa next to you early on!

Once your first experimental unit is up and running and you feel comfortable with your defences, build four Land Factories and churn out units. I build one of each (adding more into the routine as they are researched) and set the factories to auto-build. Capture the temple and prepare to capture the mesa to your left. With a basic land force (even the one you are given up first) you can clear that mesa. To use the temple, select it and hold the cn_LT, select Unload by pushing cn_up and select a location with cn_X. You will notice a structure will appear. You can teleport this way to the mesa and the two platforms closest to you to the north.

Select your land forces and click cn_X on the temple. Your units will teleport to the mesa and take out all enemy forces. Note that experimental units take longer to teleport. Clean the mesa and move in an Engineer to claim all resources. Complement with defences as needed. You can teleport your units back even before the Engineer begins its work on the defences, basically as soon as the Shield Generator is up.

Build your army to the unit cap and teleport north to a platform. Clean it (should be done easily). Teleport back once done. Set your teleporter to the second platform you can reach and clear it out as well. Now the Cybran will give you some backup when you move your units north to your final objective. Don't worry to much about the defences. Simply order your army to march towards the core structure without ordering a direct attack. Your units will clear out everything in their path. A good unit balance is key. I would suggest taking more direct-damage units then missile launchers. The enemy has some experimental units to defend its base and an artillery. The core building can take a pounding but you shouldn't have to much trouble. If needed, build up another land force and move in a second time to finish the crippled enemy.

Gorged

Complete the 'Cliff Diving' operation

Gorged
1 guideOffline Game ModeSingle PlayerMain Storyline

Operation: Prime Time

Your task is to protect a UEF commander while taking out three enemy commanders, one of each faction.

Objectives:

This is by far the hardest mission in this campaign. The goal to success is a strong defence and resource gain maximization. First, get the lay of the land. The commander you have to protect will play blue and be to your north on the raised central area. You will have one UEF commander to your right who will focus on harassing you with air units and the experimental AC 1000. A Cybran commander to your north-west will build Megaliths and other land units and send them at you. All the while the northern-most commander, an Illuminate, will send in gunships from his forward base just north of the allied UEF commander.

First, go to your research tree and research the topmost structure branch to maximize energy and mass income. I'd also suggest diminishing overall building costs and damage output (lower branch) as you will build a lot of buildings. Don't worry if you can't get the mass research immediately but do buy at least the first rung of the lowest tree. Now build Mass Extractors on all positions surrounding your initial positions, one to the north closest to the UEF commander, and at least one generator. Build more generators as you gain more resources until you have at least four. While your buildings are being raised, send your initial units just north of the UEF base to your right to capture a technology boost. Those three points will come in handy.

Once your basic infrastructure is up and running, build a Land Factory and a few Research Centres to get some (5 will suffice) additional anti-air units and some more research done. Focus on getting that mass upgrade and overall building cost before trying to get the anti-missile units from the land unit tree. Then focus research on getting 20% more research in (middle branch) and getting the secondary objective done. Your enemies won't use nukes so don't worry about researching any of those improvements. Building a silo yourself if also quite futile due to the nuclear defences of your enemies. However, I found it quite efficient to build tactical missile positions just behind my defences (three to four on each side) and let them whittle down enemy defences. They can take out about half of the enemy bases by themselves even before you attack. But only build those once your basic defences are operational.

With your research under way, build about 15 air defence turrets supported by multiple shields (I had three) in the lower right-hand corner of your base. You will need those to defend against the frequent air raids as well as the AC 1000. Supplement them with anti-air units at the beginning but ideally your turrets should keep the raids at bay on their own. In order for bombers and gunships to fire at shields and not fly below them to attack your turrets, make sure you place some just inside the shields borders and not too far in. The same goes for point defence turrets. When you are done building your air defences, focus on ground and air defences to the north-east of your base. This defensive position will take a pounding by Megaliths (15 to 20 point defence turrets will shred them) missile launchers and ground forces (deploy 5 anti-missile units along with your defensive line), and quite a few gunships (15 to 20 air defence turrets will do the trick). Again, protect those lines with multiple shields. I also set my factories to send all land units here to bolster my defences. You may also want to consider building two to three anti-air experimental units along with your ground force. Keep Engineers with your defences at all times to be able to repair them.

A screen from my attempt at Bot Lord (see below).A screen from my attempt at Bot Lord (see below).

While your land force builds up, build the tactical missile launchers that I mentioned earlier. You shouldn't have too many resource problems but may want to build a mass converter to convert excess energy you may have (research the shield upgrade to convert damage to energy) to mass when you need it. Also, having a few engineers scavenge enemy wreckage is quite lucrative. While you are waiting to hit the unit cap the enemy bases will see their defences whittled down. This also allows you to make sure your defences hold. Make sure missiles are intercepted before they hit your shields and air units stop before they enter your shields (or at least most of them). Once you are sure your offensive can begin.

You can start with either Cybran or UEF commander, the choice is yours. In my opinion, the UEF commander is less of a danger and having the way to your ally cleared has its advantages. When destroying the Cybran base, take out most of the defences and then concentrate on the commander. Be sure to pull back at least half of your force when the commander is at half health so you won't lose all your units when it goes nuclear. Be sure to select half front-to-back, not left to right. This will make sure you have a good mix of units and not just long range units that escape the blast. Also, make sure to destroy the forward air base to the right of the main Cybran base. Once done, build up your forces again and send a spy fighter over the UEF base. Note what still remains of their defences.

While you wait for your units to replenish, move your ACU and a few engineers north and build up point defence positions in your ally's base to the east. 15 to 20 should suffice. Supplement them with shields as needed to have a few layers. Again, build a few tactical missile launchers to whittle down enemy defences. I would advise to also send all your experimental units already to the allied base. You can also send a forward force to the east of your ally's base just before you attack the UEF commander. Doing so will allow you to more quickly finish the mission. A good strategy is to move in your army on the UEF commander just after you took down an AC 1000, destroy all shield generators and damage the ACU a bit and pull back. While you are nearly at your base - with the final destination already set to join your forward forces to the north-east - send about 20 bomber to take down the UEF ACU.

Once the second commander is gone the Illuminate commander will send waves of experimental units at your ally. Your defences should be able to hold them off but you actually don't want them to get that far. With your advance force quickly joined by your main army, move into the north-east of your enemy base. Make sure you do not cross path with their experimental units as they head for the allied commander and focus on the remaining Illuminate ACU. Once taken down the operation will succeed. Alternatively, should you not be able to accomplish this last manoeuvre quickly, you can gather your army at the defensive position you build on your ally's eastern front and wait out a few waves until you hit the unit cap. Then you can move out in force as your army should overwhelm anything they can throw at you - especially if you pack a few experimental units.

Reunited

Complete the 'Prime Time' operation

Reunited
1 guideOffline Game ModeSingle PlayerMain Storyline

Since both hidden objectives are mutually exclusive, you need to play this mission twice. Bot Lord is not only a hidden objective but also an achievement. It is rather easy when playing on easy. However, you need to be aware of what you can and what you can't do. While it might not seem like it, you can't build any defences. You can build Engineers though. Focus research on unlocking and improving your Assault Bots. First focus on the bots themselves. Then focus on the anti-air upgrade. This is paramount to succeed the mission. Then go for shields and overall improvements. Build quite a few Land Factories and focus on pumping out as many Assault Bots as you can. Once you hit the unit cap, attack an enemy. I would suggest you take out the UEF commander first so you won't be constantly harassed by the experimental air units. Before killing the ACU, make sure you pull back some of your forces so you won't lose them all to the ACU going nuclear.

Replenish your forces and hit the remaining commander south of the portal. Now move your army north. Be sure to set the factories spawn points forward so your units will automatically follow your army. Give the experimental units that will move to attack the portal a wide berth and move your army north to kill the enemy ACU. If done correctly you will fulfil the hidden objective and earn yourself an achievement.

Bot Lord

Complete 'Prime Time' with an army made up entirely of Assault Bots

Bot Lord
4 guidesOffline Game ModeSingle Player

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