=============================================================================== He who controls the past commands the future. =============================================================================== ____ ___ __ __ __ __ _ _ _ ____ / ___| / _ \ | \/ || \/ | / \ | \ | || _ \ ______ | | | | | || |\/| || |\/| | / _ \ | \| || | | | / ___ \ | |___ | |_| || | | || | | |/ ___ \| |\ || |_| | \/ \ \ \____| \___/ |_| |_||_| |_|_/ \_|_| \_||____/ ___) / ____ ___ _ _ ___ & _ _ _____ ____ (___ ( TIBERIUM WARS / ___| / _ \ | \ | | / _ \ | | | || ____|| _ \ ) \ | | | | | || \| || | | || | | || _| | |_) | /\___/ / | |___ | |_| || |\ || |_| || |_| || |___ | _ < \______/ \____| \___/ |_| \_| \__\_\ \___/ |_____||_| \_\ =============================================================================== He who commands the future conquers the past. =============================================================================== Copyright 2007 - 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 If you find an outdated form of any of my guides on any other site(s), please contact me, and I will contact the site(s) to get it updated.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). ----------------------------------------------------------------------------- | ========================= | | | Contents | | | ========================= | ----------------------------------------------------------------------------- ***Please note that this guide is currently incomplete. Walkthroughs and intel entries for the GDI campaign are finished, but I haven't added anything related to the Nod or Scrin campaigns/intel entries, nor have I done anything with the units/structures lists. All in good time. 0.00) General Notes 1.00) Walkthrough 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 4.00) Intelligence Database 4.10) GDI Intelligence Database 4.11) GDI InOps 4.12) GDI News Wire 4.13) GDI Eyewitness Accounts 4.14) GDI Weapons, Tactics, and Systems 4.15) GDI Archives 7.00) End 7.01) Version History 7.02) Closing ============================================================================= | ----------------------------------------- | | | 0.00) General Notes | | | ----------------------------------------- | ============================================================================= ----------------------------- Intelligence Database Entries ----------------------------- - 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. ============================================================================= | ----------------------------------- | | | 1.00) Walkthrough | | | ----------------------------------------- | | | 1.10) GDI Missions | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.11) North Carolina Badlands | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI Weapons, Tactics, and Systems - Mobile Construction Vehicle - Barracks - GDI Riflemen - GDI Missile Squad - GDI Engineer GDI Archives - GDI Base Closure - Tiberium Primer ================== Primary Objectives ================== 1) Determine the status of the GDI Outpost. "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. ================ Bonus Objectives ================ 1) Build a Watchtower. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.12) The Pentagon | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Garrisoning GDI Weapons, Tactics, and Systems - APC - Grenadier GDI Archives - The Global Defense Initiative - About the Brotherhood of Nod ================== Primary Objectives ================== 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." ================ Bonus Objectives ================ 1) Eliminate the small Nod base to the north. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.13) Langley AFB | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Calling for Transport GDI Weapons, Tactics, and Systems - Command Post - Sniper Team - Airfield - Orca Attack Aircraft ================== Primary Objectives ================== 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." ================ Bonus Objectives ================ 1) Capture the Tiberium Refinery in the city. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.14) Hampton Roads | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Logistics Crates: Targets of Opportunity GDI News Wire - The Ghost in the Machine GDI Weapons, Tactics, and Systems - Commando ================== Primary Objectives ================== 1) Destroy the Nod Operations Center. "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." ================ Bonus Objectives ================ 1) Complete the mission using only the Commando. "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 | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI Eyewitness Accounts - Nod Stealth Technology - Nod Base Defenses GDI Weapons, Tactics, and Systems - GDI Base Defenses - Predator Battle Tank - Crane ================== Primary Objectives ================== 1) Destroy the Nod air defenses. "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." ================ Bonus Objectives ================ 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}. ============================================================================= | ----------------------------------------- | | | | | | | 1.16) Casabad | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Nod Aircraft - Commandeering Tiberium Spikes - New Nod Flame Tank - Liquid Tiberium Research GDI Weapons, Tactics, and Systems - Zone Troopers GDI Archives - Red, Yellow, and Blue Zones ================== Primary Objectives ================== 1) Secure the Barracks by defeating the surrounding Nod forces. "The last contact from the Zone Troopers came from this location. Eliminate any remaining Nod units to secure the outpost." 2) Destroy the Weapons Research Lab. "Intel believes this Nod structure is instrumental in Nod's efforts to weaponize Tiberium in a liquid form. It must be eliminated." 3) Destroy the Nod War Factories. "Nod is reinforcing its war effort in this region from these War Factories. Eliminate them." ================ Bonus Objectives ================ 1) Capture all three Tiberium Spikes. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.17) Alexandria | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - EMP Control Center GDI News Wire - Discontinuation of the Mammoth Mk II Walker GDI Weapons, Tactics, and Systems - War Factory Repair Drones - Base Expansion using the Surveyor ================== Primary Objectives ================== 1) Destroy all Nod loading dock cranes. "Nod forces are loading weapons onto their ships for export. Destroy these cranes to disrupt dockside activity." 2) Destroy all Nod Port Authority buildings. "Nod's port operations are controlled from these Port Authority buildings. Take them out to cripple their port for the long haul." ================ Bonus Objectives ================ 1) Destroy all Nod ships docked at the port. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.18) Cairo | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Nod's Nuclear Arsenal - Cairo Nuclear Launch Facility GDI News Wire - The Blunder that Nearly Finished GDI GDI Archives - GDI's Nuclear Weapons ================== Primary Objectives ================== 1) Destroy the Nod Nuke Facility. "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." ================ Bonus Objectives ================ 1) Capture the Nod Power Plants. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.19) Croatia | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Power Management GDI News Wire - Kane's Fascination with Eastern Europe ================== Primary Objectives ================== 1) Secure this GDI base until reinforcements arrive. "Alternate the available power amongst the base defenses to defend against Nod assault waves." 2) Send aid to the reinforcement team ambushed in the city. "Our fellow soldiers are pinned down by Nod forces garrisoned in the city buildings. Flush them out and clear a path." 3) Escort the MCV safely back to the GDI base and deploy the Construction Yard. "The MCV must be protected at all costs. We will lose our hold of this region if it is destroyed." 4) Destroy the southwest Nod base. "This base is the source of Nod recruits. Eliminating this base will cripple Nod's ability to wage war with infantry." 5) Destroy the northeast Nod base. "This base is the source of Nod war machines. Eliminating this base will cripple Nod's ability to wage war with vehicles." 6) Destroy the southeast Nod base. "This base is the source of Nod air power. Eliminating this base will cripple Nod's ability to wage war with aircraft." ================ Bonus Objectives ================ 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. ============================================================================= | ----------------------------------------- | | | | | | | 1.20) Albania | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI Weapons, Tactics, and Systems - Rig Deployment into a forward Battle Base - Firehawk Attack Jets ================== Primary Objectives ================== 1) Clear Nod border defenses. "Use a small tactical team to clear a path through the Nod perimeter and avoid alerting Nod forces to our presence in the region." 2) Infiltrate Nod supply depot. "Break through the supply depot checkpoint by accessing the service entrance across the canyon bridge." 3) Eliminate Nod rocket bunkers. "Clear the airspace by neutralizing the main Nod anti-aircraft battery so that support can be airlifted into the region by GDI Ox transports." 4) Capture east ridge Reinforcement Bay. "Establish a GDI staging area on the east ridge above the Nod supply depot. Captured Nod supply bays will be used to deliver GDI reinforcements." 5) Destroy Nod supply depot. "Destroy the main manufacturing facility and stock piles of Nod vehicles." ================ Bonus Objectives ================ 1) Survive the Nod assault unharmed. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.21) Sarajevo | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Nod Ion Cannon Disruption Tech - Nod Avatar Walker GDI Archives - Life in a Yellow Zone - Health Effects of Tiberium Contamination ================== Primary Objectives ================== 1) Destroy Ion Disruption Field Generator 1. "This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weakn the forcefield and allow Ion Cannon strikes." 2) Destroy Ion Disruption Field Generator 2. "This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weakn the forcefield and allow Ion Cannon strikes." 3) Destroy Ion Disruption Field Generator 3. "This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weakn the forcefield and allow Ion Cannon strikes." 4) Build an Ion Cannon control center. "The Ion Cannon control center is used to relay surface strike coordinates to the Ion Cannon that's orbiting the planet in space." 5) Destroy Temple Prime with the Ion Cannon. "Now that the forcefield has been neutralized, GDI Command has ordered that Temple Prime be destroyed by the Ion Cannon." ================ Bonus Objectives ================ 1) Capture Nod's science ministry building. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.22) Munich | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Sonic Weapons and the Invaders GDI News Wire - GDI Storm Shelters ================== Primary Objectives ================== 1) Protect the Civilian Transports. "These Civilian Transports contain what is left of the GDI F-T Lab engineers. Protect them at all costs - at least one must survive." ================ Bonus Objectives ================ 1) Capture the GDI Lab. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.23) Stuttgart | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - 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. ================== Primary Objectives ================== 1) Capture or Destroy Alien Structure. "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." ================ Bonus Objectives ================ 1) Rescue Zone Troopers. "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}. ============================================================================= | ----------------------------------------- | | | | | | | 1.24) Cologne | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI Eyewitness Accounts - GDI Field Recon - the Fall of Cologne ================== Primary Objectives ================== 1) Scout Alien Structure. "GDI Intelligence has located an unknown Alien Structure to the north of the city. Investigate and confirm." 2) Protect the Engineers. "This is the only available engineering detail south of Danzig. Keep it alive at all costs." 3) Capture the northeastern Power Plant. "This Power Plant is the center of the GDI power grid. Capture it and restore power to the base." 4) Destroy Alien Command Center. "We cannot establish a forward base until we have eliminated the Alien Command Center. Without direction, the Alien threat is significantly reduced." ================ Bonus Objectives ================ 1) Capture the Reinforcement Bay. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.25) Berne | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI Eyewitness Accounts - GDI Field Recon - the Fall of Berne GDI Archives - What is it like in a Red Zone? ================== Primary Objectives ================== 1) Destroy the primary base Drone Platform. "This appears to be the central coordinating base for all Alien operations in Europe. Destroy it and we'll turn the tide." ================ Bonus Objectives ================ 1) Destroy the armor base Drone Platform. "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. ============================================================================= | ----------------------------------------- | | | | | | | 1.26) Rome | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Alien Mastermind - Alien Rift Generator GDI Archives - Red Zone Terrain: Tiberium Chasms ================== Primary Objectives ================== 1) Destroy Three Alien Phase Generators. "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." ================ Bonus Objectives ================ 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. ============================================================================= | ----------------------------------------- | | | | | | | 1.27) Ground Zero | | | | | | | ----------------------------------------- | ============================================================================= ================ Mission Briefing ================ "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." ===================== Intelligence Database ===================== GDI InOps - Alien Control Node GDI News Wire - Alien Tower Destroyed! ================== Primary Objectives ================== 1) Destroy the Alien 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." ================ Bonus Objectives ================ 1) Capture an Enemy Superweapon. "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. ============================================================================= | ----------------------------------------- | | | 4.00) Intelligence Database | | | ----------------------------------------- | | | 4.10) GDI Intelligence Database | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 4.11) GDI InOps | | | | | | | ----------------------------------------- | ============================================================================= ----------- Garrisoning ----------- Mission: The Pentagon Added: When garrisoning a tower Transcript: Garrisoning Structures with Infantry 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. ------------ 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. ----------------------------- Commandeering Tiberium Spikes ----------------------------- Mission: Casabad Added: When capturing a second Tiberium Spike Transcript: Tiberium Spikes 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. ------------------ 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. ------------------------ 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. ------------------ 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. --------------------- 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. ----------------------------- Cairo Nuclear Launch Facility ----------------------------- Mission: Cairo Added: When accomplishing the second 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. ---------------- Power Management ---------------- Mission: Croatia Added: When the 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 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. ----------------- Nod Avatar Walker ----------------- Mission: Sarajevo 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 Tripod Captured --------------------- Mission: Stuttgart Added: When capturing a Tripod with an engineer Transcript: ***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. If anyone has the transcript for this entry, I'd appreciate it if you'd share it with me. ----------------------------------------- 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 ---------------- Alien Mastermind ---------------- Mission: Rome Added: When destroying the Mastermind Transcript: 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 -------------------- Alien Rift Generator -------------------- Mission: Rome Added: When destroying the Rift Generator Transcript: Rift Generator Update 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. ============================================================================= | ----------------------------------------- | | | | | | | 4.12) GDI News Wire | | | | | | | ----------------------------------------- | ============================================================================= ------------------------ 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..." ------------------ GDI Storm Shelters ------------------ Mission: Munich Added: When capturing the lab Transcript: 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. Courtesy GDI Emergency Aid Commission ---------------------- Alien Tower Destroyed! ---------------------- Mission: Ground Zero Added: When you start the mission Transcript: 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. ============================================================================= | ----------------------------------------- | | | | | | | 4.13) GDI Eyewitness Accounts | | | | | | | ----------------------------------------- | ============================================================================= ---------------------- Nod Stealth Technology ---------------------- Mission: The White House Added: When you destroy the Secret Shrine Transcript: InOps ECAP Alert "Know Your Enemy" 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 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. I called a retreat, grabbed my gun and ran... Audio Transcript - Deposition of GDI Watch Commander Elliot Gruber, Cologne ----------------------------------- 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 ============================================================================= | ------------------------------------------ | | | | | | | 4.14) GDI Weapons, Tactics, and Systems | | | | | | | ------------------------------------------ | ============================================================================= --------------------------- 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 ------------ GDI Riflemen ------------ Mission: North Carolina Badlands Added: When you build a riflemen squad Transcript: Field Manual - Basic Infantry 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 - Units and Weapons ----------------- GDI Missile Squad ----------------- Mission: North Carolina Badlands Added: When your missile squads arrive Transcript: Field Manual - Basic Infantry 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 --- 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. ------------ 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. ----------- Sniper Team ----------- Mission: Langley AFB Added: When completing the second bonus objective 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. -------- 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. -------------------- Orca Attack Aircraft -------------------- Mission: Langley AFB Added: When recapturing the airfields Transcript: TacOps Field Guide: Mark IV Orca 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. -------------------- Firehawk Attack Jets -------------------- Mission: Albania 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. ============================================================================= | ------------------------------------------ | | | | | | | 4.15) GDI Archives | | | | | | | ------------------------------------------ | ============================================================================= ---------------- 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 origina 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. ----------------------------- 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. ---------------------------- 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 groupd 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. --------------------------- 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. --------------------- GDI's Nuclear Weapons --------------------- Mission: Cairo Added: When the countdown has been announced Transcript: 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. --------------------- 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. ---------------------------------------- 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. ------------------------------ 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. ============================================================================= | -------------------------- | | | 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). =============================================================================== 7.02) Closing =============================================================================== 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 =============================================================================== Command & Conquer 3 Tiberium Wars: FAQ/Walkthrough by Deuce ex Defcon Version .35, Last Updated 2007-05-08 View/Download Original File Hosted by GameFAQs Return to Command & Conquer 3 Tiberium Wars (PC) FAQs & Guides