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{{Header Nav|game=Command & Conquer: Generals - Zero Hour}}
{{Header Nav|game=Command & Conquer: Generals - Zero Hour}}
This mission is much more difficult than with the Tank General or Nuke General, since the Infantry General does not have access to Gattling Tanks, the single best unit for defensive play. Fortunately, most enemy units follow a predictable path, and Gattling Cannons will tear them to shreds.
This mission is much more difficult than with the Tank General or Nuke General, since the Infantry General does not have access to Gattling Tanks, the single best unit for defensive play. Dragon Tanks will have to be used in their place while Mini-Gunners provide AA in Fortified Bunkers or elsewhere.


It helps to build five or six Gattling Cannons on the northern part of your base early in the mission, but they could be gone without.
It helps to build five or six Gattling Cannons on the northern part of your base early in the mission, but they could be gone without.


Offense is much more difficult as no armored units are available. Nuclear Missiles must be used to even out the odds.
Offense is much more difficult as all of your attack vehicles have very little armor. Don't hesitate bringing out Nuclear Missiles to speed things up.


Good luck!
Good luck!
==Walkthrough==
==Walkthrough==
Basic start:  Build a Reactor, an extra dozer, a Barracks and Supply Center.  Build a second Supply Truck. Research the Capture command and produce Mini-Gunners.  Capture the two oil derricks.
Basic start:  Build a Reactor, an extra dozer, a Barracks and Supply Center.  Build a second Supply Truck. Research the Capture command and create a Red Guard unit.  Capture the oil derrick.
{{sidebar|width=300px|title=Key Strategies|contents={{-|right}}
{{sidebar|width=300px|title=Key Strategies|contents={{-|right}}


* Construct two Gattling Cannons near the northern bridge and the two Oil Derricks. These will destroy almost every enemy unit sent their way with little effort. Once the Chain Guns upgrade has been purchased, not even Bomb Trucks can survive. Although infantry can work as well, there's little reason to use them earlier on - A Gattling Cannon costs $1200, only slightly less than a Bunker ($700) and Two Tank Hunters ($600), and does it better. If that wasn't enough, Gattling Cannons also have stealth detection, and will reliably take out Jarmen Kell before he does anything.
* With a nominal defense, make a beeline to building your Nuclear Missile. Create a Nuclear Reactor after the nuke starts building to save a few precious seconds.
* Bunkers filled with Mini-Gunners should be used to take out Anthrax Bombers.
* After the Nuclear Missile is built, create five or more Gattling Cannons to the north of your base so that the planes carrying Anthrax will be shot down.  
* Use caution when approaching the southern flank of the main GLA base.  About a dozen RPG Troopers flowing from the Barracks can blast apart your offensive units.  Use a Nuclear Missile to clear the area right before you move in.
* Use caution when approaching the southern flank of the main GLA base.  About a dozen RPG Troopers flowing from the Barracks can blast apart your offensive units.  Use a Nuclear Missile to clear the area right before you move in.
* Don’t waste your Nuclear Missiles on the Command Center.  It will just be rebuilt.  Instead, save them up for pre-destroying garrisoned buildings and Artillery Platforms to speed up offensive operations. Alternatively, multiple Nuclear Missiles can be saved to completely take out the Command Center and the Supply Stash, preventing any structures from being rebuilt.
* Don’t waste your Nuclear Missiles on the Command Center.  It will just be rebuilt.  Instead, save them up for pre-destroying garrisoned buildings and Artillery Platforms to speed up offensive operations. Alternatively, multiple Nuclear Missiles can be saved to completely take out the Command Center and the Supply Stash, preventing any structures from being rebuilt.
* Capture the oil derrick to the northwest of your base.  Mine the area above this area to keep the stray enemy vehicle out of the area.
* Send a fully manned Helix along the right most edge to top of map. There is one defence there you can artillary or disembark and take out on foot. This will net you two derricks and a GLA black market. Simply defend it with the helix. Doing this early gives you a huge advantage.
* Send a fully manned Helix along the right most edge to top of map. There is one defence there you can artillary or disembark and take out on foot. This will net you two derricks and a GLA black market. Simply defend it with the helix. Doing this early gives you a huge advantage.
* A Nuclear Missile followed by a level 3 Artillery Barrage will destroy both the SCUD Storm and the resultant GLA Hole. Be sure to save the Nuclear Missile for future instances of its reconstruction.}}
* A Nuclear Missile followed by a level 3 Artillery Barrage will destroy both the SCUD Storm and the resultant GLA Hole. Be sure to save the Nuclear Missile for future instances of its reconstruction.}}
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Save your General’s Powers for the third level Artillery Barrage.   
Save your General’s Powers for the third level Artillery Barrage.   


Your base is at risk in just about anywhere. It is imperative to set up the Gattling Cannons before enemy units arrive, and keep them constantly repaired.
The time sequence is tight here. Build a Bunker slight to the southeast of the oil derrick and a Gattling Cannon slightly to the northeast.  Build a Bunker to the north of your base and a Gattling Cannon parallel with it to the east.  


Build a War Factory and Propaganda Center, then the Nuclear Missile. While the Nuclear Missile is being constructed, place an extra Reactor. It should be ready one minute before the SCUD Storm.
Your base is at higher risk from the north, so first recruit three Tank Hunters for your northern Bunker, then three for your eastern Bunker. 
 
Build a War Factory, then put two more Tank Hunters in the northern Bunker and two more in the eastern Bunker.
 
Your base is actually quite secure to the east now and you just need to worry about the north.
 
Immediately build a Fire Tank or two to chase down any Scud Launchers that approach the area from the north.  Try not to lose them!
 
Build an Assault Outpost or two to help aid in the defense of the northern flank.
 
Next build a Propaganda Center and immediately after a Nuclear Missile. While the nuke is building, build an extra Reactor. Your nuclear missile should be ready to fire about a minute before the Scud Storm is ready.


Purchase Radar to activate the radar map.
Purchase Radar to activate the radar map.


Build a Speaker Tower or two to repair your units to the north.  Keep your units behind the Gattling Cannons so Jarmen Kell can't snipe any vehicle.
Build a Speaker Tower or two to repair your units to the north.  Keep your units close to your Bunker and Gattling Cannon to help keep them safe from Jarmen Kell.


Move any extra Mini-Gunners slightly behind your northern defense to recapture vehicles disabled by Jarmen Kell. If the Gattling Cannons aren't getting to him, use Dragon Tanks.
Move any extra Red Guard to slightly behind your northern defense to recapture vehicles disabled by Jarmen. Keep an eye out for him and attack with your Fire Tank.


Two full Bunkers with Mini-Gunners can take down the Anthrax Bomber with some help from Gattling Cannons.
Build an extra three or more Gattling Cannons north of your base so that they can attack both incoming vehicles and destroy the Anthrax plane that approaches your base.  Hopefully, your base will never be poisoned with these toxins – as your units are extremely thin-skinned.


Research Chain Guns at the War Factory to boost damage for Gattling Cannons.
Research Chain Guns at the War Factory.


Wait until after the Anthrax attack before building hackers, as they might be fumigated if the plane gets through to your base.  Build eight or more hackers, placing them in the Internet Center.  You won’t have to worry about funds the rest of the mission.
Wait until after the Anthrax attack before building hackers, as they might be fumigated if the plane gets through to your base.  Build eight or more hackers, placing them in the Internet Center.  You won’t have to worry about funds the rest of the mission.


Select Level 3 Artillery Barrage.  Use this General’s Power along with your Nuclear Missile to destroy the Scud Storm. The Nuclear Missile's radiation will deny any possibility of repairs, hence allowing the Artillery Barrage to finish it off and destroy the resultant GLA Hole. Save the Nuclear Missile, as it will be rebuilt at least once.
Select Level 3 Artillery Barrage.  Use this General’s Power along with your Nuclear Missile to destroy the Scud Storm.
 
This probably will not destroy the “base” of the Scud Storm.  Build another Nuclear Missile and use both nukes, together with the Artillery Barrage, to completely destroy the Scud Storm. Using this method, the Scud Storm will rebuild fewer times.


Destroy the toxic bunker to the northwest and capture the oil derrick in the area.  Utilize all of your Cluster Mines above the oil derrick and you won’t have to worry about a stray vehicle destroying it.
Destroy the toxic bunker to the northwest and capture the oil derrick in the area.  Utilize all of your Cluster Mines above the oil derrick and you won’t have to worry about a stray vehicle destroying it.


The Stinger Site and Toxin Bunker above your base can be dealt with once the Artillery Platform is out of play. Capture it with Super Lotus or destroy it with other means. After that, deploy numerous Inferno Cannons and set them to force-fire at the bridge. With a proper setup, nothing will pass the resultant firestorm.
Whenever you have the opportunity, destroy the Stinger Site and Toxin Bunker above your base.  The Inferno Cannon or Nuke Cannon may be the best way to do this.


You will have to continue to “baby-sit” your troops to the north to make sure Rocket Buggies or Scud Launchers do not destroy your units from a distance.


From here on out, build up a large arsenal Nuclear Missiles to aid in your offensive operations. Neutralize the Command Center with three, and the Supply Stash with two. This will prevent Workers from being produced, and no enemy structures may be replaced or repaired.
From here on out, build up a large arsenal Nuclear Missiles to aid in your offensive operations. Don’t shoot off the nukes at enemy structures until you are ready to move in and occupy the area or they will just be rebuilt.  No harm is done to have a large number of nukes ready to fire once you reach the northern part of their base.


It is best to destroy the toxic bunkers ahead of time, if possible, because their toxins can wipe out your Attack Outposts alongside any other ground units.
While building up your arsenal, destroy the Artillery Platforms, garrisoned buildings and toxic bunkers with Nuclear Missiles and your General’s Powers.  These will not be rebuilt.  It is best to destroy the toxic bunkers ahead of time, if possible, because their toxins can destroy your Assault Outposts and ground troops.
 
Move to the east when you are ready and destroy the Arms Dealer, then start moving north.
 
Muscle your way north of the river, making sure the garrisoned buildings in the area are destroyed before you make your appearance. 
 
Don’t be shy about using your nukes.  The first Barracks you encounter will crank out dozens of RPG Troopers to shred your units, so blast it to oblivion, then move your troops into the area so it cannot be rebuilt. 
 
Don’t get overly confident yet.  The Palace to the north is fortified with RPG Troopers and, again, the second Barracks to the far north is going to crank out massive RPG Troopers.  Again, don’t shy away from weapons of mass destruction.


The Arms Dealer at the east can be obliterated by a level 3 Artillery Barrage. If Toxin Networks prove to be a threat, several Inferno Cannons can be used to burn anything that comes out of them, and said units can also outrange Stinger Sites. Just keep an eye out for Bomb Trucks.
Destroy the rest of the GLA base and victory is yours.
Destroy the rest of the GLA base and victory is yours.


Mission accomplished!
Mission accomplished!


== Tips to make the above walkthrough much easier==
Make sure you take infantry promotion as your first general power.
Start by building gattling cannons and bunkers at all chokepoints (especially the bridges.) Bunkers should be filled with 2 infantry and 3 rocket soldiers when you are low on cash and increased to 4 infantry and 6 rocket soldiers once the money is flowing.
At the start of the level build a gattling cannon just north and east of the nearest oil derrick. This will defend against attacks from the east and it should be supplemented by a bunker (with 2 infantry/3 rocket launchers) just south and east of the oil derrick after securing the base against attacks from the north.
To the north of your base, just south of the GLA tunnel network is a sand berm (small hill.) Place a gattling cannon and a bunker below the hill so that they are in range of everything just as the enemy crosses over the san berm. This will allow you to kill most enemies without taking much damage in return. After you have this secured build an airfield. For some reason, scud launchers want to direct all their attacks against your airfield, by building it early, the scuds will not attack your base defenses and be destroyed as they pass your bunkers in their feeble attempt to get within striking distance of your airfield.
Once your airfield is up, build you war factory and propaganda center. Now you can build an inferno cannon to take out the gla tunnel network and stinger sites. You can build planes to place on guard mode defending the perimeter of your base after the stingers are gone.
Build a gattling cannon in front of the oil derrick to the northwest of your base followed by a bunker. After the land bridge here is defended, you can capture the oil derrick (if you capture it before you build the defenses, chances are that it will be attacked/destroyed).
Now that you have some defenses, methodically push forward, creating more base defenses (gattling cannons and bunkers) at natural chokepoints. First push past the sand berm to the south end of the bridge, once it is protected push to garrison the bridge on the eastern edge of your base.
When you get this far and your base is defended, it is easy to take your time and pick off the enemy.
===Destroying the scud storm and subverting enemy general powers===
In order to guarantee destruction of the scud storm you only need to hit it twice. If you have a nuke use it and the level 3 artillery barrage at the same time (both with dead center targeting.) The nuke will hit a second later, and the artillery will fall about after a short delay. Using this combination at the same time will always take out either a superweapon or even a command center of any general in the game. The artillery barrage will land before any unit can get close enough to start repairs. You may not avoid the first scud storm, but it will always center on your command center. Just be sure to spread your base out and it is an easy matter to rebuild one or two buildings.
A pair of filled bunkers just south of the bridge along with a single gattling cannon is enough to destroy an incoming toxin bomber.
If you get attacked with a rebel ambush (it did not happen to me, but it is possible;) A helix with a bunker filled with infantry will quickly kill the entire ambush.
The initial strategy above did not include the use of bunkers which is a strength of the infantry general. This is one of the easier challenges even with hard difficulty.


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