===============================================================================
It is the key to the future. - The Brotherhood of Nod
===============================================================================
Copyright 2007, 2008 - Staley, Deuce ex Defcon. Any site that wishes to host
any of my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.
I cannot guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.
If you find an outdated form of any of my guides on any other site(s), please
contact me, and I will contact the site(s) to get it updated.
All questions, comments, and so forth concerning this guide can be posted on my
site here:
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).
1.10) GDI Missions
1.11) North Carolina Badlands
1.12) The Pentagon
1.13) Langley AFB
1.14) Hampton Roads
1.15) The White House
1.16) Casabad
1.17) Alexandria
1.18) Cairo
1.19) Croatia
1.20) Albania
1.21) Sarajevo
1.22) Munich
1.23) Stuttgart
1.24) Cologne
1.25) Berne
1.26) Rome
1.27) Ground Zero
1.40) Nod Missions
1.41) Goddard Space Center
1.42) The White House
1.43) Andrews Air Force Base
1.44) Hampton Roads
1.45) Washington DC
1.46) Amazon Desert
1.47) Atlantic Coast
1.48) Slovenia
1.49) Sarajevo
1.50) Outback
1.51) Sydney City Wall
1.52) Downtown Sydney
1.53) Ayers Rock
1.54) Northern Italy
1.55) Italian Hills
1.56) Operation Stiletto
1.57) Kane's Tower
- Throughout the game, you'll be able to collect little bits of information
in your intelligence database. These files don't really have any effect on the
game, they're just there for collection purposes (and for you to read, assuming
you're interested). Sometimes these entries are simply given to you
automatically, but sometimes you need to accomplish a bonus objective or do
something else to get them. I've listed which entries are found in each
mission in this guide, and I've also marked them in the walkthrough between
{these} to show where in the mission you should be getting the entry. You can
find more detailed information (including complete transcripts of each entry)
in section 4.00) of this guide.
"Recent satellite intelligence points to a suspicious level of activity in the
North Carolina Badlands. InOps is concerned that the Brotherhood of Nod may
be setting up shop there. Your mission is to investigate and report back as
soon as possible. An abandoned GDI training facility is located nearby - use
that as your base of operations in the area."
"This outpost was abandoned many years ago after its strategic value waned.
Once you arrive at the outpost it can be reactivated remotely."
2) Build a Barracks and 3 GDI Riflemen Squads.
"You'll need a barracks in order to train infantry units. To build a Barracks,
select the Construction Yard and then click on the Barracks icon. Once it has
finished building click the Barracks icon again and then place the Barracks in
your buildable area."
3) Build a Power Plant.
"Select the Construction Yard and click on the Power Plant icon. Build and
deploy it just like the Barracks. Because your base has low power, you may
want to turn off other buildings. When your base is low on power, all units
and structures build slower."
4) Repair the Command Post.
"To repair the damaged Command Post, use the Repair Button on your Command Bar,
located on the top right next to the power button. Then click on the Command
Post."
5) Eliminate the Nod Outpost.
"Destroy all the Nod Forces, the Hand of Nod and the Nod Outpost. A company of
Missile Soldiers will be sent to assist you. Their missiles are much more
effective against structures than standard GDI rifles."
6) Repair the Bridge.
"Two Engineers are en route via V35 Ox Transport. Once they arrive, send one
of them into the Gatehouse to repair the bridge."
7) Build an Airfield.
"The Nod presence in this region is far greater than we had expected. We will
need air support. Build an Airfield from the Production Structures Tab to
gain access to aircraft."
8) Destroy the Nod Barracks, War Factory and Construction Yard.
"Devastate this Nod Base by destroying these key structures.
"Protect your base from Nod infantry by building a Watchtower. To build a
Watchtower, click on the Watchtower icon located in the Support Structure Tab.
Once it has finished building, deploy it anywhere inside your ground control
area. The white circle marks the range of the Watchtower."
2) Build a second Infantry queue.
"Build a second Barracks from your Production Structures Tab so that you have a
second infantry queue. This will allow you to train infantry in parallel
giving you the ability to put more soldiers on the field quicker."
3) Build a Tiberium Silo.
"Build a Tiberium Silo from your Support Structure Tab. Doing so will increase
Doing so will increase the amount of credits you can store at once."
4) Capture one of Nod's buildings.
"Select your Engineer and then send him into an enemy structure. The Engineer
will capture it, giving you full control of the structure."
5) Sell the captured Nod structure.
"After you've captured the structure you can then sell it. Use the Sell
Button located at the top of your Command Bar. Click on the $ and then click
on the building you want to sell."
6) Capture the Tiberium Spike.
"Many structures, like this Tiberium Spike, can be captured by Engineers and
put to use. Tiberium Spikes generate extra funds over time by drawing
Tiberium out of the Earth."
===========
Walkthrough
===========
This is your standard RTS introductory mission, and they do a pretty good job
of telling you exactly what you need to do to finish the mission, but just for
good measure, I'm going to cover it all too.
Start by taking your riflemen east to the abandoned GDI base and slaughter the
Nod infantry in the middle of it. When you get control of the base, you'll get
the first of many Intelligence Database entries {GDI Base Closure}. These
entries aren't really necessary to finish the game, they're just optional
things that you can collect if you'd like (some of them are unavoidable, but
some of them will take a little effort if you want to get them). When the
explanation of harvesting is finished, you'll get another entry {Tiberium
Primer}.
Your MCV will arrive soon {Mobile Construction Vehicle} and automatically
deploy itself in the middle of your base. Build a barracks and place it
somewhere in your base {Barracks}, then train three riflemen squads from it to
complete the next objective {GDI Riflemen}.
Build a Watchtower when you're told to, then defend against the rush of Nod
troops from the east. You'll receive some missile troops {GDI Missile Squad},
and you'll be able to train them from the barracks now. Build a second
barracks to accomplish the second optional objective, then train some more
missile squads for the assault on the Nod outpost.
Destroy the two western buildings in the Nod outpost, then wait for your
Engineers to arrive {GDI Engineer}. Use one to capture one of the two
remaining Nod buildings and use the other to repair the bridge (by putting it
in the tower below and to the right of the bridge). Sell the captured Nod
building to accomplish another bonus objective, then build a Tiberium Silo to
accomplish another one.
North of the bridge, you'll find a tower-like thing called a Tiberium Spike.
Selecting it will tell you about another optional objective - train an Engineer
from your barracks and get it into the spike to accomplish the objective.
Move your infantry groups over the bridge when you're ready and assault the Nod
vehicles there. Target the Raider Buggies first, then hit the Scorpions.
Eventually you'll be told to build an airfield so you can receive Orca
reinforcements. Do so, then build two more Orcas to fill the airfield. Use
them to assault the Nod base until you're given the option to use the Ion
Canon. Select it, then fire it into the middle of the Nod base to finish the
mission.
"The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now
attacking the only remaining GDI world command hub in the Pentagon. If we
lose the Pentagon, GDI will be thrown into chaos and the war will be lost.
Your mission is to defend this vital installation. The first priority is
restoring power to the building defenses and systems so you can repel the main
Nod attack. Then you'll need to get an engineer into the Pentagon to
reestablish the command and control system links. Your final objective is to
counter-attack and drive Nod out of the area."
1) Bring the Pentagon's defensive power system online.
"The Pentagon is defenseless without its power. Get an Engineer into each of
the three Power Plants and bring that power back online!"
2) Capture the Pentagon with an Engineer.
"Only an Engineer can get the Pentagon's Command and Control systems online.
You must protect your Engineers until the Pentagon is restored. Once Command
and Control is restored we can turn this war around."
3) Garrison each of the four Guard Towers with GDI Riflemen and hold off the
Nod infantry wave.
"Nod has destroyed our Power Plants with their Vertigo Bombers. Our only
chance to defend the Pentagon against superior odds is to garrison the Guard
Towers around the perimeter of the Pentagon."
4) Eliminate the Nod Central HQ.
"The Brotherhood of Nod has hastily erected a forward headquarters at the top
of the hill. Prevent another attack on the Pentagon by destroying this
forward HQ."
"Nod has cut off our ability to bring in reinforcements to the north.
Eliminating this base will enable Easy Company Grenadier reinforcements.
2) Take back the city by clearing 4 garrisoned buildings.
"Nod has firmly entrenched troops within the city surrounding the Pentagon.
Use our Grenadiers to clear these buildings out."
===========
Walkthrough
===========
Move your riflemen and engineers to the east to assault the Nod infantry that
are attacking your power plants {The Global Defense Initiative}. Use your
rifle squads to wipe out the Nod troops, then use an Engineer to capture each
of the three power plants. You'll then be told to capture the Pentagon, so
send another engineer over there and take it. You'll be told to garrison some
nearby towers as your next objective - two of them are west of the Pentagon,
and two of them are slightly north-west of it. Send a rifle squad into each of
the four towers {Garrisoning} to complete the objective.
Some APCs will arrive {APC} to the north-east of the Pentagon. Send them to
the left side of the Pentagon, then put a Grenadier Squad into each one of them
when they exit the Pentagon {Grenadier}. You'll be given your next main
objective soon {About the Brotherhood of Nod}, but if you want to accomplish
the bonus objectives, you'll need to do them now.
Move your grenadier-loaded APCs west underneath the cluser of buildings there,
and you'll receive a second bonus objective. Use the APCs to grenade the four
garrisoned buildings to accomplish the second bonus objective. You'll receive
two more APCs with grenadier units in them north of the Pentagon, so move your
current group back there and join them. Head north and wipe out the small Nod
base there to accomplish the other bonus objective.
With the small base destroyed, you'll receive a few more loaded APCs from the
north. Add them to your current group, then gather the supply crates
north-west of where the small Nod base used to be. Move your entire group to
the south-east corner of the big Nod base now, then move in and wipe the place
out. Note that only the Crane, Hand of Nod, and Air Tower have to be destroyed
to accomplish the final primary objective.
"Nod forces have overrun all of the major GDI air fields in the region. Your
mission is to retake Langley Air Force Base, home of the Air Combat Command.
A small GDI outpost near the coast might be useful as a base of operations.
We'll drop your team off nearby. Once the outpost is secure, take back our
airfields, get some Orca scout aircraft in the air, and then drive Nod out of
the area."
1) Eliminate the Nod forces attacking the GDI base.
"There is a small GDI Base under siege on the coast. Secure it and you will
have a perfect platform to launch an assault on Langley Air Force Base."
2) Reclaim the GDI Airfields to the northeast.
"GDI has two Airfields intact with operational Orca aircraft. Reclaim the
Airfields by eliminating the defending Nod forces, then use the Orca as air
support for your attack on the base."
3) Destroy the Nod base to the northwest.
"This base is the central hub for the Nod forces controlling Langley. It is
heavily defended against land based attacks."
"The Tiberium Refinery used to supply the airforce base has been overlooked by
Nod. Getting it up and running will give us ample supplies for our
offensive."
2) Rescue all 4 Snipers from Bravo Squad.
"The Snipers of Bravo Company have been scattered throughout the city. Find
and rescue them."
===========
Walkthrough
===========
You receive a few infantry groups on the beach, so immediately use them to
slaughter the Nod infantry to take control of the outpost {Command Post}. Put
both of your riflemen squads and a grenadier squad into the bunker closest to
your barracks, then stick both missile squads and a grenadier squad into the
second bunker farther down the beach. These two bunkers will pretty much
defend your base for the entire mission if you garrison them early.
Build six APCs and enough grenadiers and missile squads to fill them, then move
them south-west into the city. You'll be given a new bonus objective to
capture the Tiberium refinery in the city. Use your APCs to clear out the
buildings, then get close to the refinery and look slightly north-east of it.
You'll find a sniper unit, which is one of four that you'll need to find to
complete the second bonus objective.
Once you've secured the area with your APCs, train an Engineer and use him to
capture the refinery. Before you leave the area with your APCs, use one to
clear out the building in the south-west corner of the map - there's another
Sniper group there. Return your APCs to your base, then build a few more and
load them up with grenadiers and missile squads. See that garrisoned building
directly north of your base? Take it out, then take out the one above and to
the right of it to free your last two sniper units {Sniper Team}.
Take these two sniper units and garrison the building near the two Nod machine
gun turrets north-west of your base. See the little icon in the upper-left
corner of your screen that says Bombard Spotted Target when you hover over it?
You can use that to lob a shell from the battleship at any target within a
sniper group's sight. Nod defense structures like these machine gun modules
can be rebuilt after being destroyed unless you take out the hub they're
attached to. If you destroy the hub, the modules are destroyed with it. Use
your bombardment option to destroy the hub, then move your APCs through the
area on your way to the airfields.
The airfiels are on a raised platform, and they're guarded by some Nod missile
troops and some light vehicles. Your APCs will slaughter them, but you can
move a sniper group up there and bombard the Nod forces if you'd like. Once
all of the Nod units are destroyed near the airfields, you'll gain control of
them, and eight Orcas will land {Calling for Transport, Airfield, Orca Attack
Aircraft}.
The Orcas can easily finish the mission on their own. Simply fly them west to
the Nod base, then attack the main structures one by one until they're all
destroyed (you can tell which ones need to be destroyed by the yellow box that
outlines them). As long as you stay fairly far to the north inside the base,
you shouldn't have any problems with things firing at you from the ground.
"Cut off the Nod reinforcements flowing into Hampton Roads by disrupting their
port operations. You'll do this from the inside, infiltrating an elite GDI
commando into the facility. Take their radar offline by destroying the Nod
Operations Center. Once they're blind, take out their nearby stealth bomber
base. As soon as Nod's bombers are out of action, we'll send in a fleet of
battleships and you can use sniper units to spot targets for the big guns."
"Taking the Nod Operations Center offline will disable their radar and sonar
detection. This will sow confusion among the defenders and therefore enable
our Battleships to get in closer and lend artillery support."
2) Destroy the bombers harassing our Battleships.
"Vertigo Bombers are preventing our battleships from getting into bombardment
range. Destroy the Nod Air Tower to eliminate this threat."
3) Destroy the Nod production facilities.
"The Brotherhood of Nod is using the Hampton Roads Naval Facility as a
supply depot for their front line offensive. Destroy their production
buildings to disrupt the port operations and stop the flow of reinforcements."
"Complete the mission without using the reinforcements."
===========
Walkthrough
===========
Use the Commando to wipe out the approaching Nod troops {Commando}, then head
north and detonate the Nod Operations Center. You can either walk there
through the city or use the Commando's jump jet ability, whichever you'd like.
With the Operations Center destroyed, head west and slightly north until you
see a yellow flashing crate thing. Move the Command on top of it {Logistics
Crates: Targets of Opportunity} to get healed, then move north-east and
attack the cluster of Nod troops near the power plant there. There's a second
crate nearby that will give your Commando a veterancy level.
Head towards your second objective now. If you attack the airfield from above,
you'll be able to take advantage of the red explosive barrels strewn about the
area. Shoot them with the Commando when Nod units are near them, and the
explosion will slaughter everything. The one west of the airfield will
completely destroy it if you fire at it.
With the airfield destroyed, you'll be given a bonus objective. Ignore your
reinforcements and use only the Commando if you'd like to achieve the bonus
objective. Don't worry - the Commano's almost invincible in this mission, so
you don't need the reinforcements at all anyway. Move the Commando east, then
south towards the bottom of the map near the middle {The Ghost in the Machine}.
Approach the main Nod base from the east, and stop to jump jet your Commando
into the square with the crate in the middle of it. It's another veterancy
crate, which will make your Commando even more ridiculously powerful.
There's a flame tank in the Nod base, so when you approach, be ready to retreat
when it starts to come at you. Shoot the explosive red barrels along its path
to demolish it, then enter the Nod base and shoot the explosive barrels there
to do some serious damage right off the bat. Use your Commando to detonate the
buildings, and the mission will be complete.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.15) The White House | |
| | | |
| ----------------------------------------- |
=============================================================================
"GDI morale sagged when Nod troops unfurled their red banners over the White
House. Now you'll turn the tide by retaking this powerful symbol. Since Nod
has a staging area nearby, you'll also get a chance to wipe out a large
stockpile of high-end Nod weapons. Start with a small force to take out Nod's
air defenses. A Firehawk squadron from Langley AFB will turn Nod's parked
military hardware to burning junk. Then attack the Nod base right outside the
White House itself."
"We have Firehawk attack jets armed and waiting. You need to destroy Nod's air
defenses so the Firehawks can make their bombing run. We also have Ox
transports with reinforcements standing by for deployment."
2) Use your Firehawk Airstrike power on Nod's artillery outpost.
"Use your Firehawk Airstrike power to mark the area for our Firehawks to bomb."
3) Destroy the surrounding Nod base to reclaim the White House.
"Nod forces have set up a base in front of the White House. Destroy all of
their production structures to drive them out of this area and take back the
White House."
4) Destroy the Disruption Towers around the Nod base.
"Nod is using those Disruption Towers to cloak its base. Destroy them and that
should make their base vulnerable to our attacks."
1) Suppress the Nod infantry advances by putting Snipers into the designated
buildings.
"Snipers are extremely effective against infantry. Garrison them in the
designated buildings for extra protection while they fire on Nod infantry."
2) Destroy Nod's Power Plants.
"Commander, Nod appears to have a large number of their Power Plants just
northwest of the White House. Destroying these might bring down their
defenses and leave them more open to our attack."
3) Destroy the Nod Secret Shrine.
"The Secret Shrine provides the ability to produce stealthed units. Destroy it
to prevent Nod stealth attacks."
===========
Walkthrough
===========
Use two missile squads to destroy each of the Nod anti-air nodes on either side
of the Nod outpost (remember - destroying the node itself automatically
destroys all of the modules) to complete the first objective, then use the
Firehawk Airstrike icon in the upper-left corner of your screen to destroy the
Nod stockpile. Reinforcements will arrive - quickly deploy your MCV and build
a power plant, barracks, and a Tiberium Refinery followed by an armory. As
soon as you place the Command Post, train two sniper units from your barracks
and send one to each of the buildings highlighted in green on either side of
your base. Send one of the riflemen squads you got earlier into eah building,
too.
Build and place a Watchtower at the top of your base {GDI Base Defenses} to
defend against infantry, then build a War Factory and a few silos. Build a
few Predator tanks from the war factory {Predator Battle Tank}, then build a
crane {Crane}. Train some grenadiers and load them into APCs (six or so of
them will be plenty), then send the APCs and your Predators up the west side of
the map to assault the Nod power plants.
Make sure you use your grenadiers in the APCs to wipe out the garrisoned
structures, then leave the Predators behind at the intersection near the middle
of the map. Continue towards the powerplants with the APCs and wipe them out
along with everything else in the area, then retreat everything back to your
base.
Move your APCs to the east side of the map, then head north all the way to the
north-east corner. You'll find a Secret Shrine up there, so destroy it to
accomplish another bonus objective {Nod Stealth Technology}. The only thing
left to do is assault the main Nod base in front of the White House now, so
send in a big group of Predators with your APCs and slaughter everything.
Your Predators can demolish buildings quickly, and if you keep them moving,
you can crush most of the Nod infantry under their tracks. When you destroy
all of the Nod Disruption Towers and the rest of their base, the mission will
be over {Nod Base Defenses}.
"InOps flagged an irrigation plant in Casabad as a possible chemical weapons
factory. A GDI forward base was established nearby in preparation for a raid,
but we've since lost contact with the base. We've also lost contact with a
team of Zone Troopers sent to investigate. Get in there, secure the base, and
then find out what's going on in that factory."
"Secure additional runding by capturing all three Tiberium Spikes in the area.
Build additional Engineers to capture these Tiberium Spikes."
2) Destroy the Nod Outpost.
"Nod is reinforcing their security of the research labs from this facility.
Eliminate it to collect extra resources."
===========
Walkthrough
===========
Approach the GDI base and eliminate the Nod troops {Red, Yellow, and Blue
Zones}, then capture the Tiberium Spike with your engineer. Some Nod aircraft
will fly overhead {Nod Aircraft}, but don't worry about them yet. Send your
Zone Troopers to the upper-right corner of your base to defend it {Zone
Troopers}, then start training more Zone Troopers. When you have another unit
of them, send it north to the next Tiberium Spike. Train an engineer and send
it up there to capture the spike {Commandeering Tiberium Spikes}, then send the
Zone Troopers back to help defend the upper-right corner of your base (and
don't forget to grab the crate above and to the right of the spike first).
You'll be raking in funds now, so crank out another four units of Zone Troopers
followed by three more units of missile troops and an engineer. There're three
crates on a platform south-east of your base, two of which have money in them.
Use the jump jet ability on your Zone Defenders to jump up there and grab them,
then combine your forces together into two groups (Zone Troopers in one and
missile squads in the other). If you haven't already, select your Armory and
build the Power Packs upgrade to give your Zone Troopers a nice boost.
Head towards the third Tiberium Spike and clear it out, then capture it with
your engineer. Move east towards the Nod outpost next, and keep your eyes
peeled for more supply crates. Assualt the Nod outpost and destroy it, but
watch out for the Nod planes you saw earlier - they'll shred your Zone Troopers
if you're not prepared to take them out with your missile squads. Note that
you actually have to destroy the Nod buildings to accomplish the bonus
objective, not just capture them (if you capture them, you'll have to sell them
to accomplish the bonus objective).
Gather any supply crates you see, then move north with your two groups. When
you reach the research facility, you'll find some new Nod vehicles guarding it
{New Nod Flame Tank}. Your Zone Troopers should be able to handle them easily,
but make sure you keep your missile squads away from them (you won't need the
missile squads again anyway, so you could just leave them behind now if you'd
prefer). Destroy all of the Nod units in the area, then destroy the research
facility {Liquid Tiberium Research}.
Move north and crush the remaining Nod buildings to finish the mission. You'll
have a much easier time doing this if you jump jet into the base from the west
rather than running in from the south. There are a few more supply crates
scattered around the map if you'd like to collect them, but it's hardly
necessary to get them to finish the mission.
"Nod is using the port of Alexandria to export nuclear and chemical weapons.
Your mission is simple: Shut this operation down. Destroy the loading cranes
to cripple their port operations, sink their ships to block the docks, wipe
out their administration and control centers, and obliterate any military
units and structures nearby. You'll have Mammoth Tanks at your disposal.
Roll over them, Commander."
"Destroy the docked ships to prevent them from delivering their hardware to
other war efforts in the region."
2) Capture the EMP Control Center in the city.
"Capture the EMP Control Center to gain the ability to fire an EMP blast which
will disable all electronic devices within the blast radius."
3) Deploy a Surveyor at the northern Tiberium Field.
"Build a Surveyor and deploy it by the Tiberium Field to the north. A Surveyor
unpacks an expansion base at its deployment location and allows additional
structures to be constructed around it."
===========
Walkthrough
===========
Place four or so Watchtowers along the upper-right side of your base to defend
against the Nod infantry rushes (some of which will be stealthed), then place a
war factory {War Factory Repair Drones} and some power plants. Once you have a
command post and a tech center, you'll be able to build mammoth tanks, and
you'll be able to get the rail guns upgrade from the tech center
{Discontinuation of the Mammoth Mk II Walker}. Once you have a few more
mammoths with the rail gun upgrade, send them north to the next Tiberium field
so they can defend it.
You'll be told about a bonus objective as soon as you see the Tiberium field,
so build a Surveyor from your support structures tab and send it to the field.
Deploy it {Base Expansion using the Surveyor}, then build a second refinery up
there if you'd like.
Meanwhile, send a few mammoths to the lower-right corner of the map to wipe out
the Nod forces around the EMP Control Center, then capture it with an engineer
{EMP Control Center}.
The easiest way to take care of the last remaining bonus objective is to build
an airfield and four Orcas, then fly them safely above the docked ships and
destroy them one at a time. You can destroy the docks in the same way, and
then you'll be free to focus on crushing the port authority buildings. Send
your entire column of mammoths over there and crush the place - the weak Nod
forces in the area are no match for mammoths with rail guns.
"Your mission is to take out a massive Nod nuclear weapons facility in northern
Cairo, the same base that was used to launch the strike on the Philidelphia.
This is now the highest priority GDI target worldwide. Time is of the
essence: Nod is likely to launch everything they have if they think you're
getting too close."
"Nod has nuclear missile launch capability with this missile site. This is the
same site that launched the attack that destroyed the Philidelphia. It must
be destroyed."
2) Destroy the Nod Compound Headquarters.
"Nod controls this Nuclear Launch Site and most of its operations in this
region from these buildings. Destroy them to completely remove Nod's
capability to launch nuclear missiles from this site and wrest control over
this territory from Nod."
"Nod's nuclear missile launch can be delayed if any of the Power Plants
supporting the launch facility are destroyed or captured. Be advised, if Nod
rebuilds or recaptures the Power Plants the missile launch countdown will
continue."
2) Destroy all Nod Structures.
"Eliminate all Nod structures to expel them from this region."
===========
Walkthrough
===========
Build a pair of Watchtowers north of your base and park your Predators and Zone
Troopers near them to fend off Nod attacks, then start building a war factory
and a couple power plants. Build a second harvester from your war factory
while you're building a tech center, then get the rail guns upgrade from the
tech center. You'll want to do something about that nuclear countdown, too, so
build an airfield and fill it with Orcas. {GDI's Nuclear Weapons} should be
added to your entries automatically at some point after the nuclear countdown
is announced.
The path to the upper-left corner of the screen is free from anti-aircraft guns
along the left side of the map, so move your Orcas all the way into the corner.
You'll see a Tiberium Spike above the blue Tiberium field - send an Engineer up
there using the Call For Transport option and take the spike, then send the
Orcas to the east along the top of the map. There's an anti-aircraft battery
directly to the west of the first Nod power plant - take out the central hub to
destroy the battery, then send the Orcas back into the upper-left corner of the
map. Return them to your base for repairs, then make another trip up and over
to destroy one of the power plants, which will reset the nuclear countdown and
accomplish the first bonus objective.
Once you've got eight or so mammoth tanks (which you should have no trouble
getting, though you should feel free to deploy a surveyor in the upper-left
and/or lower-right corners of the map to get more Tiberium if you'd like), move
to the openning south of Nod's base and level everything you see. Before you
head inside, move farther to the southeast until you get the {The Blunder that
Nearly Finished GDI} entry if you haven't already.
When you approach the southern entrance to the Nod base, you'll be warned that
it's heavily defended, but it's not really that bad when you've got the railgun
upgrade. Target the defensive clusters first, then simply crush everything you
see, including things marked as "civilian." Destroying the large cylindrical
structure above and slightly to the right of the entrance will give you the
{Nod's Nuclear Arsenal} entry.
The second bonus objective isn't hard to accomplish - just drive your group of
mammoths around the central part of the map and level everything you see, and
make sure the actual silo in the middle is your first stop. Once everything is
destroyed {Cairo Nuclear Launch Facility}, move to the upper-right corner of
the map and level the rest of the Nod structures there.
"GDI has a forward operating base in Croatia, but it's been cut off from supply
lines and is under heavy attack by Nod forces. Their power is low, their
construction yard has been destroyed, and they don't have much in the way of
firepower. You need to take command of that base and hold out long enough for
us to send in a reinforcement convoy."
1) All base defenses survive until the reinforcement team arrives.
"Do not allow any of the base defenses to be destroyed to ensure the security
of the reinforcement team upon their arrival."
2) Return the MCV to the GDI base unharmed.
"The sigh of an undamaged MCV rolling into the base will provide a strong
symbol of valor for the GDI forces and boost morale for our troops."
===========
Walkthrough
===========
Immediately repair all of your base structures and defenses, then power up both
northern guardian cannons, both southern watchtowers, the southern guardian
cannon on the east side of your base, and the southern watchtower on the west
side of your base. {Power Management} Leave all four anti-aircraft batteries
powered down, and leave the northern defenses on the east and west sides of
your base powered down. Throughout the mission, make sure all of these
defenses stay repaired.
Move both of your predators to the eastern entrance of your base for additional
defense, then park the pitbull next to your north-eastern anti-aircraft battery
(since pitbulls can fire at air targets). Move your infantry to the western
entrance of your base. You'll want to put them in APCs as soon as possible.
(Note: There're three money crates in some trees south of your base. If you
move quickly, you can easily grab them with the pitbull without causing
yourself too many problems.)
Your weakest point as far as the first bonus objective goes is the western
entrance of your base. Fortunately, only infantry and some aircraft will
attack there during most of the mission, so as soon as you can build a few
APCs, load them with riflemen and missile squads, then have them guard the two
watchtowers.
When the countdown finishes, you'll need to cross to the west side of the map
and retrieve your MCV. That side of the map is crawling with infantry, so the
best way to do it is with APCs full of riflemen. Of course, the infantry will
also garrison a few buildings, so you'll want some predators, too. Leave two
more two guard the northern entrance of your base just like the original two
should be doing by the eastern entrance, then send five or so of them west with
two clusters of five APCs.
Cross the north-western bridge with your APCs, then leave one group of them to
defend the gap between the two bridges. You're going to want to come back
over the same bridge later, and you'll need these APCs there to defend against
Nod counterattacks. Move the other group of APCs and the predators north, then
leave the APCs in the middle of the town just north-east of the Nod base, out
of range of their defenses. This group will pick off Nod counterattacks from
this side and hopefully prevent any troops from garrisoning any buildings.
Take the predators north towards your APC and make sure there aren't any Nod
units still prowling the streets. When you're ready, knock the garrisoned
troops out of the two buildings near the Nod defenses, then destroy the central
hub and the troops that came out of the buildings. Move the predators back
towards your APC groups, but make sure you don't displace them.
You'll now have control of the reinforcement group, including the MCV. If you
can manage to get it back to your base without getting it damaged, you'll
accomplish the second bonus objective. Assuming you've properly placed your
two APC groups, it shouldn't be hard to do. Simply move south towards the
bridges along the east edge of the town, and use the escort forces to deal with
any Nod units that might somehow get in your way. Cross the bridge with the
MCV when you reach it, then move into your base and deploy it {Kane's
Fascination with Eastern Europe}. Call all of your forces back to your side of
the river when you're done, and set your APCs up to defend the bridges.
Use your new construction yard to build some more power, then build your way
towards a tech center so you can get the rail guns upgrade. You'll note that
once you have a tech center, your power plants will be able to upgrade
themselves, so don't waste space on too many power plants. You'll also want an
airfield, and don't worry about mammoths - predators will work just fine for
this mission, especially since there's no way to get a mammoth to the
south-east Nod base.
When you've got a good cluster of rail gun predators, take them to the Nod base
north-east of you and crush it, then return to your base for repairs. The
south-west base will be slightly more tricky, since it's swarming with infantry
units, many of which probably garrisoned a few buildings while you were gone.
If you still have some good loaded APCs, take them down there with your
predators and crush everything, then repair them at your war factory.
The final assault on the south-east base is only tricky because you have to use
Call for Transport to get any decent ground forces up there. It's a good idea
to send an Orca down there to piss them off, 'cause they'll suicide a good
portion of their air group at your base (and your anti-aircraft guns and APCs
will shred them).
When you're ready to make an assault, wait until you have plenty of credits to
Call for Transport on a large group of predators and APCs, then drop them on
the open spot north of Nod's base. Make sure you protect the predators from
air assaults with the APCs, then move in and crush the Nod base with the
predators.
"Recent sat-surveillance confirms a significant build-up of armored vehicles
and weapons at a large Nod logistics base in Albania. The sat images show row
upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in
defense of Kane's Temple Prime in Sarajevo. Your mission is about destroying
this arsenal before it is used against you in combat. You'll start with a
small force to clear the way, then we'll send you Firehawk attack jets to
finish the job."
"Succeed with all initial strike team squad groups intact."
2) Capture airfield Reinforcement Bay.
"Secure the Reinforcement Bay to receive additional forces from GDI Command."
3) Capture motorpool Reinforcement Bay.
"Secure the Reinforcement Bay to receive additional forces from GDI Command."
4) Arm a Firehawk with a missile load out and destroy a Nod Venom.
"The Firehawk can be armed with a load out of missiles or bombs. The missile
load out allows the Firehawk to attack aircraft, while the bomb load out
allows it to attack ground vehicles and structures."
===========
Walkthrough
===========
Send your four infantry squads to the upper-right corner, then move towards the
Nod outpost along the top of the screen. Don't bother with the lazer turrets,
since they can't really do much damage. Instead, take out the Nod infantry if
they get too close and concentrate on taking out the defensive hub. Destroy
the other buildings once the hub is destroyed, and you'll accomplish the first
objective. (If you manage to do it without completely losing a unit, you'll
also accomplish the first bonus objective, which will result in all four
infantry units gaining an experience level.)
Reinforcements will arrive {Rig Deployment into a forward Battle Base}. Send
the four Predators west and clear a path to the clearing under the bridge.
Deploy your Rig there and make sure your Predators are fully repaired, then
move them west and destroy the Nod base there. Retreat your Predators to the
Rig if they take too much damage, and make sure you grab all of the crates in
the Nod base before you move on.
You'll be given four engineers - order one to enter the hut below and to the
right of the bridge, and he'll repair it. Nod vehicles will immediately cross
it and attack you, so have your Predators positioned above your Rig to defend
it. When the vehicles stop attacking and your Predators are fully repaired,
send them over the bridge and take out the defensive hub there, then send your
Rig over the bridge and deploy it in the small clearing just above it. Load
your three APCs with both missile squads and a group of riflemen, then send
them and the Pitbulls over the bridge, too. Leave all of your other infantry,
including the engineers, on the south side of the bridge for safe-keeping.
Park two of your Predators above and to the right of your rig and park two of
your APCs above and to the left of it. Stick a Pitbull between the Predators
and the APCs to detect stealth units, then group your other two Predators, your
third APC (preferably one of the ones with a missile squad in it), and your
other Pitbull into a group. This will be your primary combat group for a
while. It's small and vulnerable, but you can retreat it (or parts of it) to
your Rig for repairs when necessary.
Start your assault on the three reinforcement bays by moving your assault
group north-east along the ridge (getting too close to the central Nod compound
can have unfortunate results, what with the Obelisks and so forth). Make sure
you lead with the Predators, since they can take the most punishment without
being destroyed. Take out all of the Nod stockpiles along the way, but make
sure you focus your attention on manned vehicles and other units. If anything
in your assault group gets too damaged, retreat to your Rig for repairs.
If you're lucky, one or more of your assault group's vehicles will reach the
maximum veterancy level, which makes them much more powerful (and makes them
automatically repair). If you're really struggling with this mission and
you're getting frustrated, just sit back in the comfort of your Rig's repair
zone and let all of your units reach maximum veterancy.
Anyway, your first target should be the reinforcement bay on the south-east
ridge (the main objective one, not the other two). Wipe out the defenses and
the units in front of it, then take out the buildings. Send your assault group
back to the entrance of the ridge to defend (or back to the Rig if you need
repairs), then grab your other rocket squad APC from near your Rig and send it
south over the bridge. Dump the missile squad out of it and replace it with an
engineer, then carefully drive it all the way to the reinforcement bay you just
attacked. Dump the engineer out and use him to capture the bay.
You'll get two airfields loaded with Firehawks {Firehawk Attack Jets} and a
Mammoth for your trouble. Use one of your groups of Firehawks (armed with
missiles) to pick off a Nod chopper to accomplish another secret objective.
Arm both groups with bombs, then use them to pulverize the Nod forces around
the reinforcement bay north of your assault group (which you should've added
the Mammoth tank to). When most of the Nod stuff's been destroyed, move your
assault group in to hold it, then send your empty APC back down to the south
side of the bridge to pick up another engineer. Safely send the APC back to
your assault group and use the engineer to capture the reinforcement bay.
You'll get some more Predators and another Rig for your efforts. Deploy the
rig here and let your forces get repaired, then use your Firehawks to destroy
the Nod forces around the last reinforcement bay in the north-west. Once it's
fairly clear, send your assault group over there and hold the area, then use
your empty APC to send your last engineer to the bay and capture it. You'll
get another Pitbull and two Predators for your trouble.
Use your Firehawks to demolish the main Nod defenses on the central base, then
move your entire attack force in to crush everything. Destroy the stockpiles
outside the base as well as the production buildings in the base, and the
mission will be complete.
"Kane is making his last stand at Temple Prime in Sarajevo. Your mission is to
take out his defending forces, destroy the surrounding compound, and disable
the ion disruption towers protecting the temple complex from energy weapons.
Knocking out the disruption towers will open up options for GDI Central
Command now that the Ion Cannons are nearly back online. However, be aware
that Kane and his Science Ministers have been working on a Liquid Tiberium
device of considerable destructive power within Temple Prime. It is
imperative that you do not use the Ion Cannon on Temple Prime yourself without
authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the
Temple and set off a chain reaction in the large Tiberium fields found
throughout this Yellow Zone - the resulting blast would be massively
destructive and may kill millions. This is a decision that will have to be
made at the highest levels of the GDI command structure."
"Capturing this building will provide important intel on Nod Tiberium research
and further insight into Kane's mysterious plans."
2) Capture the Mutant Hovel.
"Capture the Mutant Hovel with an Engineer. This will allow the recruitment of
Mutants to fight for our cause."
3) Capture Liquid Tiberium Factory.
"Capturing this facility will provide important intel on Nod's Tiberium
liquification process and restrict their ability to use this technology
against us."
4) Destroy an Avatar with the Commando.
"Use the Commando to attack the Nod Avatar. The Commando is an expert at
taking down large walkers by planting an explosive pack on their hull."
===========
Walkthrough
===========
Use your infantry to clear out the Nod troops in the areas north and north-east
of your starting position {Nod Ion Cannon Disruption Tech}, then park your Rig
north of the buildings and trees. Guard it with your vehicles, then deploy
your construction yard and start building your base. Get a second harvester as
soon as you can, and line the northern edge of your base (including north of
your Rig) with watchtowers. Infantry will attack all over this line, and
you'll want to be able to stop them before they reach your base. Train a
commando as soon as possible and use him to slaughter the infantry - having him
leveled up will come in handy later.
Once you have your war factory going, start building Mammoths (and make sure
you get the rail gun upgrade). Two airfields loaded with Firehawks will come
in handy for toasting Obelisks, so get them ready before you start moving your
tanks towards the Nod base.
In the north-west corner of the map, you'll find an abandoned building called
a mutant hovel. Fly your Firehawks up there to reveal it, then transport an
engineer up there to capture it for one of your secret objectives {Life in a
Yellow Zone}.
When you're ready to make an assault on the Nod base, use your Firehawks to
scout the south-west corner. You'll find two obelisks guarding a hill there,
so destroy them both (you'll need five Firehawks all at once). Get another
Rig ready, then send it over there with a cluster of Mammoths (six or seven
should be plenty - if you have leveled ones already, send them). Deploy the
Rig at the top of that hill you just freed, then line the top of the Rig with
three or four of the Mammoths.
Nod crap should start flooding towards you, but if it doesn't, move one of your
tanks down there to taunt them. With how much crap Nod's going to be sending
at you, you shouldn't have any problems getting all of your Mammoths completely
leveled fairly quickly. Once you have them, send your Commando over there.
One of the secret objectives requires you to destroy a Nod walker with the
Commando, and the easiest way to do it is to lure one past your Rig by
retreating your Mammoths as the walker approaches. Have the commando waiting
behind it, then jump out and detonate it when it gets close {Nod Avatar
Walker}.
With your cluster of leveled Mammoths, the Nod base will be pretty much no
match, but you'll have to move slowly. Make sure you have a group of engineers
ready in your base - you'll need to fly them into the Nod base later. Anyway,
move through the base and destroy everything but the Nod Science Ministry and
the Tiberium Chemical Plant. There're quite a few Obelisks around the Temple,
and they'll be able to tag your Mammoths while they're still on the southern
side of the walls. Keep moving when you approach the second red line, and head
to the right to attack the Temple area from near the second disruption field
generator. Keep moving, and you should be able to destroy the two eastern
Obelisks before they destroy any of your tanks.
Destroy the second disruption field generator, then move past the temple, take
out the other Obelisks, and destroy the third disruption field generator. Fly
in your engineers now and capture the Science Ministry and the Tiberium
Chemical Plant {Health Effects of Tiberium Contamination} to accomplish the
last two bonus objectives.
If you haven't already, build an Ion Cannon Control Center from your support
structure tab. To finish the mission, simply use the Ion Cannon on the temple.
"The savage, unexpected attack on Munich by the invaders has taken the city's
garrisoned GDI forces completely by surprise. The battle was over before it
began. As the invaders ruthlessly wipe Munich from the face of the Earth, you
must marshal the surviving GDI forces and fight a desperate rearguard action,
holding off the enemy just long enough to allow the GDI F-T Lab engineers to
escape in armored transports. These engineers have key information about our
new enemy, and must reach safety."
"This GDI Lab contains vital research. Send in an Engineer, capture it and
obtain the information, or GDI F-T research may be set back five years or
more."
2) Capture the Power Plant.
"This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get
these Engineers in there and get the thing working... we need all the help
we can get."
===========
Walkthrough
===========
This mission is chaotic, but fairly simple. Collect all of the units near
your starting position and make them into a group, then follow the three trucks
as they move along the road. They'll head south-west for a while, then they'll
turn east and head for the Rig when they reach the bridge. Stay right on top
of them to defend against aircraft, then defend the Rig until the trucks start
to head south towards the second bridge.
You'll get a group of reinforcements, including some engineers, once the trucks
start moving (they'll be south-east of the Rig). Your two bonus objectives
will require you to use these engineers to capture the GDI Lab to the north and
the power plant south of the bridge. Leave one engineer with your main force,
then send everything else north to the GDI Lab. Capture it with an engineer
{GDI Storm Shelters}, then send any survivors south over the bridge.
Keep your main force with the trucks as they move over the bridge, and capture
the power plant with one of your engineers {Sonic Weapons and the Invaders}.
The sonic emitters will thoroughly trash the Scrin units in the area, but keep
your forces near the trucks as they make their way to the edge of the map.
As long as one truck makes it, the mission will be complete.
"While Stuttgart is ostensibly under complete alien control, GDI has received
several distorted transmissions from within the city indicating there are
survivors either in hiding or pinned down by alien forces. One of these
surviving units - an elite Commando - has managed to evade his attackers. You
will work with this Commando to round up as many other surviving units as
possible, then use the resulting force to take out the alien base dominating
the city. Keep an eye out for a GDI combat engineering team - they are
capable of reactivating both GDI's Stuttgart base and the city's defensive
grid, which would make the mission far easier."
- Alien Origins, Connections to the Tacitus
- Alien Tripod Captured
[NOTE: There's a glitch in the game that's not allowing the Alien Tripod
Captured entry to be made in your intel database. Hopefully this will
be fixed in a patch at some point, but for now, you'll have to edit
this manually if you want to complete your database.
"This structure appears to be the focus of Alien efforts in the area. Marshal
your forces and capture or destroy it."
2) Rescue Engineers.
"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."
3) Capture the eastern Power Plant, activating the GDI Base.
"This GDI base was damaged during the attack, but appears to be
semi-functional. Get the Power Plants back online and you'll be able to build
new combat units and Engineers. Lose all your Engineers before capturing the
base and you will fail - it is essential to our success."
"Alien air units have trapped this Zone Trooper squadron in the Stuttgart
rubble. Destroy the aircraft and the Troopers are yours to command."
2) Rescue Snipers.
"Dispatched to scout the area, these Snipers are now pinned down by Alien
infantry. Kill the infantry and rescue them."
3) Rescue Infantry Squad.
"An infantry platoon took shelter in these structures during the attack, but
found themselves surrounded by alien Disintegrators. If the platoon moves,
the drones will notice them, enter the building and kill them all. Eliminate
the Disintegrators in order to free the platoon."
4) Destroy a Tripod with the Commando.
"Use the Commando to attack the Alien Annihilator Tripod. The Commando is an
expert at taking out large walkers such as the Tripod."
5) Capture the northern and western Power Plants to activate the Sonic
Emitter arrays.
"As out experience in Munich showed, Aliens are weak against Sonic Emitters.
Capture both Power Plants and get the arrays back online."
6) Capture the southern Power Plant to activate the Command Post.
"Stuttgart's Command Post appears to be mostly intact. Get its Power Plant
functional to regain radar information."
7) Capture the southwest Power Plant, activating the Armory.
"Given the weakened state of our forces, this Armory should prove invaluable.
Use your Engineers to capture the Power Plant and get it back online."
===========
Walkthrough
===========
Send the commando south-west towards the pinned engineers first. Eliminate the
Scrin units nearby, and the engineers will be under your control. Head west
with the commando until you find a missile squad, then send the missile squad
slightly east so the commando is between it and the hoard of Scrin units that
are about to approach from the west. Detonate the tripod with the commando,
then let the other vehicles fire at your commando while the missile squad
destroys them.
Next, send your engineers to the power plant to the west and capture it, then
move north-east and capture the second power plant there. This will complete
bonus objective 5, and the sonic emitters will really make your life easier.
Grab the missile squad in the crater east of that power plant, then send all of
your forces south towards the markers for bonus objectives 1 and 7. Use your
missile squads to destroy the aircraft in the area, and the Zone Troopers will
join your command. Capture the power plant near the armory with an engineer,
and you'll be able to heal your infantry units there if necessary.
Take your entire force east along the lower part of the map now and capture the
power plant next to the command post. Leave everything but your commando here,
then send the commando to rescue the trapped soldiers in the houses just north
of the command post. Send the soldiers down to the command post, then continue
moving east with the commando towards the GDI base. Eliminate the tripod and
the other Scrin units along the way, then send an engineer over to the power
plant when you're sure the city is clear. Use your extra engineers to capture
the abandoned silos or the Tiberium Spikes in the south-east corner.
With the GDI base operational, crank out eight or so APCs and fill them with
missile squads (put your commando in one of them), and make sure you have one
APC with an engineer in it. Send this force to the last bonus objective marker
and free the trapped snipers, then continue moving west towards the Scrin base.
Use your missile APCs and the commando APC to slaughter the Scrin forces and
base defenses, then run your engineer APC in while they're distracted. Park it
north of the main structure and dump the engineer, then capture the structure
to end the mission {Alien Origins, Connections to the Tacitus}.
"Cologne is under attack by the invaders and the city is in its last throes.
However, initial recon has revealed that the GDI base in Cologne was left
relatively intact by the enemy after it was abandoned by the garrison force
when the alien attack started. An advance team is being dispatched to
determine the size and scope of the alien presence in the city and you'll be
in command. Once you determine what you're up against, we'll send you an
engineering team to get the GDI base up and running again. Protect the
engineers until they can reach the base, then build up a strike force and
drive the aliens from Cologne altogether. It's not too late to save the
city."
"Capture this Reinforcement Bay in order to gain access to Juggernaut
artillery."
2) Capture the northwestern Power Plant.
"This Power Plant runs the Sonic Emitter array on the west side of the city.
Capture it and the array will come back online."
===========
Walkthrough
===========
Take your entire group north-west along the bottom side of the river. Lead
with the commando, and he'll slaughter pretty much everything (just make sure
you're ready to detonate a few tripods). When you reach the target building in
the north-west, immediately turn east and cross the bridge once you've been
notified that the first objective is complete.
Quickly move over to the reinforcements you just received and make sure they
don't get killed by any Scrin units in the area, then send everything to the
power plant marked with the yellow 3. Capture it {GDI Field Recon - the Fall
of Cologne}, then repair your base. Build a war factory and a few more
harvesters, then start cranking out APCs and missile squads while you build a
tech center. Get the rail gun upgrade, then load your APCs with the missile
squads as you build a half dozen or so Mammoths. Capture the reinforcement bay
with an engineer if you haven't already.
Insane quanitities of Scrin aircraft will start hammering your base, which is
the main reason you're going to want those APCs full of missile squads. Some
of the Scrin aircraft can hit you from outside of your own range, so make sure
you stay alert and move in closer if they're attacking you from far away. When
your Mammoth cluster is ready, move it over the bridge with the APCs right
behind them. When they're safely over the bridge, quickly send an engineer
over there and capture the power plant to complete the second bonus objective.
All you need to do to finish the mission is destroy the command center, which
is near the top of the Scrin base. Rush at it with all of your mammoths and
APCs, and you should be able to destroy it well before they manage to destroy
all of your units.
"After launching a costly but successful counterattack against the Alien
invaders, the rewly-reconstituted GDI is finally in a position to push the
Aliens out of Europe once and for all. The key is the invader's central base
in Berne, Switzerland. The invaders have turned Berne into a brutal urban
wasteland, a vast staging area for the invasion of Northern Europe. The alien
encampment is spread across the ruined city and split into three sections: a
heavily-defended central base to the northeast of the city and two adjacent
support bases, one armor and one air, all ringed with what seems to be
newly-seeded Tiberium fields. This is going to be a tough one. Destroy the
main base. No survivors. This is personal."
"The Aliens have constructed an additional outlying base focused on armored
units. Destroy it and their forces will be significantly weakened."
2) Destroy the Alien Signal Transmitter.
"The Aliens appear to be using this structure to summon something large and,
presumably, dangerous. Destroy the Signal Transmitter before this happens."
3) Destroy the Alien Mothership.
"The Aliens have summoned what appears to be some kind of Mothership, and it's
heading right for our base. It must be stopped!"
[Note: This bonus objective is only available if you failed to accomplish the
second bonus objective in time.]
4) Destroy the air base Drone Platform.
"The Aliens have constructed an additional outlying base focused on aerial
units. Knock it out and you'll have a much easier fight on your hands."
===========
Walkthrough
===========
Leave your six Predators on the north-east part of your base, then send
everything else to the north-western edge of your base. Drop a war factory
right there, then drop some power plants near your existing ones. Get a tech
center as fast as possible, then get the rail guns upgrade and upgrade your
power plants. The Scrin will be hitting you with aircraft and ground units by
now, so use your two groups of units to deal with them. Repair your damaged
units at the war factory if necessary.
Once you can build Mammoths, build a few and send them to the small clearing
north of your base. Build and deploy three rigs in a triangle in this area,
and your Mammoth tanks will be pretty much unstoppable. You'll need to keep
your eyes open for Tripods and aircraft, though, since they can hit you from
outside of your range. Once you have the defensive triangle up and running,
it's a good idea to build a few more harvesters, just to speed things up.
You should have tons of money thanks to the large Tiberium field surrounding
your base, so build two airfields and load them with Firehawks. Make them into
a group, then send your Mammoth pile north towards the north-west corner of the
map (leave four or so of them behind to defend the triangle). There's a Scrin
base in this corner, but it's no match for a group of Mammoth tanks. Target
the defensive towers first, then pulverize the Drone Platform and everything
else in the area.
You'll be warned about some sort of signal transmitter in the rear of the Scrin
base. If you want to accomplish the bonus objective related to it, you'll need
to immediately send your eight Firehawks north-east towards the back of the
Scrin base, then bomb the transmitter the instant your Firehawks can see it.
Failure to destroy the transmitter within about half a minute of it being
announced will result in you failing the second bonus objective, and the third
bonus objective will be announced. The Mothership is nothing to worry about,
though. Just retreat your entire Mammoth collection to your Rig triangle and
wait for the Mothership to fly right over top of you. The Mammoths will shred
it instantly. Note, however, that if you want a "perfect" mission, you need to
destroy the transmitter before the Mothership can be summoned (which results in
the Mothership bonus objective never becoming available).
Anyway, repair your Mammoth cluster if necessary, then make an assault on the
Scrin base in the south-east corner of the map. It's pretty much the same as
the other one was, so just move in, target the defenses, then destroy the Drone
Platform {GDI Field Recon - the Fall of Berne} followed by everything else.
Move directly north along the eastern edge of the map after that and make your
final assault on the main Scrin base. Things can get pretty ugly near the
Drone Platform, though, so you'll want to make sure your Mammoths are in good
shape before you attack. Sometimes the computer leaves a huge pile of aircraft
right above the thing, and they'll fry the crap out of you in no time along
with the base defenses and Tripods in the area. Focus on destroying the Drone
Platform {What is it like in a Red Zone?}, since that's all you need to do to
finish the mission.
"It's time to take the fight into the Red Zones and destroy the giant towers
under construction by the invaders. Central Command isn't keen on waiting
around to find out what those things are actually going to be used for... the
answer is sure to be one that we won't like. You're the test case; you're
going to take down the tower near Rome. You will deploy into the Italian Red
Zone and set up shop behind a large Tiberium chasm that is not connected to
the main landmass. While this provides a natural defense, you'll have to
utilize jump jets, call-for-transport, and aerial units to move across the
chasm and create expansion bases. Scanners indicate several spatial anomalies
in the area and Alien entities are flooding into the region at an alarming
rate. To make things worse, Nod has set up camp in the northwest. Given
Nod's erratic behavior since the arrival of the invaders, you should be
prepared for anything. The situation is crazy and getting more so by the
minute."
"Three Alien Phase Generators are protecting the Alien Tower. Destroy them to
make the tower vulnerable."
2) Destroy the Alien Tower.
"The Alien tower is surrounded by Storm Columns which will complicate a direct
assault. Once the Phase Generators are down, utilizing the Ion Cannon may be
your best bet to destroy it."
1) Destroy the Alien Masterminds teleporting the forces.
"The Alien Mastermind appears to be teleporting attack forces across the
Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks."
2) Prevent Aliens From Using Rift Generator.
"The Aliens are preparing to use their super weapon. Destroy the weapon before
they are able to use it on your base."
===========
Walkthrough
===========
Build a refinery as soon as you can, and send your Zone Troopers to the right
side of your base to fend off Scrin attacks. {Red Zone Terrain: Tiberium
Chasms} Place the refinery between the two Tiberium fields on the left side of
your base, then build a power plant and a war factory while you're building a
surveyor. Get a second power plant and a command center (and another
harvester), then build a tech center (and upgrade your power plants as soon as
the tech center's done). Finally, build an airfield, place it, and start
building a second war factory (and the rail guns upgrade if you have the
money).
Jump jet your Zone Troopers over the cliff east of your base. You'll land in
the middle of some Scrin forces, so target the vehicles and then the nearby
structures. Your immediate concern is the small Scrin commando unit called the
Mastermind (it should be marked with a green bonus objective box, but it might
not be if you've been working really fast). The Mastermind has a few
interesting tricks that'll make it a little difficult to kill, so shred some of
the other nearby buildings with your Zone Troopers while you're waiting for a
chance to finish the Mastermind {Alien Mastermind}.
Meanwhile, airlift your surveyor over the cliff and deploy it near the blue
Tiberium field, then drop the second war factory nearby as soon as you can.
Start cranking out Mammoths and a few APCs, and deploy a Rig nearby if you'd
like. You'll want some anti-aircraft defenses on the northern part of your
initial base, too - I suggest a Rig surrounded by some APCs with missile squads
in them.
You'll be given a second bonus objective related to a nearby Rift Generator.
Move some Mammoths to the east of your secondary base and crush the Generator
{Alien Rift Generator} along with everything else in the area, but be prepared
to deal with some Scrin units as well as some Nod forces in the process.
Retreat for repairs if necessary, then gather your forces together again and
head east.
Since there's plenty of Tiberium on this map for you to collect, cranking out a
ridiculous Mammoth/APC pile shouldn't be hard at all. The Scrin will start
hitting you with aircraft eventually, but they won't really be able to send
enough to do much damage. Move your group through the map and crush everything
you see, including the three phase generators. Worm holes will form in front
of some of the generators, so be prepared to slaughter whatever comes out of
them. If you haven't build an ion cannon yet, make sure you do.
When you've cleared the map, use the ion cannon on the tower in the far
north-eastern part of the map, and the mission will be complete.
"Right at the heart of Ground Zero is a unique alien structure that GDI
scientists are calling the Control Node. It appears to be channeling Tiberium
radiation to the alien forces all over the planet. If you can destroy the
Control Node, there is a good chance that all of the alien units will cease
functioning and the invasion may be stopped dead in its tracks. Yet again,
Nod forces have arrived ahead of us and they appear to have engaged the
aliens. The two sides are currently fighting over a central hill near Ground
Zero and will likely use this location to stage attacks or construct super
weapons. You'll have to improvise. Try capturing enemy structures for your
own use. Wipe out the Nod and alien forces that get in your way. Also, be
advised that we have intel on an unidentified alien entity en route towards
the Control Node."
"General Granger believes the alien Control Node is channeling Tiberium
radiation to the entire alien force. Destroy it and the aliens will be
defeated once and for all. Expect heavy resistance."
2) Defeat the Nod Forces.
"Nod is in the area and poses a threat to our operations against the alien
Control Node. Eliminate their base to the north."
"The aliens and Nod are vying for a position along the chasm. They will likely
use this strategic location to construct superweapons. Capture an enemy Rift
Generator or Temple of Nod."
2) Divert the Alien Mothership to the Nod base.
"An Alien Mothership has been summoned to the battle and is headed towards our
base. You may temporarily divert the Mothership to Nod's base by taking out
the disruption towers in front of their base. Whether or not you divert the
mothership, eventually you will need to destroy it."
===========
Walkthrough
===========
Build two power plants as you're building a refinery, then build a war factory,
two more harvesters, a command center, a tech center, and a barracks. Your
first priority will be capturing the Rift Generator west of your base. With
all the Tiberium around your starting position, you should have no trouble at
all getting enough funds to produce a huge Mammoth army, so once you have five
of them and an engineer, make an assault on the Scrin position and capture the
Rift Generator. Deploy a Rig in the gap between your base and the Generator,
then park your Mammoths there to defend against possible assaults.
Meanwhile, you'll be told about a Mothership that needs to be diverted. You've
probably already got several more Mammoths built in your base (especially if
you built a second war factory), so go ahead and send some of them up the
eastern side of the map and destroy the two Nod towers marked in green to
accomplish the second bonus objective. The Mothership will probably be
destroyed by Nod when it gets diverted, but if not, don't worry - it won't be
much of a match for your Mammoths.
Your next immediate priority is the Temple of Nod in the central part of the
map. Move your entire Mammoth column up there (except for the few defending
the gap west of your base) and crush the Temple, then immediately move up to
the Nod base and wipe it off the map, regardless of how many losses you take.
The Scrin will build a new Rift Generator eventually, and you'll want to have
plenty of time to send your surviving Mammoths back to your base for repairs
before you make the final assault on the Generator and the Control Node.
There's not much left on the map that can really pose a threat to a huge group
of Mammoths, so just force your way through the tiny paths and crush everything
in your way. Destroy the second Rift Generator if necessary, then approach the
Control Node {Alien Control Node} from the path to the south of it. This is a
horrible place to have to attack from, but as long as you keep your Mammoths in
a tight line, you'll be able to force your way to the Control Node fairly
easily. Destroy it (either with your tanks or with the liquid Tiberium bomb,
whichever you'd prefer) to end the mission.
"You will be taking an elite team of Nod's best soldiers into Goddard Space
Center to stage a lightning strike on the ground control systems for GDI's
anti-missile defense systems. With the A-SAT systems offline, GDI assets in
Earth orbit will be vulnerable to a missile attack. Your raid will start with
the base Command Post: Capture it to disable their communications. That will
give you a 20 minute window to destroy the A-SAT control systems."
1) Use these Shadows to destroy the final Power Plant.
"Nod Shadow Teams are excellent at infiltration, using their hang glider
ability to get past obstacles and their Plant Explosives ability to destroy
structures."
2) Capture the Reinforcement Bay.
"Capturing the Reinforcement Bay will give you access to additional
reinforcements."
===========
Walkthrough
===========
Use your fanatics to destroy the section of wall that's marked in yellow {The
Brotherhood of Nod} {Fanatics}, then send your Saboteur through the gap in the
wall {Saboteur} and capture the command post. Reinforcements will be dropped
in {Militants and Rocket Troopers}, so gather them into a group and move
through the compound to the two power plants (destroy the barracks on the way).
Grab the veterancy crate near the power plants, then destroy them {Nod's place
in the world}. Move north towards the second group of power plants. There're
a few Pitbulls in the area, so destroy them (and the war factory), then destroy
the power plants. The final objective will be given {Ground Control for GDI's
A-SAT Systems}, and you'll receive another Saboteur and a Shadow Team by the
command post.
Move your group over to the reinforcement bay on the right side of the map and
destroy the barracks there, then use your new Saboteur to capture the
reinforcement bay. Add the new reinforcements to your group, then move your
men into the area around the A-SAT control center. Destroy the Pitbulls in the
area, then use your Shadow Team's glider ability to glide and land above the
power plant near the control center. Use the Shadow Team's detonation ability
to destroy the final power plant, then destroy the A-SAT control center with
your forces (the Shadow Team can speed this process up if you use the
detonation ability again when it's recharged).
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.42) The White House | |
| | | |
| ----------------------------------------- |
=============================================================================
"An attack on the White House will simultaneously deal a terrible blow to GDI
morale and serve as a distraction from more important targets. We've
infiltrated a strike team into downtown DC and they are standing by for your
orders. Take command of your force and proceed with your mission."
"Assemble a force and destroy the GDI Logistics Center just north of your
position. This should cause GDI to respond with forces that are currently
guarding the Pentagon, leaving it open for attack."
2) Destroy the remaining GDI forces guarding the White House.
"GDI has setup a small base in front of the White House. Destroy their
production structures and Command Post and take the White House for the
Brotherhood of Nod!"
1) Capture two Tiberium Silos to fund this mission.
"The Tiberium Silos in the area should fund our fight here. Capture them with
your Saboteurs."
2) Capture two Tiberium Spikes to fund this mission.
"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster
your funds."
3) Destroy 5 Ox Transports.
"Make sure those Ox transports don't reach their landing zone destinations.
Use your Attack Bikes and Militant Rocket Squads to bring them crashing to the
ground!"
===========
Walkthrough
===========
Start cranking out bikes and buggies {Hand of Nod} {War Factory}, and also get
some more Saboteurs so you can capture the two Tiberium Spikes {Tiberium
Spikes} and the two silos. The GDI force in the area is very weak for the
first part of the mission, so just take your buggies and bikes north and
destroy the barracks near the GDI Logistics Center once you've captured the
spikes and silos.
The map will enlargen once you destroy the Logistics Center, and you'll be
warned about GDI transports that'll be coming in soon. Continue adding bikes
and buggies to your pile, and quickly move your group to intercept each cluster
of GDI reinforcements before they can land. Once you've destroyed five to
complete the bonus objective, make an assault on the GDI base in front of the
White House.
Your first target should be any Pitbulls or missile squads in the area, then
take out the watchtowers and any other threats. Destroy the war factory, then
both barracks, then finish off the rest of the base to end the mission.
=============================================================================
| ----------------------------------------- |
| | | |
| | 1.43) Andrews Air Force Base | |
| | | |
| ----------------------------------------- |
=============================================================================
"Our Theatre Command Cell has ordered a coordinated attack on all GDI air bases
in this region to take out GDI's air support. Your target is Andrews Air
Force Base in Washington DC. You'll take command of a strike force near the
base entrance. Start by clearing any GDI troops in the surrounding area,
establish an outpost, and then infiltrate the base itself. Once you're inside
the base, job one is to destroy the airfields used by Orca ground attack
aircraft. Your very presence inside the base will also shut down GDI's use of
military airlift capability."
1) Destroy the two Airfields at the rear of the Air base.
"GDI is providing air support to the rest of the Eastern Seaboard from this air
base. Eliminate these two Airfields to cripple their ability to respond to
our attacks."
2) Eliminate the GDI Patrols and destroy the GDI Outpost.
"In order to build a base at this location, you must clear out all GDI patrols
and buildings. There is a Fuel Depot in the outpost, if you blow it up the
entire outpost will go up in flames."
3) Disable the GDI defenses.
"There is a Power Plant situated on top of the cliff powering those defensive
turrets. Your Shadows can use their hang gliders to reach it. Destroy the
Power Plant."
4) Destroy the Control Tower.
"In addition to hampering GDI's ability to coordinate air attacks, eliminating
the Control Tower will also clear the way for Attack Bike reinforcements."
1) Capture two Tiberium Spikes to fund this mission.
"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster
your funds."
===========
Walkthrough
===========
Gather your troops together and move west towards the GDI outpost {Nod Tactical
Doctrine}. Take care of the units in the area, then attack the spherical fuel
storage unit to destroy the entire base instantly. Reinforcements will arrive,
and they'll automatically deploy into a base for you. Build ten or so buggies
from the war factory, then send one of them north with the Saboteur and capture
the Tiberium Spike. Approach the ridge with the buggy until one of the GDI
base defenses fires at you, and you'll be given a new objective.
Two Shadow Teams will drop in your base {Shadow Team}. Move them to the west
side of the ridge where the power plant is and send them up to it with their
glider ability. Destroy the power plant, then quickly move them through the
base to the large control tower in the middle. Destroy it, then retreat if you
can. Some bikes will be dropped where the tower used to be - immediately
retreat them to your base for repairs, and build another ten or so of them
from your war factory (they'll be available for production now even though they
weren't earlier).
All that's left to do is destroy the two airfields and capture the second
Tiberium Spike. Move your buggies and bikes into the base and crush everything
you see, especially the war factory near the top and the barracks structures.
When the route is clear, send another Saboteur to the second Tiberium Spike to
complete the bonus objective, then use your forces to destroy the two airfields
(capturing them won't end the mission, you actually have to destroy them).
"You're going to seize the largest naval base in North America and destroy one
of GDI's Aircraft Carriers in the process. With the Brotherhood in control of
Hampton Roads, we can start bringing in supplies and reinforcements in bulk to
feed our growing offensive in this Blue Zone. The plan for this operation is
a masterstroke. A Commando has been smuggled into the port via cargo
container. Use this elite troop to take out a GDI Aircraft Carrier at its
dock. Once the carrier is out of the equation, we'll send in some forces to
help you take the rest of the port. One final note: we also smuggled in a
Saboteur but lost contact with him a few hours ago. If you can find him, put
his talents to use."
"With Langley under attack, the GDS Pathe is the sole provider of air defense
for GDI on the eastern seaboard. Destroying it will ensure Nod air
superiority and enable The Brotherhood to reinforce by air."
2) Destroy the GDI Port Authority Building.
"The Port Authority building gives GDI command over this naval port. Destroy
it to end GDI's control of the port."
"We have lost contact with a Saboteur that we infiltrated into the port. All
we know is that he was hiding in a shipping container, probably stamped with
the GDI logo."
2) Capture the GDI Command Post.
"Capturing the GDI Command Post will give the Brotherhood valuable
intelligence."
===========
Walkthrough
===========
Just like the GDI Commando in the Hampton Roads mission, the Nod Commando is
more or less invisible against infantry, especially once it reaches the highest
veterancy level. Send her north along the path and slaughter the GDI infantry
along the way. Keep your eyes out for the flashing yellow crates - walk over
them with the commando, and you'll get healed or gain a veterancy level. There
are two veterancy crates between your intitial starting position and the
carrier, which will make the rest of the mission a breeze.
Continue slaughtering everything on your way to the carrier (make use of the
explosive red barrels next to the Predator and the APC - shoot them, and the
resulting explosion will destroy the vehicles). A GDI commando will try to
stop you from reaching the carrier, but he's no match for your fully leveled
commando. Detonate the carrier to accomplish the first objective.
Reinforcements will arrive, including four Venom aircraft {Venom Patrol Craft}.
These have the ability to see stealth units, which will come in very handy in
the immediate future. Leave the commando to defend the fanatics, then send the
Venoms south towards the Saboteur's location. Kill any sniper teams you see,
and detonate the barrels next to the vehicles to eliminate them. Once
everything's clear, the Saboteur should come out and join you.
Continue sweeping the area with the Venoms and take care of any snipers you
find. Destroy garissoned buildings while you're at it, and slaughter the
stream of infantry coming from the barracks and the GDI base. Destroy the
barracks and power plants too, if possible, and try to take care of any missile
squads as fast as you can to keep your Venoms intact. With a constant flow of
GDI infantry in the area, it shouldn't take long for you to level all of them
all the way up. That will make taking out the line of Pitbulls and Predators
south of the command post very easy, but if you'd prefer, you can just send
your fanatics down there to take care of them.
Once you've wiped out the vehicles in the area, get your Saboteur into the
command post to accomplish the second bonus objective, then send the commando
into the main base and detonate the port authority building (or use your
fanatics if you'd prefer).
"With GDI forces on the ropes and a flood of reinforcements pouring into our
new base at Hampton Roads, the Brotherhood is now poised to take Washington
DC. You have been given the honor of striking this blow. We've set up a base
on the outskirts of the city and we're now bringing in supplies. You'll need
to build an army, take out the GDI defenders, and claim this city for Nod."
"The main GDI base is to the northeast. It seems to contain GDI's main vehicle
production facilities. Destroy it and you will cripple their ability to
produce vehicles."
"GDI presence in the city is massive. We'll need to build some base defenses
to ensure our base is not over run. Shredder Turrets are strong against
infantry."
2) Build a Laser Turret base defense.
"GDI presence in the city is massive. We'll need to build some base defenses
to ensure our base is not over run. Laser Turrets are strong against
vehicles."
3) Capture the Subway Hub.
"Use a Saboteur to capture the Subway hub. The Subway allows infantry to move
quickly around the city."
4) Destroy the Tiberium Silos.
"Spread Tiberium through the city by destroying those Tiberium Silos!"
===========
Walkthrough
===========
Build a war factory {Refinery and Harvesting Operations} {Flame Weapons} and
place it in the upper right corner of your base, then build a power plant next
to it {Base Defenses}. Use your Black Hands to torch the garissoned structure
above your base, then build a Shredder Turret and a Laser Turret in the
intersection there to accomplish the first two bonus objectives.
Flame Tanks are good for clearing out garissoned buildings, but since you can
get a bike and a buggy for the same amount as a single Flame Tank, I suggest
you spam bikes and buggies for this mission instead of bothering with Flame
Tanks (two bikes for each bike is probably a good idea, too). Get a good-sized
group of them and head into the city, tearing apart garissoned buildings and
anything else you encounter along the way.
Move due north from your base, and you'll be told to capture the subway (and to
destroy the Tiberium silos once you move a little more north). Clear the GDI
units from around the subway hub, then send a Saboteur up ther and capture it.
Continue moving your main force north and destroy the Tiberium silo there (and
raid the crates from the raised platform). Send something from your base over
to the Tiberium silos east of your base to take care of it.
Continue building bikes and buggies if necessary, but keep moving your main
force through the city to take care of the rest of the Tiberium silos. Move
past the defenses and wipe out the main GDI base buildings to end the mission.
"The Brotherhood had two secret labs working on next-generation Tiberium
weapons reasearch. The main lab in North Africa was recently captured by GDI.
The remaining lab is located in Brazil, in a stretch of desolate terrain
called the Amazon Desert. GDI has two forward bases and a large army in the
region and they are mounting attacks on the small defensive force we have
deployed around the lab. You need to defend the lab against GDI forces until
you can build up an army of your own. Then take the fight to GDI and knock
out their bases. The lab facility must be kept intact at all costs."
"The research being conducted at this lab is vital to the war effort. Protect
the lab facility until you can build up a force large enough to counter-attack
and destroy GDI's local base of operations."
2) Eliminate the GDI Expansion Base to the north.
"Destroying this base will further prove your usefulness to Nod. You will be
rewarded with reinforcements and new tech."
3) Destroy the GDI Construction Yard, Command Post, and Refinery.
"This base is threatening the lab. Cripple it by destroying these key
structures. This will buy us enough time to move critical weapon components
from the lab to a safer location."
"Capturing the Reinforcement Bay will give you access to additional
reinforcements."
===========
Walkthrough
===========
Gather all of your starting forces {Disruption Tower} and pile them above the
north entrance of your base. Repair all of your structures and stick your
rocket soldiers into the civilian building on the east side of the entrance.
GDI forces will try to assault your position constantly for the first few
minutes of the mission, so use your units to beat them back. Build more
buggies and bikes from your war factory until you're given the ability to build
Scorpions, then build them with a few buggies.
Once you're told to wipe out the GDI expansion base, send your column north and
crush the place, then return your group back to your war factory and repair any
damaged units. While you're doing that, build an Air Tower {Calling for
Transport}. It won't be of much use to you, but you need it to get the intel
entry.
Once your battle group is repaired, move it east over the bridge and clear out
the town there. Gather the crates around the town, then sit your group in the
path leading north to the GDI base. Send a Saboteur to the reinforcement bay,
then assault the GDI base while the Saboteur is moving. Make sure you let him
capture the reinforcement bay before you destroy the main GDI buildings, or
you won't complete the bonus objective.
"The Tiberium weapon components from the Amazon Desert lab must be airlifted to
Temple Prime immediately. Unfortunately, GDI is using massive artillery
emplacements near the coast to block the evacuation routes to our landing
zones. Your job is to take out these big guns as quickly as possible. We've
established a forward base near the first emplacement and our forces are
awaiting your command. Two Vertigo stealth bombers have been assigned to you
to help complete this mission."
"This Artillery Emplacement just north of your position is one of three
emplacements threatening our escape route. Use your Vertigo Bombers to fly in
and destroy it."
2) Destroy the GDI Artillery Emplacement to the east.
"This Artillery Emplacement to the southeast of your current position threatens
our evacuation routes. Recon reports that the defenses are mainly
anti-vehicle, but watch out for additional anti-air after the destruction of
the first emplacement."
3) Destroy the GDI Artillery Emplacement in the northeast.
"The last Artillery Emplacement is to the northeast. Recon reports show that
they've called in Firehawk support to cover the air, along with Orcas and
additional Pitbulls in an attempt to thwart our stealth capabilities."
"Destroy the Construction Yard centered in this GDI Base in order to
temporarily disrupt their operations."
2) Destroy the Rig before it can reach the Artillery Emplacement.
"GDI is attempting to bolster the defenses of the Artillery Emplacement to the
northeast with a Battle Base. Destroy the Rig before it can reach its
destination."
===========
Walkthrough
===========
If you'd like to finish this mission as fast as possible, build a second
harvester and crank out a huge army of Scorpions and buggies before you bother
destroying the first artillery emplacement {Vertigo Bomber} {The Guns of the
Amazon}. The computer won't really do anything to you until you destroy that
first emplacement, and you'll be able to make short work of the rest of the GDI
forces if you prepare a good sized force before taking it out.
When you're ready, fly your Vertigo bombers to the tower and destroy it. Kane
will send you some Stealth Tanks via air transport {Stealth Tank}, and you'll
be able to build more from your war factory now. Do so, then send your combat
group out of your base and find the GDI base to the north-east. Smash your way
in and destroy the construction yard and everything else, then move south and
fight your way to the artillery emplacement there.
At some point, you'll be warned about a Rig moving to reinforce the GDI
defenses. If you have ground forces close to it at the time, just move them
over there and destroy it. If not, wait until it gets about half way to the
northern emplacement, then fly your Vertigo bombers over there and destroy it
to accomplish the second bonus objective.
All that's left to do is destroy the third artillery emplacement. Repair your
main group if necessary, and add some more units if you need them. Once you're
ready, move to the north-eastern corner and demolish the GDI defenses, then
destroy the last artillery emplacement to finish the mission.
"GDI's raid on our primary North African weapons lab continues to make life
difficult for us. The transport carrying the weapon components from the
backup lab in Brazil has been shot down in Slovenia. Nod troops recovered the
components and were about to take them to a nearby Nod base when they were
attacked by GDI. Now it's up to you. Use an elite Commando to infiltrate the
area, find the crash site, and secure the weapon components. We'll fly in
some reinforcements at that point. Then escort the transport to the base and
restore the facility to working order. GDI has a large force in the area, so
you're going to get hit hard. You need to hold out until we can get you heavy
armor that you can use to break through the GDI cordon and escort the weapon
components to Temple Prime."
1) Destroy the Anti-Air Guns to Obtain Reinforcements.
"GDI anti-air defenses are preventing us from landing our ground support to
gain additional forces. Each pair of anti-air defenses destroyed will bring
in additional reinforcements."
2) Build and maintain three Obelisks of Light.
"The Obelisk of Light is the ultimate Nod base defense. Construct and maintain
three of them to defend your base."
3) Upgrade an Avatar.
"Avatars can commandeer other Nod vehicles. Upgrade an Avatar using Flame
Tanks, Stealth Tanks or Attack Bikes."
===========
Walkthrough
===========
Use your commando to take out the infantry in the area, then walk to the top of
the small raised area nearby. Detonate the barrels to make quick work of some
of the troops, but resist the urge to destroy all of the barrels - you'll want
to keep one on the northern path to take care of an APC that's going to come
down that path soon. If you can use the barrels to destroy it, use the two
rocket squads you'll get when you destroy the first two anti-aircraft guns.
Keep your eyes peeled for the crates that're sitting all over the place. You
can use some of them to heal your commando if necessary, and more importantly,
you can level your commando up with some of them. There're also some with
money in them, four of which will require you to use your Shadow Teams to glide
over some mountains in the south.
When you finally make it all the way to the west side and find the liquid
Tiberium transport, you'll receive more reinforcements. Send them slightly to
the east and take out the GDI transports before they can land reinforcements.
Send all of your forces to the Nod base now, and make sure you take advantage
of the money crates in the cliffs near the base (use your Shadow Teams to glide
to them). When the liquid Tiberium transport reaches the base, you'll gain
control of the buildings. Quickly build another harvester and repair all of
your structures, then start building some Scorpions and some buggies. GDI
forces will be pouring in from the east, west, and northern paths very shortly
after you take control of the base, and you'll need to defend yourself.
Upgrade all of your power plants, then start building Obelisks with both of
your production queues. Use your units to defend the western entrance to your
base, then place both Obelisks above the northern entrance of your base. Build
two more as soon as you place the first two, and place one on the west entrance
of your base and one on the northern entrance {Obelisk of Light}. Keep these
repaired, and they'll make the mission much easier.
Meanwhile, wait for your Avatar reinforcements to arrive, then send them with
the rest of your vehicles to the GDI base north-east of your base. Crush it,
then wait for the warning about an unidentified force approaching from here.
It's a group of Juggernauts, and you'll be much better off if you destroy them
here instead of waiting for them to come to your base.
You can build more Avatars at your base now, so go ahead and build a few. To
accomplish the remaining bonus objective, use an Avatar's special ability to
grab a Fame Tank, Attack Bike, or a Stealth Tank (build one of them if you
don't already have one) {Avatar}. You can go crush the north-western GDI base
now if you'd like, but it's not really necessary. Instead, send your forces
north and wipe out the main GDI base blocking the road. When everything's
clear, send the liquid Tiberium transport up there to finish the mission.
"Job one is to escort the weapon components from Brazil to Temple Prime so Kane
can finish his work on the Liquid Tiberium device. This mission will be
tricky because GDI has a large force in the area preparing for an assault on
the temple. Your route back runs right through a massive GDI forward base.
You can't take on GDI directly with the small escort force, so you'll have to
think of something clever. Once the weapon transport has reached the temple,
you can focus your efforts on defending Temple Prime, building up an army, and
then clearing GDI out of our most sacred site. Also, be advised that a Nod
force from Kilian's detachment is being airlifted out of Australia in spite of
their dire situation there. They might be headed for Sarajevo; if so, maybe
they can help you out."
1) Escort the transport truck back to Temple Prime.
"It is vital that the transport truck be protected at all costs. It contains
the Liquid Tiberium device which is the key to ultimate victory in the war."
2) Eliminate the GDI blockade by destroying all GDI forces.
"Cleanse our sacred lands of the GDI infestation."
3) We've been betrayed! Destroy the forces of the traitors!
"These are Nod forces that threaten us. How can brother fight brother? The
righteous must provail. Destroy the traitors!"
1) Return the transport truck to Temple Prime unharmed.
"Keeping the transport truck completely safe from enemy fire will increase the
chances that Kane's vital weapon components arrive unharmed."
===========
Walkthrough
===========
Quickly move your fanatics all the way against the left side of the map and
make them into a group, then make the two Scorpions and the Avatar into a group
(and everything else, including the Liquid Tiberium transport, into a third
group). To keep the transport from getting damaged (the bonus objective), move
the fanatics north until you see the gun by the barracks in the corner of the
GDI base, then have them rush it while your tanks and Avatar finish it off if
necessary. Immediately move your third group (the one with the transport)
north along the edge of the screen while your tanks and Avatar deal with the
barracks and anything else that gets in the way.
As soon as the Liquid Tiberium transport gets past the GDI base, stop attacking
the base and concentrate on moving through the open middle area towards Temple
Prime. I suggest you move along the top of the map, since it tends to be
safer. There will probably be some GDI infantry up there fighting the Temple
troops, so make sure you deal with them before the transport gets too close.
Continue moving the transport and the rest of your forces towards the top-right
corner of the Temple base to complete the first objective (and the bonus
objective {Intercepted Transmission}).
GDI forces will start hitting your base immediately, so quickyly move all of
your forces towards the main entrance of your base (near the southern war
factory). Start building a tech lab while you build two more harvesters, then
start cranking out Avatars and stealth tanks from both of your war factories.
Set the upper factory's rally point near the lower factory to save yourself
some time, then focus on defending the entrance of your base (and keeping your
forces repaired). Continue cranking out Avatars and stealth tanks until your
"reinforcements" arrive {Beam Cannon}.
If you've been building at full speed the entire time, you should have more
than enough Avatars and stealth tanks to crush the upper-left base right away,
so go ahead and do so. It's best to eliminate that one first simply because
you can save yourself the trouble of defending that side of your base. The
southern base will attack in the same place as before, so as long as you leave
a few units behind (and keep building more stuff), you shouldn't have that
problem.
When you're done with the upper-left base, return to your war factory and
repair your damaged units, then assault the southern base from the lower-right
corner of the map. There's nothing altogether too special down there, so it
shouldn't be too hard to demolish the base and finish the mission.
"GDI is moving nuclear warheads from one of their bases on the edge of the
Australian Red Zone. If we can intercept the convoy, destroy the escorts, and
capture the warheads, then we can make the Brotherhood of Nod into a nuclear
power once again. You need to recover at least one transport but more is
better. Once you've secured the warheads, the Brotherhood will dispatch a
Carryall evacuation team. Be aware that the warheads are highly volatile and
may explode if fired upon. Tread carefully."
"Destroy each Nuke Transport Truck's escort. With its escorts eliminated, the
Nuke Transport will switch to your control. At least one Nuke Transport Truck
must survive."
2) Escort convoys to the evacuation point.
"The evacuation zone has been marked with flares. Escort each captured truck
to this zone. Once all surviving Nuke Transport Trucks have arrived at the
evacuation zone, our Carryalls will transport them from the battlefield."
3) Wait for Nod Carryalls.
"Nod Carryalls are inbound. Await their arrival and keep the Nuke Transport
Trucks alive."
"This towering mass of Tiberium is structurally unsound. Firing at the tower
will cause it to crumble, blocking the convoy's escape route."
2) Capture GDI Research Facility.
"If we can get a Saboteur inside this research facility, we can form a tactical
assessment of the Australian theatre of war."
===========
Walkthrough
===========
You'll want to split your forces into three groups: the two Venoms should be
one, the two Saboteurs should be one, and all of your ground vehicles should
be the third {Black Hand Interrogation Report}. Immediately send your Venoms
all the way east, then send the Saboteurs and the ground vehicles south-west to
the area beneath and between the two hill things (each hill has a sonic
emitter above it, which you'll definitely want to avoid).
When your Venoms reach the far eastern edge of the map, send them slightly
north and destroy the Tiberium Tower to finish the first bonus objective.
Quickly retreat them before the GDI forces near the tower can destroy them.
Send them west to join your other forces.
GDI Pitbulls will be on patrol, and your ground vehicles will probably be
under attack by a few of them when your Venoms make it back. Use your tanks to
destroy the Pitbulls and any Orcas that happen to be in the area, then move
your ground group north towards the road (but keep them out of range of the two
sonic emitters) while you send the Venoms and the Saboteurs west towards the
ridge.
The first two GDI convoys will come right through the area where your ground
vehicles are waiting, so take out the escorts and send the transports east.
Move your forces north to cut off the third GDI convoy, which should be moving
east slowly along the top of the map. Meanwhile, use your Venoms to destroy
the watchtower at the entrance of the GDI base (watch out for the anti-aircraft
guns), then use the engineers to capture the research facility {Australia-New
Zealand Theatre Assessment}.
You'll be told to retreat the nuclear transports to the evacuation point, so
send your Venoms and your ground forces to the evacuation point along with all
three transports as soon as possible. When the invasion begins, you'll be told
to defend the evacuation point until the Carryalls arrive {An Invasion Global
in Scope}. Use the war factory to crank out a few more stealth tanks, then use
your forces to beat back the Scrin assault on the north side of the evacuation
point. Keep the transports on the south side of the war factory for safe
keeping, and try to keep your vehicles as close to the war factory as possible
so they can get repaired.
When the counter reaches zero, the Carryalls will arrive, which will end the
mission {Once Again a Nuclear Power}.
"While the nuclear warheads are secured, the Brotherhood still lacks launch
codes and delivery systems. GDI has what we need in the Sydney Blue Zone,
currently under heavy Alien attack. With GDI's forces under duress, Kilian
has reached out to the local GDI commander and offered to 'help' in Sydney.
GDI accepted. We have committed to the elimination of three key Alien
structures, the Portal, Gravity Stabilizer and Gateway, giving GDI the
leverage they need to turn the tide of battle. Unofficially, we need to
ensure that the Gravity Stabilizer does not go down too fast; the
Brotherhood's primary target is a GDI facility in Sydney, which, when
captured, should provide the location of the codes and missiles. That
building is within Sydney's city walls, and nothing penetrates those faster
than an alien Devastator warship."
"The Brotherhood is running short on funds. Capture both of these Tiberium
Spikes and rectify the situation."
2) Destroy the Ion Control Center.
"We have received an additional objective from an unidentified source. You are
ordered to destroy GDI's Ion Cannon Control Center."
===========
Walkthrough
===========
You'll be given a base to start with {Cease Fire Order}, but you'll want to
build a Tiberium Chemical Plant and an air tower right away. The Scrin base to
the west is fairly well fortified, and they build an insane amount of units
throughout the mission, but there's a fairly easy way to destroy all three key
structures within a few seconds of each other, assuming you're willing to do a
little preparatory work first.
Place a pair of Obelisks on the west side of your base to defend yourself, and
keep some stealth tanks nearby to deal with aircraft. Meanwhile, train five
Saboteurs and use Call for Transport to send them all the way to the
north-east corner of the map where the GDI Lab is (make sure you hug the right
side of the map on the way up to avoid Scrin attacks). Dump three of the
Saboteurs up here, then send the other two transports west along the top of the
map to the two Tiberium Spikes. Capture them one at a time, and make sure you
don't waste any time with the lower one (or the nearby Scrin units will kill
your Saboteur before he can make it to the Spike).
Capture the GDI Lab and the Space Command Uplink with two of the Saboteurs in
the north-east corner, but don't capture the Ion Cannon Control Center yet.
Instead, sit back and concentrate on building two more air towers and filling
all three of your towers with Vertigo bombers. Continue defending your base
until the Scrin break through a section of the Sydney wall {Exceprt from Signal
Intelligence Briefing}, then use your last Saboteur to capture the Ion Cannon
Control Center (if you capture it before the wall is breached, GDI will
somehow have control of it again, and the timer will be reset).
With the Ion Cannon under your control, all you need to do is sit back and wait
for the timer to count down. When it does, use it to pulverise the Signal
Transmitter in the lower-left corner of the Scrin base, then sell the Ion
Cannon Control Center to accomplish the second bonus objective. Immediately
send your Vertigo group north, then due west towards the Warp Sphere in the
upper part of the Scrin base (make sure you reveal the shroud above the Portal
in the eastern part of the Scrin base on the way there). Since you can see the
Portal now, you can use the Shockwave Artillery and the Tiberium Vapor Bomb
abilities on it from your side bar, which will destroy it.
When timed well, all three Scrin structures will be destroyed before their huge
retalliation force can even get to your base.
"With the destruction of their Ion Cannon Control Center, GDI commanders in
Sydney find themselves in dire straits. The city is all but lost, with GDI
central command issuing an evacuation order for civilians. You must
coordinate with GDI to carry out their exodus. Defend against the alien
assault and protect the Ox convoys moving the city's residents to safety,
while at the same time taking steps to ensure our own survival with a large
scale Tiberium harvest."
1) Help GDI protect their Ox transports during the evacuation period.
"Assist GDI forces in evacuating as many military personnel and civilians as
possible. Protect the Ox transports being used to airlift people out of the
city."
2) Mine 25,000 tiberium.
"We need to establish a war chest."
1) Use Nukes on the GDI base.
"You are now authorized to use nuclear weapons. Destroy the GDI base in a bath
of nuclear fire."
===========
Walkthrough
===========
Ignore the first main objective and the first two bonus objectives - when the
timer runs down, they'll be replaced with the other objectives, and the new
ones will be the only ones that matter for completionary purposes. Sit back
and rake in the money while you build a force of Avatars and stealth tanks.
Send a Saboteur over to the Tiberium Spike by the GDI base, capture it, and try
to keep it repaired as long as possible.
When the countdown runs out {KANE LIVES!}, you'll be told to wipe out GDI.
You'll have a nuke available immediately, so go ahead and use it on the GDI
airfields in the north-western part of their base {The Alliance is Off}.
Fortunately, the Scrin base doesn't matter at all in this mission, so all you
need to do is march a cluster of your Avatars/stealth tanks west through the
Tiberium field, then assault the remaining GDI buildings marked in yellow.
They're fairly defenseless, especially since their units will still be dealing
with the Scrin threat to the north.
"This is a sad day when Brother must fight Brother. Use a small force to
capture the southern rebel base and then use the resources you've acquired to
secure Kilian's headquarters facility on Ayers Rock. Kill anyone who gets in
your way but leave Kilian alive to face Kane. Note that GDI is deploying a
forward base to the east and they are none too happy about what happened in
Sydney. Expect a large GDI assault shortly after the battle for Ayers Rock
goes down as GDI moves in for the kill."
"Escort your Saboteurs into Kilian's southern base and capture the Operations
Center and the Construction Yard. Do not allow your Saboteurs to die."
2) Capture or Destroy the Temple of Nod.
"Capture or destroy the Temple of Nod in front of Kilian's headquarters to gain
control of her base on Ayers Rock. Do not destroy Kilian's Headquarters."
3) Prevent GDI from using the Ion Cannon.
"GDI has deployed an Ion Cannon. Eliminate the Ion Cannon Control Center
before they use it on Kilian's Headquarters. If they destroy Kilian's
Headquarters, our mission will be a failure."
4) Eliminate the GDI Base.
"Destroy the GDI base to the northeast of Ayers Rock. Do not let them destroy
Kilian's Headquarters."
"Capture the Tiberium Silos to the north to fund your operations. Beware of
Mutants."
2) Recruit Five Mutant Marauder Squads.
"Recruit Mutant Marauders from the Mutant Hovel to support your army. Capture
a Mutant Hovel with Saboteurs."
===========
Walkthrough
===========
Move the Avatar north-west and cut off the trio of Scorpions as they try to
leave the base, then destroy the defensive node at that entrance. Take the
Avatar due east now and use its flamethrower to make short work of the
mutants defending the Mutant Hovel, then capture it with one of your Saboteurs.
Send the Avatar into the Nod base from the entrance you just cleared, taking
out the cluster of units you're likely to encounter on the way.
Wipe out any units you see in the base to make it safe for your Saboteurs, then
send them in and capture the two key structures. Everything else in the base
will then be under your control. Train five Mutant Marauder squads from the
Mutant Hovel to accomplish one of the bonus objectives {Mutant Exodus}, then
send them to the top of your base to aid in anti-aircraft defense (yeah, they
can fire at air targets just like Minigunners in Zero Hour).
Just like the last mission, air power can make this mission very fast and
simple. Quickly build another harvester and two air towers, then fill both
towers with Vertigo bombers. Send them all to attack Kilian's Temple of Nod,
which will probably take you several trips. Don't worry about replacing the
ones that get killed (if any actually do) - once you destroy the Temple, all
remaining Nod forces on the map will be under your control.
Now that GDI's in the area, make sure you keep your eyes on Kilian's
Headquarters to make sure it (and the defenses around it) stay repaired. Place
a Temple of Nod of your own, then make use of the two air towers Kilian's base
had on the west side to get another eight Vertigo bombers (there're probably
already quite a few on the towers anyway). The ultimate goal is to have four
air towers full of Vertigo bombers.
Use one of the barracks at the top of Kilian's base to train a Shadow Team or
two, then send them to the Tiberium silos you need to capture for the bonus
objective. The Shadow Teams will make short work of the mutants in the area,
which will allow you to train a few Saboteurs and send them in to accomplish
the bonus objective.
With both bonus objectives out of the way, it's time to take care of that pesky
Ion Cannon Control Center. Your sixteen Vertigo bombers should be able to
handle it, so send them all in one giant group to attack the control center.
If they somehow fail to destroy it, just send another wave as soon as you can
(though it's unlikely that it'll survive the first wave).
Replace your damaged bombers if necessary, then wait until your nuclear missile
is ready to be launched. When it is, drop it on the GDI construction yard at
the top of their northern base. It'll almost completely destroy it, and it
should totally destroy the other two key structures. All you need to do to
finish the mission at this point is send your wave of Vertigo bombers in and
finish off the construction yard.
If you'd prefer to make a ground assault on the GDI bases, it's worth noting
that there's a pair of Tiberium Spikes in the middle of the map that you can
make use of, and it's also worth noting that there're tons of crates to be
collected in the city in the south-eastern corner of the map. Send something
down there to wipe out the mutants, and you'll be able to collect quite a bit
of money that way.
"Kane foresaw the arrival of the Visitors and knew a great weapon would be
needed to help channel the invasion in a productive direction. Kane ordered
a research facility at this Northern Italian location to produce the Catalyst
Missile. The weapon is ready to use, however, the Visitors are behaving
capriciously and are beginning an attack on the facility. Stop the Visitors
from destroying the missile silo and then repair the facility. At that point
you'll be able to turn the tide of battle with the new weapon."
"Our mission is to recover Kane's secret weapon against the Alien invaders -
the Catalyst Missile. Capture the Catalyst Launch Facility with a Saboteur
before the Aliens destroy it."
2) Repair the Catalyst Launch Facility to full health.
"You must repair the Catalyst launch facility to full health before we can
launch its missiles. Watch out for alien attacks on the facility. The
Catalyst launch facility must not be destroyed."
3) Destroy three Alien Gravity Stabilizers.
"The invading alien base must be eliminated. You now have the ability to
launch Catalyst Missiles against the Alien Gravity Generators."
"Stealth Tank Reinforcements are available by capturing the Reinforcement Bay."
2) Destroy all three Gravity Stabilizers without using the Catalyst Missile.
"Prove your worth to Kane - destroy all three of the Alien Gravity Stabilizers
without resorting to the newly gained Catalyst Missile."
===========
Walkthrough
===========
Train three Saboteurs and build an air tower while you send your three bikes
over to the launch facility. They'll be able to defend against the Scrin air
attacks long enough for you to place your air tower and use Call for Transport
to get your Saboteurs over to the launch facility. Capture the facility, then
use another one to capture the reinforcement bay, and finally, use the third
one to repair the launch facility. You'll gain control of the entire base at
this point {Catalyst Missile}. Resist the urge to use the catalyst missiles
for the rest of the mission if you'd like to accomplish the second bonus
objective.
You're going to get hammered hard at your original base, so quickly get a war
factory and a start building another ore refinery. Place the refinery at your
eastern base, as far to the south as possible (to make use of the blue Tiberium
field south of it). Place the war factory at your western base, then focus on
cranking out SAM sites and shredder turrets along the western and northern
sides of your base. Get a second air tower as soon as possible and fill both
of them full of Vertigo bombers.
Take out the western gravity stabilizer as soon as you have your bombers
ready, then retreat, reload, and make an assault on the north-eastern gravity
stabilizer. Repair and replace any bombers if necessary, then destroy the
third stabilizer. The hardest part about this mission (if you're going to use
bombers and not use the catalyst missiles) is just moving fast enough to take
out the stabilizers before the ridiculous Scrin air attacks start coming at
you full-force.
"Kane wants to gain access to the towers being constructed by the Visitors.
When they are finished, these huge structures will become interstellar
gateways, opening up a path to the stars for the Brotherhood. The key that
unlocks our destiny takes the form of a code embedded in a crystal lattice,
somewhat like the Tacitus. Your mission is to storm an Alien relay node
structure in Italy to acquire one of these keys. What little information our
sensors can give us indicates there is an abandoned construction facility in
the area. We can't drop in any heavy equipment, so use the construction site
as a base of operations to build up an attack force. Ultimately you need to
get a Saboteur into that relay node and he'll do the rest. Expect heavy
resistance."
1) Destroy the Gravity Stabilizers on the north ridge.
"These Gravity Stabilizers are where the Visitors are bringing the majority of
their air forces to the planet. Taking them out will cripple their aerial
offensive."
2) Destroy the Stasis Chamber.
"The structure we're calling the Stasis Chamber seems to provide the Visitors
with some sort of shielding technology. You must destroy it and deny them
this advantage."
3) Capture 3 Alien Tiberium Extractors.
"Capturing the Alien Tiberium Extractors will enable us to analyze their
refining process."
===========
Walkthrough
===========
Get a power plant and a refinery as close to the Tiberium field as possible,
then build a barracks and get a Saboteur to capture the Tiberium Spike. Get a
war factory when you get the chance, then build a second harvester. You won't
need too much in the way of defenses for this mission, so focus mostly on
building a few Avatars and some stealth tanks (for air defense). Try to build
a Temple of Nod as fast as possible, too. {The Key to the Future: Part I}
When Scrin units do finally start hitting your base (ground units from the
west/north-west, air units from the north), beat them back with your Avatars
and stealth tanks (don't forget about your Commando, either - she can come in
quite handy). Try to secure every Tripod husk you can - they're a very strong
(and inexpensive) addition to your Avatar and stealth tank group. Keep a small
group of Saboteurs handy just for that purpose (though you'll need them for a
few other things later anyway). {The Towers Begin to Fall}
When your first nuclear missile is ready, use it to destroy the three Gravity
Generators in the north-east corner of the map to accomplish the first bonus
objective. If the Scrin get pissed and send a wave of forces at you, defend
your base and capture a few more Tripod husks if possible. Repair your forces,
then make an assault on the Scrin forces around the Tiberium Extractor directly
north of your base. Make sure you remember not to actually attack the
Extractor itself - you'll want to capture it with a Saboteur to complete part
of the third bonus objective (and get quite a nice monetary boost).
Make assaults on the bases around the other two lower Tiberium Extractors at
your convenience (ignore the fourth one or capture it with the others if you'd
like). When your nuclear missile is ready again, use it to destroy the Stasis
Chamber marked with a green 2 in the north-west corner of the map to complete
the second bonus objective (make sure you don't destroy the nearby Tiberium
Extractor if you still need to capture it). Capture the rest of the Extractors
once the Scrin units and structures are cleared out of the way to accomplish
the third bonus objective.
There isn't much left in your way, so use your forces to wipe out the Scrin
units and structures around the Relay Node, then send a Saboteur into it to
finish the mission.
"GDI is advancing through the Italian Red Zone more quickly than anticipated
and will soon threaten every Visitor installation in Italy. We need to slow
them down. The largest danger comes from a large GDI force currently routing
the Alien forces on the east bank of the Tiber. Given our small number of
true believers, direct engagement is not an option. Instead, Use a Commando
to lead an infiltration force comprised of Shadows and Saboteurs. Seize
control of both GDI Construction Yards, then eliminate our most hated enemy
with their own forces. Then capture both Alien Drone Platforms. Only then
will Kane's plan be allowed to come to fruition. Destroy anyone and anything
that gets in your way, GDI, Nod, or Visitor."
"GDI does not regard the Brotherhood as a threat, and will not attack us until
we provoke them or capture one of their Construction Yards. All captured
Construction Yards must survive."
2) Capture or Destroy all GDI Barracks, War Factories and Airfields.
"The more of these we claim or destroy, the weaker GDI will be. We will need
their captured forces to achieve victory."
3) Capture both Alien Drone Platforms.
"The aliens do not appear to regard the Brotherhood as a threat. They will not
attack us until we provoke them or capture one of their Drone Platforms. All
captured Drone Platforms must survive."
4) Capture or Destroy all Alien Gravity Stabilizers, Portals and Warp Spheres.
"Without their production structures, the Alien war effort will collapse.
Claim what you can, destroy the rest."
"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in
our hands, GDI's destruction is assured."
2) Build an Annhilator Tripod.
"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in
our hands, GDI's destruction is assured."
NOTE: No, that's not an error on my part - that's actually what the bonus
objective says. Also note that the only way to make these two bonus
objectives appear is to capture one of the GDI war factories and one of
the Scrin Warp Spheres. If you destroy all of the war factories, the
Mammoth Tank objective will never appear, and you'll still be able to
get a perfect medal when you complete the mission (and the same goes for
if you destroy all of the Warp Spheres).
===========
Walkthrough
===========
It's very important that you remember to set your commando and Shadow Teams to
hold their fire, or you'll wind up screwing yourself over the instant they get
near an enemy. Train another eleven Saboteurs from your barracks, then send
all of your units to the south-west GDI base. As long as you don't fire at any
of their units or structures, they won't attack you. Position a Saboteur
directly next to every building in the base.
Turn on "Planning Mode" using the toolbar in the lower-left corner of your
interface, then order each Saboteur to capture the building they're standing
next to. None of them will move until you turn Planning Mode off, so once
you've ordered them all, turn off Planning Mode. All of your Saboteurs will
move at the same time and capture the entire GDI base in one quick move. Use
the Commando and the Shadow Teams to deal with the GDI infantry, then destroy
the base defenses that're still standing.
If you were fast enough, there won't be any GDI vehicles in the base yet, but
if so, just build some Predators or something to get rid of them. Build a
second refinery at your Nod base to increase your income, and build a second
harvester for your GDI base. Get a tech center built as fast as you can, then
start the rail guns upgrade while you start building Mammoth tanks (you'll
complete the first bonus objective as soon as the first Mammoth tank comes out
of one of the war factories).
GDI will be a little annoyed with you, so they usually send a bunch of stuff to
attack your Nod base. Move your first Mammoth tanks over there to intercept
them if possible, and try to make an attack on their north-western base as soon
as you have five or six Mammoths. Scrin units will usually have it pretty
beaten down thanks to you making them low power, and if they manage to destroy
the construction yard before you get there, you'll fail the mission.
Build an APC and stick an Engineer into it, then send it to the construction
yard when you've secured it with your Mammoths. Capture the yard, then repair
it. Undeploy your Rig from the south-west base, then send it and any more
Mammoths you've built to the center of the map along with your other cluster.
Deploy the Rig somewhere in the middle of the map, repair your tanks, and then
assault the southern Scrin base. If a Gravity Stabilizer is still standing,
make sure you don't destroy it, and make sure you don't accidentally destroy
the Drone Platform, either. Leave them both intact, then move north to deal
with the other base. Send Engineers to capture the Drone Platform {The Towers
Sacrosanct} and the Gravity Stabilizer {Field Report - Alien Gravity
Stabilizer} (if the Gravity Stabilizer was already destroyed or you destroyed
it by accident, you can get the same intel entry by using the Drone Platform to
build Scrin buildings until you can build your own Gravity Stabilizer).
Depending on how fast you've been, this base could be fairly undefended or
incredibly well defended. The Scrin Warp Spheres will be cranking out Tripods
like crazy, and for some reason, they usually just stand around up here instead
of attacking your bases. This can make attacking the northern base quite
difficult, since ten Tripods can really dish out the damage. You could take
care of a lot of them with an Ion Cannon blast, but you need to make sure that
you leave one Warp Sphere standing if you want to get the second bonus
objective.
There're two fully leveled Tripods in the upper-right corner of the base which
should be your immediate concern, since they're much more powerful than the
regular Tripods. Try to smash your way past all of the other stuff and take
them out first, then concentrate on the rest of the Tripods and smaller units.
When you've cleared the place out, capture one of the Warp Spheres and build
any other structures you need to be able to build a Tripod, then build one to
accomplish the second bonus objective. Capture the other Drone Platform, then
destroy everything else if you haven't already.
NOTE: Don't care about the two bonus objectives? If not, then you can simply
position enough Saboteurs at all four bases to completely capture
everything in a single move using Planning Mode. You'll have to be
quick about it, though, or GDI's likely to demolish the southern Drone
Platform before you can position all of your Saboteurs.
"Your main objective here is to protect the final alien tower by annihilating
the GDI forces that are assaulting it. It won't be easy. GDI has had plenty
of experience knocking these things down and is attacking the alien base
surrounding the final tower with relentless determination. The Phase
Generators that protect the tower itself are GDI's primary target. Do not let
GDI destroy them. GDI is also employing Juggernauts to bombard the base. Use
your Commando to snipe their crews, then use a Saboteur to take them over.
Also, there is also a small airbase to the north - best to destroy it."
"These Juggernauts seem modified to shoot farther than the standard Juggernaut.
They would make an excellent addition to our arsenal."
2) Destroy the GDI Ion Cannon Control Centers.
"That Ion Cannon Control Center could swing the battle in GDI's favor, take it
out immediately!"
===========
Walkthrough
===========
Immediately start building a tech center, a second harvester, and an Emissary.
{The Key to the Future: Part II} Speed is crucial in this mission, and
there's no time to waste - move the emissary east outside of your base to the
blue Tiberium field there and deploy it sligtly south-east of the field. Place
your tech center somewhere in your base as soon as it's ready, then start
building an Obelisk and a Secret Shrine. Place the Obelisk slightly to the
right of the Outpost (the thing your Emissary forms when it's fully deployed)
when it's ready, then immediately start building another one.
Your primary concerns for this mission should be defending that blue Tiberium
field and eliminating the special Juggernauts in the middle of the map. Once
you have three Obelisks by that Tiberium field, you should be able to defend it
safely, though you might want to toss a Beam Cannon or two over there just to
be sure.
To deal with the Juggernauts, train a few Shadow Teams and a Commando, then
move the Shadow Teams around to the right side of the hill where the Juggernaut
group is stationed. Use the Shadow Teams to slaughter the Zone Troopers, then
move your Commando in with four Saboteurs. Detonate the four Juggernauts, then
capture them with the Saboteurs. Immediately turn the Juggernauts to the north
and pulverize the GDI airfield, then use them to destroy any other GDI
buildings they can reach. Don't worry about them if they get destroyed again.
With the blue Tiberium field defended and the Juggernauts eliminated, work on
getting a Temple of Nod and some air towers full of Vertigo bombers. GDI's
going to deploy an Ion Cannon Control Center eventually, and you'll definitely
want to destroy it before they get the chance to use it. I suggest using your
nuke to wipe out a huge section of the northern GDI base, preferably the part
with the war factories so they won't have as many Mammoths to send at the Scrin
base. Use the Vertigo bombers to deal with the Ion Cannon Control Centers.
You should have quite a bit of excess money thanks to that blue Tiberium field,
so keep sending your Vertigo bombers to the GDI bases to take out key
structures. It won't hurt to build some Avatars too, which you can send to the
middle of the map near the top to intercept some of GDI's forces on their way
to the Scrin base. Keep chipping away at the GDI bases until they're very
weak, then move in and wipe up whatever's left to end the mission.
"Foreman, you've been commissioned a small army to begin attacking the major
indigenous population center on the island near Continent Three. This attack
will proceed in concert with other assaults on all significant population
centers. The intent is to distract the indigenous population from initial
Threshold construction and intimidate them to the point where they will not
threaten ongoing construction efforts. Assess defensive and offensive
capabilities. Eliminate all life forms you come across."
"A small force has been dispatched to this population center. Begin disruption
operations immediately by destroying structures. Eliminate any resistance
from the indigenous population."
2) Destroy the GDI presence.
"The indigenous population has dispatched its military to try to stop our
force. Destroy any hostiles you come across along with any of their
production structures. A Droneship has been assigned to this zone. Use it to
establish a base and build up the force you need."
1) Destroy the structures knows as 'Parliament' and 'Big Ben'.
"Based on the frequency of appearance in images transmitted through the
airwaves, these structures seem important to the indigenous population.
Destroy them."
2) Destroy 'Buckingham Palace'.
"The humans seem fond of defending this structure. Perhaps destroying it will
send them fleeing in fear."
3) Construct Growth Accelerators at each of the Ichor fields.
"Ichor concentration in this area is extremely low and contained. Construct
Growth Accelerators at each Ichor field to increase its spread."
===========
Walkthrough
===========
Gather all of your forces together and start destroying the buildings directly
north of your starting position. The faster you destroy them, the better - GDI
units will trickle through the city the entire time you're destroying the
buildings, so the faster you make it to 15, the fewer units you'll have to deal
with. Destroy the posts of the field containing the Tiberium field, too.
When your Droneship arrives {All Units Functional}, move it closer to the
Tiberium field and deploy it. Build a reactor and a refinery as soon as you
can, then get a warp sphere. You'll want a second harvester, and you'll need
to build a Growth Accelerator in each of the three Tiberium fields to complete
the third bonus objective {Unexpected Developments}. You can automatically
place them in the middle of the fields, you don't need to have a zone of
control around them first.
You should have no problem destroying Buckingham Palace with your initial
forces, so go ahead and move them up there. Take care of the missile squads
first, then destroy the palace (which will give you a little monetary boost).
Meanwhile, crank out Gun Walkers and Seekers from your warp sphere (more
Seekers than Gun Walkers). Send your group to Big Ben and destroy it to finish
that bonus objective and receive another small monetary boost.
The only thing left to do is destroy the two GDI bases on the other side of
the bridges, which isn't exactly easy. I suggest crossing over the middle
bridge, then making an assault on the southern base first. Make sure you
destroy the construction yard as soon as you've cleared out the units and
defenses above it, then deal with the southern part of the base. If you don't
destroy the construction yards, GDI will keep replacing their buildings and
defenses, which makes it damn near impossible to destroy the base.
When the entire southern base is eliminated, return your survivors to your
warp sphere for repairs, then add any newly built units to the group and attack
the northern base from underneath. Again, make sure you try to destroy the
construction yard as soon as possible to keep GDI from rebuilding anything in
their base. When you destroy every structure in both bases, the mission will
be over {A Campaign of Distraction}.
"The hostile indigenous population is more advanced than expected and
represents a critical threat to our forces. During diversion attacks on the
major population center of Sector 2-5, Continent Three, two of our scout ships
were disabled in-flight by hostile indigenous forces. These ships were
carrying data nodes that are critical to Threshold construction activities.
The nodes are now stranded in enemy territory. Heavy local activity is
reported near the scout ships and this activity is distributed over a wide
area - but energy for their forces seems to be coming from a localized source.
Eliminate this source and you'll secure the area and clear the way for
reinforcements."
1) Plant the Mastermind's manipulator device on the GDI barracks and train an
Engineer.
"Foreman, guide the Mastermind to a small outpost east of your position and
plant a manipulator device on their Barracks, taking control of it. Then
construct an Engineer for disabling the power source."
2) Use the GDI Engineer to shutdown the Defense Grid for the city.
"We are transmitting the location of the power station. Guide the engineer to
this location and shut this structure down."
3) Destroy the GDI base.
"With their defenses down, the only remaining threat in this area is the GDI
presence north of your location. A large reinforcement army has been sent for
you to destroy GDI."
1) Keep your Mastermind alive throughout the entire mission.
"Foreman, Masterminds are not inexpensive units. Keep your Mastermind alive
until all hostile forces are eliminated."
===========
Walkthrough
===========
A grenadier squad will approach your Mastermind from the north-west, so be
prepared to quickly take control of it (just target it normally as soon as the
ability is fully charged) {Beyond Blunt Force}. Send it to the east along the
road, then use it to clear out the two garissoned structures slightly to the
north as well as the third one even farther to the north (those should be the
only three garissoned structures you'll have to deal with). Stick the
grenadiers in a building if they survive and let them toss grenades at a turret
until they get killed.
Meanwhile, GDI will start sending Predators (and sometimes more grenadiers) on
a patrol route along this section of the city. Take control of a Predator and
use it to destroy the watchtowers in the area between the south-east corner of
the map and the barracks to the north. Make good use of the healing crates
scattered around the area, and don't worry if you wind up getting it destroyed
by a turret or another Predator. Simply take control of a new Predator and
continue destroying watchtowers and turrets.
Approach the barracks from the south along the far eastern edge of the map, and
when you get close enough, two Devourer tanks will appear in the north-west
corner of the map. Move them so they're touching each other if they're not
already, then use the Mastermind's teleportation ability to teleport both of
them down to the barracks. Use them to destroy the two watchtowers near it as
well as any GDI units that come near you, then use the Mastermind to take
control of the barracks.
Send the Mastermind all the way to the south-east corner, then send him due
west to the far south-western corner of the map for safe-keeping. When you're
ready to move on, train an Engineer at the barracks, then quickly use your
Mastermind's teleportation ability to teleport the Engineer directly south of
the power station. Capture it, and you'll receive reinforcements.
Four Devastators and two Planetary Assault Carriers can really dish out the
damage... Immediately move them about half-way towards the GDI base, where the
Tiberium field is. Let them sit here and devastate the GDI forces that try to
attack, and they'll start gaining veterancy levels like crazy. The Planetary
Assault Carriers have the ability to generate an Ion Storm, which is great for
two reasons - it causes even more damage to the GDI forces in the area, and it
also heals your Devastators and Carriers.
Pay attention to the Ion Storms to make sure you're always being healed, then
just let your aircraft sit here and rack up veterancy levels until a few of
them are fully leveled. The GDI base will be no match for them, so just fly in
and crush it completely. {Retaliation by Hostile Indigenous Population}
"Foreman, the humans' databases for their Ichor-LQ technology are being stored
in two facilities in this region. These databases may hold the key to
understanding how and why the signal that brought us here prematurely was
generated. Capture these structures and secure them from threats by any means
necessary. We've issued you access to our Corrupters. They should prove very
useful in this region."
"Foreman, the indigenous population has two information facilities which
contain their data on Ichor-LQ. Capture these structures so we may ascertain
how much the humans have discovered about Ichor-LQ."
2) Destroy the defenses around the information facilities.
"There also appears to be advanced weapons guarding the information facilities.
Destroy these defenses so our units may acquire the information unharmed."
"Destroy GDI's base in the northeast of this region."
===========
Walkthrough
===========
This mission is fairly straight-forward. {Premeditated Ichor LQ Detonation}
Start by deploying your Droneship, building a power plant as far to the east as
possible, and building a refinery next to the green Tiberium field. Build a
Warp Sphere and another power plant to the right of the first one, stretching
your zone of control towards the blue Tiberium field. Get another refinery
next two it and build a pair of extra harvesters, then concentrate on defending
your base.
As long as you keep your initial units safely away from the city, Nod and GDI
should fight each other for the first few minutes before they bother you. If
they do send something big down there, use your Mastermind to take control of
it (a Mammoth tank can make your job a lot easier). Once you have a technology
assembler up and running, start pumping out Tripods (don't forget to put a
Growth Accelerator on both Tiberium fields).
You won't be able to build Devastators or Planetary Assault Carriers for this
mission, but the good news is that neither GDI nor Nod will have aircraft of
any kind, either. This is excellent news for you, since it means you don't
need to bother with any unit other than Tripods. Continue cranking them out,
and keep your eyes on both sides of your base. Avatars will attack from the
left (along with some lighter Nod units), and Mammoths and Juggernauts (along
with some lighter GDI units) will attack from the right.
The Mammoths and Juggernauts hurt far worse than the Avatars, so I suggest you
deal with the GDI base before you bother with the Nod one. Bring a big cluster
of Tripods to the top of the map near the center, then move east into the GDI
base. The Sonic Emitters are devastating, so make sure you take them out as
soon as possible. Press past all other GDI resistance and focus on taking out
the emitters first, then slaughter everything else {Factions}.
Repair any damaged Tripods if necessary, then gather all of your forces into
one big group and assault the Nod base. The Obelisks aren't much of a threat,
but you'll still want to give them your full attention until you breach the
first line of defense. Wipe out the power plants and other buildings next,
then finish off everything else except for the two Nod compounds. Train two
Assimilators at your base, and if you still have your Mastermind, use its
teleportation ability to teleport them to the Nod compounds. Capture them to
end the mission {Attacks by Indigenous Populations Worsening}.
"Foreman, you must protect the tower at Threshold 19 until its construction is
complete. Everything hangs in the balance: The success of your overall
mission and the fate of the Race depends on Threshold 19 tower activation and
phasing. You now have access to all our offensive and defensive capabilities.
Take command of the base that is established there and keep the hostile
indigenous population from destroying the tower at all costs."
"Foreman, GDI has a strong force to the north. They appear to be intent on
destroying the Tower. Overwhelming forces on their part suggest difficulty
in removing them from the region, but they must be stopped at all costs from
destroying the Tower."
2) Construct a Signal Transmitter and summon the Mothership.
"The Tower is the complete and impervious to GDI's attacks. Focus on
constructing a Signal Transmitter so the Mothership may be summoned to your
location for evacuation off the planet. Hold out against any hostile activity
from GDI."
3) Guide and protect the Mothership to the Tower.
"Foreman, guide the Mothership to the Tower for evacuation and continue to
hold off GDI's attacks."
"Destroy GDI's base in the northeast of this region."
===========
Walkthrough
===========
This mission can be hectic, but there're a few tricks that can make it a lot
easier. {Threshold Assemblies Under Attack} First of all, destroy the bridge
directly north of your base as soon as possible. Next, focus on placing at
least two storm towers in the upper left portion of your base, then crank out
Devastators (a second Gravity Stabilizer is probably a good idea). The Ion
Storms generated by the storm towers will heal the Devastators, which makes a
powerful defense.
Meanwhile, GDI will be sending hoards of stuff at the tower in the upper-left
part of the map. If you've been building Devastators fast enough, you should
be able to spare a cluster of four or five of them fairly early in the mission.
Send them due west, then approach the tower from the south to avoid the GDI
units. Park them next to the Planetary Assault Carrier so you can make use of
the Ion Storm, then if possible, destroy the bridge near the tower to slow down
GDI attacks.
The timer to the tower's completion isn't very long, so you shouldn't have too
much trouble defending the tower with those Devastators and the Carrier. If
you do have problems, though, make use of your warp sphere in your base to
build some Seekers, which you can send through the portal in your base to
instantly send them to the tower. You can also send a cluster of Devastators
to intercept the GDI units in the middle of the map before they can go around
and hit the tower's defenses from underneath.
When the timer reaches zero {Threshold Tower Construction}, you be told to
construct a Signal Transmitter and summon a Mothership. If your Devastators
and Carrier are still alive by the tower, safely send them to the south and
then over to your base to aid in its defense. Meanwhile, build the Signal
Transmitter and a Rift Generator. When the Signal Transmitter is built, use
it to summon a Mothership and receive your final objective.
If you want to accomplish the bonus objective, you'll need to wipe out the GDI
base before you send the Mothership to the tower. You'll be able to build
Planetary Assault Carriers now, so go ahead and build a ton of them. They're
incredibly powerful, and their Ion Storm ability is a huge help. When you've
got a bunch of them, gather all of your Devastators and Carriers together and
demolish the GDI base (make sure to get some use out of your Rift Generator
when it's charged, too).
Don't send your Mothership towards the tower without clearing the path with
your Devastators and Carriers first - GDI will have outposts with anti-aircraft
guns throughout the map, which can do some serious damage to the Mothership.
When the GDI base is destroyed, send your fleet to the marker by the tower to
end the mission.
In the following sections, each intelligence entry is listed with which mission
it's found in, what you need to do to get it, and the complete transcript of
the entry. If you're not interested in that much information or you just want
a quick reference, this is a simple list in the order the entries appear in the
database in the game (which is also how they're listed in the more in-depth
section):
=========================
GDI Intelligence Database
=========================
---------
GDI InOps
---------
- Garrisoning
- Calling for Transport
- Logistics Crates: Targets of Opportunity
- Liquid Tiberium Research
- Nod Aircraft
- New Nod Flame Tank
- Commandeering Tiberium Spikes
- EMP Control Center
- Cairo Nuclear Launch Facility
- Nod's Nuclear Arsenal
- Power Management
- Nod Ion Cannon Disruption Tech
- Nod Avatar Walker
- Sonic Weapons and the Invaders
- Alien Origins, Connections to the Tacitus
* Alien Tripod Captured [glitched - this has to be edited in manually]
- Alien Mastermind
- Alien Rift Generator
- Alien Control Node
-------------
GDI News Wire
-------------
- The Ghost in the Machine
- Discontinuation of the Mammoth Mk II Walker
- The Blunder that Nearly Finished GDI
- Kane's Fascination with Eastern Europe
- GDI Storm Shelters
- Alien Tower Destroyed!
-----------------------
GDI Eyewitness Accounts
-----------------------
- Nod Stealth Technology
- Nod Base Defenses
- GDI Field Recon - the Fall of Cologne
- GDI Field Recon - the Fall of Berne
---------------------------------
GDI Weapons, Tactics, and Systems
---------------------------------
- GDI Riflemen
- GDI Missile Squad
- GDI Engineer
- Mobile Construction Vehicle
- Barracks
- APC
- Grenadier
- Sniper Team
- Command Post
- Airfield
- Orca Attack Aircraft
- Commando
- Predator Battle Tank
- GDI Base Defenses
- Crane
- Zone Troopers
- War Factory Repair Drones
- Base Expansion using the Surveyor
- Rig Deployment into a forward Battle Base
- Firehawk Attack Jets
------------
GDI Archives
------------
- GDI Base Closure
- Tiberium Primer
- Red, Yellow, and Blue Zones
- About the Brotherhood of Nod
- The Global Defense Initiative
- Health Effects of Tiberium Contamination
- Life in a Yellow Zone
- GDI's Nuclear Weapons
- What is it like in a Red Zone?
- Red Zone Terrain: Tiberium Chasms
=========================
Nod Intelligence Database
=========================
----------------
The Inner Circle
----------------
- Once Again a Nuclear Power
- KANE LIVES!
- The Key to the Future: Part I
- The Towers Sacrosanct
- The Key to the Future: Part II
----------------------
Nod Field Intelligence
----------------------
- Tiberium Spikes
- Nod Tactical Doctrine
- Refinery and Harvesting Operations
- The Guns of the Amazon
- Calling for Transport
- Intercepted Transmission
- Black Hand Interrogation Report
- Australia-New Zealand Theatre Assessment
- An Invasion Global in Scope
- Cease Fire Order
- Excerpt from Signal Intelligence Briefing
- The Alliance is Off
- The Towers Begin to Fall
- Field Report - Alien Gravity Stabilizer
--------------
Kane's Arsenal
--------------
- Militants and Rocket Troopers
- Fanatics
- Saboteur
- Hand of Nod
- Nod War Factory
- Shadow Team
- Venom Patrol Craft
- Flame Weapons
- Base Defenses
- Disruption Tower
- Vertigo Bomber
- Stealth Tank
* Commando [glitched - this has to be edited in manually]
- Obelisk of Light
- Avatar
- Beam Cannon
- Catalyst Missile
------------
Nod Archives
------------
- The Brotherhood of Nod
- Nod's place in the world
- Ground Control for GDI's A-SAT Systems
- Mutant Exodus
===========================
Scrin Intelligence Database
===========================
---------
Warp Link
---------
- All Units Functional
- Unexpected Developments
- A Campaign of Distraction
- Beyond Blunt Force
- Retaliation by Hostile Indigenous Population
- Premeditated Ichor LQ Detonation
- Factions
- Attacks by Indigenous Populations Worsening
- Threshold Tower Construction
- Threshold Assemblies Under Attack
If you'd like to add the missing Alien Tripod Captured and Commando entries to
your database, the first step is to find the database files on your computer.
They should be along a path that looks somewhat like this:
C:\Documents and Settings\(name of operating system user used to install the
game)\Application Data\Command & Conquer 3 Tiberium Wars\Profiles\(your C&C3
profile name)\IDB 00_GDI_Internal_MemosIDB.ini
Below the statement "421_AlienOrigins = 1", insert a new row and add this
statement:
421_TripodCaptured = 1
For the Commando entry:
C:\Documents and Settings\(name of operating system user used to install the
game)\Application Data\Command & Conquer 3 Tiberium Wars\Profiles\(your C&C3
profile name)\IDB 09_Nod_WeaponryIDB.ini
Below the statement "232_Nod_Stealth_Tank = 1", insert a new row and add this
statement:
311_Commando = 1
[Please note that you must have your settings set to display hidden files and
folders before you'll be able to see these files.]
That should be all there is to it. If you're having trouble, feel free to
contact me, and I'll see if I can help you out.
Urban combat is a messy and dangerous business. When fighting in a city
environment, field commanders should use every advantage to minimize
casualties. Garrisoning civilian structures with infantry is a tactic that
generates multiple rewards, including massive defensive bonuses and increased
safety for the troops. Buildings can provide cover and a fire base for
infantry as they shoot at targets outside without being directly exposed to
enemy fire. Garrisoned buildings protect soldiers from heavy anti-personnel
weapons mounted on vehicles. That being said, field commanders should be weary
of enemy units that specialize in clearing the garrisoned buildings,
particularly those equipped with grenades and flamethrowers. Remember: Caught
in the cross-fire while you're out in the open? Order your troops into a
building.
---------------------
Calling for Transport
---------------------
Mission: Langley AFB
Added: When recapturing the airfields
Transcript:
Airlift for Infantry and Vehicles
Once a forward base has an Airfield, many GDI infantry and vehicles gain the
ability to call for transport at almost any time. The unit can radio for
transport from the field and a V-35 Ox VTOL airlifter will fly to the unit's
location, drop down on its thrust vectored engines, and pick up the unit. Once
a destination is communicated to the Ox crew, the aircraft will ferry the
airlifted unit to its destination and set it down on target. Keep in mind that
units are extremely vulnerable while in the air - an Ox is a juicy target for
an enemy unit that has any form of anti-air capability.
-----------------------------------------
Logistics Crates: Targets of Opportunity
-----------------------------------------
Mission: Hampton Roads
Added: When taking the healing crate
Transcript:
Memo from Supply Sergeant Brock Littleford
Both GDI and Nod rely on mobility and rapid deployment for success. Armies
seem to come and go all the time as the balance of power shifts, often very
quickly. Given the haste with which these operations are conducted, it's not a
surprise that a lot of equipment is being left behind. Our Blue Zones and
Yellow Zones are becoming littered with logistics crates filled with military
spares, data cores, and other equipment and supplies. Both sides use the
modular G-771G container, a standard crate used by the commercial shipping
industry for decades. You'll find these containers everywhere - and they
should be considered targets of opportunity for our boys in the field. If your
troops crack one of these containers open, odds are they'll find something
useful. G-771G containers are easy to spot: just look for geometric gray
crates trimmed with diagonal stripes. They stick out like a sore thumb and
anyone can pop them open with a bit of elbow grease.
Good hunting.
------------------------
Liquid Tiberium Research
------------------------
Mission: Casabad
Added: When destroying the research lab
Transcript:
Nod Weaponizing New Form of Tiberium
An advanced Nod Tiberium weapon research program was recently uncovered when a
GDI strike team in North Africa stormed a Nod facility originally thought to be
a chemical weapons factory. Science Division evaluation of the wreckage
subsequently confirmed several large scale Tiberium weaponization efforts
underway. Of most concern to InOps is evidence of significant progress towards
the creation of a Liquid Tiberium device of unprecedented destructive power.
The liquid form of Tiberium is a relatively new manifestation of the alien
substance and its properties are not well known. Nod's Liquid Tiberium
research appears to be 5 to 10 years ahead of Science Division.
There were also indications that Nod is working on a more conventional airborne
Tiberium explosive and a catalyst for detonating existing Tiberium crystal
deposits in a sub-critical reaction.
Analysis of past Nod R&D efforts (which tend to be redundant and decentralized
in nature) suggests the Nod lab in North Africa was only one of several
facilities participating in the Tiberium weaponization efforts.
------------
Nod Aircraft
------------
Mission: Casabad
Added: When the Nod planes attack
Transcript:
InOps Field Guide to Nod Aircraft in TW3 Theatres of War
Nod aircraft have evolved considerably since TW2. Nod is fielding the VTOL
Venom scout (pictured below), the batwing Vertigo stealth bomber, a Carryall
that can transport troops and equipment, and a high altitude, long range bomber
called the Armageddon. Venoms are lightly armed and armored but can take on a
wide variety of targets on the ground and in the air - they are even capable of
engaging our Orcas in air-to-air combat. The Vertigo evades detection by most
GDI sensors and only "de-cloaks" to drop its powerful bombs on target
structures and vehicles. The Nod Carryall is the counterpart to our V-35 Ox, a
VTOL aircraft that can pick up and transport a wide variety of troops and
equipment. Finally, the Armageddon is seen infrequently but when it appears on
the battlefield, it is usually bringing bad news. Nod Armageddon aircraft are
used to deliver cluster mines and a number of exotic air-to-ground weapons.
------------------
New Nod Flame Tank
------------------
Mission: Casabad
Added: When seeing a flame tank near the research lab
Transcript:
Nod Deploys New Tool of Terror
Nod has fielded a new version of their classic anti-infantry weapon system
known as the Flame Tank. The new model carries heavier armor, has a turret to
allow for easier targeting, and uses dual flame throwers that can stay in
action for long periods of time without refueling. It replaces the older
"Devil's Tongue" last used in TW2.
Flame Tanks are devastating against all forms of infantry and can clear out
garrisoned buildings with terrifying efficiency. InOps advises field
commanders to engage Flame Tanks with armored vehicles or aircraft firing
cannons or rockets. The enclosed crew compartments in armored vehicles will
also protect against the inferno generated by the flame throwers.
The landscape of many Blue and Yellow Zones is dotted with tall cylindrical
structures known as Tiberium Spikes. These automated extraction platforms
slowly pull Tiberium out of subterranean deposits and refine it on location so
that resources are available for immediate use. GDI commanders are encouraged
to commandeer Tiberium Spikes in the field to help sustain their forward
operating bases. A combat engineer deployed into a Tiberium Spike can channel
resources to the production structure of a base.
Commanders are encouraged to provide compensation to the legitimate owners of
commandeered Tiberium Spikes in the form of GDI vouchers that can be redeemed
in Reykjavik for credits. Note that spikes extract at different rates
depending on the size and nature of the underlying Tiberium deposits, so the
flow of resources may vary from location to location.
------------------
EMP Control Center
------------------
Mission: Alexandria
Added: When capturing the EMP Control Center
Transcript:
Electromagnetic Pulse Control Center
Field commanders should stay on the look-out for the four cylindrical towers of
the EMP Control Center. These odd structures were erected during the last few
decades in a number of Yellow Zones and Blue Zones as a deterrent to Nod
attack. The theory was that a volunteer crew would race to the EMP Control
Center when the civil defense sirens sounded warning of an attack - they would
fire off the EMP and disable attacking forces. After years with little Nod
activity, the centers were mostly abandoned and are now being used
opportunistically by GDI and Nod forces. Deploy a combat engineer into the EMP
Control Center to capture it and use it against enemy forces.
Added: When all Nod structures have been destroyed (2nd bonus objective)
Transcript:
InOps FLASH Report
Strike on Philadelphia originated at Nod's Cairo Nuclear Launch Facility.
InOps has confirmed that the missile used to destroy the Philadelphia was
launched from an underground silo connected to Nod's Nuclear Launch Facility in
Cairo. Detection of this facility by sat-surveillance prior to the
Philadelphia incident was difficult because most of thestructures were buried
underground or disguised. Since the start of TW3, Nod has removed the masking
structures around their buildings and brought other elements of the facility
above ground to facilitate launch operations. The underground silo that
launched the Philadelphia strike is now inactive, with Nod's launch operations
transferred to a central raised platform with a much lower cycle time between
missile launches.
---------------------
Nod's Nuclear Arsenal
---------------------
Mission: Cairo
Added: When Kane's made his appearance
Transcript:
InOps FLASH Report
Nod has consolidated its nuclear arsenal at its Cairo nuke facility. What was
once a mobile nuclear force is now a massive central arsenal. The reason for
the centralization of Nod's nukes is not known, although speculation ranges
from paranoia (Kane afraid that his commanders might rebel and use nukes on
Kane loyalists) to preparation for some unknown operational contingency or a
gain in efficiency of operations. Whatever the reason, we do know one thing
for sure: Take out the Cairo facility and we deprive Nod of its nuclear
capability.
----------------
Power Management
----------------
Mission: Croatia
Added: When the first bonus objective has been given
Transcript:
<>
Emergency Engineering Report
Warrant Officer S. Bowen
GDI Forward Operating Base "Echo-2"
Croatia
SBowenMonkeyWrench: Power plants are down and our base grid is compromised -
there just isn't enough juice to keep everything running at the same time. The
only way you're going to keep those defenses online is to power down anything
you're not using. If you shut down half of the base defenses we should be able
to squeeze out enough power to keep the other half online. If one of the
active defenses gets destroyed it won't draw power, so you can turn on another
defense to take over. You may also need to shut down defenses that aren't
active to re-route power to guns and turrets that are under immediate threat.
Juggling power under fire is the key to survival here.
------------------------------
Nod Ion Cannon Disruption Tech
------------------------------
Mission: Sarajevo
Added: When the first three objectives have been given
Transcript:
Nod deploying Ion Cannon Disruption Technology
GDI's orbital Ion Cannon battle stations have been offline ever since the
attack on Goddard Space Center. Repairs have now been completed and the Ion
Cannonsare back in action. However, we are currently unable to strike certain
targets due to Nod's deployment of a new countermeasure: Ion Cannon Disruptor
Arrays. These structures have been erected in multiple locations.
All field commanders should be aware of the existence of Ion Cannon disruption
technology and be on the lookout for the disruptor array structures. Take out
the disrupters with conventional weapons before you call in an Ion Cannon
strike.
Added: When using the Commando to destroy an Avatar
Transcript:
Powerful, resilient, effective, and frightening: The Nod Avatar Walker
Nod has rocketed ahead of GDI in the race to build mechanized combat walkers -
solving many of the problems that had GDI engineers scratching their heads.
There is speculation that Nod stole the original walker technology from GDI,
then took advantage of research in other areas to accelerate the development of
new prototypes. Regardless of the origin of Nod's technology, they have
invested years of research and development at a ruthlessly fast pace - and now
Nod has finally fielded a highly advanced bipedal walker with the adaptive
ability to use multiple weapon systems. The Avatar Walker is a very capable
all-terrain weapons platform, heavily armored and equipped with a powerful
laser. It can also be outfitted with flame throwers, particle beam cannons,
stealth detectors, and stealth generators.
------------------------------
Sonic Weapons and the Invaders
------------------------------
Mission: Munich
Added: When capturing the power plant
Transcript:
InOps FLASH Report
Effects of sonic weapons on the invaders.
Dispatch from Dr. Elian Schwartzberg, Battlefield Medic, 21st Armored Division.
Needless to say, there is very little in the way of hope to be found in the ash
covered, body strewn rubble of post-invasion Munich. Even so, as my team
covertly made its way through the outskirts of that ruined city, searching for
survivors, we stumbled across something that might just be that source of hope.
Crossing the wastelands under guard of night, we encountered the surviving
members of a GDI combat platoon from the 76th Mechanized, apparently flush from
a successful rearguard action that enabled the escape of some VIPs that are
somehow key to the war effort. In conversation it quickly became apparent that
much of said success was due to the intervention from a particularly
unexpected source - sonics.
To quote, from a transcript recorded on my CommInt unit:
"We kept firin', but the metallic [expletive] just kept on coming right at us,
crawling over their own dead like it weren't nothing. Then, right when I knew
we was about to be killed, right when those [expletive] had us up against the
wall, one of those smart [expletive] engineers figured out a way to get the
old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter
towers just started chewing up those invading [expletive] like a Visceroid
gone rabid. It was a thing of [expletive] beauty..."
Staff Sergeant Arnold P. Coddington, 3rd Platoon, Charlie Company, 76th
Mechanized Infantry Division
Yes, it appears that the Sonic Emitters we use to reclaim our land from
Tiberium - and to control and regulate Tiberium growth throughout the reclaimed
Blue Zones - are capable of inflicting great harm upon our newfound enemies.
Further investigation is required before we can determine the why - are the
aliens structurally similar to the crystal? Is that why they are here? For
now we can certainly make use of the what - Sonics hurt the aliens. Hurt them
bad.
We may stand a chance after all.
-----------------------------------------
Alien Origins, Connections to the Tacitus
-----------------------------------------
Mission: Stuttgart
Added: When capturing the Alien structure
Transcript:
Results of initial investigation into the origins of the Invaders.
R&D Division
Attn: Battlefield Commanders
Alien Origins - Connections to the Tacitus
GDI science teams have been gathering every possible bit of transmitted data
and physical evidence about the aliens since the moment of invasion. Data
analysis of alien transmissions has indicated some connection between the
Tacitus recovered from Kane and the invaders.
The transmissions recorded from the invasion force seem to be patterned in a
similar way to the data structure in the Tacitus. This leads us to believe
that the invaders are the Scrin, or perhaps some faction thereof. It is clear
upon closer examination that this invasion force demonstrates acute differences
from the source of the Tacitus in dialect and physical form. Perhaps they
shared some distant connection, or there was some ancient contact between their
cultures?
One transmission we decoded using our most advanced decryption computers
indicated alien chatter regarding another alien race they had previously
encountered. We were unable to translate the word for the other alien race,
but the encryption computer returned the terms brother, ascended, enemy and
Scrin. This casts some confusion on the nature of the invaders, as they share
a multitude of attributes with what we have come to know as the Scrin. It
seems unlikely that this is the very same alien race that brought the Tacitus
to Earth, but the connection is undeniable.
If this is true, we should consider the Tacitus our most valuable military
asset. We must somehow find a way to unlock its secrets.
GDI InOps FLASH Report - DR. A. Bass, PHD, Director of Extraterrestrial
Research
***This entry is broken - you won't get it during the mission, and the only
way (currently) to add it to your database is by editing the database file.
Transcript:
Invader weapon system re-activated and used by GDI Forces
Front line forces in Europe have managed to capture and reactivate an alien
Tripod. A Commando in direct contact with the enemy disabled the Tripod by
planting a high explosive charge on the legs of the walker. GDI forces then
immediately moved in and established a perimeter around the immobilized alien
war machine. Once the area was secure an engineer was able to gain access to
the walker, repair the damaged leg, and reactivate the onboard systems. Early
reports indicate that the engineer was able to communicate in a rudimentary
fashion with the walker's control entity by utilizing decryption programs
similiar to those found in the Tacitus, the alien artifact decoded by GDI
several decades ago.
New Invader military unit given GDI designation: Mastermind
Just when we thought that setting up behind the chasm would make us safer, we
were proven wrong. The Alien Mastermind, an enemy commando of sorts, was able
to teleport forces across the gap and jeopardize our entire operation. The
aliens were able to keep the pressure on with a minimal numbers of units and
crafty use of their Statis Chamber and Mastermind. We belive the Mastermind
has more powers than just teleportation, but did not observe any additional
capabilities directly.
If Masterminds are deployed to the battlefield, field commanders should make it
a priority to eliminate them ASAP. The amount of mobility the Masterminds
afford the alien invaders makes them a very high value target. Alien
Masterminds eliminate the advantage of terrain: they virtually guarantee that
no place is safe.
Combat Report - Sergeant Major E.H. Jarvis, First Expeditionary Force
The Rift Generator makes the science behind our own Ion Cannon look downright
primitive. It appears to function by opening a portal at the flash point and
ejecting anything that's caught in the resulting field into deep space. Some
of our more robust structures have been able to hold against such an attack,
but Rift Generator's destructive capabilities are on par with the GDI Ion
Cannon and the Nod Nuclear Missiles.
Dr. Gordon Malou, InOps
------------------
Alien Control Node
------------------
Mission: Ground Zero
Added: When working your way towards the Control Node
Transcript:
InOps FLASH Report
The alien Control Node at Ground Zero is a unique structure that seems to
channel some form of exotic Tiberium-based radiation to the invader forces.
The emissions from the Control Node move easily through all forms of matter,
much like neutrino wave/particles, and this one node structure is easily able
to bathe every invader unit and structure on Earth with the mysterious
radiation. In fact, this one Control Node could easily supply a uniform bath
of radiation to alien units as far away as Earth's moon. What is this
radiation and why is it needed? Is it for power? Communications?
Synchronization? Coordination and control? Does it provide something
essential for the alien machines or the organic matter inside? We don't know
the answers to any of these questions, but we do believe that the Control Node
is the key vulnerability for the aliens. Take out the Control Node and there
is a good chance the whole invasion will end quickly.
------------------------
The Ghost in the Machine
------------------------
Mission: Hampton Roads
Added: When you're given the third mission objective
Transcript:
Excerpt from INN Holobrief, May 28th, 2043
One of the more unusual chapters of the second Tiberium War came to an
explosive close yesterday as the GDI Corps of Engineers detonated what is
believed to be the last remaining Cabal Bunker - the tube-filled underground
lairs from which the rogue artificial intelligence waged brief war upon
humanity.
Contacted for comment, retired war hero and former head of the Bureau of Mutant
Affairs, Gen Paul Cortez, lauded for his role in Cabal's defeat, dismissed his
fallen foe as "...a second-rate EVA with a goatee and a Napolean complex."
Cortez also claimed to have refused a GDI invitation to attend the detonation
ceremony, citing his opposition to the current leadership's controversial
Tiberium containment policy and "weak kneed" approach to the Brotherhood of
Nod.
Rumors that this particular bunker displayed evidence of human or humanoid life
forms in suspension capsules were quickly dismissed by GDI spokesperson Arlene
Shepherd...
-------------------------------------------
Discontinuation of the Mammoth Mk II Walker
-------------------------------------------
Mission: Alexandria
Added: When the rail guns upgrade is finished
Transcript:
Excerpt from INN Holobrief, March 12th, 2039
It was a sad day for many today as the last Mammoth Mark II walker to enter
active combat duty clanked its way out of GDI's San Pedro war factory and into
history. With its twin rail guns, battlefield dominance, and unusual boxy
profile, the Mk. II became an iconic symbol of freedom during the second
Tiberium War. Its discontinuation has been greeted by many with anger, notably
Captain Nick "Havoc" Parker, retired war hero, popular conservative pundit, and
noted proponent of the "Kane lives" theory.
"The Mark II was and continues to be one of our most powerful tools in the war
against Nod fanaticism. This discontinuation is nothing but another disgusting
example of GDI bureaucratic penny pinching and namby pamby 'can't we all just
get along' liberalism...once again, GDI is playing right into Kane's hands"
With protests held at containment areas several miles away, the mood at the
factory was more resigned than angry. Production of the controversial new
four-tread all-terrain Mark III is scheduled to take place in far off
Reykjavik, with many in San Pedro fearing for their jobs and the future of
their community...
------------------------------------
The Blunder that Nearly Finished GDI
------------------------------------
Mission: Cairo
Added: When moving towards the south-east corner of the map
Transcript:
W3N Transcript from The Frank Hour
"...we thought our space stations and Ion Cannons were the safest of our
military assets. We put our most valuable military personnel, our most
important command and control systems, and our most powerful weapons in space
for this very reason. Little did we know that our space assets had a deadly
vulnerability - a single point of failure located in a poorly defended
installation ON THE GROUND. Nod exploited this vulnerability at the worst
possible time, when our entire political and military leadership was on board
the Philadelphia. This is a scandal of staggering magnitude.
"It gets worse. W3N investigative reporters dug into this story and discovered
that the decision to locate our A-SAT control systems on the ground at Goddard
Space Center was made because of cost. SpaceCom would have had to build an
entire new orbital platform just for the computers and crew at a cost of tens
of billions. This is an outrage. Security in space was an illusion all along
- and GDI was almost wiped out because SpaceCom wanted to save some money..."
--------------------------------------
Kane's Fascination with Eastern Europe
--------------------------------------
Mission: Croatia
Added: When deploying your MCV
Transcript:
Excerpt from W3N Special on Kane
"...why is Kane determined to rebuild in Eastern Europe? What is his
fascination with Sarajevo? Eastern Europe has been a focal point for Nod
activity for decades and the reasons aren't entirely clear..."
Excerpt from GDI Emergency Procedures Packet - Storm Shelter Protocol
GDI Storm Shelters are located throughout all Blue Zones and in select Yellow
Zone operation areas. They are generally found in close proximity to
population centers and government installations. The earliest shelters were
built after Ion Storms decimated population centers, including an incident
resulting in the death of the famed Dr. Mobius and his top staff. Ion Storm
Shelters are typically located between 10 and 30 meters below ground level, but
no closer than 70 meters to significant deposits of underground water or
Tiberium. Their construction includes 8 foot thick, steel-reinforced concrete
walls with integrated sonic emitters to prevent nearby Tiberium growth. Newer
shelters include dormitories, cafeterias, medical facilities, vehicle
maintenance garages, long-term power generators and redundant sonic emitters.
In high-risk areas some shelters have gained cultural significance as centers
of social activity from sports to art and music events, gaining nicknames such
as "Sector 7", "Old Blue" "The Hatch".
In recent years many private organizations have developed smaller shelters for
corporations and individuals at exorbitant prices. On rare occasion these
private shelters link with official GDI shelters via underground tunnels.
Private citizens with shelters that link to GDI public shelters are required by
law to allow access to anyone who requests aid during class C emergencies and
above.
News Update: GDI Successfully Downs Alien Tower in Rome
Today the human race witnessed the destruction of a massive alien tower in one
of the world's worst Red Zones. The success of the mission shows all of us
that there is hope - and that GDI is in a position to push back the invaders
once and for all. The question remains, however, what was the purpose of the
tower?
Alien towers have been constructed in nineteen Red Zones. Their precise
purpose is unknown but their location in the heart of the Tiberium infested
hellscapes we call Red Zones indicates that they are somehow connected to the
crystalline substance. The alien retreat to the towers suggests a serious
military realignment or a change of course by the invaders.
While GDI scientists have been pushing to get a close-up analysis of the
towers, military commanders have insisted their quick destruction is the
primary concern. If GDI is able to replicate the quick success of the Rome
Tower mission in the other eighteen tower locations, their purpose may never be
known.
Nod's Next-gen Stealth Technology Poses a Serious Threat
In the first Tiberium war Nod scientists developed a cloaking device that could
be mounted on a vehicle, a stealth generator that created an energy field that
could literally bend light around a particular object, rendering it invisible
to the eye and to radar. Nod first deployed this new technology on the
infamous Stealth Tank. GDI eventually developed new sensors and
countermeasures that neutralized Nod's stealth technology, but Nod continued to
evolve the science of stealth and the "stealth arms race" has continued
unabated ever since.
Nod's new stealth technology is allowing a number of their vehicles and units
to successfully evade detection by most current-gen GDI sensors. As a result,
Nod stealth units are proving brutally effective against our forces in the
field. Nod has clearly leapfrogged GDI in stealth technology and
countermeasures.
GDI field commanders should be aware that the latest G-Tech sensors are
required for detection of Nod stealth units. Unfortunately, the newest sensors
are not widely deployed. Only GDI Pitbull scout vehicles and base defenses
come standard with the latest stealth detecting technology. Other units like
Zone Troopers must be upgraded with Scanner Packs, and Orca aircraft can be
equipped with Sensor Pods or use a recharging pulse scan to detect nearby
hidden enemies.
Note that units equipped with stealth technology can sustain the stealth field
while inactive or moving, but once any offensive action is taken, the field
will break down and the unit will become visible. Also, there are reports that
Nod has constructed a stealth disruption tower that can project a field large
enough to encompass multiple units and even structures. It's conceivable that
Nod forces could cloak an entire base.
-----------------
Nod Base Defenses
-----------------
Mission: The White House
Added: When you finish the mission
Transcript:
InOps ECAP Alert "Know Your Enemy"
Nod Base Defenses
Field commanders should be aware that Nod forces have begun deploying new base
defenses with some unique properties. Each base defense consists of four
components: A central hub and three turrets that can be deployed withint a
radius of the hub (the hub is the heart of the defense system and controls all
of the associated turrets). A hub can repair and even rebuild the three
turrets that are slaved to it. To take out one of these new base defenses,
destroy the hub. That's the only way to make sure the structure is neutralized
for good. Also, commanders should note that these new defenses are being
deployed in three distinct flavors: Anti-vehicle, anti-infantry, and
anti-aircraft. Anti-vehicle defenses emply lasers, anti-aircraft turrets fire
SAM missiles, and the anti-infantry turrets use an array of gun barrels that
fire massive blasts of shrapnel almost like giant shotguns.
-------------------------------------
GDI Field Recon - the Fall of Cologne
-------------------------------------
Mission: Cologne
Added: When you complete the third objective (capturing the power plant)
Transcript:
Deposition of GDI Watch Commander, detailing the Alien invasion of Cologne
To be honest, even after the [expletive] hit Munich, we didn't think Cologne
would draw much in the way of attention. We've been running simulations since
2038 or so and Cologne has never rated anything more than 'minor strategic
value.' We figured that this would count for the aliens too... guess we were
wrong.
By the time we detected the first wave, it was too late to form anything more
than a basic defense. Fortunately, we'd been evacuating civilians for the
better part of the day, but we were way behind on erecting defensive
structures, let alone planning any kind of strategy. Things fell apart fast,
those infernal air... uh... spacecraft came streaking in, wiping out half of
our troops before they could even fire a shot. The rest of us scattered,
taking shelter in whatever structures we figured were solid enough to withstand
fire, at least temporarily. Then the power went out, and with it our
communications, our radar and any damn chance of us taking the city back.
At one point the insane hell of combat calmed down and it was almost quiet on
the battlefield - the odd burst of laser fire, a scream, some radio static.
Then, all at once, the sky lit up bright green and the silence became a
deafening explosive howl. My heart sank... the [expletive] had taken out the
Tib silos, all of them... the entire reclamation project, years of work,
undone in a few seconds... a giant [expletive] Tib field spawned right at the
heart of central Germany.
Then their ground units came... giant walkers and little disintegrator things
taking out our tanks, clouds of razor sharp buzzing things reducing our
infantry to unidentifiable piles of wet flesh on the sidewalk.
-----------------------------------
GDI Field Recon - the Fall of Berne
-----------------------------------
Mission: Berne
Added: When you complete the main objective
Transcript:
Deposition of Civilian Witness, detailing the Alien invasion of Berne
'I was about to go off the clock when the evacuate order came through.
Klaxons, sirens, broadcasts on every channel. Even the damn billboards and
street signs were telling us to get out of town. I called my wife, or tried,
but every network was jammed... jammed or just static. We lived in the
central district, worker family housing. I had been supervising the final
touches on my chunk of the anti-Tib wall, out on the east side. Half a city
away.
Within ten minutes, I had abandoned my car and started to run. The vehicle
exit points had jammed up less than ten minutes after the first alert,
plunging the city into gridlock. Seconds later, I was sprinting past
Holovision kiosks, and the ones that were still broadcasting, all I could see
was destruction. Death. Fire...
(the subject places head in hands, mutters inaudibly for 48 seconds)
...so I'm running and I start to hear this low hum. At first I think it's
just the static from the public address system, gone dead a few minutes
earlier. It isn't, it's something more. Like a machine, but alive, also,
somehow. It starts to grow, the sound larger and larger as I sprint, and the
sky is now dark, and the city walls are falling, the city walls I helped
build... and there are things, things in the sky...
(the subject places head in hands, mutters inaudibly for 32 seconds)
...glowing, blue and glossy. Machines, but alive. I keep runninng. My lungs
burn, my sides ache, but I'm getting close to the city. There's a thing in
the sky, like the others, but huge, noise deafening, a massive ring, rotating
around a central object, some kind of control pod. I am too close to take it
all in, to know how it works. It's nearly over me, over central Berne, and
now it's glowing, drawing up some kind of energy.
I lower my head and run.
For a second, everything is silent, as if the gigantic thing had sucked the
sound right out of the air. Then light, everywhere, all consuming. I fall,
shielding my eyes.
Light, light and silence.
When I come to, there... there is no central Berne, no worker family housing.
All gone. Just a pit, gouged from the earth, a pit where a city used to be.
At the center, there is something blue... blue and glittering...'
Audio Transcript (Translated) - Deposition of civilian engineering corps
forman Martin Hoffesommer, Berne, under hypnotic regression
Equipped with the GD2 rifle, GDI Riflemen are the mainstay of GDI military
forces. They are deployed to all combat zones and trained in anti-infantry
combat techniques. Riflemen are most effective when garrisoned in fortified
structures, and are equipped to dig foxholes when the need arises to defend a
fixed position. Riflemen should never be deployed against heavy armor,
especially flame weapons, without significant heavy-weapon support.
GDI Missile Squads are armed with the FGM-90, which is designed to inflict
maximum damage to vehicles and aircraft. Light vehicles like jeeps and buggies
are excellent targets for Missile Squads. Missile Squads are normally deployed
in tandem with larger Riflemen squads, but can be used to great effect from
garrisoned positions in civilian buildings or APCs where they are protected
from anti-infantry fire.
GDI - Units and Weapons
------------
GDI Engineer
------------
Mission: North Carolina Badlands
Added: When engineers arrive and are explained
Transcript:
GDI combat engineers are able to capture enemy buildings and repair structures
(including bridges and base buildings). Deploy an engineer into an enemy base
structure in order to capture it - or send an engineer into a damaged building
to fix it back up again. Damaged bridges can be repaired by deploying an
engineer into the bridge auto-repair gatehouses.
Engineer Combat Primer Excerpt
- As a combat engineer a few cardinal rules should be kept in mind at all
times:
1. Never act alone in hostile territory. Your standard issue body armor is
ineffective against most modern weapons.
2. You are equipped with a standard GD45 sidearm. Only use it as a last
resort as it will not penetrate most modern body armor.
3. Once you gain access to an enemy structure be sure to disable the central
computer terminal immediately and install your override program to connect the
structure to the nearest command post.
4. When entering a damaged structure be sure to initiate damage control
programs for immediate results. Once the automation has kicked in you will be
clear to commence more extensive repairs.
5. Keep your hard-hat on at all times.
GDI - Units and Weapons
---------------------------
Mobile Construction Vehicle
---------------------------
Mission: North Carolina Badlands
Added: When the MCV arrives
Transcript:
Combat Engineering Primer
Mobile Construction Vehicles, or MCVs, are deployed to all major theaters to
serve as the foundation for a forward operating base. The MCV is capable of
rolling over any relatively clear terrain. It is not equipped for
self-defense. When an MCV reaches its destination it can immediately unpack
into a Construction Yard capable of building production structures, a Tiberium
Refinery, and other elements needed for a forward base. The Construction Yard
can be packed up into the MCV at any time, although it is only advised when the
base it supports is no longer being used.
GDI - Units and Structures
--------
Barracks
--------
Mission: North Carolina Badlands
Added: When you place a barracks
Transcript:
Field Manual - Logistics
GDI base camps are created using highly portable, modular buildings. This
allows for easy construction and tear-down of shelters in harsh climates and
remote locations. Personnel stationed at GDI bases will find themselves
protected from Tiberium contamination and ion storms due to the durable armor
plating, but will not have access to advanced weaponry without the support of
an Armory.
GDI - Units and Weapons
---
APC
---
Mission: The Pentagon
Added: When the APCs arrive
Transcript:
Field Manual - APC
The GDI Armored Personnel Carrier, or APC, is a six-wheeled all-terrain
vehicle that can transport infantry in an armored compartment. Dynamically
sized fire slits permit the soldiers riding in the vehicle to shoot at targets
outside the APC. Deploy a Missile Squad into an APC and the vehicle
effectively gains the ability to fire missiles. Passengers can be evacuated
quickly through multiple exits from the APC, so the vehicle can drop soldiers
right into a firefight with minimum downtime for unloading.
---------
Grenadier
---------
Mission: The Pentagon
Added: When the Grenadier Squads exit the Pentagon
Transcript:
TacOps Field Guide: Grenadier Squad
If you need to clear a garrisoned building fast, deploy a Grenadier squad and
they'll get the job done. Their rocket propelled grenades can even hit the
upper stories of taller structures. Even better, the grenades have minimal
on-board AI and guidance and steer themselves right through windows.
Grenadiers will blow the garrisoned enemy troops right out of the side of the
building.
-----------
Sniper Team
-----------
Mission: Langley AFB
Added: When all four sniper teams have been rescued
Transcript:
TacOps Field Guide: Sniper Team
Sniper Teams are able to take down enemy infantry with deadly precision. They
employ stealth so they can't be seen or detected while motionless. Finally,
the spotter in a Sniper Team allows you to designate targets for any Juggernaut
artillery units for miles around. The Juggernaut crew will be able to see and
target enemy units and structures anywhere near active Sniper Teams in the
environment.
------------
Command Post
------------
Mission: Langley AFB
Added: When establishing control of the GDI outpost
Transcript:
Field Manual - Command Structure
GDI forward bases act as the hubs for GDI operations in all Zones and weather
conditions. The heart of any GDI forward base is the Command Post. From this
structure field commanders can maintain contact with regional GDI resources and
centralize intelligence for rapid response. High-powered radar and
communications equipment allow officers real-time feedback from units in the
field, but note that this gear will draw significant power from your base grid.
--------
Airfield
--------
Mission: Langley AFB
Added: When recapturing the airfields
Transcript:
Field Manual - Forward Air Bases
Air assets are often dedicated to support a particular ground force. The
modular GDI Airfield can be established to maintain up to four combat aircraft
indefinitely. The facility is capable of refueling, repairing, and rearming
Orca ground attack aircraft, but can also sustain Firehawk VTOL attack jets
with the addition of advanced technical equipment. Airfields each directly
control a small element of aircraft, so without an Airfield these craft may
suffer guidance failure and the inability to maintain extended operations
considering global ion storm interference.
The highly maneuverable and light-weight Orca aerial weapons platform has
supported GDI ground campaigns for decades. The Mk IV version currently
deployed with GDI forces worldwide is an all-new, state-of-the art aircraft.
With VTOL capability that allows it to operate from small pads, a high crusing
speed, long range, and the ability to hover for extended periods, the Mk IV
Orca is a truly versatile weapon system. Its air-to-ground missiles can strike
a wide variety of targets including enemy vehicles and structures. The Mk IV
can also be equipped with a sensor array capable of detecting even the most
advanced Nod stealth units. Field commanders should note that Orcas are not
capable of engaging targets in the air and should be escorted by Firehawk
attack jets carrying air-to-air missiles when operating in areas where Nod
commands air superiority.
--------
Commando
--------
Mission: Hampton Roads
Added: When taking control of the Commando
Transcript:
TacOps Field Guide: Commando
The deadliest weapon in the GDI arsenal isn't a tank or an aircraft - it's a
human being. GDI's elite Commando is truly an "army of one," backed by 50
years of tradition and trained in a grueling program that has a 22% fatality
rate and a 97% droo-out rate for the survivors (even after starting with the
very best of the best in all branches of service). Commandos are equipped with
special battle armor, solid fuel jump jets, a top secret rail gun with a high
rate of fire, and det-packs that can take down an entire building with an
exotic new explosive. GDI weapons labs equip Commandos with the prototypes of
GDI's next-gen weapons, so nobody else on the battlefield has the toys these
boys have. The most elite Commandos are also trained to use their det-packs on
the legs of large walkers, one of the reasons GDI retired many of the bipedal
walkers that were a mainstay in the second Tiberium War (given that this new
vulnerability seemed like it could be exploited by Nod elite units as well).
--------------------
Predator Battle Tank
--------------------
Mission: The White House
Added: When you build a Predator Tank
Transcript:
Weapons of the World 2047: GDI Main Battle Tank - MBT-6 Predator
Equipped with a 150mm cannon, this 65 ton tank packs an armor-piercing punch
against any vehicle or structure. It's also fast and quite maneuverable for a
large armored vehicle. Devastating in numbers, Predator tanks can rip through
enemy encampments quickly, as well as crush infantry under their tracks. They
have excellent armor, but are vulnerable to armor-piercing rocket and cannon
attacks.
-----------------
GDI Base Defenses
-----------------
Mission: The White House
Added: When you place a Watchtower or a Guardian Cannon
Transcript:
Excerpt Technical Manual 2047
GDI has 3 basic defenses with which to ward off enemy attacks: The Watchtower,
the Guardian Cannon, and the AA Battery.
The Watchtower stands 30ft tall with twin 20mm railguns mounted atop it.
Equipped with an IR spotlight and next-gen sensor to detect stealthed units,
this anti-infantry defense tears enemy infantry to shreds. Programmed to
attack any ground unit that comes within its range, the Watchtower is also able
to distinguish between infantry and tanks, and will prioritize the infantry
over tanks so as to minimize the lethality of its anti-personnel ammunition.
The Guardian Cannon is equipped with a 105mm gun capable of ripping through
the heavy armor of tanks. The Guardian is an anti-vehicle weapon and is not as
effective against infantry.
The Anti-Air Battery has twin 30mm Gattling guns firing depleted Uranium shells
at air targets. With a deadly accurate fire control system and a staggering
rate of fire, the AA Battery is very effective against any form of aircraft.
-----
Crane
-----
Mission: The White House
Added: When you build and place a crane
Transcript:
Base Logistics Field Guide
If a forward base needs to go up fast, consider building a Crane to open up a
second production queue at the Construction Yard. The nano-assemblers,
computers, and control units will be able to work on two base structures
simultaneously.
-------------
Zone Troopers
-------------
Mission: Casabad
Added: When the Zone Troopers arrive
Transcript:
TacOps Field Guide: Zone Troopers
GDI Zone Troopers are elite heavy infantry with exceptional mobility, armor,
and enough firepower to take out enemy targets ranging from infantry to light
vehicles. Equipped with power armor, rail guns, and jump jets that can boost
them over obstacles or across rivers, Zone Troopers do the heavy lifting for
the GDI infantry.
-------------------------
War Factory Repair Drones
-------------------------
Mission: Alexandria
Added: When you build and place a War Factory
Transcript:
Capability Update
Everyone knows that War Factories build vehicles. But did you know that a War
Factory can also perform repairs? War Factories have been upgraded with
autonomous repair drones that can perform even the most complex repairs to
severely damaged vehicles in a very short period of time. How does it work?
Just get close. Vehicle crews in damaged tanks, APCs, and buggies should bring
their vehicles back to the base War Factory and the drones will begin repair
operations when the vehicles are in proximity to the factory structure.
---------------------------------
Base Expansion using the Surveyor
---------------------------------
Mission: Alexandria
Added: When deploying a Surveyor
Transcript:
GDI Field Manual
Some forward base Construction Yards can build Surveyor vehicles (found under
the Support Structure Tab of the base control interface) which have the
capability to deploy into a small Outpost. Surveyors can be given the command
to deploy on any terrain where base structures can be built. Once an Expansion
Base is established, the Construction Yard in the main base can be used to
build any structure nearby, including Refineries, War Factories, base defenses,
and whatever else might be useful. The Surveyor and the Outpost it creates are
superb tools for claiming territory near strategic targets like remote Tiberium
fields (so refineries can be built nearby, saving harvesters from a long
commute through possible enemy-controlled terrain).
-----------------------------------------
Rig Deployment into a forward Battle Base
-----------------------------------------
Mission: Albania
Added: When the Rig arrives
Transcript:
GDI Field Manual - Holding The Line
GDI field commanders in some forward bases have access to one of the most
unique power projection systems in the world: The Rig. The Rig is a vehicle
that is designed to roll deep into enemy territory and quickly deploy into a
heavily armed Battle Base structure. Equipped with Guardian cannons and a
missile launcher, the Battle Base is capable of engaging enemy vehicles and
aircraft. As an added bonus, Rigs carry a complement of auto-drones for making
field repairs to GDI vehicles. The Rig/Battle Base combination is ideal for
claiming and holding terrain, enabling GDI field commanders to emply a clasic
"clear and hold" strategy for securing Tiberium fields or gradually taking over
an objective area.
Added: When capturing the Reinforcement Bay for main objective # 4
Transcript:
TacOps Field Guide: Firehawk
The Firehawk is a fast and highly maneuverable VTOL attack jet that can carry
air-to-ground or air-to-air missiles. Field commanders can make their load-out
choices while the Firehawk is on the pad at an airfield. Forward bases with a
Tech Center structure can equip Firehawks with special rocket boosters that
allow the aircraft to punch into the stratosphere and go near-orbital in order
to hop over enemy air defenses. Note that Firehawks are vulnerable to AA fire
in the actual target zone during the re-entry after the boost phase.
----------------
GDI Base Closure
----------------
Mission: North Carolina Badlands
Added: When recapturing the outpost
Transcript:
Scrap of News Article from 2043
...as of 2043 GDI has closed over 60% of their military bases around the
world, including installations in North Carolina, Brazil, and Eastern Europe.
The most recent cutbacks are due to a decrease in Nod activity - with Kane
dead, the Brotherhood seems to be splintering apart...
---------------
Tiberium Primer
---------------
Mission: North Carolina Badlands
Added: When harvesting is explained
Transcript:
Tiberium: A gift or a curse?
Tiberium is a scientific curiosity, a vastly powerful resource, an
unprecedented environmental cataclysm, a catalyst for war, and much more. It's
like nothing we've ever seen before and it is constantly transforming itself.
We are almost certain Tiberium is extraterrestrial in origin; it is not
man-made and there is no evidence of the substance on Earth prior to its first
appearance half a century ago. Early forms of Tiberium were almost organic,
sprouting out of the ground in what seemed to be plant-like pods, leaching
minerals out of the earth and emitting clouds of toxic gas. Over time,
Tiberium showed it had the ability to evolve and change.
By 2047, most Tiberium on Earth has manifested in what we know as its most
common form: A self-replicating proton lattice that turns any matter it
touches into more of itslef, giving off powerful radiation in the process. It
can change anything it comes into contact with into more Tiberium.
Is Tiberium terraforming the Earth into a planet suitable for alien life? Is
it a weapon? Is it a creature of some kind? Perhaps some form of
consciousness resides in the crystal lattices, a quantum crystalline brain that
grows ever smarter as it grows and grows. There are many theories about what
Tiberium actually is... and why it is here. Ultimately its origin and its
purpose - if it has one - are still a mystery.
GDI has not given up on trying to contain the spread of Tiberium. With
Tiberium infestation reaching critical levels and new, more sinister variants
of the substance turning up, things started to look pretty grim for planet
Earth in the middle of the 21st century. However, GDI has found a
vulnerability in the green crystal that they have begun to exploit. GDI
engineers have found the resonant frequency for Tiberium... and they have
created sonic resonators that are capable of breaking up Tiberium crystals.
A high level scientific explanation of the alien substance is included here for
students, engineers, and scientists: The most recent form of Tiberium is a
dense "dynamic proton lattice" held together by exotic heavy particles. When
Tiberium comes into contact with other matter, the heavy particles randomly
collide with the nuclei of the target matter, smashing it to pieces (in the
case of smaller nuclei) or incrementally knocking off protons and neutrons (in
the case of heavier nuclei). Tiberium captures a fraction of the protons that
are ejected during this collision process and incorporates them into its own
structure, thus transmuting matter into more Tiberium. Whenever one of the
heavy particles - a muon or tauon - collides with an atomic nucleus, fission
occurs, which results in the production of alpha, beta, and gamma radiation as
well as other forms of electromagnetic radiation (like infra-red). During the
transmutation process, nuclei that Tiberium has come into contact with may be
changed into nuclei with different (usually fewer) numbers of protons or
neutrons.
---------------------------
Red, Yellow, and Blue Zones
---------------------------
Mission: Casabad
Added: When starting the mission
Transcript:
Tiberium infestation has rendered 30% of the planet totally uninhabitable.
Large swaths of the Earth's surface have been designated as "Red Zones" - areas
that are desolate, swept by storms, and contaminated by vast amounts of
Tiberium. Venturing into, over, or even near these wastelands can be extremely
dangerous.
Beyond the Red Zones, Tiberium contamination has caused varying levels of
environmental damage in another 50% of the Earth's populated areas. In the
ecologically compromised and war torn Yellow Zones, Tiberium fields are common
- growing in the middle of cities, on farmland, and throughout the
enviroment. Tiberium-related climate change has caused an endless cycle of
droughts, floods, and severe weather of all types including spectacular
Category 6 hurricanes, tornadoes with wind speeds of 500 miles per hour, and
exceedingly violent thunderstorms. Especially destructive Ion Storms
occasionally rage out of the Red Zones to wreak havoc on cities and towns in
the borderlands.
Only 20% of the Earth's surface is in relatively pristine condition. The Blue
Zones suffer from minimal Tiberium infestation and have been relatively
untouched by war. The populations of the Blue Zones live in relative comfort,
going about their lives in high-tech futuristic cities that sit in forested
valleys or nestle in pastoral farmland.
----------------------------
About the Brotherhood of Nod
----------------------------
Mission: The Pentagon
Added: When primary objective # 4 is given
Transcript:
GDI views Nod as a dangerous, virulent, and inexplicably self-sustaining
terrorist group obsessed with accelerating the worst ecological catastrophe in
history, led by a charismatic and brilliant sociopath named Kane. The
Brotherhood sees itself quite indifferently. Nod believes that it is the agent
of change for a world in the throes of transition to a new order, the
representative of the poor and the opressed, and a foil to the previously
unchecked power of GDI.
Nod has the people, resources, organization, and raw military power necessary
to stand against GDI and wage war on a global scale. Yet the Brotherhood of
Nod isn't a country: it's a strange new hybrid organization that has the
combined characteristics of a religious movement, a multinational corporation,
and a nation-state. Given the awesome demands of modern warfare, with its
terrible cost and vast scale, Nod's ability to go toe-to-toe with GDI is
astonishing.
Nod is able to recruit thousands of new members every month from the desperate
populations of the borderlands. Their political, military, and logistical
operations are decentralized and buried deep inside the crumbling cities,
towns, and outposts in the decaying Yellow Zones. A vast and sophisticated
infrastructure is diguised from GDI, and Nod has perfected the art of moving
military assets and forces quickly over long distances without detection, even
by satellite or drone aircraft with the latest generation sensors.
Nod's core organization is very sophisticated and high-tech but they also have
a large guerilla force composed of hastily trained and minimally equipped
recruits from the Yellow Zones. Nod's field forces are an interesting mix of
low tech "militia" troops and smaller numbers of highly trained, elite soldiers
equipped with state of the art communications gear and the most advanced
weapon systems available.
Nod's military assets are experimental and exotic in both appearance and
function, but the durability of their units is suspect. Nod engineers are not
afraid to risk human life and will often sacrifice safety and protection for
increased abilities and speed. Their high-end military hardware runs on
Tiberium and tends to be fast but vulnerable, lethal but unstable. Nod
offensive weapons deployed on vehicles range from rockets, machine guns, and
flame throwers to toxines, lasers, and nuclear weapons. They also have a
number of Tiberium-based weapons.
-----------------------------
The Global Defense Initiative
-----------------------------
Mission: The Pentagon
Added: At the start of the mission
Transcript:
The Global Defense Initiative began as a secret military alliance of advanced
nations under the United Nations umbrella. GDI's mission: To contain
Tiberium, reverse its spread, and fight the sinister Brotherhood of Nod.
Over time, power and sovereignty have been gradually ceded to GDI and the
national identities of the participating countries have faded. In 2047 that
process has reached its final stages: While there are still technically
individual Member Nations, the reality is that GDI has become a unified
political and military super-state.
GDI controls the only areas of the Earth that have not been significantly
compromised by Tiberium infestation. The crystalline alien substance is slowly
consuming the rest of the planet, causing an environmental cataclysm that has
made 30% of the Earth uninhabitable and another 50% of the Earth's surface
exceedingly unfriendly to civilization. GDI's home territories are known as
"Blue Zones" since they are mostly clear of Tiberium and have been relatively
untouched by war (in contrast to the ecologically ravaged and war-torn "Yellow
Zones" and the Tiberium infested hellscapes designated as "Red Zones").
The clash between GDI and Nod has escalated into full world wars twice before -
the First Tiberium War (TWI) erupted when both powers were in their formative
states and that terrible war was followed by another worldwide firestorm
several years later.
----------------------------------------
Health Effects of Tiberium Contamination
----------------------------------------
Mission: Sarajevo
Added: When capturing the Nod Science Ministry
Transcript:
What happens if you're exposed to Tiberium? Nothing good. If you come into
direct contact with Tiberium, the green matter will start to fuse with your
skin within about 20 seconds. You'll feel an intense burning sensation,
similar to touching a hot pan or spilling acid on your skin. A full blown
infection will manifest if you aren't treated immediately. Your flesh will
begin to crystallize; eventually your internal organs will shut down as
Tiberium extends rigid crystalline runners throughout your body. If you
breathe in the crystal, then it will become embedded in your lungs. You'll
lose the ability to process oxygen as your lung tissue crystallizes.
Eventually you'll start coughing up blood and will hemorrhage to death.
In some cases - and for unknown reasons - Tiberium infection will trigger
cellular mutation. It's not cancer in that the mutations seem strangely
directed; they don't kill you, but your body will begin to transform. The
mechanism for this mutation is not well understood.
---------------------
Life in a Yellow Zone
---------------------
Mission: Sarajevo
Added: When capturing the Mutant Hovel
Transcript:
Tiberium contamination affects Yellow Zones directly and indirectly. Climate
change, melting glacial ice, extreme weather, Tiberium field growth, and
decades of war have caused social collapse in several Yellow Zones. Many
cities in the most afflicted areas are run by warlords and criminal
organizations or have degenerated into anarchy - or they have fallen under the
thrall of the sinister Brotherhood of Nod.
Existence in the worst-off Yellow Zones is not pleasant at all. Your home is
likely to be in a decaying building with no running water. Power comes on for
a few hours a day at erratic times. Food is scarce. Doctors are rare. On a
few occasions food aid or medical care will be provided by humanitarian workers
visiting from the pristine and high tech Blue Zones.
A subsistence living is just the start. Tiberium contamination is a fact of
life, and thousands die every year from inhaling microscopic crystals that are
carried in smog, clouds of dust, and other airborne particulates. Tiberium may
even fall out of the sky suspended in rain drops if the clouds overhead have
passed through a Red Zone during or after an Ion Storm. Because of the drought
conditions in many Yellow Zones, rain showers are often greeted by the local
populations with an odd mix of fear, dread, and joy.
In the harsh reality of a Yellow Zone, Tiberium is not the only threat. If
Tiberium doesn't get you, then you are likely to fall victim to a violent
crime, get caught in the crossfire between warlords clashing over turf, or
become a collateral damage statistic in the global war between the armies of
the Global Defense Initiative and the Brotherhood of Nod.
GDI still possesses a nuclear arsenal stored at key locations around the world
(including a large nuke base in the desolate outback of Australia, heavily
defended silos in North American Yellow Zones, and installations in other
remote areas). GDI leaders long ago made a vow not to ever use nuclear weapons
no matter how bad the situation got and kept that vow even as Nod acquired its
own nuclear capability. GDI's nukes are few in number but are stored with
delivery systems (including IBCMs) and kept at top operational readiness just
in case GDI leaders ever change their minds. The most difficult test of GDI
nuclear policy came in the early days of TW3 right after the strike on the
Philadelphia, but even then it's questionable how effective nukes would have
been in stemming the Nod tide given that Nod's forces were highly decentralized
and Nod troops were staging operations deep in GDI Blue Zones. Some view GDI's
pledge not to use nukes as a cynical one given that they deployed a new
precision weapon of mass destruction - the Ion Cannon - right at the time they
made their vow.
------------------------------
What is it like in a Red Zone?
------------------------------
Mission: Berne
Added: When destroying the air base
Transcript:
Excerpt from "International Orthographic's Guide to Our World Today"
If you were to equip yourself with a hardened environment suit and stand in the
middle of a Red Zone, you would see a landscape straight out of hell. The
ground is a blasted and barren plateau of rock laced with veins of Tiberium
that shine through with a malevolent green radiance. On the horizon are
massive formations of pure Tiberium that have welled up through the surrounding
earth. These frozen crystalline glaciers cast a sickly emerald glow on the
surrounding terrain. Tilt your head and you'll contemplate a cloudy, tortured
sky alive with twisting patterns of shimmering light and flickers of lightning.
If you wait long enough, you'll see an Ion Storm begin to form, the lightning
overhead intensifying until the entire environment is lit with rapid strobing
flashes. Eventually the vast and terrible energy overhead will begin arcing to
the ground around you in a terrifying display of destructive force. These
fireworks are accompanied by a howling toxic whirlwind that scours the deserted
ground and drives shards of Tiberium before it at insane speeds.
Red Zones are like the surface of an alien world. Scientists have speculated
that Tiberium is actually a terraforming agent for an alien civilization,
slowly transforming our world into an environment suitable for beings that have
evolved on a different planet. No definitive conclusions have been reached.
Unauthorized reproduction of this text will be met with the harshest possible
penalties, under the GDI anti-piracy convention of 2017.
----------------------------------
Red Zone Terrain: Tiberium Chasms
----------------------------------
Mission: Rome
Added: When starting the mission
Transcript:
Excerpt from GDI Red Zone Military Operational Database
Red Zones are the most hostile operational environments on the planet. The
abundance of Tiberium fields, the toxic radiation, the intimidating terrain
(including chasms and cliffs), the terrible weather, and the huge Tiberium
glaciers all contribute to make these hellscapes a nightmare for field
commanders. On the bright side, considering our resources and mobility, we
have found that Red Zone conditions don't completely jeopardize our fighting
ability. The following operational techniques are found to be the most
effective in Red Zone combat actions:
- Jump Jets: our commando and zone troopers make the best use of GFI
technology by simply jumping across the wide swathes of hostile terrain.
- Calling For Transport: the ground terrain poses serious challenges that can
be circumvented by bringing in a V35 OX to move units around.
- Expanding Ground Control: ground control can sometimes expand build radius
beyond the length of a chasm, allowing units to be produced on the other side.
In addition, transporting Surveyors across the chasm can allow for base
construction on the front lines.
--------------------------
Once Again a Nuclear Power
--------------------------
Mission: Outback
Added: When the Carryalls arrive
Transcript:
Excerpt from a Message to the Brotherhood
"...the Brotherhood of Nod is once again a nuclear power. We shall use our
warheads and delivery systems to cleanse our enemies from the Earth in a bath
of nuclear fire..."
Transmitted upon recapture of nuclear warheads in the Australian Outback
-----------
KANE LIVES!
-----------
Mission: Downtown Sydney
Added: Shortly after Kane makes his appearance
Transcript:
Message to the Brotherhood
I have not abandoned you, my children. I know that recent events have been
unsettling, with the war against GDI taking an unexpected turn, the destruction
of Temple Prime, my temporary absence, Kilian's betrayal, and the arrival of
the Visitors. Your faith has been tested, as it has been before, and I'm
confident that it did not waver.
Know that everything is proceeding exactly as I have forseen it. The light of
a new day shines into every corner of the world.
Unfortunately, there are more tests ahead of us before we fulfill our destiny.
I ask you for your continued faith and obedience so that we may all stride into
a glorious future together.
------------------------------
The Key to the Future: Part I
------------------------------
Mission: Italian Hills
Added: Shortly after the mission starts
Transcript:
<>
Source: Kane
Priority: Ultra
Scramble Index: Echo-Oscar-5
Ascension: That is the reward that awaits us. Complete these final tasks that
I have put before you, and our destiny will be fulfilled.
You must not fail.
<>
---------------------
The Towers Sacrosanct
---------------------
Mission: Operation Stiletto
Added: When you capture a Drone Platform
Transcript:
PRIORITY ORDER
The Visitors are divine instruments. They are not divine in their own right
but because of what they are doing for us, building the sacred towers in the
hearts of our Red Zones. The Visitors remain hostile to us because they know
not what they do; their vision is limited and they cannot see their own part
in a Plan that goes beyond their purpose.
No member of the Brotherhood shall take hostile action against the holy sites
where the towers are rising out of the Red Zones. Defensive action against
Visitors showing hostile intent is understandable, but do not strike first.
Be aware that GDI is conducting military operations against the Visitors all
over the world. Such operations help our cause if they keep the Visitors
distracted - but if GDI threatens a tower then we must intervene to help
protect the sacred structure.
The towers are new homes of the Brotherhood, and their importance - and
meaning - is transcendent. Treat them as you would treat your temple.
-------------------------------
The Key to the Future: Part II
-------------------------------
Mission: Kane's Tower
Added: Shortly after the mission starts
Transcript:
<>
Source: Kane
Priority: Ultra
Scramble Index: November-Kilo-2
One of our sacred towers is now very close to completion. This magnificent
structure in the Mediterranean Red Zone rises thousands of meters into the sky.
Once the Visitors finish their work on this tower, it will become utterly
impervious to attack by any weapon known to man. We must do everything in our
power to ensure that this holy site is not sullied by GDI as the Visitors
complete their task.
This tower is our gateway to the stars. It is the key to the future. It must
be protected at all costs.
Capture Tiberium Spikes in your theatre of war to provide logistical support
for combat operations. You'll find these Tiberium mining and processing units
deployed by the hundreds in various Yellow and Blue Zones. Send a Saboteur
into a Spike and claim it for your own - your forces will benefit from a
constant flow of resources as the machine extracts Tiberium from underground
deposits and processes it on-site.
Excerpt from the Brotherhood Combat Operations Manual
"...Nod operational doctrine states that commanders should control the tempo of
combat operations, avoiding direct contact with the enemy until the time and
place are just right. Stealth, speed, mobility, force composition, and
operational flexibility are the key to success..."
----------------------------------
Refinery and Harvesting Operations
----------------------------------
Mission: Washington DC
Added: At the start of the mission
Transcript:
Excerpt from the Brotherhood Combat Logistics Guide
Modular Tiberium refineries can be set up quickly and effeciently on-site,
using the latest Tiberium processing technology. The latest generation Nod
harvesters are not just fast, but they are also able to avoid detection with
on-board stealth technology. You'll be able to harvest resources right under
the nose of the enemy, leaving GDI logistics officers scratching their heads
and asking themselves, 'Where'd that Tiberium field go?'...
Peace Through Power!
----------------------
The Guns of the Amazon
----------------------
Mission: Atlantic Coast
Added: After the first objective has been given
Transcript:
<>
Source: Viper's Nest Actual
Priority: Monarch
Scramble Index: Quebec-Romeo-1
Evacuation routes for convoys in transit from the Amazon Desert have been
compromised by long range GDI artillery emplacements. Convoys designated as
Sand Viper, Lancehead, and Bushmaster will hold at markers Echo, Sierra, and
Bravo until further notice. Escorts will set up a defensive perimeter around
each convoy.
Viper's Nest Actual will advise when the GDI emplacements have been
neutralized.
<>
---------------------
Calling for Transport
---------------------
Mission: Amazon Desert
Added: After building an Air Tower
Transcript:
From the Brotherhood Combat Operations Manual
Once aircraft have begun operating from a Nod base, many Nod ground units in
the general area gain the ability to call for transport. Units can radio in
from the field requesting airlift from their current position. Carryalls will
deploy, pick up the units needing transportation, and ferry them to a target
destination. Be careful about exposing the Carryalls to enemy anti-aircraft
fire because Carryalls are vulnerable targets and you run the risk of losing
your infantry or vehicles in transit.
Added: If you get the liquid Tiberium transport to Temple Prime unharmed
Transcript:
<>
Source: Unknown, possibly airborne over Indian subcontinent
Priority: Able
Scramble Index: Uniform-India-9
"*garbled* ...strayed from the path... *unintelligible* ...brother against
brother... *unintelligible* ...things finally set right, a new course...
*garbled* ...rapid deployment force... *garbled* ...Copperhead Actual..."
<>
-------------------------------
Black Hand Interrogation Report
-------------------------------
Mission: Outback
Added: Near the start of the mission
Transcript:
Black Hand Confessor Barzan
Interrogation Report
Subject: GDI Nuclear Tech/Broken Hill
'...before expiring, subject confirmed that GDI's A-NZ special weapons
detachment will be moving nuclear warheads from the base at Broken Hill to a
location within the Sydney zone border. Multiple warheads will be transported
in a convoy escorted by GDI military units. Blast yields for the warheads
have not been confirmed, but are likely to be in the 100-300 kiloton range.
Date, time, and route information are as follows...'
Added: After capturing the GDI Research Facility (second bonus objective)
Transcript:
Nod Intelligence Report
March 2046
GDI and the Brotherhood both have significant operations in Australia. It
seems inevitable that this region will become a major theatre of war once the
offensive against GDI gets under way. Kilian Qatar has personally overseen the
preparations in the A-NZ theatre including the construction of a full regional
command facility at Ayers Rock and the establishment of multiple underground
bases throughout the Australian Outback. A-NZ infantry and armored divisions
have been training intensively for the last three years using weapons and
equipment that are manufactured locally at a rapid pace. When the time comes,
the Brotherhood's A-NZ forces will be ready.
---------------------------
An Invasion Global in Scope
---------------------------
Mission: Outback
Added: After the invasion begins
Transcript:
Excerpt from A-NZ Daily Intelligence Briefing
"...the invaders have attacked GDI and Nod forces and civilian targets around
the world with savage force. The largest scale enemy activity has been
reported near Red Zone borders and in the larger population centers.
Fortunately for the Brotherhood, the larger cities tend to be in Blue Zones,
so it looks like GDI strongholds are taking the worst of the punishment..."
----------------
Cease Fire Order
----------------
Mission: Sydney City Wall
Added: Near the start of the mission
Transcript:
<>
Source: A-NZ HQ, Copperhead Actual
Priority: Abel
Scramble Index: Charlie-Juliet-4
All A-NZ commanders will cease offensive operations against GDI military units
at 2300 today. A temporary "cease fire" order will be in effect until further
notice. Selected A-NZ commanders will be asked to begin coordinated operations
with GDI units against invader forces in the A-NZ theatre. Copperhead Actual
will provide contact information and liaison officers to the affected A-NZ
units.
-----------------------------------------
Exceprt from Signal Intelligence Briefing
-----------------------------------------
Mission: Sydney City Wall
Added: After the aliens break through the wall
Transcript:
Excerpt from A-NZ Theatre Signal Intelligence Briefing
...Sight ComSec has been compromised in the A-NZ Theatre of War. Data and
voice transmissions from an unknown source have resulted in new operational
directives being issued without the knowledge of Copperhead Actual. Commanders
are acting on the unauthorized orders and the resulting chaos is compromising
our temporary alliance with GDI...
-------------------
The Alliance is Off
-------------------
Mission: Downtown Sydney
Added: After using a nuke on the GDI base
Transcript:
<>
...Nod has initiated combat operations against GDI forces in the A-NZ Theatre,
and they've caught us with our pants down. The alliance of convenience is
hereby terminated and all GDI units in the theatre are free to engage Nod
forces. Why did we think we could trust them in the first place? Let's take
the fight to them and expel them from this Theatre of War...
------------------------
The Towers Begin to Fall
------------------------
Mission: Italian Hills
Added: A few minutes into the mission
Transcript:
<>
Source: Basilisk Actual
Priority: Ultra
Scramble Index: Delta-November-3
GDI strike teams have attacked and destroyed Visitor towers in multiple Red
Zones and the tempo of their combat operations is increasing. They started
with the Rome Tower and are now staging strikes in rapid succession all over
the world.
Kane needs at least one tower to survive completion. The Basilisk command team
is evaluating the situation and determining the best strategy for ensuring that
at least one tower survives.
<>
---------------------------------------
Field Report - Alien Gravity Stabilizer
---------------------------------------
Mission: Operation Stiletto
Added: After capturing or building a Gravity Stabilizer
Transcript:
Field Recon regarding Alien Technology
Connection Opened
Received Transmission:
Source: Sirius 57 Alpha
Priority: Vermillion
Scramble Index: Foxtrot-Oscar-8
INTEL SECTION 93 REPORT
- Shadow team Alpha-22 deployed to enemy theatre of operations in Area 11,
Vanguard Sector, coordinates Golf-9-Kilo-5. Mission: Collect radiological and
full spectrum data on Visitor structure Type 8 with intent to discern primary
functional capability. Arrived 0200 hours undetected, 320 meters from target.
Deployed receptors and gathered data for ~19 hours before "Seeker" patrol
ambushed team. Six of eight team members eliminated in escape. One
subsequently died of injuries sustained during extraction.
- Initial analysis of gathered data shows that Type 8 structure acts as a
"Gravity Stabilizer" to compensate for intense gravity fields generated by
planetary bodies. This evidently allows alien spacecraft to make short-range
teleportation jumps into the Earth's magnetic and gravitic field with maximum
precision. Gravity Stabilizers typically appear only in well secured areas
where alien operations are highly focused.
- Visitor craft observed utilizing the Gravity Stabilizer include the units
designated as "Stormrider", "Planetary Assault Carrier", and "Devastator
Warship". These craft appear to be entering the area of operations using the
Gravity Stabilizer before heading to objectives in the surrounding regions.
Recommendation: Prioritize destruction of Gravity Stabilizer structures in
combat zones. In neutral zones disable via reactor sabotage in order to delay
deployment of major enemy combat units.
Note: Structure Type 8 now designated as Gravity Stabilizer.
-----------------------------
Militants and Rocket Troopers
-----------------------------
Mission: Goddard Space Center
Added: After capturing the Command Post
Transcript:
Excerpt from the Brotherhood Combat Operations Manual
"...the Brotherhood's elite soldiers - like the Black Hands or the Shadows -
are highly capable but relatively few in number. If the elite soldier is the
Brotherhood's scalpel, to be used with devastating precision, then the
militants and rocket troopers in their millions are like a great war hammer or
battleaxe. Their power comes from their sheer numbers, and we continue to
recruit them by the hundreds of thousands from the desperate populations of
the Yellow Zones. We give them enough training, weapons, and equipment to
make them a vast blunt instrument of war for the Brotherhood..."
--------
Fanatics
--------
Mission: Goddard Space Center
Added: Shortly after the mission starts
Transcript:
Excerpt from writings of Confessor Marcion
"Behold the noblest of our brothers! They shall sugger not the dread of this
meager existence, nor shall they tolerate the tyranny of GDI. Through their
sacrifice they bring liberation to each and every one of us who struggles on
in their glorious wake. They will cleanse the land of oppression with the
flames of their very souls, as they deliver Kane's word in fire."
- Nod Confessor Marcion
--------
Saboteur
--------
Mission: Saboteur
Added: When the second main objective is given
Transcript:
From "Rites of War"
Nod's elite society of combat engineers - known as the Saboteurs - includes
some of the most loyal and brilliant clerics. Saboteurs use their special
talents and skills to take over key enemy structures. Saboteurs can also rig
certain civilian structures and bridges with proximity-detonated explosive
charges. A Saboteur is made by years of training in science and in the dark
arts of sabotage, infiltration, appropriation, and hijacking.
-----------
Hand of Nod
-----------
Mission: The White House
Added: Shortly after the mission starts
Transcript:
From "Rites of War"
The Hand of Nod is not just a barracks and armory for Nod infantry. It is also
a place of learning for militants and rocket troopers, a sanctuary for Fanatics
as they perform their departure rituals, and an interrogation center for
Confessors as they extract secrets from enemy captives and keep the hearts of
our own troops pure and true. Saboteurs and Commandos may also choose to bunk
down in the Hand of Nod prior to launching their secret operations.
---------------
Nod War Factory
---------------
Mission: The White House
Added: Shortly after the mission starts
Transcript:
From "Rites of War"
Preparations for the start of the Third Tiberium War required a very high
degree of secrecy. The need for concealment and stealth coupled with the
ever-increasing number of ion storms has forced the Brotherhood to move away
from airlift asthe primary source of reinforcements for combat units. The
Brotherhood is now employing the ultimate in "just in time" weapons delivery:
Vehicles are beling built on-site within the theatre of operations. Nod War
Factories are housed mostly underground and use nano-assemblers and heavy
industrial robots to construct and repair tanks, bikes, buggies, and other
vehicles. Repair drones orbit around the surface features of the War Factory;
vehicles in proximity to the War Factory will be automatically repaired.
-----------
Shadow Team
-----------
Mission: Andrews Air Force Base
Added: When the Shadow Teams are brought in
Transcript:
From Summary Section of "Elite Infantry Operations Guide"
Trained using many of the same techniques that were used to shape the ancient
Ninja, the Nod Shadows are elite special forces troops capable of infiltrating
well behind enemy lines. Shadows employ stealth, carry rapid-fire weapons that
are deadly against enemy infantry, and are equipped with collapsible powered
hang-gliders that give them the ability to fly. The most powerful weapon
carried by a Shadow is a bomb incorporating a new type of explosive. Shadows
can use these bombs to destroy enemy structures with a single blast. The
chemical composition of the explosive was obtained by espionage, stolen right
out of a GDI lab working on next-generation chemical explosives
Excerpt from an intercepted GDI intel FLASH report: "...GDI troops are coming
up against their worst nightmare in the field: Teams of stealthy, flying,
high-tech ninjas that can destroy entire buildings. Commanders charged with
defensive operations are advised to double up on stealth countermeasures and
patrols..."
Added: When reinforcements arrive after the carrier is destroyed
Transcript:
From "Weapons of the Brotherhood"
"...now that the Brotherhood has deployed the Venom, GDI no longer has a
monopoly on VTOL scout aircraft. The Venom is one up on the GDI Orca,
however, since it can strike both air and ground targets. A Venom can engage
ground targets but can also blow Orcass right out of the sky..."
Peach Through Power!
-------------
Flame Weapons
-------------
Mission: Washington DC
Added: Near the start of the mission
Transcript:
From "Rites of War"
Flamethrowers are powerful anti-infantry weapons. They have a staggering
psychological effect that sometimes goes beyond their superlative combat
effectiveness. Now that our labs have created a form of concentrated fuel that
permits extended combat operations, a new generation of flame weapons has been
deployed with infantry and on vehicles. Black Hand heavy infantry units carry
portable flamethrowers that can wreak havoc on enemy infantry. The next
generation Flame Tank is even more powerful, capable of incinerating enemy
infantry by the hundreds and clearing enemy garrisoned buildings in a matter of
seconds. Use these flame weapons well and render GDI infantry useless on the
battlefield.
Peace Through Power.
-------------
Base Defenses
-------------
Mission: Washington DC
Added: After the Shredder Turret bonus objective is given
Transcript:
From "Weapons of the Brotherhood"
"...the Brotherhood is deploying a new generation of base defenses for field
operations. To maximize flexibility, lethality, and survivability, each base
defense will consist of four components: A hub and three turrets. The
turrets are all slaved to the hub - which acts as the central targeting and
fire control system. The hub is also equipped with nano-assemblers to repair
or rebuild damaged turrets. There are three different base defense types:
Anti-aircraft surface to air missiles, anti-vehicle lasers, and
anti-personnel shredder guns..."
GDI's dominance of space has complicated our lives. Their ability to leverage
their space-based weapon and sensor platforms against us is a serious concern.
Our primary countermeasure is our stealth technology, and recently we have
begun deploying Disruption Towers around valuable assets. The Disruption
Tower creates a large stealth bubble over an area, allowing our vehicles and
structures to operate undetected. The tower itself is still visible, so be
sure to utilize proper security measures to prevent direct assault. Dummy
Disruption Towers have been erected in remote locations to foil
human-intelligence gathering efforts.
--------------
Vertigo Bomber
--------------
Mission: Atlantic Coast
Added: Near the start of the mission
Transcript:
From "Weapons of the Brotherhood"
"...this batwing stealth bomber employs the very latest in optical and radar
stealth technology. However, the aircraft will experience a moment of
vulnerability when it must 'de-cloak' to drop its massively powerful bomb, but
as soon as the air-to-ground weapon is away, the stealth field can be
reengaged quickly..."
------------
Stealth Tank
------------
Mission: Atlantic Coast
Added: When the Stealth Tank reinforcements arrive
Transcript:
From "Weapons of the Brotherhood"
"...the new Stealth Tank is fast, maneuverable, and deadly. Equipped with
missile launchers that are effective against both vehicles and structures,
this versatile weapon system is most useful when commanders are aggressive,
taking the fight to the enemy and making maximum use of the stealth
generators. A deft touch will enhance the survivability and effectiveness of
the Stealth Tank - tank crews should know exactly how close to get before
unleashing missiles at an unsuspecting target and how quickly they must leave
the scene after firing. Once the stealth bubble has reformed and the tank is
safely away from the target zone, the missile launchers can be re-armed and
the tank made ready for another strike..."
--------
Commando
--------
Mission: ???
Added: This entry is currently bugged and can only be added by editing
the intel database files manually
Transcript:
From "Rites of War"
"...the Commando is the most feared soldier on the battlefield. Armed with the
deadliest of anti-infantry weapons and Tiberium-based explosives that can
collapse a building in a matter of seconds, the Commando is a one-woman army.
She is also ruthless, having survived a training program that one could only
describe as sadistic..."
----------------
Obelisk of Light
----------------
Mission: Slovenia
Added: After completing the Obelisk bonus objective
Transcript:
<>
...Nod forces are deploying a new generation of their iconic Obelisk of Light
along front-line positions. It appears that the Obelisk's functionality has
been improved with additional serial-channel capacitors. Although the basic
architecture of the design does not deviate greatly from earlier generations,
the core of the laser weapon has been enhanced for increased firing duration
when the power output is reduced. Evidently the tower can now be set to
sustained-fire mode when used against unarmored targets such as infantry and
civilian vehicles. This allows the laser to fire at limited power in an arc,
resulting in cutting motion that can strike several infantry per emission.
The advanced capacitor also allows over-charging of the tower by Nod's
long-range artillery platform, the Beam Cannon. When one or more Beam Cannons
focus their laser weapons at a receptor on the base of the tower it can fire
over increased range by directly feeding the added energy into its mirror
array. The limited targeting ability of the mirror array still suggests
aircraft as the optimal answer for any Obelisks encountered on the field...
Source: GDI InOps recon team
------
Avatar
------
Mission: Slovenia
Added: After upgrading an Avatar
Transcript:
Excerpt from Avatar Crew Briefing
You have the privilege of piloting one of the most fearsome and capable weapon
systems in the arsenal of the Brotherhood. You command a bipedal combat walker
that stands ten meters tall, an all-terrain war machine so intimidating that
its very presence on the battlefield strikes fear into the hearts of GDI
troops.
The base laser weapon on the Avatar is very effective against vehicles and
structures, but the avatar can be upgraded with significantly more combat
power. Nod engineers have built a unique capability into the Avatar: It can
adapt key systems from other Nod vehicles for its own use. You can remove the
stealth generator from a Stealth Tank, the stealth detector from an Attack
Bike, the anti-infantry flame-thrower from a Flame Tank, or the beam cannon
from an artillery vehicle and use them immediately. An Avatar can equip itself
with all four secondary systems. Although the Avatar destroys the donor
vehicle and kills the crew in the process of recovering the new system, rest
easy in the knowledge that the dead have given their lives for the Brotherhood.
-----------
Beam Cannon
-----------
Mission: Sarajevo
Added: After the third main objective has been given
Transcript:
Excerpt from "Weapons of the Brotherhood"
"...the Beam Cannon is a fearsome long range weapon in its own right, but its
combinatorial power is staggering. Multiple Beam Cannons can combine their
beams to dramatically increase their combat power. A Beam Cannon can also
drive the capacitors of an Obelisk of Light. Best of all, the Beam Cannon is
mounted on a versatile six-wheeled chassis with speed, agility, and range that
is unprecedented for an artillery system..."
Added: After repairing the Catalyst Missile Launch Facility
Transcript:
<>
Source: Basilisk Actual
Priority: Ultra
Scrample Index: India-Bravo-8
Once the Catalyst Missile is secured, begin deployment to all Nod combat units.
This weapon is most effective against Visitors - prioritize use whenever combat
operations have been authorized against Visitor forces.
----------------------
The Brotherhood of Nod
----------------------
Mission: Goddard Space Center
Added: Shortly after the mission starts
Transcript:
Excerpt from a Nod orientation briefing for new recruits
Welcome to the Brotherhood of Nod. You have joined a global order with
millions of members all working together in harmony to unite the world in the
name of peace - and realize the true potential of mankind.
Our relationship with Tiberium has always been greatly misunderstood. Most
people do not realize that the roots of our faith extend back several
millennia, long before the emergence of the green crystal on Earth in 1995...
an event prophesized by our great leader, Kane.
While the fascist political consortium of wealthy nations known as the Global
Defense Initiative attempted to control the sacred green crystal, the
Brotherhood worked tirelessly to acquire samples of the precious crystal... to
study it, to unlock its potential as a new energy source, to explore its
possibilities. Through our research and our faith, we have affirmed that
Tiberium is the ultimate gift to mankind. It is the key to the future.
Our movement grew rapidly as Tiberium spread across the Earth. The mainstream
media branded us as 'terrorists' but we exposed GDI as the real criminals.
They unilaterally redrew international border lines, relegating Nod followers
into inhospitable Yellow Zones while they claimed the pristine and exclusive
Blue Zones all for themselves.
------------------------
Nod's place in the world
------------------------
Mission: Goddard Space Center
Added: When the power plants have been destroyed
Transcript:
From a Yellow Zone information pamphlet
Nod: Representative of the righteous and a foil to a corrupt oppressor
The Brotherhood of Nod champions the common people - the 80% of the world's
population that struggles to get by in Yellow Zones torn by war, wracked by
poverty, and abandoned by GDI. Using Tiberium to fuel and fund our efforts,
Nod works tirelessly to bring order from the chaos. We make the streets safe,
distribute food to the hungry, provide emergency medical care, minister to
those who feel a spiritual vacuum, and inspire hope in people who would
otherwise have none.
GDI casts itself as the world's guardian and savior, but they are neither. GDI
is corrupt and unjust: 20% of the world's population - the most wealthy people
on the planet - live in the Blue Zones, consuming the majority of the world's
natural resources, wielding their vast military power to maintain the status
quo by depriving the downtrodden of their god-given right to mine and exploit
Tiberium.
The powerful oppress the weak in the hollow name of freedom - and the only
counter to GDI's power is the Brotherhood. Nod meets strength with strength in
the name of peace and progress. Nod is the only hope against GDI tyranny.
Brotherhood... Unity... Peace.
--------------------------------------
Ground Control for GDI's A-SAT Systems
--------------------------------------
Mission: Goddard Space Center
Added: When the last main objective is given
Transcript:
Excerpt from "Eyes Only" Inner Circle Intelligence Report
The Inner Circle has long feared GDI's dominance of space. GDI's orbital
weapons platforms, command & control stations, and spy satellites are protected
by a powerful anti-missile system that seemed invulnerable and invincible.
This orbital necklace of death is based on a network of space-based kinetic
kill weapons, lasers, and even the Ion Cannons themselves - used to intercept
and destroy incoming missiles. GDI space assets have been out of reach of the
Brotherhood for years, leading to a sense that the balance of power in a
decades-long struggle would eventually tip decisively against the Brotherhood.
But our operatives discovered a flaw in the GDI system: For some unfathomable
reason, GDI put the crews and control centers for their Ion Cannons and their
A-SAT system on the ground. Even better, the critical personnel and equipment
are concentrated in a single facility in the northeastern Blue Zone. A
well-planned surprise strike on Goddard Space Center could take all of GDI's
Ion Cannons and their entire A-SAT system offline, giving the Brotherhood days
and possibly weeks to conduct combat operations across the planet unhindered by
space-based weapons and prying eyes.
As a bonus, the primary GDI world command hub is based on board the space
station Philadelphia. A missile strike on the Philadelphia immediately after
the destruction of the A-SAT control systems could render the entire GDI
command and control structure headless and reeling.
-------------
Mutant Exodus
-------------
Mission: Ayers Rock
Added: After recruiting five Mutant Marauder squads from the Mutant Hovel
Transcript:
Excerpt from 'Passing Thoughts with Constance Fitchaven,' INN Holobrief, May
28th, 2043
Six long years have passed since the once burgeoning mutant nation picked up
stakes and disappeared into the Tiberium wastelands, their tragic, self imposed
exile continuing to this day. Yet now, as humanity struggles to find its place
in an ever more blighted world, thoughts again turn to our horribly disfigured
brethren - who were they, and why did they leave?
In a show of goodwill towards the vanished mutant population, G-330X Habitat
Modules were deployed on the borders of Red Zones in 2042. Since then there
have been scattered but unconfirmed reports that mutants have taken shelter in
the habitat modules.
--------------------
All Units Functional
--------------------
Mission: London
Added: When your Droneship arrives
Transcript:
... All escort, combat, transport, construction, and harvesting units
functioning normally after arrival on planet surface - no ill effects reported
from 9,210 cycles in stasis and 1,959 cycles spent in sublight journey from
Ichor Hub
... Primary base established near mature Ichor deposits using nano-assemblers
Added: When completing the Groth Accelerator bonus objective
Transcript:
... Prediction after Ichor LQ detonation: Ichor deposits at expected levels
on entire planetary surface and no indigenous population (Probability of
self-destruction or extinction due to Ichor growth at 97%+)
... Reality after Ichor LQ detonation: Ichor deposits immature, active Level
IV/V civilizations inhabiting most of planetary surface, weapons technology
factor at 17.4
... Hypothesis: Premature Ichor LQ detonation
-------------------------
A Campaign of Distraction
-------------------------
Mission: London
Added: At the end of the mission
Transcript:
... Disrupt, disorganize, and destroy indigenous population to divert them from
Relay Nodes and Threshold construction
... Priority One targets: Large First Tier indigenous population centers
... Priority Two targets: Organized indigenous military forces and weapon
concentrations
... Priority Three targets: Any indigenous presence near mature Ichor deposits
... Priority Four targets: Second Tier indigenous population centers
... Note that the intensity of initial operation cannot be sustained - if
desired result of disorganization and diversion away from Relay Nodes and
Threshold construction activity is not achieved quickly, mission will be in
danger
------------------
Beyond Blunt Force
------------------
Mission: Munich
Added: Shortly after the start of the mission
Transcript:
... Momentum behind initial diversionary attacks is beginning to wane: tactics
must progress beyond the application of blunt force
... Deployment of Mastermind units authorized - infiltrate behind enemy lines
and use special teleportation and manipulation abilities to disrupt military
operations of indigenous populations
--------------------------------------------
Retaliation by Hostile Indigenous Population
--------------------------------------------
Mission: Munich
Added: At the end of the mission
Transcript:
... Offensives in multiple target zones are stalled
... Indigenous population has re-organized, re-grouped, and counter-attacked
... Indigenous population exploiting vulnerabilities and weaknesses discovered
during initial combat operations
... Initial advantage lost
... Combat is becoming symmetric rather than asymmetric - tactical and
strategic superiority now paramount
... Hypothesis: Indigenous species detonated Ichor LQ device to lure
harvesting operations
Why was this done? How was this done? What are the implications for the
mission? What are the implications for the Overlord?
...Investigation at Ichor LQ detonation site overrides all other priorities
--------
Factions
--------
Mission: Croatia
Added: When you complete the bonus objective
Transcript:
... Indigenous population aligned into two major factions
... These factions continued combat operations between them even as they were
threatened with extinction by our initial attack
Indigenous population is warlike to the extreme - once Threshold activation is
complete and gateway is open, entire indigenous population must be cleansed
from the surface of the planet
-------------------------------------------
Attacks by Indigenous Populations Worsening
-------------------------------------------
Mission: Croatia
Added: At the end of the mission
Transcript:
... Indigenous populations becoming more aggressive - Threshold assemblies are
threatened
... Focus must be shifted from investigation of Ichor LQ detonation source to
Threshold assembly protection
----------------------------
Threshold Tower Construction
----------------------------
Mission: Threshold 19
Added: When the Tower is completed
Transcript:
... Threshold tower construction is the first stage of planetary Ichor
extraction
... Thresholds are capable of extracting all Ichor within a large radius:
Ichor will be processed and transferred to Hub
... Connection with Hub takes the form of an interstellar gateway capable of
instantaneous matter transmission
... Threshold assemblies and signal transmitters will partially phase out once
construction is complete: phasing will completely protect all Threshold
structures and machinery against any form of geologic upheaval, sever weather
phenomena, cometary impact, or use of conventional, nuclear, Ichor, or other
forms of weaponry
---------------------------------
Threshold Assemblies Under Attack
---------------------------------
Mission: Threshold 19
Added: At the start of the mission
Transcript:
... Indigenous population has destroyed several Threshold assemblies
... Mission failure imminent
... At least one Threshold assembly must be protected
=============================================================================
| -------------------------- |
| | 7.00) End | |
| -------------------------- |
=============================================================================
===============================================================================
7.01) Version History
===============================================================================
-------------
May 8th, 2007
-------------
- Posted the entire GDI campaign walkthrough and the entire GDI Intelligence
Database section (except for the missing Alien Tripod Captured entry that's
glitched - if you have it and you're willing to copy it down, I'd appreciate it
if you shared it with me).
--------------
May 30th, 2007
--------------
- Posted the entire Nod and Scrin campaign walkthroughs and Intelligence
Database sections, including the glitched Alien Tripod Captured and Commando
entries. You'll note that sections 2 and 3 are missing from the table of
contents; I had originally planned on adding those sections as units and
structures lists, but never got around to it. I figure if I add them to my
Kane's Wrath guide, that'll be good enough.
Special thanks goes out to Lin Chin You for providing me with the method for
manually editing the Intelligence Database files to free the glitched Alien
Tripod Captured and Commando entries.
As always, any comments are more than welcome. If you need more specific help,
feel free to contact me on The Brink, and I'll see if I can't hook you up with
a quick screenshot or two to help out.
http://thebrink.us/boards
Or if you're not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Enjoy the game, and
thanks for taking a look at the guide.
===============================================================================
DEUCE EX DEFCON
===============================================================================