____ _ _ / ___|___ _ __ ___ _ __ ___ __ _ _ __ __| | __ _ _ __ __| | | | / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` | / _` | '_ \ / _` | | |__| (_) | | | | | | | | | | | (_| | | | | (_| | | (_| | | | | (_| | \____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_| \__,_|_| |_|\__,_| ____ _____ / ___|___ _ __ __ _ _ _ ___ _ __ |___ / | | / _ \| '_ \ / _` | | | |/ _ \ '__| |_ \ _____ | |__| (_) | | | | (_| | |_| | __/ | ___) | |_____| \____\___/|_| |_|\__, |\__,_|\___|_| |____/ |_| _ __ _ __ __ _ _ | |/ /__ _ _ __ ___( )___ \ \ / / __ __ _| |_| |__ | ' // _` | '_ \ / _ \// __| \ \ /\ / / '__/ _` | __| '_ \ | . \ (_| | | | | __/ \__ \ \ V V /| | | (_| | |_| | | | |_|\_\__,_|_| |_|\___| |___/ \_/\_/ |_| \__,_|\__|_| |_| Author: Warfreak Version: 1.8 Date Started: 26/3/08 One Vision, One Purpose. PEACE. THROUGH. POWER! NB: Please note there is another lengthy Table of Contents ahead so you might want to use the Page Down or Page Up keys instead of scrolling. This one is so long that it takes at least 4 Page Downs to finish it. NB: With the table of contents, the whole point is that you decide and use the numerical code along side it so that you can easily find the section that you are looking for. ------------------------------------------------------------------------------ Table of Contents [1] Introduction [1.01] Introduction [1.02] Version History [1.03] My Playing Technique The Nod Campaign [2] Act 1 - Reunification [2.01] The Rio Insurrection [2.02] What is Rightfully Ours [2.03] Persuade Him... [2.04] A Grand Gesture [3] Act 2 - Kane Rising [3.01] Keys to the Kingdom [3.02] All that Glitters [3.03] The Doctor Vanishes [3.04] MARV Rising [3.05] The Betrayal of Kilian Qatar [3.06] Hearts and Minds [3.07] Tacitus Interruptus [4] Act 3 - Resurrection [4.01] Will Made Flesh [4.02] Tacitus Regained Nod Intel Database [5] Nod Field Recon [5.01] The Tacitus [5.02] Another Explosion in the Facility? [5.03] Tiberium Explosion Devastates Australia [5.04] GDI Treasury Damaged in Mysterious Attack [5.05] Unconfirmed Reports of Cyborg Activity in Central Asia [5.06] Tacitus Destabilised? [6] Nod Weaponry [6.01] GDI Engineer [6.02] GDI Hammerhead [6.03] GDI Behemoth [6.04] GDI Slingshot [6.05] Heavy Harvester [6.06] Confessor Cabal [6.07] Purifier [6.08] Specter [6.09] GDI Shatterer [6.10] GDI Zone Raider [6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV) [6.12] Rocket Harvester [6.13] The Redeemer [6.14] Prodigy [6.15] Cultist [6.16] Eradicator [6.17] Shard Walker [6.18] Shielded Harvester [6.19] Reaper Tripod [6.20] The Awakened [6.21] The Enlightened [6.22] Tiberium Trooper [7] Nod Background [7.01] Kane - My Lowest Ebb [7.02] Kane - A Spark... [7.03] Steel Talon - Origins [7.04] Kane - Awakening [7.05] Brother Marcion, Biography [7.06] Kane - Realization [7.07] Black Hand - Origins [7.08] Kane - Creation [7.09] Alexa Kovacs, Biography [7.10] ZOCOM - Origins [7.11] Traveler-59 - Origins [7.12] Reaper-17 - Origins [7.13] Marked of Kane - Origins [8] Nod Rumours [8.01] The Corruption of Brother Marcion [8.02] Mysterious Homestead Attacks Continue Basic Army Guide The Global Defense Initiative [9] GDI Units [9.01] Shatterer [9.02] Slingshot [9.03] Hammerhead [9.04] M.A.R.V. [10] GDI Upgrades [10.01] Moved Upgrades [10.02] Tungsten Shells [10.03] AP Ammo [10.04] EMP Grenades [10.05] Hardpoints [11] GDI Buildings [11.01] Reclamation Hub [11.02] Combat Support Airfield [12] GDI Support Powers [12.01] Sonic Repulsion Field [12.02] Supersonic Air Strike [12.03] Orbital Strike The Brotherhood of Nod [13] Nod Units [13.01] Reckoner [13.02] Specter [13.03] The Redeemer [14] Nod Upgrades [14.01] Quad Turrets [14.02] Disruption Pods [14.03] Tiberium Core Missiles [15] Nod Buildings [15.01] Redeemer Engineering Facility [15.02] Voice of Kane [15.03] Combat Support Airfield [16] Nod Support Powers [16.01] Laser Fencing [16.02] Redemption [16.03] Tiberium Vein Detonation The Scrin Mining Fleet [17] Scrin Units [17.01] Ravager [17.02] Mechapede [17.03] Eradicator Hexapod [18] Scrin Upgrades [18.01] Attenuated Forcefields [18.02] Shard Launchers [19] Scrin Buildings [19.01] Warp Chasm [20] Scrin Support Powers [20.01] Tiberium Infestation [20.02] Ichor Seed [20.03] Overlord's Wrath The Global Defense Initiative Military Divisions The Steel Talons [21] Steel Talon Units [21.01] Units not Replaced [21.02] Heavy Harvester [21.03] Titan [21.04] Wolverine [21.05] Mobile Repair Transport [21.06] Behemoth [21.07] Combat Engineer [22] Steel Talon Upgrades [22.01] Upgrades Removed [22.02] Adaptive Armour [22.03] Railguns [23] Steel Talon Buildings [23.01] Buildings Removed [24] Steel Talon Support Powers [24.01] Support Powers Removed [24.02] Railgun Accelerator [24.03] Bloodhounds Zone Operations Command - ZOCOM [25] ZOCOM Units [25.01] Units not Replaced [25.02] Zone Raider [25.03] Rocket Harvester [25.04] Zone Shatterer [25.05] ZOCOM Orca [26] ZOCOM Upgrades [26.01] Upgrades Removed [26.02] Tiberium Field Suits [26.03] Ceramic Armour [27] ZOCOM Support Powers [27.01] Support Powers Removed [27.02] Zone Raider Drop Pods [27.03] ZOCOM Airborne The Brotherhood of Nod Splinter Factions The Black Hand [28] Black Hand Units [28.01] Units not Replaced [28.02] Confessor Cabal [28.03] Mantis [28.04] Purifier [28.05] Harvester [28.06] Veterancy [29] Black Hand Upgrades [29.01] Upgrades Removed [29.02] Black Disciples [29.03] Purifying Flames [29.04] Charged Particle Beams [30] Black Hand Buildings [30.01] Buildings Removed [31] Black Hand Support Powers [31.01] Support Powers Removed [31.02] Power Signature Scan [31.03] Decoy Temple of Nod The Marked of Kane [32] Marked of Kane Units [32.01] Units not Replaced [32.02] The Awakened [32.03] Tiberium Trooper [32.04] The Enlightened [33] Marked of Kane Upgrades [33.01] Cybernetic Legs [33.02] Supercharged Particle Beams [34] Marked of Kane Support Powers [34.01] Support Powers Removed [34.02] Magnetic Mines The Scrin Military Sects Reaper-17 [35] Reaper-17 Units [35.01] Units not Replaced [35.02] Shielded Harvester [35.03] Shard Walker [35.04] Reaper Tripod [36] Reaper-17 Upgrades [36.01] Blue Shards [36.02] Conversion Reserves [37] Reaper-17 Buildings [37.01] Growth Stimulator [38] Reaper-17 Support Powers [38.01] Support Powers Removed [38.02] Shock Pods Traveler-59 [39] Traveler-59 Units [39.01] Units not Replaced [39.02] Cultists [39.03] Prodigy [40] Traveler-59 Upgrades [40.01] Advanced Articulators [40.01] Traveler Engines [41] Traveler-59 Support Powers [41.01] Support Powers Removed [41.02] Temporal Wormholes Strategies Vanilla Teams [42] Global Defense Initiative [42.01] GDI General Strategies [42.02] Epic Unit Strategies [42.03] Epic Unit Counter Strategies [43] Brotherhood of Nod [43.01] Nod General Strategies [43.02] Epic Unit Strategies [43.03] Epic Unit Counter Strategies [44] Scrin Mining Fleet [44.01] Scrin General Strategies [44.02] Epic Unit Strategies [44.03] Epic Unit Counter Strategies The Sects [45] The Steel Talons [45.01] Steel Talons General Strategies [45.02] Epic Unit Strategies [45.03] Epic Unit Counter Strategies [46] Zone Operations Command - ZOCOM [46.01] ZOCOM General Strategies [46.02] Epic Unit Strategies [46.03] Epic Unit Counter Strategies [47] The Black Hand [47.01] Black Hand General Strategies [47.02] Epic Unit Strategies [47.03] Epic Unit Counter Strategies [48] The Marked of Kane [48.01] Marked of Kane General Strategies [48.02] Epic Unit Strategies [48.03] Epic Unit Counter Strategies [49] Reaper-17 [49.01] Reaper-17 General Strategies [49.02] Epic Unit Strategies [49.03] Epic Unit Counter Strategies [50] Traveler-59 [50.01] Traveler-59 General Strategies [50.02] Epic Unit Strategies [50.03] Epic Unit Counter Strategies Global Conquest [51] Conditions of War [51.01] Global Conquest [51.02] Victory Conditions [51.03] Controlling Resources Strike Forces [52] Strike Forces [52.01] Basis of Strike Force [52.02] Strike Force Abilities [53.03] Movement [53] GDI Forces [53.01] GDI Forces [53.02] Steel Talon Forces [53.03] ZOCOM Forces [54] Nod Forces [54.01] Nod Forces [54.02] Black Hand Forces [54.03] Marked of Kane Forces [55] Scrin Forces [55.01] Scrin Forces [55.02] Reaper-17 Forces [55.03] Traveler-59 Forces Support Powers [56] GDI Support Powers [56.01] Tier 2 Powers [56.02] Tier 3 Powers [56.03] Strategic Structure Powers [57] Nod Support Powers [57.01] Tier 2 Powers [57.02] Tier 3 Powers [57.03] Strategic Structure Powers [58] Scrin Support Powers [58.01] Tier 2 Powers [58.02] Tier 3 Powers [58.03] Strategic Structure Powers Bases [59] Bases [59.01] Bases [59.02] Upgrades [60] GDI Bases [60.01] Strategic Structures [61] Nod Bases [61.01] Strategic Structures [62] Scrin Bases [62.01] Strategic Structures Battle and Victory [63] Battle [63.01] Battle [64] General Strategies [64.01] Strategies [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 32nd guide and the second for C&C. This one is about Kane's Wrath, the story behind Kane's life after the Second Tiberium War, during the Third Tiberium War and beyond. While it may not added too much gameplay wise, this does solve a lot on the storyline of the Tiberium universe. It details the rise of the Brotherhood, the removal of Slavik, the rise of Redmond Boyle as GDI Commander in Chief, the disappearance of Dr. Giraud and the survival of Kane from the GDI attack on Temple Prime and the "betrayal" of Kilian Qatar. I'm not going to tell you what happens, that is for you to play out, but I will tell you how. Welcome to Kane's Wrath. And PEACE THROUGH POWER! ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [26/3/08] Started on this Guide, some bits on Intel complete. Version 0.2 [27/3/08] Started on Act 1, finished The Rio Insurrection and What is Rightfully Ours. Version 0.3 [31/3/08] Finished Act 1 and all the Intel entries for it. Version 0.4 [1/4/08] Made 2 more mission walkthroughs and their intel entries. Version 0.5 [2/4/08] Completed The Doctor Vanishes and intel entries. Version 0.6 [3/4/08] Finished MARV Rising. Version 0.7 [4/4/08] The Betrayal of Kilian Qatar is now complete. Start on Hearts and Minds and done some more intel entries. Version 0.8 [5/4/08] Added My Playing Technique. Finished Hearts and Minds. Finished all the Intel entries. Finished Tacitus Interruptus, which is the final mission for Act 2. Completed Will Made Flesh and Tacitus Regained, which completes Act 3. This means the campaign is offically complete. Version 0.9 [12/4/08] Completed Vanilla GDI. Table of Contents ready for Vanilla Nod and Scrin, which will be complete in the next update. Version 1.0 [14/4/08] Completed the Brotherhood of Nod and the Scrin Mining Fleet. Version 1.1 [15/4/08] The Steel Talons and the ZOCOM forces are complete. Version 1.2 [19/4/08] Completed the Black Hand and Marked of Kane forces. Completed the Reaper-17 and Traveler-59 forces. All sub-faction groups are now complete as well as all their units, support powers, buildings and upgrades. All that is left is strategies on all factions and the long awaited Global Conquest Mode. Version 1.3 [26/5/08] A long awaited update, the strategies for the vanilla forces have been done. I'm going to do strategies for the factions next, then strategies for the epic units themselves, since they are that epic, and then, Global Conquest or GC mode. The lack of updates is due to me finishing my Assassin's Creed guide. That leaves two incomplete guides for me right now. Version 1.4 [3/6/08] Next update, dealing with Epic units for Vanilla Factions which are now complete. Now updates for all SubFactions and Global Conquest. Version 1.5 [21/6/08] Completed all the GDI Strategies. Nod and Scrin sects remain. Version 1.6 [22/6/08] All the Strategies are complete. Global Conquest needs to be done, and that is about it. Version 1.7 [23/6/08] Started on the Global Conquest Mode. Should be finished with the next update hopefully. Still to go, Bases, Support Powers, Combat and Strategies. Version 1.8 [24/6/08] Global Conquest Support Powers are complete. With the Bases, Combat and the Strategies now complete, the guide is complete like I promised. Well, its done so enjoy reading it. ------------------------------------------------------------------------------ [1.03] My Playing Technique Throughout this guide, you will be reading about how to finish the mission my way, so you should understand my playing technique before you rush and bombard me with questions. While a lot of people don't have any real strategy, just rush and spam units, there are quite a lot of playing styles. One is rushing while another is spamming. There are more though: Brute Force: Build big units and roll them into the base. No concern for casualties and big is better. Armchair: Sit back and let your allies do all the work, provided you actually have any. Defensive: Build a massive defence that the enemy has no chance of going past and creep slowly towards his base. Sneaky: Build a large amount of stealth based units, or Commando units and bombard them. and more, but you need to know my way of doing things, otherwise you will be unfamilar with my technique. My style is to reduce the losses on the battlefield as much as possible. Therefore, I will insist that you send your troops back for repairs instead of going on. This way, you will spend loss overall on troops and this could be spent on more forces. Also, you should support your forces, sending in an army, whilst strong but weak against air is a bad idea on any day. Reduce the amount of body bags to win the day. ------------------------------------------------------------------------------ [2.01] The Rio Insurrection "The Slums of Rio seethe with anger, anger against GDI. It would take but a single act to spur the disenfranchised masses into open insurrection. An act you must perform. Tear down GDI's authoritarian edifices, the symbols of their autocracy. Seize the radio stations and flood their airwaves with the Prophet's message. Incite rebellion. Rio will burn, and in the flames Kane's army shall be reborn. ******************** *Primary Objectives* ******************** 1 - Destroy GDI's Administration Centres "We must inspire the messes to rebel against GDI. Destroy these oligarchic symbols and Fanatics shall flock to our cause." 2 - Destroy the Splinter Faction's Construction Yard "The Splinter Faction's Commander dares blaspheme against the Prophet. Teach him the error of his ways." ****************** *Bonus Objectives* ****************** 1 - Capture the GDI Radio Stations "The Radio Stations broadcast nothing but GDI lies. Capture them and the faithful shall be inspired to fight harder than ever before - and we may even gain new weapons for the uprising." 2 - Defend the Captured Radio Stations "The Splinter Faction's Commander fears our growing influence, and will stop at nothing to curtail it. Defend our Radio Stations." 3 - Use the Power Signiture Scan "The Splinter Faction's stealth their bases with Disruption Towers. Use your Power Signiture Scan ability to reveal them." ******************************* *Intelligence Database Entries* ******************************* Nod Recon - The Tacitus + Gained at the Start of the Mission Nod Background - Kane - My Lowest Ebb + Gained at the start of the Mission - Kane - A Spark... + Added when you complete the Second Primary Objective --==Walkthrough==-- It seems that Rio is the first step to the rebuilding of the Brotherhood of Nod. Anyway, you are stuck in the middle of the map, which is not the best of locations in the battlefield, but the GDI don't seem to mind that you are actually there to destroy them, so it is all good. Anyway, build up your base and get a War Factory, or Two. You will need a Strike Force to destroy the Administration Buildings and destroy wondering GDI forces. Your Primary Attack force will be 12 Raider Buggies, but you will also need 6 Attack Bikes for later. Build them up and get them ready at the South Western exit of your base. You also need to have 4 Saboteurs for the Radio Stations, 4 more if you want to capture the Tiberium Spikes, which you should do for the extra resources. Anyway, get your Buggies and move to the South Western Radio Station. There will be Pitbulls patrolling the area, so take them down first, they are your first priority. Move to the Radio Station and take down the APCs and the Riflemen Squads. Send in a Saboteur and capture the Station. You will notice that there is a build area around the Radio Station, so at the South Western Station, place 2 Laser and 1 Shredder Turret Hub facing the bottom of the map and 1 Shredder directly above the Radio Station, I'll explain why later on. Anyway, head to the Administration centre and attack it. Right away, GDI will most likely send in a Bloodhound Squad, 2 APCs and 2 Pitbulls to defend it, so take them out first and then take down the Centre. Once you do, there will be Fanatics that will appear from the Subway, pleased at your removal of GDI. But really, there isn't any use for them. Moving on, send your buggies, which you should repair if need be, south to the Tiberium Spike where there will be some APCs waiting for you. Take those guys out, send in a Saboteur for the Spike. Repair and head to the South Eastern Radio Station. There is nothing at the station itself, so send in a Saboteur, but the problem is what is guarding the Centre next to it. There are Guardian Cannons there, as well as infantry. So, you should build a Shredder Turret when you capture the Radio Station and a Hand of Nod, training some Rocket Militia to take down the Cannons and the Shredders to take care of the infantry. Once you attack a Guardian Cannon however, GDI will send in GDI Airborne and a Sharpshooter Team, which means more Riflemen, Missile Squad and 2 Snipers. This is where your Buggies run in and save the day. Take out the remaining cannons and take down the Admin Centre, where there will be some more Riflemen at the back of the Administration Centre. Take them out and that should clear the area. 2 down, 2 to go. Now, your next job is to take the North Eastern Centre. The radio station will have some Riflemen around it, so your Buggies will have no problem with it at all. Capture it with the Saboteur and send in your Attack Bikes. Near the Administration Building will be Garrisoned Buildings, and the reason why you need Bikes is that they can attack outside the range of fire of the infantry garrisoned inside. Use the bikes to take down the buildings, buggies to mop up the infantry. After you have cleared the infantry, you need to clear out the administration building. Take it out, and near the newly captured Radio Station, you will need to build 3 or 4 Laser Turret Hubs facing the Edge of the map on the North of the Station. More on that later. Now, you need to take down the final station. Well, there isn't anything there except for the Pitbulls that might still patrol the area. Capture it and you will complete the bonus objective. While you are at it, capture all the remaining Tiberium Spikes. With the bonus objective complete, you are now able to build Scorpion Tanks. Do so, and build about 25 in a large strike force. So defend the Radio Station with Several Laser Turrets around the area. Use your Buggies to take down the Centre left on the map. One the health gets to half-way, your South Eastern Base will spot some Orcas inbound, and this is an Orca Strike. Remove the Buggies from the Centre and let the Orcas waste their ammo. Before you finish off the Centre, make sure your Scorpions are ready and move them to the North Western Radio Station. When ready, take down the centre. Once down, the Splinter Faction's Commander will contact you and order you to withdraw. Fat Chance. You now need to take down his construction yard to win. For the other bonus objectives, you need to make sure none of the Radio Stations are destroyed, which is why I told you to defend te station in the first place. The second is that you use the Power Signature Scan. It will reveal where the power plants are. Anyway, when the update comes to destroy his Construction Yard, note where it is. Send in the Scorpions and head straight for the Construction Yard, only stop to take down the Laser Turrets. 25 Scorpions should easily crush any resistance. Take it down, and because of the Disruption Tower, you need to force fire, with Ctrl and Right Click on where the Construction Yard would be without the Disruption Towers. Destroy the Construction Yard. Once the health of it gets critical, the leader will surrender and concede to you, and that is the end of this mission. ------------------------------------------------------------------------------ [2.02] What is Rightfully Ours "Nod is resurgent, but remains weak in the face of GDI's vast technological superiority. The Brotherhood Archives were all but destroyed in the aftermath of the second Tiberium War, leaving Kane without access to his centuries of research. Paradoxically, our friends at GDI have provided a most convenient solution. An exact duplicate of our stealth databank, origin unknown, is under analysis at a covert GDI Research Facility on the Australian Coast. Reclaim what is ours." ******************** *Primary Objectives* ******************** 1 - Capture the covert GDI Research Laboratory "With the loss of the Nod archives, we are handicapped in the arms race against GDI. Recapture our Stealth Tech databank from the GDI laboratory." 2 - Hold the Laboratory until the Upload Completes. "Our spies are uploading the databank to the Nod Central Server. Defend the Laboratory until the process is complete." ****************** *Bonus Objectives* ****************** 1 - "GDI Research Laboratory takes less than 50% damage." ******************************* *Intelligence Database Entries* ******************************* Nod Weaponry - GDI Engineer + Once the Steel Talons Soldier makes his announcement - GDI Hammerhead + Once the Steel Talons Soldier makes his announcement - GDI Slingshot + Once you have destroyed a GDI Slingshot - GDI Behemoth + Once you have destroyed the only Behemoth - Heavy Harvester + Once you have witnessed a GDI Heavy Harvester Nod Background - Steel Talons - Origins + Once the Steel Talons Soldier makes his announcement - Kane - Awakening + Once you have completed Primary Objective 2 --==Walkthrough==-- This mission might be painful in the real beginning. What you want to do is to first, build up anti-vehicle defences from the north and the north-east entrances because you are going to have some visitors. And see that Tiberium Spike that is East of your base. Do not capture it. You don't want a massive swarm of Missile Squads inbound. Also, build a SAM Turret, you'll need it. GDI loves to send in some Hammerheads to machine-gun your base. After a short period of time, you are going to get a video uplink to a Steel Talons soldier who doesn't like you on their soil. Right wheh the Talon soldier makes his appearance, some GDI Hammerheads will zoom in and attack your base. That is what the SAM turret is for. The next is that there will be a large attack, consisting mainly of Titans and Wolverines. Even for outdated weaponry, these actually pack a punch. You might need to replay this for a while to now how much time you've actually got, because you don't have a lot. Somehow, you need to survive this attack, and the rest will be easier. You have little time to build up your base, and they attack quick, so don't say I didn't warn you. GDI will attack from the Northern and the Eastern entrances of your base. The attacks will normally be 2 Titans, 2 Wolverines, the occasion Pitbull and normally, 2 missile squads. This will require you to have some variety in your defence, but a Venom squad can tackle it. A much more expensive way to deal with this is to cover your entire base with Laser Turrets, but that could restrict your way out. If GDI attacks from the Nod, be careful because that entrance to your base goes past your main Tiberium field as well as the secondary field because you cannot really protect your harvesters from where your initial base is established. Survive the attack, and you will need some way to counter the GDI onslaught. The answer? Wolverines and Titans have a weakness. They cannot shoot air. Therefore, you are going to counter them with what little air power you have, the Venom. You will need a large group of them, about 12 should do the trick. But bear in mind, GDI will have some Anti-Air, so you will need some ground support, mainly some Scorpion Tanks. Once you are confident that you can handle GDI's attack on you, use your Venoms and attack the southern entrance of the Lab. Meanwhile, get a single Venom and move into the GDI Tiberium Field, mining it to prevent them from getting money for a while, and to get the Heavy Harvester entry. Anyway, after you destroy the anti-ground defences with your Strike Venoms, send in your Scorpions to remove the AA Gun that will shred your Venoms. Once the AA gun is taken care of, move in your Venoms once again and gun down the Wolverines and Titans that you encounter. At the back, there is a Behemoth, and because that can't attack Air either, that allows you to pick it off without much fuss. Be careful on your attack, there is another AA gun and a Slingshot, which you need to take out with your Scorpions. However, while you are doing this, make sure there aren't any Titans or any Wolverines that are lurking around because these guys will do some serious damage to your tanks. Well, you are using light tanks and the Titans are serious cannons. Now, you need a Saboteur and Airlift him to take over the Lab. The GDI Commander will send in his forces through the northern entrance, and he will only send Titans and Wolverines, so your Venoms can effectively control the area. If in case they slip past, you can mine the area to make sure they don't progress far. In any case, all GDI actually does by sending more Titans and Wolverines is to level up your Venoms. You may destroy the Tiberium Spikes that belong to GDI but do not attack their base with your Venoms. There is too much Anti-Air defence in the form of Slingshots, Missile Squads and AA Turrets, so attacking their base to stop their onslaught is pointless and you will lose a lot of troops. The only way to actually do this is to send a LARGE force of Scorpions to crush them. But you don't need to destroy their base, it isn't part of the mission. With such a tight grip on the area, your Venoms can take out any threats and the uplink time will be relatively easy. The bonus objective should be no fuss since there are no enemies getting into the base. I do advise you not to attack the GDI base. There is strong Anti-Air defence, in the form of Slingshots and Missile Squads, Titans and Wolverines to take out anything else. Besides, you don't need to go there, Kane has other plans for you. ------------------------------------------------------------------------------ [2.03] Persuade Him... "The Brotherhood continues to grow and prosper, but the Prophet cannot risk revealing his existance lest he draw GDI's unwanted attention. A figurehead must be found to rule in his stead. Kane, in his infinite wisdom, has decreed the renegade heretic Brother Marcion to be the most fitting candidate. There is but one problem with this initiative - the devout Marcion considers Kane to be a heretic himself. Convince the good Brother otherwise." ******************** *Primary Objectives* ******************** 1 - Destroy Marcion's Stronghold "Marcion cowers in his Stronghold. Destroy it and lure the heretic into the open." 2 - Destroy Marcion's Escort "The coward Marcion is attempting to flee. Destroy his Escort and he will have no choice but to surrender." 3 - Escort Marcion's Transport to the Evac Zone "Marcion is ours now, but his very presence on the battlefield puts him at risk. Get him to the Evac Zone. ****************** *Bonus Objectives* ****************** 1 - Locate and Destroy the Steel Talon Pulse Scanners "The Steel Talons have placed Pulse Scanners throughout the battlefield. The Black Hand have circumvented them, but they can still detect our forces. Destroy them before they transmit." 2 - Destroy Marcion's Statues "Marcion's Statues are but momuments to his own hubris. Destroy them." ******************************* *Intelligence Database Entries* ******************************* Nod Weaponry - Confessor Cabal + Destroy a Confessor Cabal Unit Nod Background - Brother Marcion, Biography + Received at the Start of the Mission - Kane - Realization + After you complete Primary Objective 3 - Black Hand - Origins + After you complete Bonus Objective 1 Nod Rumours - The Corruption of Brother Marcion + After you complete Bonus Objective 2 --==Walkthrough==-- In this level, Marcion will welcome you, and then asks you to leave. We can't do that, so he sends a welcome force to you. Because you are now fighting the first sub-faction, you need to adjust. Marcion will not send tanks and such at you, he will send in some firepower. Normally, he will send Black Hand Flame infantry as well as Confessor Cabal units, both rather superior infantry units to your own, but you have turrets for that. Also, he will send the Purifier Unit, an older version of the Avatar, but instead of a shiny laser, it is armed with both a shiny laser and a flamethrower. Therefore, what you should aim to do is to take these guys down before they get too close to your base, because buildings are VERY flammable. What you should do first up is to use disruption towers to your advantage. This will delay Marcion finding your forces and that little more time to mount a defence. Your best defence against his forces will be the Stealth Tank. This guy, with the Tiberium Core upgrade from the Tech Lab will be pretty power and pack a punch. For the first ten minutes or so, build about 12 Stealth Tanks and survive Marcion's onslaught. Soon, he will stop. Your first mission is to take out the Pulse Scanners. There are 5 of them and if they transmit your location, various sorties of GDI forces will be sent to your location. If you feel brave, let the Pulse Scanners send your position and then take down the GDI forces for the experience. Either way, take them down. There locations are found at: * West of your original base, on the ledge overlooking the path * North of your base, near the Tiberium Spike * On the Northern most path, near Marcion's Base * On the South Western corner of the map * On the ridge just above of the Southern Blue Tiberium field Use your Stealth Tanks to hit and run the Pulse Scanners or hit them hard and remove them from sight. With those guys down, you need to expand your base as your current Tiberium Field will not be able to sustain a large army to take on Marcion's force. Because he is not attacking, he has stockpiled a massive force in his base, and that can be a problem. There are Reckoners, the bunkers, filled with Rocket Militia and lots of Anti-Air, so mine drops will not be too effective. And there is money to worry about. Well, south of Marcion's base is a large Green Tiberium field. You should establish a base there, complete with War Factory. The reason you should choose this field over the Southern Blue Tiberium field is because it is closer to Marcion's base, without the large distance in between. While at your new base, use your Stealth Tanks to enter the Southern entrance to Marcion's base. Use this to scout out the base and take out the detector turrets so they don't bother you. You should see a rather large force amassing outside the war factories, making it hard to enter. Hit and run as much as you can, and then start building on another strike force, this one is good against vehicles and buildings, the Beam Cannon. Build about 12 to 15 of the Beam Cannons and use them to destroy all the vehicles. This will be hard since there is actually a ledge that you have to overcome, but you have the Stealth Tank for your use. Use the Stealth Tank to hit and run. This should get the vehicles out of the base an into your Beam Cannons. Also there will be 2 Obelisk of Light inside the base, near the Headquarters so take them out. Then take out the vehicles. If possible, hit the War Factory of Marcions to ensure they don't get reinforcements and some repairs. Use your Stealth Tanks if necessary. However, do not destroy the Headquarters, you have some more to do first. You should now remove Marcion's statues. Two of them are near the Headquarters and they can be taken out. The final one is a bit harder, because that is located near a base with heavy reinforcements. Use your Stealth Tanks to fire from the ledge and blast it open. This should be the end of the Bonus Objectives. Now, because you blow open the Headquarters, move your Stealth Tanks outside Marcion's base, in order to prepare for the third objective. Repair them if necessary, the fight isn't over just yet. With your Stealth Tanks, move most of your remaining Beam Cannons, which you should reinforce if necessary, and place them in position with your Stealth Tanks, outside Marcion's base. When ready, take down the Stronghold, and watch him escape. This is why your Stealth Tanks and Beam Cannons are in place. You need to intercept his escape force, armed with heavy infantry, Mantis and Purifiers. First, the obvious threat of the Purifiers before they get too close. Next, the infantry and then the rest of the motley crew. This quick first will land you Marcion's transport. You now need to whisk it away to safety. Getting it to safety is relatively easy. With the Pulse Scanners out of the way and GDI taken care of, there is no real threat there, except that Marcion might send some reinforcements, so get your Stealth Tanks and Beam Cannons to literally surround the transport to ensure that no one can get close. Get to the evac zone and finish this mission. Marcion now belongs to Kane. ------------------------------------------------------------------------------ [2.04] A Grand Gesture "With Marcion returned to the fold, Nod approaches resurrection. All Kane requires now is a sign, an act, a message to the faithful that the Brotherhood has returned. In central Australia, a GDI research team struggles to harness the raw, untamed power of liquid Tiberium. Should their experiments be destablised, the results would be quite ... catastrophic. Soon, all the world shall bear witness to Nod's violent rebirth." ******************** *Primary Objectives* ******************** 1 - Destroy GDI's Liquid Tiberium Research Lab "Kane demands a symbolic act to unite the Nod faithful. Destroy GDI's Liquid Tiberium Research Lab and the Prophet shall have what he desires." ****************** *Bonus Objectives* ****************** 1 - Knock Out the Research Complex's Power Stations "GDI have heavily fortified their Research Complex. Knock out the Power Station and strip them of their base defences." 2 - Capture the Purifier Husks "A squad of Purifiers were taken down by a Steel Talons ambush several days ago. Use your Saboteurs to get those Purifiers back online - their firepower will greatly bolster your assault force." ******************************* *Intelligence Database Entries* ******************************* Nod Field Recon - Another Explosion in the Facility? + At the start of the Mission - Tiberium Explosion Devastates Australia + When you complete Primary Objective 1 Nod Weaponry - Purifier + When you capture ALL the purifier husks Nod Background - Kane - Creation + When you complete the mission --==Walkthrough==-- GDI will start attacking straight away so you need to prepare yourself for the GDI onslaught. You are facing the Steel Talons again and you need to face more Wolverines and Titans, no matter how old and crap they are. A hint to have a much better defence is to build your base defences inside the fence. That's right, INSIDE THE FENCE. The reason why is that you can cover a smaller area, which happens to be a chokepoint and the enemy does not have a lot of room to attack, making it beneficial for you. They will attack the Eastern and the Northern sides of your base, so you might need some Rocket Militia to back up your Turrets. Get the Quad Turrets upgrade as fast as you can, this will help you attack just a bit more. GDI will hit with Missile Squads, Orcas, Titans and Wolverines. You need to last a little while until you get a message that will start to turn the battle in your favour. You will soon get the message to capture the Purifier husks, you need to start by getting some Saboteurs, some Missile Squads / Scorpion Tanks and some Raider Buggies. There are three sites with Purifers and I suggest that you take the Northern one first, then the ones in the Middle and finally, the ones in the Southern area. The problem is that you will have to fight off constant GDI attack while your Purifiers are being recovered and often, Wolverines will run up and kill your Saboteurs before they can get in. The reason for getting the ones in the Northern area is before you can handle it somewhat, and normally there are the most husks there. Once you actually recover some husks, they will be on half health and you need to get them healed at the nearest War Factory. You need to recover all the Husks in order to get the bonus objective as well as the Intel entry. You need them anyway, they are the key to completing the mission. You should not expand your base, the Purifiers are enough to finish the mission. Also, another reason not to expand is that you are going to have another front that you will have to defend from GDI attack. Although it will relieve pressure on your main base, it will probably cripple your second base. If you do want another base, you are probably going to take the area around the Tiberium Spike north of your base, and claim the Tiberium field there. Defend it well. After all your Purifiers are complete, and upgraded with the lovely, stronger flame from the Secret Shrine, you are ready to attack anything on the ground, but you need to protect yourself from the air. This is where the Mantis comes in. Specifically designed to be fast and take down air, this will help your Purifiers take down Orca threats. Anyway, slowly send your Purifiers to the GDI base. You should take down the Power Plants, it will save your Purifers from a lot of damage. Let me brief you on how the Purifiers work. You shouldn't target things to shoot with these guys at all. Use move them near their targets. Their lasers, while it may be powerful, is not their powerful weapon. By moving them near their targets, they will automatically use their flame thrower, which, once upgraded, is extremely powerful. While it may not really kill vehicles, these Walkers can actually crush them, so you shouldn't worry about them either. For full strength, target what you need gone with the lasers, and then move in for the strike. Now, take down the Power Plants and watch the raw power of the Purifier. Let GDI burn for their sins. Anyway, move them up to the main base, targeting the vehicles and online base defences first. Then, take down the production structures, and once you are free from any attack, you know what to do. Target the Tiberium Lab, and watch the big boom. It is surprising that you Purifers can actually survive the attack. I was thinking that a massive Liquid Tiberium explosion that can be seen across a continent would destroy your units and anything around it but maybe Kane / Marcion did some special tinkering. Anyway, you should perform this mission on Medium first, because if you do so on hard, it will really be painful. The GDI attacks are relentless and it is hard to win. Kane's Wrath has really pushed the edge on base maangement since you are attacked straight away, no second questions about it. ------------------------------------------------------------------------------ [3.01] Keys to the Kingdom "While you slumbered, Nod has grown and evolved, assuming control of the planet's newly established yellow zone while remaining dormant in the eyes of our enemies. All the while, GDI has grown complacent, lazy, their dependance on the global Ion Cannon network rendering them far weaker than the council could possibly imagine. Now is the time to act. We must raid GDI's Johannesburg research facility, for there we shall find the plans for the Ion Cannon network - and the means to its undoing." ******************** *Primary Objectives* ******************** 1 - Destroy GDI's Network Communications Centre "The GDI Network Communications Centre is linked to the Global Ion Cannon Network. That link must be severed." 2 - Destroy GDI's Ion Cannon Uplink "The Ion Cannon Uplink must be destroyed, lest our forces be annihilated by Johannesburg's local Ion Cannon." 3 - Capture the Network Research Centres before the Ion Cannon re-aligns. "The Network Research Centres contain the blueprints for the Global Ion Cannon Network. Capture them before the network is back online." ****************** *Bonus Objectives* ****************** 1 - Capture the Network Research Centres X minutes prior to Ion Cannon Re-Alignment "Kane is running out of patience. Capture the Network Research Centres rapidly or face his displeasure." ******************************* *Intelligence Database Entries* ******************************* Nod Background - Alexa Kovacs - Biography + Complete Bonus Objective 1 --==Walkthrough==-- You start off in this mission with a Commando unit and 4 Shadow Teams that you can use. Despite your primary objective to destroy the Communications Centre, you should take down the Ion Cannon, so move your forces towards the Ion Cannon, keeping an eye on the approaching infantry that can injure and kill your Shadow Teams. Do not, however, cross the bridge just yet. There are two watchtowers lingering there, waiting for your infantry to be shredded. Instead, send your Shadow Teams into the air, and set them down next to the GDI Power Plants. If any infantry decide to attack, kill them. Use their bombs to destroy the Power Plants. After both are down, send in the Commando and raise some hell. Don't worry about the Watchtowers, after both Power Plants are down, they won't be up again. Instead, take down the crane and the Barracks as well as any GDI Riflemen Squads and Missile Squads that will be there. Finally, destroy the Ion Cannon and get out of there. Now, you need to take down the Network Communications Centre. It is relatively easy, but it would be better if you clear out the GDI base first. Remove the Tiberium Refinery and the Harvester through the use of the Shadow Teams bombs and attacking the Harvester. Demolish the Barracks as well as any other GDI buildings and infantry before blowing the Centre into useless pieces of mortar. You now will get some reinforcements, a base in which you need to clear out GDI and take over thei Network Research Centres. The time that you have to clear them out by will depend on your difficulty level, so on Hard mode, you need to act fast. First, build up your base and build some Flame Tanks, about 6 or so, and some Stealth Tanks for scouting and Anti-Vehicle purposes. Meanwhile, you will have some Reckoners, so send the first two towards the South Eastern Lab and the other two midway between your base and the North Western Lab. Deploy them both. Also, you will need to build some SAM Turrets to take care of GDI Orcas and Hammerheads. Laser Turrets need to be deployed in order to take care of GDI APCs and Predators and Shredder Turrets deployed in order to take care of GDI Missile Squads. While your Reckoners are on their way, send your Commando to the South Eastern Lab. Guarding the lab will be 2 Battle Bases and your Commando will be fast enough to dodge the Guardian Cannons on the Battle Base, so demolish them. Do this before you deploy your Reckoners so they won't be damaged. Build an Air Tower for the Call for Transport ability and train a Saboteur to capture the Southern Lab. That is one out of four. Meanwhile, you need three more of finish. So, send your Commando north, past the bridge and garrison a building to get a good view of Guardian Cannons, and two War Factorys. At this point, you need to get your Commando to destroy the 2 Guardian Cannons first, however, do so when there are no APCs around because they will shred the Commando to shreds with Guardian Cannons as detectors. With the Guardian Cannons down, take down the War Factories to ensure there are no more GDI vehicle reinforcements from this area. With this area clear, you can send in another Saboteur to capture the Network Centre here as well. With two down, we need to take down another base, north of yours, housing the Network Centre, on the North West corner of the map. Use your Flame Tanks here because there will be garrisoned buildings around the area and the base will be producing infantry. Clear them out with the flames. In this base, there will be 2 Watchtowers and 2 Barracks. Your first priority is the Barracks because they will be, more often than not, producing Missile Squads that will harm your Flame Tanks, while the Watchtowers are merely making annoying dents. You can clear out this area before sending in another Saboteur to clear this Network Lab. Conversely, you can use Venoms to attack the base here, it is be just as effective as they also can take down infantry, but the reason I would choose Flame Tanks here is because they can destroy buildings must faster and they can clear garrisoned buildings, whereas Venoms have to destroy the building as well as the infantry that will abandon the building when it is critical. Anyway, you have one more lab to take down. Use your Stealth Tank to scout out the area, but around here, they will be Harvesters and the biggest threat is garrisoned buildings, nothing your Flame Tanks cannot handle. Clear the area, send in the Saboteur and finish this mission. Not exactly hard, but can be tricky for the bonus objective, especially on hard mode. On hard mode, you will need to build Flame Tanks straight away to counter the infantry rush to your base, and get your Saboteurs really quick to their location, and more use out of your Commando. Still, you need to do what is above, so if you can, do what I have written above at a faster rate. You will have 11 minutes to complete the mission, and panicking will only make it worse. Try it on medium first to get the feel for the mission before doing hard. ------------------------------------------------------------------------------ [3.02] All that Glitters "The Prophet has the space station Philadelphia - and the Ion Cannon Network it controls - in his sights. In days Kane shall destroy it, eliminating the GDI council. There is one council member, however, who must survive - Redmond Boyle, GDI's craven treasurer. As strange as it sounds, this incompetant politican is essential to Kane's plan. He must live, so he may become the GDI president ... and fall right into the Prophet's trap. We have dispatched an infiltration team to the GDI Treasury. Destroy it and force Boyle to remain earthbound." ******************** *Primary Objectives* ******************** 1 - Tag Treasury Power Plants with Shadow Beacons "The Treasury is too well defended to bring in our Specters. Tag their Power Plant with Beacons and we can bring down their power - and defences - from a safe distance." 2 - Destroy the GDI Network Communications Centre "The GDI Network Communications Centre is linked to the Global Ion Cannon Network. That link must be severed." 3 - Destroy the GDI Treasury "The Treasury is Defenceless. Annihilate it and keep Redmond Boyle earthbound." ****************** *Bonus Objectives* ****************** 1 - Steal Gold Bullion "GDI are storing pallets of Gold Bullion throughout the Treasury complex. Steal them and bolster our war chest." ******************************* *Intelligence Database Entries* ******************************* Nod Field Recon - GDI Treasury Damaged In Mysterious Attack + Complete Primary Objective 3 Nod Weaponry - Specter + Complete Primary Objective 1 --==Walkthrough==-- Welcome to the GDI Treasury. Shame you can keep some of the gold yourself. Anyway, you will have 2 Shadow Teams fly in to help you destroy the GDI Treasury. First of all, since it is night, you want to avoid the GDI Hammerheads, the ones with the lights, near your Shadow Teams. Their lights will detect stealth so you will want to avoid them. Also, avoid base defences, they will also detect stealth and they will hurt. First of all, you need to take out the infantry that are lurking on the ridge north of you. Careful, there is an AA there, and that will detect you for their Riflemen and they will shoot. Anyway, wait until the Hammerhead is gone and quickly sneak into the first area. Plant the beacon here and move onto your next target, to your east, the middle. Again, infantry will move, and although they might not detect you, it would be better if you kill them all first, just in case they decide to change their minds, which is definitely not good. And besides, your Shadow Teams are powerful against infantry as well as buildings. Move the bridge and plant the next beacon. The next two beacons that are left are basically the same. Take the one south of your positions before you take the final one. Make sure you move back past the second set of power plants, and not down the hill and back up again since there are active base defences that will destroy you. Move and plant all the beacons. This should be no real problem, your main problem is actually getting the first one done and actually sneaking into the GDI base. After you plant the beacons, there will basically be power down in most of the GDI base. Now, you will receive your Specters and your Stealth Tanks. Unlike regular missions, you don't get any more reinforcements, so this is pretty much it. Your Stealth Tanks now get designated the role of scout and spotter, since they are faster than your Shadow Teams. This will probably be the first time you use the Specter, so lets get into detail about it. This artillery is pretty long range but the shells take some time to land. Try force fire outside a War Factory sometime. Anyway, lets start with attack the base south of where your units decide to show up. Although it isn't a main base, there are some crates of interest here. These crates, although they only contain 1000 credits, are apparently gold bullion. Who the hell leaves gold laying around out in the open? Stupid GDI, you deserved to be robbed. Anyway, this is one part of the gold. The second part of the gold is actually around a Tiberium Spike. There are two on the map in GDI control, both on the north edge of the map. The Eastern one, or the one on the right, is the one that will have crates around it. Collect is and this will be the end of the gold bullion. Now, to attack the Communications Centre. Well, the base is not heavily guarded, but it is capable of producing vehicles and infantry. This will be a problem, and there are also Hammerheads flying around, patrolling the base. So, just your Stealth Tanks to remove the Hammerheads and use the Specters to remove the base defences and then the War Factorys and Barracks. Their long range will keep them out of trouble, except Hammerheads might decide to divert and attack them instead, so keep them safe. If your Specters or Stealth Tanks are damaged, guess what, there are plenty of targets that you can level up on. Due to nearly all of the base defences being offline, you can safely attack them for the experience to level up your vehicles and this will promote them to Heroic and allow them to self heal. And it also gives a nice firepower boost. Not that the specters actually need more firepower, they have enough as it is. Destroy the base and then, finally remove the Communications Centre. Now, you need to hit the Treasury building itself. However, you cannot take the bridge to enter the base, either due to a glitch in the game or made so you attack the southern entrance. Doesn't matter, enter through the southern entrance. It is a larger base and more active, so your specters will have more use here. Now, attacking the base. First, take down the production structures, using the Stealth Tanks to scout out the base once more. Use them to take down tanks or any more Hammerheads since they can do some serious harm to the specters and they really can't fight back. Slowly, move onwards into the base and destroy the Treasury any way you like. You could even slowly destroy it with Shadow Teams if you want, if they live that is. I still believe that Nod should have invaded the Treasury, transferred all of GDI's money, and then blow it up. Bankrupt your enemy and then take over. Isn't that easier Kane? ------------------------------------------------------------------------------ [3.03] The Doctor Vanishes "Dr. Alphonse Giraud, GDI's leading Liquid Tiberium research scientist, has become an impediment. He must disappear before he can enlighten the fool Boyle, or Kane's plan will be endangered. Giraud's facilities are located in Blue Zone 8, in the same Chilean spaceport formally used to staff and maintain the Philadelphia. The Prophet requires Giraud alive - he believes the good doctor can be converted to our cause. Do not fail him." ******************** *Primary Objectives* ******************** 1 - Capture Dr. Giraud's Lab "Dr. Giraud cowers within his lab - capture it ... and him." 2 - Escort Dr. Giraud's Transport "The Transport will evacuate Giraud to a secure location. Protect the Transport, Kane requires Giraud alive." ****************** *Bonus Objectives* ****************** 1 - Capture the Spaceport Control Centre "There is much about GDI's Satellite Network we do not know. Capture the Spaceport and educate yourself." ******************************* *Intelligence Database Entries* ******************************* Nod Weaponry - GDI Shatterer + Capture the GDI Spaceport Control Centre --==Walkthrough==-- This one you are going to have to do on a really restricted budget. Due to the constant GDI attacks, it will be hard for you to move your operations to another Tiberium Field. More on that later. Anyway, build up your base. However, GDI will attack you from two different locations, down the ramp leading into your base to the North and along the beachhead. Depending on your difficulty, GDI will attack your base with Predators, APCs, Grenadiers, Missile Squads and Zone Troopers. Therefore, you will need to build some Obelisk of Light to counter the vehicle and Shredder Turrets to take care of infantry. Also, get a Commando unit and use it to shred down heavy infantry, the Zone Trooper, since the Shredders are not as effective against them. Also, build a SAM Turret next to your Obelisk of Light since GDI likes to send some Orcas to harresss and hope to destroy the Obelisk. Some people would success that you build some Specters and force fire on the area that GDI will attack from, but the problem with that idea is that it is haphazard and GDI forces may attack during the intervals of reloading and the shells do not land 100% of the time on the location you want it to do. Rather, if you do use Spectres, Wait for some tanks and then fire on the location for a successful attack on GDI forces. Money is going to be an issue. Your original green Tiberium field is not going to last long with the amount of repairs and the defence you are going to have to build as well as an assault force. Therefore, you need to find some more income. The next Tiberium field looks good, however, it is in the middle of the GDI's Attack Force path. A Disruption Tower will not help since the tower itself is not stealthed, so you need to look for another area of funds. And make sure your Harvesters do not decide to suicide themselves into that Tiberium field because they will do that. You are better off letting them idle than to get themselves blown up into smithereens. Well, at the docks, there is two Tiberium Silos and a Tiberium Spike. Well, that seems undefended and it is GDI's resources, so it is free for you to capture. Send two Reckoners with 3 Engineers there and capture all the buildings there. If you want to send an Anti-Engineer force, send in a Commando, since she does not appear to GDI unless there is a detector. That will keep those Engineers out of that area. Next, you need to think about a strategy to get rid of the GDI base that is in the centre of the area. With 10000 credits from your Tiberium Silos and some more in the Tiberium Spike, you can build some more defence and then, an attack force. My choice of an attack force will be about 9 to 12 Purifiers that you can use, since you are the Black Hand faction. Do not forget about the flame upgrade from the Secret Shrine, that will greatly help your damage against the GDI forces. Your first goal with your attack force is to disable the GDI base ... for good. Get in your Purifiers, trample over any vehicles that disagree with your show of force. The way you should use the Purifier, like I mentioned in the mission, A Grand Gesture, is to use Lasers on a single target, and then order your Purifiers to move in, in order to use their flamethrowers. These flamethrowers are extremely effective against buildings and infantry, good for clearing buildings and pretty effective against light vehicles. With armoured vehicles, like the Predator, your flames are not going to do a lot so you are going to either use your lasers on them for trample on them. My choice of attack force is based on what will lie ahead, as well as their firepower. Send in some Mantis to protect against air and that will make the force a fearsome one. This is better than the Venom assault as their is quite a lot of Anti-Air. Stealth Tanks will be crushed because they lack some serious firepower and Scorpions because they are too weak. Therefore, the Purifier is the way to go. Anyway, attack the GDI base, move in next to the buildings and let the flames burn. Have a look at the sweet Experimental Aircraft. You can destroy them, but they look too cool to destroy. Anyway, destroy the GDI base, and that should stem most of the GDI attack, but that will not end the GDI suicidally sending forces to be destroyed. There are two more bases where GDI can send in their forces, one near the Spaceport and another one, although it is smaller, near the Lab you are meant to capture. With that GDI base out of the way, you need to capture the Spaceport for the Intel entry. However, you will need to use some lasers here because there are Sonic Emitters and that can damage you greatly. Take them out with lasers and crush the GDI base they lies within, and kill off their harvesting operations to stop the flow of money. Send in the Saboteur, via air if you have cleared the base, and capture the Spaceport. You can sell the Spaceport straight away if you don't want it because Kane didn't say anything about keeping the Spaceport for further use. Not like the Brotherhood is going to launch a Space Station anytime soon. Anyway, you need to have your Purifiers repaired and ready for the final assault on Giraud's lab. For a scientist, he is pretty well defended. Anyway, move into the city where the lab is, and be careful, because around the lab are garrisoned buildings full of missile squads. This is where your choice of attack forces really begins to shine. Remove the missile squads from the buildings and any other left over infantry lying around. North of Giraud's lab is another GDI base, producing vehicles and infantry. Wipe it out to clear GDI's influence in the area. Be careful and make sure that your Purifiers do not spit fire on the lab. I actually failed the mission because the Purifiers decided to destroy the lab. Not good. Anyway, the Purifiers, with their flame weapons, will clear the GDI influence, and not only that, but destroy the buildings because of their extremely powerful flame weapons, devastating against buildings. Before you decide to capture the lab, send 3 Mantis units to the Tiberium Spike you have captured. You will need it. Anyway, capture the lab and this will send in a Carryall to get rid of Giraud. This carryall is heavily armoured and rather slow, and GDI will do anything to shoot it back down to earth. The GDSS Pathe will roll in, and where the Tiberium Spike is, GDI sends in the Hammerheads. Your Mantis units will take care of them. Meanwhile, use your Purifiers and follow the carryall, in the air, with them. This is because GDI will send in Slingshot units to shoot it down and your Purifiers are used to take them out. Since the Carryall and the Purifier move at the same speed, it should be relatively easy to cover the Carryall. The Flame weapons on the Purifier should take out the light armour of the Slingshot, and after you survive the 3 waves of Slingshots attacking the Carryall, you will have the Carryall reach the Evac Zone, the Battleship and whisk away. Funny, I don't see room for the Carryall to land on the Battleship, probably made Giraud drop from the sky. Leap of faith anyone? Anyway, finish the mission and you will be victorious. ------------------------------------------------------------------------------ [3.04] MARV Rising "Nod central command has received disturbing reports from the African Red Zone. ZOCOM, GDI's elite anti-Tiberium task force, have commenced reclamation efforts. while this is disturbing, even more unsettling is the news that ZOCOM deployed a new weapon in their war against the crystal - the Mammoth Armoured Reclamation Vehicle, or MARV. This massive Mammoth/Harvester hybrid has already decimated several scout patrols, and we as of yet lack an appropriate counter. You must track down the MARV, locate the ZOCOM base where it is maintained and learn how it is built. Only then can we construct an appropriate response." ******************** *Primary Objectives* ******************** 1 - Capture the Reclamation Hub "The MARV is built from this ZOCOM Reclamator Hub. Capture it and we shall learn how GDI concocted this monstrosity." 2 - Destroy the MARV "We must analyse the wreckage of the MARV if we are to build a suitable response. Destroy it." 3 - Defend the Reclamator Hub until the Upload completes "The MARV data is secured. Defend the Reclamator Hub until we have finished uploading to Nod's central server." 4 - Construct the Redeemer Engineering Facility "The MARV data was the final element necessary to construct our response. Build a Redeemer Engineering Facility so we may test the prototype." 5 - Construct the Redeemer "The Redeemer Engineering Facility is ready. Build the Redeemer and teach our enemies the true meaning of fear." 6 - Destroy the ZOCOM Bases "ZOCOM's anti-Tiberium efforts in the African Red Zone end today. Eliminate them." ****************** *Bonus Objectives* ****************** 1 - Destroy ZOCOM's reinforcement MARV's "ZOCOM has more MARV's than we anticipated. Eliminate them all." ******************************* *Intelligence Database Entries* ******************************* Nod Weaponry - GDI Zone Raider + Destroy a GDI Zone Raider Regiment. - GDI Mammoth Armoured Reclamation Vehicle (MARV) + Destroy GDI's first MARV they send at you. - Rocket Harvester + Destroy one of GDI's Rocket Harvesters. - The Redeemer + Construct your own Redeemer. Nod Background - ZOCOM - Origins + When the ZOCOM troops first decide to attack you. --==Walkthrough==-- Straight away, like most of the other missions, GDI will start to attack your base, except this time, you have a prepared base with the Obelisk of Light to defend your base. But that is not enough, you need more of the Obelisk of Light, and surround the northern entrance of your base with them. About 10 Obelisks, and some SAM turrets to defend your base. Now, you have base defence taken care of, you need to worry about that MARV that is on its way. What you should do is to build some Vertigos, the more the merrier. I will suggest that you build 8 Vertigos, and team them one and two. Since you have so many Obelisks of Light, your battle should be made easier. When the Marv, which will take its time to arrive, you need to bomb it with your Vertigos straight away. That will hardly so significant damage, but 8 of them should make a dent. Straight away, the MARV will attack your troops or the Obelisks of Light that attack it, so your all available troops, mainly your Avatars, to attack the MARV. Your Obelisks will do much of the heavy lifting, and as such, you will knock this sucker down quick, if not, send in the Vertigos for another wave of attacks. Knock down the MARV. It may be an Epic unit, but it is not invincible. You now, having dealt with the pesky MARV, need to capture the Reclamation Hub where the MARV was built. However, you can't just send in some Saboteurs and hope they capture the hub, you need to clear out the GDI base. Why? Because after you capture the GDI Hub, that isn't the end of the mission, so you need to destroy the GDI base there. Your attack force should be some Stealth Tanks because of their speed. GDI will have some Battle Bases at the entrance of their base, therefore, you need so call in the Vertigos you built earlier and destroy their bases before you can send in your Stealth Tanks onwards. Scout out their base and destroy all of their operations. Kill the harvesters for the intelligence database entry that you will probably want. Anyway, destroy most of the base, most being except for the Reclamation Hub and the Construction Yard, we shall use GDI's weapons against them. Anyway, clear out the base, and send in a Flame Tank into the urban buildings. The ZOCOM troops have a fair amount of Missile Squads in the buildings so you need to take them out. Flames will do the trick. Anyway, when the GDI has been taken care of, capture the GDI Construction Yard and build defensive buildings, mainly Sonic Emitters, Obelisks of Light and AA Turrets around the Reclamation Hub, and do not capture it just yet. Build up the defences until you have the Hub surrounded with defence structures without anyone attacking it. Once you have your base secure as well as the Reclamation Hub secure, you can capture the Hub. The reason why I told you to protect the Hub is that GDI will not start to attack with waves of their troops, who want either their hub destroyed or recaptured, and not in Nod's hands. GDI will attack, but they will be destroyed by their own weapons. Suck that GDI. Anyway, wait for the upload to complete, and the map will be expanded, which is not good for you. Build a Nuclear Missile and a GDI Ion Cannon if you haven't so already, nothing like using an Ion Cannon against a GDI base. The Nod scientists, working as fast as they do, have discovered the antedote for the MARV, the Redeemer. Well, to build a Redeemer, you need to build the facility for building the Redeemer, a Giant Pyramid. Anyway, that will be the fourth objective, and the fifth one will be building the Redeemer. However, the bonus objective will be closing in, destroying the reinforcement MARVs that the ZOCOM have sent at you. The problem is, your defence will need to be boost significantly for you to handle both of them as well as other ground support forces. Again, use your Vertigos to do some bombing and drop some mines along the ground to do some damage. Other than that, it is up to your defence structures, consisting of Obelisks of Light and the GDI Sonic Emitters and destroy the MARVs. You will lose quite a lot of your defence structures, but the MARVs are the greatest threat that GDI will send at you, Predator tanks and APCs are nothing compared to the MARV. The Redeemer has two infantry slots that you can equip your infantry in. But like addons, you cannot remove them, so whatever you choose will be permanent. I suggest that you choose a Saboteur for the repairing abilities and the Black Hand for their flame weapon, great against infantry and buildings. The infantry part is something your Redeemer isn't good against with the laser, so the flames will do some good. Anyway, with the map expanded, your last part of the mission is to destroy the GDI bases, marked with a number 6. You can basically send your Redeemer and destroy it solo, because it is that powerful. Anyway, along the bottom of the expanded map, on your left is the Blue Tiberium Field, and as a surprise, on your right, it is the wreckage of the GDSS Philadelphia. It will consist of several crates, but that is interesting, that is where the remains of GDI's council rest. Anyway, send in the Redeemer to one of the bases, and then launch the Ion Cannon and the Nuclear Missile against the other. Nothing like watching GDI attack itself. The Bases that you want to attack depend on what you don't like. The base on the left will send in Tanks while the base on the right will send in Infantry. Take down those GDI bases and win this level for Kane. He is waiting for your arrival. ------------------------------------------------------------------------------ [3.05] The Betrayal of Kilian Qatar "Kilian Qatar has shown her true colours - the general is a heretic, plotting against Kane. As the general has warmed her way into the public's good graces, Abbess Alexa believes them unlikely to accept her heresy on faith alone. They will require proof. Proof that you will provide. Kane's forces are currently engaged in a desperate defence of Temple Prime. Infiltrate the battle in the guise of Kilian and commit an act of unforgiveable betrayal. Soon, all the world will know." ******************** *Primary Objectives* ******************** 1 - Destroy the Anti-Aircraft Batteries "Our Vertigo Bombers need to clear the area before we can establish a base. Destroy GDI's Anti-Aircraft Batteries to give them safe passage." 2 - Destroy the GDI Base "Assist Kane's forces in eradicating the GDI Infestation at Temple Prime." 3 - Destroy the Laser Fence Control Tower "Destroy the Laser Fence Control Tower to deactivate the Laser Fence and enter Tample Prime." 4 - Infiltrate the Ion Shield Research Centre "If we are to frame Kilian, we will need to leak the Ion Shield Plans to GDI. While Alexa engages Kane as a diversion, guide your Saboteur to the Ion Shield Research Centre and steal the plans." 5 - Reach the Evac Point "Get the Saboteur to the Evac and secure the stolen plans. We will leak this information to GDI Command, solidifying the appearance of Kilian's betrayal." ****************** *Bonus Objectives* ****************** 1 - Saboteur reaches Evac Point unharmed "Keep the Saboteur safe from harm and ensure that the stolen plans remain undamaged." ******************************* *Intelligence Database Entries* ******************************* Nod Rumours - Mysterious Homestead Attacks Continue + After you have successfully infiltrated the GDI base. --==Walkthrough==-- Wow, this map again. You have played as Nod fighting GDI in the desperate attempt to keep GDI away from Temple Prime. You have played as GDI in finally taking down Temple Prime. And now you play as the renegade Nod force that was suspected to be Kilian's and one of the Intel entries made it appear so. Anyway you start this mission with a Commando unit, and you need to take out an Anti-Air installation, built by GDi. Move your Commando to the AA installation, and blow up the Power Plant which is relatively undefended. Blow it up, and this will kill the power to the Watch Towers. With them down, you can easily take down the enemy infantry that lurk there, blow the barracks, then the watch towers, and finally the AA batteries and the crane. That should care the way for the Vertigo bombers, and that would almost certainly kill your Commando. But you don't need her anymore, try to save her if you can. Anyway, two bases will spawn straight away, the "brothers" who have returned to help. Anyway, the base at the top will be given to you to control, and you need to help Kane get rid of the GDI base. This time, there are no Vertigo bombers to clear it out, you need to build them yourself if you want them. Anyway, you need to get rid of the GDI base now. However, you don't really need to do much, Alexa (green army) and Kane (purple army) will send in their troops, tanks and Avatars to the GDI base and demolish it, or even send in a Commando to destroy the base while everyone is distracted. Anyway, if you want to finish the mission quickly, you need to help. You really don't need to, since Kane and Alexa will destroy GDI whether you help or not, but it is better if you do. Anyway, you will need to defend yourself, since more often than not, GDI will send Firehawks at your base. Build Obelisks of Light at the southern entrance because GDI will send troops to attack, including a Mammoth Tank. Build SAM Turrets or more Anti-Air troops to stop Firehawks bombing for no reason. If you want to help Kane and Alexa, you can help in a variety of ways. You can send in Vertigo bombers to harrass the GDI base, use Specter Artillery to bomb the GDI base, send in your beginning Scorpion Tanks to remove the southern entrance of the GDI base. Don't bother sending in a Commando unit, there is a Sniper Team there. Anyway, just bomb the crap out of the GDI base, there is no hope, you have three armies surrounding their tiny little one. And they expect that they are going to win. Right, GDI is really confused. Anyway, once GDI is complete off the map, the sad part comes. You don't actually get the fight Kane. The great disappointment of the game, you don't get to fight yourself, since you were the person in charge of defending Temple Prime. Your army will go to Alexa as she creates a diversion against Kane to steal the plans for the Ion Disruptor that you had to destroy in the GDI campaign. The map will be expanded and you will get control of a Commando and a Saboteur unit. Move your Commando down the path and remove the Militia that lurk there and destroy the barrel, which in turn will take down the tower and allows you to progress. Make sure that your Saboteur keeps moving because although the Brotherhood has entrusted him, he does take a long time to walk so keep him behind the commando, but out of harms way. Move your commando along, destroying the production structures, mainly the barracks along the way after you have broken down another laser fence and broke into the complex. And please, do not let your Commando or the Saboteur die in this mission now, they WILL NOT BE REPLACED, so make good use of them. Anyway, use the Commando to destroy barracks and move onwards, to another laser fence, the final one for this mission. The problem they lies beyond the fence, there are Obelisks of Light near the Ion Shield Research Center that will zap your Commando without a fret. You need to shut down the power and this is down at the power plants located to your left and right after you have entered the gate. Keep to the wall below you, or the one to your right, and stay out of range of that Obelisk. Use your Commando to blow up the barrels at the power plants at both sections, and this will power down the Obelisk and gives you the green light to move along. Head into the complex and go near the Ion Shield Centre and clear out any infantry that may lurk there. Then, send in the Saboteur and wait. The Saboteur will emerge as an Attack Bike and you need to get out of there, unharmed will be the best option. You will need to get out the way you have entered, and as usual, send your Commando out first to get out and scope out the place. Kane will send in some Fanatics and Militia to get rid of you, but use your Commando to remove them from the equation. If you had removed the barracks, you won't have this problem. Meanwhile, get out of the base, the best option being that you leave alive and unharmed, and escape to safety. There will be a Militia squad that will patrol the edges outside the base and after that, you will be free to reach the evac point and to victory. ------------------------------------------------------------------------------ [3.06] Hearts and Minds "The cities of the world's Yellow Zones are an essential source of the support, sanctuary and soldiers Nod requires in our struggle against GDI. Without them, the Brotherhood would be nothing but an empty shell. A mysterious alien force has appeared on the outskirts of the city of Kampala, Uganda. Using an insidious form of mind control, they have bent the populace to their will. Kane cannot risk such instability during this critical time. Eliminate these creatures and take back our city." ******************** *Primary Objectives* ******************** 1 - Destroy the Traveler-59 Drone Platforms "Traveler-59 have infested the city, weakening our support. Drive them from this place." 2 - Destroy the Traveler-59 Eradicator "This horrific Scrin creature blights our lands. It must be destroyed." ****************** *Bonus Objectives* ****************** 1 - Eliminate the Cultists to rescue the Nod Combatants "These Cultists have used their insidious power to take control of the local Nod garrison. Kill the Cultists and bolster your army." 2 - Construct the Redeemer to battle the Traveler-59 Redeemer "The Eradicator is too powerful for conventional weapons, but the Redeemer will surely crush it." ******************************* *Intelligence Database Entries* ******************************* Nod Weaponry - Prodigy + Destroy the Scrin Prodigy they send. - Cultist + Destroy all 4 Cultist units controlling the Nod forces without killing them in the process. - Eradicator + Attack and Destroy the Eradicator. Nod Background - Traveler-59 - Origins + Once you have started to attack the Scrin Drone Platforms. --==Walkthrough==-- Well, the Visitors have arrived and you need to attack them. Although you should be welcoming them, you shall do it Nod style. Anyway, you are going to start off being outnumbered and outgunned, but we can fix all that. Right away, you will need to start building defences for your base, Shredders for the infantry that the Scrin send and Obelisks of Light for the bigger vehicles. Soon, a Prodigy (not the smart type) will enter your base and you will need to destroy it before it decides to do anything stupid. Your Buggies and your Shredders should eliminate it before it does some mind control voodoo and takes over your base. This will give you the intelligence entry that you will need for it. Now, you need to get rid of the Cultists. If you want the Cultist entry, you need to kill all 4 cultist units, HOWEVER, you cannot let one of the mind controlled units die in the process, therefore, kill the cultists but do not kill the controlled units. Since there are 4 of them, you should take out the first one, north of your base, with a Venom or a Buggy, but a Venom is better since the controlled unit cannot attack it. Next, the one in the centre of the map, use a Raider Buggy to remove that from the face of play. Now, there are 2 more Cultists on the map, relatively close to each other. One is controlling a Black Hand, the other will be a Confessor Cabal unit. Since you have the money, it is best iof you kill the one controlling the Black Hand with a Cloaking Field, since it is powerful and will kill the Cultists, without having any of your forces die crossing the great divide. This will free your Black Hand and then, use the Black Hand to kill the remaining Cultist to free the Confessor Cabal and finish the cultists once and for all. You can do this the reverse way, but Black Hand units are more powerful against infantry, and time is of the essence. Meanwhile, the Scrin will continue to attack you with their units. You will now need a SAM turret to get rid of the Stormriders, two since they will be more effective than one. Upgrade to the Tiberium Core missiles since they will be even more powerful and take out the Stormriders without much hassle. They will continue to send Disintegrators, Devourers and more Gun Walkers as well as their tanks. Once you have defence settled, you need to start on an attack. You can build the Tiberium Chemical facility to use the Vapour Bomb if you want, but you don't get the Catalyst Missile, which will be extremely handy. You also should be the Temple of Nod, for the Nuclear Missile. Now, you need to build Vertigos, I recommend that you get 16 Vertigos, teaming them 1, 2, 3 and 4. Not only for bombing arounds now, but for later as well. Also, if you want, build some Stealth Tanks. They will be useful later on, but not essential for the mission. Now, you can bomb the Scrin bases, but not the Drone Platform. Bombing the bases will stop the reinforcements since the Scrin do not currently have the capacity to rebuild their lost structures. Bomb the AA Cannons first and then bomb their base, taking down their production structures. Bombing should be done only to the North West base on the corner. The North East base is too difficult to bomb since there is too much AA and chances are, your Vertigos will be bombed instead. Use the Nuclear Missile there instead. Do not worry about the South East base. It won't do anything, and the Storm Columns will totally destroy your Vertigo Force. With the bases taken care of, you need to start on bombing the Drone Platforms. These platforms will actually fly off and move then you decide to attack it, so do a massive bombing once they are stationary, and another when they have stopped moving. The North East platform will head to the North East base and the same for the North West platform, it will float to the North West base. When it floats, it is classified as an Air Unit and this is where your Stealth Tanks, if you purchased any, can be used to bomb the crap out of the Drone Platform. Either way, destroy all the Drone Platforms however you see fit. Before you bomb the final one, make sure you have 8000 in funds at least and the Nuclear Missile charged and ready to go. Once the platforms are taken care of, you can build the Redeemer Engineering Facility to build the Redeemer. Build the Facility and the Redeemer itself to be a meat shield. The Eradicator has entered the fray and this is where you can beat the crap out of it. Use the Nuke on it if it is charged, but as an Epic Unit, it can stand the blast of a Superweapon, but it will severely weaken it. Bomb it with your Vertigo air force and harrass with your Stealth Tanks. When the Redeemer finally is ready, if you quickly took action, the Eradicator is severely weakened due to the continuing attack and with a meat shield, the Redeemer to protect your base, the Eradicator will fall prey to the Nod forces. However, the Eradicator is more than a match for the Redeemer, so don't take it on one on one. And by the time the Redeemer is finished, the Eradicator is outside your base, so act quick. ------------------------------------------------------------------------------ [3.07] Tacitus Interruptus "Thanks to your unique provenance, the Tacitus has finally been located. The ancient device is currently in mainland China, secure in a ZOCOM convoy. It is almost within our grasp, but there are ... complications. Word has reached us that the council is planning to evacuate the device by sea, and, as you are well aware, we are not equipped to tackle the GDI navy. You must capture the device before it reaches it destination - disrupt the convoy, capture the device and bring it to Kane. Ascension draws near ..." ******************** *Primary Objectives* ******************** 1 - Damage the ZOCOM MCV before it reaches the docks "This MCV carries the Tacitus. Intercept the Convoy before it escapes." 2 - Capture the ZOCOM Conyard "This Conyard contains the Tacitus. Capture it." 3 - Escort the ZOCOM MCV to the Evac Zone "ZOCOM is attempting to recapture the Tacitus. Get the MCV to the Evac Zone." ****************** *Bonus Objectives* ****************** 1 - Use Tiberium Vein Detonation to destroy GDI's Tiberium Fields "These Tiberium Fields fuel GDI's local defence force. Destroy them with Dr. Giraud's latest invention and cut off GDI's Tiberium supply." ******************************* *Intelligence Database Entries* ******************************* Nod Background - Reaper-17 - Origins + When you see the Scrin Reaper forces move in. Nod Weaponry - Shard Walker + Destroy a Scrin Shard Walker - Shielded Harvester + After the Scrin forces have engaged yours. - Reaper Tripod + Destroy a Scrin Reaper Tripod --==Walkthrough==-- Right away, you are thrown into the fire and need to intercept the ZOCOM MCV convoy, armed with Shatterers and Zone Raiders. Since you have a lot of money at the start, build up a get a Redeemer up and ready, the Epic unit will be the core for success on this level. Also, move to the screen of the MCV convoy and use the cloaking field of two of the Zone Raider regiments to kill them with the cloaking field. This should remove them from play. Straight away, send your Scorpions, Raider Buggies and Attack Bikes to the port area, near where you see the piers. You may need to restart the mission if you do not know where you can intercept the convoy. Do so away from any garrisonable buildings, this removes some other factors. Move your forces there quick and destroy the escorts of the convoy. Meanwhile, head back to your base and build some Obelisks of Light at the only entrance of your base because GDI will send in units to attack your base. Also, build either some Venoms or some SAM Turrets near your Refinery and Northern side of your base because GDI will also send some Hammerheads to deal with that. After the escorts are destroyed, you will see the MCV deploying into a construction yard, but it will not build however. You can either leave your forces there and wait, or retreat and send in the Redeemer when it is ready. Your Redeemer should have a Black Hand unit and a Saboteur unit inside for repairs and flame support. Although you will be encountering Hammerheads and Orca aircraft, they will only make dents in the armour of the Redeemer while Missile Squads inside buildings will do so much more. Send the Redeemer to the deployed MCV and blast away any opposition. While you are doing, build a Tiberium Chemical Facility and use the Vein Detonation on all of the GDI Tiberium fields. However, you will need to wait since it does cost money to detonate the Tiberium veins and takes time to recharge as well. All this actually does is create a chain reaction in the field, damaging buildings and units near the Tiberium field, and units inside the Tiberium field. Nasty if there just so happens to be a harvester moving around. Anyway, after you have cleared the area of GDI, use the Redeemer to move to the GDI base. There are three of them, one near each Tiberium field. Move the Redeemer and blast away any opposition. If you are insecure about moving it and losing the Redeemer, you can use the Cloaking Field on the Redeemer to allow for an escape to self-heal and time to regroup. Destroy all three of the GDI bases to stop the flow of GDI reinforcements from their War Factories as well as Barracks. After you have cleared the map of all GDI influence, you will need to have some Avatar units as well as some Raider Buggies and Attack Bikes, both of which will attack air. Although you have eliminated GDI, there are others that will come along for the fun. And their fun means extinction of the human race. Go figure. Capture the MCV and move it towards the Evac Zone. Once you are past the docks, you will witness a support power called Overlord's Wrath. It is basically a Tiberium Asteroid smashing into the earth, causing extreme damage to anything that happens to be there. Luckily you don't have anything there. Now, stop moving the MCV and deploy it, building Anti-Air there to stop any air units. Move the Raider Buggies and the Attack Bikes to the MCV while you need to group the Redeemer and the Avatars near the base as well. Now wait as the Reaper-17 units start to roll in. First to attack the MCV or your base will be the Shard Walkers. These are basically Gun Walkers which are faster and stronger. Nothing your Redeemer can't take down in a single shot. Blast them. Meanwhile, Stormriders will fly around and attack your MCV or base, again, this is what having SAM turrets is for, shooting down these suckers. However, the final wave is the most dangerous of them all, a wave of Reaper Tripods. They are stronger than the normal Tripod, and have a shield around them. Although you can use a Redeemer to solo the mission, this will leave your Redeemer severely underpowered and damaged. Flames will easily destroy the shield of the Tripod and with Black Hand troops inside the Redeemer, that will be no problem. Destroy all the Tripods with your Redeemer and Avatar and move the MCV, repair it if need be, and move it to the Evac Zone. There may be Scrin forces there already, but your forces should take care of that. ALTERNATIVE You can easily finish this mission by rushing your beginning forces to destroy the Convoy and capture the MCV and rush it to the Evac Zone. I have done this easily under 4 minutes. However, by doing so, you will lose the bonus intel entries by destroy the Scrin forces as well as the bonus objective of blowing up the Tiberium fields. It depends on what you want, finish this mission or completion. That is the end for this Act. *UPDATE* People seem to be having problems with this mission. The fact of the matter is that if you want to complete the intel database, don't move the MCV once you've captured it. Once it moves past the docks, the Scrin will invade and once you go near the ramp, the mission is over. So, don't move it until you have completely defeated GDI with your Epic, then move it past the docks for the Scrin to invade. Once they invade, use your Epic to collect the missing Data entries. Move it near the ramp exit and that will finish the mission. Don't move it on the ramp, because the odds are, the mission will finish. ------------------------------------------------------------------------------ [4.01] Will Made Flesh "Nod's generals are dead, their militias defeated. Kane has neither been seen or heard since the events of Temple Prime. In the eyes of the world, the Brotherhood has finally been annihilated. All is not at it seems. From his underground bunker, Kane calls on you, LEGION, to awaken the Marked of Kane. It is with this cybernetic army that you shall claim the Tacitus. Ascension draws near." ******************** *Primary Objectives* ******************** 1 - Capture the Marked of Kane Control Nodes "The Marked of Kane slumber. Capture these Control Nodes to awaken them." 2 - Protect the Control Nodes until the Marked of Kane awaken "The Control Nodes awaken the Marked of Kane. Protect them until the process is complete." ***************** *Bonus Objective* ***************** 1 - Control Nodes take less than 50% damage "These Control Nodes are ancient, delicate things. Too much damage could be dangerous to the Marked of Kane. Protect them." ******************************* *Intelligence Database Entries* ******************************* Nod Background - Marked of Kane - Origins + Complete bonus objective 1. Nod Field Recon - Unconfirmed Reports of Cyborg Activity in Central Asia + Complete Primary Objective 2 - Activate the Control Nodes. --==Walkthrough==-- The Brotherhood has indeed survive, despite GDI's "victory" in the Third Tiberium War. You start this mission in Central Asia, probably in the Russian Steppes. You need to start and capture the control nodes, and awaken the Marked of Kane. Start this mission by building a Redeemer. You may now start to attack me on the fact that I use the Redeemer a lot, but it is a lot most cost effective than spamming an entire army made of Nod Venoms. That requires no strategy and you probably won't need this guide if so. Anyway, get a Redeemer with a Rocket Militia and a Saboteur inside. Don't bother with the Black Hand in this map. Also, build Obelisks of Light at the entrance of your base in the case of GDI attacking your base. Train 4 Saboteurs and build an Air Tower to get the Carryall to pick them up. Get 4 Vertigos while you are at it. Move your Redeemer to the first node, the one directly north of your base. There will be APC patrols in the area, so wipe them out. Once you are confident that there are no more enemy troops in the area, send in the Carryall and capture it with your Saboteurs. That one is secure, but get an Avatar and some Anti Air, probably Raider Buggies there to secure it from further attack. Lets get the Redeemer moving. Next, you need to take the Northern most Node. Against, there are no troops guarding the Node itself, but there are Predator Tank patrols that are around. You don't need to fire on them, just crush them. It is at this point where getting the Cloaking Field for your Redeemer is a relatively good idea. Again, send in a Saboteur to capture it. And again, send in an Avatar and some Buggies to protect it. Now, carefully send your Redeemer to the centre of the map, which will house the GDI base. Attack the base and damage as much as you can. Destroy as many production structures as quick as you can and when the enemy forces are attack, just the Rage Generator to take the heat off the Redeemer and then slip away to heal. Send the Redeemer back to base. Heal, and get ready. You have to take the third node, the one east of your base, and capture that one. Again, there is probably an APC patrol, so take care of it. Move in the Saboteur, secure the node and send in some units to cover it. Now, move the Redeemer to the fourth node, the final node. Send in the Saboteur via Carryall which should avoid the garrisoned huts GDI has taken over. Capture the final node. However, you need to be careful because there will be Hammerheads and Orcas that will attempt to kill the Saboteur, however, with Rocket Militia inside the Redeemer, that will take care of the Hammerheads. If you need some help, there is an destroyed base south east of the node, which contains some money as well as a Promotion and a health boost. Anyway, once the fourth node has been captured, you have to defend them till the time is up. You have to note that you cannot repair the control nodes at all, so once they are damaged, they will stay damaged. This is the reason for the Avatars and the Buggies being dispatched to seemingly do nothing at all, they are in fact there to protect the control nodes. Because you have the Redeemer to protect the final control node, you can move the Redeemer into the GDI base which is just west of the node's position. Attack it, destroy its War Factory and the Barracks. Take down the Air Field as well as the Construction Yard to send the flow of GDI reinforcements. Destroy the rest of the base, not because it is an objective, just because you are the Brotherhood and you need to take down GDI as it is part of the rules. Anyway, this will keep you occupied instead of running off to the toilet while you are waiting for the countdown to finally reach the dreaded zero. On the off chance that the troops you have placed to protect the nodes are overwhelmed, you will have Vertigos to bomb the crap out of anything that decides to move and attack something that Kane owns. If that doesn't work, you can mine the area that the unit is attack in and then use a Venom craft to attack it. This should force the unit to move, lest be destroyed by the Venom. By doing do, it will hit another mine and that will be the end of that. Anyway, when the countdown is over, you can finally see what the big fuss about the Marked of Kane is about. The Awakened and The Enlightened units will start moving out and attack GDI, if they still remain. Note that the Awakened and the Enlightened units will have their portraits of that of the Militia Squad and the Black Hand, since they are the units that the Marked of Kane will replace. ------------------------------------------------------------------------------ [4.02] Tacitus Regained "The Marked of Kane have arisen, and the Tacitus is within Kane's grasp. The artifact has been tracked to GDI's heavily fortified compound in the Rocky Mountains, secure behind an impenetrable wall of energy. Raid the base, capture its communication centres and bring down the barrier. Only then can you finally claim the Tacitus. Ascension is at hand." ******************** *Primary Objectives* ******************** 1 - Capture and Hold the GDI Communication Centres "Our only hope for bringing down GDI's energy barrier lies in the GDI Communcation Centres. Capture them, for the more we control, the faster we can bring the barrier down." 2 - Capture the Tacitus Containment Structure "The Tacitus is ours. Capture the device and bring it to Kane." ****************** *Bonus Objectives* ****************** 1 - Destroy GDI's Power Plants "These Power Plants fuel GDI's base defences. Eliminate them and ease our journey." 2 - Destroy GDI's Bunker Entrances "GDI have amassed a huge army beneath the mountains. Destroy the Bunker Entrances and seal them inside." ******************************* *Intelligence Database Entries* ******************************* Nod Weaponry - The Awakened + Given at the start of the mission. - The Enlightened + Given at the start of the mission. - Tiberium Trooper + Given at the start of the mission. Nod Field Recon - Tacitus Destablised? + Given at the start of the mission. --==Walkthrough==-- This is the final mission for Kane's Wrath and the ascension for Nod draws dangerously near. Anyway, you will start this mission in dangerous GDI territory. Your first priority to to take care of the three communication centres that lurk on the map. Again, I suggest that you play this map while using a Redeemer. It will make this mission much more easier than building a whole army of cyborgs. In your Redeemer, you should place a Saboteur, which is standard, for self- repairs which is extremely handy as well as Rocket Militia. The Rockets are for the constant air threats that will annoy you on this level. GDI will send in Hammerheads and Orcas, even Firehawks to bomb you in this mission, so it is imperative that your Redeemer can right back. The Awakened is also useful for its anti-infantry role, but air can hit you, and you can't hit back, which is not the same with infantry. You just run over them. Anyway, build up your base, getting a Redeemer and place an Obelisk of Light at the northern entrance to your base, near your MCV as well as one on the Western entrance, near the edge of the map. This will stop the GDI attacks, consisting of Zone Troopers, Zone Raiders and Pitbulls with the occasional Slingshot and Predator. You will also need an Air Tower, to bomb some of GDI's structures later on. Also, build the Temple of Nod for the Nuclear Missile. GDI might not use their Ion Cannon, and that is their loss. If you ever need any more money in this map, note that there are plenty of Tiberium Spikes and Tiberium Silos that you can capture on this map for even more money. There are some right to your west, and some in the centre of the map, with even more Tiberium Spikes everywhere. Move your Redeemer towards the first Centre, north of your base. As you can see, there is a large amount of defences, and as you approach it, it will spawn defences, mainly Watchtowers, AA Turrets and Sonic Emitters. With your Redeemer, you can take it down, but the Sonic will be a problem. Also, at this time, GDI would have sent Zone Troopers, Raiders and Pitbulls to attack you, also raiding you with Orcas. Take care of the attacking ground forces first, then send in a group of Vertigos to take out the Power Plant that is near the base. Send in another sortie to take care of the second power plant. Note that there is an AA turret there, so don't lurk there unless you want to purchase another Vertigo. With your Redeemer, take down the GDI troops. Since your Laser and the Rockets are ineffective against Zone Troopers and Raiders, just trample over them, or use the Rage Generator to turn the base defences against them, helping you. Take down the Sonic Emitter first and that will allow you to take out the Watchtower and the AA Guns. Take out the Bunker Entrance here as well to prevent more GDI troops from this area. Repair the Redeemer, and move it to the center of the map. There is a GDI base there, producing the reinforcements. There are Battlebases here as well that you will need to take care of, as well as another Sonic Emitter. Take down the Sonic Emitter as well as any troops that are in the immediate area. Once down, take out the War Factory, which continues to produce reinforcements in the name of Slingshots and the Barracks, and then clear the rest of the base. By now, your Redeemer should be promoted to Heroic, if not, it will soon and it being at Heroic, and this is needed if you want to complete this mission without much difficulty. Anyway, clear this base and move onto the closest Communication Centre. By now, your Nuclear Missile should be ready, so use it on the remaining two Power Plants, this saves you wasting your Vertigos. That should power down the base defences for the rest of the Centres, and allows for your Redeemer to clear out the other two centres with relative ease, and you can take out the Bunker entrances, which will stop the GDI forces popping up. Destroy them all and seal GDI inside. Now, with all the Communication Centres clear, head to the western most one. Directly north of that, on the ridge above it will be a GDI air base there. Take it out before that Barracks produces more infantry and the Airfield sends more Orcas. You need to first take out the Airfield, the Hammerheads and then the rest of the base. After that is destroyed, you need to head north to the barrier. You will see something that might be a problem. There is a large GDI base here, as well as the core GDI base behind the barrier. This is the reason I did not order you to capture the centres, you don't want a MARV attacking you. Destroy the GDI base outside the barrier, which is rather large in itself. Send in the Vertigos for reinforcements as well as the Venoms you received at the start of the mission. This will help you around. There will be constant reinforcements, in the name of Hammerheads with Zone Troopers, Snipers and Missile Squads firing at you inside the Hammerheads. Waves of 4 Orcas will attack you once you are too close and GDI will send in Heroic Shatterers and Heroic Zone Troopers to take you out. Take care of these guys first because they can damage you, but since you are bigger, it won't be such a big problem. Let your Venoms attack them, since both the Shatterer and the Zone Trooper cannot shoot air. Venoms can also take Hammerheads. Anyway, remove the base to get rid of the GDI and any more attacks on your base. That is not all yet. There is another GDI base east of your location. On the North Eastern corner of the map, near the Blue Tiberium Field is another GDI base, including an Air Field and Barracks. Destroy this area. This should root out GDI out of this area. Now, train 4 Saboteurs and capture the three Communication Centres. There will be a countdown in which your hackers will take down the barrier. The time the countdown will take depends on the amount of centres you have control of. 1 Centre will hack 1 second, 2 will hack 2 seconds and 3 will hack 3 seconds. Therefore, every second in real life, the amount of centres will equal of the seconds taken off the counter. Therefore, three centres will hack 3 seconds off the timer per second played. Move your Redeemer back to the Energy Barrier, and get ready. Anyway, when the counter reaches half-way, two things will happen. The good news is that reinforcements have arrived. The Black Hand Regiment will enter the fray, with 10000 credits, the Black Hand MCV and 2 Confessor Cabal Units. The bad news is that the Core GDI base is open. Now move your Redeemer and first, destroy the Reclamation Hub before GDI can produce a MARV. Use your Venoms to take down the Tech Centre to stop Mammoths being produced and use your Vertigos to pound the GDI base into the groud. You also should have a Nuke up your sleeve, so nuke the GDI base into submission. Take out the rest of the base. Be careful, a Commando will be sent into your base, so take care of that. Now, when the timer goes to zero, the Tacitus Containment Building will be open to capture. Using the 4th Saboteur, capture the Tacitus for the Nod forces. You may also note that another Nod force has arrived. Normal Nod forces will join you, with two groups of Fanatics and 10000 more in funds. Too bad we don't need that anymore. Destroy the AA guns that surround the Tacitus and send in the Saboteur. Hurry up because the GDI experiments have destablised the Tacitus and will self-destruct. The health of the Tacitus Containment Building will slowly decrease and you need to capture it before it goes to zero. With all the GDI bases taken care of, the Carryall with the Saboteur will have a safe trip. After the Tacitus containment building is taken care of, you will get the final Cutscene with Kane. LEGION has succeeded, and Nod has reached ascension. Watch it yourself, it leaves many questions unanswered, and leads to what could possibly be C&C4 - Tiberium ? ------------------------------------------------------------------------------ [5.01] The Tacitus Mission : The Rio Insurrection Added : During the Start of the Mission. "Intercepted GDI Intelligence Briefing. An archive of unknown age and alien origin, the Tacitus is key to the ascension prophecies, the core mythology around which Kane built the Brotherhood of Nod. While the device remained safe in GDI's fortified Cheyenne Mountain Complex since its recapture from Nod two years ago, it is believed that Kane managed to extract an unknown amount of information beforehand. This data vanished with Nod at the end of the Second Tiberium War, leaving us with no concrete evidence as to what the so-called Prophet planned it use it for. Given the lack of Nod activity over the last three years, one can only conclude that he failed. Despite Dr. Boudreau's breakthroughs in the early 2030's, progress continues to be slow for our own attempts to interface with the device. What information it holds, and what value said information had to Kane, continue to be matters of serious concern for this agency. Obtained by Nod Intelligence, Date Retacted." ------------------------------------------------------------------------------ [5.02] Another Explosion in the Facility? Mission : A Grand Gesture Added : Added during the Start of the Mission. "Intercepted GDI Transmission regarding secret Liquid Tiberium research in Australia To: Dr. James De Groot, Chair, GDI Institute for Liquid Tiberium, [Redacted], Australia From: Eliot Smith-Johnson, Director, Department of Covert R&D, Washington DC, USA Subject: Another explosion?! Jack, I'm running out of excuses here. One more "accident" like that and the Council will have my neck - and your budget. You've lost almost two dozen workers in the last year alone and, as you are WELL aware, these aren't your garden-variety beaker-slingers, these are top-ranked Tib scientists and they're getting harder to replace! You have to understand, Jack, people just don't want to work for you, not with all that's happened already, no matter how many zeroes we add to their paychecks. I understand the potential you see in Liquid Tiberium, and I applaud your passion, but I'm beginning to side with those in the council who seriously doubt wther this line of inquiry will amount to anything other than billion of credits - and lives - down the drain. Listen Jack, I'm at the end of my tether here. Get it together and start producing results or we're going to shut you down. - Eliot Intercepted by Black Hand Prelate Lucius Bika" ------------------------------------------------------------------------------ [5.03] Tiberium Explosion Devastates Australia Mission : A Grand Gesture Added : When the Liquid Tiberium Factory goes BOOM! "Excerpt from Channel 273 Nightly News with Darius Wong Good Evening, I'm Darius Wong. Reports are beginning to emerge of a devastating Tiberium explosion in Central Australia, one that may have long term environmental consequences for the Southern Hemisphere - and the world. We go now to Leanne Downing, reporting to us live from Hobart, Tasmania. Leanne ... 'Darius. It all started as a green glow in the sky, visible from as far as Auckland, New Zealand. Now, as panicked citizens attempt to flee what appears to be the largest environmental catastrophe since the Tiber incident, the world is asking one question - who did this? And why? There are widespread fears that this horrific events is a sign that the long dormant Brotherhood of Nod has returned. However, highly-placed sources within GDI have informed us that the catalyst for this explosion may have been an accident in a top-secret GDI Tiberium research laboratory in the Australian outback. Now, as millions are driven from their homes, as a continent is consumed by the deadly crystal, one can only ask - why did GDI let this happen? What are they REALLY doing to protect us? From the Nod Archives" ------------------------------------------------------------------------------ [5.04] GDI Treasury Damaged in Mysterious Attack Mission : All That Glitters Added : Complete Primary Objective 3, Destroy the GDI Treasury. "Intercepted GDI Transmission regarding Treasury Attack To: Redmond Boyle, Directory of the Treasury, Washington DC From: Ramon Vicente, Security Directorate, GDI Treasury, West Virginia Mr. Boyle, I know you have warned me in the past not to disturb you during your vacation time, especially during your limited time to spend with Lance, but I feel this is important enough to violate protocol. To put it bluntly - things are bad, very, very bad. Last night - an unidentified entity broke through our defences, shut down our power and triggered an explosive device within the Treasury itself. The level of damage inflicted is unknown, but initial estimates indicate that the losses might be in the billions. We have no leads, no suspects - although initial evidence gathering has lead us to believe that the culprits may be the "Sons of Umagon", a miliant Mutant seperatist group - and we have no idea how we are going to explain this to the council. We need you, Mr Boyle, and we need you know. Yours, Ramon From the Nod Archives" ------------------------------------------------------------------------------ [5.05] Unconfirmed Reports of Cyborg Activity in Central Asia Mission : Will Made Flesh Added : Complete Primary Objective 2. "QVCX News and Sports Hour with Mike Vanderhaven Good Evening, I'm Mike Vanderhaven Nearly two decades have passed since the cyborg armies of CABAL blazed their trail of destruction across a terrified planet. Now, just as the world seems once again at peace, unconfirmed reports of a similar bio-mechanical menace have started to roll in from Central Asia and the Russian Steppes. [footage of terrified local] "The ground ... it opened up ... and ... and ... these things, they came pouring out. Like men, but like machines also ... I hid ... they did not see me ... but my village ..." [flash cut to Mike] GDI has refused all requests for comment, but an anonymous inside source has informed QVCX that the rumours are being taken quite seriously, with multiple investigation teams being briefed and dispatched as we speak. More on the breaking story as it happens. On a lighter note, here's E.J. Brody with the latest in sports ... Transcript, from the QVCX Archives" ------------------------------------------------------------------------------ [5.06] Tacitus Destabilised? Mission : Tacitus Regained Added : During the Start of the Mission "Intercepted GDI Transmission regarding secret Tacitus Research To: Dr. Johan Hannes-Schmidt, Director of Tacitus Research, [Location Redacted] From: Theodore M. Bynes, Director, Department of Covert R&D, Washington DC, USA Johan, Firstly, let me state that I have every level of respect for the excellence and professionalism for you and your staff. There is no finer research team operating in this country, if not the world. Now, what that said, I have some major concerns regarding your most recent enterprise. Simply put, the latest reports from your facility regarding the Tacitus' stability disturb me - and the Council - to no end. To hear that the device is estimated as having a 15% chance of self- destruction, with the chance increasing with each test run, is just not acceptable. Look, I understand that you are operating in unknown territory here, but I need to be very clear about one thing - if you are doing anything that risks the stability of the Tacitus, anything at all, you must STOP, immediately. I'm sorry to speak so strongly, but we cannot risk losing the device. Too many people died to secure it, we have no idea how dangerous the Tacitus' destruction will be and, most importantly, there is no way it can be replaced. In short, to risk the device is to risk everything that we've worked to achieve. I'll be flying out to discuss this with you Monday. Until then, kid gloves. Sincerely, Theo From the Nod Archives" ------------------------------------------------------------------------------ [6.01] GDI Engineer Mission : What is Rightfully Ours Added : When the GDI Steel Talons soldier announces that you are fighting in Steel Talons territory. "Details on arming of GDI's Engineer Corps It has been a longstanding tradition of the GDI Engineering Corps to forego weapons training, with its members perferring to spend their time studying structural engineering and electronical subterfuge. However, Nod infiltration of the civilian population has placed Engineers at increased risk, resulting in a series of devasting casualties that have stripped the Corps of many of their best and brightest. In response, GDI has initiated a combat training program for any Engineering Corps member facing a battlefield assignment, outfitting each with a pistol and slightly upgraded body armour. The outcome of this effort remains to be seen, but initial reports indicate that the Corps members still perfer to "let the fighters do the fighting." From the GDI Archives." ------------------------------------------------------------------------------ [6.02] GDI Hammerhead Mission : What is Rightfully Ours Added : When the GDI Steel Talons soldier announces that you are fighting in Steel Talons territory and you encounter the Hammerhead fighter. "Details on GDI's Hammerhead heavy assault aircraft A direct descendent of the assault/transport hybrid attack choppers of the 20th century, the large, heavily-armoured Hammerhead was designed to act as a longer range compliment to the relatively range-limited GDI Orca. Armed with multiple Vulcan Cannons and enough space to transport an entire infantry regiment, the Hammerhead's secret weapon is its massive supply storage capacity, allowing the aircraft to operate in the field for days at a time without needing to either refuel or rearm. From the GDI Archives." ------------------------------------------------------------------------------ [6.03] GDI Behemoth Mission : What is Rightfully Ours Added : When you encounter and destroy the GDI Behemoth near the Covert GDI Research Lab. "Details on GDI's modified assault walker While an essential part of the GDI arsenal, the limited weapon payload of the Juggernaut Mobile Artillery walker's left the vehicle uniquely vulnerable to close-range engagement. AFter one too many Juggernauts were rendered a smouldering heap by little more than a Nod infantry regiment, a frustrated GDI Engineering Corps jury-rigged an infantry-capable garrison pod onto the walker's chassis. The end result was so successful, not to mention devastating to the ill-fated Nod recon patrols that came across it, that this updated walker, nicknamed the Behemoth, was soon approved for full development. After a period of testing with the Steel Talons, the Behemoth is expected to provide long range artillery support across the globe. From the GDI Archives." ------------------------------------------------------------------------------ [6.04] GDI Slingshot Mission : What is Rightfully Ours Added : When your first destroy one of GDI's Slingshots. "Details on GDI's Slingshot anti-air hover vehicle With GDI's shutteringof its costly, failure prone HoverTech initiative in the aftermath of the Second Tiberium War, the GDI Slingshot was something of an anomaly, the last bastion of this one dominant GDI program, finally out of testing after a decade-long development phase. While this exclusively anti-air vehicle is less vulnerable to Ion Storm interference than its predecessors, the Slingshot remains a relatively fragile unit - trading armour and additional weaponry for high speed, maneuverability and a powerful quad cannon that can quickly bring down even the most powerful aerial opponent crashing to the ground. From the GDI Archives." ------------------------------------------------------------------------------ [6.05] Heavy Harvester Mission : What is Rightfully Ours Added : When you first witness one of the Steel Talons Harvesters. "Detail on GDI's new, garrisonable harvester General Mitchell places a high value on battlefield flexibility, a doctrine that spreads even to the Harvesters his Steel Talons employ for resource gathering. Rather than the standard turret machine gun, the Steel Talon Harvester is outfitted with an infantry capable garrison pod, allowing the vehicle to be adapted to counter whatever threat the commander deems most pressing. From the GDI Archives." ------------------------------------------------------------------------------ [6.06] Confessor Cabal Mission : Persuade Him... Added : When you destroy a Confessor Cabal Infantry regiment. "Details on Nod's elite confessor infantry While the Nod Confessor has been an increasingly common sight on the battlefield since the Second Tiberium War, it was not until the establishment of Brother Marcion's post-Slavik Black Hand that these armoured priests were considered effective combatants in their own right. Seeking to bolster his own standing as a "pure" religious figure, untainted by the purported heresy of his predecessor, Marcion took the radical step of replacing his standard Nod Militant advance guard with regiments of combat-ready Confessors, armed, as always, with machine guns and psychotropic hallucinogenic grenades, all the better to spread his word ... and put his enemies to the sword. From the Nod Archives." ------------------------------------------------------------------------------ [6.07] Purifier Mission : A Grand Gesture Added : When you reclaim ALL the Purifier Husks. "Details on Nod's first generation combat robot A significantly more primitive precursor to Nod's Avatar, the Purifier was inspired by Brother Marcion's first hand urban combat experience during the Second Tiberium War. After using an improvised flamethrower to rout entrenched GDI forces, saving the rest of his regiment from certain death, Marcion was declared a hero of Nod and saw his very presence have an inspirational effect on the Nod Militants that surrounded him. The Purifier was developed to recreate that experience, representing Marcion on the battlefield in the iconic form of a hulking, flame-toting humanoid, one equipped with a subliminal projection device that would enhance the morale and righteousness of the Black Hand troops surrounding it. While by no means as advanced or flexible as its successor, the Purifier is an effective combat unit in its own right, especially when accompanied by infantry it can "inspire." Ironically enough, upon its initial deployment, the Purifier was the subject of no small amount of controversy, with many Black Hand hardliners decrying the use of a "soulless machine" within a religious army that otherwise stood opposed to such devices. Marcion, seeking to prevent further schism within the Black Hand, remedied the situation by requiring each machine be blessed by a Black Hand abbot before entering the battlefield. From the Nod Archives" ------------------------------------------------------------------------------ [6.08] Specter Mission : All That Glitters Added : Complete Primary Objective 1, Place the Artillery Beacons. "Details on Nod's stealth artillery Developed during the Second Tiberium War period, Nod's Specter stealth artillery tank was designed as the ultimate evolution of the artillery-based guerilla warfare tactics first developed in South-East Asia during the mid-twentieth century. Alternating between two modes, one high-speed and stealthed, the other visible and static, but capable of launching high-impact artillery from a massive distance, the Specter is a confounding opponent ot face in battle. Able to enter occupied territory undetected, deploy, take out key structures and vanish before the enemy can hope to react, it is truly an insidious and dangerous opponent. This is even more the case when the unit is paied with the equally stealthy Nod Shadow Team, which has been equipped with targeting beacons, allowing the Specter to launch bombardment from an even greater distance. From the Nod Archives" ------------------------------------------------------------------------------ [6.09] GDI Shatterer Mission : The Doctor Vanishes Added : Capture the GDI Spaceport "Details on GDI's sonic-based Shatterer hover vehicle As with its non-mobile brethen, the Sonic Emitter Defensive Turret, the GDI Shatterer was originally designed with Tiberium abatement in mind, using a modified version of the aforementioned turret to propel concentrated waves of sonic energy deep into Tiberium Fields, operating safely from a HoverTech- derived mobile platform. However, with Nod's devastating attack on Washington DC, GDI High Command ordered that the vehicle be re-designed as a combat vehicle. With the Sonic Emitter's bulk leaving little room for armour, the slow-moving Shatterer is somewhat of a sitting duck. However, when deployed in unison with GDI's other, more flexible armoured elements, the Shatterer is a force to be reckoned with. From the GDI Archives." ------------------------------------------------------------------------------ [6.10] GDI Zone Raider Mission : MARV Rising Added : After you kill your first Zone Raider unit. "Details on GDI's Zone Raider elite infantry Sleek, agile and heavily-armoured, the Zone Raider was initially intended to function as a lighter, speedier anti-air counterpart to GDI's bulky Zone Trooper elite infantry unit. With the establishment of ZOCOM, the Zone Raider's role evolved into that of a a first response Red Zone scouting unit, with Tiberium-resistant armour, sonic grenades and stealth detection capabilities integrated into their core armour design. From the GDI Archives" ------------------------------------------------------------------------------ [6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV) Mission : MARV Rising Added : Once you destroy the first ZOCOM MARV. "Details on GDI's Mammoth-derived anti-Tiberium tank Born from the same initiative that lead to the creation of ZOCOM, the Mammoth Armoured Reclamation Vehicle, or MARV, combines the near-impregnable armour and massive firepower of GDI's most potent task designs with a full- capacity Tiberium processing facility. Tasked with single-handedly abating Tiberium in Red Zones currently held by Nod or mutant seperatist forces, the MARV was designed with battlefield flexibility in mind. With a powerful main gun and four upgradeable hardpoints, the vehicle can adapt to changing combat situations, take on any mix of enemy forces, and turn the tide of battle in a matter of minutes. The MARV is truly a force to be reckoned with. From the GDI Archives." ------------------------------------------------------------------------------ [6.12] Rocket Harvester Mission : MARV Rising Added : Destroy a Rocket Harvester. "Details on GDI's new, combat-ready Harvester Of all GDI harvesting operations, ZOCOM's Red Zone abatement missions have always been the most vulnerable to Nod and mutant attacks, often delving deep into hostile territory with little more than a few Zone Raiders as an escort. In a bid to cut do