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Follow the dark path or use the light
Command and Conquer 3: Tiberium Wars Pack Shot

Command and Conquer 3: Tiberium Wars



by Warfreak

  ____                                          _    ___   
 / ___|___  _ __ ___  _ __ ___   __ _ _ __   __| |  ( _ )  
| |   / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` |  / _ \/\
| |__| (_) | | | | | | | | | | | (_| | | | | (_| | | (_>  <
 \____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|  \___/\/
 / ___|___  _ __   __ _ _   _  ___ _ __         
| |   / _ \| '_ \ / _` | | | |/ _ \ '__|  _____ 
| |__| (_) | | | | (_| | |_| |  __/ |    |_____|
 \____\___/|_| |_|\__, |\__,_|\___|_|           
 _____ _ _               _                  __        __               _____ 
|_   _(_) |__   ___ _ __(_)_   _ _ __ ___   \ \      / /_ _ _ __ ___  |___ / 
  | | | | '_ \ / _ \ '__| | | | | '_ ` _ \   \ \ /\ / / _` | '__/ __|   |_ \ 
  | | | | |_) |  __/ |  | | |_| | | | | | |   \ V  V / (_| | |  \__ \  ___) |
  |_| |_|_.__/ \___|_|  |_|\__,_|_| |_| |_|    \_/\_/ \__,_|_|  |___/ |____/ 
 ____  _             _                      ____       _     _      
/ ___|| |_ _ __ __ _| |_ ___  __ _ _   _   / ___|_   _(_) __| | ___ 
\___ \| __| '__/ _` | __/ _ \/ _` | | | | | |  _| | | | |/ _` |/ _ \
 ___) | |_| | | (_| | ||  __/ (_| | |_| | | |_| | |_| | | (_| |  __/
|____/ \__|_|  \__,_|\__\___|\__, |\__, |  \____|\__,_|_|\__,_|\___|
                             |___/ |___/                            

Author: Warfreak
Version: 2.7
Date Started: 19/5/07

NOTE: These statistics are based on the Vanilla unpatched version of the game
so the recent changes such as the drop in Foxhole prices or the dramitic drop
in the prices in the Avatar, will not be incorporated. There are notes and 
some reference to the patched version in the guide as well. Section 44 is 
for the Patched Version.



Table of Contents
    [1.01] Introduction
    [1.02] Version History


GDI Campaign
    [2.01] North Carolina Badlands
Act I - United States
    [2.02] The Pentagon
    [2.03] Langley Air Force Base
    [2.04] Hampton Roads
    [2.05] The White House
Act II - Egypt
    [2.06] Casabad
    [2.07] Alexandria
    [2.08] Cairo
Act III - Eastern Europe
    [2.09] Croatia
    [2.10] Albania
    [2.11] Sarajevo
Act IV - Northern Europe
    [2.12] Munich
    [2.13] Stuttgart
    [2.14] Cologne
    [2.15] Berne
Act V - Italian Red Zone
    [2.16] Rome
    [2.17] Ground Zero

Nod Campaign
    [3.01] Goddard Space Centre
Act I - United States
    [3.02] The White House
    [3.03] Andrews Air Force Base
    [3.04] Hampton Roads
    [3.05] Washington DC
Act II - Brazilian Yellow Zone
    [3.06] Amazon Desert
    [3.07] Atlantic Coast
Act III - Eastern Europe
    [3.08] Slovenia
    [3.09] Sarajevo
Act IV - Australia [My Home Country + My Home City]
    [3.10] Outback
    [3.11] Sydney City Wall
    [3.12] Downtown Sydney
    [3.13] Ayers Rock
Act IV - Italian Red Zone
    [3.14] Northern Italy
    [3.15] Italian Hills
    [3.16] Operation Stiletto
    [3.17] Kane's Tower

Scrin Campaign
The Invasion - Europe
    [4.01] London
    [4.02] Munich
    [4.03] Croatia
    [4.04] Threshold 19

The Global Defense Initiative
GDI Infantry Units
    [5.01] Rifleman Squad
    [5.02] Missile Squad
    [5.03] Engineer
    [5.04] Grenadier Squad
    [5.05] Sniper Team
    [5.06] Commando
    [5.07] Zone Trooper
GDI Vehicle Units
    [6.01] Pitbull
    [6.02] APC
    [6.03] Predator Tank
    [6.04] Harvester
    [6.05] Rig
    [6.06] Mammoth Tank
    [6.07] Juggernaut
    [6.08] MCV
    [6.09] Surveyor
GDI Air Units
    [7.01] Orca
    [7.02] Firehawk
    [7.03] V-35 Ox Transport
GDI Structures
    [8.01] Construction Yard
    [8.02] Power Plant
    [8.03] Crane
    [8.04] Refinery
    [8.05] Barracks
    [8.06] Armory
    [8.07] War Factory
    [8.08] Command Post
    [8.09] Tech Centre
    [8.10] Airfield
    [8.11] Space Command Uplink
GDI Support Buildings
    [9.01] Watchtower
    [9.02] Guardian Cannon
    [9.03] AA Battery
    [9.04] Tiberium Silo
    [9.05] Sonic Emitter
    [9.06] Ion Cannon Control
GDI Powers
    [10.01] Radar Scan
    [10.02] GDI Airborne
    [10.03] Sharpshooter Team
    [10.04] Orca Strike
    [10.05] Bloodhounds
    [10.06] Zone Trooper Drop Pods
    [10.07] Shockwave Artillery
    [10.08] Ion Cannon
GDI Technology
    [11.01] Composite Armor
    [11.02] Scanner Packs
    [11.03] Power Packs
    [11.04] Mortars
    [11.05] Railgun Capacitors
    [11.06] Stratofighter Boosters
    [11.07] Sensor Pods
    [11.08] Advanced Turbines
GDI Abilities
    [12.01] Call for Transport
    [12.02] Dig In
    [12.03] Jump Jets 
    [12.04] Mine Layers
    [12.05] Bombard Target
    [12.06] Pulse Scan
    [12.07] Deploy Sensor Pod

The Brotherhood of Nod
Nod Infantry Units
    [13.01] Militant Squad
    [13.02] Militant Rocket Squad
    [13.03] Saboteur
    [13.04] Fanatic
    [13.05] Black Hand
    [13.06] Shadow Team
    [13.07] Commando
Nod Vehicle Units
    [14.01] Raider Buggy
    [14.02] Attack Bike
    [14.03] Scorpion Tank
    [14.04] Harvester
    [14.05] Flame Tank
    [14.06] Avatar Warmech
    [14.07] Stealth Tank
    [14.08] Beam Cannon
    [14.09] Emissary
    [14.10] MCV
Nod Air Units
    [15.01] Venom Patrol Craft
    [15.02] Vertigo Bomber
    [15.03] Carryall
Nod Structures
    [16.01] Construction Yard
    [16.02] Power Plant
    [16.03] Crane
    [16.04] Refinery
    [16.05] Hand of Nod
    [16.06] War Factory
    [16.07] Operations Center
    [16.08] Secret Shrine
    [16.09] Tech Lab
    [16.10] Air Tower
    [16.11] Tiberium Chemical Plant
Nod Support Buildings
    [17.01] Tiberium Silo
    [17.02] Shredder Turret
    [17.03] Laser Turret
    [17.04] SAM Turret
    [17.05] Disruption Tower
    [17.06] Obelisk of Light
    [17.07] Temple of Nod
Nod Powers
    [18.01] Radar Jamming Missile
    [18.02] Decoy Army
    [18.03] Cloaking Field
    [18.04] Shadow Strike Team
    [18.05] Mine Drop
    [18.06] Tiberium Vapor Bomb
    [18.07] Seed Tiberium
    [18.08] Catalyst Missile
    [18.09] Nuclear Missile
Nod Technology
    [19.01] Tiberium Infusion
    [19.02] Confessor
    [19.03] EMP Coils
    [19.04] Dozer Blade
    [19.05] Laser Capacitors
    [19.06] Signature Generator
    [19.07] Liquid Tiberium Core
Nod Abilities
    [20.01] Call for Transport
    [20.02] EMP Burst
    [20.03] Explosive Charge
    [20.04] Glider Pack
    [20.05] Booby Trap
    [20.06] Signature Generator 
    [20.07] Reflector Attack
    [20.08] Commandeer Technology

The Scrin
Scrin Infantry Units
    [21.01] Buzzers
    [21.02] Disintegrators
    [21.03] Assimilator
    [21.04] Shock Troopers
    [21.05] Mastermind
Scrin Vehicle Units
    [22.01] Seeker
    [22.02] Gun Walker
    [22.03] Harvester
    [22.04] Devourer Tank
    [22.05] Corrupter
    [22.06] Annihilator Tripod
    [22.07] Explorer
Scrin Air Units
    [23.01] Drone Ship
    [23.02] Stormrider
    [23.03] Devastator Warship
    [23.04] Planetary Assault Carrier
    [23.05] Mothership 
Scrin Structures
    [24.01] Drone Platform
    [24.02] Reactor
    [24.03] Extractor
    [24.04] Portal
    [24.05] Warp Sphere
    [24.06] Nerve Center
    [24.07] Gravity Stabilizer
    [24.08] Statis Chamber
    [24.09] Technology Assembler
    [24.10] Signal Transmitter
    [24.11] Foundry
Scrin Support Buildings
    [25.01] Buzzer Hives
    [25.02] Growth Accelerator
    [25.03] Storm Column
    [25.04] Photon Cannon
    [25.05] Plasma Missile Battery
    [25.06] Rift Generator
Scrin Powers
    [26.01] Reconstruction Drones
    [26.02] Lightning Spike
    [26.03] The Swarm
    [26.04] Vibration Scan
    [26.05] Statis Field
    [26.06] Phase Field
    [26.07] Wormhole
    [26.08] Mothership 
    [26.09] Rift
Scrin Technology
    [27.01] Plasma Disc Launchers
    [27.02] Blink Packs
    [27.03] Forcefield Generators
    [27.04] Fusion Core
Scrin Abilities
    [28.01] Teleport Units
    [28.02] Conversion Beam
    [28.03] Ion Storm
    [28.04] Manipulator Device

Neutral Entities
Neutral Units
    [29.01] Mutant Marauder
    [29.02] Visceroids
Neutral Buildings
    [30.01] Tiberium Spike
    [30.02] Expansion Point
    [30.03] Reinforcement Bay
    [30.04] Subway Hub
    [30.05] Subway Entrance
    [30.06] EMP Control Center
    [30.07] Mutant Hovel
    [30.08] Defensive Tower
    [30.09] Tiberium Silo

Intel Database

GDI Database
    [31.01] Garrisoning
    [31.02] Calling for Transport
    [31.03] Logistic Crates: Targets of Opportunity
    [31.04] Nod Aircraft
    [31.05] Commandeering Tiberium Spikes
    [31.06] New Nod Flame Tank
    [31.07] Liquid Tiberium Research
    [31.08] EMP Control Center
    [31.09] Nod's Nuclear Arsenal
    [31.10] Cairo Nuclear Launch Facility
    [31.11] Power Management
    [31.12] Nod Ion Cannon Disruption Tech
    [31.13] Nod Avatar Walker
    [31.14] Sonic Weapons and the Invaders
    [31.15] Alien Tripod Captured
    [31.16] Alien Origins, Connections to the Tacitus
    [31.17] Alien Mastermind
    [31.18] Alien Rift Generator
    [31.19] Alien Control Node
GDI News Wire
    [32.01] The Ghost in the Machine
    [32.02] Discontinuation of the Mammoth Mk II Walker
    [32.03] The Blunder that Nearly Finished GDI
    [32.04] Kane's Fascination with Eastern Europe
    [32.05] GDI Storm Shelters
    [32.06] Alien Tower Destroyed!
GDI Eyewitness Accounts
    [33.01] Nod Stealth Technology
    [33.02] Nod Base Defences
    [33.03] GDI Field Recon - the Fall of Cologne
    [33.04] GDI Field Recon - the Fall of Berne
GDI Weapons, Tactics, and System
    [34.01] GDI Riflemen
    [34.02] GDI Missile Squad
    [34.03] GDI Engineer
    [34.04] Mobile Construction Vehicle
    [34.05] Barracks
    [34.06] APC
    [34.07] Grenadier
    [34.08] Command Post
    [34.09] Sniper Team
    [34.10] Airfield
    [34.11] Orca Attack Craft
    [34.12] Commando
    [34.13] Crane
    [34.14] GDI Base Defences
    [34.15] Predator Battle Tank
    [34.16] Zone Troopers
    [34.17] War Factory Repair Drones
    [34.18] Base Expansion using the Surveyor
    [34.19] Rig Deployment into a Forward Battle Base
    [34.20] Firehawk Attack Jets
GDI Archives
    [35.01] GDI Base Closure
    [35.02] Tiberium Primer
    [35.03] The Global Defense Initiative
    [35.04] About the Brotherhood of Nod
    [35.05] Red, Yellow and Blue Zones
    [35.06] GDI's Nuclear Weapons
    [35.07] Life in a Yellow Zone
    [35.08] Health Effects of Tiberium Contamination
    [35.09] What is it Like in a Red Zone?
    [35.10] Red Zone Terrain: Tiberium Chasms

Nod Database
The Inner Circle
    [36.01] Once Again a Nuclear Power
    [36.02] KANE LIVES!
    [36.03] The Key to the Future: Part I
    [36.04] The Towers Sacrosanct
    [36.05] The Key to the Future: Part II
Nod Field Intelligence
    [37.01] Tiberium Spikes
    [37.02] Nod Tactical Doctrine
    [37.03] Refinery and Harvesting Operations
    [37.04] Calling for Transport
    [37.05] The Guns of the Amazon
    [37.06] Intercepted Transmission
    [37.07] Black Hand Interrogation Report
    [37.08] Australia-New Zealand Theatre Assessment
    [37.09] An Invasion Global in Scope
    [37.10] Cease Fire Order
    [37.11] Excerpt from Signal Intelligence Briefing
    [37.12] The Alliance is Off
    [37.13] The Towers Begin to Fall
    [37.14] Field Report - Alien Gravity Stabilizer
Kane's Arsenal
    [38.01] Militant and Rocket Troopers
    [38.02] Fanatics
    [38.03] Saboteurs
    [38.04] Hand of Nod
    [38.05] Nod War Factory
    [38.06] Shadow Team
    [38.07] Venom Patrol Craft
    [38.08] Flame Weapons
    [38.09] Base Defenses
    [38.10] Disruption Tower
    [38.11] Vertigo Bomber
    [38.12] Stealth Tank
    [38.13] Commando
    [38.14] Obelisk of Light
    [38.15] Avatar
    [38.16] Beam Cannon
    [38.17] Catalyst Missile
Nod Archives
    [39.01] The Brotherhood of Nod
    [39.02] Nod's Place in the World
    [39.03] Ground Control for GDI's A-SAT Systems
    [39.04] Mutant Exodus

Scrin Database
Warp Link
    [40.01] All Units Functional
    [40.02] Unexpected Developments
    [40.03] A Campaign of Distraction
    [40.04] Beyond Blunt Force
    [40.05] Retaliation by Hostile Indigenous Population
    [40.06] Premeditated Ichor LQ Detonation
    [40.07] Factions
    [40.08] Attacks by Indigenous Populations Worsening
    [40.09] Threshold Assemblies Under Attack
    [40.10] Threshold Tower Construction

Strategies, All 3 Sides

GDI Strategies
    [41.01] GDI v Nod
    [41.02] GDI v Scrin
    [41.03] GDI v GDI
    [41.04] GDI Rush
    [41.05] GDI Turtle
    [41.06] GDI General Strategies

Nod Strategies
    [42.01] Nod v GDI
    [42.02] Nod v Scrin
    [42.03] Nod v Nod
    [42.04] Nod Rush
    [42.05] Nod Turtle
    [42.06] Nod General Strategies

Scrin Strategies
    [43.01] Scrin v GDI
    [43.02] Scrin v Nod
    [43.03] Scrin v Scrin
    [43.04] Scrin Rush
    [43.05] Scrin Turtle
    [43.06] Scrin General Strategies

Patch Notes and My Comments
    [44.01] PatchNotes v1.05
    [44.02] PatchNotes v1.07
    [44.03] PatchNotes v1.09

[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright

[1.01] Introduction

This is my 14th guide. One of many that needs a lot of work to be done. A lot
of work. Anyway, to avoid doing a massive guide, I've decided to do a unit
guide, on the strengths and weaknesses of each unit. And their upgrades of 
course. Well, it used to be a unit guide, till I changed my mind, and made it
a strategy guide. Now, a walking guide in progress, which isn't very quick.
Might I add that it will be a massive guide, over 500 kb. 

[1.02] Version History

Version 0.1 [19/5/07]
Started this thing.

version 0.2 [26/5/07]
Now a strategy guide.

Version 0.3 [27/5/07]

Version 0.4 [12/6/07]
Needs a lot of work. Submit and see what happens. 

Version 0.5 [18/6/07]
Finished to the end of Act I. Can't be bothered downloading the massive 100+
mb patch as of yet. Therefore, I've split the guide basically. Anyway, I'll
finish the Acts by the end of the month. Or not.

Version 0.6 [7/7/07]
Triple 7!!! Anyway, started up again with the patch this time. Alot of stuff
there. Patch notes are done with the ACT I for GDI done as well. Probably 
finish ACT II or some units next time. 

Version 0.7 [8/7/07]
Finished even more of the GDI Acts. I should be able to finish the GDI 
Campaign by the next update. 

Version 0.8 [11/7/07]
Finished the GDI Campaign. 

Version 0.9 [12/7/07]
Finished Nod Prologue, added Intel Database on Table of Contents and reformed
the Table for it was a massive eyesore. Now, it is even longer. I either will
finish Nod Campaign or GDI Units and Buildings with the next few updates. The
units are easier, but more of them, campaigns are harder, but less of them. 
Intel entries will be long, plenty of them, but no thinking required, except
for typing properly.

Version 1.0 [13/7/07]
Arghhh, Black Friday. Arghhh. Anyway, worked on the Nod Campaign and started
some more work on other sections. Mental Blank on the GDI Buildings so I
finished the Neutral Units and Buildings. 

Version 1.1 [15/7/07]
Started on the Intel Entries. It is imperative that I should get these out of
the way since they consist of a major part of the FAQ in the end. 

Version 1.2 [16/7/07]
Back to my School tomorrow, so, its more work now before my offical workload
arrives. Finished up to Act 3 of the Nod Campaign and sections 32 and 33.

Version 1.3 [17/7/07]
Survived school to do some more work. I will try to finish this as much as I
can, but no promises. Finished half of Act 4 for Nod. Section 34 complete.

Version 1.4 [19/7/07]
Next update. Finished Act 4 for Nod. Finished Section 35 and 36 in the Intel
Database entries. Two months have amounted to about 285 kilobytes. Not too

Version 1.5 [20/7/07]
CJayC, we'll miss you. Finished some more on Intel. Section 38 complete. The
other Nod entries aren't very long and the Scrin ones aren't too long either. 

Version 1.6 [22/7/07]
Next version. Should finish all the intel entries today. Added intel entries
available to all Missions. Finished Act V for Nod except for Kane's Tower.
Section 10 is now complete. 

Version 1.7 [24/7/07]
Update. Finished Nod Powers, Section 18. Added in sections in preparation for
strategies. Section 26 done. Added sections 41, 42, 43 and finished Section

Version 1.8 [25/7/07]
Finish the Nod Campaign. Started on Nod Strategies.

Version 1.9 [26/7/07]
Finished the Nod Strategies

Version 2.0 [27/7/07]
All strategies done. Next on the list is the Scrin missions, and then the 
units and buildings. After than, upgrade and thats it. Nearly there. 
Although if another patch comes out, that means more typing. The guide is 
pretty big already. 

Version 2.1 [29/7/07]
Updates will slow a bit. I fear the guide will be far too long before I 
finish. 3 Scrin Missions done, 1 to go. One more General Strategy for Scrin

Version 2.2 [14/8/07]
Updating is back now, with new updates. Scrin Campaign finished, the GDI
Buildings are now complete. Manual descriptions are removed for copyright
sake. Don't want EA suing me over stealing manuals now do I?

Version 2.3 [15/8/07]
Well, finished all the GDI Sections with the completion of chapters 11 and
12. Chapters 14 and 15 of Nod are complete as well. Finished the Scrin
Chapter 21. Chapters to finish off are 16, 17, 19, 20, 22, 23, 24, 25, 27, 28.
Then, I finished off Chapter 28, making only 9 chapters remaining. In short,
the guide is 75% done. 

Version 2.4 [16/8/07]
First off, section 22 and 23 are done first. After that, 24 and 25 are done,
finishing off with 27, which means the end of the Scrin chapters. The only
thing left before this guide is finished is the Nod chapters, 16, 17, 19 and

Version 2.5 [17/8/07]
This is should be the final update as everything else is done. Good luck with
your game everyone and remember, Peace through Power! and that KANE LIVES!

Version 2.6 [30/9/07]
Special Update. Updates on Ground Zero for GDI Missions, Outback and Operation
Stiletto for the Brotherhood of Nod as well as Patch Notes for v1.7 and the
future Patch v1.9 Notes as well. 

Version 2.7 [12/4/08]
Another special update, saying that the Kane's Wrath guide, the expansion game
for this game, is up. Just go to the Kane's Wrath page and find it there.

[2.01] North Carolina Badlands

Just before I start, note that all missions may seem more fast paced since I
decided to play the entire campaign, first time through, on Hard, not Easy
or Normal. So you might not encounter as many forces as I say. Also note that
every player as a different sort of strategy. Some fire and forget, others 
rush, etc. My tactic is leave no troops to die unless I really need to. There-
fore, my strategy is to minimise casualities. 

"Recent satellite intelligence points to a suspicious level of activity in the
North Carolina Badlands. InOps is concerned that the Brotherhood of Nod may be
setting up shop there. Your mission is to investigate and report back as soon 
as possible. An abandoned GDI training facility is located nearby - use that 
base as your base of operations in the area"

*Primary Objectives*

1 - Determine the Status of the GDI Outpost

"This outpost was abandoned many years ago after its strategic value waned. 
Once your arrive at the outpost it can be reactivated remotely."

2 - Build a Barracks and 3 GDI Riflemen Squads

"You'll need a barracks in order to train infantry units. To build a Barracks, 
select the Construction Yard and then click on the Barracks icon. Once it has 
finished building, click the Barracks again and then place the Barracks in 
your buildable area."

3 - Build a Power Plant

"Select the Construction Yard and click on the Power Plant icon. Build and
deploy it just like the Barracks. Because your base has low power, you may 
want to turn off other buildings. When your base is low on power, all units
and structures build slower."

4 - Repair the Command Post

"To repair the damaged Command Post, use the Repair Button on your Command
Bar, located on the top right next to the power button. Then click on the
Command Post."

5 - Eliminate the Nod Outpost

"Destroy all the Nod forces, the Hand of Nod and the Nod Outpost. A company of
Missile Soldiers will be sent to assist you. Their missiles are much more 
effective against structures than standard GDI fire. 

6 - Repair the Bridge

"Two Engineers are en route via V35 Ox Transport. Once they arrive, send one 
of them into the Gatehouse to repair the bridge."

7 - Build an Airfield

"The Nod presence is this region is far greater than we had expected. We will
need air support. Build an Airfield from the Production Structures Tab to gain
access to aircraft."

8 - Destroy the Nod Barracks, War Factory and Construction Yard

"Devastate this Nod Base by destroying these key structures."

*Bonus Objectives*

1 - Build a Watchtower

"Protect your base from Nod infantry by building a Watchtower. To build a 
Watchtower, click on the Watchtower icon located in the Support Structure Tab.
Once it has finished building, deploy it anywhere inside your ground control
area. The white circle marks the range of the Watchtower,"

2 - Build a second Infantry Queue

"Build a second Barracks from your Production Structures Tab so that you have 
a second infantry queue. This will allow you to train infantry in parallel 
giving you the ability to put more soldiers on the field quicker."

3 - Build a Tiberium Silo

"Build a Tiberium Silo from your Support Structures Tab. Doing so will 
increase the amount of credits you can store at once."

4 - Capture one of Nod's Buildings

"Select your Engineer and then send him into an enemy structure. The Engineer
will capture it, giving you full control of the structure."

5 - Sell the Captured Nod Structure

"After you've captured the structure you can then sell it. Use that Sell 
Button located at the top of your Command Bar. Click on the $ and then click
on the building you want to sell."

6 - Capture the Tiberium Spike

"Many structures, like this Tiberium Spike, can be captured by Engineers and
put to use. Tiberium Spikes generate extra funds over time by drawing Tiberium
out of the Earth."

*Intel Database Entries*

GDI, Weapons, Tactics, and Systems

 - GDI Riflemen
    + By Training Riflemen
 - Mobile Construction Vehicle
    + When the MCV Arrives
 - Barracks
    + When you place and build a Barracks
 - GDI Missile Squad
    + When your reinforcements arrive
 - GDI Engineer
    + When the Engineers arrive

GDI Archives

 - GDI Base Closure
    + When you regain control of the GDI Base
 - Tiberium Primer
    + When your are explained about Harvesting


Anyway, this is your basic introduction, to new players and veterans alike. It
is semi basic and easy, even on Hard Mode. Your start off with a few squads
of riflemen. Move east into the abandoned GDI base and while those little Nod
soldiers are too busy attacking a run down base, use your riflemen to kill
them. Rather simple, move over and right click. 

After the battle, you will get one of the intelligence entries into your 
little database. I will go into depth on said entries later on, I'll just tell
you how to get them. Collect all your can in a mission to get another little
tab on your medal. After that, you will get a message about Harvesting and 
there you have another entry. 

Along comes that ugly looking MCV and it will deploy itself in the middle of
your base. Build the barracks and the power plant like told to and train more
than 3 riflemen squads, cause you'll need more than 3 to complete the mission.
When prompted, build two watchtowers outside your base on the Eastern side. 
This is due to the massive amount of Nod infantry moving to swarm your base.
Use your riflemen if they get too close to your base while you admire your
watchtowers doing all the work. You will now get some backup with a few 
missile teams. You can now train them and while you're at it, why don't you
go build a second Barracks to complete the objective. Build your missile
squads, about 5 or so and team them with 5 or more riflemen squads. Use Team
grouping (Ctrl + 1) to team them up. Repair the outpost to full health and
send your team east to wipe out the two buildings in the outpost. 

Use the riflemen to wipe out the infantry and use the missile teams to attack
the buildings. When the two Western buildings are destroyed, you will get a 
team of engineers and objectives to repair the bridge and capture a building. 
Capture one of the remaining buildings and sell it off. You will also get 
another snippet of intel. Build a Tiberium Silo anyway, to spend the cash and
repair the bridge.

Move past the bridge to see a Tiberium Spike. These are your sources of cash
in the game that aren't from harvesting. Capture it with an engineer. You'll
have to train one to do that. Move your team past the bridge and move West
too see something your should not be happy to see. Vehicles. Use your missile
teams to attack the Raider Buggies since they are anti-infantry. After the 
buggies, target the Scorpion tanks. When you get the prompt to build an
airfield, retreat your forces, train more missile teams and build the air-
field. Train two more Orcas and use the Orcas to attack the Nod Base, wiping
out the buildings and vehicles before infantry. Keep at this hit and run 
policy until you get to use the GDI Trademark Weapon, the Ion Cannon. Shoot
the massive cannon in the middle of the Nod Base and watch it blow the thing
up. End of Mission. 

[2.02] The Pentagon

"The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now
attacking the only remaining GDI World Command Hub in the Pentagon. If we lose
the Pentagon, GDI will be thrown into chaos and the war will be lost. Your
mission is to defend this vital installation. The first priority is restoring 
power to the building defenses and systems so you can repel the main Nod 
attack. Then you'll need to get an engineer into the Pentagon to reestablish
the command and control system links. Your final objective is to 
counter-attack and drive Nod out of the area."

*Primary Objectives*

1 - Bring the Pentagon's defensive power system online

"The Pentagon is defenseless without its power. Get an Engineer into each of 
the three Power Plants and bring that power back online!"

2 - Capture the Pentagon with an Engineer

"Only an Engineer can get the Pentagon's Command and Control systems online. 
You must protect

3 - Garrison each of the Four Guard Towers with GDI Riflemen and hold off the
    Nod infantry wave

"Nod has destroyed our Power Plants with their Vertigo Bombers. Our only 
chance to defend the Pentagon against superior odds is to garrison the Guard
Towers around the perimeter of the Pentagon."

4 - Eliminate the Nod Central HQ

"The Brotherhood of Nod has hastily erected a forward Headquarters at the top
of the hill. Prevent another attack on the Pentagon by destroying this forward

*Bonus Objectives*

1 - Eliminate the small Nod base to the North

"Nod has cut off our ability to bring in reinforcements to the North. 
Eliminating this base will enable Echo Company's Grenadier Reinforcements."

2 - Take back the City by clearing 4 Garrisoned Buildings

"Nod has firmly entrenched troops within the city surrounding the Pentagon. 
Use our Grenadiers to clear these buildings out."

*Intel Database Entries*

GDI InOps 

 - Garrisoning
    + By filling up the Guard Towers with Riflemen

GDI Weapons, Tactics, and Systems

 - APC
    + When your APC reinforcements arrive
 - Grenadier
    + When a Grenadier Squad exits the Pentagon

GDI Archives

 - The Global Defence Initiative
    + When Nod is attacking your Power Plants
 - About the Brotherhood of Nod
    + When the Objective to Eliminate Nod is given


Move your troops East toward the power plants. Use your powerful Riflemen to 
wipe out the Nod troops and capture the power plants to restore power. Use 
another engineer to capture or rather, retake the Pentagon. Use your riflemen
to garrison the Guard Towers and ensure there are at least 1 full tower on 
each entrance. See your watchtowers turn into useless piece of metal since the
Vertigos decided to blow it up. 

Soon, a group of valuable APCs will turn up. Use your grenadiers and move them
into the APCs. This will allow you to turn the edge on garrisoned infantry,
buildings and in later campaigns, tanks. Load up your APCs with the Grenadiers
and fill the towers with riflemen. Move your APCs north of the Pentagon to a 
little base there. The combination of the Grenadiers is handy, the Grenadiers
can wipe out buildings with infantry, tanks and buildings and the APC can 
cover and kill roaming infantry. Attack the base and kill any infantry and
wipe out garrisoned buildings first before that can do any damage. Use the 
Grenadier laden APCs to wipe out the rest of the small base. You will get a 
few more APCs with infantry inside, making your force a sizable one. Join that
up with your strike force and remove damaged APCs and send them to defend the

Move the APC convoy into the city and with the grenadiers special hand 
grenades, watch those infantry cark it. There are four building and bear
in mind that your APCs can only withstand a small amount of missile fire but
not a lot. They have slightly less armour than a tank. Finish off those 
buildings and you will receive two more APCs with infantry already inside. 

Now you've finished your last bonus objective, move your APCs to the entrance
of the Nod Base. Attack defenses first, knocking out the infantry. Take out
the Air Tower in case those Vertigos might do something and take down the
Hand of Nod to remove further reinforcements. Attack like mad and then take
down the Crane. By taking down the Crane, Hand of Nod and the Air Tower, you
have cleared the Pentagon of any further attack.  
[2.03] Langley Air Force Base

"Nod forces have overrun all of the major GDI air fields in the region. Your
mission is to retake Langley Air Force Base, home of the Air Combat Command. A
small GDI outpost near the coast might be useful as a base of operations.
We'll drop your team off nearby. Once the outpost is secure, take back our
airfields, get some Orca scout aircraft in the air, and then drive Nod out of
the area."

*Primary Objectives*

1 - Eliminate the Nod forces attacking the GDI base

"There is a small GDI base under seige on the coast. Secure it and you will 
have a perfect platform to launch an assault on Langley Air Force Base."

2 - Reclaim the GDI Airfields to the Northeast

"GDI has two Airfields intact with operational Orca aircraft. Reclaim the
Airfields by eliminating the defending Nod forces, then use the Orca as air
support for your attack on the base."

3 - Destroy the Nod base to the northwest

"This base is the central hub for the Nod forces controlling Langley. It is
heavily defended against land based attacks."

*Bonus Objectives*

1 - Capture the Tiberium Refinery in the city

"The Tiberium Refinery used to supply the airforce base has been overlooked by
Nod. Getting it up and running will give us ample supplies for our offensive."

2 - Rescue all 4 Snipers from Bravo Squad

"The Snipers of Bravo Company have been scattered throughout the city. Find
and rescue them."

*Intel Database Entries*


 - Calling for Transport
    + When you regain control of the Airfields

GDI Weapons, Tactics, and Systems

 - Command Post
    + When you regain control of the base
 - Sniper Team
    + When you rescue all 4 Sniper Teams
 - Airfield
    + When you regain control of the Airfields
 - Orca Attack Aircraft
    + When you regain control of the Airfields


You will get a few infantry squads on the beach to support you in taking over
the base. Use your grenadiers and riflemen to wipe out those Nod units
attacking your base. Once you've reclaimed your base, garrison your units in
nearby buildings with Riflemen to build foxholes to garrison in case you
do not have enough room. Build some APCs and train some infantry to garrison
both entrances to your base. Train some missile squads and either garrison
them or leave them to defend your base. Soon, Nod forces including tanks will
attack your base. Group your forces, APCs to attack infantry and the Missile
Squads and Grenadiers to attack tanks. Don't forget, explosive grenades kind 
of hurt against tanks as well. 

Soon, you will get your first bonus objective. You should capture the 
refinery but you can wait for a while. The second objective should come in
as well. Load your APC's with Missile Squads and Grenadiers to go to each of
the 4 sniper locations. You should encounter infantry but you should be able
to take them down with relative ease. Gather your infantry and vehicles to 
reclaim each sniper and cover them. Send them back to the base if need be.
You will however, need a sniper to reclaim the refinery. Send your attack 
force to the refinery. You would encounter garrisoned units but nothing those
Grenadiers can't handle. Capture the refinery with an engineer and move your
Snipers up. Use the APCs as scouts and look for some turrets. DO NOT ATTACK.
You will encounter laser turrets which will wipe out your APCs easily. Instead
you should move them to stop and defend while you look for the turret hub. Its
the little thing that connects all the turrets together. Follow the lines and 
you should find it. 

Move your Snipers so that it the hub is in range of fire but is not under 
attack. You should see a support power, the Bombard Target thanks to your nice
battle crusier. Bombard the hub and it should be destroyed. Protect the 
refinery, build more harvesters and train more units for your attack force. 
APC all your infantry forces and make sure Grenadier units are near the front.
Clear all the turret hubs and make sure you have cleared all units. Advance to
the airfield and soon the fight will start.

The airfields are raised up so that might be a pain. It is guarded by infantry
which will be ripped to shreds by APCs while there might be a few vehicles but
your Bombard Target will take care of that, well, that or the missile squads. 
Reclaim those airfields. Clear each and every one of them and soon you will
reclaim those Orcas for yourself. You have 8 Orcas, plenty to finish the 
mission but there are two approaches to finish. You can easily finish off the
remaining Nod forces with your Orcas but you can easily finish them off with
your APCs. If you want to learn a few tactics now, listen up.

Use your APCs with missile squads to attack and group them as team 1. Orcas 
will be team 2. Whenever your APCs are in trouble, make sure you have Orcas
as back up to destroy heavy tanks. This is the basics of Air Support. Shoot
anything that has a yellow box and anything that can train units. Infantry
is easy for APCs and tanks are easy for Orcas. Mop up the mess and finish off.

[2.04] Hampton Roads

"Cut off Nod reinforcements flowing into Hampton Roads by disrupting their
port operations. You'll do this from the inside, infiltrating an elite GDI
Commando into the facility. Take their radar offline by destroying the Nod
Operations Centre. Once they're blind, take out their nearby stealth bomber
base. As soon as Nod's bombers are out of action, we'll send in a fleet of
battleships and you can use sniper units to spot targets for the big guns."

*Primary Objectives*

1 - Destroy the Nod Operations Center

"Taking the Nod operations Centre offline will disable their radar and sonar
detection. This will sow confusion among the defenders and therefore enable
our Battleships to get in closer and lend artillery support."

2 - Destroy the Bombers harassing our Battleships

"Vertigo Bombers are preventing our Battleships from getting into Bombardment
Range. Destroy the Nod Air Tower to eliminate this threat."

3 - Destroy the Nod production facilities

"The Brotherhood of Nod is using the Hampton Roads Naval Facility as a supply
depot for their front line offensive. Destroy their production buildings to
disrupt the port operations and stop the flow of reinforcements."

*Bonus Objectives*

1 - Complete the mission using only the Commando

"Complete the mission without using the reinforcements."

*Intel Database Entries*


 - Logistics Crates: Targets of Opportunity
    + By using the first Logistic Crate possible

GDI News Wire

 - The Ghost in the Machine
    + When given the Third Primary Objective

GDI Weapons, Tactics, and Systems

 - Commando
    + When you start the mission


Have fun with the Commando, a one man killing machine. Kill the advancing 
troops and move North, killing units along the way and destroy the Operations
Centre. Destroy the thing and move around the city. Your main concern will be
the garrisoned buildings which require a little explosives to destroy. Keep
your eyes on the battlefield, and look for crates. These little goodies will
help you immensely on this mission. Several will heal you, which is really
useful until your Commando reaches Heroic status while others will promote
your units. Move north and knock out the power plant, grabbing the crates 
along the way. 

You now have to head to the Vertigo base. Those things are actually quite 
expensive and its such a waste to see them go. Anyway, move from above the
airfield. You'll understand why. Move carefully and destroy garrisoned 
buildings along the way. Move from above and shoot the red explosive barrels
which should destroy the Airfield. Make sure you blow the airfield up either
way and the surrounding units as well. 

Once the airfield is down, GDI will grant you reinforcements. These actually
aren't necessary. It is easy to finish the mission with just the Commando, 
even on Hard Mode. Just don't get the Commando run over by a tank, by with
the new patch, you don't have to worry. Your Commando will be extremely hard
to kill, which reminds me when he won a match against a flame tank, shooting
at each other. For some reason, he won't die. Anyway, I should teach you
about the second ability of the Commando besides killing everything. It is 
the Jump Jet and allows you to virtually jump over anything. Even if is it
impassible terrain or crates, he can jump over it. 

Move your Commando towards the Nod base and watch out for vehicles. Keep your
eye for red barrels to shoot for the destroy them. Even so, the Commando 
shouldn't die, except when you are extremely stupid. Anyway, advance and knock
out those buildings with explosive packs and see them burn. 

[2.05] The White House

"GDI morale sagged when Nod troops unfurled their red banners over the White
House. Now you'll turn the tide by retaking this powerful symbol. Since Nod 
has a staging area nearby, you'll also get a change to wipe out a large 
stockpile of high-end Nod weapons. Start with a small force to take out Nod's
air defences. A Firehawk squadron from Langley AFB will turn Nod's parked 
military hardware to burning junk. Then attack the Nod base right outside the
White House itself."

*Primary Objectives*

1 - Destroy the Nod air defences

"We have Firehawk Attack Jets armed and waiting. You need to destroy Nod's air
defences so that Firehawks can make their bombing run. We also have Ox 
Transports with reinforcements standing by for deployment."

2 - Use your Firehawk Airstrike power on Nod's artillery outpost

"Use your Firehawk Airstrike power to mark the area for our Firehawks to 

3 - Destroy the surrounding Nod base to reclaim the White House

"Nod forces have set up a base in front of the White House. Destroy all of 
their production structures to drive them out of this area and take back the
White House."

4 - Destroy the Disruption Towers around the Nod Base

"Nod is using those Disruption Towers to cloak its base. Destroy them and that
should make their base vulnerable to our attacks."

*Bonus Objectives*

1 - Suppress the Nod infantry advances by putting Snipers into the designated 

"Snipers are extremely effective against infantry. Garrison them in the
designated buildings for extra protection while they fire on Nod infantry."

2 - Destroy Nod's Power Plants

"Commander, Nod appears to have a large number of their Power Plants just
NorthWest of the White House. Destroying these might bring down their defenses
and leave them more open to our attack."

3 - Destroy the Nod Secret Shrine

"The Secret Shrine provides the ability to produce stealthed units. Destroy it
to prevent Nod stealth attacks."

*Intel Database Entries*

GDI Eyewitness Accounts

 - Nod Stealth Technology
    + By destroying Nod's Secret Shrine
 - Nod Base Defences
    + When you complete the mission

GDI Weapons, Tactics, and Systems

 - GDI Base Defences
    + When you place a Watchtower or Guardian Cannon
 - Predator Battle Tank
    + When you build a Predator Tank
 - Crane
    + When you build and place a Crane


Use your missile squads that you recieve to knock out the central hub of each
AA defence. This completes their first objective. Then, use the Firehawk Bombs
to destroy the base. Watch as those Firehawks destroy like no tomorrow. Shame
you actually can't use this in normal conditions. 

Your reinforcements should arrive with your MCV. Deploy and build Power Plant,
Refinery, Barracks and then the Armory. Why Barracks after Refinery? Because
you should still have your original assault force to defend for about 30
seconds. Heal your injured units at the armory. The armory will replace fallen
squad members so if you lost 2 men out of a squad, they will return, somehow.
Once you plop down the Command Post, build 4 Sniper squads. After doing that,
train 2 Missile Squads. The objective will designate which buildings to 
garrison so do so. 2 Snipers and 1 Missile Squad in each designated buildings
to COMPLETELY surpress any attempts. Build a crane and some base defences
for the intel entrances.

Build a War Factory and Watchtower to build tanks and surpress infantry
advances. Once you have the War Factory, build APCs. 6 of them to be exact.
Place 3 Missile Squads and 3 Grenadiers into those 6 APCs and this will be 
your attack force. Build a few Predator Tanks as well as a crane for the
Intel Database. Use Predators as base defence and keep training more of them
as well as Missile Squads if you have the money. If you want even more base
security, move twp Sniper Teams and a Missile Squad to a building at the 
crossroad from their base to your base. This means, where the Nod base has
roads exiting from the sides, track where the infantry cross and send the 
Snipers and Missile Squads to a building that could take them out. Do this
to both sides. Or you can just move your original garrison force up. 

Move up the Eastern Side of the Map, or left side, and use Grenadiers to 
knock out the Garrisoned buildings next to the power plants. Once you are 
clear, destroy the power plants and send your assault force back to base for
repairs. Then move up the Western side of the map, or Right side to assault
the Secret Shrine. You should knock out defences first and then attack the
shrine. By now, Nod will have a sizeable infantry force inside their main
base. Move your predators up and assault the front. But first, use your APCs
to do hit and runs on the disruption towers on both sides using the area 
behind the White House as a short cut of sorts.

With the towers out of the way, move the predators in and RUN OVER the 
infantry. It is easier than killing with cannons. Move APCs in through one
of the sides as a flanking manoeuvre. Once the infantry are dealt with,
attack the buildings and finish this mess.

[2.06] Casabad

"InOps flagged an irrigation plant in Casabad as a possible chemical weapons
factory. A GDI forward base was established nearby in preparation for a raid, 
but we've since lost contact with the base. We've also lost contact with a 
team of Zone Troopers sent to investigate. Get in there, secure the base, and
then find out what's going on in that factory."

*Primary Objectives*

1 - Secure the Barracks by defeating the surrounding Nod forces.

"The last contact from the Zone Troopers came from this location. Eliminate
any remaining Nod units to secure the outpost."

2 - Destroy the Weapons Research Lab

"Intel believes this Nod structure is instrumental in Nod's effort to 
weaponise Tiberium in a liquid form. It must be eliminated."

3 - Destroy the Nod War Factories

"Nod is reinforcing its war effort in this region from these War Factories.
Eliminate them."

*Bonus Objectives*

1 - Capture all Three Tiberium Spikes

"Secure additional funding by capturing all three Tiberium Spikes in the area.
Build additional Engineers to capture these Tiberium Spikes."

2 - Destroy the Nod Outpost

"Nod is reinforcing their security of the research labs from this facility.
Eliminite it to collect extra resources."

*Intel Database Entries*


 - Nod Aircraft
    + When you first see Nod Aircraft
 - Commandeering Tiberium Spikes
    + When you capture the First Tiberium Spike
 - New Nod Flame Tank
    + When you first see the Flame Tank next to the Research Lab
 - Liquid Tiberium Research
    + When you destroy the Research Facility

GDI Weapons, Tactics, and Systems

 - Zone Troopers
    + When your Zone Troopers reinforcement arrive

GDI Archives

 - Red, Yellow, and Blue Zones
    + When you clear the Nod Troops out of your base


Advance and retake the base under seige from the Nod forces. Then get an 
engineer or train one the retake the closest Tibeirum Spike to you. This will
provide you a little extra boost to your cash, depositing a small sum every
few second as well as a medium bonus when captured. Nod Venoms will fly over
head but you can't do anything, now. Tech up and train some Zone Troopers and
send the original force of Troopers to defend your base. 

Zone Troopers are a squad of 4 units armed with rail guns and have the Jet
Pack like the Commando. They do not suffer damage while crossing Tiberium, 
unlike most infantry. Their railguns will perform basically one-hit kills on
approaching infantry and will severely damage Vehicles and Buildings. Build a
few more Zone Troopers and Missile Squads, since Troopers are powerful on 
land, they cannot combat air. Build the power packs for the Troopers so they
can heal wounds when they are stationary. Train a sizeable force of troopers
and Missile Squads and an engineer. Advance to the second Tiberium Spike while
not leaving your base undefended. Leave a few units to defend the base. 
Capture the second Spike and train more units that you have the cash. 

Train another engineer and join him up with the assault force. Capture the
third Tiberium Spike and advance to the Nod Outpost. If you haven't so already
yet, shoot down Nod Venoms that approach your squad. Like I said, the Missile
Squads aren't so much to attack, but rather defend. Your Troopers will make
short work on the Outpost while the Missile Squads will keep out unfriendly
units in the air. 

Reinforce your force with more Zone Troopers and Missile Squads. Retreat the
units that require healing in the armory if they have a fallen squad member.
Approach the research facility and you will encounter a new Nod weapon, the
New Flame Tank. A few squads of Zone Troopers will instantly blow that thing
up. Imagine a tank being railgunned 10 times and you get the idea. Basic 
destruction then, attack the production facilities and then any other building
with the yellow box around them.

There are more buildings above so advance there or Jump Pack the Troopers 
up. You should be able to destroy them with ease and without any problems. 
Remember, if there is a turret, AIM FOR THE HUB.

[2.07] Alexandria

"Nod is using the port of Alexandria to export nuclear and chemical weapons.
Your mission is simple: Shut this operation down. Destroy the loading cranes
to cripple their port operations, sink their ships to block the docks, wipe
out their administration and control centers, and obliterate any military 
units and structures nearby. You'll have Mammoth Tanks at your disposal. Roll
over them, Commander."

*Primary Objectives*

1 - Destroy all Nod Loading Dock Cranes

"Nod forces are loading weapons onto their ships for export. Destroy these
cranes to disrupt dockside activity."

2 - Destroy all Nod Port Authority Buildings

"Nod's port operations are controlled from these Port Authority Buildings. 
Take them out to cripple their port for the long haul."

*Bonus Objectives*

1 - Destroy all Nod ships Docked at Port

"Destroy the docked ships to prevent them from delivering their hardware to
other war efforts in the region."

2 - Capture the EMP Control Center in the City

"Capture the EMP Control Centre to gain the ability to fire an EMP blast which
will disable all electronic devices within the blast radius."

3 - Deploy a Surveyor at the Northern Tiberium Field

"Build a Surveyor and deploy it by the Tiberium Field to the North. A Surveyor
unpacks an expansion force at its deployment location and allow additional 
structures to be constructed around it."

*Intel Database Entries*


 - EMP Control Centre
    + When you capture the EMP Control Centre

GDI News Wire

 - Discontinuation of the Mammoth Mk II Walker
    + When you research Railgun Capacitors from Tech Centre

GDI Weapons, Tactics, and Systems

 - War Factory Repair Drones
    + When you place a War Factory
 - Base Expansion using the Surveyor
    + When you deploy a Surveyor to an Outpost


Nod will send infantry waves at you, so build either APCs or Watchtowers to
counter it. Note, some of them might be shadow teams who are cloaked. Plop
down some power plants, a War Factory and a Tech Centre. Once you have the
Tech Centre, reinforce your army with a few Mammoth Tanks. Upgrade the Tanks
to have Railgun Capacitors so that Mammoths and Predators have Rail Guns. Soon
you will get a message to deploy a surveyor in the field, so do so. Move a
group of Mammoths with Rail Guns to kill things that move and deploy a
Surveyor in the area. Build a War Factory there so that there is a forward 
base as well as a repair centre for Mammoths, they are too expensive to lose
out on the field. 

You can train a Surveyor on your Support Structures tab. It is strange for a
Vehicle to be trained by a MCV. Now, train a few APCs and some Predators and
send them to the EMP station. The APC will remove aerial threats while the
Predators will dispatch of any land units with their new Railguns. Send an
engineer to capture the EMP Centre to complete that bonus objective.

To assault the Nod Base, train about 6+ squads of Zone Troopers, fully
upgraded. On the Eastern side or Left side of the Nod Base, there should be
an opening for you to Jump Jet over. Jump over and take down the production
buildings and Power Plants. By taking down the Power Plants, power the base
down. This will allow the Mammoths to walk in without sustaining much fire.

Use your Troopers to create diversions while careful not to lose them. 
Reinforce the troopers with more Troopers if necessary or send them back to
base to heal. Use your Mammoths, at least 8+ to walk through the entrance of
the Nod base. Don't worry about Vehicles, just run over them if need be. This
is the added bonus of such a large tank. Combine your Troopers and Mammoths
together since Mammoths have anti-air rockets as well. Destroy the Nod base
with the MCV first, then production structures and then anything else for
the veterancy. 

Advance upon the Docks and use your Trooper/Mammoth assault force to shoot
anything that moves. Shoot down the ships and cranes. Move up the ramp, which 
should have powered down turrets if you have destroyed the base properly. 
Walk in and destroy the Port Authority Buildings and that is the end of 

[2.08] Cairo

"Your mission is to take out a massive Nod nuclear weapons facility in 
northern Cairo, the same base that was used to launch the strike on the 
Philidelphia. This is now the highest priority GDI target worldwide. Time is
of the essence: Nod is likely to launch everything they have if they think
you're getting too close."

*Primary Objectives*

1 - Destroy the Nod Nuke Facility

"Nod has nuclear missile launch capability with this Missile site. This is the
same site that launched the attack that destroyed the Philidelphia. It must be

2 - Destroy the Nod Compound Headquarters

"Nod controls this Nuclear Launch Site and most of its operations in this
region from these buildings. Destroy them to completely remove Nod's 
capability to launch Nuclear Missiles from this site and wrest control over 
this territory from Nod."

*Bonus Objectives*

1 - Capture or Destroy the Nod Power Plants

"Nod's Nuclear Missile Launch can be delayed if any of the Power Plants 
supporting the launch facility are destroyed or captured. Be advised, if Nod
rebuilds or recaptures the Power Plants, the Missile Launch Countdown will

2 - Destroy all Nod Structures

"Eliminate all Nod structures to expel them from this region."

*Intel Database Entries*


 - Nod's Nuclear Arsenal
    + Destroying a Cylindrical Building near the Entrance
 - Cairo Nuclear Launch Facility
    + When you have destroyed all Nod buildings (Bonus 2)

GDI News Wire

 - The Blunder that Nearly Finished GDI
    + Move to the SouthEast of the Map until you get it

GDI Weapons, Tactics, and Systems

 - GDI's Nuclear Weapons
    + When the countdown begins


This is one of my favourite missions and for me, one of the easiest. Build 
watchtowers and park some Predators in the northern section of your base to
repel the Nod attacks. Instantly tech up and train Zone Troopers, you will
need them. Send the two Squads of Troopers north and keep to the Western side
of the map. Soon, you will encounter the Nod Base with walls. Jump over them
with the Troopers and Destroy anything you can. Time it correctly to destroy
the Hand of Nod and War Factory lying there. Enemy troops will swarm in and
if you are unlucky, Venoms. Take down a few power plants and retreat to the
armory if you think it is time to. Exit the same way you entered. Below is a
very crude map of what you should do. 

XXXXX---------========  =======---------XXXXXXX

Imagine that as the map to the base and that is where you penetrate. The X is
the Rock Formation that you cannot cross. Heal the Troopers and reinforce with
the Troopers I have told you to train. Build more units, notably, Mammoths
to repel the attacks on your base. Jump over the same place you entered before
with your Troopers and move to the back of the base where the power plants are
lurking. Destroy all three of them, shooting anything that moves along the way
as well. As soon as that is taken care of, you can breathe a bit easier. Wipe
out everything that is East of the Nuke Silo, and retreat back to base or 
harass the troops that might need taking care of.

Expand your Tiberium operations by claiming more fields and claiming the 
Tiberium Spike on the map protected with Troopers and Missile Squads. Enter 
through the place you breached with Troopers since there aren't any anti air
defences there, unless you didn't destroy them. This should provide you more
cash to do things. 

Build up a force of Mammoths and move them near the entrance of the base. Use
the Troopers to attack from the back and destroy the Turret hubs. This will
be better for your Troopers to destroy since lasers are powerful against Tanks
and not Infantry. There shouldn't be any Shredders around but be careful. Move
the Force through the Entrace and move north-east where the Nod base will be
lurking. Destroy that first before you can actually continue since with the
reinforcements, you cannot do much harm. 

Watch the base go boom, and destroy everything. Even the Civilian structures
that are red in colour should go Boom since it is technically, a Nod building.
Destroy the base, and when you have, you should get an Intel entry to your

After destroying everything, move and kill the compound and level the place.
Once you have done that, you have finished your final objective and can move
onto the next mission, in the next act. 

[2.09] Croatia

"GDI has a forward operating base in Croatia, but it's been cut off from 
supply lines and is under heavy attack by Nod forces. Their power is low, 
their construction yard has been destroyed, and they don't have much in the
way of firepower. You need to take command of that base and hold out long
enough for us to send in a reinforcement convoy."

*Primary Objectives*

1 - Secure this GDI base until reinforcements arrive

"Alternate the available power amongst the base defences to defend against Nod
assault waves."

2 - Send aid to the reinforcement team ambushed in the city

"Our fellow soldiers are pinned down by Nod forces garrisoned in the City
Buildings. Flush them out and clear a path."

3 - Escort the MCV safely back to the GDI base and deploy the Construction 

"The MCV must be protected at all costs. We will lose our hold of this region
if it is destroyed."

4 - Destroy the Southwest Nod Base

"This base is the source of Nod's recruits. Eliminating this base will cripple
Nod's ability to wage war with infantry."

5 - Destroy the Northeast Nod Base

"This base is the source of Nod's War Machines. Eliminating this base will
cripple Nod's ability to wage war with Vehicles."

6 - Destroy the Southeast Nod Base

"This base is the source of Nod's air power. Eliminating this base will 
cripple Nod's ability to wage war with aircraft."

*Bonus Objectives*

1 - All Base Defences Survive until the Reinforcement Team arrives

"Do not allow any of the base defenses to be destroyed to ensure the security
of the reinforcement team upon their arrival."

2 - Return the MCV to the GDI base unharmed

"The sign of an undamaged MCV rolling into the base will provide a strong
symbol of Valor for the GDI forces and boost morale for our troops."

*Intel Database Entries*


 - Power Management
    + When you start the mission

GDI News Wire

 - Kane's Fascination with Eastern Europe
    + By having all base defences survive until reinforcements arrive


Your first priority is to train APCs and Predators at the War Factory and
repair all your structures. Throughout this entire mission until the convoy
arrives, you must repair these structures right away. Now, you will see that
the Western Side has 2 Watchtowers as well as the Southern Side. The Northern
Side as well as the Eastern Side has twin Guardian Cannons. Now, this shows
you what to expect. The Western and Southern Sides will encounter a large
amount of infantry, as well as many fanatics. The Northern Side and the 
Eastern Side will encounter tanks. Most of the will be Scorpions but some
will be Flame Tanks. 

Power up both Guardian Cannons on the Eastern Side, Both Watchtowers on the
Southern Side, one Watchtower on the Western Side and one Guardian Cannon
on the Northern Side. The 4 Anti Air Turrets will be powered down and will
only be powered up when Venoms are attacking. Move your pitbulls next to
the Air Turrets. Park your Predators and Missile Squads on the Eastern Side,
while your APCs and Riflemen can take the Western Side. But first, use your
Pitbull to the southern side of your base until you see a few trees with
crates. Claim them since you WILL REALLY need the money. Load up the infantry
on the West side into the APCs to ensure more fighting power. 

Place 3 to 5 Predators on the Northern entrance since it has only one powered
cannon at the moment while a few APCs outerside the Southern Side. While you
are attacked, Power down the defences not used to power the defences where it
is under attack. Once you have about 6 APCs, load 3 with Riflemen and 3 with
Missile Squads and move out through the southern Entrance of your base and
move to where the bridge is. Since your APCs will shred infantry and air
units, this is there the chokepoint is. Use this to your advantage.

With that covered, pump out tanks and missile squads to defend the Northern 
and Eastern Side. In particular, the Eastern side will bear the brunt of the
Nod tanks. This is where you will need your forces to attack. Do not neglect
the fact that your air turrets will be need since the occasion trio of Venoms
will come along and attack you. This is probably hard, but seeing I survived
on hard mode, it should be ok. 

When the countdown FINALLY finishes, we find that our MCV is ambushed and we
need to save it. Use the APCs at the bridge and reinforce them with 3 more
APCs loaded with missiles or Riflemen. Use those to guard the bridge and send
the orignal force of 6, which should be promoted, to attack. You should use
the Missile APCs to attack the structures garrisoned by Nod forces while your
APCs with Riflemen to defend them from fanatics which come in hordes. If you
can spare a few Predators, send them to help your forces. The Nod onslaught
should have weaken so send your non-promoted Predators to your APC convoy. 
They should help in the destruction of the buildings. 

When you reach the MCV convoy, to the East of it are turrets and some more
garrisoned buildings. Clear them because you need no enemy to make it easier
for your MCV. Clear the city and use the original units on the convoy to be
the advance guard while the APCs will bring up the rear. Use your Preds to
stop any units to flank the MCV. 

The second bonus objective shouldn't be too hard if you have protected the 
MCV sufficiently. With the amount of vehicles guarding it, it shouldn't be
a problem. However, be wary of straying fanatics that will attempt to blow up
the MCV. Cross the guarded bridge and move the MCV to your base and deploy.
Build more power plants to power all defences and a nice Tech Centre. Deploy
the Tech Centre and purchase the Railgun upgrade. With that upgrade, move your
Predators together. That includes the ones escorting the MCV as well as those
defending the base. You'll see why in a minute. Group all the Predators and 
swarm the NorthEast base. With railguns, the Predators will knock that base 
out of action relatively quickly. 

Now, leave your APCs at base and send the Predator assault force to the 
SouthWest base after you have repaired them. The railguns should be more of a
match than those infantry. Run over the militant squads and target the squads
of fanatics. Destroy the turret hubs and destroy the base. This is the 
infantry base gone, now we need to take down the air base. 

This is a problem since you will need to call for transport. This requires you
to gather a large amount of credits with silos. Now you need to think on how
to remove all those Venoms in the base, some of the promoted to make them even
harder to kill. One method is to use an Orca to move into their base and lure
their air force to your base, where the turrets and APCs will shred them.

Another method is to pick your orignal 6 APCs, which should have some heroic
status units among them. Move them to the Eastern most Northern point with the
Call for Transport ability. There should only be infantry and aircraft with a
few vehicles but that can be dealt with. Missile squads at Scorps and Flames
while the APC aims for the Venoms. The final method is that you send a large
force of APCs and Predators but this is extremely costly to you. Either way,
pick a method and assault the base. When the units are gone, wipe out the
final base and listen to the sound of sweet victory. 

[2.10] Albania

"Recent Sat-Surveillence confirms a significant build-up of armoured vehicles
amd weapons at a large Nod logistics base in Albania. The sat images show row
upon row of Stealth, scorpion, and Flame Tanks waiting to be deployed in
defence of Kane's Temple Prime in Sarajevo. Your mission is about destroying
this arsenal before it is used against you in combat. You'll start with a 
small force to clear the way, then we'll send you Firehawk Attack Jets to 
finish the job."

*Primary Objectives*

1 - Clear Nod border defences

"Use a small tactical team to clear a path through the Nod perimeter and avoid
alerting Nod forces to our presence in the region."

2 - Infiltrate the Nod Supply Depot

"Break through the Supply Depot Checkpoint by accessing the service entrance
across the Canyon Bridge."

3 - Eliminate Nod Rocket Bunkers

"Clear the airspace by neutralising the main Nod anti-aircraft battery so that
support can be airlifted into the region by GDI Ox-Transport."

4 - Capture the East Ridge Reinforcement Bay

"Establish a GDI Staging Area on the East Ridge above the Nod Supply Depot. 
Captured Nod Supply Bays will be used to deliver GDI Reinforcements."

5 - Destroy the Nod Supply Depot

"Destroy the main manufacturing facility and stockpiles of Nod Vehicles."

*Bonus Objectives*

1 - Survive the Nod Assault Unharmed

"Succeed with all initial Strike Team Squad Groups intact."

2 - Capture the Airfield Reinforcement Bay

"Secure the Reinforcement Bay to receive additional forces from GDI Command."

3 - Capture the Motorpool Reinforcement Bay

"Secure the Reinforcement Bay to receive additional forces from GDI Command."

4 - Arm a Firehawk with a Missile Load Out and Destroy a Nod Venom

"The Firehawk can be armed with a load out of missile or bombs. The missile
load out allows the Firehawk to attack aircraft, while the bomb load out 
allows it to attack ground vehicles and structures."

*Intel Database Entries*

GDI Weapons, Tactics, and Systems

 - Rig Deployment into a Forward Battle Base
    + When your Rig reinforcement arrives
 - Firehawk Attack Jets
    + When your Firehawk reinforcements arrive


Use your beginnging squad and send them north. Target the infantry first since
they can harm you the most. After they are down, take on the Turret Hub and
shoot it down. Then destroy the rest of the buildings you encounter. This 
should not be a problem but you should not lose a single unit in the assault
since this is the only way you can complete first bonus objective. Try to do
this since it will promote your infantry squad one level. A nice reward.

Your reinforcements will turn up which includes a new type of unit, the Rig.
This Rig can deploy into a Battle Base which is capable of attacking both
ground and air units while it launches repair drones to heal dented vehicles
in the area. It can however, repack itself to be mobile. Hence, a mobile rig.

Anyway, move your Predators to clear the bridge. No matter how hard you try,
your bridge will come tumbling down. Clear the bridge area and repair your
Predators at your deployed Battle Base. Move the Predators West and use them
to wipe out the Nod Base there. Use the tanks to collect any lying crates that
hang around the place before leaving. If the tanks sustain too much fire, move
then back to the battle base and repair it. 

When the base is cleared, you will have 4 engineers to play around with. You 
CANNOT let any of them die if you want to complete all the bonus objectives. 
Position your Rig just below the bridge with the Predators above it to make
sure you are ready. Repair the bridge and watch as the Tanks swarm over. 
Destroy them with the Predators and make sure they are repaired before taking
the next form of action. Cross the bridge with the Predators and clear the
units and the Turret Hub lying there. Move all your forces there and deploy
the Rig for repairs. Keep the infantry at the rear, or on the bridge to give
them protection from enemies. Load the APCs with Missiles and Riflemen and
prepare them for an assault. 

When you move your group, make sure the Pitbulls are in the centre, since they
are Stealth Detectors. Move your Preditors, APCs and Pitbulls to the main
Objective. Move your infantry in front of the Rig and behind the Assault 
force. Be careful, Nod Venoms will patrol the area. Deploy the Rig at the base
of the ramp and use your APCs to assault the area. If there are tanks, move
in the Preditors. Capture that reinforcement bay and for your troubles, you
can play around with a Mammoth Tank. If you have trouble with your engineers,
stick them in the APC for protection. 

While en route to capture, avoid the main base AT ALL COSTS. There are Obelisk
of Lights there that will fry anything that gets too close. Your Preditors 
should lead the way since they can bear the most punishment and you can repair
at the rig.  

When you have capture the main reinforcement bay, you get airfields with
Firehawks. Keep one firehawk with Anti-Air missiles to be ready to destroy
a Nod Venom when you see some. Use your Mammoth Tank and APCs to assault the
next reinforcement bay, the Motorpool Bay. This is the closest one to the 
airfield. Meanwhile, have infantry killers on the southern side of the ramp
since infantry will advance from there. 

Advance on the Motorpool Bay and when it is clear, capture it. You'll get a 
few more tanks and a Rig for your troubles. Now, use your Firehawks carefully
to bomb the Obeliskes of Light. Destroy them to ensure a wandering unit does
not get blown up due to be a bit too close. Also use the Firehawks to clear
main obstacles in the path of your Assault Force, which should consist of 
APCs, Predators and Mammoth Tank.

Move through the city, destroying all the unmanned vehicles along the way.
Ignore Kane's threats of actually acutally arming the vehicles. Aim for the 
red explosive barrels near the vehicles to destroy them utterly. Use your 
Assault force since they are better for dealing with it than the Firehawks.

Use the Firehawks to clear units around the North West reinforcement bay or
the Airfield Reinforcement Bay. Destroy them with Firehawks since they can 
escape the Anti-Air fire if there is any. Use your motorcade to assault the
Reinforcement Bay and capture it for a Pitbull and a few more Predators. 

Now what is left is to destroy the Nod base. This is best done by first, if
you haven't already done so, destroying the Obeliskes of Light that surround
the base. Your Firehawks should do this since the Obelisk can't target air
units. When this is done, see if you can try to attack the base with the
Firehawks, if not, leave it. Since the Obeliskes are gone, use your assault 
force, which by now is quite large, to attack the base. This should not be
a problem, target the production buildings then the other buildings. Make
sure you have cleared all the stockpiles of tanks that are lying around.
I won't be surprised if you try to do this after failing. This is actually 
quite hard on completing everything. Also, I did this on hard mode and if you
are playing Easy or Normal, there shouldn't be as many forces to fight. 

[2.11] Sarajevo

"Kane is making his last stand at Temple Prime at Sarajevo. Your mission is to
take out his defending forces, destroy the surrounding compound, and disable
the ion disruption towers protecting the temple complex from energy weapons.
Knocking out the disruption towers will open up options for GDI Central
Command now that the Ion Cannons are nearly back online. However, be aware 
that Kane and his Science Ministers have been working on a Liquid Tiberium 
device of considerable destructive power within Temple Prime. It is imperative
that you do not use the Ion Cannon on Temple Prime yourself without 
authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the
Temple and set off a chain reaction in the large Tiberium Fields found
throughout this Yellow Zone - the resulting blast would be massively 
destructive and may kill millions. This is a decision that will have to be 
made at the highest levels of the GDI Command Structure."

*Primary Objectives*

1 - Destroy Ion Disruption Field Generator 1

"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weaken the forcefield and allow an Ion Cannon strike."

2 - Destroy Ion Disruption Field Generator 2

"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weaken the forcefield and allow an Ion Cannon strike."

3 - Destroy Ion Disruption Field Generator 3

"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weaken the forcefield and allow an Ion Cannon strike."

4 - Build an Ion Cannon Control Centre

"The Ion Cannon Control Centre is used to relay surface Strike Conditions to
the Ion Cannon that's orbiting the planet in space."

5 - Destroy Temple Prime with the Ion Cannon

"Now that the forcefield has been neutralized, GDI Command has ordered that 
Temple Prime be destroyed by the Ion Cannon."

*Bonus Objectives*

1 - Capture Nod's Science Ministry Building

"Capturing this Building will provide important intel on Nod Tiberium Research
and further insight into Kane's mysterious plans."

2 - Capture the Mutant Hovel

"Capture the Mutant Hovel with an Engineer. This will allow the recruitment of
Mutants to fight for our cause."

3 - Capture the Liquid Tiberium Factory

"Capturing this facility will provide important intel on Nod's Tiberium 
Liquidification Process and restrict their ability to use this technology 
against us."

4 - Destroy an Avatar with the Commando

"Use the Commando to attack the Nod Avatar. The Commando is an expert at
taking down large walkers by planting an explosive pack on their hull."

*Intel Database Entries*


 - Nod Ion Cannon Disruption Tech
    + When you start the mission
 - Nod Avatar Walker
    + After destroying an Avatar with a Commando

GDI Archives

 - Life in a Yellow Zone
    + When you capture the Mutant Hovel
 - Health Effects of Tiberium Contamination
    + By capturing the Tiberium Chemical Plant


Just use your initial force to destroy the Nod forces and then deploy the
base. Construct the usual Power Plant, Refinery and so forth. Place the Rig
on the Eastern Entrance to your base and guard it with your tanks. All other
units will guard the other entrance. Get another harvester to harvest more
credits and deploy Watchtowers and APCs on the Northern side of your base 
since Nod will send infantry at you. Once you tech up quickly, train a 
Commando and park him there, to train his skills so that we can finish one
of the bonus objectives later.

Once you have the Tech Centre, upgrade to Railgun Capacitors and train as 
many Mammoths as you can. Get some Firehawks to bomb the Obelisk of Light
as in the last mission or you can use the Juggernauts in replacement of them
but I prefer the Firehawk. Anyway, build some anti air defences in the 
Northern side of your base near your watch towers since the Nod commander
likes to bomb you with some Vertigos. 

Use your Firehawks as a more expensive scout unit and find the Mutant Hovel.
Capture it with an engineer and train some Marauders. Compared to your forces,
these guys are useless as such and Nod will attempt to overrun this area. Use
the Mutants as a cheap for of defence. This is mainly for the objectives.

When you think you have enough Mammoths, support them with a Rig or two.
Use your Firehawks to scout the area they will move off to. Advance to the
South West corner to destroy the Obeliskes hiding there. You want to attack 
the Eastern side of the Nod base. This is done in the Eastern most path. Just
camp outside the base where the War Factory is. Just train off the units that
Nod would swarm at you but do not destroy it. Keep training off them and train
a few engineers. 

While you were advancing through the passive I've told you to, use your 
Commando next to the Mammoths to look for a Avatar. When you see some, they 
should be in a group and distract them with the Mammoths. Just your Jump
Jet ability to jet next to then and explode them with the explosive charges. 
But then, get the hell out of there since their lasers is more than a match
for the Commando. 

Make sure your Mammoths are ready before you assault the base. At least have 
some Heroic Mammoths to lead the way. Train a few engineers and have them
waiting in transport to complete the other objectives. 

Assault the base and this has to be done quickly. Once you knock out the War
Factory you have been training off, Kane will have a Temple of Nod with a 
Nuke charging. Advance your Mammoth Army through his base, ripping anything
that is an enemy to shred. Destroy the Generators that you will encounter
throgh your base destruction. Clear the area around the Science Building and
the Liquid Tiberium Factory and send in the engineer through the route that
you undertook with your Mammoths, knowing that the way is clear. Capture the
buildings with your engineers to complete the bonus objectives for this

Use your Mammoths to destroy the Temple of Nod, but make sure you destroy the
Obelisk of Lights that surround it first as to not damage the Mammoths too
badly. Clear the Temple if any and make sure you have cleared all the 
disruption fields generators. Once that is done, Cutscene.

Boyle is mad and build the Ion Cannon Uplink now. Charge up the cannon with
7 minutes that it takes to charge. Since the expert in Brazil has been 
captured, the insane Director of GDI wants you to fire on the Temple Prime
with the Ion Cannon. Don't worry how close your troops are, just fire the 
Cannon on Temple Prime. Watch as millions lose their lives due to Boyle's

And for the Temple of Nod thing, it may be a Hard Mode item only since I 
completed this mission on Hard Mode first. 

[2.12] Munich

"The savage, unexpected attack on Munich by the invaders has taken the city's
garrisoned GDI forces completely by surprise. The battle was over before it
began. As the invaders ruthlessly wipe Munich from the face of the Earth, you
must marshal the remaining GDI forces and fight a desperate rearguard action,
holding off the enemy just long enough to all the GDI F-T Lab engineers to
escape in armored transports. These engineers have key information about our
new enemy, and must reach safety."

*Primary Objectives*

1 - Protect the Civilian Transports

"These Civilian Transports contain what is left of the GDI F-T Lab engineers.
Protect them at all costs - at least one must survive."

*Bonus Objectives*

1 - Capture the GDI Future Tech Lab

"This GDI Lab contains vital research. Send in an Engineer, capture it and 
obtain the information, or GDI F-T research may be set back five years or 

2 - Capture the Power Plant

"This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get
these Engineers in there and get the thing working ... we need all the help
we can get."

*Intel Database Entries*


 - Sonic Weapons and the Invaders
    + Capture the Power Plant with an Engineer
GDI News Wire

 - GDI Storm Shelters
    + By capturing the Future Tech Lab


This mission is virtually insane. The amount of Scrin units flying all over
the place, it is insane. Munich is gone, it is destroyed. Collect and group
all your GDI units and follow and guard the Civilian Transports as they 
travel down the road. Once they cross the first bridge, guard the Rig with 
your units until they proceed to the river area where you will have changed

Some GDI survivors reinforce your position. In this bundle are several 
engineers at your disposal. Send two engineers off to the Future Tech lab in
case one of them gets killed. Send the last engineer off to capture the power
plant to activate the Sonic Emitters. These things will crush those Scrin
land units for good. Group all your forces into a team and keep guarding the

Watch as the Sonic Emitters crush the annoying Land units but you still have
to be careful of the air units. Guard the transports with all your forces,
they must survive. As long as one transport makes it to the Subway, you will
win the mission. I just survived this mission myself with one Transport on
red health. The rest were destroyed. I believe this is toned down a little
in the patch. It is hard but is a relatively short mission. 

[2.13] Stuttgart

"While Stuttgart is ostensibly under complete alien control, GDI has received
several distorted transmissions from within the city incidating there are 
survivors either in hiding or pinned down by alien forces. One of these
surviving units - an elite Commando - has managed to evade his attackers. You
will work with this Commando to round up as many other surviving units as
possible, then use the resulting force to take out the alien base dominating
the city. Keep an eye out for a GDI combat engineering team - they are capable
of reactivating both GDI's Stuttgart base and the city's defensive grid, which
would make the mission far easier."

*Primary Objectives*

1 - Capture or Destroy the Alien Structure

"This structure appears to be the focus of Alien efforts in the area. Marshal
your forces and capture or destroy it."

2 - Rescue the Combat Engineers

"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."

3 - Capture the Eastern Power Plant, Activiting the GDI Base

"This GDI base was damaged during the attack, but appears to be semi-
functional. Get the Power Plants back online and you'll be able to build new
combat units and Engineers. Lose all your Engineers before capturing the base
and you will fail - it is essential to our success."

*Bonus Objectives*

1 - Rescue the Zone Troopers

"Alien air units have trapped this Zone Trooper Squadron in the Stuttgart
rubble. Destroy the aircraft and the Troopers are yours to command."

2 - Rescue the Snipers

"Dispatched to scout the area, these Snipers are now pinned down by Alien
infantry. Kill the infantry to rescue them."

3 - Rescue the Infantry Squad

"An infantry platoon took shelter in these structures during the attack, but
found themselves surrounded by Alien Disintegrators. If the platoon moves, 
the drones will notice them, enter the building and kill them all. Eliminate
the Disintegrators in order to free the platoon."

4 - Destroy a Tripod with the Commando

"Use the Commando to attack the Alien Annihilator Tripod. The Commando is an
expert at taking out large walkers such as the Tripod."

5 - Capture the Northern and Western Power Plants to activate the Sonic 
    Emitters array. 

"As our experience in Munich showed, Aliens are weak against Sonic Emitters.
Capture both Power Plants and get the arrays back online."

6 - Capture the Southern Power Plant to Activate the Command Post

"Stuttgart's Command Post appears to be mostly intact. Get its Power Plant
functional to regain radar information."

7 - Capture the SouthWest Power Plant to Activate the Armory

"Given the weakened state of our forces, this Armory should prove to be 
invaluable. Use your Engineers to capture the Power Plant and get it back 

*Intel Database Entries*


 - Alien Origins, Connections to the Tacitus
    + Finish and complete the Mission
 - Alien Tripod Captured
    + Glitched, Bugged. Should be when you destroy an Avatar with a Commando 
      and then capture with an Engineer.


Use your Commando to rescue the engineers that are South West to your 
Commando's current position. Kill the Scrin units pinning them down to rescue
them. Once they are rescue, let them follow BEHIND the Commando and rescue the
Missile Squads under attack. Again, once you have rescued them, send them 
behind your Commando do that the Commando can fire at incoming hostiles. Soon,
you will see an ugly tripod and just like you did with the Avatar in the 
Sarajevo mission, detonate the Walker and watch it collapse. You should get an
intel entry but it is bugged. Garrison the Missile Squads in a building to 
destroy the other Vehicles pinning down your Commando. 

Now, head west some more and you will spot 2 Power Plants facing the enemy
base. If you capture it now, not only will it complete the Bonus Objective
but it will be able to effective stop any reinforcements in the city for the
Scrin. You can also target the Defences by force firing the Emitters short of
the Defences since the range isn't far enough. Still, the Emitter Wave will
destroy the defences if you aim correctly. Now that we can breath a bit 
easier, move your forces to join up with the Zone Troopers. En route, rescue
another another Missile Squad by killing the units pinning them down. Use your
missile Squads to knock down the Stormriders in the area to let the Troopers
join up with you. Now we have some serious firepower. And garrison the Missile
Squads in the building to avoid enemy fire. 

Time to move to the next objective, the trapped infantry squad. Kill the 
units that are pinning them down and kill them, rescuing the Riflemen. And
then advance your sizable force to the Snipers and rescue them. Now that our
rescue mission is done, capture the GDI Base, the Command Post and the Armory.
Use remaining engineer to capture neutral structures and construct a nice
army to attack. If you still have remaining engineer, you can use them to 
commandeer fallen Tripods. Use the enemy's weapons against them.

Now, load up your infantry in APCs after healing them at the Armory. This will
let you to attack Vehicles. Attack any vehicles and advance to the Sonic
Emitters you've captured earlier. Use your forces to lure out some of the
Scrin defenders and slaughter them. Keep distracting and eventually, kill
all the base defences and then use the Commando to detonate his explosives 
on the Drone ship to finally end this mission. 

[2.14] Cologne

"Cologne is under attack by the invaders and the city is in its last throes.
However, initial recon has revealed that the GDI base in Cologne was left 
relatively intact by the enemy after it was abandoned by the garrison force
when the alien attack started. An advance team is being dispatched to 
determine the size and scope of he alien presence in the city and you'll be
in command. Once you determine what you're up against, we'll send you an
engineering team to get the GDI base up and running again. Protect the 
engineers until they can reach the base, the build up a strike force and drive
the aliens from Cologne altogether. It's not too late to save the city."

*Primary Objectives*

1 - Scout the Alien Structure

"GDI Intelligence has located an unknown Alien structure to the north of the
city. Investigate and confirm."

2 - Protect the Engineers

"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."

3 - Capture the NorthEastern Power Plant

"This Power Plant is the center of the GDI Power Grid. Capture it and restore
power to the base."

4 - Destroy the Alien Command Center

"We cannot establish a forward base until we have eliminated the Alien Command
Center. Without direction, the Alien threat is significantly reduced."

*Bonus Objectives*

1 - Capture the Reinforcement Bay

"Capture this Reinforcement Bay in order to gain access to Juggernaut 

2 - Capture the NorthWestern Power Plant

"This Power Plant runs the Sonic Emitter array on the West side of the city.
Capture it and the array will come back online."

*Intel Database Entries*

GDI Eyewitness Accounts

 - GDI Field Recon - the Fall of Cologne
    + Capture the Power Plant (Primary Objective 3)


Take your detachment through the city to investigate the Alien Structure. Use
your Commando in this mission. The Scrin will send massive amounts of Scrin
Infantry and Tripods in your direction and not much in vehicles. So you'll
see a lot of Buzzers and Disintegrators. Since said Commando is good against
Infantry, he should lead the assault. 

Investigate the structure and move across the Power Plant and cross the bridge
that is there. This will, in essence, finish the first objective. Now, head 
to the engineering detachment. Use the reinforcements to help relieve the 
Engineering detail. Use your Commando to Jump Jet there to make him wipe out
the Scrin before they wipe out your Engineers. After you have saved all your
little units, send them up to the GDI base and re capture it. Send one of the
Engineers to capture the Reinforcement bay for the three or so Juggernauts.

Once you have recaptured the base, you will need one of two things. You either
have to train APCs with Missile Squads or deploy a Surveyor to the bridge you
cross and build Anti Air Turrets with Sonic Emitters. There is a reason for
this. The Scrin, especially on the Hard level, will send swarms of units at 
you. For land, they won't send many Buzzers but will send Disintegraters,
Seekers and GunWalkers. This is why you will need some form of land defence,
and more Sonic Emitters will do the job. There is not the least of your
worries. The Scrin will also send Planetary Assault Carriers and Devestator
Warships to you. And the worst thing is, the Devestators can attack OUTSIDE
your range. So either way, you will need some form of mobile Anti-Air

You should recapture the Bonus Power Plant but with my knowledge on the hard
mode, the Sonic Emitters will easily be overrun. So it will delay their wave
a little, but won't stop them. Now there are several ways to finish the 
mission. You can use Snipers to use their ability to spot for the Juggernauts
to bombard the building back to the Stone Age. You can use your Commando for
hit and run missions and when you have disabled the defences, you can Jump
Jet at the building and detonate it before they kill the Commando. Or you can
use the simplist method and that involves about a dozen Mammoth Tanks 
swarming, crushing and running over the enemy. Either way, you need to destroy
the building somehow. Its up to you how many units you want to lose and how
much you are willing to spend on them.

[2.15] Berne

"After launching a costly but successful counterattack against the Alien
invaders, the newly-reconstituted GDI is finally in a position to push the
Aliens out of Europe once and for all. The key is the invader's central base 
in Berne, Switzerland. The invaders have turned Berne into a brutal, urbal
wasteland, a vast staging area for the invasion of Northern Europe. The Alien
encampment is spread across the ruined city and split into three sections. A
heavily-defended central base to the NorthEast of the city and two adjacent
support bases, one armour and one air, all ringed with what seems to be 
newly-seeded Tiberium fields. This is going to be a tough one. Destroy the
main base. No survivors. This is [should be one's] personal."

*Primary Objectives*

1 - Destroy the Primary Drone Platform

"This appears to be the central coordinating base for all Alien operations in
Europe. Destroy it and we'll turn the tide."

*Bonus Objectives*

1 - Destroy the Armour Base Drone Platform

"The Aliens have constructed an additional outlying base focused on armoured
units. Destroy it and their forces will be significantly weakened."

2 - Destroy the Alien Signal Transmitter

"The Aliens appear to be using this structure to summon something large and
presumably, dangerous. Destroy the Signal Transmitter before this happens."


3 - Destroy the Alien Mothership

"This Aliens have summoned what appears to be some kind of Mothership, and 
it's heading right for our base. It must be stopped!"

4 - Destroy the Air Base Drone Platform

"The Aliens have constructed an additional outlying base focused on aerial
units. Knock it out and you'll have a much easier fight on your hands."

*Intel Database Entries*

GDI Eyewitness Accounts

 - GDI Field Recon - the Fall of Berne
    + By destroying the secondary Scrin bases

GDI Archives

 - What is it like in a Red Zone?
    + By completing the mission


Once you have battle control online, move your Predators to protect the North
East side of your base, the others defending the North West. Build a War 
Factory next to the Predators for healing. You will need some more Power 
Plants and a Tech Centre. Immediately upgrade the Turbines when you plop down
the Tech Centre and build Sonic Emitters. Meanwhile, train Mammoth Tanks and 
a Rig. You will need about 6 Mammoths at the least. 

If you haven't already, plop down some Anti-Air defences to knock out the form
of Scrin aircraft. When the recent 1.05 patch, Firehawks have become extremely
useful since they launch their Anti-Air missiles in a volley. Anyway, if you
want some versatile air defence, use Firehawks. Once you have built the 
Emitter, you want the first two at least next to the War Factory and Preditor
Tanks. A few Anti-Air turrets couldn't hurt but then again, the Firehawks 
should be able to take down air threats. Build two emitters to support your
forces on the North Eastern side and 2 Emitters next to your Tiberium Field
since they will be sneaky and send a force there. Once you have adequately
defended your base with buildings, get an Ion Cannon Control as fast as 
possible, you'll need it later. Make sure you have Space Command Uplink as 
well. In fact, if you want to hurry this up, build a Crane to help relieve
the building time.

Your Mammoth detachment with their shiny Railguns should easily rip apart
any incoming forces and get them promoted. When the Tripods come, and they
will, they should fall with the combined force of Railguns and Sonic Emitters.
Once they fall, send your Engineers to commandeer them. Or rather, borrow. 
They would reinforce your position when the Mammoths are gone. By now, your
Ion Cannon is charging up. If you really want an Ion Cannon, straight after
you are in command, build the Crane before the War Factory. That would help
you immensely. Anyway, when your Ion Cannon is charged, hopefully, bonus
Objective 2 about the Signal Transmitter has not turned up. Now, scout the
area around the Central Drone Platform, behind it a little and look for the
Signal Transmitter. If it hasn't popped up, it will now. Ion Cannon the 
damn thing. It is easier than suiciding 8 Firehawks there. If the S.O.B is
not deal, Shockwave Artillery it. It should be dead then. You only have 
half a minute or so to deal with the damn Signal Transmitter, so be quick. 

With the Transmitter down, it is one major obstacle overcome, since the ugly
Mothership can do a large amount of damage if not shot down. If you didn't
manage to blast the transmitter, the Mothership is powerful but is it 
extremely slow and if you have decent AntiAir Defence, it should be easy to
shoot it down. Once you are confident that you can repel any attack on your
base by the Scrin, you will move out our Mammoths and the Rig. 

The first thing we should attack this the Air Base. Vehicles are extremely
easy to take care of thanks to the Sonic Emitter. Use your Scan power to know
what you're up against. The Air base will free up more resources and you can 
use your Firehawks to Firebomb. Anyway, there will be defences such as Storm
Coloums, Photon Cannons and such, so use Juggernauts or Firehawks to bomb the
building back to the Stone Age. Once the defences are gone, repair your
Mammoths before you can assault the base. If you Mammoths has adequate
experience, they should be all at least Veteran, with some on Heroic. This 
should be no problem for the Mammoths, if they get on critical health, retreat
back to the Rig. 

By now, the Ion Cannon should be recharged and from now on, pummel the Main
Base with the Ion Cannon, using the Scan to find out where targets of
opportunity are lurking. Now, repair the Mammoth cluster, build some more if
you need them, reinforce the main group and advance to the Armour base. Build
another Rig to reinforce the column. 

Now that there are no more aereal threats that are significant, use your
Firehawks to bomb the Storm Columns in the next base and wait for the Storm
to subside before invading with the Mammoths. Same thing, just search, seek
and destroy. Once that is taken care of, you should be able to see that the 
Scrin assaults are weaker with no secondary bases and having to repair the
damage of the Ion Cannon.

Now know this before you advance to the Main Base. Near the Drone Platform,
even your Mammoths will sustain significant losses if they attack the Drone
Platform since there are large amouths of Anti-vehicles defences near the
Platform. Best to Ion Cannon the area. If you can't wait for the Ion Cannon,
deploy a sizable squad of Zone Troopers and attack. They should do the job if
you support them with the Mammoths. Watch out for the Tripods and Planetary
Assault Carriers near the platform. Use the Ion Cannon carefully and you 
will be able to wipe out tens of thousands of credits in a single shot. If
you still can't win, just build a large amount of Firehawks, Startofighter
Boost and bomb the Drone Platform. 

[2.16] Rome

"It's time to take the fight into the Red Zones and destroy the giant towers
under construction by the invaders. Central Command isn't keen on waiting 
around to find out what those things are actually going to be used for ... the
answer is sure to be one that we won't like. You're the test case; you're 
going to take down the tower near Rome. You will deploy into the Italian Red
Zone and set up shop behind a large Tiberium chasm that is not connected to 
the main landmass. While this provides a natural defense, you'll have to 
utilize jump jets, call-for-transport, and aerial units to move across the
chasm and create expansion bases. Scanners indicate several spatial anomalies
in the area and Alien entities are flooding into the region at an alarming
rate. To make things worse, Nod has set up camp in the NorthWest. Given Nod's
erratic behaviour since the arrival of the invaders, you should be prepared
for anything. The situation is crazy and getting more so by the minute."

*Primary Objectives*

1 - Destroy the Three Alien Phase Generators

"Three Alien Phase Generators are protecting the Alien Tower. Destroy them to
make the Tower vulnerable."

2 - Destroy the Alien Tower

"The Alien Tower is surrounded by Storm Columns which will complicate a direct
assault. Once the Phase Generators are down, utilizing the Ion Cannon may be 
your best bet to destroy it."

*Bonus Objectives*

1 - Destroy the Alien Mastermind teleporting the forces

"The Alien Mastermind appears to be teleporting attack forces across the
Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks."

2 - Prevent the Aliens from using the Rift Generator

"The Aliens are preparing to use their super weapon. Destroy the weapon before
they are able to use it on your base."

*Intel Database Entries*


 - Alien Mastermind
    + By killing the enemy Alien Mastermind
 - Alien Rift Generator
    + By destroying the Rift Generator

GDI Archives

 - Red Zone Terrain: Tiberium Chasms
    + When you start the mission


Build up your base, the basics. Use your Zone Troopers to defend the right 
side of the chasm since that is where your forces are needed to fight. You
might need to reinforce your position with more forces if the teleporting is
getting out of hand. After you have built up your base, build an airfield and
a Firehawk squadron. Use your Firehawks to search and destroy the really
annoying Alien Mastermind. 8 Firebombs should be enough to blast the little
critter back to mommy. Build an Ion Cannon when you can for blasting purposes.

Build up a Surveyor, a sizeable amount of Zone Troopers and build a War
Factory and Sonic Emitter. Jump jet the Troopers over the chasm and airlift
your Surveyor over the chasm and deploy. When it is finished, plop down the
War Factory and Emitter and start building more. Harvest the wonderful blue
Tiberium and crank out some Mammoths. 

Depending on the difficulty, there may be a large amount of Scrin forces
down the ramp and this is where the Ion Cannon is extremely handy in wiping
out a large number of Tripods. Make sure you have some engineers ready to
commandeer some. Use your Scan powers to see where you should Ion Cannon. 
Use your original Zone Troopers to move out of the expansion base and 
destroy the Scrin defence structures there. Jump jet past the ramp and use
their powerful Railguns to destroy the Rift Generator. For this, you might
need to reinforce their assault force with more Zone Troopers or even a
Commando if need be. 

Churn out those Mammoths like no tomorrow and watch the Nod and Scrin
attack each other. You might however, build a few Anti-Air turrets since
Nod might send a few Vertigo Bombers to harass you. Support your Mammoth
force with Rigs. A good ratio is 4 to 6 Mammoths to a Rig. If you have 12
Mammoths, you should use 3 rigs, 2 at the least to repair. The Scrin base
is to the North East, the Nod to the North West. The Nod base might churn
out a Temple of Nod, therefore, nuke, but you can just ramming their base
with a large amount of Mammoths. Take care of the Nod base since they will
regenerate their Superweapon, the Scrin won't. 

Soon, Scrin Aircraft will attack you, mainly Stormriders but they are easily
shot down. Shoot those suckers down and move on. Now, attack the Phase 
Generators with your Mammoth. With the amount of Mammoths you have, no amount
of defences can really contain you. Build more Mammoths to reinforce your 
Mammoth position. If you think you have the guts, attack the Scrin base and
destroy them, making your life so much easier. 

Anyway, the task at hand is to destroy the Phase Generators and wipe them
off the map. Your Mammoths have no problem with this. When all three are 
down, you can't actually attack the tower with land forces, point the Ion
Cannon on the Tower and destroy it. Then we move on to the last mission for
the GDI, for now.

[2.17] Ground Zero

"Right at the heart of Ground Zero is a unique alien structure that [the] GDI
scientists are calling the Control Node. It appears to be channeling Tiberium
radiation to the alien forces all over the planet. If you can destroy the 
Control Node, there is a good chance that all of the aliens units will cease
functioning and the invasion may be stopped dead in its tracks. Yet again, 
Nod forces have arrived ahead of us and they appear to have engaged the 
aliens. The two sides are currently fighting over a central hill near Ground
Zero and will likely use this location to stage attacks or construct super
weapons. You'll have to improvise. Try capturing enemy structures for your own
use. Wipe out the Nod and alien forces that get in your way. Also be advised
that we have intel on an unidentified alien entity en route towards the 
Control Node."

*Primary Objectives*

1 - Destroy the Alien Control Node

"General Granger believes the Alien Control Node is channeling Tiberium 
radiation to the entire alien force. Destroy it and the aliens will be 
defeated once and for all. Expect heavy resistance."

2 - Defeat the Nod forces

"Nod is in the area and poses a threat to our operations against the alien
Control Node. Eliminate their base to the North."

*Bonus Objectives*

1 - Capture an Enemy Superweapon

"The aliens and Nod are vying for a positon along the chasm. They will likely
use this strategic location to construct Superweapons. Capture an enemy Rift
Generator or a Temple of Nod"

2 - Divert the Alien Mothership to the Nod Base

"An Alien Mothership has been summoned to the battle and is headed towards our
base. You may temporarily divert the Mothership to Nod's base by taking out 
the Disruption Towers in front of their base. Whether or not you divert the
Mothership, eventually you will need to destroy it."

*Intel Database Entries*


 - Alien Control Node
    + When approaching and attacking the Control Node

GDI News Wire

 - Alien Tower Destroyed!
    + When you start the mission


Build up your base like usual. You will need an Airfield and Firehawks as well
as several Harvesters. Since the Rift Generator is closest to your base, send 
a few engineers, Railgun Mammoths and a Rig to the Rift Generator and capture
it. You should be able to those it against Scrin attacks but in Hard Mode, it
is extremely hard to hold this position and you will be forced to abandon the
position and the Rift Generator.

In the mean time, there is a Mothership needing divertion. Hope for some Good
Luck and hope that the Mothership blows up the Temple of Nod for you. If not,
just do it yourself. It should be destroyed before the counter finishes since
the Scrin will sooner or later overpower the position. Use your Firehawks to
bomb both disruption towers to hell and watch the Mothership attempt to kill
Nod's base. If the Mothership after a while attacks you, you should know that
the Nod base is practically gone.

In the mean time of the mean time, you need to build up your base defences
with Sonic Emitters and AntiAir to target down enemy Nod and Scrin attacks
on your base. Build up a massive Mammoth Army, upgraded with Railguns of
course and support with Rigs and Firehawks. If that stupid Temple of Nod is
still not gone, and the Timer is ticking, advance with the Mammys and attack
the Temple and wipe it off the map. Repair quickly and attack the Nod base if
the Mothership didn't do the job properly. Now lies your next problem.

How to attack the Control Node. By now, Boyle should have popped up and 
offered you an interesting propositon. You can now use the Liquid Tiberium
Bomb, but Granger will insist that you don't. Anyway, use an Ion Cannon on the
Scrin base if you have it to assist you significantly. Invade with you large
amounts of Mammoths but still, you will suffer losses and keep a sharp eye to
ensure your Mammoth attack force isn't killed.

However, there is a easier solution in destroying the Control Node after 
wiping Nod off the map. You will need about 15 or so minutes. It involves
using the Ion Cannon twice on the Node. The Scrin shouldn't repair the damn
thing and after two Ion Cannons, watch that Node go bye-bye. Now, depending
whether or not you used the LT Bomb, you will get the cutscene. If you want to
know what, read below. 


If you used the Liquid Tiberium Bomb, Boyle will be nice and happy with you 
and promote you in essence. However, Granger will resign since he cannot work
the an organisation that is uses tactics that is grossly inhumane, with the
LT fallout causing millions of deaths. If you do not use the LT bomb, Granger
will congratulate you for acting for the people and standing up for them,
essentially saving millions of lifes. Boyle, however, is forced to resign 
since if word got out that he authorised the use of the LT bomb, he will be
charged with war crimes, mainly Crimes against Humanity. Watch as the video
show the Scrin suddenly stopping.

<End Spoiler>

Here is a strategy sent in by PsychicShadow92 which makes, according to him,
Ground Zero impossible to finish. 

Is to first off play it on Hard Mode of course. Right at the start, send the
commando to blow up Nod's stealth towers (this doesn't always work but it 
doesn't matter) and LEAVE the deployed NOD Emmissary alone. Take care of the 
Rift Generator to get the Bonus objective. Then just defend your base with 
whatever you got (I used Mammoths in the late game) until Boyle offers you the
LTB. Use it on the Alien Control Node immediately. If you did it right, the 
NOD base and their deployed Emissary is still extremely active. As soon as 
the Control Node is destroyed by the LTB, the Brotherhood of NOD will start 
going insane like hell. They will set up an outpost near the Emmissary 
which will have a Hand of NOD and like a 100 base defenses (there was so 
much Obelisks of Light that not even my attack force of 22 Mammoths couldn't
get through).

[3.01] Goddard Space Centre

"You will be taking an elite team of Nod's best soldiers into Goddard Space
Centre to stage a lightning strike on the ground control systems for GDI anti-
missile defence system. With the A-SAT Systems offline, GDI assets in Earth
orbit will be vulnerable to a missile attack. Your raid will start with the
base Command Post: Capture it to disable their communications. That will give
you a 20 minute window to destroy the A-SAT control system."

*Primary Objectives*

1 - Destroy the Wall

"Use the Fanatics' attack to destroy the wall and allow passage for the

2 - Capture the GDI Command Post. DO NOT DESTROY THE POST INSTEAD

"The GDI Command Post must be captured to prevent a GDI Distress Call. Capture
it with a Saboteur."

3 - Destroy the Secondary Power Plants

"These structures provide power for the GDI Watchtowers. Destroy them to 
power-down the Watchtowers."

4 - Destroy the Primary Power Plants

"These structures provide power for the GDI Watchtowers. Destroy them to 
power-down the Watchtowers." [Lazy EA]

5 - Destroy the Ground Control for the GDI's A-SAT System

"GDI's A-SAT defences are controlled by this building. It must be destroyed to
begin the Third Tiberium War."

*Bonus Objectives*

1 - Use these Shadow Teams to destroy the final Power Plant

"Nod's Shadow Teams are excellent at infiltration, using their hang glider
ability to get past obstacles and their Plant Explosives ability to destroy

2 - Capture the Reinforcement Bay

"Capturing the Reinforcement Bay will give you access to additional

*Intel Database Entries*

Kane's Arsenal

 - Fanatics
    + When you complete the First Objective
 - Saboteur
    + When told to Capture the GDI Command Post
 - Militants and Rocket Troopers
    + When your Reinforcements arrive

Nod Archives

 - The Brotherhood of Nod
    + When you complete the First Objective
 - Nod's Place in the World
    + When having destroyed the GDI Power Plants
 - Ground Control for GDI's A-SAT Systems
    + When told to destroy the Ground Control System


You now have control of the Nod units. The Saboteur is your basic engineer
units while the Fanatic is considered the suicide bomb. Effective against
tanks and structures but horrible against infantry, anti-infantry and air.
Use your bombers to destroy the portion of the GDI Wall, which you can never
build and bomb it. Send in your Saboteur through this new hole and capture 
the Command Post, just lying there.

Once your plane dropped reinforcements arrive, collect all of them and send
them to the GDI Barracks and destroy it. Then proceed to bomb the walls off
the Power Plants. Don't worry, if any of your units die, they are instantly
"revived", back from the dead through the reinforcements. Move your forces
to the GDI War Factory. The Pitbulls should be eliminated through the Rocket
Squads. Destroy the Pitbulls and enemy Infantry and destroy the War Factory.
Then, destroy the next two power plants for the bonus objectives and the
final Primary Objective. 

You will now get a few Shadow Teams and a Saboteur. Send your Militant Squads
and Rocket Squads to clear out enemies on the way to the Reinforcement Bay and
send in the Saboteur to capture it. Add the new units to your assault force 
then proceed to wipe out the enemies on the path to the A-SAT system. Careful,
some Watchtowers are still active, so send your Shadow Teams to the last
Power Plants through their Hang-Glider ability and land out of reach of the 
Watchtowers and bomb the Power Plant. That should complete the last of the 
Bonus Objectives.

Now, send all your forces, including the Shadow Teams, to the A-SAT System and
attack it. Relatively simple isn't it? Use your Shadow Teams detonation 
ability to reduce the health of the structure relatively quickly to ease 
things up. The Third Tiberium War has started. 

[3.02] The White House

"An attack on the White House will simultaneously deal a terrible blow to GDI
morale and serve as a distraction from more important targets. We've
infiltrated a strike team into downtown DC and they are standing by for your
orders. Take command of your force and proceed with your mission."

*Primary Objectives*

1 - Destroy the GDI Logistics Centre

"Assemble a force and destroy the GDI Logistics Centre just north of your
position. This should cause GDI to respond with forces that are currently
guarding the Pentagon, leaving it open for attack."

2 - Destroy the remaining GDI Forces guarding the White House

"GDI has setup a small base in front of the White House. Destroy their
production structures and Command Post and take the White House for the
Brotherhood of Nod!"

*Bonus Objective*

1 - Capture the two Tiberium Silos to fund this mission

"The Tiberium Silos in the area should fund your fight here. Capture them with
your Saboteurs."

2 - Capture the two Tiberium Spikes to fund this mission

"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster
your funds."

3 - Destroy 5 Ox Transports

"Make sure those Ox Transports don't reach their Landing Zone Destinations. 
Use your Attack Bikes and Militant Rocket Squads to bring them crashing to the

*Intel Database Entries*

Nod Field Intelligence

 - Tiberium Spikes
    + When you capture both Tiberium Spikes

Kane's Arsenal

 - Hand of Nod
    + When you start the mission
 - War Factory
    + When you start the mission

This base should be achieved through sheer numbers and not tactics. Sorry bout
that, since, you don't have any major toys to play with. Pump out the Attack
Bikes and the Raider Buggies. The Bikes are good for hitting Vehicles and the
Buildings and the Buggies can hit infantry and air units. This is the time 
you should capture the Spikes and the Silos since the map hasn't been enlarged
yet and now is a great time to build up your forces. 

Build up a large force of Buggies and Bikes and when you think you have get a 
large force, attack the Logistics Centre. There aren't a lot of GDI forces, 
yet. Before you finish, pump out some more Buggies, Bikes and Rocket Squads
for something later. Use those units to line the bottom of the map, ensuring
there are three groups, one for the left, right and centre. This is for later.
Destroy the Logistics Centre. 

The map enlargen and you will get a message of incoming Ox Transports. The
reason for the Bikes, Rockets and Buggies is to counter this. You need to
destroy about 5 to ensure that GDI stops sending reinforcements. Don't let
any through to ensure you have an easier fight up ahead. Once they are gone,
the Oxs I mean, send your vehicles together into one bunch and move towards
the GDI base.

Send your Vehicles into the base, crushing the Pitbulls and Missile Squads
first since they are the best units currently against your squad. Bear in
mind that the Bikes and Buggies have light health, so they can't take a lot
of damage. Then take down any other form of defence and then crush the base
to finish the mission. 

[3.03] Andrews Air Force Base

"Our Theatre Command Cell has ordered a coordinated attack on all GDI air 
bases in this region to take out GDI's air support. Your target is Andrews Air
Force Base in Washington DC. You'll take command of a strike force near the
base entrance. Start by clearing GDI troops in the surrounding area, establish
an outpost, and then infiltrate the base itself. Once you're inside the base,
job one is to destroy the airfields used by Orca ground attack aircraft. Your
very presence inside the base will also shut down GDI's use of military
aircraft capability."

*Primary Objectives*

1 - Destroy the two Airfields at the rear of the Air Base

"GDI is providing air support to the rest of the Eastern Seaboard from this 
air base. Eliminite these two Airfields to cripple their ability to respond to
our attacks."

2 - Eliminate the GDI Patrols and Destroy the GDI Outpost

"In order to build a base at this location, you must clear out all GDI patrols
and buildings. There is a Fuel Depot in the Outpost, if you blow it up the
entire outpost will go up in flames."

3 - Disable the GDI Defences

"There is a Power Plant situated on top of the cliff powering those defensive
turrets. Your Shadow Teams can use their hang gliders to reach it. Destroy the
Power Plant."

4 - Destroy the Control Tower

"In addition to hampering GDI's ability to coordinate air attacks, eliminating
the Control Tower will also clear the way for Attack Bike Reinforcements."

*Bonus Objective*

1 - Capture the two Tiberium Spikes to fund this mission

"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster
your funds." [Lazy EA, copy and paste]

*Intel Database Entries*

Nod Field Intelligence

 - Nod Tactical Doctrine
    + When you attack the GDI Outpost

Kane's Arsenal

 - Shadow Team
    + When your Shadow reinforcements arrive


Collect your ragtag bundle of troops and make them move West towards the 
GDI Outpost. Before attacking the base, scout the area and clear out the 
unfriendly GDI forces in the area. There are several patrols so keep a sharp
eye. When you are sure they are down, attack the massive Cynlinder shape fuel
depot and watch as it makes the base turn into beef burgers. When the GDI base
goes boom, reinforcements have arrived.

Build up your base, or rather, watch as they do it for you. Train a sizable 
force of Raider Buggies, due to an absense of Bikes, a train a Saboteur. Send
a few Buggies and the Saboteur to the first Tiberium Tower in case there are 
still patrols in the area. Move one of the Buggies close to one of the base
defences and wait till they fire on you for the next objective.

You now have to disable the Defences, which is done through the Shadow Teams.
Two teams should be dropped near you base so move those guys West, roughly
below the Power Plant and use their Hang Glider ability to fly towards the
Power Plant. Careful, you don't be to be targeted by an AntiAir Turret so make
sure what you're flying into. Anyway, land and deploy the bombs and blast down
the Power Plant.

This is the tricky part. See if you can move your Shadow Teams towards the 
Control Tower and quickly bomb it. If you can, well, thats good and retreat
the teams if you can. If you can't, this will be hard on you. A conventional
attack, which happens to be your only form of attack at the moment, will be 
hard since there are garrisoned GDI forces. Your best bet is probably having
your own forces garrisoning buildings supporting them will Rocket Squads. 

When that tower goes poop, you will get a reinforcement of Attack Bikes. Send
them back if they get attacked and reinforce their force with more Attack
Bikes. Group your Bikes and Buggies together and head towards the second 
Tiberium Spike and then send a Saboteur to capture it. Capture is and then
send all your forces to attack the GDI airfields. Destroy them both, making 
full use of the Red Explosive Barrels. Also, don't use fanatics, too easy to
shoot down.

[3.04] Hampton Roads

"You're going to seize the largest naval base in North America and destroy one
of GDI's Aircraft Carriers in the process. With the Brotherhood in control of
Hampton Roads, we can start bringing in supplies and reinforcements in bulk to
feed our growing offensive in this Blue Zone. The plan for this operation is a
masterstroke. A Commando has been smuggled into the port via cargo container.
Use this elite troop to take out a GDI Aircraft Carrier at its dock. Once the 
carrier is out of the equation, we'll send in some forces to help you take the
rest of the port. One final note: we also smuggled in a Saboteur but lost 
contact with him a few hours ago. If you can find him, put his talents to 

*Primary Objectives*

1 - Destroy the GDI Aircraft Carrier

"with Langley under attack, the GDS Pathe is the sole provider of air defense
for GDI on the Eastern Seaboard. Destroying it will ensure Nod air superiority
and enable The Brotherhood to reinforce by air."

2 - Destroy the GDI Port Authority Building

"The Port Authority Building gives GDI Command over this naval port. Destroy
it to end GDI's control of the port."

*Bonus Objective*

1 - Find the Lost Saboteur

"We have lost contact with a Saboteur that we infilrated into the port. All
we know is that he was hiding in a Shipping Container, probably stamped with
the GDI logo."

2 - Capture the GDI Command Post

"Capturing the GDI Command Post will give the Brotherhood valuable 

*Intel Database Entries*

Kane's Arsenal

 - Venom Patrol Craft
    + When you destroy the Carrier and Venoms arrive


In the GDI Hampton Roads, we played around with a GDI Commando that retook the
port, so in this Hampton Roads, we will muck around with a Nod Commando that
originally took the port. Like her counterpart, she is an infantry killer with
her laser gun, like the GDI Commando's Railgun. Send the Commando north 
through the amount of shipping containers, keeping an eye for Logistic Crates.
Kill the poor GDI chaps in the way. Between your start location and the 
Carrier, there will be 2 Veterancy crates, promoting your unit to Elite very

Move up the wall of containers will you reach an APC and a Predator. Normally
we are in trouble, but blow up the nice red barrel next to them to remove
them. Now, the funny thing is, the GDI will play Commando and will send their
Commando to block off the Carrier. However, your advantage is in the Veterancy
crates which should let your kill him. Poor GDI, nothing is going right for 
them at all. Use your explosives on the carrier to remove the Carrier and 
finish that objective. 

Reinforcements have arrived. This includes a large number of fanatics and some
Venom Attack Craft. These guys are useful, since they can attack land and air
units as well as detecting stealthed units. Use your Commando to babysit the
Fanatics and send your Venoms eliminate the Snipers. In case of vehicles, if
there is a shiny red barrel, shoot it. Move your Venoms to the last known 
location of the Saboteur. Look out for Missile Squads and kill them, quick.
You will have to eliminate the units around the Saboteur, the Snipers and
the Vehicles. When all units are gone, the Saboteur will join you.

Swap the Venoms with the Commando and start to clear the city. Protect the
Saboteur and use your Commando to destroy Garrisoned buildings since the
Bomb ability will destroy the building and the infantry, but keep one Venom
overhead to ensure you can shoot down Snipers. Send your Commando to the 
GDI base, killing all the infantry that continuously flows from the Barracks.
Destroy the rest of the base and kill all infantry that moves in on your
location. Vehicles will swarm into the area, use your Fanatics to bomb them
back to the Stone Age. This is south of the Command Centre. 

When the vehicles are gone, send in your Saboteur, with your Commando as 
escort, and capture the Command Post. Then, send in your Commando towards the
Port Authority Building, killing everything in the way. Kill them, and bomb
the building with your Commando, or fanatic if you will.

[3.05] Washington DC

"With GDI forces on the rope and a flood of reinforcements pouring into our
new base at Hampton Roads, the Brotherhood is now poised to take Washington
DC. You have been given the honour of striking this blow. We've set up a base
on the outskirts of the city and we're now bringing in supplies. You'll need
to build an army, take out the GDI defenders, and claim this city for Nod."

*Primary Objectives*

1 - Destroy the Primary GDI Base

"The main GDI base is to the NorthWest. It seems to contain GDI's main vehicle
production facilities. Destroy it and you'll cripple their ability to produce

*Bonus Objective*

1 - Build a Shredder Turret Base Defence

"GDI Presence in the city is massive. We'll need to build some base defences
to ensure our base is not over run. Shredder Turrets are strong against

2 - Build a Laser Turret Base Defence

"GDI Presence in the city is massive. We'll need to build some base defences
to ensure our base is not over run. Lasers Turrets are strong against

3 - Capture the Subway Hub

"Use a Saboteur to capture the Subway Hub. The Subway allow infantry to move
quickly around the city."

4 - Destroy the Tiberium Silos

"Spread Tiberium through the city by destroying those Tiberium Silos!"

*Intel Database Entries*

Nod Field Intelligence

 - Refinery and Harvesting Operations
    + When you start the mission

Kane's Arsenal

 - Flame Weapons
    + When you start the mission
 - Base Defences
    + When you build the Shredder Turrets


Build the War Factory and the defences and more at the intersection. I say 
you will need a good ratio of about 3 Lasers to 2 Shredders. This is all 
around the base since the GDI will attack from any direction. Build more Power
Plants to sustain the power needed to keep things running. Build a Flame Tank
and torch the Garrisoned building near your base. This is similar to the 
Grenadiers ability to touch a building. 

You can either build massive amounts of Raider Buggies and Bikes to attack
the base, but if you do that, it doesn't require a hell lot of tactics. Its
call spamming and doesn't require much skill. You can, for one, click and
forget when you do this. Build about a Dozen Flame Tanks, supported with Bikes
for attack Vehicles and move them through the city. Torch any garrisoned
building and burn the infantry to a horrible death. 

As you move North through your base, you are told to capture the Subway
Hub. Send in the Saboteur and capture it. This allows you to place infantry
units in a Subway Station and transport them to another one, provided you
can access it. Send in your forces to clear out the Tiberium Silos and clear
out any defenders to the area first. The reason why I chose flame tanks is
because on Hard Mode, there are a hell of a lot of Garrisoned Buildings and
the Flame Tanks make my job far easier. 

Send your forces back to base and repair all your Flame Tanks and Bikes. 
Reinforce the group with more Bikes and Flame Tanks and move towards the 
main base. Take care of the Tiberium Silos along the way. Before wiping
out the base, destroy the Silos. Then proceed to wipe out GDI's base with
the Flame Tanks. The Flame Tanks are used for Anti-Infantry while the Bikes
are for Anti-Vehicle and Anti-Building. 

[3.06] Amazon Desert

"The Brotherhood has two secret labs working on Next-Generation Tiberium
Weapons Research. The main lab in North Africa was recently captured by GDI.
The remaining lab is located in Brazil, in a stretch of desolate terrain 
called the Amazon Desert. GDI has two forward bases and a large army in the
region and they are mounting attacks on the small defensive forces we have
deployed around the lab. You need to defend the lab against GDI forces until
you can build up an army of your own. Then take the fight to GDI and knock
out their bases. The lab facility must be kept intact at all costs."

*Primary Objectives*

1 - Protect the Nod Laboratory

"The research being conducted at this lab is vital to the war effort. Protect
the lab facility until you can build up a force large enough to counter-attack
and destroy GDI's local Base of Operations."

2 - Eliminate the GDI Expansion Base to the North

"Destroying this base will further prove your usefulness to Nod. You will be
rewarded with reinforcements and new tech."

3 - Destroy the GDI Construction Yard, Command Post and Tiberium Refinery

"This base is threatening the lab. Cripple it by destroying these key
structures. This will buy us enough time to move critical weapon components
from the Lab to a safer location."

*Bonus Objectives*

1 - Capture the Reinforcement Bay

"Capturing the Reinforcement Bay will give you access to additional 

*Intel Database Entries*

Nod Field Intelligence

 - Calling for Transport
    + By building an Air Tower

Kane's Arsenal

 - Disruption Tower
    + When you start the mission


When you see your initial base, it is pretty stuffed up. Repair all the 
damaged buildings and move all your initial forces to your base entrance.
Take hold in the Civilian Structure with some Rocket Squads, that will help
repel the APC and Predator attacks for a while. Within starting, GDI will
send Riflemen, Missile Squads, APCs and Predators at you so use all your 
units available to defend and repel the invaders. Reinforce your troops
with more Rocket Squads, out in the open if necessary and Buggies to attack
infantry targeting your Rocket Squads.

Soon, you will be relieved a bit by being able to build Scorpion Tanks.
Sort of like the C&C: Generals Scorpion Tank or your Allied Grizzly Tank
for RA2 Players. Build up an force of Scorps with Buggies and some Bikes
as Escorts. Counter Attack the GDI invasion force and once you have the
ability, counter attack and attack the GDI Expansion Base. Target the
defences first, then production structures, then the rest. Don't bother
with expansion. Build an air field for novelty purposes. Or intel if your 
wishing to complete your Intel Database (Not Possible). 

Move your attack force back to base for repairs and reinforce their 
position if they have lost numbers. Added more units to the group and
train a Saboteur. Send the Saboteur to the Reinforcement Bay while you
attack the GDI Forces stationed there. Keep an eye out for Garrisoned
buildings that can attack your Saboteur. Once you have finished that
bonus objective, add in your new forces and attack the GDI base, and
target the defences first or you will find it harder to attack all three
buildings. Defences first, then Production Structures, then the rest. 

[3.07] Atlantic Coast

"The Tiberium weapon components from the Amazon Desert Lab must be airlifted 
to Temple Prime immediately. Unfortunately, GDI is using Massive Artillery
Emplacements near the coast to block the evacuation routes to our Landing
Zones. Your job is to take out these Big Guns as quickly as possible. We've
established a Forward Base near the first Emplacement and our forces are
awaiting your command. Two Vertigo Stealth Bombers have been assigned to you
to help complete this mission."

*Primary Objectives* 

1 - Destroy the GDI Artillery Emplacement

"This Artillery Emplacement just North of your position is one of three
Emplacements threatening our escape route. Use your Vertigo Bombers to fly in
and destroy it."

2 - Destroy the GDI Artillery Emplacement to the East

"This Artillery Emplacement to the SouthEast of your current position 
threatens our evacuation routes. Recon reports that the defences are mainly
Anti-Vehicle, but watch out for additional Anti-Air after the destruction of
the First Emplacement."

3 - Destroy the GDI Artillery Emplacement to the NorthEast

"The last Artillery Emplacement is to the NorthEast. Recon reports show that
they've called in Firehawk Support to cover the air, along with Orcas and
additional Pitbulls in an attempt to thwart our Stealth Capabilities."

*Bonus Objectives*

1 - Destroy the GDI Construction Yard

"Destroy the Construction Yard centered in this GDI Base in order to
temporarily disrupt their operations."

2 - Destroy the Rig before it can reach the Artillery Emplacement

"GDI is attempting to bolster the defences of the Artillery Emplacement to the
NorthEast with a Battle Base. Destroy the Rig before it can reach its 

*Intel Database Entries*

Nod Field Intelligence

 - The Guns of the Amazon
    + When you destroy the First Emplacement

Kane's Arsenal

 - Vertigo Bomber
    + When you destroy the First Emplacement
 - Stealth Tank
    + When the Stealth Tank Reinforcements arrive


Here is the hint for this mission and the next missions and the previous ones.
There are triggers in this game and it won't start being hard until you 
destroy the First Artillery Emplacement. Therefore, you can build up a massive
army before you destroy the First Emplacement. Build more harvesters to get
more credits to build an army. I personally like bombing by afar and bombing
everything with Vertigos, but the most effective and brutal method is using a
large amount of tanks. 

Whenever you think your Grand Army is ready, use your Vertigos to blow up the
First Emplacement. The Messiah is pleased and Kane will reinforce you will
the new and improved Stealth Tank. You can also build them if you wish. Either
build more of them or send in your Grand Army into the GDI base. Destroy all
the defences you see, and clear out Anti Air Defences to greenlight bombing
by Vertigos. Take out the Construction Yard and all production facilities and
this should help you since there will be reduced amounts of GDI reinforcements
and thus, making you life far easier.

When a message of a Rig pops up, your best bet is to mobilise your ground
forces to ambush it. If you cannot do this, use your Vertigos to bomb the
Rig dust. Of course, you could lay mines using your powers or Fanatic rush
it. Either way, make sure you get rid of the Rig since it would be another
obstacle to remove on the way to the Third Emplacement.

Move your forces towards the Second Emplacement and destroy the defences 
there. You can always clear it using Vertigos but you will encounter Anti
Air fire along the way. Clear out the second Emplacement. Repair your 
forces and you might need to reinforce since you will encounter heavier
opposition, more if you haven't cleared the Rig, or now, Battle Base. Anyway,
advance your forces North towards the last Emplacement and then destroy the
defences. After that, crush the last Artillery Platform and finish this 
mission and give Kane his little tinker toy. 

[3.08] Slovenia

"GDI's raid on our primary North African Weapons Lab continues to make life
difficult for us. The transport carrying the weapon components from the 
backup lab in Brazil has been shot down in Slovenia. Nod troops recovered the
components and were about to take them to a nearby Nod base when they were
attacked by GDI. Now it's up to you. Use an elite Commando to infiltrate the
area, find the Crash Site, and secure the Weapon Components. We'll fly in some
reinforcements at that point. Then escort the transport to the base and 
restore the facility to working order. GDI has a large force in the area, so 
you're going to get hit hard. You need to hold out until we can get you Heavy
Armour that you can use to break through the GDI Cordon and escort the Weapon
Components to Temple Prime."

*Primary Objectives*

1 - Investigate the Crash Site

"A plane carrying the Liquid Tiberium device to Temple Prime has been shot 
down by GDI forces. Investigate the crash site and secure the device."

2 - Escort the Device into the Nod Encampment

"There is an abandoned Nod outpost to the NorthWest. Escort the Device into

3 - Protect the Device until the Avatars arrive

"Kane has diverted Avatars from Kilian's operation to our own. Protect the 
Device until they arrive. 

4 - Move the Device to the Evacuation Point

"We must move the device to the main road in order to evacuate it. Take the
Device through the GDI Encampment on the Northern Path. 

*Bonus Objectives*

1 - Destroy the Anti-Air Guns to Obtain Reinforcements

"GDI Anti-Air Defences are preventing us from landing our Ground Support to
gain additional forces. Each pair of Anti-Air Defences when destroyed will
bring in additional reinforcements."

2 - Build and Maintain Three Obelisks of Light

"The Obelisk of Light is the ultimate Nod base defence. Construct and maintain
three of them to defend your base."

3 - Upgrade an Avatar Warmech

"Avatars can commandeer other Nod Vehicles. Upgrade an Avatar using Flame 
Tanks, Stealth Tanks or Attack Bikes."

*Intel Database Entries*

Kane's Arsenal

 - Obelisk of Light
    + By completing the second Bonus Objective
 - Avatar
    + By upgrading the Avatar


You are now in charge of an "elite" Commando. Use her to kill any GDI infantry
forces in the area. Use your Laser Rifle to attack any form of infantry but
don't shoot the shiny, red barrels. You'll be needing those soon. Soon, you
will have to face some unfairly APCs and the way to deal with them lies with
the red barrels. Explode them to destroy incoming vehicles. The APCs will
approach through the northern road so thats where you should lay in wait.

There are plenty of crates in the area, so collect them for some money which
will come in handy later. Others will be healing crates, useful when you are
not Heroic yet, but other crates will be Veterancy crates, extremely useful.
Anyway, blow up those Anti-Air turrets along the way for some more 
reinforcements to help fight. Also, be careful since there could be some
Watchtowers, they are definitely there in hard mode. You need to use the 
barrels to help topple them. Destroy all the AA guns to complete the first
Bonus Objective

Continue your attack on the enemy and move swiftly towards the Crash Site.
Once you reach the Crash Site, you will get a Liquid Tiberium Transport
to protect and some reinforcements. Move them East to cover yourself from
GDI reinforcements. Move your Transport and Commando towards your new
base. Gather all the crates along the way, the money will be really handy
to protect the transport. Once that Transport reaches the base, you will
be given command of the base. 

After you get the base, repair all the buildings, get more harvesters and 
build as many Obelisks of Light as you can afford. You will need two on the
West side, two on the East side and 3 on the North side. You should deploy
them evenly since this will enable you to support your forces. GDI forces 
will come in through all three directions, except for South, and they will
come in massive amounts. Through the north, they may even send in Mammoth
Tanks. This is why you should have many Obelisks of Light. 

During the GDI attacks, you should keep all your buildings repaired, 
especially those Obelisks. Your units should help guard the towers and serve
as a distraction. Meanwhile, you should move your Commando to the Eastern
entrance, since we shall have some visitors.

Your EVA will inform you of an unidentified force approaching from the 
Eastern GDI base. Wait for this force to move closer to your base and you 
will see that it is a force of Juggernauts. The reason why you have move
the Commando is to plant explosives on all the Juggernauts and then use
your Saboteurs to recapture them for your side. 

By now, your Avatars should have arrived and you can build some as well. Do
so, and train up a force of Avatars. To complete the third Bonus Objective,
build an Attack Bike. Then select an Avatar and use the Commandeer Technology
ability and click on the Attack Bike. The Avatar will crush the Bike and 
destroy it, but will take the Stealth Detector off it. Anyway, use your nice
Avatars to clear a path along the Northern path. There will be defences along
the way but your Avatars should outrage them easily. After you have cleared
all the units in the area, and doubled-checked, send your Transport and give
that toy to Kane. So much work for one transport. 

[3.09] Sarajevo

"Job One is to escort the Weapon Components from Brazil to Temple Prime so 
Kane can finish his work on the Liquid Tiberium Device. This mission will be
tricky because GDI has a large force in the area preparing for an assault on
the Temple. Your route will run right through a massive GDI forward base. 
You can't take on GDI directly with the small escort force, so you'll have to
think of something clever. Once the Weapon Transport has reached the Temple,
you can focus your efforts on defending Temple Prime, building up an army, and
then clearing GDI out of our most sacred site. Also, be advised that a Nod
force from Kilian's detachment is being airlifted out of Australia in spite of
their dire situation there. They might be headed for Sarajevo; if so, maybe
they can help you out."

*Primary Objectives*

1 - Escort the Transport Truck back to Temple Prime

"It is vital that the Transport Truck be protected at all costs. It contains
the Liquid Tiberium Device which is the key to ultimate victory in the war."

2 - Eliminate the GDI Blockade by destroying all GDI forces

"Cleanse our sacred lands of the GDI Infestation."

3 - We've Been Betrayed! Destroy the Forces of the Traitors!

"These are Nod forces that threaten us. How can Brother fight Brother? The
Righteous must prevail. Destroy those traitors!"

*Bonus Objectives*

1 - Return the Transport Truck back to Temple Prime unharmed

"Keeping the Transport Truck completely safe from enemy fire will increase the
chances that Kane's vital Weapon Components arrive unharmed."

*Intel Database Entries*

Nod Field Intelligence

 - Intercepted Transmission
    + By delivering the Transport unharmed

Kane's Arsenal

 - Beam Cannons
    + When the Beam Cannons reinforcement arrive


For those mission, set your units to Hold Fire. Do not let them attack or you
will lose a part of your escort force. Group your forces together and head to
the left side of the map, as far left as possible and advance along the 
ridge there. Use your Avatar as a means of protecting the Transport. Use it
to attack the Guardian Cannon along the outer walls of the GDI base. This 
should, hopefully, keep the truck unharmed. If you find that that doesn't work
for you, you can use your fanatics to scout and bomb the Cannon while your 
Tanks finish the job. This should work, otherwise these is going to be a lot
of restarting and reloading. Remember, the Transport is easily the slowest
moving unit, so protect it well.

Once the Transport is past the GDI base, break attack and move on towards the
Nod base. Move up to the North West part of the map, past the Mutant Hovel 
and you will witness the GDI forces attacking friendly Nod forces. Use your
forces to wipe out the GDI forces there before your Transport gets a scratch
on it. Continue moving your Transport convoy and continue until you reach
Temple Prime itself. Kane himself should take care of it. Once delivered, you
get control of the Temple Prime defences and you'll be under attack by
GDI forces. 

Build up and tech up until you can build Obelisks. Start building two Obelisks
in the entrance you come into, the Southern Entrance and the Middile Entrance.
If you don't know where they are, build the Obelisk and plop down where the 
GDI attack. Meanwhile, build up a force of Vertigos, because we'll will need 
them against others. The alternative to the Vertigos is to use Avatars and
Stealth Tanks. Either way, build them, but don't bother using them to defend.
We have the Obelisks to defend. Also, build some SAM Turrets to protect the
Obeslisks from Orcas. 

Don't bother to attack the GDI, because the above mentioned reinforcements 
will attack the GDI and bomb everything in the way. Its amazing how the 
Vertigo can hold so many bombs. Don't bother putting any forces under them, 
they aren't friendly bombs. Anyway, you will get your soldiers telling you
those Nod forces aren't too friendly. What? They're hhhostile? Anyway, this
is why I told you to build Vertigos or Tanks. 

The first base we should crush is the one to the West. Now, they have Obelisks
at the from of the base, but that is no problem for our Avatars and the 
Vertigos. Once those Obelisks are down, move in your forces and wipe out the
base, erasing all those traitors. Meanwhile, build more tanks or bombers to
fight for Kane. 

Team up the Vertigos and bomb the Obelisks guarding the second base to the
South when you finish the first base. Bomb the power plants first, they are
to the back to the base. Once the plants are gone, attack the units that are
hanging around the base. Cluster mine them for some fun. After destroying 
those units, destroy the rest of the base and that should be the end of that,
with those traitors destroyed, the question remains. Who were they?

[3.10] Outback

"GDI is moving nuclear warheads from one of their bases on the edge of the
Australian Red Zone. If we can intercept the convoy, destroy the escorts, and
capture the warheads, then we can make the Brotherhood of Nod into a Nuclear
Power once again. You need to recover at least one transport but more is
better. Once you've secured the warheads, the Brotherhood will dispatch a 
Carryall evacuation team. Be aware that the warheads are highly volatile and
may explode if fired upon. Tread carefully."

*Primary Objectives*

1 - Capture the Convoys

"Destroy each Nuke Transport's Truck escort. With its escorts eliminated, the
Nuke Transport will switch to your control. At least one Nuke Transport Truck
must survive."

2 - Escort the Convoys to the Evacuation Point

"The Evacuation Zone has been marked with flares. Escort each captured truck
to this zone. Once all surviving Nuke Transport Trucks have arrived at the 
Evacuation Zone, our Carryalls will transport them from the Battlefield."

3 - Wait for the Nod Carryalls

"Nod Carryalls are inbound. Await their arrival and keep the Nuke Transport
Trucks alive."

*Bonus Objectives*

1 - Destroy the Tiberium Tower

"This towering mass of Tiberium is structurally unsound. Firing at the Tower
will cause it to crumble, blocking the Convoy's escape route."

2 - Capture the GDI Research Facility

"If we can get a Saboteur inside this Research Facility, we can form a 
Tactical Assessment of the Australian Treatre of War."

*Intel Database Entries*

The Inner Circle

 - Once Again a Nuclear Power
    + When you complete the mission

Nod Field Intelligence

 - Black Hand Interrogation Report
    + When you start the Mission
 - Australia-New Zealand Theatre Assessment
    + When you capture the GDI Research Facility
 - An Invasion Global in Scope
    + When the Scrin invasion starts


Seriously, Hard Mode is Hard, so even I had to play Normal mode, after failing
Hard a few times. Anyway, you start off with a group of Heroic Troops. There 
are three convoys. First, Send your Ground forces to the Tiberium Tower and 
destroy it. This ensures the Convoys cannot escape. There are three Convoys,
the worst of which has a Heroic Mammoth Among them. This is bad. On Hard mode,
there are TWO HEROIC MAMMOTHS! Its horrible. Seriously, use your Venoms to 
move south and clear out the Mutants surrounding the Hovel and send your 
Saboteurs there. Move your Venoms south along the map, with the Saboteurs. 
Be careful for the GDI Patrol around the area that can kill your Saboteurs.
Move them along and examine the GDI base. Attack the Watchtower near the 
Lab without being attacked by the Anti Air Turret. Note that the area north
of the Watchtower cannot be covered by the Turret. Knock down the turret and
capture it with a Saboteur. Thats both Bonus Objectives done.

Meanwhile, have your Ground forces ambush the two APC Convoys. There have
some firepower, with Zone Troopers inside the APCs and most units are at the
Heroic Status, but so are yours. Move your Venoms around the map to destroy
any other Pitbull and Orca convoys, Pitbulls first since they can fight back.
Attack the Orcas as well. 

Your Ground forces shouldn't have a problem with the two APC convoys, however,
they move fairly quick, but since you've destroyed the exit, they aren't going
anywhere fast. Knock them out and capture the Transports. Send them to the
Evacuation point ready for an Evac. 

The third convoy is going to be a pain in the rear end. The Mammoth is a hard
one to take down, so you are going to have to use your Stealth Tanks for this.
Use your Stealth Tanks to go from behind the convoy and attack the Predators
first. Attack the Small guys and basically, do hit and runs. You cannot win in
a Direct fight, so kill off the Predators first, so you can fight the Mammoth
on even ground. Once the Predators are alone, you should use your Scorps and
the Stealth Tanks together and attack from the rear of the Mammoth, taking 
time to turn its turrets. If that doesn't work for you, use your Stealth Tanks
and attack from the rear, and then run. This should be done before the Mammoth
can turn around, therefore, you can keep doing this. Do this, destroy the 
Mammoth and capture the last convoy. This should be all the convoys. Send them
back to the Evac Point and you gain control of the War Factory. By now, the
Scrin have invaded. 

Build more Scorpion Tanks, you will need them. Send your Ground Convoy back
to the base, as well as the Venoms. The Stealth Tanks, the Venoms and the 
SAM Turret should easily take care of any aerial threats. Set your Stealth
Tanks to aggressive to let them attack air units without direction. Move your
Scorpions to attack the incoming waves of Seekers and Disintegrators. Don't
run them, even if you are really tempted to. They do damage when they are 
crushed. You have to keep the base for 1 minute and 10 seconds with at least
one Nuke intact. In Hard Mode, you have to keep it for 2 minutes and 20 
seconds, one of the hard points. 

This is not going to be easy on hard mode by any stretch of the imagination,
but you are going to attack and defend against large numbers of Scrin 
Invaders. The Air Units have to be eliminated since they will target your 
Nukes after a while. Look after your turrets, so they don't get destroyed. 
Defended for the required amount of time and then relax when you finish the
mission. That was probably the only Hard Mission I couldn't finish the first
time round. 

Kick of Legend has sent in a strategy that enabled him to finish Hard Mode on
the Outback:

It appears that when you've destroyed the Tiberium Tower, the escort vehicles 
can either stay at the blocked roads area but some can come back near to the 
base in the west and return to the exit route again. I did not attack them 
but instead I went directly to capture the GDI base there and the Research
Centre. So I needed more engineers and trained some and captured the Tiberium
Refinery just in the north of it and trained a lot of Rocket Soldiers and 
Riflemen.  Clear some of the Sonic Defenses and I went to garrison all the 
structures that are garrisonable.  I trained a lot of infantry and went to
destroy the tanks and all and got the nukes.  I posted all my army in front 
of my war factory.  Whoever came was dead.  

[3.11] Sydney City Wall

"While the Nuclear Warheads are secured, the Brotherhood still lacks launch
codes and delivery systems. GDI has what we need in the Sydney Blue Zone,
currently under heavy Alien attack. With GDI's forces under duress, Kilian
has reached out to the local GDI Commander and offered to "help" in Sydney.
GDI Accepted. We have committed to the elimination of three key Alien
structures, the Portal, the Gravity Stabiliser and Gateway, giving GDI the
leverage they need to turn the tide of battle. Unoffically, we need to ensure
that the Gravity Stabiliser does not go down too fast; the Brotherhood's 
primary target is a GDI facility in Sydney, which, when captured, should
provide the location of the codes and missiles. That building is within 
Sydney's City Walls, and nothing penetrates those faster than an Alien
Devastator Warship.

*Primary Objectives*

1 - Eliminate the Three Alien Targets for GDI

"GDI need us to disable or destroy these three targets in the main Alien base:
the Signal Transmitter, the Warp Sphere and the Portal."

2 - Capture the GDI Lab

"Inside the GDI Lab you'll find the release codes for our Nuclear Warheads and
a map of where GDI is storing the Warhead Delivery System."

*Bonus Objectives*

1 - Capture the Two Tiberium Spikes

"The Brotherhood is running short on funds. Capture both of these Tiberium
Spikes and rectify the situation."

2 - Destroy the Ion Control Centre

"We have received an additional objective from an unidentified source. You are
ordered to destroy GDI's Ion Cannon Control Centre."

*Intel Database Entries*

Nod Field Intelligence

 - Cease Fire Order
    + When you start the mission
 - Excerpt from Signal Intelligence Briefing
    + When the Scrin breaks through the wall


You cannot attack the GDI, so don't worry about Friendly Fire. I suggest you
build an Air Tower and train two Saboteurs straight away. Use the two 
Saboteurs, Call for Transport and use one on the GDI Ion Cannon, and the other
one OUTSIDE but do not capture the Lab. Now, build a Temple of Nod and a 
Tiberium Chemical Factory. Now that you have the Ion Cannon, Nuke and the 
Vapor Bomb, it should help you eliminate the Scrin quite easily. 

For base defence, build Obelisk of Lights all over the entrance of your
base to prevent the Scrin attacks. Then build some SAM Turrets to stop the 
Scrin attacking from the air. Build up a fleet of Vertigos and a few Venoms.
Send your Venoms to scout the area around the Tiberium Spikes. By now, you
should have a few Superweapons ready to fire. Now, fire both the Nuke and
the Ion Cannon at the Scrin base, destroying a large amount of their base. 
Don't have to such target the Objective Buildings, but the Drone Platform
and their harvesters. If you can see their production structures, see if 
you can launch the Vapor Bomb, but it is highly unlikely to succeed since
the enemy Anti-Air will still be there in the form of units. 

Use your Air Force to help the GDI base. It should be under siege from a 
fair amount of forces. Use your Vertigos to attack the enemy Tripods and
other Tanks while your Venoms should take out the Disintegrators. There
are a fair amount of Scrin forces there, so just stay calm and attack them

Get your Venoms and scout the area surrounding the Tiberium Spikes. One of
them will be undefended while the other might be guarded. If it is guarded,
send in the Vertigos and pound them. That should tell them to go away. 
Train 4 Saboteurs and call for Transport for all of them. Send two to each
location to ensure that you can capture them. After you have captured them
both and completed the Bonus Objective, you can now do as you well, destroy
them for all I care. 

Build up your defence and watch GDI crumble. Their base shouldn't be 
operational for a while after the large Scrin onslaught but I don't know, they
might have survived. They were wiped out in my game, but that was Hard Mode,
so they might stand a chance in normal. Anyway, sooner or later, the Scrin
will break through the wall, or attempt to. Quickly sell the Ion Cannon
for the second Objective for the control will change after the Ion Cannon is
gone. Otherwise, simply send in a Saboteur and capture it. However, the
Attack force might attack your Saboteur, but they should destroy the Ion

If you haven't already, keep firing the Superweapon[s], into the Scrin 
base. Destroy the targets that the GDI want down. Take them all out, then
sell the Ion Cannon. After that, send in the Saboteur and capture the 
GDI Lab to finish the mission. 

[3.12] Downtown Sydney

"With the destruction of their Ion Cannon Control Centre, GDI Commanders in
Sydney find themselves in dire straits. The city is all but lost, with GDI
Central Command issuing an evacuation order for civilians. You must
coordinate with GDI to carry out their exodus. Defend against the Alien 
assault to protect the Ox convoys moving the city's residents to safety,
while at the same time, taking steps to ensure our own survivl with a large
scale Tiberium harvest."

*Primary Objectives*

1 - Help GDI hold out against the Aliens for ten minutes

"GDI is under heavy attack from the Aliens and the city is almost lost. Help
them survive a bit longer."

1 - Destroy GDI

"We now have what we need from GDI. The alliance of convenience is terminated.
Eliminate them from the area."

*Bonus Objectives*

1 - Help GDI Protect their Ox Transports during the Evacuation Period

"Assist GDI forces in evacuating as many military personnel and civilians as
possible. Protect the Ox Transports being used to airlift people out of the 

2 - Mine 25,000 Tiberium

"We need to establish a war chest."

1 - Use Nukes on the GDI Base

"You are now authorised to use Nuclear Weapons. Destroy the GDI Base in a bath
of Nuclear Fire."

*Intel Database Entries*

The Inner Circle

    + When the Messiah Returns

Nod Field Intelligence

 - The Alliance is Off
    + When you Nuke the GDI Base, when told to.


The GDI should be able to hold out by themselves. Don't bother assisting them
or their Ox Transports. What you need to do is to establish some base defences
to protect your base. Build some Obelisks of Light and some SAM Turrets to 
cover your base from Scrin attacks. Now, we have to establish another 
harvesting operation for furfill our next objective. The Tiberium Field next
to you looks good for a harvest. Build an Emissary, deploy the outpost and
establish a refinery. Now that looks nice. Build a Temple of Nod so we get a 
shiny Nuke to play with. Anyway, defend yourself against the Scrin attacks and
build a Fleet of Vertigos. We'll need them later.

After the countdown is over, and the amount of Ox Transports shot down number
in the millions, our Leader will return. Since when was he dead. Our faith has
been tested, and we have passed. You should have mined enough Tiberium by now
and have the Nuke and Vertigo Fleet Ready. Since we have to eliminate the GDI,
we should use the Nuke first on the Construction Yard. A nuke there would not
be enough to destroy it, therefore, we have to end in the Vertigos and finish
off the crumbling Construction Yard. You can either now send in Tanks if you
have any, or keep flying the Vertigos to destroy the remaining buildings that
GDI has. Or you could just wait for the Nuke and Nuke their buildings. Note
that their units will not fight you, since they are more preoccupied with 
defending themselves against the Scrin. Destroy the GDI base by any means 
you feel like, and end this mission. 

[3.13] Ayers Rock

"This is a sad day when Brother must fight Brother. Use a small force to 
capture the Southern Rebel Base and then use the resources you've acquired to
secure Kilian's Headquarters Facility on Ayers Rock. Kill anyone who gets in
your way by leave Kilian alive to face Kane. Note that GDI is deploying a 
Forward Base to the East and they are none too happy about what happened in
Sydney. Except a large GDI Assault shorter after the Battle for Ayers Rock
goes down as GDI moves in for the kill."

*Primary Objectives*

1 - Capture Kilian's Southern Base

"Escort your Saboteurs into Kilian's Southern base and capture the Operations
Centre and the Construction Yard. Do not allow your Saboteurs to die."

2 - Capture or Destroy the Temple of Nod

"Capture or Destroy the Temple of Nod in front of Kilian's Headquarters to 
gain control of her base on Ayers Rock. Do not destroy Kilian's Headquarters."

3 - Prevent GDI from using the Ion Cannon

"GDI has deployed an Ion Cannon. Eliminate the Ion Cannon Control Centre 
before they use it on Kilian's Headquarters. If they destroy Kilian's
Headquarters, our mission will be a failure."

4 - Eliminate the GDI Base

"Destroy the GDI base to the NorthEast of Ayers Rock. Do not let them destroy
Kilian's Headquarters."

*Bonus Objectives*

1 - Capture the Three Tiberium Silos

"Capture the Tiberium Silos to the North to fund your operations. Beware of 
the Mutants."

2 - Recruit Five Mutant Marauder Squads

"Recruit Mutant Marauders from the Mutant Hovel to support your army. Capture
the Mutant Hovel with Saboteurs."

*Intel Database Entries*

Nod Archives

 - The Mutant Exodus
    + When you complete the second Bonus Objectuve


Once you start the mission, there will be a convoy of three Scorpions to 
attack your Avatar. The best way is not to stand and fight. Your best option
is to top on them. It saves part of the Avatar's health. This is the tricky 
part. You will send and suicide your Avatar by charging at the Defensive Hub 
that will kill your Saboteurs. Your Avatar will draw the fire of the Shredder 
Turrets. Meanwhile the second squad of Flame Tanks and other Vehicles will be
incoming, and Crush them. While this is happening, send in all of the
Saboteurs, and as they can run, move past the Turrets and the units and 
capture the Operations Centre and Construction Yard.

Use one of the remaining Saboteurs to capture the Mutant Hovel. First, send
your Flame Tank to clear out the mutants, and kill them all. Capture the Hovel
and train the Marauders. I personally don't both with them. They can attack
land and air, but their usefulness is marred with basic defences. Train them
and send them somewhere in your base. 

Kilian might attack you, and to prevent this, you have to build SAM Turrets
near your refinery to destroy incoming Vertigo Bombers. Build a few SAMs and
Raider Buggies near your Construction Yard to ward off enemy Venoms. Then,
Kilian will send an Attack Force, consisting of Flame Tanks and Avatars as
well as the occasional Commando. Build the Obelisk of Light en masse outside
your base to protect it. Send in your Saboteurs to develop a large army of
Avatars, that you don't pay for. In fact, but the end of the mission, out of
the 10 Avatars that I had, I stole 8 of them. 

Now, for those wanting a quick fix, you should use the Vertigo bombers to
bomb the Temple of Nod, effectively giving you control of Kilian's base and
her units. If you use this method, skip the next few paragraphs until you see
one beginning with GDI. 

The conventional method is a land assault. For this, you will need to build 
the Temple of Nod. And also, a land assault will train up your troops, in
comparsion to an Air Bomb, which only promotes your Vertigos. Use your Nuke,
when ready, to attack the main base. Aim for the Construction Yard. After 
that, you should send in your force of Avatars. Move towards the back of
Ayers Rock and destroy the Turrets that are there. Your Avatars should
easily outrange the turrets. While this is going on, send a Commando near the
Tiberium Silos. This should help you eliminate the unfriendly mutants that 
guard the Silos. Capture the Silos and wallow in the money.

Use your Avatars to battle through the base and destroy the Temple of Nod 
after you have done a few things. Do not, however destroy the SAM Turrets. 
They are extremely important to the next part of the mission. Also, you will
need some Stealth Tanks, near the road entrance to your main base. About a 
force of 6 should do. You will need a Commando as well as a fully charged 
Nuclear Missile. Move your Commando past the Mutant Hovel and to the East 
edge of the map. Destroy the Temple of Nod.

GDI will now appear on the map, with two main forces. The reason for the 
Nuke should now be clear. Use the Nuclear Missile on the Southern Base, the
one with the Ion Cannon. Use the Nuclear Missile on the defences guarding the
Ion Cannon Control. Use it in a way that will disable the Sonic Emitters and
the Turrets in the front, but you don't have to disable the next two Sonics.
Look at the diagram below.

   S          II
 o            II

You should know by now that the Nuclear Missile cannot destroy the Ion 
Cannon, therefore, you have to Nuke the defences and use your Commando to 
charge through and destroy the Ion Cannon Command. Meanwhile, your Stealth 
Tanks should be set on Aggressive to shoot down the Orcas that GDI is sending
to attack Kilian's HQ. The SAM Turrets from the beginning is helpful at this

Now lies to problem of the next GDI base. The main one. This should be done
by using your Avatars to attack from a range and destroy the main base. You
can do that, or decide to Nuke the main base and send Vertigos to bomb the
remaining structures. Or send in the Commando. I prefer the Vertigos since
I detest losing units. The choice is up to you. Destroy the base defences
if you are going to use a ground assault. Anyway, good luck and destroy the
GDI base by any means. 

[3.14] Northern Italy

"Kane foresaw the arrival of the Visitors and knew a great weapon would be 
needed to help channel the invasion in a productive direction. Kane ordered
a research facility at this Northern Italian location to produce the Catalyst
Missile. The weapon is ready to use, however, the Visitors are behaving 
capriciously and are beginning to attack on the facility. Stop the isitors
from destroying the Missile Silo and then repair the facility. At that point,
you'll be able to turn the tide of battle with the new weapon."

*Primary Objectives*

1 - Capture the Catalyst Launch Facility

"Our Mission is to recover Kane's secret weapon against the Alien Invaders - 
the Catalyst Missile. Capture the Catalyst Launch Facility with a Saboteur
before the Aliens destroy it."

2 - Repair the Catalyst Launch Facility to Full Health

"You must repair the Catalyst Launch Facility to full health before we can
launch its missiles. Watch out for Alien Attacks on the facility. The
Catalyst Launch Facility must not be destroyed."

3 - Destroy the three Alien Gravity Stabilizers

"The invading Alien Base must be eliminated. You now have the ability to 
launch Catalyst Missiles against the Gravity Stabilizers."

*Bonus Objectives*

1 - Capture the Reinforcement Bay

"Stealth Tank Reinforcements are available by capturing the Reinforcement 

2 - Destroy all three Alien Gravity Stabilizers without using the Catalyst

"Prove your worth to Kane - destroy all three of the Alien Gravity Stabilizers
without resorting to the newly gained Catalyst Missile."

*Intel Database Entries*

Kane's Arsenal

 - Catalyst Missile
    + By recapturing the Second Nod Base


Right off the bat, build an Air Tower and train three Saboteurs. Once they are
trained, use the Call for Transport ability and send the Saboteurs to the 
base. There are going to be a few Stormriders around, so capture the 
Reinforcement Bay first. Use the Stealth Tanks and set them on Aggressive to
ensure they will target and kill the Stormriders. Send the second Saboteur
to the Construction Yard to regain control of the base and send the third into
the Catalyst Launch Facility. Note that if you capture the MCV first, the
Launch Facility will be under your control. In that case, don't use the
Saboteur. Repair the Facility manually but DO NOT REPAIR TO FULL HEALTH. This
is the most important break you will get.

In your newly acquired base, build two Harvesters and send them to the Blue
Tiberium Field to the south. This should provide you with the funds to do
something. Build SAM Turrets in your original base, facing the North and 
some in the second base to prevent those Stormriders from annoying you. You
should also build some Obelisks of Light to attack the enemy troops that
attack your second base. Build a Temple of Nod for the Nuke and a Tiberium
Chemical Plant for the Vapour Bomb. Build a group of 6 Avatars in your 
original base and let them face the Western most point. Destroy the bridges
that serve as entrances to your bases to prevent Scrin land attacks. This 
should be supplemented with Obelisks of Light to destroy the bridges if they
are rebuilt by the Scrin. Built up a force of Vertigos to bomb and wait for
the Nuclear Missile to be ready to finish building. Now, we have a force to
defend ourselves with.

When you finish repairing the Facility, use the Nuke one of the Gravity
Stabilizers except for the one West of your base. For that one, send in your
Avatars to destroy the base. There won't be many defences, a few Buzzer 
Hives but your Avatars can easily take care of that. Destroy the Gravity
Stabiliser before it can produce aircraft. Destroy the rest of the base
to ensure there won't be any nasties invading your base.

If you have done what I said, you should have only one Gravity Stabiliser
remaining. Don't bother with the Catalyst, its a waste of time. The 
Scrin can only attack via air since there is no land entrance. They will
send in their Devastator Warships and Planetary Assault Carriers, but the
SAM Turrets you have built should take care of them. Wait up for the 
minutes need for the second Nuke, and Nuke the remaining Gravity
Stabilizer to finish the mission. 

You could to this via a land attack or sending Vertigos, but that would
result in a large casuality list. And by not fully repairing the Launch
Facility, it gives you time to stage a massive attack without resorting to the
use of the Catalyst Missile, giving you the ability to finish the bonus

[3.15] Italian Hills

"Kane wants to gain access to the towers being constructed by the Visitors. 
When they are finished, these huge structures will become intersteallar 
gateways, opening up a path to the stars for the Brotherhood. The key that
unlocks our destiny takes the form of a code embedded in a Crystal Lattice,
somewhat like the Tacitus. Your mission is to storm an Alien Relay Node 
structure in Italy to acquire one of these keys. What little information our
sensors can give us indicates there is an abandoned construction facility in
the area. We can't drop in any heavy equipment, so use the Construction site
as a base of operations to build up an attack force. Ultimately, you need to
get a Saboteur into that Relay Node and he'll do the rest. Expect heavy

*Primary Objectives*

1 - Retrieve the Mapkey from the Alien Relay Node

"The Mapkey is stored in the Alien Relay Node. Retrieve it for Kane."

*Bonus Objectives*

1 - Destroy the Gravity Stabilisers on the North Ridge

"These Gravity Stabilisers are where the Visitors are bring the majority of
their air forces to the planet. Taking them out will cripple their aerial

2 - Destroy the Statis Chamber

"The structure we're calling the Statis Chamber seems to provide the Visitors
with some sort of Shielding Technology. You must destroy it and deny them
this advantage."

3 - Capture 3 Alien Tiberium Extractors

"Capturing the Alien Tiberium Extractors will enable us to analyse their
refining process."

*Intel Database Entries*

The Inner Circle

 - The Key to the Future: Part I
    + You will get this by starting the mission and waiting for a while

Nod Field Intelligence

 - The Towers Begin to Fall
    + Just continue the mission for this one


Build up your base. Build the Power Plant, Refinery, Barracks ..., etc. As 
soon as you get your Barracks, train a Saboteur and capture the Tiberium
Spike. Build a War Factory and then a second Tiberium Harvester. As soon
as you can, build two Obelisks of Light to your base entrance to prevent
Land attacks. When you finish, build a Temple of Nod as soon as you can for
the Nuclear Missile. Build an Air Tower and 4 Vertigos as well. After that,
build Disruption Towers to cover your base completely. This comes in handy
since the Scrin can't hit what they cannot see. Now, you have a base and
you are pretty well defended. 

Use your Vertigos to take out the 4 Buzzer Hives to the North of your base.
Your our Venom to scout out the other 2 Extractors that are in the middle 
of the map, one on the West side of the map, one in the centre. Do you see
the Three Warp Spheres in the Centre and the One in the West? They are the
main production structures for the Scrin. You want to knock those out as
soon as possible. Build another Air Tower and 4 more Vertigos to knock out
those Warp Sphere. You might want to knock out their reactors first however,
since it will stop the enemy Anti-Air structures firing at you. 

What should you do with the Nuke? Well, use the Nuke to destroy all three
Gravity Stabilisers on the North Ridge. This will help you since there will
no longer be air units to harrass you. Continue to remove all 4 Warp Spheres
on the Map. There is also a Portal move your base. Destroy all the Spheres
and Portal to deny the Scrin to train any more forces. Now, they can only
fight with what they have. 

Train three Saboteurs right after you have knocked out the Production 
buildings. Have them ready in the Carryalls and wait for the Nuke. Use it
on the Statis Chamber, knocking that out of the fight as well. Send the
Carryalls to each extractor on the central level of the map, the ones we 
have just cleared. Capture it with the Saboteur and place an Obelisk to 
prevent any future attacks on your base. The extractors will provide you 
with a large cash boost to build up your forces. We have now finished 
the Three Bonus Objectives. If you have a spare nuke lying around, use 
it on the area, beneath the Ridge to the Relay Node. There is a Drone
Platform there. Nuke it, send in the Vertigos to destroy it. That is the
end of the Scrin basically.

Before you assault the Relay Node, there are several forces lying around
the Relay Node, a Carrier and elite Shock Troopers. Your best bet is to
use Stealth Tanks to wipe out the Carrier, if any, and use Flame Tanks or
Buggies to attack the Shock Troopers. Now that they are out of the way,
send in a Saboteur and capture it. End of the mission. Remember, build
Disruption Towers, since the Scrin don't have good sensors. 

[3.16] Operation Stiletto

"GDI is advancing through the Italian Red Zone more quickly than anticipated
and will soon threaten every Visitor installation in Italy. We need to slow
them down. The largest danger comes from a large GDI force currenting routing
the Alien forces on the East bank of the Tiber. Given our small number of
true believers, direct engagement is not an option. Instead, use a Commando
to lead an infiltration force comprised of Shadows and Saboteurs. Seize 
control of both GDI Construction Yards, then eliminate our most hated enemy
with their own forces. Then capture both Alien Drone Platforms. Only then
will Kane's plan be allowed to come to fruition. Destroy anyone and anything
that gets in your way, GDI, Nod, or Visitor."

*Primary Objectives*

1 - Capture both GDI Construction Yards

"GDI does not regard the Brotherhood as a threat, and will not attack us until
we provoke them or capture one of their Construction Yards. All captured 
Construction Yards must survive."

2 - Capture or Destroy all GDI Barracks, War Factories and Airfields

"The more of these we claim or destroy, the weaker GDI will be. We will need
their captured forces to achieve victory."

3 - Capture both Alien Drone Platforms

"The Aliens do not appear to regard the Brotherhood as a threat. They will not
attack us until we provoke them or capture on of their Drone Platforms. All
captured Drone Platforms must survive."

4 - Capture or Destroy all Alien Gravity Stabilizers, Portals, and Warp 

"Without their production structures, the Alien war effort will collapse.
Claim what you can, destroy the rest."

*Bonus Objectives*

These bonus objectives are special. They will only appear if you capture or
build a Warp Sphere or War Factory. Only then will their respective bonus
objective appear. If you don't capture them, then it won't appear but you
still will get perfect for it. 

1 - Build a Mammoth Tank

"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in
our hands, GDI's destruction is assured."

2 - Build an Annihilator Tripod

"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in
our hands, GDI's destruction is assured." [EA cannot copy and paste at the 
right times.]

*Intel Database Entries*

The Inner Circle

 - The Towers Sacrosanct
    + When you Capture a Drone Platform

Nod Field Intelligence

 - Field Report - Alien Gravity Stabiliser
    + Capture or build an Alien Gravity Stabiliser


First of all, make sure all your units are set to Hold Fire. This is to ensure
your Commando and Shadow Teams to not attack GDI or the Scrin until they get
hostile. Once you attack either side, they will treat you as hostile straight
away. So be careful. 

Move your original force of Saboteurs into the GDI main base in the SouthWest.
What you want to do is to capture the 2 War Factories and the 2 Barracks right
there and then. Use the Planning mode to ensure all Saboteurs will reach their
target. Once you capture the 2 War Factories and Barracks, GDI will turn 
hostile against you, but do not fear. What can they attack you with? Sticks?
Anyway, churn out 3 APCs and 3 Predators. Use your APCs to deal with the 
infantry and use the Predators to deal with the base defences. Destroy all the
defences in the base, you might lose a building or some units, but that 
initial force is enough to attack GDI from the inside. 

Once the defences are taken care of, we can slowly take over the GDI base. Use
your GDI Barracks to train Engineers to take over the base. Take over the 
Construction Yards, Power Plants, anything you can see. When you approach the
Refinery, wait for the Harvester to be unloading Tiberium to capture it. This
will net you the Refinery and the Harvester in one go. Anyway, build up the
GDI base, Tech Centre, and get some Mammoths and the Ion Cannon. Nod gets to
use GDI's iconic weapon against them.

By now, the second GDI base will be under attack by the Invaders. This is good
for you since they won't target the Construction Yard. You can tell when the
base is gone when the second Objective is complete. Since you have captured
all the production facilities in the first base, the second Objective is 
complete when they are down in the second base.

By now, if you are unlucky, the remaining GDI units will have destroyed your
Nod base. This doesn't matter, since the GDI weaponry is more effective 
against the Scrin. We now have the firepower. Build an Airfield and send an
Engineer in the Transport to scout out the second base. If it is empty, 
capture the Construction Yard, deploy Sonics and defend that base. If is it
still operational, send in your Mammoths, with Railgun Capacitors from the
Tech Centre, and crush them. Capture the Construction Yard and defend. That
is the GDI part done. 

Now, we have to deal with the Scrin. When I played, the GDI has already 
destroyed the third base, attack the Drone Platform. However, if it is still
there, you should send in your Mammoths to attack it. This is done provided
you have defended the first and second GDI bases from enemy attacks. This
is done through the Sonic Emitter, a better defender than the Obelisk of 
Light, since it can attack multiple targets depending on how the enemy lines
up on you. If there are Air Units, send in Firehawks with the Anti-Air 
missiles to destroy them. Your Mammoths should take care of the base and then
you send in an Engineer to capture the platform. Now, deploy Sonics and Anti
Air defences to protect your new base. 

Build up the Scrin base either in your new GDI base, your Secondary GDI base
or your original Nod Base, if it is still standing. Build up and build the
Gravity Stabiliser. This should give you the Intel Entry. Also, build up and
get the Tripod, for the last, glitched, bonus objective. 

What should you do with the Ion Cannon? Fire it into the Scrin base, at their
marked production structures. This should stop the flow of units. But you
should be able to stop them with your Sonics at the Third base since the
Scrin will constantly attack it. 

Scout the base, check for survivors, kill them, and send in your units to
capture the last remaining Drone Platform. This should be the end of the
mission, and there is only one more to go for the Nod Campaign, and probably,
the hardest.

Note that you don't have to build the Mammoth and Tripod if you don't capture
the respective factory, but I recommend that you do, at least for the GDI
since the Mammoth will help you greatly to complete the mission, and it is
probably handy since by capturing the War Factory, it depreives GDI of 
valuable reinforcements. 

Diablo65/Spelfreak65 has sent in an alternate strategy he used to complete 
this mission. 

At the start of the mission, upgrade all your existing power plants with 
Liquid Tiberium Cores. Then select the barracks and create 12 more Saboteurs. 
Now move 5 of them to the nearest GDI base, 3 to their Air Base, 5 to the 
far Scrin base (the one with the portals) and 3 to the Air Base part of the 
Scrin base. Place every saboteur one "square" (as close to as possible) away 
from each structure.
Now enter Planning Mode (Ctrl + Z). Select one Saboteur at a time, order it 
to enter the building next to it, and once they've all got their orders, exit 
Planning Mode. You should capture all 16 target buildings at the same time, 
and win the mission.

[3.17] Kane's Tower

"Your main objective here is to protect the final Alien Tower by annihilating
the GDI forces that are assaulting it. It won't be easy. GDI has had plenty
of experience knocking these things down and is attacking the Alien Base
surrounding the final tower with relentless determination. The Phase
Generators that protect the tower itself are GDI's primary target. Do not let
GDI destroy them. GDI is also employing Juggernauts to bombard the base. Use
your Commando to snipe their crews, then use a Saboteur to take them over. 
Also, there is a small airbase to the North - best to destroy it."

*Primary Objectives*

1 - Defend the Alien Phase Generators

"You must protect the Alien Phase Generators while their Tower is still under

2 - Destroy the GDI Base

"GDI has set up a base to the NorthWest. You must wipe them out before they
destroy the Alien Phase Generators."

*Bonus Objectives*

1 - Capture 3 GDI Juggernauts

"These Juggernauts seem modified to shoot farther than the standard 
Juggernaut. These would make an excellent addition to our arsenal."

2 - Destroy the GDI Ion Cannon Control Centre

"That Ion Cannon Control Centre could swing the battle in GDI's favour, take 
it out immediately!"

*Intel Database Entries*

The Inner Circle

 - The Key to the Future: Part II
    + When you start the mission


This mission is insane, one wrong move will cost you the mission. This is the
hardest of the Nod campaigns, harder than all the GDI missions combined. So
when you first get battle control, you would want to make the most of the
limited resources that you have. 

First off, build an Emissary, a Tech Lab and another Harvester. The Emissary
will come first. Use it and deploy next to the Blue Tiberium Field to the
East of your base. By the time it has deployed, you should have plopped down
the Tech Lab. Immediately upgrade all existing power plants with the Liquid
Tiberium Core, build a Secret Shrine and an Obelisk of Light. 

Put down the Secret Shrine and build an Air Tower and place that. Meanwhile,
train a Commando while you build the Air Tower. Place the Obelisk once it is
done at your new Outpost, and build another one. Build a Refinery and place
it at the new Tiberium Field. Move your Commando to the secondary base and
soon, it will be under attack. Place your Obelisk down and build a third
one. Before the Third one can be placed, it will be attacked by GDI infantry,
Predators, Pitbulls and if you're unlucky, Mammoths. Use the Commando to 
destroy infantry and use the Obelisks to attack the Tanks. You should be 
able to survive, but it will be hard to keep the buildings, especially the
Outpost, alive. 

Now that you have done that, you need another Air Tower, Power Plant, Temple
of Nod, Saboteurs depending on the amount of Juggernauts. Anyway, move your
Commando towards the ridge where the Juggernauts are. Make sure your Obelisks
can target that far to stop Predator tank reinforcements to the Scrin base.
Use your Commando to kill all the Zone Troopers, and destroy the Power Plant,
AA Turret and the Juggernauts. Call for Transport your Saboteurs and capture
the Juggernauts. Keep your Commando there to ward off infantry. Now, if you
haven't already, place all the Air Towers full of Vertigos, more if you could.
Also, build a Tiberium Chemical Plant. You have to keep an eye on the Scrin
base all the time. It will fall, it is just a matter of how long. 

Use your new Juggernauts to destroy the GDI Airfield. Now, must your screen
towards the main GDI base. You should be able to see where the War Factories
are. They are in the area below the Airfield. Once you capture the Juggernauts
for the Bonus Objective, you will get a brief glimpse of the map. You will
see the War Factories. With your Juggernauts, target the War Factories. If
need be, use Force Fire to target them. You must stop the GDI reinforcements
as soon as you can. Meanwhile, use your Vertigos to bomb the Mammoth Tanks
that assault the Scrin Base. 4 Vertigos are needed to bomb a Mammoth into a
piece of scrap metal. 

When GDI deploys the Ion Cannon, use your Juggernauts to target the Ion
Cannon. Keep the Juggernauts alive as long as you can. Also, you see the
Blue Tiberium Field outside the GDI base. DO NOT LET GDI EXPAND THERE. This
will give them a large amount of funds, to assault the Scrin base. Do not
let this happen.

By now, you should have the Nuke all ready. Use it on the War Factories in
either base if they are still standing, the Southern one is not as important
as it does not pump out Mammoths. Attack the Northern base with the Nuke and
wipe out the War Factories. If they are gone, aim for the Power Plants to
handicap them. Their Tech Centre is near there. 

Still GDI is persistant and keeps attacking the Scrin base. Vertigos are
not enough, therefore, build Scorpion Tanks with Raider Buggies with the
Laser and EMP upgrades. This will help you. Build a swarm of Scorpions as
they will do the attacking with Raiders to attack infantry and use the
EMP to shut them down for easier attack.

Keep reinforcing the Scrin base with your units, do not let the Generators
fall. For some reason, only the Vehicles attack the Phase Generators so
the infantry doesn't pose much of a problem. If your Commando is still alive,
send her to deal with them. Use the Catalyst Missile often to wipe out the
enemy Refineries and Harvesters. I have discovered an interesting tactic
that I used to good effect.

Do a mine drop outside the GDI base. Not near the AA turrets, outside that
area. Therefore, you can use it as a Scout to know when they will attack.
When they do attack, send in the Vapor Bomb. You should have plenty of
money due to the Blue Tiberium Field, therefore, no real problems. When
they get the Vapor Bomb, if they aren't destroyed, they are crippled pretty
bad and your Scorpions can deal with team. 

By now, GDI is on its last legs, its just a matter of time, Nukes, Vertigo
bombs and such. When you are done with them, must them out of their
misery and finish them. Destroy them all and Kane will deliver your 
ascension, into the Inner Circle.

Remember, the key to the mission initially is speed and then it is a matter
of how long you can keep the Scrin fighting. Use Vertigos to bomb, use your
own units to reinforce. Do not attack the Scrin, even through they will
attack you. Use your Nuke once you get it.

[4.01] London

"Foreman, you've been commissioned a small army to begin attacking the major
indigenous population centre on the island near Continent Three. This attack
will proceed in concert with other assaults on all significant population 
centres. The intent is to distract the indigenous population from initial
Threshold construction and intimidate them to the point where they will not
threaten ongoing construction efforts. Assess defensive and offensive 
capabilities. Eliminate all life forms you come across."

*Primary Objectives*

1 - Destroy 15 civilian buildings in the City

"A small force has been dispatched to this population centre. Begin disruption
operations immediately by destroying structures. Eliminate any resistance from
the indigenous population."

2 - Destroy the GDI Presence

"The indigenous population has dispatched its military to try to stop our 
force. Destroy any hostiles you come across along with any of their 
production structures. A Droneship has been assigned to this zone. Use it to
establish a base and build up the force you need."

*Bonus Objectives*

1 - Destroy the structures known as "Parliament" and "Big Ben"

"Based on the frequency of appearance in images transmitted through the 
airwaves, these structures seem important to the indigenous population. 
Destroy them."

2 - Destroy "Buckingham Palace"

"The humans seem fond of defending this structure. Perhaps destroying it will
send them fleeing in fear."

3 - Construct Growth Accelerators at each of the Ichor Fields

"Ichor concentration in this area is extremely low and contained. Construct
Growth Accelerators at each Ichor field to increase its spread."

*Intel Database Entries*

Warp Link

 - All Units Functional
    + When your Droneship arrives
 - Unexpected Developments
    + When you have constructed the three Growth Accelerators
 - A Campaign of Distraction
    + When you finish the mission


Get your Disintegrators and Seekers together and destroy the Civilian 
Buildings as soon as you can. You want to finish them quickly to avoid the
GDI response of APCs and Pitbulls. You would want to destroy the buildings 
SouthEast of the Tiberium (Ichor) field for something later. Once you get
to 9, a GDI air patrol will fly overhead. Now demolish the necessary 15 
buildings to complete the first objective. 

When your Droneship arrives, move it closer to the Ichor field. Deploy the 
Droneship and destroy the walls surrounding the field. You will need the
Reactor, Refinery and then the Portal. Place some Buzzer Hives to the north
of your base to protect against infantry and Hives and Photon Cannons to
the South East where I told you to demolish the buildings. You will need
about 3 Photon Cannons there to destroy the incoming Pitbull and APC
attacks. Build a Warp Sphere and get another Harvester. Build three Growth
Accelerators and place in each of the fields, the Build Radius doesn't apply
to these Accelerators. Sell after you get the intel entry to avoid losing
them to GDI attacks. 

To destroy both Buckingham Palace and Big Ben, you need a group of Gunwalkers.
Your inital force is too small, so a group of 15 seems like a good amount. 
The reason for the Gunwalkers is to attack the infantry guards. You should 
attack the Missile Squads first, Riflemen next. Send in your Seekers or use
the Gunwalkers to destroy the buildings. By destroying both of them, you
get a nice cash boost. 

Now, we need to attack GDI. For this, I recommend you build a force of 
Seekers, about 25 of them. Yes, 25 Seekers. Then, train 25 Buzzers. You
will need them. Use the Buzzers to combine with the Seekers to provide them
with that little bit of firepower and defence. First, attack the biggest
threat, the Southern GDI base. 

Send your Seekers across the bridge, destroy the Pitbulls and APCs along
the way. You will need to use the Reconstruction Drones often to avoid losing
your Seekers. Destroy the Guardian Cannon as well as enemy vehicles. Then
destroy the Construction Yard, destroying the enemy vehicles along the way.
After that, take down the War Factories. By now, you should have the 
Reconstruction Drones ready and repair your forces. Replace your fallen
Seekers and combine with Buzzers, because attacking the Infantry base is 
hard for takes.

When you have a large Seeker group, attack from the Southern side of the
GDI base. Attack and destroy the Barracks to stem the reinforcements that
GDI gets. Once they are both down, the Guardian Cannons and the Barracks
if they pop up again. Destroy them and then finish off the Construction 
Yard. Wipe out the rest of the base to finish the mission. 

[4.02] Munich

"The hostile indigenous population is more advanced than expected and 
represents a critical threat to our forces. During diversion attacks on the
major population centre of Sector 2-5, Continent Three, two of our scout ships
were disabled in-flight by hostile indigenous forces. These ships were 
carrying data nodes that are critical to Threshold construction activities.
The nodes are now stranded in enemy territory. Heavy local activity is 
reported near the scout ships and this activity is distributed over a wide 
area - but energy for their forces seems to be coming from a localised source.
Eliminate this source and you'll secure the area and clear the way for

*Primary Objectives*

1 - Plant the Mastermind's manipulator device on the GDI Barracks and train an

"Foreman, guide the Mastermind to a small outpost East of your position and 
plant a manipulator device on their Barracks, taking control of it. Then
construct an Engineer for disabling the power source."

2 - Use the GDI Engineer to shut down the Defence Grid for the city

"We are transmitting the location of the power station. Guide the Engineer to
this location and shut this structure down."

3 - Destroy the GDI base

"With their defences down, the only remaining threat in this area is the GDI
presence North of your location. A large reinforcement army has been sent for
you to destroy GDI."

*Bonus Objectives*

1 - Keep your Mastermind alive throughout the entire mission

"Foreman, Masterminds are not inexpensive units. Keep your Mastermind alive
until all hostile forces are eliminated."

*Intel Database Entries*

Warp Link

 - Beyond Blunt Force
    + By starting the mission
 - Retatilation by Hostile Indigenous Population
    + When you finish with Mastermind Alive


Take control of your Mastermind and beward of the approaching Grenadier Squad.
Let your Mastermind run around like crazy until you can take control of the
squad. Guide your Squad east until you see a garrisoned building. Clear it and
move further east and continue to clear the garrsioned buildings. If you see
a turret, place the Grenadier squad into a nearby building to demolish it 
since the defences cannot take down a building.

Now, GDI will start sending more Grenadiers and Predators towards you. This
will be a problem. You should take advantage of the veterancy crates and the
healing crates in the area. Anyway, take control of a Predator and destroy the
Watchtowers in the area. If you can, destroy the Watchtowers surrounding the 
GDI Barracks. If your Predator encounters Grenadiers, run them over as this
is the simple way. If it encounters other Predators, just take command of the

Your Mastermind is quick at running around, so it can avoid the Grenades 
thrown by the Grenadiers and dodge the shells from Predators. It cannot avoid
being hit by a Watchtower. When you have cleared both Watchtowers around the
Barracks, capture it, or rather, manipulate it and train an Engineer. You 
don't have much time and ignore the Devourer Tanks. They will not be too
useful if you can dodge everything with the Mastermind. I had mine run around 
in circles before using the Manipulator device to take over the attacker. GDI
continues to send Predator units at you so be careful.

Anyway, train the Engineer needed and use your teleportation device on the
Mastermind. To use it, you have to select the unit first so click it first
under the Engineer. Then, you have to select target and therefore, you should
select the Power Plant. Use click next to the plant and since there shouldn't
be defences, capture it. With that done, your army should arrive, consisting
of Shock Troopers, Devastator Warships, Planetary Assault Carriers and the
most important one, the Tripod.

Send your Mastermind to garrison a building, try the Church that you went
past in the beginning of the mission. Garrison it and GDI won't be able to
kill your Mastermind. Thats the bonus objective done. You don't really need
tactics here, but you want to mininise the losses so you can still win the
day. Move your army towards the GDI base, but slow down so the Tripods can
keep up. Use your Tripods to attack the base defences and crush the enemy
GDI tanks. Send in your Air units to start attacking. 

Use the PAC's Ion Storm to heal your Devastators if need be. Other than that,
decimate the base. I didn't use tactics, I sent in the entire force and 
attacked. Not such a good idea since I had a PAC and 4 Tripods remaining
after the attack. Still, I finished. The next mission is a bit more 
interesting though. 

[4.03] Croatia

"Foreman, the humans' databases for their Ichor-LQ technology are being stored
in to facilities in this region. These databases may hold the key to
understanding how and why the signal that brought us here prematurely was
generated. Capture these structures and secure them from threats by any means
necessary. We've issued you access to our Corrupters. They should prove very
useful in this region."

*Primary Objectives*

1 - Capture the two Nod Information Facilities

"Foreman, the indigenous population has two information facilities which
contain their data on Ichor-LQ. Capture these structures so we may ascertain
how much the humans have discovered about Ichor-LQ."

2 - Destroy the defences around the Information Facilities

"There also appears to be advanced weapons guarding the information 
facilities. Destroy these defences so our units may acquire the information

*Bonus Objectives*

1 - Destroy the GDI Base

"Destroy GDI's base in the NorthEast of this region."

*Intel Database Entries*

Warp Link

 - Premeditated Ichor LQ Detonation
    + Start the mission
 - Factions
    + Take out the GDI base
 - Attacks by Indigenous Population Worsening
    + Finish the mission


This mission is one of my favourites for the Scrin, out of four. You have
to deploy your Droneship to start, but move it closer to the Blue Ichor Field
so you have more credits to play with. Build a reactor, then an Extractor to
harvest the Blue Crystals. We need more, so tech up to the Technology 
Assembler. Once down, we need some Tripods. 

By now, Nod and GDI will notice you can start to send units at you. Use the
minimap to know when. Keep pumping out more Tripods and upgrade then with
the Shielding Technology at the Tech Assembler. Also, train a few Assimilators
as well. You will need them, as well as the Mastermind, to take out Nod's
ability to fight. Use a few Assimilators and teleport them next to the Nod
Refinery. Capture the refinery and sell it. This will deprive Nod of money
to fight with. You want to do the same with GDI. However, there are Snipers
all over the place.

Good thing is, use the Statis Field to freeze all units near the Tech Centre.
Train about 5 Assimilators and teleport them right next to the Refinery and
capture it. This will easily deprive GDI's fighting ability. This might take
a few tries to get right and you'll lose the Assimilators in the process,
but learn from your mistakes. Anyway, capture the Refinery and sell it, and
this will deprive GDI of its fighting ability. The computer shouldn't rebuild
the lost refineries, making life a whole lot easier for you.

You have no air units to play with, therefore, no Devastator Warships and
Planetary Assault Carriers to play around with. The good thing is that Nod
is deprived of their VTOL Venoms and their Vertigos while it stops GDI
from using their Orcas and their Firehawks. However, this is a downside for
your since the bulk of Scrin power is with their Air Force.

During this, your Tripods should be growing in number. You should have a 
group, of about 9 Tripods by now. Use them to take out the Flame, Stealth
Tanks and Avatars that Nod has sent and destroy the Pitbull, APC, Predator,
Mammoth and Juggernaut waves. Always choose the Mammoths and the Juggernauts
over the Avatar since they hurt more. Take the down. Nod will attack from
the West, GDI will attack from the East, but note one thing, you have 
complete visual of the battle, therefore, you know when the enemy is 
attacking you. 

You should repair your Tripods, and you need your Mastermind for this. A
frontal assault is far to dangerous, there are Sonic Emitters ahead and this
will slaughter your Tripods. Instead, use your Mastermind to teleport some
Tripods to the back of the GDI base. Destroy the War Factories, Construction
Yard and Tech Centre. This is first. Then, move and destroy all 6 Power Plants
that GDI has. Destroy the rest of the GDI base and don't worry about the
defences as there is no power to power them.

Next is the Nod base. This is harder to avoid since there are Obelisks 
everywhere. Therefore, you need to use your Mastermind and teleport them 
right next to the Power Plants. Your Tripods will have to bear some damage
for the while, but destroy all the Power Plants to power down the Obelisks.
Destroy the Obelisks and the rest of the Nod base, train two Assimilators and
teleport them to capture the Information Facilities. 

You see, by teleporting the Assimilators to capture the sell the Refineries,
both teams have nothing to fight with. This however, does not make the 
direct assault easier, it just makes defending easier. When no one to fight,
you can attack unopposed. 

[4.04] Threshold 19

"Foreman, you must protect the tower at Threshold 19 until its construction is
complete. Everything hangs in the balance: The success of your overall 
mission and the fate of the Race depends on Threshold 19 twower activation and
phasing. You now have access to all our offensive and defensive capabilities. 
Take command of the base that is established there and keep the hostile 
indigenous population from destroying the tower at all costs."

*Primary Objectives*

1 - Defend the Tower

"Foreman, GDI has a strong force to the north. They appear to be intent on 
destroying the Tower. Overwhelming forces on their part suggest difficulty in 
removing them from the region but they must be stopped at all costs from 
destroying the Tower."

2 - Construct a Signal Transmitter and summon the Mothership

"The Tower is complete and imprevious to GDI's attacks. Focus on constructing
a Signal Transmitter so the Mothership may be summoned to your location for 
evacuation off the planet. Hold out against any hostile activity from GDI."

3 - Guide and protect the Mothership to the Tower

"Foreman, guide the Mothership to the Tower for evacuation and continue to 
hold off GDI's attacks."

*Bonus Objectives*

1 - Destroy the GDI base

"Destroy GDI's base in the northeast of this region."

*Intel Database Entries*

Warp Link

 - Threshold Assemblies Under Attack
    + By starting the mission
 - Threshold Tower Construction
    + When the Tower is complete


This mission is crazy, to the max. There is going to be a lot of GDI attack
on your base. Use your 3 Seekers to destroy the bridge north of your base to
stop one of the entry points for GDI forces. Straight away, you will need to
build some Storm Columns and place one near your tower and place the next in
your base. Build more Columns to protect all of your base and then when you
can, build a Rift Generator. 

While you do this, build a lot of Devastator Warships as well and send some to
your Tower. Research the Shield upgrade for your warships and place them in 
the Ion Storms generated by the Columns. Build up your defences, as money 
should be no problem, and defend your tower base. That base will come under
heavy attack from the north, destroying the bridge will force them to come
from the south east. 

You should now be able to defend properly. The Devastators should hold 
themselves in the Ion Storms and as long as your repair the Columns, should be
able to repel GDI attacks on your base. When you have enough Warships to guard
both of your bases, build a group of Tripods and the Mastermind and if you 
haven't done do already, build a Rift Generator. 

Reinforce your tower base with more Warships and Planetary Assault Carriers to
protect the tower till is has finished. Meanwhile, use your Tiberium Vibration
scan to locate the GDI base. See the Tiberium Refineries near the bridge 
on the centre North of the Map? Thats where we want to be. When your Rift
Generator has done charging, use it on that location and then use the 
Mastermind to teleport the Tripods to that location. Make sure you have the 
Shield upgrade before sending them, it will be needed for that extra life that
it provides them. 

Teleport your Tripods into that exposed area of the GDI base and watch them 
wipe out GDI with ease. It may suffer problems in relations to the Missile 
Squads since the Plasma beams aren't to strong but you can prevent this by
summoning some Buzzers and attack with some, combine with the Tripods for
the others. Now, destroy the Barracks of the base as the Tanks that come along
are easily dealt with. Use your reconstruction drones if you think that they 
are taking too much damage. Destroy the GDI base from the inside and wipe it

My reason against sending a fleet of Devastator Warships and Planetary Assault
Carriers is that the base has plenty of AA defense and while they are 
pretty weak, a large number of them, couple in with APCs and Missile Squads 
can turn your fleet into a pile of rubble. You should only do this if you have
the overwhelming numbers to do so. 

Build the Signal Transmitter once the little Tower is done if you haven't done
so already. Clear out the rest of the GDI base and summon the Mothership. The
cost is not too bad since you have more credits after the construction of the
tower. Summon the Mothership and move slowly towards the target zone. Escort 
with Warships and Carriers if you are worried about the remaining GDI units
that are left. I had 3 Firehawks remaining, but that was no real problem since
the Mothership has a large amount of HP. Move towards the Tower and complete 
the campaign. You have now finished the 3 Campaigns for Tiberium Wars. Pat 
yourself on the back for your achievement. 

[5.01] Rifleman Squad

Cost             : 300 Credits
Requires         : Barracks
Abilities        : Dig In, Call for Transport
Upgrades         : Composite Armour
Role             : Anti-Infantry
Squad Size       : 6
Construction Time: 3 sec

These guys are your basic men with guns. Armed with a GD2 rifle, these guys
are your basic anti-infantry units. They can kill other infantry units from a 
respectable distance but don't do any damage at all against armoured units and
have no anti-aircraft capabilities. Their special ability to dig in is a 
useful one. Costing a small amount of 300 credits, you get a durable 1 unit
garrisonable structure. Leave that for your missile squads or your sniper 
teams as they generally are weaker in terms of health. Arming those little 
foxholes with missile squads surrounded by a sniper team or two can give your
opponent more difficulty to pass through than they expected. 

[5.02] Missile Squad

Cost             : 400 Credits
Requires         : Barracks
Abilities        : Call for Transport
Upgrades         : Composite Armour
Role             : Anti-Vehicle, Anti-Air
Squad Size       : 2
Construction Time: 4 sec

The basic rocket launcher man. These guys are the opposite to your Riflemen,
they are better against those pesky tanks and aircraft. When use in groups, 
they can do a lot more damage when they are a single pair. They do virtually
no damage to infantry units and are vulnerable against infantry assaults 
against them. They can hold their own against any aerial units as their 
rockets can target air units. Both units will fire their rockets at targets.
As you should have learnt in the White House mission, 2 Snipers and a Missile
Squad is perfect for infantry killing while 2 Missile Squads and a Sniper is
good as a fort. Of course, place in a Civilian Building. 

[5.03] Engineer

Cost             : 500 Credits
Requires         : Barracks
Abilities        : Call for Transport
Upgrades         : None
Role             : capture Buildings
Squad Size       : 1
Construction Time: 5 sec

Your little man out to capture the buildings. These guys capture neutral or
hostile buildings, reapair bridges and take over the fallen walkers, such as
the Juggernaut, Avatar and Tripod. They have basically no health so just a few
shots to this guy will end in his death. Only use when you have cleared danger
in front of them. In your missions, protect these guys because they need to
survive to ensure mission success.

[5.04] Grenadier Squad

Cost             : 800 Credits
Requires         : Command Post, Barracks
Abilities        : Call for Transport, Clear Garrisoned Buildings
Upgrades         : Composite Armour
Role             : Anti-Infantry, Anti-Buildings
Squad Size       : 4
Construction Time: 8 sec

They guys are extremely handy. Of course, they suffer as much as infantry 
does, with their health extremely weak. Of course, their grenades do great
amounts of damage against infantry and does a respectable amount to the
buildings. Of course, never send these guys to the front, they don't soak
a lot of damage but their ability is handy. Their rockets have an inbuilt
AI system to target buildings. This means, when one grenade from the squad
lands on the building, all units inside are wiped out, regardless of health
and veterancy. Your best bet is to stick them inside the APC. This way, you
have some extra armour between your units and the guy outside shooting at you.
They are also quite strong against vehicles at things, as long as they are
stationary and don't move. Their greatest weakness is their speed, they move
pretty sluggish, probably the slowest infantry GDI unit

[5.05] Sniper Team

Cost             : 1000 Credits
Requires         : Armory, Barracks
Abilities        : Call for Transport
Upgrades         : None
Role             : Anti-Infantry
Squad Size       : 2
Construction Time: 10 sec

Your main anti-infantry infantry unit. Of course, these guys are no match for
a tank. But their skill in infantry removal is excellent. When they spot a 
infantry unit, they will kill a squad member. That means, they are highly 
effective against units such as rocket teams, engineers, but are less 
effective against Riflemen squads as they have more members to shoot. It one
shoot kill for each squad member. Their range will compensate for their firing
as both squad members shoot at targets with a high powered sniper rifle. These
guys are best when they are teamed with Missile Squad. When you have a ratio 
of one sniper to about 3 missile squads, your enemy will be hard pressed to 
defeat you. In a building, one sniper and two missile teams will be enough to 
turn it in a nice defense against enemy assaults. Missiles will take down air 
and vehicle threats while snipers take down infantry attacks. 

[5.06] Commando

Cost             : 2000 Credits
Requires         : Armory, Tech Centre, Barracks
Abilities        : Jump Jets, Call for Transport, Explosive Charges
Upgrades         : None
Role             : Anti-Infantry, Anti-Building, Anti-Walkers
Squad Size       : 1
Construction Time: 20 sec

Your one man team squad. Of course, the entire point of the Commando is for
stealth missions, but in reality, they are poorly armoured for an elite unit.
But they still have their uses. They can attack infantry with one hit kills 
and rapid fire. They can demolish buildings and walkers, but there is one side
effect. They will be suppressed when they demolish, which is pretty annoying 
but its not such a big deal. Their jump jets are extremely useful in escaping.
They can just jump to a usually inaccessable part of the terrain and wait for
the heat to die down. But there is one weakness to this walking army, he is 
has defence against air units. A couple of Venoms can just stroll along and 
this 2000 credit unit is dead. Of course, he is useful if you know when to
use him and how to use him. For example, if you just send his guy directly
into your opponents base, hoping he survives, you shouldn't use him. 

[5.07] Zone Trooper

Cost             : 1300 Credits
Requires         : Tech Centre, Barracks
Abilities        : Jump Jets, Call for Transport
Upgrades         : Scanner Packs, Power Packs
Role             : Anti-Infantry, Anti-Vehicle, Anti-Building = Anti-Ground
Squad Size       : 4
Construction Time: 13 sec

These guys are my favourite GDI unit, it even says so my stats. Why is the
Zone Trooper my favourite unit? Simple, they are walking tanks in infantry
suits. Their railguns is basically a one hit kill to infantry and deal some 
serious damage to vehicles. About 3 squads can cause some real damage if they
are not dealt with. Buildings just crumble under their railguns, just like
everything else. Their scanner packs remove the option of hidden nasty stuff
like some shadow teams or not finding the enemy's superweapon when it is 
hidden under stealth. Their power packs will heal all the squad members over 
time, but bear in mind that it cannot resurrect fallen squad members, so don't
think the power packs do that. Jet packs will give them a little speed boost
but the inability to fire on targets. After you use these guys, you will find
them useful. If the enemy is nice enough to let you train these guys en masse,
about 15 squads is enough to kill a entire base, even armed with anti-infantry
defences. However, they suffer one weakness, air units. The worse thing about
sending 15 squads to an enemy is to see them getting killed to about 5 venoms
just hovering, so protect them with some missile squads, just in case. 

[6.01] Pitbull

Cost             : 700 Credits
Requires         : War Factory
Abilities        : Call for Transport
Upgrades         : Mortar
Role             : Scout Vehicle, Anti-Air, Anti-Vehicle, Stealth Detection
Construction Time: 7 sec

These guys are lightning fast across the battlefield, I'll give them that. 
They are however, too lightly armoured to survive combat with vehicles. Their
armour is weak, making it like an infantry unit. However, their mortar upgrade
is useful, giving them an extra, long-ranged attack to use against their 
enemies. Leave them at the back of any combat convoy, they are just too weak
to go head front, but of course, their speed will leave them to the front.
Its a missile squad, just faster. Their use in any attack force will depend
on who you're fighting, these guys can mean the difference into a battle or
an ambush. After all, you don't want Avatars and Stealth Tanks popping up
behind your attack force. 

[6.02] APC

Cost             : 700 Credits
Requires         : War Factory
Abilities        : Call for Transport, Mine Layer
Upgrades         : None
Role             : Anti-Infantry, Anti-Air, Infantry Support
Construction Time: 7 sec

This is probably one of the best GDI units. The APC itself is handy, stopping
fanatics dead in their tracks and dealing good amounts of damage against those
air units. However, their next ability kicks in, the garrisoned infantry can
shoot out of it. That means that if you have Riflemen are inside, you get a 
better anti-infantry result, Missile Squad means better anti-tank and anti-
air support, Grenadiers will let you clear buildings with one grenade, snipers
will give long range infantry killing, Zone Troopers will give good close
quarters destruction, and so on. Of course, this makes them have a second
attack while providing protection. Both the APC and garrisoned unit can gain
veterancy while attack enemies. They can also drop mines at a price, slowing
down the enemy at vital choke points, such as bridges and narrow gaps if the
area is mined. Very useful, cheap and dangerous. Be careful because if you
have infantry inside when the APC is destroyed, the infantry goes down with so
eject the troops when it is in red health.

[6.03] Predator Tank

Cost             : 1100 Credits
Requires         : War Factory
Abilities        : Call for Transport
Upgrades         : Railgun Capacitors
Role             : Anti-Vehicle, Anti-Building
Construction Time: 11 sec

These tanks are underrated to their bad brother, the Mammoth Tank. These guys
have good health and can withstand a good beating. Of course, their original
roleis anti vehicle and anti building, but that upgrade called Railgun
Capacitors can change all that. The railgun capacitors changes the weaponry
from tank shells to railguns, making them lethal to everything on the ground.
Imagine a single Zone Trooper with a lot of health and thats it what it is. 
However, like their Zone Troopers cousins, they have no air defence, so make
sure you protect them. They do however, provide speed and agility that the
Mammoth cannot, but of course, 3 Predators cannot run over tanks now can they?

[6.04] Harvester

Cost             : 1000 Credits
Requires         : Refinery, War Factory
Abilities        : Harvest Tiberium
Upgrades         : None
Role             : Harvesting Tiberium
Construction Time: 10 sec

What do these guys do, harvest of course. Their piddly machine gun does little
to no damage, just warding off infantry, who shouldn't be in Tiberium fields
in the first place. Of course, building them early game might drop your 
initial credit count but when they get busy, you'll get the annoying message,
"Silos needed." When you purchase a harvester, it will cost 1000 credits, 
while building a refinery, selling it for the harvester will also cost 1000
credits. Basically the same, so if your war factory queue is full, just build
a refinery and sell it. 

[6.05] Rig

Cost             : 2000 Credits
Requires         : War Factory, Command Post
Abilities        : Deploy into Battle Base
Upgrades         : None
Role             : Support, Defence
Construction Time: 20 sec

This is a brillant form of frontline defence. While it doesn't seem to be 
much, it is a great way of securing land before estalishing a base there.
Its deployment will deploy 2 Guardian Cannon, the same ones that you find on
the Anti-Tank ones. There is also a dual missile launcher, used to deter the
aerial threats that you may receive. It also deploys some repair drones, the
same one from the war factory, to repair vehicles that have been damaged. When
you deploy the battle base, you cannot build around it, but if you team that
up with a Surveyor, you can have a well defended forward base, but you can
also place a rig outside your enemy's base along with a few APCs and a few
Mammoth Tanks, just in case. Don't forget, you can repair your Battle Base 
like any other normal structure.

[6.06] Mammoth Tank

Cost             : 2500 Credits
Requires         : Tech Centre, War Factory
Abilities        : Crushing Tanks
Upgrades         : Railgun Capacitors
Role             : Anti-Tank, Anti-Buildings, Anti-Air
Construction Time: 25 sec

Mammoth Tank Assembled. Ah, the Mammoth Tank, the best of the best. A few of
these bad boys is more than enough to destroy a base left unchecked. To defeat
these, you'll need some tactics rather than build and hope for the best. Your
base defences will not hold long enough as the armour of the tank is far too 
thick to penetrate with a few rockets. The tank is originally armed with a
dual cannon for ground targets and rocket pods to assist on ground assaults 
and to defend against aerial units. Upgrade to the railguns and those cannons
turn into a non-stop killing machine. And of course, if any moron decides to
stand in your way, just run it over. However, be wary that sending an army
just of Mammoth Tanks, that isn't tactics and a seasoned player can remove
that threat without much trouble. For example, a Nod player can do some 
serious damage by using Vertigos and Fanatics while a Scrin player can use
Masterminds, Tripods or Carriers. Other GDI players will just counter with
more Mammoths, or Firehawks. The funniest thing is against Nod computers. Park
the Mammoth Tank in their Tiberium field and watch as they are crushed by the
Mammoths who cannot see them.

[6.07] Juggernaut

Cost             : 2200 Credits
Requires         : Tech Centre, War Factory
Abilities        : Bombard Target
Upgrades         : None
Role             : Heavy/Artillery Support
Construction Time: 22 sec

These Juggernauts are walkers, one of the three different walker units in the
game. These are long range bombarders who can attack anything within their 
large range with 3 cannons. Of course, if you have sniper teams, you can
bombard land within the range of the sniper teams. Normally, you use these
to soften up the defence of your opponents, after all, who wants to walk into
a base with heavy defences pointed at you? It is up to you whether you want
them as a forward offence role or a support role. When these things go kaput
or are destroyed, they will leave a husk for you. Whoever gets an engineer 
unit into the husk commandeers the walker, so if you lose one, either get an
engineer to take it back or destroy it so your enemy doesn't get it. 

[6.08] MCV

Cost             : 2500 Credits
Requires         : War Factory, Command Post
Abilities        : Deploy 
Upgrades         : None
Role             : Building Structures
Construction Time: 25 sec

Building this has been more of a moot point compared to the previous games.
Since you only need the Surveyor/Outpost to expand and not the MCV, you don't
really need it. Of course, if your paranoid that you might lose your original
MCV and have no cranes, than a backup somewhere safe, maybe behind your ally's
base, somewhere safe, as a backup or spending it on something useless if you
have too many credits. Of course, what this does is basically deploy into a 
construction yard, to construct buildings. 

[6.09] Surveyor

Cost             : 1500 Credits
Requires         : Construction Yard
Abilities        : Deploy into Outpost
Upgrades         : None
Role             : Expansion
Construction Time: 15 sec

The Surveyor is a new addition to the game. To build in a remote area, you
need to have a surveyor deployed into an Outpost to expand. By deploying an
outpost, you get a build zone where you can build around it. Read the manual
if you aren't sure. However, when you deploy these guys, they aren't armed at
all so you might want to team the surveyor up with a rig for a nice little
battle base. 

[7.01] Orca

Cost             : 1100 Credits
Requires         : Airfield
Abilities        : Deploy Sensor Pods, Pulse Scan
Upgrades         : Sensor Pods
Role             : Scout, Anti-Vehicle
Construction Time: 11 sec

The Orca is your basic air unit. They are effective mostly against vehicle 
units. That makes them good for a counter attack against tanks, or just to
destroy some Harvesters, provided their not your own. Of course, they are also
good support for your own tanks, a few provided as escorts will ward off tank
threats as well as infantry problems. However, their weakness is obviously
Anti-Air fire, that would really destroy the Orcas. When you get the Sensor
Pod upgrade, you can use your sensor pods on the ground to be a little land
revealer and stealth detector. Also, you can just use the pulse scan when you
suspect that there might be something lurking, but not sure what. The infantry
however, can be a problem if they move, since missiles aren't guided. However,
I prefer to use the next air unit better.

[7.02] Firehawk

Cost             : 1500 Credits
Requires         : Airfield, Tech Centre
Abilities        : 2 Air to Ground Missiles or 4 Air to Air Missiles
Upgrades         : Stratofighter Booster
Role             : Anti-Vehicle, Anti-Air, Anti-Structure, Air Support
Construction Time: 15 sec

Ah, the Firehawk. This is your bomber units, armed with a selection of 
weaponry which includes the 2 Hellcat Firebombs or the 4 Rattlesnake Missiles.
Obviously, the Firebombs are for land and the Rattlesnakes (a parody of the
Sidewinder Air to Air missiles, snakes you see) Missiles are for air. And you
can't have both, its one or the other. Their armour leaves much to be desired
but their upgrade is one to watch out for. Within seconds, you can have a
large squad of bombers dropping firebombs all over your base, knocking out
your defences pretty quickly. Of course, using your boosters on your way in
means that you have to fly your way out due to the cooldown on those boosters.
That means flying over a line of AA defence if you haven't knocked it out
already. If you're using them as an Anti-Aircraft defence, a group of 
Firehawks with 4 Anti-Air missiles each is more than a match for any air
unit. A nice squadron can easily dispatch of a unwanted Vertigo assault or a
shiny Mothership. Oh, please don't use them to knock out tanks or infantry,
the bombs drop slowly so unless you are targeting in front of them, you won't
hit them at all. 

[7.03] V-35 Ox Transport

Cost             : 500 Credits per Unit
Requires         : Airfield
Abilities        : Transports transportable units to wherever your wish
Upgrades         : None
Role             : Transport
Construction Time: Cannot be Constructed

Once you have the airfield, for the cost of 500 credits, you can airlift a 
unit to wherever you want. However, the transport, which replaces the Carryall
from Tiberium Sun is not very durable and has no form of assault. Also, it has
to be a unit that can be carried, so no dropping units like Mammoth Tanks
next to someone's MCV. If the Transport is destroyed, the unit dies along with
it. So don't carry something valuable if you want it to live. 

[8.01] Construction Yard

Cost             : Free from MCV
Requires         : MCV
Abilities        : Allows you to Build
Upgrades         : None
Energy Consumed  : None
Construction Time: N/A

This is the most important building for you. Until you can build the Crane,
this is the only way you can build structures. Note that the Crane cannot
build Surveyors so your MCV is quite important. Protect it since enemies will
target this first. It is however, unable to be destroyed by a Superweapon 

[8.02] Power Plant

Cost             : 800 Credits
Requires         : Construction Yard
Abilities        : PROVIDES POWER!
Upgrades         : Advanced Turbines
Energy Produced  : 20 Energy
Construction Time: 8 secs

What do power plants do I wonder? It a really hard question. Anyway, GDI power
is extremely ineffective. They provide the least amount of power when upgraded
compared with the Scrin and Nod. Therefore, you need more of them. The funny
thing is, for the enemy to disable your power, they need to destroy more power
plants than they will fighting Nod or Scrin. 

[8.03] Crane

Cost             : 1500 Credits
Requires         : Construction Yard
Abilities        : Provides another Build Queue
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 15 secs

These are very handy, it saves you purchasing another MCV. Cranes allow you
basically to have another MCV with the exception of build another Crane or
training a Surveyor. Therefore, you basically have two build queues for normal
and support structures. Therefore, you can build two buildings and two support
buildings all at once. Generally the first structure I would place. 

[8.04] Refinery

Cost             : 2000 Credits
Requires         : Construction Yard
Abilities        : Processing Tiberium
Upgrades         : None
Energy Consumed  : 6 Energy
Construction Time: 20 secs

Get this, they give you money. Wow. Anyway, you will definitely need this to
get income and this is where Harvesters drop off their collected Tiberium. 
After the Crane and Power Plant, it is this one. You will need this, even if
you are rushing. 

[8.05] Barracks

Cost             : 500 Credits
Requires         : Power Plant
Abilities        : Produces Infantry
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 5 secs

The barracks is your main building to build and train infantry. You will need
this if you even consider to use infantry. They are cheap and easy to 
maintain, and often, never used online since people use tanks. Of course, 
infantry has it uses, including your capturing units. 

[8.06] Armory

Cost             : 1000 Credits
Requires         : Barracks
Abilities        : Heals Infantry, Provides Upgrades, Access to Infantry
Upgrades         : Composite Armour, Scanner Packs, Power Packs
Energy Consumed  : 7 Energy
Construction Time: 10 secs

This is your must have if you wish to use Snipers to fight for you. This 
allows you to train Snipers, upgrade your infantry, especially the Zone 
Trooper units and if units are wounded, it provides recovery for infantry, 
replacing fallen squad members. You can do this by using the garrison function
with your wounded infantry. 

[8.07] War Factory

Cost             : 2000 Credits
Requires         : Refinery
Abilities        : Produces Vehicles, Repair Vehicles
Upgrades         : None
Energy Consumed  : 7 Energy
Construction Time: 20 secs

This constructs your main land units, vehicles. This is absolutely necessary
if you wish to last beyond the early rush. The more of these you build, the
more vehicle queues you can operate but the initial cost is rather expensive
to build more of until later. You should send home your damaged vehicles for
repairs for free with the automated drones. Also, the first building you 
should build after plopping this down is the Harvester. 

[8.08] Command Post

Cost             : 1500 Credits
Requires         : Refinery
Abilities        : Provides Radar Scan
Upgrades         : None
Energy Consumed  : 9 Energy
Construction Time: 15 secs

You will definitely need this if you wish to access the higher tech levels and
get Mammoth Tanks. If you are a turtle, this should be built as soon as you
have the chance. Of course, it provides the Radar Scan ability which is 
discussed at length further below this little waffle. 

[8.09] Tech Centre

Cost             : 4000 Credits
Requires         : Command Post, Barracks
Abilities        : Unlocks Units, Provides Upgrades
Upgrades         : Stratofighter Booster, Rain Gun Capacitors, Sensor Pods, 
                   Advanced Turbines, Mortars
Energy Consumed  : 15 Energy
Construction Time: 40 secs

This is extremely important if you want powerful GDI weapons to play around
with. It is quite expensive but the weapons that you will get will be pretty
powerful. If you want more cheap units or less expensive units, its really
up to you. Also, the upgrades are expensive. Again, up to you. 

[8.10] Airfield

Cost             : 1000 Credits
Requires         : Command Post, Barracks
Abilities        : Provides Aircraft, Repairs Aircraft
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 10 secs

The airfield is the structure that gives you access to Orcas and Firehawks. If
you want air support, then you will need this. You can hold up to four 
aircraft ONLY, no more. They also repair the units and re-arm them. You can 
also change Firehawk loadouts here. 

[8.11] Space Command Uplink

Cost             : 3000 Credits
Requires         : Tech Centre
Abilities        : Access to GDI Support Powers
Upgrades         : None
Energy Consumed  : 12 Energy
Construction Time: 30 secs

This is the best tech structure that GDI has to offer, and at a high price
tag as well. Why bother? Because it provides access to powerful GDI powers 
which include Shockwave Artillery and Zone Trooper Drop Pods. For more on 
those powers, read below, but you should build this if you have credits to
spare and / or need those Zone Troopers in someone elses base quick. 

[9.01] Watchtower

Cost             : 600 Credits
Requires         : Construction Yard
Abilities        : Anti-Infantry Defence, Detects Stealth
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 6 secs

These are insane against infantry. These can slaughter them from a fair 
distance but do squat to vehicles that move. They don't have too much health
and easily overwhelmed in large numbers. It can easily quash an infantry or
Engineer rush quickly. 

[9.02] Guardian Cannon

Cost             : 1200 Credits
Requires         : Barracks
Abilities        : Anti-Vehicle Defence, Detects Stealth
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 12 secs

Double the time for these Cannons compared to Watchtowers but do some fair
damage against Tanks. They take a long time to reload and do ok damage, so you
should use them in numbers or with other defences, tanks in particular. On a 
one on one fight, it would win, but against a group, it stands no chance. 

[9.03] AA Battery

Cost             : 800 Credits
Requires         : Command Post
Abilities        : Anti-Air Defence, Detects Stealth
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 8 secs

This is the worst of all the factions anti-air defences. It fires quickly at
a sustained rate, but each shell does hardly any damage. It does good damage,
but requires a large amount of batteries to do any damage to air. You are 
better off using Missile Squads, APCs and Pitbulls since they will do more
damage, get promoted and can be repaired. Also, they can move unlike the 
turret. Avoid and replace when you can. 

[9.04] Tiberium Silo

Cost             : 500 Credits
Requires         : Refinery
Abilities        : Stores Tiberium
Upgrades         : None
Energy Consumed  : None
Construction Time: 5 secs

These are silos that, funnily enough, store Tiberium. You should only use 
these if you are too busy fighting and need the Tiberium later, possibly to
build another force. They are cheap, consume no power at all. But a good
commander should control their finances and should have nothing to waste at
all. Still, if you keep getting bugged, silos needed, then build some. 

[9.05] Sonic Emitter

Cost             : 2000 Credits
Requires         : Tech Centre
Abilities        : Attacks Land Units, Detects Stealth
Upgrades         : None
Energy Consumed  : 15 Energy
Construction Time: 20 secs

The ultimate in GDI base defence. These are extremely powerful, and I really
mean it, It doesn't target just one unit, it locks onto one unit and fires a
sonic wave, attack that units and any others behind it. These are excellent
against rushes since they have a large attack radius and can do damage to 
multiple targets. However, they are expensive to build, drain a fair amount of
power off your grid and their reload fire is pretty slow. And place these in
the front of your base. Their wave is capable of friendly fire so placing them
at the rear is going to damage your own buildings. In the rear of your base, 
use Watchtowers and other defences instead of the Emitter, its too dangerous.

[9.06] Ion Cannon Control

Cost             : 5000 Credits
Requires         : Tech Centre
Abilities        : Ion Cannon
Upgrades         : None
Energy Consumed  : 20 Energy
Construction Time: 50 secs

This gives you access to the precision weapon of death, the Ion Cannon. Of
course, you would want to avoid being hit by this thing at all costs. It is
expensive to build but fire this at an enemy's base, rush in with a group 
of supported Mammoth Tanks and it is hard not to win from then on. Of course,
this is a juicy target for enemy forces and will show up on the minimap with
the fog of war removed. Therefore, use it carefully. Superweapons don't win
the game by itself. 

[10.01] Radar Scan

Cost             : 250 Credits
Enabled By       : Command Post
Power Type       : Intelligence Power

A very handy auxillary power. This allows you to see what's going in a certain
location. It doesn't matter where, this scan will let you see. It is useful 
since you can scout out an enemy base. Generally use this to spot for your
other powers, or to find out where to Ion Cannon. By far, the cheapest and 
the best power of all factions. It allows you to keep an eye on the enemy,
scout for expansions, and to see if there are ambushes ahead of your attack

[10.02] GDI Airborne

Cost             : 1000 Credits
Enabled By       : Armory
Power Type       : Reinforcement Power

This drops in two Veteran Riflemen and Missile Squads to the position. It 
isn't all that handy, but useful if you are trying to defend a base under
siege. There are must better units out there through. 

[10.03] Sharpshooter Team

Cost             : 2500 Credits
Enabled By       : Tech Centre
Power Type       : Reinforcement Power

This drops in 3 Veteran Sniper Teams. They aren't too handy, but are useful
in surpressing an infantry rush. They are also handy if you need a spotter
for Juggernauts. It is upgraded to 3500 credits with the newest patch.

[10.04] Orca Strike

"Orca aircraft are always standing by to deliver a payload of InfraRed-Guided
Air-to-Surface Missiles precisely where needed."

Cost             : 500 Credits
Enabled By       : Airfield
Power Type       : Offensive Power

An extremely weak attack, and this almost always has to be grouped with 
another ability to ensure it is useful at the least. It cannot take down any
valuable buildings, a probably a turret or two, if you're lucky. Its power
needs to be stronger to be useful, at the least. However, if used in 
combination with an Ion Cannon or Shockwave Artillery, it can do some damage
and destroy several units or structures.

[10.05] Bloodhounds

Cost             : 2000 Credits
Enabled By       : Airfield
Power Type       : Reinforcement Power

This drops in two Veteran Pitbulls and APCs into the battlefield. It is useful
in itself, as the Pitbull can scout and provide some reinforcements to a 
badly defended position. Couple this in with the GDI Airborne ability to 
ensure its usefulness. The Missile Squads and Pitbulls can attack the Vehicles
and the APC and Riflemen can attack infantry with APCs dualing with an Air
attack. Couple of this with Zone Trooper Drop Pods and this can be a useful,
small attack force. 

[10.06] Zone Trooper Drop Pods

Cost             : 3000 Credits
Enabled By       : Space Command Uplink
Power Type       : Reinforcement Power

An extremely handy ability for the GDI. The usefulness of it declined since 
the Drop Pods cost 4500 credits in patch v1.05, but its power is still 
relatively decent. It provides you with 3 Veteran Zone Trooper squads and
deploys them. Before using it, use should have upgraded them with the Scanner
and Power Packs. They are effective against all but air, so drop down the 
Bloodhounds for the Anti-Air ability. Since they don't arrive in a transport,
they are handy for dropping into a relatively undefended part of your
opponents base and causing some damage. Use after an Ion Cannon strike for 
maximum effectiveness. 

[10.07] Shockwave Artillery

Cost             : 1500 Credits
Enabled By       : Space Command Uplink
Power Type       : Offensive Power

A decent power, since it is good against Vehicles as well as buildings. It
launches an Artillery Barrage at a certain location, damaging all it hits as
well as powering down Vehicles and Structures in the blast radius. It is 
useful as it can target a land convoy heading towards your base, providing you
time to attack the convoy and build more defences. It is also good against
the masses of defences the enemy will build, so called "Turret Farms" as 
well. Once the defences are down, you send in your attack group. It is useful
only when you couple it with an attack or combine with another ability. 

[10.08] Ion Cannon

Cost             : Free
Enabled By       : Ion Cannon Control
Power Type       : Superweapon

The Iconic GDI Superweapon. As Iconic as the Obelisk of Light. It does a large
amount of damage in a large blast radius, rougly the same size and power as 
the Nod Nuclear Missile and the Scrin Rift Generator. It can wipe out most
structures, except for some, including the Construction Yard and enemy
SuperWeapons. If you are going to take down the Construction Yard or Super
Weapon, always send in Firehawks to finish the job. Note that if you are
going after the Construction Yard, be sure to demolish the crane and the 
War Factory to prevent any further bases popping up. 

[11.01] Composite Armor

Cost             : 1000 Credits
Researched At    : Armory
Research Time    : 20 secs
Units Effected   : Riflemen Squad, Missile Squad, Grenadier Squad

If you use any of these infantry, the composite armour upgrade is a must have
to ensure that these units survive a tad bit longer. The price is not too
high but the life of these units is extended. It provides more resistance
against cannon attacks and and protection against anti-infantry fire. Still,
it doesn't mean you send them against Watchtowers or the like as they will
die, just last a bit longer. 

[11.02] Scanner Packs

Cost             : 1000 Credits
Researched At    : Armory
Research Time    : 30 secs
Units Effected   : Zone Troopers

If you are fighting Nod and use Zone Troopers, theses are a must have. This
allows them to detect stealth, which makes it great for harassing missions 
against Harvesters which are cloaked. It also allows them to see further, 
giving them more line of sight, which can mean a fair amount on the 

[11.03] Power Packs

Cost             : 2000 Credits
Researched At    : Armory
Research Time    : 60 secs
Units Effected   : Zone Troopers

A must have for Zone Troopers. Their cumbersome speed doesn't effectively 
allow for them to run back to the Armory for healing. The Power Packs will
allow them to recover health while they are stationary and not moving. This
will recover the health of the Troopers but will not replace fallen Squad
members. A definite must have for the Troopers. 

[11.04] Mortars

Cost             : 1000 Credits
Researched At    : Tech Centre
Research Time    : 30 secs
Units Effected   : Pitbull

You should get this if you use the Pitbull unit since this is a cheap method
of getting a second attack. This allows for the Pitbull to launch a longer-
range attack from distance and is effective against vehicles and structures.
There is no real reason why you shouldn't get this since it basically doubles
their attack except it cannot fire on air units. 

[11.05] Railgun Capacitors

Cost             : 3000 Credits
Researched At    : Tech Centre
Research Time    : 90 secs
Units Effected   : Predator Tank, Mammoth Tank

A must if you are going to fight with Mammoths and Predators. It gives them
a massive boost to their attack, nailing most infantry in a single shot and
dealing massive amounts of damage to vehicles and structures. It gives the
Mammoth powerful attacks and makes the Predator, the often overlooked unit,
many times more powerful. If your enemy has this, you will look to the skies.
The only problem is the fact that there is a hefty price tag, and with the
patch v1.05, it is now 5000 credits. Expensive, but worth it if you use those
units, and most GDI players do. 

[11.06] Stratofighter Boosters

Cost             : 2000 Credits
Researched At    : Tech Centre
Research Time    : 60 secs
Units Effected   : Firehawk

The Boosters make the Firehawk very deadly to say the least. With this, you
can teleport your Firehawks, while in flight, to any part of the map, whether
there is fog or no fog of war. This makes them great for the unconventional
drop of 8 Firehawks to a Superweapon or MCV. This often makes other players
shudder with fear since any form of anti-air defence is useless since they are
bypassed by this. However, there is a recharge time and often, if they have
good defences, you won't get much out alive. 

[11.07] Sensor Pods

Cost             : 500 Credits
Researched At    : Tech Centre
Research Time    : 15 secs
Units Effected   : Orcas

This is often overlooked, since the Airfields are usually containing Firehawks
rather than Orcas due to their usefulness. However, this upgrade allows Orcas
to drop little pods all over the battlefield which detect stealth and reveals
the land around it. They can be redeployed and good at choke points. Only get
them if you use Orcas though. 

[11.08] Advanced Turbines

Cost             : 300 Credits
Upgraded At      : Power Plant after you have Tech Centre
Upgrade Time     : 5 secs
Building Effected: Power Plant

This is useful as it provides an extra 10 power for each power plant that
you upgrade. It is cheaper as two turbines are cheaper than a new power plant.
However, when upgraded, these are the least efficient of all the Power Plants
of all factions cost-wise. Use it as space in your base will sooner or later
run out. 

[12.01] Call for Transport

Cost             : 500 Credits
Requires         : Airfield
Units Effected   : Riflemen Squad, Missile Squad, Engineer, Grenadier Squad,
                   Sniper Team, Commando, Zone Trooper, Pitbull, APC,
                   Predator Tank

The Call for Transport is mighty useful, if you have the credits. This allows
you to call in the Ox Transport and transport one of your favoured units to
wherever you wish. The transports can withstand a bit of damage but are 
easily destroyed. If they are destroyed, any unit that is carried will die 
with the transport as well. Make note that it is the best method of moving 
units from one part of the battlefield to another and handy to drop
Engineers in unexpectated places. 

[12.02] Dig In

Cost             : 300 Credits
Requires         : Riflemen Squad
Units Effected   : None

The Dig In function allows the Riflemen Squad to build a foxhole to allow
infantry to garrison within. This is effective if there are no good buildings
to garrison on the map and is repairable. Use it as a early sort of defence
that is cheap, but is later replaced with Mammoth Tanks and Sonics, however,
it provides vital protection for infantry as they are extremely fragile 
against most weapons and this will give them a bit more protection but if the
foxhole is destroyed, they will fall with it. 

[12.03] Jump Jets 

Cost             : Free
Requires         : Nothing
Units Effected   : Commando, Zone Troopers

The Jump Jets are extremely useful got getting out of trouble. It provides a
short boost of distance between the unit and the attackers. I would generally
use this with my Zone Troopers when an incoming Venom comes along since they
are the only air unit that can do real damage. It allows them to escape and 
access areas that are normally unaccessable, such as little mesas on the
battlefield, which is only accessed by Transports and Jets. It provides them
time to heal their wounds and then re-engage. 

[12.04] Mine Layers

Cost             : 500 Credits
Requires         : Tech Centre
Units Effected   : APCs

It is quite useful for its price tag. These mines are stealthed and do damage
to infantry and vehicles and if there aren't any stealth detectors, there is
going to be some damage. It is effective at choke points as it can easily stop
and ruin an attack convoy or a patrol. It shouldn't be underestimated since
most convoys neglect detectors as GDI doesn't have stealthed units. 

[12.05] Bombard Target

Cost             : Free
Requires         : Juggernaut, Sniper Team
Units Effected   : None

This is a great method of attack from range. It allows for Juggernauts to 
attack the ground within the line of sight of a Sniper Team. Therefore, only
your Snipers need to be in danger, not your valuable Juggernauts. It will do
good amounts of damage but will reveal your Juggernaut's location when they
fire and bombard their targets. 

[12.06] Pulse Scan

Cost             : Free
Requires         : Orca
Units Effected   : Orca

This is wonderful since it allows the Orca to maintain its role as a scout
aircraft. It reveals the battlefield, removing the Fog of War and detects any
stealth units that may lurk there. It is useful, but overshadowed by the next

[12.07] Deploy Sensor Pod

Cost             : Free
Requires         : Tech Centre Upgrade
Units Effected   : Orca

Read the explaination given in 11.07, it is the same deal. You have an 
unlimited supply after you purchase this, so have fun with them. 

[13.01] Militant Squad

Cost             : 200 Credits
Requires         : Hand of Nod
Abilities        : Call for Transport
Upgrades         : Confessor, Tiberium Infusion
Role             : Anti-Infantry, Cannon Fodder
Squad Size       : 9
Construction Time: 2 sec

If you ever use these, you are either rushing or desperate to do something.
They are cheap and serve as one thing, cannon fodder. These are relatively
useless on the battlefield save the confessor upgrade that makes them a tad
stronger. In fact, the only time you should use these is after a building has
been destroyed. 

[13.02] Militant Rocket Squad

Cost             : 400 Credits
Requires         : Hand of Nod
Abilities        : Call for Transport
Upgrades         : Confessor, Tiberium Infusion
Role             : Anti-Vehicle, Anti-Air
Squad Size       : 4
Construction Time: 4 sec

These guys are Nod's Anti-Air, Anti-Vehicle unit. The same as the GDI Missile
Squad, these guys have massive rocket launchers that deal good damage against
tanks and air units. These are great as a defence against the early game rush
against you, but other than that, late game provides better units such as the
Stealth Tank. Use with the confessor upgrade to add it a great attacking unit
that will confuse the enemy.

[13.03] Saboteur

Cost             : 500 Credits
Requires         : Hand of Nod
Abilities        : Call for Transport, Booby Trap
Upgrades         : None
Role             : Capture Buildings
Squad Size       : 1
Construction Time: 5 sec

These guy is a far better counterpart than the GDI Engineer and the Scrin
Assimilator. Their booby traps are so much fun to play around with. Destroy
a bridge, booby trap the gatehouse and watch as the enemy tries to figure out
why their Engineer died. Placing them on the Civilian Strucutures can easily
make a bad day for an urban battle. Of course, there lies a problem, the lack
of bridges in skirmishes and multiplayer. Shame that. 

[13.04] Fanatic

Cost             : 800 Credits
Requires         : Operations Centre, Hand of Nod
Abilities        : Call for Transport
Upgrades         : Tiberium Infusion
Role             : Anti-Vehicle, Anti-Structure
Squad Size       : 5
Construction Time: 6 sec

They will die for Kane. They are devoted suicide bombers that attack anything.
And by anything, I mean anything. They are devastating against vehicles and
structures, provided they aren't killed along the way. In a large group, they
will demolish anything, even a convoy of Mammoth Tanks and Tripods. Don't
send them against Anti-Infantry units or buildings, the reason is done through
common sense. Of course, use them in conjunction of Call for Transport to blow
up the back of your opponent's base. 

[13.05] Black Hand

Cost             : 900 Credits
Requires         : Operations Centre, Hand of Nod
Abilities        : Call for Transport
Upgrades         : None
Role             : Anti-Infantry, Clearing Garrisoned Structures
Squad Size       : 6
Construction Time: 9 sec

Apparently, these are Nod's elite troops. They aren't really useful on the
battlefield to tell you the truth. Sure, their ability to clear Garrisoned
structures are useful, but that can be replaced by the Flame Tank that can
sustain a fair deal more damage. Like all infantry units, they are useful if
there are a large amount of civilian structures, but come along a group of
Grenadier APCs or Corrupters, the job is done. Don't bother with them unless
you are really bored. 

[13.06] Shadow Team

Cost             : 800 Credits
Requires         : Secret Shrine, Hand of Nod
Abilities        : Call for Transport, Glider Pack, Explosive Charge
Upgrades         : Tiberium Infusion
Role             : Anti-Infantry, Anti-Structure
Squad Size       : 4
Construction Time: 8 sec

These truly are Nod's elite troops. They are extremely useful with their
Hang Gliders since they can fly over defences. They can take out infantry
pretty well and their explosive packs can do a fair amount of damage against
structures. A group of these can easily demolish a good portion of a beginning
base. They are always stealthed, making them more deadly but matched with the
best troopers of GDI, the Zone Troopers and the Scrin's Shock Troopers, these
aren't that strong. 

[13.07] Commando

Cost             : 2000 Credits
Requires         : Tech Lab, Secret Shrine, Hand of Nod
Abilities        : Call for Transport
Upgrades         : None
Role             : Anti-Infantry, Anti-Structure, Anti-Walker
Squad Size       : 1
Construction Time: 20 sec

The one woman army. She can easily destroy a base left unguarded with nothing
more than explosives and a Laser gun. The GDI Commando has the Jump Jet so
her special ability is that she remains cloaked while she is not moving. The
problem is inserting her into an enemy base. She has to go straight pass 
defences while the Commando can Jump Jet around and the Mastermind has the
ability to teleport around here and there. You can only train one at a time
and I suggest that unless you have nothing to play around with, don't bother
with the Commando. 

[14.01] Raider Buggy

Cost             : 400 Credits
Requires         : War Factory
Abilities        : Call for Transport
Upgrades         : Laser Capacitors, EMP Coils
Role             : Anti-Infantry, Anti-Air, Scout
Construction Time: 4 sec

The Buggy is the staple diet of the Nod Vehicle forces. An APC without the
transport capability is what the Buggy is. It is good against infantry and 
air units. It is dirt cheap, the cost of two Militant Squads, is quick across
the battlefield and has two great upgrades. The Laser Capacitors allow it to
do increased damage against air units and infantry. However, the best by far 
is the EMP Coils. It allows them to disable any non-infantry, non-air unit
within a respectable radius. It is useful has it disables anything from
buildings to tanks, which is handy against a convoy of tanks, making them 
sitting ducks for your units to wipe them out. With the price of the unit, the
Buggy is a real threat on the battlefield. 

[14.02] Attack Bike

Cost             : 600 Credits
Requires         : War Factory
Abilities        : Detect Stealth, Call for Transport
Upgrades         : None
Role             : Anti-Vehicle, Anti-Air, Anti-Structure, Scout
Construction Time: 6 sec

An upgraded Rocket Squad. For an extra 200 credits, it can detect stealth and
zoom across the battlefield like lightning. However, the problem lies with
its weak health. Any anti-vehicle unit can easily destroy this. Its stealth
detection is useful and with a good player, two fully promoted Bikes will be
able shoot down a Carrier. Use it in a swarm to make it effective, but this is
prevent against by the cost. The Buggy is a cheaper, more viable alternative
making the Bike best against land units, which isn't all to great. 

[14.03] Scorpion Tank

Cost             : 800 Credits
Requires         : War Factory
Abilities        : Call for Transport
Upgrades         : Laser Capacitor, Dozer Blade
Role             : Anti-Vehicle, Anti-Structure
Construction Time: 8 sec

This is the light tank of the game. It is not all that strong, withstanding
a few hits at most before it is destroyed. The tanks move fast and can easily
run over infantry, helping with the Dozer Blade Upgrade, allowing it to run
over heavy infantry such as Zone Troopers, clear minefields and provide a 
bit more armour. The Dozer Blade for running over infantry is really novelty
though. Zone Troopers can easily demolish a group of Scorpions trying to run
it over. Their Laser Capacitors allow them to deal more damage against units,
making it more effective against Infantry, but the problem still is that it is
relatively weak. However, they are cheap and quick to produce, making it one
of the most common rushes online, the ST rush. 

[14.04] Harvester

Cost             : 1000 Credits
Requires         : War Factory, Refinery
Abilities        : Harvest Tiberium, Cloaked
Upgrades         : None
Role             : Harvesting 
Construction Time: 10 sec

What do these guys do, harvest of course. Their special ability is that they 
are cloaked when harvesting Tiberium, so a careless commander may start to 
wonder where his Tiberium went. Of course, building them early game might drop
your initial credit count but when they get busy, you'll get the annoying 
message, "Silos needed." When you purchase a harvester, it will cost 1000 
credits, while building a refinery, selling it for the harvester will also 
cost 1000 credits. Basically the same, so if your war factory queue is full, 
just build a refinery and sell it. 

[14.05] Flame Tank

Cost             : 1000 Credits
Requires         : War Factory, Operations Centre
Abilities        : Clears Garrisoned Structures
Upgrades         : None
Role             : Anti-Infantry
Construction Time: 10 sec

This unit, has many uses in the campaign mode, some in skirmishes but are 
relatively useless online since not many use infantry to start with. Although
it can clear out garrisoned structures relatively easily and are excellent 
against infantry, they come with their weaknesses. They have to be in close
range of the infantry to actually spew flames at them, giving them a very
limited range. Also, their health isn't all that great given their range, 
making Missile Squads an easy target. Their flame weapons are hopeless against
vehicles, who are dealt with reduced damage against flame weapons. Given that
they are weapons of fear, they don't inspire fear into enemy commanders. 
Rather, a chance to promote their units. 

[14.06] Avatar Warmech

Cost             : 3000 Credits
Requires         : War Factory, Tech Lab
Abilities        : Commandeer Technology
Upgrades         : Stealth Generator, Stealth Detector, Flamethrower, Extra
                   Laser Cannon
Role             : Anti-Vehicle, Anti-Infantry, Anti-Structure, Walker
Construction Time: 30 sec

With the recent patches, the cost is reduced and build time as well, making it
more possible Nod players can use it. It is a walker, and like the Mammoth
Tank and the Tripod, has the ability to walk over smaller vehicles. They are
walkers, making them targets to Commandos destroying them. A group of 3 
Avatars were up against my GDI Commando, Jump Jet and they were down. They
can commander technology from other vehicles, but this destroys them and is
relatively expensive, totally up to 6000 credits for a top Avatar. And when
they are destroyed, an engineer can walk up to them and capture it. For the
Stealth Detector, commandeer an Attack Bike, for a Stealth Generator, get a 
Stealth Tank, for a Flamethrower, go get a Flame Tank and for the Laser 
Cannon, get the Beam Cannon. It isn't worth it, however, a group of Avatars
popping out of nowhere comes as a great ambush token. 

[14.07] Stealth Tank

Cost             : 1000 Credits
Requires         : War Factory, Operations Centre
Abilities        : Stealthed
Upgrades         : None
Role             : Ambush, Anti-Vehicle, Anti-Air, Anti-Structure
Construction Time: 10 sec

They are the Predator Tanks of the Nod forces. They are your usual tank, using
missiles against their enemies, which also target air. They are cloaked when
they are not moving, making them the best for ambushing. They are quick 
across the battlefield, making them perfect tools for hit and run tactics,
especially against enemy Harvesters. The enemy cannot fight what they cannot
see. By then, its too late. They are still cheaper than the GDI Predator and
miles ahead of the Seeker. However, their weakness lies with their health,
making them vulnerable to a few lucky shots from an enemy unit. 

[14.08] Beam Cannon

Cost             : 1000 Credits
Requires         : War Factory, Tech Lab
Abilities        : Reflector Attack
Upgrades         : None
Role             : Artillery Support, Anti-Vehicle, Anti-Structure
Construction Time: 10 sec

The Beam Cannon serves as Artillery for Nod. Their beam cannons, en masse, 
can do damage. Alone, they do respectable damage, but against units like a 
Mammoth Tank, it is hardly noticeable. They are extremely long ranged, 
attacking beyond the other players Fog of War. Also, they can reflect their
beams off Venoms, but this is hardly useful since the Venoms will be shot
down pretty quick. They can also charge Obelisks of Light, extending their
range and damage output, charging them up. They are quick, and in a large
group, can take down a Mammoth Tank with ease. 

[14.09] Emissary

Cost             : 15 Credits
Requires         : Construction Yard
Abilities        : Deploy into Outpost
Upgrades         : None
Role             : Base Expansion
Construction Time: 15 sec

The Emissary is a new addition to the game. To build in a remote area, you
need to have an Emissary deployed into an Outpost to expand. By deploying an
outpost, you get a build zone where you can build around it. Read the manual
if you aren't sure. However, when you deploy these guys, they aren't armed at
all so you might want to send some units, in particular, Stealth Tanks or
Turret Farm them. 

[14.10] MCV

Cost             : 2500 Credits
Requires         : War Factory, Operations Centre
Abilities        : Deploy into Construction Yard
Upgrades         : None
Role             : Base Expansion
Construction Time: 25 sec

Building this has been more of a moot point compared to the previous games.
Since you only need the Emissary/Outpost to expand and not the MCV, you don't
really need it. Of course, if your paranoid that you might lose your original
MCV and have no cranes, than a backup somewhere safe, maybe behind your ally's
base, somewhere safe, as a backup or spending it on something useless if you
have too many credits. Of course, what this does is basically deploy into a 
construction yard, to construct buildings. Of course, Nod being Nod has 
decided on some more scary look, making the MCv move like a giant spider. 

[15.01] Venom Patrol Craft

Cost             : 700 Credits
Requires         : Air Tower
Abilities        : Detects Stealth, Signature Generator
Upgrades         : Signature Generator, Laser Capacitors
Role             : Scout, Anti-Infantry, Anti-Air
Construction Time: 7 sec

Its a scout helicopter, a quick flying unit that has decent capabilities 
against infantry and interestingly enough, can attack other air units, giving
it an advantage over the GDI Orca. They do not consume space at the Air Tower
so you don't have to worry about Venom/Vertigo management. The Lasers upgrade
provide them with the extra power that they need en masse while the Signature
Generator is kind of pointless. Anyway, en mass, or in a large swarm, of
about 40 to 50, they can wreak havoc on any players day. Of course, it would
be hard to surpress, making it ideal for rush. Consider it the airborne 
cousin of the Scorpion Tank. 

[15.02] Vertigo Bomber

Cost             : 1800 Credits
Requires         : Air Tower, Tech Lab
Abilities        : Stealthed
Upgrades         : None
Role             : Anti-Structure
Construction Time: 18 sec

The Vertigo is the Stealth Bomber for Nod, making them much stronger than the
GDI Firehawk. The Bomber is stealthed until it decides to drop the massive
bomb that it carries. The bomb does large amounts of damage and since it is
a single weapon, it is faster to reload at the Air Tower. There are problems
through with the bomber. It does not carry too much health since it relies on
not being caught unlike the Scrin units which can have a frontal assault 
without any problems. It also has to face defences which most likely detect
stealth, giving the Firehawks a boost with their Boosters. 

[15.03] Carryall

Cost             : Cannot be Built
Requires         : Air Tower
Abilities        : Transports Infantry Units and Small Vehicles
Upgrades         : None
Role             : Transport
Construction Time: Cannot be Built

Once you have the airfield, for the cost of 500 credits, you can airlift a 
unit to wherever you want. However, the transport, which replaces the Carryall
from Tiberium Sun is not very durable and has no form of assault. Also, it has
to be a unit that can be carried, so no dropping units like Avatar Warmechs
next to someone's MCV. If the Transport is destroyed, the unit dies along with
it. So don't carry something valuable if you want it to live. 

[16.01] Construction Yard

Cost             : Free from MCV
Requires         : MCV
Abilities        : Allows you to Build
Upgrades         : None
Energy Consumed  : None
Construction Time: N/A

This is the most important building for you. Until you can build the Crane,
this is the only way you can build structures. Note that the Crane cannot
build Surveyors so your MCV is quite important. Protect it since enemies will
target this first. It is however, unable to be destroyed by a Superweapon 

[16.02] Power Plant

Cost             : 500 Credits
Requires         : Construction Yard
Abilities        : PROVIDES POWER!
Upgrades         : Liquid Tiberium Core
Energy Produced  : 15 Energy
Construction Time: 5 secs

What do power plants do I wonder? It a really hard question. Anyway, Nod power
is extremely efficient. They provide the most amount of power when upgraded
compared with the Scrin and GDI. Therefore, you need less of them. The funny
thing is, for the enemy to disable your power, they need to destroy fewer power
plants than they will fighting GDI or Scrin. 

[16.03] Crane

Cost             : 1500 Credits
Requires         : Construction Yard
Abilities        : Provides another Build Queue
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 15 secs

These are very handy, it saves you purchasing another MCV. Cranes allow you
basically to have another MCV with the exception of build another Crane or
training a Surveyor. Therefore, you basically have two build queues for normal
and support structures. Therefore, you can build two buildings and two support
buildings all at once. Generally the first structure I would place. 

[16.04] Refinery

Cost             : 2000 Credits
Requires         : Construction Yard
Abilities        : Processing Tiberium
Upgrades         : None
Energy Consumed  : 6 Energy
Construction Time: 20 secs

Get this, they give you money. Wow. Anyway, you will definitely need this to
get income and this is where Harvesters drop off their collected Tiberium. 
After the Crane and Power Plant, it is this one. You will need this, even if
you are rushing. 

[16.05] Hand of Nod

Cost             : 500 Credits
Requires         : Power Plant
Abilities        : Produces Infantry
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 5 secs

The barracks is your main building to build and train infantry. You will need
this if you even consider to use infantry. They are cheap and easy to 
maintain, and often, never used online since people use tanks. Of course, 
infantry has it uses, including your capturing units. 

[16.06] War Factory

Cost             : 2000 Credits
Requires         : Refinery
Abilities        : Produces Vehicles, Repair Vehicles
Upgrades         : None
Energy Consumed  : 7 Energy
Construction Time: 20 secs

This constructs your main land units, vehicles. This is absolutely necessary
if you wish to last beyond the early rush. The more of these you build, the
more vehicle queues you can operate but the initial cost is rather expensive
to build more of until later. You should send home your damaged vehicles for
repairs for free with the automated drones. Also, the first building you 
should build after plopping this down is the Harvester. 

[16.07] Operations Center

Cost             : 1500 Credits
Requires         : Refinery
Abilities        : None
Upgrades         : None
Energy Consumed  : 9 Energy
Construction Time: 15 secs

This is the necessary building before you can access the more powerful Nod
units, and they aren't to powerful. It takes up more space than the GDI and
Nod Varient though, but that shouldn't be too much of a problem. 

[16.08] Secret Shrine

Cost             : 1000 Credits
Requires         : Hand of Nod
Abilities        : 2 Upgrades for Infantry
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 10 secs

This building allows you access to the better Nod Infantry units, in
particular, the Shadow Teams and the Commando. It also provides two vital 
upgrades for infantry that will definitely help the battle if you use such

[16.09] Tech Lab

Cost             : 4000 Credits
Requires         : Operations Centre
Abilities        : Provides 4 Upgrades, Upgrade for Power Plants
Upgrades         : None
Energy Consumed  : 15 Energy
Construction Time: 40 secs

Very expensive and unlocks the most powerful abilities and units for the Nod
forces to play around with. The price tag may force you to wait for a little
bit, but still, the upgrades really powerup your units and make them close to
level with the other factions. 

[16.10] Air Tower

Cost             : 1000 Credits
Requires         : Operations Center, Hand of Nod
Abilities        : Provides Aircraft, Repairs Aircraft
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 10 secs

The Air Tower is the structure that gives you access to Venoms and Vertigos, 
the mainstay of the Nod air force. They have drones that allow you to repair
the aircraft, including Venoms, as well as loading bays for 4 Vertigos to
repair and rearm. 

[16.11] Tiberium Chemical Plant

Cost             : 3000 Credits
Requires         : Tech Lab
Abilities        : Access to Support Powers
Upgrades         : None
Energy Consumed  : 12 Energy
Construction Time: 30 secs

This allows you to construct the Chemical Plant, which allows for use of the
Tiberium Vapor Bomb and to seed Tiberium. See the part on the support powers
for more on that but the problem with such powers is that they are show down
by anti-air forces. The Catalyst missile however, is useful, by pricey. 

[17.01] Tiberium Silo

Cost             : 500 Credits
Requires         : Refinery
Abilities        : Stores Tiberium
Upgrades         : None
Energy Consumed  : None
Construction Time: 5 secs

These are silos that, funnily enough, store Tiberium. You should only use 
these if you are too busy fighting and need the Tiberium later, possibly to
build another force. They are cheap, consume no power at all. But a good
commander should control their finances and should have nothing to waste at
all. Still, if you keep getting bugged, silos needed, then build some. 

[17.02] Shredder Turret

Cost             : 600 Credits
Requires         : None
Abilities        : Repair Turrets
Upgrades         : None
Energy Consumed  : 6 Energy
Construction Time: 6 secs

The first of the three turrets. I have ready explained how these things work
in the campaign, but again, I'll repeat myself. When you build the turret, 
there are 4 buildings, 3 Turrets, placed where you choose to do so after you
have placed the Hub. The hub is what controls the turrets and if they are 
destroyed by attacking forces, the hub will rebuild the turret. If the turrets
are damaged, the Hub should be repaired instead of the turret. If the Hub is
destroyed, all the turrets are destroyed. Think of it as the foundations of a
building, if the foundation is destroyed, then everything falls. The Shredder
is your Anti-Infantry turret, it acts like a giant shotgun, firing flak and
sharpnel at infantry. With three of them, they are cheap and effective. 
All turrets detect stealth as well. 

[17.03] Laser Turret

Cost             : 1200 Credits
Requires         : Hand of Nod
Abilities        : Repair Turrets
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 12 secs

The Laser Turret is the most effective against the vehicles except for the
powerful one, in particular, the Mammoth and the Tripod, The Laser Turret
deals a fair amount of damage, but is multiplied by three since they have 
three of them. A good deal of them will protect your base. Don't try these
against Tripods or Mammoths, they will either outrange you or crush you. 

[17.04] SAM Turret

Cost             : 800 Credits
Requires         : Operations Centre
Abilities        : Repair Turrets
Upgrades         : None
Energy Consumed  : 6 Energy
Construction Time: 8 secs

The most effective Anti Air defence is the SAM turret. This is basically three
turrets firing missiles at air units. The cost and the damage done makes the
SAM Turret better than the Plasma Missile Battery and far superior to the
GDI AA turret. A group of these will take down any air threats, even the Scrin
Warships and Carrier. Although they are outranged, they are powerful and will
shoot down Carrier fighters quickly. 

[17.05] Disruption Tower

Cost             : 1500 Credits
Requires         : Secret Shrine
Abilities        : Stealth Field
Upgrades         : None
Energy Consumed  : 15 Energy
Construction Time: 15 secs

A really useful tower. Even for its price, the usefulness is not stopped. It
basically creates a stealth field over a certain area, which means that you
cannot see anything with this field unless it attacks you. However, it is
stopped by stealth detectors but effectively deters your enemies from using
any sort of Air attack or land attack without detectors. The best thing to 
have under the tower is a nice turret farm. 

[17.06] Obelisk of Light

Cost             : 1800 Credits
Requires         : Tech Lab
Abilities        : None
Upgrades         : None
Energy Consumed  : 15 Energy
Construction Time: 18 secs

The Icon of the Nod forces. Imagine a massive, powerful laser that can shred
units. It does severe damage against vehicles and can cut infantry squads into
two. The only problem is that the damage is only done to one unit, unlike the
Sonic Emitter which can damage multiple targets in a line while it also cannot
attack aerial units. This is practical, imagine a powerful laser firing at 
fast air units, and this makes it weaker against the Scrin Storm Column. As 
you do, just plop down a field of SAM Turrets and this will easily cover the
weakness. Also, don't use just one since this won't be powerful enough to deal
with a large convoy. Just place some Shredders and Laser Turrets in front of
the Obelisks, leaving them at the back, to provide support. It can also be
charged up with Beam Cannons, similar to the Tesla Coil and the Tesla Trooper
in RA2. Powering it up with Beam Cannons will give it more range and damage,
hitting everything except air. 

[17.07] Temple of Nod

Cost             : 5000 Credits
Requires         : Tech Lab
Abilities        : Nuke
Upgrades         : None
Energy Consumed  : 20 Energy
Construction Time: 50 secs

This is where the Nukes are stored. It basically provides the Superweapon and
other than that, it just looks cool. It is the religious building of the Nod
forces, hence the world, Temple. Once the missile is launched, wait again. One
question is, who stores Nukes in Temples? Kane. 

[18.01] Radar Jamming Missile

Cost             : 750 Credits
Enabled By       : Operations Centre
Power Type       : Intelligence Power

Normally, this is the perfect power just to annoy someone, using their lack of
radar with hit and run tactics. However, this is the perfect time where the
enemy cannot hit you back. Most of the time, people will play with the volume
on, minimising the damage done. However, without sound, you won't get the EVA
announcement that you are under attack. So, this is the perfect time to 
initiate a bombing run with the Vertigos or send in a sneak attack. After all,
if you can't see, how would you know that your Power Plants have been 
crippled? This is the time when they won't attack, since they are now unsure
what they face. This is wonderful if they are going to attack an area under 
a Disruption Tower.

[18.02] Decoy Army

Cost             : 500 Credits
Enabled By       : Operations Centre
Power Type       : Intelligence Power

This power isn't that handy, but if you think about it, it can be. Lets say
you have a large army. You can use the decoy army to "attack" one side of 
your enemy's base, while your real army attacks the other side. With two 
armies attacking at the same time, the defenders won't know who to attack
until some real damage has been done. This is basically a bluff ability as
well, after all, who actually knows how many Avatars you have lying around?
However, these decoy units cannot do any sort of damage at all, cannot pick
up any crates that many be lying around and can only take a few hits before
they are vanquished. However, it is a scouting power after all. 

[18.03] Cloaking Field

Cost             : 1500 Credits
Enabled By       : Operations Centre
Power Type       : Utility Power

Even though several of Nod's vehicles can cloak, such as the valuable Stealth
Tank, most cannot however. You might hide a group of Avatars but that is 
pretty costly. This gives some of Nod's units with a hit and run ability but
generally doesn't last long enough to effective damage the base of the 
enemy. However, this is another use to the cloaking field. That is that it
can be used to attack infantry. This is like the Soviet Iron Curtain from RA2.
If this is used on infantry, they will take damage. With the patch, the price
is increased, but the damage done to infantry is increased massively. As such,
if you are under heavy attack by infantry, like I was with Rocket Squads, this
Field will remove some of the attackers while you build up your defences. 

[18.04] Shadow Strike Team

Cost             : 1600 Credits
Enabled By       : Secret Shrine
Power Type       : Reinforcement Power

Wonderful power, since the Shadows are extremely useful in their own right,
You get a cheap, upgraded unit onto the map. However, I strongly recommend 
against using this inside an enemy's base. Unlike the GDI Drop Pod, the Shadow
Teams come in through gliders, therefore, vulnerable to AA fire, especially
from turrets since they detect stealth. And even if they do land, the enemy
would be onto you, and you don't stand much of a chance. Use it behind an
enemy's base, where they can't see. Also, you get control of them once you see
them, so you can alter their route if you don't want them dead. Don't send 
them over structural defences, that will end their life. 

[18.05] Mine Drop

Cost             : 1500 Credits
Enabled By       : Air Tower
Power Type       : Defensive Power

This is a handy power, which I normally use for harassing. Anyway, this will
call in the long range bomber to drop mines onto the battlefield. This is
invisible unless the enemy is using stealth detectors. This will hamper your
efforts. Use this in choke points or buildings that you don't want to be 
destroyed to a Commando attack. If spotted, they are attacked and destroyed
pretty easily. However, you can drop this directly on units and they will 
take damage if they are on any mines and if they long in it. Useful if they
have light infantry or light vehicles lying around that need to be 
destroyed. Note that the mines will not attack friendly units. 

[18.06] Tiberium Vapor Bomb

Cost             : 3500 Credits
Enabled By       : Tiberium Chemical Plant
Power Type       : Offensive Power

This is one heck of a powerful bomb, second to the Nod Nuke. This does
however, suffer from a single flaw. It is dropped from a plane that has the
health of a Vertigo. Although there is the flaw, this bomb is powerful. It
cannot take down structures like Construction Yards, War Factorys or the
Superweapons, it can, however, take down Power Plants and other minor 
targets. This is best when followed up with a Vertigo strike, a ground 
assault, whatever. This is the perfect suppliment to the Nuke, since the
main structures are critical and their units are in disarray. This is the
time where you finish them off. However, it is quite easy to shoot down and 
is not stealthed, making it a easy target and as such, harder to deliver the
bomb and as a reminder, the effect is not as massive as you would think. 

[18.07] Seed Tiberium

Cost             : 500 Credits
Enabled By       : Tiberium Chemical Plant
Power Type       : Resource Power

In interesting ability to say the least. This will allow you to spawn a nice
little Tiberium patch right where you want it. You can use this for harvesting
but then again, if you are low on cash, why can you afford this? However, the
most natural use for this is for the Catalyst Missile. If you use this 
correctly, you can have a nice patch of Tiberium to detonate to say the least.
If you really must use it, use it on production areas or areas where there 
are units around. Immediately follow up with the Catalyst Missile if you 
succeed. This the mine drop, this is done from the long range bomber that is
about the same health as the Vertigo, so you must be mindful of enemy AA 

[18.08] Catalyst Missile

Cost             : 1500 Credits
Enabled By       : Tiberium Chemical Plant
Power Type       : Offensive Power

You might have played the Nod campaign and found that the Catalyst Missile
is extremely powerful. Unfortunately, this is not the case. You could use this
to severely cripple their economy. Imagine a large amount of harvesters on a
single Tiberium patch. Catalyst Missile later, their Harvesters are dead. If
you fire this on Tiberium, anything on the field is as good as gone. This also
works on Refinerys interestingly enough. If you are lucky, you might strike
down a few Harvesters and the Refinery at the same go. This will almost always
take down the Refinery. A good trade, the Refinery probably had some credits
in it. Other than that, unless that have a nice army moving across a Tiberium
Field, there is no other use for this. 

[18.09] Nuclear Missile

Cost             : Free
Enabled By       : Temple of Nod
Power Type       : Superweapon

Nuclear Launch Detected. The classic Starcraft quote. Anyway, this Nuclear
Missile is about the same as the GDI Ion Cannon and the Scrin Rift Generator
but doesn't look as cool. Its just your standard Nuke dropping in uninvited 
into an enemy base. Like the other Superweapons, it will never finish off
a Construction Yard, Superweapon alone, you should follow up with a nice
Vertigo attack run or a ground assault after the Nuke has been launched. Still
you could steal another Superweapon and use a DOUBLE ATTACK. Muhahahahaha. 
Follow up with an army of Stealth Tanks, or a capturing spree or even use the
Avatars to destroy the crippled base. There are infinite ways to finish this. 

[19.01] Tiberium Infusion

Cost             : 500 Credits
Researched At    : Secret Shrine
Research Time    : 20 secs
Units Effected   : Fanatics, Militant Squad, Militant Rocket Squad

This infusion is increased to 2000 credits due to the sheer usefulness of this
towards Nod infantry. It basically makes them take no damage while they travel
on Tiberium, making them useful for Fanatics to suicide against an enemy's 
harvester. The fact that most people don't use infantry though is a problem 
and as such, this infusion isn't that useful. However, it isn't going to be
good for the soldier's health though. 

[19.02] Confessor

Cost             : 1000 Credits
Researched At    : Secret Shrine
Research Time    : 30 secs
Units Effected   : Militant Squad, Militant Rocket Squad

One of the best weapons against infantry provided that it is used. The 
Confessor is an upgrade, giving the militant squads an experienced Nod leader
that increases the attack of the units and throws grenades that on impact,
make enemy infantry to attack each other. This is really useful since I've had
a battalion of 15 Zone Troopers get wiped out to 9, a few others on critical
due to a Confessor throwing upgrades. A nasty shock when a building is 

[19.03] EMP Coils

Cost             : 1000 Credits
Researched At    : Tech Lab
Research Time    : 30 secs
Units Effected   : Raider Buggy

One of the most useful upgrades, that makes the Raider Buggy a real threat to
be reckoned with. This allows the Buggy to activate an EMP blast when your 
order it to, disabling all units, except for infantry in the sphere of the
blast on the ground. The makes the enemy units sitting ducks on the 
battlefield, making them fodder for your units. Get it and use it. 

[19.04] Dozer Blade

Cost             : 1000 Credits
Researched At    : Tech Lab
Research Time    : 30 secs
Units Effected   : Scorpion Tank

This upgrade is rather cheap in terms of cost and relatively useful, if you
are against the computer or a player who uses infantry, in particular, heavy
infantry such as Zone Troopers or Shock Troopers. This upgrade gives the
Scorpion tank the ability to run over heavy infantry, making them more useful
and provides a bit more armour. It can also go through minefields without 
taking damage. Relatively useful but the odds of Scorpion Tanks running over
a Zone Trooper is relatively slim, as their railguns do a fair amount of 

[19.05] Laser Capacitors

Cost             : 2000 Credits
Researched At    : Tech Lab
Research Time    : 60 secs
Units Effected   : Raider Buggy, Venom, Scorpion Tank

A useful upgrade for your units as it makes them do more damage in combat. The
lasers provide more damage against infantry and is mildly effective against
vehicles. You should use it if you use those units, which most players would
or they would use the Stealth Tank, a useful unit in its own right.

[19.06] Signature Generator

Cost             : 100 Credits
Researched At    : Tech Lab
Research Time    : 10 secs
Units Effected   : Venom

An utterly useless upgrade. Unless your enemy is too stupid to check and look
at your "massive" attack force on the map, this has absolutely no use at all.
Really, it is for novelty purposes and really serves no purpose, making it a
waste of 100 credits and 10 seconds. 

[19.07] Liquid Tiberium Core

Cost             : 500 Credits
Researched At    : Power Plant after you have Tech Lab
Research Time    : 10 secs
Building Effected: Power Plant

This is where Nod power shines over the rest of the factions. For the cost of
500 credits, this will provide 30 energy for your base. In comparsion, GDI
has 300 for 10 energy and the Scrin has 400 for 20 energy. This makes the GDI
Power Plant the most expensive and inefficient out of the three power plants.
Why cannot GDI embrace Tiberium?

[20.01] Call for Transport

Cost             : 500 Credits
Requires         : Airfield
Units Effected   : Militant Squad, Militant Rocket Squad, Saboteur, Fanatics,
                   Black Hand, Shadow Team, Commando, Attack Bike, Raider 
                   Buggy, Scorpion Tank

The Call for Transport is mighty useful, if you have the credits. This allows
you to call in the Carryall and transport one of your favoured units to
wherever you wish. The transports can withstand a bit of damage but are 
easily destroyed. If they are destroyed, any unit that is carried will die 
with the transport as well. Make note that it is the best method of moving 
units from one part of the battlefield to another and handy to drop
Saboteurs in unexpectated places. 

[20.02] EMP Burst

Cost             : None
Requires         : EMP Coils Upgrade
Units Effected   : Raider Buggy

By using this ability, it shuts down all land structures and vehicles. This
makes it an easy target for your little units. A must have for Nod as it is
the most effective way to destroy a Mammoth or Tripod convoy. 

[20.03] Explosive Charge

Cost             : None
Requires         : Shadow Team
Units Effected   : Shadow Team

The most deadly weapon in the Shadow Teams arsenal. This basically is a mini
explosive on a building. It isn't as powerful as the Commando's explosive
charge, but for their price, the Shadow Teams are definitely worth it. Of 
course, this would reveal their stealth, but a group of 6 Shadow Teams can 
wreak havoc on an enemy base before they can react. 

[20.04] Glider Pack

Cost             : None
Requires         : Shadow Team
Units Effected   : Shadow Team

This is what makes the Shadow Team so good. This Glider allows for you to
control when the Teams take to the air in their little gliders. While 
airborne, you can still control them, making them an air unit at the same
time. Also, they remain stealthed so unless your opponent has any detectors,
the Shadow Teams can escape to the back of their base and do some damage. 

[20.05] Booby Trap

Cost             : None
Requires         : Saboteur
Units Effected   : Saboteur

An interesting ability for the Saboteur. This allows him to set trap bombs on
bridges and civilian buildings. When an enemy unit walks over or enters the
building with the bomb, it will explode, most likely damaging them or killing
them in the case of solo units. This is useful for maps with bridges as this
will allow you to destroy bridges and ensure that no one can repair it. 

[20.06] Signature Generator 

Cost             : None
Requires         : Signature Generator Upgrade
Units Effected   : Venom

Useless, utterly useless. I'm not even going to go into this useless ability
as it is already mentioned above. Useless. 

[20.07] Reflector Attack

Cost             : None
Requires         : Venom as Spotter
Units Effected   : Beam Cannon

Again, not another handy technology unless your opponent doesn't have any sort
of air defence. This sort of works like the Bombard Target ability from the
GDI, except you use the Venom as the spotter. However, unlike the Bombard
Target, the Reflector Attack is harder to use as Venoms are not stealthed and
are easily shot down, and also requires a Beam Cannon, multiple to be useful.
Up to you.

[20.08] Commandeer Technology

Cost             : Units
Requires         : Stealth Tank, Attack Bike, Flame Tank, Beam Cannon, Avatar
Units Effected   : Avatar

This is the only way to make the weak Avatar more powerful. At the expense of
one of the units, you can give the Avatar an extra bonus, a Stealth Generator
from the Stealth Tank, a Stealth Detector from the Attack Bike, a Flamethrower
from the Flame Tank and another Beam attack from the Beam Cannon. The Flame
Thrower is used at close range and burns infantry. However, it is costly and
when you lose the Avatar, the upgrades stay when recovered, making it a large
waste of cash when the enemy gets one. 

[21.01] Buzzers

Cost             : 200 Credits
Requires         : Portal
Abilities        : Clears Garrisoned Structures
Upgrades         : None
Role             : Anti-Infantry
Squad Size       : 1
Construction Time: 2 sec

Rather than actual units, the Scrin basic infantry is a whirlwind of razor
blades that slice and shred infantry into what GDI forces call, a pile of
wet flesh on the floor. As such, blades are effective against infantry but do
virtually no damage against vehicles at all. They are also very weak, with a 
hit or two and they disappear. They also act as an anti-infantry measure 
on vehicles when you combine them. But they are best for their role as 
clicking nightmares. When playing other humans, it is extremely hard to 
target the Buzzers, best to leave it on autofire. 

[21.02] Disintegrators

Cost             : 300 Credits
Requires         : Portal
Abilities        : Explode when Crushed
Upgrades         : None
Role             : Anti-Vehicle
Squad Size       : 5
Construction Time: 3 sec

Your basic anti-vehicle unit, however, unlike their Nod and GDI counterparts,
they cannot target air units. They are powerful in destroying tanks and the
ilk as they have 5 units to fight with. They also serve as a crushing hazard
since they will do damage to the offending unit. While the damage is quite 
minor alone, it is strong when there is a whole army of them. They are the
Scrin player's best option for rushing.

[21.03] Assimilator

Cost             : 500 Credits
Requires         : Portal
Abilities        : Cloaked when Stationary, Captures Buildings
Upgrades         : None
Role             : Capture Structures
Squad Size       : 1
Construction Time: 5 sec

The slowest moving Engineer since the invention of the unit. The Assimilator
is so freaking slow, the Mammoth could beat it in a race. It still serves its
service as a capturing unit, and does come with the nice feature that it is
cloaked when it does not move. I'd rather it swapped roles with Nod though 
since cloaked units is their speciality. 

[21.04] Shock Troopers

Cost             : 800 Credits
Requires         : Portal, Nerve Centre, Statis Chamber
Abilities        : Teleporting
Upgrades         : Plasma Disc Launchers, Blink Pack
Role             : Anti-Infantry, Anti-Vehicle, Anti-Structure, Anti-Air
Squad Size       : 3
Construction Time: 8 sec

The all in one unit. The Shock Troopers give the Zone Troopers a run for their
money for one reason, when upgraded, they can give any air unit a kick and 
send them running, which is what the Zone Troopers need to do. They are tough
against ground units as well and also can teleport themselves towards the
enemy as well. They teleport about the same distance, if not more, than the
Jump Jets of the GDI forces, however, there are only three squad members, 
giving them less attack and easier somewhat to destroy as there are only
3 units to deal with, unlike the Zone Troopers 4. 

[21.05] Mastermind

Cost             : 1500 Credits
Requires         : Portal, Statis Chamber, Technology Assembler
Abilities        : Teleport Units, Manipulator Device
Upgrades         : None
Role             : Controller, Teleporter, Support
Squad Size       : 1
Construction Time: 15 sec

With the recent patch, it has been upgraded to 2500 credits to play with since
it is, without a doubt, the most useful Commando unit of all 3 factions. They
cannot attack, and you might say, what kind of unit doesn't attack? It attacks
with other units which it can brain control to their side and fight for you.
They can also manipulate buildings, except for Support Structures, as well, 
letting you gain the functions of the building. For example, manipulating a
Barracks will allow you to train units from the Barracks. They can also 
teleport units a large, but not infinite distance across the map, provided
that you can see what you are teleporting to. This is best used in 
conjunction with the Rift Generator and can really start to cause problems for
the enemy. 

[22.01] Seeker

Cost             : 800 Credits
Requires         : Warp Sphere
Abilities        : Combine with Buzzers, Detects Stealth
Upgrades         : None
Role             : Stealth Detector, Anti-Vehicle
Construction Time: 8 sec

Your basic tank for the Scrin forces, except it is super weak. Although the
health of the unit leaves much to be desired, it does have a decent attack
that deals good damage against units and like several other units, they are
plasma discs, making them a spread out attack, rather than your normal
laser or cannon attack, whereas this one can miss. They can combine with 
Buzzers for anti-infantry attack and it is unexpected for a Scrin player to
use a Seeker Rush, which you will eventually have to do in the Scrin Missions.
A decent tank, but lacks the armour to save it. 

[22.02] Gun Walker

Cost             : 700 Credits
Requires         : Warp Sphere
Abilities        : Combine with Buzzers
Upgrades         : None
Role             : Anti-Infantry, Anti-Air
Construction Time: 7 sec

The Scrin APC as it were, but no where as useful as the GDI APC. It deals 
excellent damage against infantry and air units, easily shooting them down 
with their guns. The problem is that there is hardly any damage done against
tanks, making them sitting ducks on the battlefield as they scour the field
for infantry and air units. Combining with Buzzers is relatively pointless
as they kill infantry and another layer would be pointless. Use in numbers, 
but use as defences as they serve no real offensive purpose. 

[22.03] Harvester

Cost             : 1000 Credits
Requires         : Warp Sphere, Extractor
Abilities        : Harvest Tiberium, Cloaked
Upgrades         : None
Role             : Harvesting 
Construction Time: 10 sec

What do these guys do, harvest of course. Their special ability is that they 
harvest Tiberium at a quicker rate that any other faction. In the original
unpatched version, destroying one of them would spawn an ion storm, but not 
more. Of course, building them early game might drop your initial credit count
but when they get busy, you'll have a large wad of cash. When you purchase a 
harvester, it will cost 1000 credits, while building an extractor, selling it
for the harvester will also cost 1000 credits. Basically the same, so if your 
Warp Sphere queue is full, just build an extractor and sell it. 

[22.04] Devourer Tank

Cost             : 1400 Credits
Requires         : Warp Sphere, Nerve Centre
Abilities        : Conversion Beam, Combine with Buzzers
Upgrades         : None
Role             : Anti-Vehicle, Anti-Building
Construction Time: 14 sec

They are your better staple tanks, over the Seeker. They are good at dishing
out damage against vehicles and buildings, and attacking from a decent range
might I add. Placing it on a Tiberium field allows it to use its Conversion
Beam, converting the lovely green crystals into more power, boosting range
and damage to large proportions, making a group of these units extremely hard
to deal with in Tiberium fields. They are stronger than the Nod Beam Cannons
as they pack more firepower and more health to play around with. 

[22.05] Corrupter

Cost             : 1400 Credits
Requires         : Warp Sphere, Nerve Centre
Abilities        : Clears Garrisoned Buildings, Combine with Buzzers
Upgrades         : None
Role             : Anti-Infantry, Clears Structures
Construction Time: 14 sec

Of course, you would have seen this unit in the GDI cutscene where the 
unknown Blue Zone City is attacked. These guys store some sort of Tiberium
based slime in their storage tanks, killing infantry just like the Nod Flame
Tank. The price is a lot more than a flame tank, but there is an added bonus
in the fact that it heals its own troops. That's not all folks, it also has a
chance of turning infantry it kills into those nasty Visceroids, however, they
are agressive neutral units, making them attack you. Besides the fact that
infantry is not used much online, they are a decent unit. Great as a support
unit if you use Scrin infantry units. 

[22.06] Annihilator Tripod

Cost             : 3000 Credits
Requires         : Warp Sphere, Technology Assembler
Abilities        : Combine with Buzzers
Upgrades         : Forcefield Generator
Role             : Anti-Vehicle, Anti-Structure, Walker
Construction Time: 30 sec

They might take a long time to build, but these guys can trump to beloved
Mammoth Tank. They deal excessive amounts of damage to enemy units on the
ground with its lasers, giving rapid attacks on multiple targets if need be.
They can trample over smaller vehicles, in particular, harvesters, which are
a bother to kill. Anyway, a group of these, if left unchecked, can easily
destroy a base. In a skirmish against 3 AI players, a group of 6 Tripods 
easily demolished their base. Of course, combine with Buzzers since they lack
the edge against infantry and support with Anti-Air. While Mammoths are the
all-round unit, the Scrin are more powerful but lack the air attack. Also, get
the Forcefield Generator to provide more health through a rechargeable shield
a survival against an EMP. Don't lose them and forget as they can be 
recovered and used another day. 

[22.07] Explorer

Cost             : 1500 Credits
Requires         : Drone Platform
Abilities        : Deploys into Outpost
Upgrades         : None
Role             : Base Expansion
Construction Time: sec

The Explorer is a new addition to the game. To build in a remote area, you
need to have an Explorer deployed into an Outpost to expand. By deploying an
outpost, you get a build zone where you can build around it. Read the manual
if you aren't sure. However, when you deploy these guys, they aren't armed at
all so you might want to build some structures, such as Storm Columns and
maybe a Tripod or two to defend your valuable base.

[23.01] Drone Ship

Cost             : 3000 Credits
Requires         : Gravity Stabiliser
Abilities        : Deploys into Drone Platform, Can Fly
Upgrades         : None
Role             : Base Expansion
Construction Time: 30 sec

Building this has been more of a moot point compared to the previous games.
Since you only need the Explorer/Outpost to expand and not the Drone Platform,
you don't really need it. Of course, if your paranoid that you might lose your
original Platform and have no cranes, than a backup somewhere safe, maybe 
behind your ally's base, somewhere safe, as a backup or spending it on 
something useless if you have too many credits. Of course, what this does is 
basically deploy into a Drone Platform, to construct buildings. Of course, for
the Scrin, it is extra price because it can fly! Pointless but provides a 
defence against land attacks, while wipe the floor with the MCVs. 

[23.02] Stormrider

Cost             : 1500 Credits
Requires         : Gravity Stabiliser
Abilities        : Does not have to reload, Heals in Ion Storms
Upgrades         : None
Role             : Anti-Air, Anti-Infantry, Scout
Construction Time: 15 sec

The Stormrider is the basic Scrin air unit, and costs as much as the GDI
Firehawk. These units never have to reload their weapons as they have little
plasma blasters, dealing fair damage against infantry and other air units. The
only reason they have to return to the Gravity Stabiliser is to repair the
damage. Other than that, you can onlny have 4 Stormriders per Gravity
Stabiliser. However, their damage and health is weak and their cost will
prevent you from using them, instead, to use the bigger battleships. 

[23.03] Devastator Warship

Cost             : 2400 Credits
Requires         : Gravity Stabiliser, Technology Assembler
Abilities        : Heals in Ion Storms
Upgrades         : Forcefield Generator
Role             : Anti-Vehicle, Anti-Structure
Construction Time: 24 sec

The first of the Scrin big air units. They do good amounts of damage against
land units and structures. They can outrange most defences against air and can
deal with units that attack them. They have a decent amount of health and the
Forcefield can effectively double the amount of damage that they can withstand
before they fall. With the healing in Ion Storms, they can over above a Storm
Column and get healed while defending the position. Of course, each unit has
its weakness and the Warship is that it cannot attack air. As such, a group of
Firehawks or Venoms, even Stormriders, can destroy the Warships with ease. 
They should be teamed up with the next unit. 

[23.04] Planetary Assault Carrier

Cost             : 3000 Credits
Requires         : Gravity Stabiliser, Signal Transmitter
Abilities        : Generates Ion Storm, Heals in Ion Storms
Upgrades         : Forcefield Generator
Role             : Anti-Vehicle, Anti-Air, Anti-Structure, Anti-Infantry
Construction Time: 30 sec

The backbone of the Scrin air forces. They carry a group of 8 fighters that
can precisely pinpoint and attack their units. Of course, if you are playing
Scrin, these units should be in your Attack Force if air units are to be
involved. People keep claiming they are excessively overpowered and chuck a 
hissy fit if they lose. Of course, the simple thing is, the Carrier is 
extremely expensive and can be knocked out by a salvo of Firehawk missiles.
They should not be used alone as that would be suicidal and in all honesty,
they are rather slow and allow for hit and run tactics. I would rather use
the Tripods since they are more effective and don't require much support,
except for stealth detection. 

[23.05] Mothership 

Cost             : 5000 credits
Requires         : Signal Transmitter
Abilities        : None
Upgrades         : None
Role             : Massive Destruction
Construction Time: Cannot be Built

This is the result of your Support Power and can be summoned by the Signal
Transmitter at the cost of 5000 credits. It possesses extremely power and if
you get hit, your base will be in shatters. In short, it is a moving 
Superweapon. Of course, the unit has a large amount of health, taking a heavy
beating before it can be destroyed. However, it moves so slow, the Mammoth
and Tripod can win in a race. A few units can attack and run off, then attack
again and easily knock out the Mothership before you have a chance to respond
in kind. Therefore, it should be escorted with other units to ensure survival.
It takes tactics to use this properly so read below for some insight, or not. 
It produces a catalyst effect, making it deadly against Tiberium. It is 
basically a very damaging catalyst missile. 

[24.01] Drone Platform

Cost             : Free
Requires         : Drone Ship
Abilities        : Allows you to Build
Upgrades         : None
Energy Consumed  : None
Construction Time: N/A

This is the most important building for you. Until you can build the Foundry,
this is the only way you can build structures. Note that the Foundry cannot
build Surveyors so your Platform is quite important. Protect it since enemies 
will target this first. It is however, unable to be destroyed by a Superweapon
alone as it packs a lot of health. Unlike the Construction Yards, you can fly
it away from danger. 

[24.02] Reactor

Cost             : 600 Credits
Requires         : Drone Platform
Abilities        : Provides Power
Upgrades         : Fusion Core
Energy Provided  : 20 Energy
Construction Time: 6 secs

These things provide power towards your base. It is a better version of the 
GDI Power Plant cost wise but takes up a bit more space than really needed. 
Other than that, they are the same as your other power plants. Upgrade them
with their Fusion Cores to ensure more power flows into your base. They look
like living structures though. They power their structures through some kind
of Tiberium radiation. 

[24.03] Extractor

Cost             : 2000 Credits
Requires         : Drone Platform
Abilities        : Processes Tiberium/Ichor
Upgrades         : None
Energy Consumed  : 6 Energy
Construction Time: 20 secs

Get this, they give you money. Wow. Anyway, you will definitely need this to
get income and this is where Harvesters drop off their collected Tiberium. 
After the Foundry and Reactor, it is this one. You will need this, even if
you are rushing, which is unusual for Scrin. Also, the Scrin do not need silos
to operate, therefore, you are free to hoard as much as you want. 

[24.04] Portal

Cost             : 600 Credits
Requires         : Reactor
Abilities        : Allows you to train Infantry
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 6 secs

This allows you to train the 5 different infantry units of the Scrin and see
what they have to offer, the best in Heavy Infantry and the most useful of
the Commando units. This is not commonly used in multiplayer due to players 
not using Infantry except for engineers. 

[24.05] Warp Sphere

Cost             : 2000 Credits
Requires         : Reactor, Extractor
Abilities        : Allows you to produce Vehicles, Repairs Vehicles
Upgrades         : None
Energy Consumed  : 6 Energy
Construction Time: 20 secs

The Scrin varient of the War Factory. This allows you to build the different
land units to the devastating Tripods. After you plop this down, you should
build another Harvester to get some more cash to get those valuable units that
you need. 

[24.06] Nerve Center

Cost             : 1500 Credits
Requires         : Reactor, Extractor
Abilities        : None
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 15 secs

The Scrin varient of the Command Post or Operations Centre. There are not
special abilities with this building, except it takes considerably less space
than both GDI and Nod varients of this building, which is good on the smaller

[24.07] Gravity Stabilizer

Cost             : 1000 Credits
Requires         : Nerve Centre
Abilities        : Allows you to produce air units, Repairs Air Units
Upgrades         : None
Energy Consumed  : 7 Energy
Construction Time: 10 secs

This is required to access the best Scrin weapon, the air force. It can only
develop Stormriders in the beginning, but as you develop your technology, you
can access the Devastator Warships and the Planetary Assault Carriers. Of
course, the only repairs are done to Stormriders, but stil, they are 
relatively weak. Have multiple Stabilisers to build an air force quick. 

[24.08] Statis Chamber

Cost             : 1200 Credits
Requires         : Nerve Centre, Portal
Abilities        : Unlocks Infantry units
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 12 secs

This Chamber is what allows you to train those nasty Shock Troopers and the
Mastermind, provided you have the Technology Assembler. You cannot research
any upgrades here but does that matter? The Shock Troopers are the best Heavy
Infantry unit and this allows you to build. And the best thing is that you 
can get this relatively early, allowing you to semi-rush with Shock Troopers.

[24.09] Technology Assembler

Cost             : 4000 Credits
Requires         : Nerve Centre, Portal
Abilities        : Allows for research of Forcefield Generators, Blink Packs,
                   Plasma Disc Launchers and upgrade to Fusion Cores
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 40 secs

This is what unlocks those wonderful units that the Scrin so desperately need
to win the fight on Earth. The Tripod and the Devastator Warship is directly
unlocked after building this, and another structure will unlock the Planetary
Assault Carrier. The upgrades here effect such units with Forcefields while
the Blink Packs and Disc Launchers reserved for the Shock Troopers.

[24.10] Signal Transmitter

Cost             : 3000 Credits
Requires         : Technology Assembler
Abilities        : Summon Mothership
Upgrades         : Non
Energy Consumed  : 15 Energy
Construction Time: 30 secs

This is one of the most powerful structures as it allows to summon the massive
Scrin Mothership at a lefty price. If you don't want the Mothership, the other
reason for this is to unlock the Planetary Assault Carrier. Either way, those
units are pricey so you should have saved up a fair bit. Of course, you can
use the Transmitter in rather unique ways if you read on Scrin Strategies. 

[24.11] Foundry

Cost             : 1000 Credits
Requires         : Drone Platform
Abilities        : Access to another Build Queue
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 10 secs

These are very handy, it saves you purchasing another Drone Ship. Foundaries 
allow you basically to have another Drone Platform with the exception of build
another Foundry or training an Explorer. Therefore, you basically have two 
build queues for normal and support structures. Therefore, you can build two 
buildings and two support buildings all at once. Generally the first 
structure I would place. 

[25.01] Buzzer Hives

Cost             : 600 Credits
Requires         : Drone Platform
Abilities        : Detects Stealth
Upgrades         : None
Energy Consumed  : 7 Energy
Construction Time: 6 secs

Your Anti-Infantry structure with a twist. It is basically a little building
surround with a Buzzer Unit and detects stealth. If the Buzzer dies en route,
it is automatically replaced with another one free of charge. This continues
until the building is destroyed, giving the Scrin player control over the 
last Buzzer. However, it doesn't no damage to tanks, unlike the GDI and Nod
varients which do some damage. Think of it as a Buzzer on a rampage. 

[25.02] Growth Accelerator

Cost             : 1500 Credits
Requires         : Extractor
Abilities        : Speeds up regrowth of Tiberium
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 15 secs

A unique building, replacing the Tiberium Silo, since the Scrin can store as
much as they want in their Ichor Hub. You place it in the middle of the 
Tiberium field, such as a crack in the earth or such, not a generated Tiberium
field such as one generated by destroying a Tiberium Spike. Anyway, it speeds
up the regrowth of the Tiberium crystals. Compare both Tiberium fields, one 
with the Accelerator and one without. Best used in patches of Blue Tiberium
due to their value. However, people complain that the effect isn't visable,
answered because YOU ARE HARVESTING THE RESULT. However, it is pricey in the
beginning, so it is up to you to use it or not. 

[25.03] Storm Column

Cost             : 3000 Credits
Requires         : Technology Assembler
Abilities        : Generates Ion Storm, Detects Stealth
Upgrades         : None
Energy Consumed  : 12 Energy
Construction Time: 30 secs

The strongest defence structure hands down. The Obelisk has been surpassed by
both the Sonic Emitter and now, this Storm Column. For its price, it doesn't
seem to be another Tripod or Carrier, and doesn't deal as much damage as the
Obelisk can. So whats the deal with this thing? It can attack both land units
and air units, attack multiple targets due to the Ion Storm that it is
generated around it. Therefore, a large attack force can be easily stopped by
a few Storm Columns, easily costing less than a group of Mammoths. Also, the
Ion Storm, as you are aware by now, heals your air units, making them even 
more lethal when above the Storm Column, in the midst of the Ion Storm. As 
such, use them to defend, but use them effective as they are expensive and not
cheap to replace. 

[25.04] Photon Cannon

Cost             : 1200 Credits
Requires         : Portal
Abilities        : Detects Stealth
Upgrades         : None
Energy Consumed  : 8 Energy
Construction Time: 12 secs

Your basic anti-vehicle defence structure. It deals good damage to vehicles,
in particular, a group of them clustered up due to the variation of its 
attack. It also can do some damage against infantry, unlike the GDI varient
of it. However, it is costly, in comparsion to some unit defences and it does
not have a lot of health, making it easily destroyed by attacking forces if
they are not deployed in numbers. You are better off with a group of 
Disintegrators or save up for some Tripods, which literally walk over the

[25.05] Plasma Missile Battery

Cost             : 800 Credits
Requires         : Nerve Centre
Abilities        : Detects Stealth
Upgrades         : None
Energy Consumed  : 7 Energy
Construction Time: 8 secs

A decent Anti-Air attack. Not as effective as the Nod triple missile threat,
but not as bad as the moving GDI turret. It deals good damage against aircraft
and detects stealth. It is good as a means of defending against Nod Venom
rushes, but after a certain point, the Storm Column is a much better sort of
defence, over the Battery. However, given the cost of the Column, this can be
a fodder defence, or the second line of defence. After all, if GDI firebombs
your base, there is no means to stopping it to make it do no damage. 

[25.06] Rift Generator

Cost             : 5000 Credits
Requires         : Technology Assembler
Abilities        : Generates Rift Superweapon
Upgrades         : None
Energy Consumed  : 20 Energy
Construction Time: 50 secs

The now and improved Dark Hole now serves the Scrin. The Rift Generator takes
a whopping 7 minutes to charge up and allows for a dark hole to suck up and
do continuous damage to enemy units and structures by sucking them into the
rift. It is weaker than the Ion Cannon in the regards that the enemy can 
slowly repair the damage done, hopefully enough to save the structure. After
the Rift, follow up with a Teleport of Tripods into the enemy base. Most of 
the time, the enemy cannot react in time to save his base, destroyed from
inside out. 

[26.01] Reconstruction Drones

Cost            : 1500 Credits
Enabled By      : Warp Sphere
Power Type      : Utility Power

This is quite useful, if you can use this correctly. This can be seen sort of
as the GDI Battle Base for the Scrin. It allows a place for your vehicles to
retreat and repair. However, unlike the Battle Base, it cannot be packed up
or defend the position. This also depends on the map it is being used in. If
it is on a large map, this could be handy in repairing your units for a 
strike on an enemy. This could save you the trip base to your base for repairs
but can leave it vulnerable since your units are fighting fit. However, this
doesn't repair air units, like the Battle Base but unlike GDI, there is a 
massive problem with that. The Scrin is powerful like the USA was in Generals.
They are the Masters of the Skies. This is not as useful, but only use it to
save a few Tripods from certain death. After all, Tripods are more expensive
than 1500 Credits.

[26.02] Lightning Spike

Cost            : 1000 Credits
Enabled By      : Nerve Centre
Power Type      : Defensive Power

This will summon a Lightning Spike at the spot where you ask. It could be a 
quick defensive boost to your base, but it could have more uses. You could
use this as a way to have another attack on an enemy base. For example, you
need some way out. Summon one of these to repel attackers and allow your 
forces to retreat. This has the advantage of attack and defend. Useful if
used correctly. It can be deployed anywhere within your line of sight and 
fires a single lightning bolt at an enemy, to deter them. It drains now
energy and this provides the use as a harasser to Harvesters. 

[26.03] The Swarm

Cost            : 1000 Credits
Enabled By      : Nerve Centre
Power Type      : Reinforcement Power

Lets face it, sometimes, the biggest threat comes from infantry. Units such
as Shadow Teams and Zone Troopers can give a Commander a headache. However,
you can summon a few Buzzers to cure this. Buzzers easily destroy the 
infantry. This allows you to concentrate on more useful units, such as Shock
Troopers and in some occasions, Disintegrators.

[26.04] Vibration Scan

Cost            : 500 Credits
Enabled By      : Nerve Centre
Power Type      : Intelligence Power

Lets play, spot the Tiberium Field. This power shows you all the Tiberium
fields, Refineries, Harvesters and units around it. This is wonderful for
finding out expansion bases and can allow you to hit them before they can get
any significant defences up. This helps you in spotting those cloaked Nod
harvesters. Attack their economy, their Harvesters and their Refineries and
if you somehow managed to capture a Tiberium Chemical Plant, send in a 
Catalyst Missile. Man, that would be sweet. Imagine knowing the FULL POWER
of the Catalyst Missile.

[26.05] Statis Field

Cost            : 1000 Credits
Enabled By      : Statis Chamber
Power Type      : Defensive Power

This is wonderful, this creates an EMP that also hits infantry. What this does
it provide a shield over units and structures, what will essentially stop them
from being attacked by they cannot move or do anything in that time. It 
suppose the defensive power is where you can help reinforce a position under
heavy enemy siege and protect your structures from a Super Weapon effect. 
However, its offensive use is unparalleled. It can disable the enemy, and has
many uses. It can effective stop a massive attack force in its tracks, 
allowing you valuable seconds to built up and reinforce your defences. You
can use this on the Refineries and Harvesters to effectively stop their cash
income for a while, however, this is a moot (minor) point if they have plenty
of cash to play around with. The third use is to shut down defences and allow
a massive attack force, covert attack force or air attack. The final use for
this is to shut down Power Plants, allowing you free rein over their base,
such as capturing it while they fret. 

[26.06] Phase Field

Cost            : 1500 Credits
Enabled By      : Technology Assembler
Power Type      : Defensive Power

Much like the Statis Field, but is actually a defensive power. It allows your
units to move around under the Field, and they are not disabled or powered
down. This makes it handy if you are under fire from enemy forces. It cannot
target your air units however, but is excellent if you have a group of 
Tripods under attack. You can effectively manage to retreat your units while
you get some fresh units to repel the attackers. 

[26.07] Wormhole

Cost            : 2000 Credits
Enabled By      : Signal Transmitter
Power Type      : Utility Power

My favourite Scrin power. It allows you to attack while completely 
disregarding the enemy defences that lurk there. This ensures that you will
always hit the weakest point in the base, making their army of defences 
practically useless. Of course, you should be able to take down their base
but it works both ways. You could fail and the enemy would send their forces
through the hole into your little base. Therefore, attack their weak spot and
send from your strong spot. Therefore, any form of counter-attack will be 
crushed and you attack, again. You cannot send air units, so this is no easy
way to send about a hundred Planetary Assault Carriers into an enemy base, so
ground units will do. Therefore, send in Tripods, with some Gunwalkers and 
Anti-Air defence, and this should easily tear a hole in the base. If course
you can also use this power to reinforce. You can use this power to send a 
"little" help to your crumbling base. For example, if your secondary base was
attacked, surely a group of Tripods would be expected? Of course, in team
matches, you help your allies. OR I HOPE YOU DO. Anyway, if your Ally is 
under attack, you could reinforce their position. Or you can checkmate your
opponent with your allies attack the front, with you Scrin players attack
from the back. Nasty, yet effective, especially since frontal assaults don't
work very well. 

[26.08] Mothership 

Cost            : 5000 Credits
Enabled By      : Signal Transmitter
Power Type      : Reinforcement Power

The Mothership has arrived. This is a Superweapon, on a massive scale. The
massive blimp on the radar gives it away. Using a cannon of massive 
proportions, it will destroy a building with ease, dealing splash damage to
buildings and units in the area. There is a massive drawback to great power
though. It is that this thing is so damn slow, it isn't funny. This 
expensive unit will fall victim as a well defended base against air will
surely send this thing down, as well as a weakly defended base. It has a 
lot of health, but there are many units and structures that shoot air. The
only tactic for this is that you capture a building, quickly place a 
Signal Transmitter and immediately summon the Mothership, and then wreak
havok. Other than that, it isn't very effective and currently, is more of
an iconic death. 

[26.09] Rift

Cost            : Free
Enabled By      : Rift Generator
Power Type      : Superweapon

This is tied, for me, on the coolest Superweapon. It is tied with the newly,
improved Ion Cannon. This Rift Generator is basically a massive wormhole in
space that sucks things out into outerspace. It does damage over a period
of time and does a fair amount of damage. It is however, no Construction
Yard killer or a Superweapon destroyer. There is no reason to think that a 
Superweapon is victory. It is a means to victory, but no automatic victory.
The only exception to this was General Alexander from General: Zero Hour. Man,
facing multiple Particle Uplinks was impossible. And it was two for the price
of one. That was horrible. 

[27.01] Plasma Disc Launchers

Cost             : 1000 Credits
Researched At    : Technology Assembler
Research Time    : 30 secs
Units Effected   : Shock Troopers

The Plasma Disc Launchers are necessary if you are to use the Shock Trooper
units. The Disc Launchers allow your Shock Troopers one advantage over their
GDI Zone Trooper counterparts, the ability to attack air units. This is a 
major addition since the biggest weakness of Zone Troopers was the inability
to fight air, otherwise, they would be a cheaper replacement for the Mammoth
Tank. Anyway, use these launchers to allow your Troopers to be unrivalled on
the field. 

[27.02] Blink Packs

Cost             : 2000 Credits
Researched At    : Technology Assembler
Research Time    : 60 secs
Units Effected   : Shock Troopers

A more expensive upgrade for the Shock Troopers, but nevertheless, one of the
most useful you can come across. This will allow your Shock Troopers to 
teleport across large distances without being stopped. This is handy to 
reinforce your crumbling positions or running away from overwhelming forces. 

[27.03] Forcefield Generators

Cost             : 3000 Credits
Researched At    : Technology Assembler
Research Time    : 90 secs
Units Effected   : Annihilator Tripod, Devastator Warship, Planetary Assault

If you use any of these units that are effected by the Force Field, you must
get this upgrade. Although the cost is upped to 5000 credits in the v1.05
patch, it is a must have. It basically creates an energy shield around the 
units and basically doubles the health that they have. In case of an EMP
attack, they will survive at the cost of the shield. When the shield is down,
it will slowly recovered over time. This must have basically doubles the 
survivability of your units, which are already hard to take down. A group of
6 Tripods with the shields is enough to demolish bases inside out if used

[27.04] Fusion Core

Cost             : 400 Credits
Researched At    : Reactor after you have Technology Assembler
Research Time    : 10 secs
Building Effected: Reactor

The second best power plant type upgrade after the Nod one, better than the
pathetic GDI one. This basically allows you to upgrade your Reactors with
Fusion Cores, giving them a 100% boost, in simple terms, gives you another
20 energy to play around with. Of course, it is a bit more expensive than the
GDI varient, but gives more energy. The Nod one gives the most though. 

[28.01] Teleport Units

Cost             : Free
Requires         : Mastermind
Units Effected   : Mastermind

This is a really interesting ability as it can teleport any land unit a 
certain distance across the map, behind base defences. Wonderful if you have
the Mastermind plop down 3 Tripods behind the enemy base blasting everything
that they can see. Of course, you need to be able to see the teleport 
distination. To do so, click on the Teleport Unit button. Then, click on the
ground under the units you wish to teleport. Then, click again to the place
where you want your units to be. And volia, your units are there. It appears
the most it can teleport is about 3 to 4 Tripods. 

[28.02] Conversion Beam

Cost             : Free
Requires         : Devourer Tank
Units Effected   : Devourer Tank

This is one of the Scrin's most dangerous land abilities since it allows the
Devourer Tank to devour some Tiberium while they are in a patch of it. When
the Tiberium flows through the tank, it gives them massive increases to 
firepower and range, making them on par with the Nod Beam Cannon. Honestly, it
is the only time where you should use them, in a Patch of Tiberium. 

[28.03] Ion Storm

Cost             : Free
Requires         : Planetary Assault Carrier
Units Effected   : Planetary Assault Carrier

With the Ion Storm generated by them, it basically gives Scrin Devastator 
Warships and the Carriers themselves a healing area where the Ion Storm heals
them as well as bolstering defence and attack all unfriendly units, whether
it be land or air units. It gives the Carrier another role and more incentive
too use the Devastator. With the Ion Storm, it is best just on the outskirts
of another enemy base. Why? Your own Storm Columns should provide the storms
to defend your base, therefore, the new Storms should be outside as a cover
and protection for aerial artillery strikes with the Warships. 

[28.04] Manipulator Device

Cost             : Free
Requires         : Mastermind
Units Effected   : Mastermind

This allows you to control another unit or normal production building. It is
easily done as it recharges quickly. To use it, when the device is fully
charged, which is told by one of the icons, use the Mastermind to attack the
object you wish to control. For example, if you want a Mammoth Tank, have your
device charged and attack the Tank. The result is that you now control the
Mammoth Tank. Of course, there will now be a little blue line, linking your
Mastermind with the unit or structure controlled. You can only control one
unit or building at a time, but you can use it as bait, suicide, fodder, more
money, etc, the list goes on. 

[29.01] Mutant Marauder

Cost             : 600 Credits
Role             : Anti-Infantry, Anti-Air
Squad Size       : 6
Construction Time: 6 secs

I personally don't see the point of hiring these Mutants. For that same price,
you can get larger infantry squads and for a bit more, you can get the anti-
air brothers of those guys. They are however, strong in Tiberium, don't take
damage to it, instead, heal. They can hit any target, but not good against
vehicles. Bullets don't crack steel. But the trouble of capturing an Engineer
for this is personally up to you. Its your choice whether you want some or
not. Personally, I prefer the basic Vehicle, be it the Raider Buggy or the
APC since they are far more useful and once upgraded, have far better uses
than the Mutant Marauders. However, they are handy on the point of having
the ability to shoot air. 

[29.02] Visceroids

I don't actually see these all that often, but apparently combine when two
infantry members die on Tiberium and that combines to form this thing. Or
something like that. They are quite strong so you best use vehicles to take
this thing down. Stay away if you are using light infantry, otherwise, blast

[30.01] Tiberium Spike

I recommend that you capture these whenever possible. They provide an initial
bonus of 750 Credits when you capture one of these Spikes and depending on 
your patch, provide 15 or 25 Credits every few seconds. It may not seem like
a lot but it contributes significantly to your base economy. However, enemy
Engineers will also aim for this building as well as making wonderful targets
for harassers. Most of them are, in the middle of a open location, making them
harder to defend. Of course, when you destroy one, it spawns a small field of
Tiberium at that location. I find that if you are doing pretty well in terms
of Harvesting, just destroy the enemy Spikes instead of recapture. 

These things work by draining the Tiberium roots underground surrounding it 
and processes it into credits for you as it is processed on site.

[30.02] Expansion Point

These are extremely valuable if used correctly. These are like your Outposts,
providing a space for you to deploy structures, without having to wait for
them to deploy. Once you capture it, you can immediately place the structures
near it. They are handy if they are near Tiberium Fields or near an opponents
base as a Harvesting Post or a Closer Production Facility. Like the Spikes,
they are wonderful targets through, so defend properly. 

[30.03] Reinforcement Bay

These Reinforcement Bays shouldn't be overlooked at all. They will provide a 
steady stream of reinforcements, basic units though, but for free none the 
less. You wait for a while, and another one pops out. This might give up the
upper hand or help you defend while you tech up. It is however, stupid to
rely on this to tech up, you should defend you base stupid.

[30.04] Subway Hub

Quite handy if you are an infantry user as this allows you to transfer most
infantry units from one Subway Entrance to another, provided you can see it.
This is nice for nasty shock attacks if they are near your enemy's base and
a quick method to retreat infantry from the front line. There are some 
infantry however, that cannot be moved through the Subway, but you should
figure that for yourself.

[30.05] Subway Entrance

See above comment on Subway Hub. I'm not repeating myself.

[30.06] EMP Control Center

When you use this power, it allows you to use an EMP bomb basically on the
enemy. This will disable buildings and units inside the EMP Bomb blast. This
is good if used properly as it can disable base defences and allow your forces
to give a nasty present. They take time to recharge and is a Support Power.
Guard it with some forces to keep control of it. Similar to the GDI Shockwave
Artillery but without the damage. It is useful if you want to shut down a 
group of power plants and teach them not to bunch them up. 

[30.07] Mutant Hovel

See my comment above the Marauders if you want to know. However, this build
does have a lot of health and might take a while to take down, compared to
the usual weak buildings. 

[30.08] Defensive Tower

These Towers are quite strong and impossible to re-capture with an Engineer
unless you swarm it. Since the new patch has upgraded its turret power with
an extra 60%, there are quite strong now and act as an Anti-Ground building.
They do however, have a weakness and that is air. Protect them with some 
Anti-Air units and you have a little fortress there. I enjoy Firehawk Bombing
these just to annoy people. You will need 4 Firehawks to knock it down

[30.09] Tiberium Silo

This building is basically providing a mini-game of send your Engineer first. 
It provides a nice, large one-off bonus and it should serve your interests to
capture it first. Or you could just send a few units to train on the Engineers
that flock to it. The boost of cash can be handy in getting a nice shiny

[31.01] Garrisoning

Mission  : The Pentagon

Added    : When your Garrison any of your Riflemen into a Tower

Garrisioning Structures with Infantry

Urban combat is a messy and dangerous business. When fighting in a city
environment, Field Commanders should use every advantage to minimize 
casualities. Garrisioning Civilian Structures with Infantry is a tactic that
generates multiple rewards, including massive defensive bonuses and increased
safety for the troops. Buildings can provide cover and a fire base for 
infantry as they shoot at targets outside without being directly exposed to
enemy fire. Garrisioned Buildings protect soldiers from heavy Anti-Personnel
weapons mounted on vehicles. That being said, Field Commanders should be weary
of enemy units that specialise in clearing the Garrisoned Buildings, 
particularly those equipped with Grenades and Flamethrowers. Remember: Caught
in the Cross-Fire while you're out in the open? Order your troops into a 

[31.02] Calling for Transport

Mission  : Langley Air Force Base

Added    : When you have recaptured both airfields

Once a forward base has an airfield, many GDI infantry and vehicles gain the
ability to Call for Transport at almost any time. The unit can radio for 
Transport from the field and a V-35 Ox VTOL airlifter will fly to the unit's 
location, drop down on its thrust vectored engines, and pick up the unit. Once
a destination is communicated to the Ox crew, the aircraft will ferry the
airlifted unit to its destination and set it down on target. Keep in mind that
units are extremely vulnerable while in their air - an Ox is a juicy target
for an enemy unit that has any form of anti-air capability.

(VTOL stands for Vertical Take Off and Landing)

[31.03] Logistic Crates: Targets of Opportunity

Mission  : Hampton Roads Naval Base

Added    : When you activate the first Healing Crate possible

Memo from Supply Sergeant Block Littleford

Both GDI and Nod rely on mobility and rapid deployment for success. Armies
seem to come and go all the time as the balance of power shifts, often very
quickly. Given the haste with which these operations are conducted, it's not a
surprise that a lot of equipment is being left behind. Our Blue Zones and 
Yellow Zones are becoming littered with Logistics Crates filled with Military
Spares, Data Cores, and other equipment and supplies. Both sides use the 
modular G-771G Container, a standard crate used by the Commercial Shipping
Industry for decades. You'll find these containers everywhere - and they
should be considered Targets of Opportunity for our boys in the field. If your
troops crack one of these containers open, odds are they'll find something
useful. G-771G containers are easy to spot: just look for geometric grey
crates trimmed with diagonal stripes. They stick out like a sore thumb and
anyone can pop them open with a bit of elbow grease.

Good hunting. 

[31.04] Nod Aircraft

Mission : Casabad

Added   : When Nod Venom Aircraft fly overhead

InOps Field Guide to Nod Aircraft in TW3 Theatres of War

Nod aircraft have evolved considerably since TW2. Nod is fielding the VTOL
Venom Scout, the batwing Vertigo Stealth Bomber, a Carryall that can transport
troops and equipment, and a high altitude, long range bomber called the 
Armageddon. Venoms are lightly armed and armoured but can take on a wide 
variety of targets on the ground and in the air - they are even capable of
engaging our Orcas in air-to-air combat. The Vertigo evades detection by most
GDI sensors and only "de-cloaks" to drop it powerful bombs on target
structures and vehicles. The Nod Carryall is the counterpart to our V-35 Ox, a
VTOL aircraft that can pick up and transport a wide variety of troops and 
equipment. Finallym the Armageddon is seen infrequently but when it appears on
the battlefield, it is usually bringing bad news. Nod Armageddon aircraft are
used to deliver cluster mines and a number of exotic air-to-ground weapons. 

[31.05] Commandeering Tiberium Spikes

Mission : Casabad

Added   : When you have captured the second Tiberium Spike

Tiberium Spikes

The landscape of many Blue and Yellow Zones is dotted with tall cylindrical
structures known as Tiberium Spikes. These automated extraction platforms
slowly pull Tiberium out of subterranean deposits and refine it on location so
that resources are available for immediate use. GDI Commanders are encouraged
to commandeer Tiberium Spikes in the field to help sustain their forward 
operating bases. A Combat Engineer deployed into a Tiberium Spike can channel
resources to the production structure of a base.

Commanders are encouraged to provide compensation to the legitimate owners of
commandeered Tiberium Spikes in the form of GDI vouchers that can be redeemed
in Reykjavik for credits. Note that Spikes extract at different rates
depending on the size and nature of the underlying Tiberium deposits, so the
flow of resources may vary from location to location. 

(They don't actually vary and Reykjavik is the capital city of Iceland, where
GDI operations are)

[31.06] New Nod Flame Tank

Mission : Casabad

Added   : When you see the Flame Tank near the Research Lab

Nod Deploys New Tool of Terror

Nod has fielded a new version of their classic Anti-Infantry weapon system
known as the Flame Tank. The new model carriers heavier armour, has a turret
to allow for easier targeting, and uses dual flame-throwers that can stay in
action for long periods of time without refueling. It replaces the older
"Devil's Tongue" [which was] last used in TW2.

Flame Tanks are devastating against all forms of Infantry and can clear out
Garrisoned Buildings with terrifying efficiency. InOps advises Field
Commanders to engage Flame Tanks with armoured vehicles or aircraft firing
cannons or rockets. The enclosed crew compartments in armoured vehicles will
also protect against the inferno generated by the flame throwers.

[31.07] Liquid Tiberium Research

Mission  : Casabad

Added    : When you destroy the Nod Research Lab

Nod Weaponising New Form of Tiberium

An advanced Nod Tiberium weapon research program was recently uncovered when a
GDI Strike Team in North Africa stormed a Nod facility originally thought to 
be a Chemical Weapons factory. Science Division Evaulation of the Wreckage
subsequently confirmed several large scale Tiberium weaponisation efforts
underway. Of most concern to InOps is evidence of significant progress towards
the creation of a Liquid Tiberium device of unprecedented destructive power. 
The liquid form of Tiberium is a relatively new manifestation of the alien
substance and its properties are not well known. Nod's Liquid Tiberium 
research appears to be 5 to 10 years ahead of Science Division. 

There were also indications that Nod is working on a more conventional 
airborne Tiberium explosive and a cataylst for denotating existing Tiberium
crystal deposits in a sub-critical reaction. 

Analysis of past Nod R&D efforts (which tend to be redundant and decentralised
in nature) suggests the Nod Lab in North Africa was only one of several 
facilities participating in the Tiberium weaponisation efforts. 

[31.08] EMP Control Center

Mission : Alexandria

Added   : When you have captured the EMP Control Centre

Electomagnetic Pulse Control Centre

Field Commanders should stay on the look-out for the four cylindrical towers 
of the EMP Control Centre. These odd structures were erected during the last
few decades in a number of Yellow Zones and Blue Zones as a deterrent to Nod
attacks. The theory was that a volunteer crew would race to the EMP Control
Centre when the civil defence sirens sounded warning of an attack - they would
fire off the EMP and disable attacking forces. After years with little Nod
activity, the centres were mostly abandoned and are now being used
opportunistically by GDI and Nod forces. Deploy a Combat Engineer into the EMP
Control Centre to capture it and use it against enemy forces. 

[31.09] Nod's Nuclear Arsenal

Mission : Cairo

Added   : When you destroyed the large Cylindrical building near the entrace

InOps Flash Report

Nod has consolidated its Nuclear Arsenal at its Cairo Nuke Facility. What was
once a mobile Nuclear Force is now a massive central arsenal. The reasons for
the centralisation of Nod's nukes is not known, although spectulation ranges
from paranoia (Kane is afraid that his Commanders might rebel and use nukes on
Kane Loyalists) to preparation for some unknown operational contingency or a 
gain in efficiency in operations. Whatever the reason, we do know one thing
for sure: Take out the Cairo facility and we deprive Nod of its Nuclear

[31.10] Cairo Nuclear Launch Facility

Mission  : Cairo

Added    : When all Nod Structures are destroyed (Bonus Objective 2)

InOps Flash Report

Strike on Philadelphia originated at Nod's Cairo Nuclear Launch Facility.

InOps have confirmed that the missile used to destroy the Philadelphia was
launched from an underground silo connected to Nod's Nuclear Launch Facility
in Cairo. Detection of this facility by sat-surveillance prior to the
Philadelphia incident was difficult because most of the structures were buried
underground or disguised. Since the start of TW3, Nod has removed the masking
above ground to facilitate launch operations. The underground silo that
launched the Philadelphia strike is now inactive, with Nod's launch operations
transferred to a central raised platform with a much lower cycle time between
missile launches. 

[31.11] Power Management

Mission  : Croatia

Added    : When you get the first Bonus Objective

<<Incoming Tech Message>>

Emergency Engineering Report
Warrant Officer S. Bowen
GDI Forward Operation Base "Echo-2"

SBowenMonkeyWrench: Power Plants are down and our base grid is compromised - 
there just isn't enough juice to keep everything running at the same time. The
only way you're going to keep those defences online is to power down anything
you're not using. If you shut down half of the base defences, we should be 
able to squeeze enough power to keep the other half online. If one of the 
active defences get destroyed, it won't draw power, so you can turn on another
defence to take over. You may also need to shut down defences that aren't
active to re-route power to guns and turrets that are under immediate threat.
Juggling power under fire is the key to survival here. 

[31.12] Nod Ion Cannon Disruption Tech

Mission  : Sarajevo

Added    : When you have been given Objectives to destroy the Generators

Nod deploying Ion Cannon Disruption Technology

GDI's orbital Ion Cannon battle stations have been offline ever since the
attack on Goddard Space Centre. Repairs have now been completed and the Ion
Cannons are back in action. However, we are currently unable to strike certain
targets due to Nod's deployment of a new countermeasure: Ion Cannon Disruptor
Arrays. These structures have been erected in multiple locations. 

All Field Commanders should be aware of the existence of Ion Cannon Disruption
Technology and be on the lookout for the Disruptor Array Structures. Take out
the Disruptors with conventional weapons before you call in an Ion Cannon

[31.13] Nod Avatar Walker

Mission  : Sarajevo

Added    : When you have used a Commando to detonate explosives on an Avatar

Powerful, resilient, effective, and frightening: The Nod Avatar Walker

Nod has rocketed ahead of GDI in the race to build mechanised Combat Walkers -
solving many of the problems that had GDI engineers scratching their heads. 
There is spectulation that Nod stole the original Walker technology from GDI,
then took advantage of research in other areas to accelerate the development 
of new prototypes. Regardless of the origin of Nod's technology, they have
invested years of Research and Development at a ruthlessly fast pace - and now
Nod has finally fielded a highly advanced bipedal walker with the adaptive
ability to use multiple weapon systems. The Avatar Walker is a very capable
all-terrain weapons platform, heavily armoured and equipped with a powerful
laser. It can also be outfitted with Flame Throwers, Particle Beam Cannons, 
Stealth Detectors, and Stealth Generators

[31.14] Sonic Weapons and the Invaders

Mission  : Munich

Added    : When you capture the Power Plant to power the Sonic Emitter

InOps Flash Report

Effects of Sonic Weapons on the Invaders

Dispatch from Dr. Elian Schwartzberg, Battlefield Medic, 21st Armoured 

Needless to say, there is very little in the way of hope to be found in the
ash covered, body strewn rubble of post-invasion Munich. Even so, as my team
covertly made its way through the outskirts of that ruined city, searching for
survivors, we stumbled across something that might just be the source of hope.

Crossing the Wastelands under guard of night, we encountered the surviving
members of a GDI Combat Platoon from the 76th Mechanised, apparently flush 
from a successful rear-guard action that enabled the escape of some VIPs that
are somehow key to the War Effort. In conservation, it quickly became 
apparent that much of said success was due to the intervention from a 
particularly unexpected source - Sonics. 

To quote, from a transcript recorded on my CommInt Unit:

"We kept firin', but the metallic <expletive> just kept on coming right at us,
crawling over their own dead like it were nothing. Then, right when I knew
we was about to be killed, right when those <expletive> had us up against the
wall, one of those smart <expletive> engineers figured out a way to get the
old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter
towers just started chewing up those invading <expletive> like a Visceroid 
gone rabid. It was a thing of <expletive> beauty..."

Staff Sergeant Arnold P. Coddington, 3rd Platoon, Charlie Company, 76th 
Mechanised Infantry Division

Yes, it appears that the Sonic Emitters we use to reclaim our land from 
Tiberium - and to control and regulate Tiberium Growth throughout the 
reclaimed Blue Zones - are capable of inflicting great harm upon our newfound
enemies. Further investigation is required before we can determine the why - 
are the aliens structurally similar to the crystal? Is that why they are here?
For now, we can certainly make use of the what - Sonics hurt the aliens. Hurt
them bad. 

We may stand a chance after all. 

[31.15] Alien Tripod Captured

[Note you can only get this from editting the database .BIG files]

Mission  : Stuttgart

Added    : When your Commando has Detonated Explosives on a Tripod

Invader Weapon System Re-Activated and used by GDI Forces

Front line forces in Europe have managed to capture and reactivate an alien
Tripod. A Commando in direct contact with the enemy disabled the Tripod by
planting a high explosive charge on the legs of the walker. GDI forces then
immediately moved in and established a perimeter around the immobilised alien
War Machine. Once the area was secure, an Engineer was able to gain access to
the Walker, repair the damaged leg, and reactivate the onboard systems. Early
reports indicate that the Engineer was able to communicate in a rudimentary
fashion with the Walker's control entity by utilizing decryption programs
similar to those found in the Tacitus, the alien artifact decoded by GDI 
several decades ago.

(Tacitus is pronounced Ta-Ci-Tus)

[31.16] Alien Origins, Connections to the Tacitus

Mission  : Stuttgart

Added    : When you Capture or Destroy Drone Platform

Results of Initial Investigation into the Origins of the Invaders

R&D Division
Attn: Battlefield Commanders

Alien Origins - Connections to the Tacitus

GDI Science Teams have been gathering every possible bit of transmitted data
and physical evidence about the Aliens since the moment of invasion. Data
Analysis of Alien Transmissions has indicated some connection between the
Tacitus recovered from Kane and the Invaders. 

The tranmissions recorded from the Invasion Force seem to be patterned in a
similar way to the data structure in the Tacitus. This leads us to believe
that the Invaders are the Scrin, or perhaps some faction thereof. It is clear
upon closer examination that this Invasion Force demonstrates acute 
differences from the source of the Tacitus in dialect and physical form. 
Perhaps they shared some distant connection, or there was some ancient contact
between their cultures? 

One transmission we decoded using our most advanced decryption computers
indicated Alien Chatter regarding another Alien Race they had previously
encountered. We were unable to translate the word for the other alien race, 
but the encryption computer returned the terms brother, ascended, enemy and
Scrin. This casts some confusion on the nature of the invaders, as they share
a multitude of attributes with what we have come to know as the Scrin. It
seems unlikely that this is the very same Alien race that brought the Tacitus
to Earth, but the connection is undeniable. 

If this is true, we should consider the Tacitus out most valuable military
asset. We must somehow find a way to unlock its secrets.

GDI InOps FLASH Report - Dr. A. Bass, PHD, Director of Extraterrestrial

[31.17] Alien Mastermind

Mission  : Rome

Added    : When you have killed the Mastermind

New Invader Military Unit given GDI Designation - Mastermind

Just when we thought that setting up behind the chasm would make us safer, we
were proven wrong. The Alien Mastermind, an enemy Commando of sorts, was able
to teleport forces across the gap and jeopardise our entire operation. The
Aliens were able to keep the pressure on with a minimal number of units and
crafty use of their Statis Chamber and Mastermind. We believe the Mastermind
has more powers than just Teleportation, but did not observe any additional
capabilities directly.

If Masterminds are deployed to the Battlefield, Field Commanders should make 
it a priorty to eliminate them ASAP. The amount of mobility the Masterminds
afford the Alien Invaders makes them a very high value target. Alien
Masterminds eliminate the advantage of terrain: they virtually guarantee that
no place is safe.

Combat Report - Sergeant Major E.H. Jarvis, First Expeditionary Force

[31.18] Alien Rift Generator

Mission  : Rome

Added    : When you have destroyed the Alien Rift Generator

Rift Generator Update

The Rift Generator makes the science behind our own Ion Cannon look downright
primitive. It appears to function by opening a portal at the Flash Point and
ejecting anything that's caught in the resulting field into deep space. Some
of our more robust structures have been able to hold against such an attack,
but the Rift Generator's destructive capabilities are on par with the GDI Ion
Cannon and the Nod Nuclear Missiles.

Dr. Gordon Malou, InOps

[31.19] Alien Control Node

Mission  : Ground Zero

Added    : When you Attack the Control Node

InOps Flash Report

The Alien Control Node at Ground Zero is a unique structure that seems to 
channel some sort of exotic Tiberium-based radiation to the Invader Forces. 
The emissions from the Control Node move easily through all forms of matter,
much like neutrino wave/particles, and this one node structure is easily able
to bathe every invader unit and structure on Earth with the mysterious 
radiation. In fact, this one Control Node could easily supply a uniform bath
of radiation to alien units as far away as Earth's moon. What is this
radiation and why is it needed? Is it for power? Communications?
Synchronisation? Coordination and Control? Does it provide something essential
for the alien machines or the organic matter inside? We don't know the answers
to any of these questions, but we do believe that the Control Node is the key
vulnerability for the aliens. Take out the Control Node and there is a good
chance the whole invasion will end quickly.

[32.01] The Ghost in the Machine

Mission  : Hampton Roads Naval Base

Added    : When you obtain your Third Primary Objective

Excerpt from INN Holobrief, May 28th, 2043

One of the more unusual chapters of the second Tiberium War came to an
explosive close yesterday as the GDI Corps of Engineers detonated what is 
believed to be the last remaining Cabal Bunker - the tube-filled underground
lairs from which the rogue Artificial Intelligence waged brief war upon

Contacted for comment, retired War Hero and former head of the Bureau of 
Mutant Affairs, General Paul Cortez, lauded for his role in CABAL's defeat,
dismissed his fallen foe as "... a second rate EVA with a goatee and Napoleon
complex." Cortez also claimed to have refused a GDI Invitation to attend the
detonation ceremony, citing his opposition to the current leadership's 
controversal Tiberium containment policy and "weak kneed" approach to the 
Brotherhood of Nod.

Rumours that this particular bunker displayed evidence of human or humanoid 
life forms in suspension capsules were quickly dismissed by GDI spokesperson
Arlene Shepherd ...

(Note, there were humanoids in that lair, including one Kane. This is a 
continuation from the Firestorm Expansion Pack for Tiberium Sun)

[32.02] Discontinuation of the Mammoth Mk II Walker

Mission  : Alexandria

Added    : When you purchase the Railgun Capacitors for the Mammoth Tanks

Excerpy from INN Holobrief, March 12th, 2039

It was a sad day for many today as the last Mammoth Mark II Walker to enter
active combat duty clanked its way out of GDI's San Pedro War Factory and into
history. With its twin Rail Guns, Battlefield dominance, and unusual boxy
profile, the Mk. II became an iconic symbol of freedom during the Second
Tiberium War. Its discontinuation has been greeted by many with anger, notably
Captain Nick "Havoc" Parker, retired war hero, popular conservative pundit, 
and noted proponent of the "Kane lives" theory. 

"The Mark II was and continues to be one of our most powerful tools in the war
against Nod fanaticism. This discontinuation is nothing but another disgusting
example of GDI bureaucratic penny pinching and namby pamby "can't we all just
get along" liberalism ... once again, GDI is playing right into Kane's hands."

With protests held at containment areas several miles away, the mood at the
factory was more resigned than angry, Production of the controversal new 
four-tread all-terrain Mark III is scheduled to take place in far off 
Reykjavik, with many in San Pedro fearing for their jobs and the future of
their community ...

(You'd wonder why people in Yellow Zones flock to Nod)

[32.03] The Blunder that Nearly Finished GDI

Mission  : Cairo

Added    : When moving towards the South East side of the map

W3N Transcript from The Frank Hour

"... we thought our space stations and Ion Cannons were the safest of our
military assets. We put our most valuable military personnel, our most 
important command and control systems, and our most powerful weapons in space
for this very reason. Little did we know that our space assets had a deadly
vulnerability - a single point of failure located in a poorly defended 
installation ON THE GROUND. Nod exploited this vulnerability at the worst 
possible time, when oue entire Political and Military leadership was on board
the Philadelphia. This is a scandal of staggering magnitude."

"It gets worse, W3N investigative reporters dug into this story and discovered
that the decision to locate our A-SAT control systems on the ground at Goddard
Space Centre was made because of cost. SpaceCom would have had to build an
entire new orbital platform just for the computers and crew at a cost of tens
of billions. This is an outrage. Security in space was an illusion all along
- and GDI was almost wiped out because SpaceCom wanted to save some money ..."

[32.04] Kane's Fascination with Eastern Europe

Mission  : Croatia

Added    : When you have deployed your MCV

Excerpt from W3N Special on Kane

"... why is Kane determined to rebuild in Eastern Europe? What is his
fascination with Sarajevo? Eastern Europe has been a focal point for Nod
activity for decades and the reasons aren't completely clear ..."

[32.05] GDI Storm Shelters

Mission  : Munich

Added    : When you have captured the Future Tech Lab

Excerpt from GDI Emergency Procedures Packet - Storm Shelter Protocol

GDI Storm Shelters are located throughout all Blue Zones and in select Yellow
Zone operation areas. They are generally found in close proximity to
population centres and Government installations. The earliest shelters were
built after Ion Storms decimated population centres, including an incident
resulting in the death of the famed Dr. Mobius and his top staff. Ion Storm
Shelters are typically located between 10 and 30 metres below ground level, 
but no closer than 70 metres to significant deposits of underground water or
Tiberium. Their construction includes 8 foot thick, steel-reinforced concrete
walls with integrated Sonic Emitters to prevent nearby Tiberium growth. Newer
shelters include dormitories, cafeterias, medical facilities, vehicle
maintenance garages, long-term power generators and redundant Sonic Emitters.
In high-risk areas, some shelters have gained cultural significance as centres
of social activity from sports to art and music events, gaining nicknames such
as "Sector 7", "Old Blue" and "The Hatch".

In recent years, many private organisations have developed smaller shelters 
for corporations and individuals at exorbitant prices. On rare occasions, 
these private shelters link with Offical GDI shelters via underground tunnels.
Private citizens with shelters that link to GDI Public Shelters are required 
by law to allow access to anyone who requests aid during Class C emergencies
and above. 

Courtesy GDI Emergency Aid Commission.

(So that's what happen to Dr Mobius. For those who don't know, Dr Mobius was
the first offical discoverer of Tiberium)

[32.06] Alien Tower Destroyed!

Mission  : Ground Zero

Added    : When you begin the Mission

News Update: GDI Successfully Downs Alien Tower in Rome

Today, the human race witnessed the destruction of a massive Alien Tower in 
one of the world's worst Red Zones. The success of the mission shows all of us
that there is hope - and that GDI is in a position to push back the invaders
once and for all. The question remains, however, what was the purpose of the

Alien towers have been constructed in nineteen Red Zones. Their precise
purpose is unknown but their location in the heart of the Tiberium infested
hellscapes we call Red Zones indicates that they are somehow connected to the
Crystalline substance. The Alien retreat to the Towers suggests a serious
military realignment or a change of course by the Invaders.

While GDI Scientists have been pushing to get a close-up analysis of the 
towers, Military Commanders have insisted their quick destruction is the 
Primary Concern. If GDI is able to replicate the quick success of the Rome
Tower mission in the other eighteen Tower locations, their purpose may never
be known. 

[33.01] Nod Stealth Technology

Mission  : The White House

Added    : When you destroy Nod's Secret Shrines

InOps ECAP Alert "Know Your Enemy"

Nod's Next-Gen Stealth Technology Poses a Serious Threat

In the First Tiberium War, Nod Scientists developed a cloaking device that 
could be mounted on a vehicle, a Stealth Generator that created an energy
field that could literally bend light around a particular object, rendering
it invisible to the eye and Radar. Nod first deployed this new technology on
the infamous Stealth Tank. GDI eventually developed new sensors and 
countermeasures that neutralised Nod's Stealth Technology, but Nod continued
to evolve the Science of Stealth and the "Stealth Arms Race" has continued
unabated ever since.

Nod's new Stealth Technology is allowing a number of their vehicles and units
to successfully evade detection by most Current-Gen GDI Sensors. As a result,
Nod Stealth Units are proving brutally effective against our forces in the
Field. Nod has clearly leapfrogged GDI in Stealth Technology and 

GDI Field Commanders should be aware that the latest G-Tech Sensors are 
required for detection of Nod Stealth Units. Unfortunately, the newest sensors
are not widely deployed. Only GDI Pitbull scout vehicles and base defences
come standard with the latest Stealth Detecting Technology. Other units like
Zone Troopers must be upgraded with Scanner Packs, and Orca Aircraft can be
equipped with Sensor Pods or use a recharging Pulse Scan to detect nearby
hidden enemies.

Note that units equipped with Stealth Technology can sustain the Stealth Field
while inactive or moving, but once any offensive action is taken, the Field
will break down and the unit will become visible. Also, there are reports that
Nod has constructed a Stealth Disruption Tower that can project a field large
enough to encompass multiple units and even structures. It's conceivable that
Nod forces could cloak an entire base. 

[33.02] Nod Base Defences

Mission  : The White House

Added    : When you have Finished the Mission

InOps ECAPS Alert "Know Your Enemy"

Nod Base Defences

Field Commanders should be aware that Nod forces have begun deploying new base
defences with some unique properties. Each base defence consists of four
components: A central hub and three turrets that can be deployed within the
radius of the hub (The Hub is the heart of the Defence System and controls all
of the associated turrets). A hub can repair and even rebuild the three
turrets that are slaved to it. To take out one of these new base defences, 
destroy the hub. That's the only way to make sure the structure is neutralised
for good. Also, Commanders should note that these new defences are being
deployed in three distinct flavours, Anti-Vehicle, Anti-Infantry and
Anti-Aircraft. Anti-Vehicle defences employ lasers, Anti-Aircraft turrets fire
SAM Missiles, and the Anti-Infantry Turrets use an array of gun barrels that
fire massive blasts of shrapnel almost like giant shotguns.

[33.03] GDI Field Recon - the Fall of Cologne

Mission  : Cologne

Added    : When you have recaptured the Power Plant

Deposition of GDI Watch Commander, detailing the Alien Invasion of Cologne

To be honest, even after the <expletive> hit Munich, we didn't think Cologne
would draw much in the way of attention. We've been running simulations since
2038 or so and Cologne has never rated anything more than "minor strategic
value." We figured that this would count for the aliens too ... guess we were

By the time we detected the first wave, it was too late to form anything more
than a basic defence. Fortunately, we'd been evacuating civilians for the
better part of the day, but we were way behind on erecting defensive 
structures, let alone planning any kind of strategy. Things fell apart fast,
those infernal air ... uh ... Spacecraft came streaking in, wiping out half of
our troops before they could even fire a shot. The rest of us scattered,
taking shelter in whatever structures we figured were solid enough to 
withstand fire, at least temporarily. Then the power when out, and with it our
communications, our radar and any damn chance of us taking the city back.

At one point, the insane hell of combat calmed down and it was almost quiet on
the Battlefield - the odd burst of laser fire, a scream, some radio static.
Then, all at once, the sky lit up bright green and the silence became a 
defeaning explosive howl. My heart sank ... the <expletive> had taken out the
Tib silos, all of them ... the entire Reclaimation Project, years of work,
undone in a few seconds ... a Giant <expletive> Tib field spawned right at the
heart of Central Germany. 

Then their ground units came ... giant walkers and little disintegrators 
things taking out our tanks, clouds of razor sharp buzzing things reducing our
infantry to unidentifiable piles of wet flesh on the sidewalk. 

I called a retreat, grabbed my gun and ran ...

Audio Transcript - Deposition of GDI Watch Commander Elliot Gruber, Cologne

[33.04] GDI Field Recon - the Fall of Berne

Mission  : Berne

Added    : When both Bonus Drone Platforms are Destroyed

Deposition of Civilian Witness, detailing the Alien Invasion of Berne

"I was about to go off the clock when the evacuate order came through. 
Klaxons, sirens, broadcasts on every channel. Even the damn billboards and
street signs were telling us to get out of town. I called my wife, or tried,
but every network was jammed ... jammed or just static. We lived in the
Central District, worker family housing. I had been supervising the final
touches on my chunk of the anti-Tib wall, out on the east side. Half a city

"Within ten minutes, I had abandoned my car and started to run. The vehicle
exit points had jammed up less than ten minutes after the first alert, 
plunging the city into gridlock. Seconds later, I was sprinting past 
Holovision Kiosks, and the ones that were still broadcasting, all I could see
was destruction. Death. Fire ..."

(The Subject places head in hands, mutters inaudibly for 48 seconds)

"... so I'm running and I start to hear this low hum. At first I think it's
just the static from the Public Address System, gone dead a few minutes 
earlier. It isn't, it's something more. Like a machine, but alive, also,
somehow. It starts to grow, the sound larger and larger as I sprint, and the
sky is now dark, and the City Walls are falling, the City Walls I helped 
build ... and there are things, things in the sky ..."

(The Subject places head in hands, mutters inaudibly for 32 second)

"... glowing, blue and glossy. Machines, but alive. I keep running. My lungs
burn, my sides ache, but I'm getting close to the city. There's a thing in
the sky, like the others, but huge, noise deafening, a massive ring, rotating
around a central object, some kind of control pod. I am too close to take it
all in, to know how it works. It's nearly over me, over Central Berne, and
now it's glowing, drawing up some kind of energy."

"I lower my head and run."

"For a second, everything is silent, as if the gigantic thing had sucked the
sound right out of the air. Then light, everywhere, all consuming. I fall,
shielding my eyes."

"Light, light and silence."

"When I come to, there ..., there is no Central Berne, no worker family 
housing. All gone. Just a pit, gouged from the Earth, a pit where a city used
to be. At the centre, there is something blue ... blue and glittering ..."

Audio Transcript (Translated) - Deposition of Civilian Engineering Corps
Foreman Martin Hoffesommer, Berne, Under Hypnotic Regression

(This intel explains a few things. It explains why there is a massive Blue
Tiberium Field in the centre of the Berne Map as well as detailing the 
operation of a Mothership.)

[34.01] GDI Riflemen

Mission  : North Carolina Badlands

Added    : When you Train a Riflemen Squad

Field Manual - Basic Infantry

Equipped with the GD2 rifle, GDI Riflemen are the mainstay of GDI military
forces. They are deployed to all combat zones and trained in Anti-Infantry
combat techniques. Riflemen are most effective when garrisoned in fortified
structures, and are equipped to dig Foxholes when the need arises to defend a
fixed position. Riflemen should never be deployed against heavy armour,
especially flame weapons, without significant Heavy-Weapon Support.

GDI - Units and Weapons

[34.02] GDI Missile Squad

Mission  : North Carolina Badlands

Added    : When your Missile Squad Reinforcements turn up

Field Manual - Basic Infantry

GDI Missile Squads are armed with the FGM-90, which is designed to inflict
maximum damage to vehicles and aircraft. Light Vehicles like Jeeps and Buggies
are excellent targets for Missile Squads. Missile Squads are normally deployed
in tandem with larger Riflemen Squads, but can be used to great effect from
garrisoned buildings in Civilian Buildings or APCs where they are protected
from Anti-Infantry fire.

GDI - Units and Weapons

[34.03] GDI Engineer

Mission  : North Carolina Badlands

Added    : When the Engineer Reinforcements arrive

GDI Combat Engineers are able to capture enemy buildings and repair structures
(Including Bridges and Base Buildings). Deploy an Engineer into an enemy base
structure in order to capture it - or send an Engineer into a damaged building
to fix it back up again. Damaged bridges can be repaired by deploying an
Engineer into the bridge Auto-Repair Gatehouses.

Engineer Combat Primer Excerpt

- As a Combat Engineer, a few cardinal rules should be kept in mind at all

1. Never act alone in hostile territory. Your Standard Issue Body Armour is 
ineffective against most modern weapons.

2. You are equipped with a standard GD45 Sidearm. Only use it as a last resort
as it will not penetrate most modern Body Armour.

3. Once you gain access to an enemy structure, be sure to disable the Central
Computer Terminal immediately and install your Override program to connect the
structure to the nearest Command Post.

4. When entering a damaged structure, be sure to initiate damage control
programs for immediate results. Once the automation has kicked in, you will be
clear to commence more extensive repairs.

5. Keep your Hard-Hat on at all time.

GDI - Units and Weapons

[34.04] Mobile Construction Vehicle

Mission  : North Carolina Badlands

Added    : When your MCV turns up

Combat Engineering Primer

Mobile Construction Vehicles, or MCVs, are deployed to all major theaters to
serve as the foundation for a Forward Operating Base. The MCV is capable of 
rolling over any relatively clear terrain. It is not equipped for self-
defence	. When an MCV reaches it destination, it can immediately unpack into a
Construction Yard capable of building Production Structures, a Tiberium
Refinery, and other elements needed for a Forward Base. The Construction Yard
can be packed up into the MCV at any time, although it is only advised when 
the base it supports is no longer being used.

GDI - Units and Weapons

[34.05] Barracks

Mission  : North Carolina Badlands

Added    : When you have Built the Barracks

Field Manual - Logistics

GDI base camps are created using highly portable, modular buildings. This 
allows for easy construction and Tear-Down of shelters in harsh climates and
remote locations. Personnel stationed at GDI bases will find themselves
protected from Tiberium contamination and Ion Storms due to their durable 
armour plating, but will not have access to Advanced Weaponry without the 
support of an Armory.

GDI - Units and Weapons

[34.06] APC

Mission  : The Pentagon

Added    : When your APC reinforcements arrive

Field Manual - APC

The GDI Armoured Personnel Carrier, or APC, is a six-wheeled all-terrain
vehicle that can transport Infantry in an Armoured Compartment. Dynamically
sized fire slits permit the soldiers riding into the vehicle to shoot at 
targets outside the APC. Deploy a Missile Squad into an APC and the vehicle
effectively gains the ability to fire missiles. Passengers can be evacuated
quickly through multiple exits from the APC, so the vehicle can drop soldiers
right into a firefight with minumum downtime for unloading.

[34.07] Grenadier

Mission  : The Pentagon

Added    : When your Grenadiers turn up

TacOps Field Guide: Grenadier Squad

If you need to clear a garrisoned building fast, deploy a Grenadier Squad and
they'll get the job done. Their Rocket Propelled Grenade can even hit the
upper stories of taller structures. Even better, their Grenades have minimal
on-board AI guidance and can steer themselves right through windows. 
Grenadiers will blow the garrisoned troops right out of the side of the 

[34.08] Command Post

Mission  : Langley Air Force Base

Added    : When you have recaptured the GDI Base

Field Manual - Command Structure

GDI Forward Bases act as the hubs for GDI Operations in all Zones and whether
conditions. The heart of any GDI Forward Base is the Command Post. From this
structure, Field Commanders can maintain contact with regional GDI resources
and centralise intelligence for rapid response. High-Powered Radar and
Communications equipment allow officer Real-Time feedback from units in the
field, but note that this gear will draw significant power from your base 

[34.09] Sniper Team

Mission  : Langley Air Force Base

Added    : When you have saved all the Sniper Teams (4 of them)

TacOps Field Guide: Sniper Team

Sniper Teams are able to take down enemy infantry with deadly precision. They
employ stealth so they can't be seen or detected while motionless. Finally,
the spotter in a Sniper Team allows you to designate targets for any 
Juggernaut artillery units for miles around. The Juggernaut Crew will be able
to see and target enemy units and structures anywhere near active Sniper Teams
in the environment.

[34.10] Airfield

Mission  : Langley Air Force Base

Added    : When you have recaptured the Airfields

Field Manual - Forward Air Bases

Air Assets are often dedicated to support a particular ground force. The
modular GDI Airfield can be established to maintain up to four combat aircraft
indefinitely. The facility is capable of refueling, repairing, and rearming
Orca Ground Attack Aircraft, but can also sustain Firehawk VTOL attack jets
with the addition of advanced technical equipment. Airfields each directly
control a small element of aircraft, so without an Airfield these craft may
suffer guidance failure and the inability to maintain extended operations
considering Global Ion Storm interference.

[34.11] Orca Attack Craft

Mission  : Langley Air Force Base

Added    : When the Orcas arrive at the Airfields

TacOps Field Guide - Mark IV Orca

The highly maneuverable and light-weight Orca aerial weapons platform has
supported GDI ground campaigns for decades. The Mk IV version currently
deployed with GDI forces worldwide is an all-new, state-of-the-art aircraft.
With VTOL capability that allows it to operate from small pads, a high 
cruising speed, long range, and the ability to hover for extended periods, the
Mk IV Orca is truly a versatile weapon system. Its air-to-ground missiles can
strike a wide variery of targets, including enemy vehicles and structures. The
Mk IV can also be equipped with a Sensor Array capably of detecting even the
most advanced Nod stealth units. Field Commanders should note that Orcas are
not capable of engaging targets in the air and should be escorted by Firehawk
attack jets carrying air-to-air missiles when operating in areas where Nod
commands Air superiority.

[34.12] Commando

Mission  : Hampton Roads Naval Base

Added    : When you start the Mission

TacOps Field Guide: Commando

The deadliest weapon in the GDI arsenal isn't a tank or an aircraft - it's a
human being. GDI's elite Commando is truly an "army of one," backed by 50
years of tradition and trained in a grueling program that has a 22% fatality
rate and a 97% drop-out rate for the survivors (even after starting with the
very best of the best in all branches of service). Commandos are equipped with
special Battle Armour, solid fuel jump jets, a top secret Rail Gun with a high
rate of fire, and det-packs that can take down an entire building with an
exotic new explosive. GDI Weapon Labs equip Commandos with the prototypes of
GDI's Next-Gen Weapons, so nobody else on the Battlefield has the toy these
boys have. The most elite Commandos are also trained to use their det-packs on
the legs of large Walkers, one of the reasons GDI retired many of the bipedal
Walkers that were a mainstay in the Second Tiberium War (given that this new
vulnerability seemed like it could be exploited by Nod elite units as well).

[34.13] Crane

Mission  : The White House

Added    : When you construct a Crane

Base Logistics Field Guide

If a Forward Base need to go up fast, consider building a Crane to open up a
second Production Queue at the Construction Yard. The nano-assemblers,
computers, and control units will be able to work on two Base Structures

[34.14] GDI Base Defences

Mission  : The White House

Added    : When you Build a Watchtower or Guardian Cannon

Excerpt from Technical Manual, March 2047

GDI has 3 basic defences with which to ward off enemy attacks: The Watchtower,
The Guardian Cannon, and the AA Battery.

The Watchtower stands 30ft tall with twin 20mm railguns mounted atop it.
Equipped with an IR spotlight and the Next-Gen Sensor to detech stealth units,
this Anti-Infantry defence tears enemy infantry to shreds. Programmed to
attack any ground unit that comes within its range, the Watchtower is also 
able to distinguish between infantry and tanks, and will prioritise the
Infantry over Tanks so as to maximise the lethality of its Anti-Personnel

The Guardian Cannon is equipped with a 105mm Gun capable of ripping through
the Heavy Armour of tanks. The Guardian is an Anti-Vehicle weapon and is not 
as effective against infantry.

The Anti-Air Battery has twin 30mm Gattling Guns firing depleted Uranian 
Shells at air targets. With a deadly accurate fire control system and a 
staggering rate of fire, the AA Battery is very effective against any form
of aircraft. 

[34.15] Predator Battle Tank

Mission  : The White House

Added    : When you build a Predator Tank

Weapons of the World 2047: GDI Main Battle Tank - MBT-6 Predator

Equipped with a 150mm cannon, this 65 Ton Tank packs an armour-piercing punch
against any vehicle or structure. It's also fast and quite maneuverable for a
large armoured vehicle. Devastating in numbers, Predator tanks can rip through
enemy encampments quickly, as well as crush infantry under their tracks. They
have excellent armour, but are vulnerable to armour-piercing rocket and cannon

[34.16] Zone Troopers

Mission  : Casabad

Added    : When you get the Zone Troopers

TacOps Field Guide: Zone Troopers

GDI Zone Troopers are elite heavy infantry with exceptional mobility, armour,
and enough firepower to take out enemy targets ranging from infantry to light
vehicles. Equipped with Power Armour, Rail Guns, and Jump Jets that can boost
them over obstacles or across rivers, Zone Troopers do the heavy lifting for
the GDI Infantry. 

[34.17] War Factory Repair Drones

Mission  : Alexandria

Added    : When you Build a War Factory

Capability Update

Everyone knows that War Factories build vehicles. But did you know that a War
Factory can also perform repairs? War Factories have been upgraded with
autonomous repair drones that can perform even the most complex repairs to 
severely damaged vehicles in a very short period of time. How does it work?
Just get close. Vehicle crews in damaged tanks, APC and Buggies should bring
their vehicles back to the War Factory and the drones will begin repair
operations when the vehicles are in proximity to the factory structure.

[34.18] Base Expansion using the Surveyor

Mission  : Alexandria 

Added    : When you have deployed a Surveyor

GDI Field Manual

Some Forward Base Construction Yards can build Surveyor Vehicles (found under
the Support Structure Tab) which have the capability to deploy into a small
Outpost. Surveyors can be given the command to deploy on any terrain where
base structures can be built. Once an Expansion Base is established, the
Construction Yard in the main base can be used to build any structure nearby,
including Refineries, War Factories, base defences, and whatever else might be
useful. The Surveyor and the Outpost it creates are supurb tools for claiming
territories near strategic targets like remote Tiberium Fields (so refineries
can be built nearby, saving harvesters from a long commute through possible
enemy-controlled terrain).

[34.19] Rig Deployment into a Forward Battle Base

Mission  : Albania

Added    : When you get the Rig

GDI Field Manual - Holding the Line

GDI Field Commanders in some Forward Bases have access to one of the most
unique power projection systems in the world: The Rig. The Rig is a vehicle
that is designed to roll deep into enemy territory and quickly deploy into a
heavily armed Battle Base Structure. Equipped with Guardian Cannons and a 
Missile Launcher, the Battle Base is capable of engaging enemy vehicles and
aircraft. As an added bonus, Rigs carry a complement of auto-drones for making
field repairs to GDI vehicles. The Rig/Battle Base Combination is ideal for
claiming and holding terrain, enabling GDI Field Commanders to employ a 
classic "Clear and Hold" strategy for securing Tiberium Fields or gradually
taking over an objective area.

[34.20] Firehawk Attack Jets

Mission  : Albania

Added    : When yoou capture the Reinforcement Bay for the Firehawks

TacOps Field Guide: Firehawk

The Firehawk is a fast and highly maneuverable VTOL attack jet that can carry
air-to-ground or air-to-air missiles. Field Commanders can make their load-out
choices while the Firehawk is on the pad at an Airfield. Forward Bases with a
Tech Centre structure can equip Firehawks with special rocket boosters that 
allow the aircraft to punch into the Stratosphere and go near-orbital in order
to hop over enemy air defences. Note that Firehawks are vulnerable to AA Fire
in the actual target zone during the Re-Entry after the boost phase.

[35.01] GDI Base Closure

Mission  : North Carolina Badlands

Added    : When you have regain control of the GDI Base

Script of a News Article from 2043

... as of 2043, GDI has closed over 60% of their military bases around the 
world, including installations in North Carolina, Brazil, and Eastern Europe.
The most recent cutbacks are due to a decrease in Nod activity - with Kane
dead, the Brotherhood seems to be splintering apart.

[35.02] Tiberium Primer

Mission  : North Carolina Badlands

Added    : When you are explained the basics of Harvesting

Tiberium: A gift or a curse?

Tiberium is a scientific curiosity, a vastly powerful resource, an 
unprecedented environmental cataclysm, a catalyst for war, and much more. It's
like nothing we've ever seen before and it is constantly transforming itself.

We are almost certain Tiberium is Extraterrestrial in origin; it is not man-
made and there is no evidence of the substance on Earth prior to its first
appearance half a century ago. Early forms of Tiberium were almost organic,
sprouting out of the ground in what seemed to be plant-like pods, leaching
minerals out of the Earth and emitting clouds of Toxic Gas. Over time, 
Tiberium showed it had the ability to evolve and change.

By 2047, most Tiberium on Earth has manifested in what we know as its most
common form: A self-replicating Proton Lattice that turns any matter it 
touches into more of itself, giving off powerful radiation in the process. It
can change anything it comes into contact with into more Tiberium.

Is Tiberium Terraforming the Earth into a planet suitable for Alien Life? Is
it a weapon? It is a creature of some kind? Perhaps some kind of consciousness
resides in the Crystal Lattices, a quantium Crystalline Brain that grows ever
smarter as it grows and grows. There are many theories about what Tiberium 
actually is ...  and why it is here. Ultimately, its origin and its purpose - 
if it has one - are still a mystery.

GDI has not given up on trying to contain the spread of Tiberium. With
Tiberium infestation reaching critical levels and new, more sinister varients
of the substance turning up, things started to look pretty grim for planet
Earth in the middle of the 21st Century. However, GDI has found a 
vulnerability in the green crystal that they have begun to exploit. GDI
Engineers have found the resonant frequency for Tiberium ... and they have
created Sonic Resonators that are capable of breaking up Tiberium Crystals.

A high level scientific explaination of the Alien Substance is included here 
for students, Engineers, and scientists: The most recent form of Tiberium is a
dense "Dynamic Proton Lattice" held together by exotic heavy particles. When
Tiberium comes into contact with other matter, the heavy particles randomly
collide with the nuclei of the target matter, smashing it to pieces (in the
case of smaller nuclei) or incrementally knocking off protons and neutrons (in
the case of heavier nuclei). Tiberium captures a fraction of the protons that
are ejected during this collision process and incorporates them into its own
structure, thus transmuting matter into more Tiberium. Whenever one of the
heavy particles - a muon or tauon - collides with an atomic nucleus, fission
occurs, which results in the production of Alpha, Beta, and Gamma radiation as
well as other forms of Electromagnetic radiation (like Infra-Red). During the
transmution process, nuclei that Tiberium has come into contact with may be
charged with nuclei with different (usually fewer) numbers of protons or

[35.03] The Global Defense Initiative

Mission  : The Pentagon

Added    : When you start the mission

The Global Defense Initiative began as a secret military alliance of advanced
nations under the United Nations umbrella. GDI's mission: To contain Tiberium,
reverse its spread, and fight the sinister Brotherhood of Nod.

Over time, power and sovereignty have been gradually ceded to GDI and the
national identities of the participating countries have faded. In 2047, that
process has reached its final stages: While there are still technically 
individual Member Nations, the reality is that GDI has become a unified 
political and military super-state.

GDI controls the only areas of the Earth that have not been significantly 
compromised by Tiberium infestation. The Crystalline alien substance is slowly
consuming the rest of the planet, causing an environmental cataclysm that has
made 30% of the Earth uninhabitable and another 50% of the Earth's surface
exceedingly unfriendly to civilisation. GDI's home territories are known as 
"Blue Zones" since they are mostly clear of Tiberium and have been relatively
untouched by war (in contrast to the ecologically ravaged and war-torn "Yellow
Zones" and the Tiberium infested hellscapes designated as "Red Zones").

The clash between GDI and Nod has escalated into full World Wars twice before
- the First Tiberium War (TWI) erupted when both powers were in their 
formative states and that terrible war followed by another worldwide firestorm
several years later.

(That refers to the Second Tiberium War. The First Tiberium War is in the 
game, Tiberium Dawn. The Second Tiberium War is in Tiberium Sun and the 
Worldwide Firestorm is in the expasion pack to Tiberium Sun, Firestorm.)

[35.04] About the Brotherhood of Nod

Mission  : The Pentagon

Added    : When you are told to eliminate Nod HQ (Primary Objective 4)

GDI views Nod as a dangerous, virulent, and inexplicably self-sustaining 
terrorist group obsessed with accelerating the worst ecological catastrophe in
history, led by a Charismatic and Brillant sociopath name Kane. The
Brotherhood sees itself quite indifferently. Nod believes that it is the agent
of change for a world in the throes of transition to a New Order, the
representative of the poor and the oppressed, and a foil to the previously
unchecked power of GDI.

Nod has the people, resources, organisation, and raw military power necessary
to stand against GDI and wage war on a global scale. Yet the Brotherhood of 
Nod isn't a country: It's a strange new hybrid organisation that has the
combined characteristics of a religious movement, a multinational corporation,
and a nation-state. Given the awesome demands of modern warfare, with its
terrible cost and vast scale, Nod's ability to go toe-to-toe with GDI is 

Nod is able to recruit thousands of new members every month from the desperate
populations of the Borderlands. Their political, military, and logistical
operations are decentralised and buried deep inside the crumbling cities,
towns, and outposts in the decaying Yellow Zones. A vast and sophisticated
infrastructure is disguised from GDI, and Nod has perfected the art of moving
military assets and forces quickly over long distances without detection, even
by Satellite or drone aircraft with the Latest Generations Sensors.

Nod's core organisation is very sophisticated and High-Tech but they also have
a large guerilla force composed of hastily trained and minimally equipped
recruits from the Yellow Zones. Nod's field forces are an interesting mix of
low tech "militia" troops and similar numbers of highly trained, elite 
soldiers equipped with state of the art communications gear and the most 
advanced weapon systems available.

Nod's military assets are experimental and exotic in both appearance and 
function, but the durability of their units is suspect. Nod engineers are not
afraid to risk human life and will often sacrifice safety and protection for
increased ability and speed. Their high-end military hardware runs on Tiberium
and tends to be fast but vulnerable, lethal but unstable. Nod offensive
weapons deployed in vehicles range from rockets, machine guns, and flame
throwers to toxins, lasers, and Nuclear Weapons. They also have a number of
Tiberium-based weapons. 

[35.05] Red, Yellow and Blue Zones

Mission  : Casabad

Added    : When you start the mission

Tiberium infestation has rendered 30% of the planet totally uninhabitable.
Large swaths of the Earth's surface has been designated as "Red Zones" - areas
that are desolate, swept by storms, and contaminated by vast amounts of
Tiberium. Venturing into, over, or even near these wastelands can be extremely

Beyond the Red Zones, Tiberium contamination has caused varying levels of 
Environmental Damage in another 50% of the Earth's populated areas. In the
ecologically compromised and war torn Yellow Zones, Tiberium Fields are common
- growing in the middle of cities, on farmland, and throughout the 
environment. Tiberium-related climate change has caused an endless cycle of
droughts, floods, and severe weather of all types including spectaular 
Category 6 hurricanes, tornadoes with wind speeds of 500 Miles per Hour, and
exceedingly violent thunderstorms. Especially destructive Ion Storms 
occasionally rage out of the Red Zones to wreak havoc on cities and towns in
the Borderlands.

Only 20% of the Earth's Surface is in relatively pristine condition. The Blue
Zones suffer from minimal Tiberium infestation and have been relatively
untouched by war. The populations of the Blue Zones live in relative comfort,
going about their lives in High-Tech Futuristic cities that sit in forested
valleys or nestle in pastoral farmland. 

[35.06] GDI's Nuclear Weapons

Mission  : Cairo

Added    : When Kane's announcement is broadcast 

GDI still possesses a Nuclear Arsenal stored at key locations around the world
(including a Large Nuke Base in the desolate outback of Australia, heavily
defended silos in North American Yellow Zones, and installations in other
remote areas). GDI leaders long ago made a vow not to ever use Nuclear Weapons
no matter how bad the situation got and kept that vow even as Nod acquired its
own Nuclear Capability. GDI's nukes are few in number, but are stored with
delivery systems (including ICBMs) and kept at top operational readiness just
in case GDI leaders ever change their minds. The most difficult test of GDI
nuclear policy came in the early days of TW3 right after the strike on the
Philadelphia, but even then it's questionable how effective nukes would have
been in stemming the Nod tide given that Nod's forces were highly 
decentralised and Nod troops were staging operations deep in GDI Blue Zones.
Some view GDI's pledge not to use nukes as a cynical one given that they 
deployed a new precision weapon of mass destruction - the Ion Cannon - right
at the time they made their vow. 

[35.07] Life in a Yellow Zone

Mission  : Sarajevo

Added    : When you capture the Mutant Hovel

Tiberium contamination affects Yellow Zones directly and indirectly. Climate
change, melting glacial ice, extreme weather, Tiberium Field growth, and
decades of war have caused social collapse in several Yellow Zones. Many 
cities in the most affected areas are run by Warlords and Criminal
Organisations or have degenetated in anarchy - or they have fallen under the
thrall of the sinister Brotherhood of Nod.

Existance in the worst-off Yellow Zones is not pleasant at all. Your home is
likely to be in a decaying building with no running water. Power comes on for
a few hours a day at erratic times. Food is scarce. Doctors are rare. On a 
few occasions, food aid or medical care will be provided by humanitarian 
workers visiting from the pristine and high tech Blue Zones. 

A subsistence living is just the start. Tiberium contamination is a fact of
life, and thousands die every year from inhaling mircoscopic crystsals that 
are carried in smog, clouds of dust, and other airborne particulates. Tiberium
may even fall out of the sky suspended in rain drops if the clouds overhead
have passed through a Red Zone during or after an Ion Storm. Because of the
drought conditions in many Yellow Zones, rain showers are often greeted by the
local populations with an odd mix of fear, dread, and joy. 

In the harsh reality of a Yellow Zone, Tiberium is not the only threat. If
Tiberium doesn't get you, then you are likely to fall victim to a violent
crime, get caught in the crossfire between Warloads clashing over turf, or 
become a collateral damage statistic in the Global War between the armies of
the Global Defence Initiative and the Brotherhood of Nod. 

[35.08] Health Effects of Tiberium Contamination

Mission  : Sarajevo

Added    : When you capture the Nod Science Ministry Building

What happens if you're exposed to Tiberium? Nothing good. If you come into
direct contact with Tiberium, the green matter will start to fuse with your
skin within about 20 seconds. You'll feel an intense burning sensation, 
similar to touching a hot pan or spilling acid on your skin. A full blown
infection will manifest if you aren't treated immediately. Your flesh will
begin to crystallise; eventually your internal organs will shut down as 
Tiberium extends rigid crystalline runners throughout your body. If you
breathe in the crystal, then it will become embedded in your lungs. You'll
lose the ability to process oxygen as your lung tissue crystallises. 
Eventually, you'll start coughing up blood and will hemorrhage to death.

In some cases - and for unknown reasons - Tiberium infection will trigger
cellular mutation. It's not cancer in that the mutations seem strangely
directed; they don't kill you, but your body will begin to transform. The
mechanism for this situationis not well understood. 

[35.09] What is it Like in a Red Zone?

Mission  : Berne

Added    : When you destroy the Scrin Air Base 

Excerpt from "International Orthographic's Guide to Our World Today"

If you were to equip yourself with a hardened Environment Suit and stand in 
the middle of a Red Zone, you would see a landscape straight out of hell. The
ground is a blasted and barren plateau of rock laced with veins of Tiberium
that shine through with a malevolent green radiance. On the horizon are
massive formations of pure Tiberium that have welled up through the 
surrounding Earth. These frozen crystalline glaciers cast a sickly emerald
glow on the surrounding terrain. Tilt your head and you'll comtemplate a 
cloudy, tortured sky alive with twisting patterns of shimmering light and 
flickers of lightning. If you wait long enough, you'll see an Ion Storm begin
to form, the lightning overhead intensifying until the entire environment is 
lit with rapid strobing flashes. Eventually, the vast and terrible energy
overhead will begin arcing to the ground around you in a terrifying display
of destructive force. These fireworks are accompanied by a howling toxic
whirlwind that scours the deserted ground and drives shards of Tiberium 
before it at insane speeds.

Red Zones are like the surface of an alien world. Scientists have spectulated
that Tiberium is actually a terraforming agent for an alien civilisation,
slowly transforming our planet into an environment suitable for beings that
have evolved on a different planet. No definitive conclusions have been

Unauthorised reproduction of this text will be met with the harshest possible
penalties, under the GDI anti-piracy convention of 2017.

(Lucky GDI doesn't exist, we are not in 2017 either)

[35.10] Red Zone Terrain: Tiberium Chasms

Mission  : Rome

Added    : When you start the mission

Excerpt from GDI Red Zone Military Operational Database

Red Zones are the most hostile operational environments on the planet. The
abundance of Tiberium fields, the toxic radiation, the intimidating terrain
(including chasms and cliffs), the terrible weather, and the huge Tiberium
glaciers all contribute to make these hellscapes a nightmare for Field
Commanders. On the bright side, considering our resources and mobility, we
have found that Red Zone conditions don't completely jeopardise our fighting
ability. The following operational techniques are found to be the most
effective in Red Zone Combat actions:

- Jump Jets: Our Commando and Zone Troopers make the best use of GDI 
technology by simply jumping across the wide swathes of hostile terrain.

- Calling for Transport: The ground terrain poses serious challenges that can
be circumvented by bringing in a V35 Ox to move units around.

- Expanding Ground Control: Ground control can sometimes expand build radius
beyond the length of a chasm, allowing units to be produced on the other side.
In addition, transporting Surveyors across the chasm can allow for base
construction on the front lines. 

[36.01] Once Again a Nuclear Power

Mission  : Outback

Added    : When the Transports are evacuated

Excerpt from a Message to the Brotherhood

"... the Brotherhood of Nod is once again a Nuclear Power. We shall use our
warheads and delivery systems to cleanse our enemies from the Earth in a 
bath of nuclear fire ..."

Transmitted upon recapture of Nuclear Warheads in the Australian Outback

[36.02] KANE LIVES!

Mission  : Downtown Sydney

Added    : When Kane reappears

Message to the Brotherhood

I have not abandoned you, my Children. I know that recent events have been
unsettling, with the war against GDI taking an unexpected turn, the 
destruction of Temple Prime, my temporary absence, Kilian's betrayal, and the
arrival of the Visitors. Your faith has been tested, as it has been before,
and I'm confident that it did not waver.

Know that everything is proceeding exactly as I have forseen it. The light of
a new day shines into every corner of the World.

Unfortunately, there are most tests ahead of us before we furfill our destiny.
I ask you for your continued faith and obedience so that we may all stride 
into a glorious future together. 

[36.03] The Key to the Future: Part I

Mission  : Italian Hills

Added    : When you start the mission

<<Incoming Transmission>>

Source: Kane
Priority: Ultra
Scramble Index: Echo-Oscar-5

Ascension: That is the reward that awaits us. Complete these final tasks that
I have put before you, and our destiny will be furfilled.

You must not fail.

<<End Transmission>>

[36.04] The Towers Sacrosanct

Mission  : Operation Stiletto

Added    : When you capture an enemy Drone Platform


The Visitors are divine instruments. They are not divine in their own right,
but because of what they are doing for us, building the sacred towers in the
hearts of our Red Zones. The Visitors remain hostile to us because they know
not what they do; their vision is limited and they cannot see their own part
in a Plan that goes beyond their purpose.

No member of the Brotherhood shall take hostile action against the holy sites
where the Towers are rising out of the Red Zones. Defensive action against the
Visitors showing hostile intent is understandable, but do not strike first.

Be aware that GDI is conducting military operations against the Visitors all
over the World. Such operations help our cause if they keep the Visitors
distracted - but if GDI threatens a tower, then we must intervene to help
protect the sacred structure. 

The Towers are the new homes of the Brotherhood, and their importance - and
meaning - is transcendent. Treat them as you would treat your temple. 

[36.05] The Key to the Future: Part II

Mission  : Kane's Tower

Added    : When you start the mission

<<Incoming Transmission>>

Source: Kane
Priority: Ultra
Scramble Index: November-Kilo-2

One of our sacred Towers is now very close to completion. This magnificent
structures in the Mediterranean Red Zone rises thousands of metres into the
sky. Once the Visitors finish their work on this tower, it will be utterly
imprevious to attack by any weapon known to man. We must do everything in our
power to ensure that this holy site is not sullied by GDI as the Visitors
complete their task. 

This Tower is our gateway to the stars. It is the Key to the Future. It must
be protected at all costs.

<<End Transmission>>

[37.01] Tiberium Spikes

Mission  : The White House

Added    : When you have captured the Tiberium Spikes for the Bonus Objective

Excerpt from the Brotherhood Combat Logistics Guide

Capture Tiberium Spikes in your Theatre of War to provide logistical support
for combat operations. You'll find these Tiberium mining and processing units
deployed by the hundreds in various Yellow and Blue Zones. Send a Saboteur
into a Spike and claim it for your own - your forces will benefit from a 
constant flow of resources as the machine extracts Tiberium from underground
deposits and processes it on-site. 

[37.02] Nod Tactical Doctrine

Mission  : Andrews Air Force Base

Added    : When you move towards the GDI Outpost

Excerpt from the Brotherhood Combat Operations Manual

"... Nod operational doctrine states that Commanders should control the tempo
of combat operations, avoiding direct contact with the enemy until the time 
and place are just right. Stealth, speed, mobility, force composition, and
operational flexability are the key to success ..."

[37.03] Refinery and Harvesting Operations

Mission  : Washington DC

Added    : When you start the mission

Excerpt from the Brotherhood Combat Logistics Guide

Modular Tiberium refineries can be set up quickly and effectively on-site,
using the latest Tiberium processing technology. The Latest Generation Nod
harvesters are not just fast, they are also able to avoid detection with 
on-board Stealth Technology. You'll be able to harvest resources right under
the nose of the enemy, leaving GDI Logistics Officers scratching their heads
and asking themselves, "where'd that Tiberium Field go? ..."

Peace Through Power!

[37.04] Calling for Transport

Mission  : Amazon Desert

Added    : When you have built an Air Tower

Excerpt from the Brotherhood Combat Operations Manual

Once aircraft have begun operating from a Nod base, many Nod ground units in
the general area gain the ability to Call for Transport. Units can radio in
from the field requesting airlift from their current position. Carryalls will
deploy, pick up the units needing transportation, and ferry them to a target
destination. Be careful about exposing the Carryalls to enemy Anti-Aircraft 
fire because Carryalls are vulnerable targets and you run the risk of losing
your infantry or vehicles in transit. 

[37.05] The Guns of the Amazon

Mission  : Atlantic Coast

Added    : When you start the mission

<<Incoming Transmission>>
Source: Viper's Nest Actual
Priority: Monarch
Scramble Index: Quebec-Romeo-1

Evacuation routes for convoys in transit from the Amazon Desert have been
compromised by Long Range GDI Artillery Emplacements. Convoys designated as
Sand Viper, Lancehead, and Bushmaster will hold at markers Echo, Sierra, and
Bravo until further notice. Escorts will set up a defensive perimeter around
each convoy. 

Viper's Nest Actual will advise when the GDI Emplacements have been 

<<Transmission Offline>>

[37.06] Intercepted Transmission

Mission  : Sarajevo

Added    : When you deliver the Transport to Temple Prime unharmed

<<Incoming Transmission>>

Source: Unknown, possibly airborne over the Indian subcontinent
Priority: Able
Scramble Index: Uniform-India-9

"*garbled* ... strayed from the path ... *unintelligible* ... brother against
brother ... *unintelligible* ... things finally set right, a new course ...
*garbled* ... rapid deployment force ... *garbled* ... Copperhead Actual ..."

<<Transmission Offline>>

(Copperhead Actual is very important for the discovery of the Nod traitors)

[37.07] Black Hand Interrogation Report

Mission  : Outback

Added    : When you start the mission

Black Hand Confessor Barzan
Interrogation Report
Subject: GDI Nuclear Tech / Broken Hill

"... before expiring, subject confirmed that GDI's A-NZ special weapons
detachment will be moving Nuclear Warheads from the base at Broken Hill to a 
location within the Sydney Zone Border. Multiple Warheads will be transported
in a convoy escorted by GDI Military Units. Blast Yields for the Warheads
have not been confirmed, but are likely to be in the 100-300 Kiloton range.
Date, time, and route information are as follows ..."

(A kiloton is equal to 1000 kilos of TNT. Therefore, 100-300 kilotons means a
blast yield of 100 to 300 tonnes of TNT.)

[37.08] Australia-New Zealand Theatre Assessment

Mission  : Outback

Added    : When you capture the GDI Research Facility (Bonus Objective 2)

Nod Intelligence Report
March 2046

GDI and the Brotherhood both have significant operations in Australia. It 
seems inveitable that this nation will become a major Theatre of War once the
offensive against GDI gets under way. Kilian Qatar has personally overseen the
preparations in the A-NZ Theatre including the construction of a full regional
Command Facility at Ayers Rock and the establishment of multiple underground
bases throughout the Australian Outback. A-NZ infantry and armoured divisions
have been training intensively for the last three years using weapons and
equipment that are manufactured locally at a rapid pace. When the time comes,
the Brotherhood's A-NZ Forces will be ready.

[37.09] An Invasion Global in Scope

Mission  : Outback

Added    : When the Scrin Invasion begins

Excerpt from A-NZ Daily Intelligence Briefing

"... the Invaders have attacked GDI and Nod forces and civilian targets around
the world with savage force. The largest scale enemy activity has been 
reported near Red Zone Borders and in the larger population centres. 
Fortunately for the Brotherhood, the larger cities tend to be in the Blue 
Zones, so it looks like GDI Strongholds are taking the worst of the
punishment ..."

[37.10] Cease Fire Order

Mission  : Sydney City Walls

Added    : When you start the mission

<<Begin Transmission>>

Source: A-NZ HQ, Copperhead Actual
Priority: Able
Scramble Index: Charlie-Juilet-4

All A-NZ Commanders will cease offensive operations against GDI Military Units
at 2300 today. A temporary "cease-fire" order will be in effect until further
notice. Selected A-NZ Commanders will be asked to begin coordinated operations
with GDI units against Invader forces in the A-NZ theatre. Copperhead Actual
will provide contact information and liasion officers to the affected A-NZ

(Remember the Intercepted Transmission from the Sarajevo mission. It seems 
that the Copperhead Acutal is Kilian. Is she behind the Sarajevo attack?)

[37.11] Excerpt from Signal Intelligence Briefing

Mission  : Sydney City Walls

Added    : When the Aliens break the Wall

Excerpt from A-NZ Theatre Signal Intelligence Briefing

"... Sight ComSec has been compromised in the A-NZ Theatre of War. Data and
voice transmissions from an unknown source have resulted in new Operational
directives being issued without the knowledge of Copperhead Actual. Commanders
are acting on the unauthorised orders and the resulting chaos is compromising
our temporary alliance with GDI..."

(And guess the unknown source issuing the directives)

[37.12] The Alliance is Off

Mission  : Downtown Sydney

Added    : When you use a Nuke on the GDI base.

<<Intercepted GDI Transmission>>

"... Nod has initiated combat operations against GDI forces in the A-NZ 
Theatre, and they've caught us with out pants down. The alliance of 
convenience is hereby terminated and all GDI units in the Theatre are free
to engage Nod forces. Why did we think we could trust them in the first place?
Let's take the fight to them and expel them from this Theatre of War ..."

[37.13] The Towers Begin to Fall

Mission  : Italian Hills

Added    : When you play the mission for a while

<<Incoming Transmission>>

Source: Basilisk Actual
Priority: Ultra
Scramble Index: Delta-November-3

GDI Strike Teams have attacked and destroyed Visitor Towers in multiple Red
Zones and their tempo of the Combat Operations is increasing. They started
with the Rome Tower and are now staging strikes in Rapid Succession all over
the world. 

Kane needs at least one Tower to survive completion. The Basilisk Command Team
is evaluating the situation and determining the best strategy for ensuring 
that at least one Tower survives. 

<<End Transmission>>

[37.14] Field Report - Alien Gravity Stabilizer

Mission  : Operation Stiletto

Added    : When you capture or build a Gravity Stabilizer

Field Recon regarding Alien Technology

<<Connection Opened>>

Received Transmission:
Source: Sirius 57 Alpha
Priority: Vermillion
Scramble Index: Foxtroit-Oscar-8


- Shadow Team Alpha-22 deployed to enemy Theatre of Operations in Area 11,
Vangaurd Sector, coordinates Golf-9-Kilo-5. Mission: Collect radiological and
full spectrum data on Visitor Structure Type 8 with intent to discern primary
functional capability. Arrived 0200 hours undetected, 320 metres from target.
Deployed receptors and gathered data for ~19 hours before "Seeker" patrol
ambushed team. Six of the Eight team members eliminated in escape. One
subsequently died of injuries sustained during extraction. 

- Initial analysis of gathered data shows that Type 8 structure acts as a 
"Gravity Stabilizer" to compensate for intense gravity fields generated by
planetary bodies. This evidently allows Alien Spacecraft to make Short-Range
teleportation jumps into the Earth's magnetic and gravitic field with maximum
percision. Gravity Stabilizers typically appear only in well secured areas
where Alien Operations are highly focused. 

- Visitor craft observed utilizing the Gravity Stabilizer include the units
designated as "Stormrider", "Planetary Assault Carrier", and "Devastator
Warship". These craft appear to be entering the Area of Operations using the
Gravity Stabilizer before heading to objectives in the surrounding regions.

Recommendation: Prioritise destruction of Gravity Stabilizer structures in
Combat Zones. In neutral zones, disable via reactor shortage in order to delay
deployment of major enemy combat units. 

Note: Structure Type 8 now designated as Gravity Stabilizer.

<<Connection Closed>>

[38.01] Militant and Rocket Troopers

Mission  : Goddard Space Centre

Added    : When you capture the Command Post

Excerpt from the Brotherhood Combat Operations Manual

"... the Brotherhood's elite soldiers - like the Black Hands or the Shadows - 
are highly capable but relatively few in number. If the elite soldier is the
Brotherhood's scalpel, to be used with devastating precision, then the 
Militant and Rocket Troopers in their millions are like a great War Hammer or
Battleaxe. The power comes from their sheer numbers, and we continue to 
recruit them by the hundreds of thousands from the desperate populations of
the Yellow Zones. We give them enough training, weapons, and equipment to
make them a vast blunt instrument of war for the Brotherhood ..."

[38.02] Fanatics

Mission  : Goddard Space Centre

Added    : When you start the mission

Excerpt from the Writings of Confessor Marion

"Behold the noblist of our brothers! They shall suffer not the dread of this
meagre existance, nor shall they tolerate the tyranny of GDI. Through their
sacrifice, they bring liberation to each and every one of us who struggles on
in their glorious wake. They will cleanse the land of oppression with the
flames of their very souls, as they deliver Kane's word in fire."

 - Nod Confessor Marion

(What did one Nod Fanatic say to the other? Do you have life insurance?)

[38.03] Saboteurs

Mission  : Goddard Space Centre

Added    : When you are given the second Primary Objective

From "Rites of War"

"Nod's elite society of Combat Engineers - known as the Saboteurs - includes
some of the most loyal and brillant Clerics. Saboteurs use their special 
talents and skills to take over key enemy structures. Saboteurs can also rig
certain civilian structures and bridges with proximity-detonated explosive 
charges. A Saboteur is made by years of training in science and in the dark
arts of sabotage, infiltration, appropriation, and hijacking."

[38.04] Hand of Nod

Mission  : The White House

Added    : When the mission starts

From "Rites of War"

The Hand of Nod is not just a Barracks and Armory for Nod infantry. It is also
a place of learning for Militant and Rocket Troopers, a sanctuary for Fanatics
as they perform their departure rituals, and an interrogation centre for 
Confessors as they extract secrets from enemy captives and keep the hearts of
our own troops pure and true. Saboteurs and Commandos may also choose to bunk
down in the Hand of Nod prior to launching their secret operations. 

[38.05] Nod War Factory

Mission  : The White House

Added    : When the mission starts

From "Rites of War"

Preparations for the start of the Third Tiberium War required a very high 
degree of secrecy. The need for concealment and Stealth coupled with the
ever-increasing number of Ion Storms has forced the Brotherhood to move away
from airlift as the primary source for Reinforcements for Combat Units. The
Brotherhood is now employing the ultimate in "Just in Time" weapons delivery:
Vehicles are being built on-site within the Theatre of Operations. Nod War 
Factories are housed mostly underground and use nano-assemblers and heavy
industrial robots to construct and repair Tanks, Bikes, Buggies, and other 
vehicles. Repair drones orbit around the surface features of the War Factory;
vehicles in proximity to the War Factory will be automatically repaired. 

[38.06] Shadow Team

Mission  : Andrews Air Force Base

Added    : When your Shadow Teams reinforcements arrive

From Summary Section of "Elite Infantry Operations Guide"

Trained using many of the same techniques that were used to shape the ancient
Ninja, the Nod Shadows are elite Special Forces troops capable of infiltrating
well behind enemy lines. Shadows employ Stealth, carry rapid-fire weapons that
are deadly against enemy infantry, and are equipped with collapsible powered
Hang-Gliders that give them the ability to fly. The most powerful weapon
carried by a Shadow is a bomb incorporating a new type of explosive. Shadows
can use these bombs to destroy enemy structures with a single blast. The
Chemical Composition of the explosive was obtained with espionage, stolen 
right out of a GDI Lab working on Next-Generation chemical explosives.

Excerpt from an intercepted GDI Intel FLASH Report:

"... GDI Troops are coming up against their worst nightmare in the field: 
Teams of stealthy, flying, high-tech ninjas that can destroy entire buildings.
Commanders charged with defensive operations are advised to double up on 
Stealth Countermeasures and patrols ..."

(The Explosive that the Shadows have stolen from GDI, the Next-Gen explosive
is the same one given to the Commando. Remember that the Commando uses 
prototypes. However, the Commando's explosive is a finished product and the
Shadow's use a prototype, therefore, not as strong.)

[38.07] Venom Patrol Craft

Mission  : Hampton Roads Naval Base

Added    : When your Fanatics and Venoms arrive after you destroy the Carrier

From the "Weapons of the Brotherhood"

"... now that the Brotherhood has deployed the Venom, GDI no longer has a 
monopoly on VTOL scout aircraft. The Venom is one up on the GDI Orca however, 
since it can both strike air and ground targets. A Venom can engage ground
targets but can also blow Orcas right out of the sky ..."

Peace Through Power!

[38.08] Flame Weapons

Mission  : Washington DC

Added    : When you start the mission

From "Rites of War"

Flamethrowers are powerful Anti-Infantry weapons. That have a staggering 
psychological effect that sometimes goes beyond their superlative combat 
effectiveness. Now that our labs have created a form of concentrated fuel that
permits extended Combat Operations, a new Generation of Flame Weapons has been
deployed with infantry and on vehicles. Black Hand heavy infantry units carry
portable Flamethrowers that can wreak havoc on enemy infantry. The Next
Generation Flame Tank is even more powerful, capable of incinerating enemy
infantry by the hundreds and clearing enemy Garrisoned buildings in a matter
of seconds. Use these flame weapons well and render GDI infantry useless on 
the Battlefield.

Peace Through Power!

[38.09] Base Defenses

Mission  : Washington DC

Added    : When the Bonus Objective 1 to build a Shredder Turret is given

From "Weapons of the Brotherhood"

"... the Brotherhood is deploying a new generation of base defences for Field
Operations. To maximise flexibility, lethality, and survivability, each base
defence will consist of four components: A hub and three turrets. The turrets
are all slaved to the Hub - which acts as the central targeting and fire 
control system. The hub is also equipped with nano-assemblers to repair or
rebuild damaged turrets. These are three different base defence types: Anti-
Aircraft Surface to Air Missiles, Anti-Vehicle Lasers, and Anti-Personnel
Shredder Guns ..."

Peace Through Power!

[38.10] Disruption Tower

Mission  : Amazon Desert

Added    : When you start the mission

From "Rites of War"

GDI's dominance of space has complicated our lives. Their ability to leverage
their Space-Based Weapon and Sensor Platforms against us is a serious concern.
Our primary countermeasure is our Stealth technology, and recently we have
begun deploying Disruption Towers around valuable assets. The Disruption
Tower creates a large Stealth Bubble over an area, allowing our vehicles and
structures to operate undetected. The tower itself is still visible, so be 
sure to utilise proper security measures to prevent a direct assault. Dummy
Dusruption Towers have been erected in remote locations to foil Human-
Intelligence gathering efforts. 

[38.11] Vertigo Bomber

Mission  : Atlantic Coast

Added    : When you start the mission

From the "Weapons of the Brotherhood"

"... this batwing Stealth Bomber emplots the very latest in optical and radar
Stealth Technology. However, the aircraft will experience a moment of 
vulnerability when it must 'de-cloak' to drop its massively powerful bomb, but
as soon as the Air-to-Ground weapon is away, the stealth field can be 
reengaged quickly ..."

[38.12] Stealth Tank

Mission  : Atlantic Coast

Added    : When the Stealth Tanks arrive

From the "Weapons of the Brotherhood"

"... the new Stealth Tank is fast, maneuverable, and deadly. Equipped with 
missile launchers that are effective against both vehicles and structures,
this versatile Weapon System is most useful when Commanders are aggressive,
taking the fight to the enemy and making maximum use of the Stealth 
Generators. A deft touch will enhance the survivability and effectiveness of 
the Stealth Tank - tank crews should know exactly how close to get before
unleashing missiles at an unsuspecting target and how quickly they must leave
the scene after firing. Once the Stealth Bubble has reformed and the tank is
safely away from the Target Zone, the missile launchers can be re-armed and
the tank made ready for another strike ..."

[38.13] Commando

Mission  : Bugged. Does not appear to be any mission.

Added    : Bugged. You must add it in manually. I don't suggest that you do
           since it might void your warranty on your game. If you want to know
           how, use Google and search for it. 

From the "Rites of War"

"... the Commando is the most feared soldier on the Battlefield. Armed with 
the deadliest of Anti-Infantry weapons and Tiberium-based explosives that can
collapse a building in a matter of seconds, the Commando is a one-woman army.
She is also ruthless, having survived a training program that one can only
describe as sadistic ..."

[38.14] Obelisk of Light

Mission  : Slovenia

Added    : When you have built and maintained 3 Obelisks of Light

<<Intercepted GDI Transmission>>

... Nod forces are deploying a new Generation of their iconic Obelisk of Light
along front-line weapons. It appears that the Obelisk's functionality has 
been improved with additional serial-channel capacitors. Although the basic
archtechure of the design does not deviate greatly from earlier generations,
the core of the laser weapon has been enhanced for increased firing duration
when the power output is reduced. Evidently, the Tower can now be set to
sustained-fire mode when used against unarmoured targets such as infantry and
civilian vehicles. This allows the laser to fire the limited power in an arc,
resulting in a cutting motion that can strike several infantry per emission.

The advanced capacitor also allows over-charging of the tower by Nod's
Long-Range Artillery Platform, the Beam Cannon. When one or more Beam Cannons
focus their laser weapons at a receptor on the base of the Tower, it can fire
over increased range by directly feeding the added energy into its mirror
array. The limited targeting ability of the mirror array still suggests 
aircraft as the optimal answer for any Obelisks encountered on the field ...

Source: GDI InOps Recon Team

[38.15] Avatar

Mission  : Slovenia

Added    : When you have ordered an Avatar to Commandeer a suitable vehicle

Excerpt from the Avatar Crew Briefing

You have the privilege of piloting one of the most fearsome and capable weapon
systems in the arsenal of the Brotherhood. You command a bipedal Combat Walker
that stands ten metres tall, an all-terrain war machine so intimidating that
its very presence on the Battlefield strikes fear into the hearts of GDI

The base laser weapon on the Avatar is very effective against vehicles and
structures, but the Avatar can be upgraded with significantly more combat
power. Nod Engineers have built a unique capability into the Avatar: It can
adapt key systems from other Nod vehicles for its own use. You can remove the
Stealth Generator from a Stealth Tank, the Stealth Detector from an Attack
Bike, the Anti-Infantry Flame-Thrower from a Flame Tank, or the Beam Cannon
from an artillery vehicle and use them immediately. An Avatar can equip itself
with all four secondary systems. Although the Avatar destroys the donor
vehicle and kills the crew in the process of recovering the new system, rest
easy in the knowledge that the dead have given their lives for the 

[38.16] Beam Cannon

Mission  : Sarajevo

Added    : When the Beam Cannon reinforcements arrive

Excerpt from the "Weapons of the Brotherhood"

"... the Beam Cannon is a fearsome, long range weapon in its own right, but 
its combinatoral power is staggering. Multiple Beam Cannons can combine their
beams to dramitically increase their combat power. A Beam Cannon can also
drive the capacitors of an Obelisk of Light. Best of all, the Beam Cannon is
mounted on a versatile six-wheeled chassis with speed, agility, and range that
is unprecedanted for an artillery system ..."

[38.17] Catalyst Missile

Mission  : Northern Italy

Added    : When you have fully repaired the Cayalyst Missile Facility

<<Incoming Transmission>>

Source: Basilisk Actual
Priority: Ultra
Scramble Index: India-Bravo-8

Once the Catalyst Missile is secured, begin deployment to all Nod combat 
units. This weapon is most effective against the Visitors - prioritise use
whenever combat operations have been authorised against Visitor forces.

<<Transmission Offline>>

[39.01] The Brotherhood of Nod

Mission  : Goddard Space Centre

Added    : When the mission starts

Excerpt from a Nod Orientation Briefing for new recruits

Welcome to the Brotherhoood of Nod. You have joined a Global Order with
million of members all working together in harmony to unite the world in the
name of peace - and realise the true potential of mankind.

Our relationship with Tiberium has always been greatly misunderstood. Most
people do not realise that the roots of our faith extend back several 
millennia, long before the emergence of the Green Crystal on Earth in 1995 ...
an event prophesized by our Great Leader, Kane.

While the fascist political consortium of wealthy nations known as the Global
Defence Initiative attempted to control the sacred Green Crystal, the
Brotherhood worked tirelessly to acquire samples of the precious crystal ... 
to study it, to unlock its potential as a new energy source, to explore its
possibilities. Through our research and our faith, we have affirmed that 
Tiberium is the ultimate gift to mankind. It is the key to the future. 

Our movement grew rapidly as Tiberium spread across the Earth. The mainstream
media branded us as "terrorists" but we exposed GDI as the real criminals.
They unilaterally redrew international border lines, relegating Nod followers
into inhospitable Yellow Zones while they claimed the pristine and exclusive
Blue Zones all for themselves. 

[39.02] Nod's Place in the World

Mission  : Goddard Space Centre

Added    : When you have destroyed the power plants

From a Yellow Zone information pamphlet

Nod: Representative of the Religious and a foil to a corrupt oppressor

The Brotherhood of Nod champions the common people - the 80% of the world's
population that struggles to get by in Yellow Zones torn by war, wracked by
poverty, and abandoned by GDI. Using Tiberium to fuel and fund our efforts,
Nod works tirelessly to bring order from the chaos. We make the streets safe,
distribute food to the hungry, provide emergency medical care, minister to
those who feel a spiritual vaccum, and inspire hope in people who would
otherwise have none. 

GDI casts itself as the World's guardian and saviour, but they are neither. 
GDI is corrupt and unjust: 20% of the World's population - the most wealthy
people on the planet - live in the Blue Zones, consuming the majority of the
World's natural resources, wielding their vast military power to maintain the
status quo by depriving the downtrodden of their God-Given right to mine and
exploit Tiberium. 

The powerful oppress the weak in the hollow name of freedom - and the only
counter to GDI's power is the Brotherhood. Nod meets strength with strength in
the name of peace and progress. Nod is the only hope against GDI tyranny.
Brotherhood ... Unity ... Peace.

[39.03] Ground Control for GDI's A-SAT Systems

Mission  : Goddard Space Centre

Added    : When you are told to destroy the A-SAT Systems

Excerpt from "Eyes Only" Inner Circle Intelligence Report

The Inner Circle has long feared GDI's dominance of space. GDI's orbital
weapon platforms, Command & Control systems, and Spy Satellites are protected
by a powerful Anti-Missile system that seemed invulnerable and invincible.
This orbital necklace of death is based on a network of Space-Based Kinetic
Kill Weapons, lasers, and even the Ion Cannons themselves - used to intercept
and destroy incoming missiles. GDI space assets have been out of reach of the
Brotherhood for years, leading to a sense that the balance of power in a 
decades-long struggle would eventually tip decisively against the Brotherhood.

But our operatives discovered a flaw in the GDI system: For some unfathomable
reason, GDI put the crews and Control Centres for their Ion Cannons and their
A-SAT system on the ground. Even better, the critical Personnel and equipment
are concentrated in a single facility in the NorthEastern Blue Zone. A 
well-planned surprise strike on Goddard Space Centre could take all of GDI's
Ion Cannons and their entire A-SAT system offline, giving the Brotherhood days
and possibly weeks to conduct combat operations across the planet unhindered 
by space-based weapons and prying eyes.

As a bonus, the primary GDI World Command Hub is based on board the Space
Station Philadelphia. A missile strike on the Philadelphia immediately after
the destruction of the A-SAT Control Systems could render the entire GDI
Command and Control structure headless and reeling. 

[39.04] Mutant Exodus

Mission  : Ayers Rock

Added    : When you have recruited the Mutant Marauders for the bonus 

Excerpt from "Passing Thoughts with Constance Fitchaven," INN Holobrief, May
28th, 2043

Six long years have passed since the once burgeoning Mutant Nation picked up
stakes and disappeared into the Tiberium Wastelands, their tragic, self 
imposed exile continuing to this day. Yet now, as humanity struggles to find 
its place in an ever more blighted world, thoughts again turn to our horribly
disfigured brethen - who were they, and why did they leave?

In a show of Goodwill towards the vanished mutant population, G-330X Habitat
Modules were deployed on the borders of Red Zones in 2042. Since then, there
have been scattered but unconfirmed reports that mutants have taken shelter in
the habitat modules. 

[40.01] All Units Functional

Mission  : London

Added    : When your Drone Platform arrives

... All escort, combat, transport, construction, and harvesting units 
functioning normally after arrival on planet surface - no ill effects reported
from 9,210 cycles in statis and 1,959 cycles spent in sublight journey from
Ichor Hub.

... Primary base established near mature Ichor deposits using nano-assemblers

[40.02] Unexpected Developments

Mission  : London

Added    : When you have built the required Growth Accelerators

... Prediction after Ichor LQ detonation: Ichor deposits at expected levels
on entire planetary surface and no indigenous population. (Probability of
self-destruction or extinction due to Ichor Growth at 97%+).

... Reality after Ichor LQ detonation: Ichor deposits immature, active level
IV/V civilisations inhabition most of planetary surface, weapons technology
factor at 17.4.

... Hypothesis: Premature Ichor LQ Detonation

[40.03] A Campaign of Distraction

Mission  : London

Added    : When you have completed the mission

... Disrupt, disorganise, and destroy indigenous population to divert them 
from Relay Nodes and Threshold Construction.

... Priority One Targets: Large First Tier indigenous population centres.

... Priority Two Targets: Organised Indigenous Military forces and weapon

... Priority Three Targets: Any indigenious presence near mature Ichor 

... Priority Four Targets: Second Tier indigenous population centres

... Note that the intensity of initial operation cannot be sustained - if 
desired result of disorganisation and diversion away from Relay Nodes and
Threshold Construction activity is not achieved quickly, mission will be in

[40.04] Beyond Blunt Force

Mission  : Munich

Added    : When you start the mission

... Momentum beyond initial diversionary attacks is beginning to wane: tactics
must progress beyond the application of blunt force.

... Deployment of Mastermind units authorised - infiltrate behind enemy lines
and use special teleportation and manipulation abilities to disrupt military
operations of indigenous populations. 

[40.05] Retaliation by Hostile Indigenous Population

Mission  : Munich

Added    : When you finish the mission

... Offensives in multiple target zones are stalled.

... Indigenous population has re-organised, re-grouped, and counter-attacked.

... Indigenous population exploiting vulnerabilities and weaknesses discovered
during initial combat operations.

... Initial advantage lost.

... Combat is becoming symmetric rather than asymmetric - tactical and 
strategic superiority now paramount.

[40.06] Premeditated Ichor LQ Detonation

Mission  : Croatia

Added    : When you start the mission

... Hypothesis: Indigenous species detonated Ichor LQ device to lure 
harvesting operations.

Why was this done? How was this done? What are the implications for the 
mission? What are the implications for the Overlord?

... Investigation at Ichor LQ Detonation site overrides all other priorites.

[40.07] Factions

Mission  : Croatia

Added    : When you destroy the GDI Base for the Bonus Objective

... Indigenous population aligned into two major factions.

... These factions continued combat operations between them even as they were
threatened with extinction by our initial attack.

... Indigenous population warlike to the extreme - once Threshold construction
is complete and gateway is open, entire indigenous population must be cleansed
from the surface of the planet. 

[40.08] Attacks by Indigenous Populations Worsening

Mission  : Croatia

Added    : When you finish the mission

... Indigenous population becoming more aggressive - Threshold assmeblies are

... Focus must be shifted from investigation of Ichor LQ detonation source to
Threshold assembly protection.

[40.09] Threshold Assemblies Under Attack

Mission  : Threshold 19

Added    : When you start the mission

... Indigenous population has destroyed several Threshold assemblies.

... Mission failure imminent.

... At least one Threshold assembly must be protected.

[40.10] Threshold Tower Construction

Mission  : Threshold 19

Added    : When the Tower has reached completion

... Threshold tower construction is the First Stage of planetary Ichor 

... Thresholds are capable of extracting all Ichor within a large radius: 
Ichor will be processed and transferred to Hub.

... Connection with Hub takes the form of an interstellar gateway capable of
instantaneous matter transmission.

... Threshold assemblies and Signal Transmitters will partially phase out once
construction is complete: Phasing will completely protect all Threshold 
structures and machinery against any form of geologic upheaval, severe Weather
phenomena, cometary impact, or use of Conventional, Nuclear, Ichor, or other
forms of weaponry.

[41.01] GDI v Nod

Nod is a $^&#* ok. They are a bunch of sneaky people so therefore, you will
need some anti-sneaky methods to defend yourself.

* Build Watchtowers and train Snipers and place them around your base. APCs
  won't hurt either. Why? Fanatics. Most Nod players will use them because 
  they slaughter tanks and buildings, the perfect counter to a Mammoth Tank
  swarm. Even if they won't send those units, Watchtowers and APCs will ensure
  all infantry stay out, including the Shadow Teams on little gliders. 

* Beware of the Nod Vertigo Bomber. These things are stealthed and are pretty
  hard to hit. They are quicker than the missiles of a Mammoth. So therefore,
  you should use the AA Turret to detect the Vertigo and please, don't rely
  on them. Use Missile Squads, APCs, Pitbulls to attack from the ground. For
  this reason, always have Firehawks with Anti-Air Missiles to attack from the
  air, to counter the Vertigo. If you are going to use Pitbulls, you can 
  disregard the Turret since the Pitbull detects Stealth.

* Always have Stealth Detectors around your base. Nod has devastating units
  that are stealthed, such as the Stealth Tank that can destroy and harass 
  your Harvestors. For that reason, when you are sending an attack group, use
  some Stealth Detectors, generally speaking, Pitbulls or upgraded Zone 
  Troopers to accompany them, to ensure their survival and to counter-attack
  against those Stealth Tanks. 

* Defend all parts of your base, even the back. In Tiberium Wars, most maps 
  will not have the back being the map. There are parts around the back which
  Nod will exploit. If you don't know it, Shadow Teams can be blowing up your
  base. Also, a diversionary attack on one side will generally lead to another
  attack, a larger one, on another area of your base. 

* Disruption Towers should be approached with caution. There is one real 
  reason for this. The Nod Turret Farm, which under the Cloak of the Tower, is
  a mass of Turrets. By attacking the Tower, a massive of Turret fire will 
  turn your attack force into a pile of scrap metal. But also know that the 
  Disruption Tower is disruptive to your battle. Nod can set up dummy Towers 
  all over the Battlefield to question the inquisitve player. Therefore, use
  Firehawks to bomb them. However, the best way is to use the Scan Power that
  you have. This can tell you what really lies under the Disruption Tower and
  a cheap counter. With you knowing what is under it, you now should develop
  a counter for it. 

* Keep a powerful Air defence. Although mentioned with the Vertigo, you have
  to have a powerful AntiAir Defence. The Armageddon bomber will drop the 
  second most dangerous weapon of Nod, the Tiberium Vapor Bomb. Luckily, it 
  is quite easy to shoot down. However, it is extremely powerful, so beware.

* Build Base Defences and Units early. The most common Nod play will rush in
  the beginning, since in the beginning, the Nod tactics and units are far
  superior to the GDI. Therefore, focus on defence early on while you tech
  up, allowing you access to superior units.

[41.02] GDI v Scrin

The Scrin have some powerful Air units. Their Air units and their Tripods are
the greatest threat to GDI.

* You definitely need air defence. The Air defence however, needs to be mobile
  all the time. Why? Because the Devastator Warship can outrange conventional
  Air Turrets. Your Air Defence will have to consist of Missile Squads, 
  Pitbulls, APCs and Firehawks. This will be a flexible defence and allows you
  to adapt to all situations.

* Beware of the Wormhole power and the teleport powers of the Scrin. This is
  the Scrin at their worst. This will force you to build defences all over 
  your base. Sonic Emitters are good since they are attack multiple targets
  but sometimes, it just won't do. You need a Commando around your base most
  of the time. Why? Because they can make extremely short work of Tripods by
  detonating their legs. 

* Masterminds have their worrys. They can teleport units inside your base but
  there is another problem. They can capture a building from you. Not only is
  this a problem, but spawning a Signal Transmitter next to it and summoning a
  Mothership is going to be a problem for you. Therefore, you should have 
  Snipers all over the place, protecting yourself against the Mastermind. 
  However, use Orca Pods and find out when they are coming, and Firehawk them.

* As superweapons can effectively reveal the battlefield, the last thing you
  want is two rifts, one Rift from the Generator, another from the Wormhole,
  flooding troops in. Therefore, prevent them from using the Rift Generator.
  Blow up the Generator before it can do anything, harming. 

* Try to avoid using Mammoths. Although their ability to fight air and land
  targets, a force of APCs with Missile Squads and Snipers and Predator Tanks
  as well as Zone Troopers is far more effective. Add in Firehawks for Air
  Support. Why? APCs and Missile Squads are far better against Air then the
  Mammoth Tanks. And you can build APCs and Missile Squads in Numbers. Much
  more numbers than Mammoths.

* Reserve your Firehawks for Anti-Air duties. They are much better against 
  Air while fighting the Scrin than bombing land targets. You will never be 
  able to effectively bomb a Scrin player into submission, therefore, use
  Firehawks for Anti-Air. Even the Stratofighter Boosters cannot help them
  Bomb. However, use the Boosters to send them back to the Airfield for
  repairs and rearming. 

* Target their Harvesters early. The best Scrin units, the Tripod, the 
  Mastermind, Planetery Assault Carrier and Devastator Warship cost a large
  amount to produce. Mastermind - 1500 (2500 in patch), Devastator - 2400,
  PAC and Tripod - 3000 each. Therefore, by crippling their harvesting, 
  they are going to have a rough time. 

[41.03] GDI v GDI

Sometimes, GDI Commanders turn up to be rogue operators. Some are said to be
influenced by Nod, but no one knows their agenda. Fighting your own forces is
often the hardest battle. 

* Like I said above, fighting yourself is hard. Zone Troopers fight with 
  Zone Troopers, Mammoths fight Mammoths. Therefore, your role should be more
  defence, and then, counter-attack. If your enemy sends Zone Troopers, train
  and deploy Snipers. If they send Mammoths, attack with Predators with 
  Missile Squads. Don't be stupid and fight fire with fire. It rarely works 
  and in the end, extremely costly. This fight needs tactics, not attrition. 

* Build up a mobile, large Anti Air Defence inside your base as well as 
  outside. Why? Firehawk Boosters, which can drop into your base, damage it,
  cut out power and attack your base. You cannot let this happen, therefore,
  defend against it. 

* Never bunch up your units and your buildings. Shockwave Artillery is a 
  very damaging power. Therefore, you want your Power Plants at the least, 
  away from each other in case of a strike. 

* Kill all Snipers you will see. You don't want Juggernauts bombing out your
  base from a nice distance. Either bomb the Juggernauts or kill the Snipers.

* Use technology to your advantage. GDI has good abilities later on in the 
  game, therefore, you want to tech up. Before your GDI enemy can build his
  Mammoths, you should counter with your Mammoths. Therefore, you will have 
  the upper hand.

* If you dread to face the Mammoths, build Orcas. They are effective against
  Mammoths and guess what, unless there is a massive horde, which you are 
  pretty much done for anyway, Orcas can do some good damage to Mammoth 
  Tanks with their 6 Missiles. 

* Use Zone Troopers. Against GDI, this is surprising effective. Why? Unlike
  Nod and the Scrin, there is no permanent Air Defence. Nod have Venoms and
  Scrin have the Stormrider that can kill Zone Troopers. GDI only has to 
  Orca and the Firehawk, which is ineffective against infantry. Therefore, 
  Zone Troopers are the best, since they are mobile, effective against Tanks,
  such as the Mammoth, cheaper, and remember, the aim is to destroy their 
  base, and all their buildings, not destroy all their units. Even not, you
  can disable their Construction Yard, War Factory, Crane, and other goodies
  before they can kill the Zone Troopers. 

[41.04] GDI Rush

Rushing is the tactic that you try to attack and destroy your opponent in an
early game strike. The entire idea is to build up a force of Light Infantry
and Light Vehicles and literally, swarm the enemy's base with your units and
hope to catch them offguard and win.

There are great problems to this. Infantry is countered easily with the 
Watchtower and similar defences for the other factions while the Guardian
Cannon will make short work of Vehicles. And if your rush fails, you have no
real resources to play with and the enemy could rush you instead, and since 
you have nothing, you are doomed.

GDI is not the best faction to rush with, that is the role of the Brotherhood.
Therefore, you should concentrate on Riflemen Squads, Missile Squads, Pitbulls
and APCs to attack. You have those options, but infantry is your best bet for
rush. Like I said before, they are easily countered. 

However, with the APC, you could go an Engineer Rush. The classic Engineer
Rush. Build a few Engineers, place them in the APCs and send them to the 
enemy base and capture their buildings. However, when you do, do this, you 
have two distinct choices. Do you use their buildings and train their forces
against them, or sell. Lets weight up the two options.

The benefit for using their own forces is that you have an outlet for your
attack force. You can swarm their entire base pretty quickly. However, the 
problem with that is that they can build counters such as defences or their
original units to destroy their original base. 

By selling them, its basically for the money. You have more money to spend
and build your forces, while crippling them significantly force a long 
period of time. However, the downside is the benefit of keeping them, you
have to transverse across the entire map to attack them again. You could
always use your APCs to attack, but they don't kill buildings and won't
survive against tanks. Therefore, the option, is essentially, yours. 

Never cancel a rush. If you are rushed at, then send all new units to counter
while your original units rush their base. If you cancel the rush, you lose
an opportunity to attack your opponents base, but if you actually do, you
have more units and you can route your enemy. How? You pincer them, attack
from the front and the back. However, like I said, you don't get to attack 
and if they didn't have any defence, well, that will be a massive letdown.

[41.05] GDI Turtle

Turtle is the opposite of rush, plain and simple. What you basically do is
to defend, and defend extremely well, your base and your expansions if you
have any. You basically defend so it is nigh impossible to break into and 
while this is happening, you build up a massive army to attack. This is seen
to be a "noob" strategy. Why? Simple, because people can't get in and often,
they just insult the opponent. I remember an opponent who cursed me, several
times, for attacking him build I had Ion Cannoned his Power Plants. If he
actually spaced out his Power Plants, he wouldn't have the problem, but then
again, some people aren't the sharpest knives in the draw. 

This, like the technique of rushing, can be countered. You will be most
susceptable to a rush in the beginning. If the enemy is able to breach your
defences of turrets, then you are gone. You concentrate on your Tech and your
Economy and overlook a "minor" thing, defence.

In the beginning, you should build Watchtowers, Guardian Cannons if you 
can afford them, and Missile Squads. This will give you power to fight back
at the very least. Use the Airfields with Orcas to reinforce your position
in case you are a tad insecure.

Once you have your Tech Lab, you in a whole new ball park. You can use the
Rigs and Mammoths to block out entrances, supported with APCs and Sonics.
This will basically support your base, providing veterancy for your units
as well. Now, since you have a defence, what do you do?

Attack. You can do this through a combination of ways. You can use the 
Firehawks to bomb the living daylights until the enemy submits. Use your
Ion Cannon to do some serious damage to their base. Or you can lead a 
ground attack. Note that a turtle needs a massive army, and by the time
you have an army, you need something big to win. Build up a force of 
Mammoths and Zone Troopers as your primary attackers, APCs with Missile
Squads and Snipers to reinforce yourself against Air and Fanatics if need
be. Drop in some Zone Troopers in the back of their base for a little 
shock. Use the Commando as well, but sparingly, but in the end, you have
so much money. Use the Ion Cannon to weaken them, then attack.

[41.06] GDI General Strategies

As a GDI player, I basically know a variety of tactics that I would use. Some
are sneaky, but some are standard, by the book tactics.

* Firehawks are one of the sneakiest units that aren't from Nod. Their most
  useful ability is the Stratofighter Boosters. Only 8 of them are needed to
  knock out a Construction Yard or a Superweapon. Those two should always be
  targeted first. However, if you are using Firehawks, have more than 8. This
  is because the MCV is replaced with the Crane. And don't think for a second
  that that is all. After the Construction Yard and Crane, you MUST TAKE OUT
  the WAR FACTORY. It can produce another MCV for them and you cannot have 
  that at all. After that is gone, consistant bombing of the Power Plants and
  other production facilities, then their done for. 

* Always use the Ion Cannon with a follow up. It may be a Firehawk attack, a 
  ground attack, Shockwave Artillery, it doesn't matter what. Superweapons do
  not win the game, it is how you use it. The best tactic is to aim for the
  Power Plants, shut down the power and then, FIREHAWKS.

* Always use the Radar Scan. This is a relatively cheap power, only costing a
  mere 250 credits. With it, you get regular process updates on your enemy and
  their expansions, and more importantly, you get an area to drop your Zone
  Troopers, Shockwave Artillery, etc. 

* Avoid using Mammoth Tanks. Your enemy, fighting against GDI, will definitely
  expect Mammoth Tanks. They are the iconic symbol for GDI. So surprise them.
  It is easily replaced with Predators and APCs. And these units are far more
  useful as they are faster and flexible. 

* Use Zone Troopers, supported with Missile Squads. A sizable force of these
  units will easily wipe the floor with any enemy. Zone Troopers are good 
  against Infantry, Vehicles and Buildings while your Missile Squads will 
  reinforce against air. If you are worried, you can place your Zone Troopers
  inside APCs, which gives them Anti-Air defence, an extra shield, although
  easier to kill, and make them effective killing machines.

* The Orca's Sensor Pods are useful. By placing the pods all over the map, you
  can protect yourself and adequately while we're at it, beforehand, giving 
  you foresight. One Orca can get the job done, letting you know what you're
  fighting. Know what you're fighting, so you don't fight blind.

* Use Sonic Emitters. They are pretty useful. In the original, they use can
  attack large targets multiple times while patched, they will do more damage
  without multiple attacks. Nevertheless, they are powerful and show not be

* Do not overlook the usefulness of the Rig. One of the best forms of Forward
  Defence is the Battle Base with a few Mammoths guarding it. It is quite 
  expensive, the Mammoth along costing a fair amount. However, the excellent
  thing is that it is more effective static defences and it is mobile and can
  move around. 

* Use the Pitbull and Orcas. They can detect stealthed units that are lying
  around, waiting to ambush. It is also good warning against mines that may
  lay there. They are also overlooked while in battle. If you are using the 
  Mammoths, they will be overlooked since the Mammoth is a far juicer target
  than a cheap Pitbull. Prove them wrong. 

* Harass your enemy with Preditors. A small group of 2 to 3 Predators and a 
  APC or two is more than enough for harassing. When upgrading with Railguns,
  Predators are lethal at least. They can easily disrupt operations of the 
  Harvesters and when the enemy dispatches a force to deal with you, run home
  and show them the Big Guns. 

* Be flexible. The big hoohaa about GDI is that they are not very flexible to
  sudden changes. Their best unit is a massive, slow moving tank. Therefore,
  you should use more light Vehicles. APCs are extremely useful and Predators
  are as well, but are often overlooked in favour of the Mammoth Tank. There
  is nothing really special about the Mammoth. Apart than the fact they can
  crush Vehicles, they are a Missile Squad and 2 Predators into one. 
  Therefore, use the Predators and Missile Squads, they are faster and can
  are more mobile, in comparsion to the Mammoth.

* Do not underestimate the Drop Pods. Even though they are expensive in the
  patched version, they can help you disrupt enemy operations. Imagine how
  much easier life is with no defences to deal with?

* Use the Commando. Not many people will use him, too easily killed. Do not
  forget that he can move past base defences. How? Jump Jet. Like the Zone
  Troopers, he can escape punishment with his Jump Jet. He can turn the 
  enemy's walkers, Avatars and Tripods into dust. It all depends on how well
  you can use him. 

* Use Juggernauts and Snipers in combination with Shockwave Artillery. How?
  When you Shockwave Artillery some units, have some Snipers nearby, handy, 
  and use them to spot for Juggernauts and turn an attack force into dust.

* Use Foxholes. While Riflemen are weak, their Foxholes are useful to bunk
  down and defend. In the Patched Version, they are cheaper and hold another
  unit, making Riflemen extremely handy for GDI to fight with. The recent 
  upgrade will allow for more units to defend to garrison and repairable.

[42.01] Nod v GDI

Nod, throughout the history of Command and Conquer, had to fight against the 
GDI forces. Nod does not have the best units, but they can win in sheer 

* No matter how hard you will try, unless you can win with an early game rush,
  you are going to have to face the Mammoth Tank. These things are a pain in
  the rear end to take down, but there are methods of doing it. This first
  way is to use Raider Buggies with the EMP Coils and send them and freeze the
  Mammoths in their tracks. Follow up with Fanatics swarming and destroying 
  the Mammoth Tanks. The second method is to basically hide behind a big 
  bunch of Obelisks of Light. Those things can seriously dent a Mammoth Tank
  so powering them with Beam Cannons will do some more damage. In fact you
  can use a bunch of Beam Cannons to attack a Mammoth Tank, but then, if the
  GDI player is smart and sends escort units, you don't stand a chance. The
  final successful method is the Vertigo. 4 Vertigos is enough to pop a 
  Mammoth Tank and there they aren't going to send a massive Anti Air force 
  with their Mammoths. Make them fear you and they won't send the Mammoth
  against you.

* Use Venoms and Vertigos as much as you can. You are hopelessly outmatched
  on the ground. A Mammoth Tank versus an Avatar Warmech is a one sided fight.
  GDI has extremely poor Anti-Air defence, their turrets are useless unless
  in copious numbers. If they build many turrets, that is a GOOD thing. You
  have successfully wasted a large amount of their time building up base 
  defences. Therefore, use your Air Units for harassing such as Vertigo runs
  on Harvesters and such.

* Do not fear the GDI Air Units. Unlike GDI, Nod has the best Anti-Air 
  building. The Scrin are ok, GDI hopeless. You have three missile turrets 
  for the price of one. This will definitely prevent the Orcas from attack
  your base, but this will not deter the Firehawks. Their boosters will come 
  from the inside, but as long as you defend the outside well, their mission
  will be suicidal one. 

* You must tech up faster than GDI can. When they are cranking out their 
  Mammoths, you should be cranking out Stealth Tanks. The Stealth Tank is one
  of the better counters to the Mammoth Tank, since they can come from 
  anywhere. Make sure you use it well. Wait for a GDI Mammoth Convoy to pass
  you and then attack. Retreat before they can fire, rearm the missiles and
  then do it again. Stealth Tanks are great for harassing Mammoths. If you
  want some added firepower, stealth some Avatars for some extra firepower
  against them. If escorted, take out Pitbulls first, then slowly whittle down
  the remaining units.

* Mammoths are expensive units. They cost 2500 Credits per units and their
  Railguns cost even more at 3000, a whopping 5000 with the patch. Make them
  not produce Mammoths due to their cost. For this, use your Vertigos and
  the Stealth Tanks to do hit and run on the GDI Harvesters. They aren't 
  very strong and their machine gun doesn't deter anyone. Therefore, bomb
  them. Also, use the Catalyst missile. Use it either on the Harvesters or 
  their Refineries. If you can't get them, send in a fast vehicle, like the
  Attack Bike, scout, and send in the Missile. It isn't expensive and it
  cannot be stopped. 

* Mammoths take time to move. They are slow, even slower in the patch. Take
  advantage of this. Use your Fanatics to give them a hug if they aren't
  escorted. Other units, such as Zone Troopers don't fight Air at all. 

[42.02] Nod v Scrin

Nod has never attacked the Visitors first, it is always in self-defence. So
when the Visitors plan to attack the Brotherhood, we must strike first. For

* This is unfair, the Scrin have the Tripod and we have the Avatar. However,
  with the patch, Avatars are cheaper and we can now start to cloak some. Use
  them to ambush the Tripods in a fight. Hit and run them and you have pretty
  much found a tactic to found the strongest Scrin land unit. The tactics are
  pretty much the same as the Mammoth. EMP then Fanatic the hell out of it,
  bomb it into submission it with the Vertigo or Beam Cannon the thing to 
  Oblivion. Either way, destroy them and send in a Saboteur to take back the 
  husk, we can use their weapons against them. 

* Never, Ever, forget your Anti-Air against the Scrin. Like I mentioned for
  GDI, the Scrin are the Masters of the Skies. They have a large range of
  air units, therefore, your Turrets should be used. They are the best out of
  all 3 base AA defences. Along with the SAM Turrets, use Attack Bikes and
  Stealth Tanks for a mobile AA defence against the Devastator Warship and
  Planetary Assault Carrier since they outrange your SAM Turrets.

* The Planetery Assault Carrier is going to be the Mammoth Tank for the 
  Scrin. They are the Mammoth Tanks of the sky. Unlike the Mammoth Tank, they
  are weak to the Attack Bike and Stealth Tank. Attack Bikes are cheap and
  a group of them can take out a PAC without much problems. The Stealth
  Tank is probably my favourite. You can unstealth right when they pass you
  and unleash a volley of missiles. While attack the PACs, you should move
  around so they can't hit you. It makes a focus fire order harder against
  a human player and with that, you can easily take down an expensive 
  assault force cheaply. 

* Scrin units are extremely expensive. Like I said for GDI v Scrin, you
  want to take down the economy as quickly as possible. Unlike GDI, you
  have the secret weapon, the Catalyst Missile. With for them all to go
  to their favourite Tiberium Field, or unload their Tiberium, and fire the 
  missile, and there goes their economy. 

* Use some Shredder Turrets. Crafty Scrin players won't rely on the simple
  Carrier such, they will use the Mastermind. They can capture something and
  place a Signal Transmitter and then, Mothership. They will also send 
  Shock Troopers as well since they are pretty strong. Teleportation will 
  also be a problem against you. A smart Scrin player will use the Wormhole
  power as well as the teleportation device.

* Do not underestimate the Scrin land units. Do not ever underestimate their
  cheapest unit, the Buzzer. They are an nightmare when using Infantry 
  unless you have an extremely powerful Infantry unit, such as a Zone Trooper.
  When the Buzzers combine with tanks, they effectively have stopped all means
  of Fanatic attacks. 

* Send a group of Flame Tanks, about three would do, and send them quickly
  towards a Tiberium patch near the enemy Scrin base. Then, force fire on the
  Tiberium Crystals. Why? Destroying the crystals will remove a source of 
  income for the Scrin, and as such, depriving them of money will effect their

[42.03] Nod v Nod

Sometimes, members of the Brotherhood will lose faith with their Berthen. Like
Kilian, they betray the Brotherhood, and therefore, they have to be destroyed
like the GDI scum.

* Fighting yourself is never easy. Since Nod are the best at rushing, the most
  important thing in the beginning is to counter either a Shadow Team rush or
  a Scorpion Rush. Either way, they aren't too hard to defend against. Against
  the Shadow Teams, place Stealth Detectors such as Bikes all over your base
  to stop them from entering. This will stop the first one. The second thing
  is the Scorpion Rush. This is harder to defend yourself against, but there
  are a few stops to counter it somewhat. Your Laser Turrets can do some 
  moderate damage against the tanks but not enough. Either use some Fanatics
  since Tanks are not good against infantry or use Rocket Troopers. That 
  should deter them.

* Nod is the master of Stealth, therefore, be on your guard at all times. If
  you don't well, your in some trouble. Have counters against the pesky 
  Shadow Teams and ensure you have counters against a swarm of Fanatics. A
  Commando can't let you down. As long as you have some Stealth Detectors all
  over your base, you can't go wrong.

* Use SAM Missiles to defend against unfriendly Vertigos. Your opponent will
  probably do the same. If you don't think that they are, look a bit 
  further into their base and see the Disruption Tower. Act cautiously but if
  you are sure they don't have turrets, bomb them to hell.

* Defend against Stealth Tanks. Nod v Nod, this is easily the most powerful 
  units, with the Avatar making a comeback in the Patch due to the Stealth
  Tank cost increased and Avatar decreased. Use this to your advantage. There
  is nothing worst than being ambushed. Therefore, if you use your Avatar 
  properly, that it will. Use an Avatar, commandeer an Attack Bike for the
  Stealth Detector and hide that and a group of Stealth Tanks. This should 
  provide enough firepower to kill something. And the best thing is, the
  enemy can't see anything but if something gets close, don't blow your cover
  and find an alternate method of destruction, if there is no other method, 
  then use your Stealthed group. In fact, an Avatar with Stealth Generating
  and Detection abilities can be a deadly combination. After all, you don't
  except your units to be crushed out of no where. 

* Never underestimate the use of the EMP Coils and Fanatics. Although you 
  are not fighting some massive enemy, this is effective against much rushes
  except you won't have EMP. Still, Fanatics are not to be taken lightly. 

[42.04] Nod Rush

The Brotherhood has one trick up their sleeve, and that is the element of
surprise. The Brotherhood always attempts to win the battle quickly and

For the Brotherhood, rushing is the best option to you. Nod units are best
suited for rushing as they are horrible at the late game. Their strongest
unit has to be used en masse to actually do something. Therefore, you want
a quick victory, as quick as possible.

Nod is built for rushing. Their units are relatively cheap, have good 
abilities and pack a punch early game. There are two main rushes, and that is
the Shadow Team and the Scorpion Tanks. Both have their merits and their 
downfalls, but surprising, both work well if used properly.

The Shadow Teams are wonderful for rushing. Although the Secret Shrine is 
requied before use, you can build a Power Plant, Hand of Nod and then a 
Secret Shrine to build Shadow Teams. You don't have to worry about the
economy, since the Shadows are relatively cheap, only 800 credits for one
squad. You can use your Refinery to help pump out more credits. For this,
the Shadow Teams are stealthed, and by the time you have a pair or so, you
might encounter few, if any, base defences that will detect you. Whether they
do or do not, it really doesn't matter. Use your Hang-Gliders to swoop into
the base, they won't have any AA since Nod can't pump out anything that is 
air till later. Use your Shadows to bomb their Power Plants. If you have a 
large group, go for their Construction Yard. If they have a Stealth Detector,
then you might encounter some trouble, but if they don't, well, they're in
trouble. After the Power Plants or Construction Yard, go for the one you 
didn't go for. Then move onto the Barracks, War Factory and Refinery to 
essentially knock them out. When they first thought as rushing units, players
were angry since their explosives were overpowered and thought it should be
researched. Shadows are basically a Rusher's best friend.

The second method is using the Scorpion Tank. They might take a while, but
they are easy to produce. Power Plant, Refinery and then War Factory. You
will need more than one, at least 3 for a successful rush. Pump out the 
Scorpions with the Rally Point at the enemy's base. Attack with a massive
amount of Scorpion Tanks to achieve victory. Of course, Construction Yard and
then the War Factory first. Then, other production facilities will do. Of
course, you will probably need one more ingredient for the Scorpion Rush to be
successful. The final ingredient is the Raider Buggy. They will easily shred
any Anti-Vehicle infantry that you might encounter and will save the hides of
your Scorpions.

Another overlooked unit is the Attack Bike. I don't see these rushes often
but they are very successful. Why? They are quick, relatively cheap compared
to the Scorpions and can be an pain to focus fire on. They are overlooked but
if the enemy has no defences, or many, you might strike it lucky and enter
an empty base. These can take out structures with relative ease and can do 
serious damage en masse.

The Venom is often overlooked, well, by the time you get Venoms, the rush is
pretty much over. But these are relative cheap and effective. Power Plant,
Refinery, Operations Centre and then Air Tower. Of course, they might take
some time to get, but build multiple Towers pumping out Venoms. They can 
literally swarm a base in numbers. Odds are, the enemy doesn't have any air
defences, but you might be unlucky and find some. If you do, target it first
and take down the Construction Yard. With the defences gone and the ability 
to build more gone, they will rely on troops, so target the Barracks and the
War Factories to ensure their defeat. If any defences pop up, be sure to 
target it before it can do damage to the Venoms. 

The final strategy that I will mention here is the iconic C&C Engineer Rush.
Except in your case, you have a bunch of Saboteurs. Anyway, you can get a 
small group, say 5, once you have the Hand of Nod and capture their key
buildings. You will be surprised how often this works since players don't have
any defences that early. If they are planning to rush, you might encounter
defences, but a group of Saboteurs should capture something and you will know
of their plans. The Engineer rush is effective in numbers and if you work
it correctly by targeting the Construction Yard, Barracks, War Factory and
then their other structures, either selling them or producing units for 
yourself, you will devastate the enemy base and make them think again about
not building that Watchtower outside their base. It is simple, but many 
people don't defend themselves against it. By the time they see your Saboteurs
rushing towards your base, it is far to late to have an effective defences,
unless you have Saboteurs at their base already, capturing all their 

[42.05] Nod Turtle

The Brotherhood always utilises the element of surprise. When they lose this
element, it will be an uphill battle.

As a turtle, the hardest thing to do is to survive till the late game, where
you have better defences, and crappy units. To Nod turtles, you will be
forced to rely on the unreliable, the Vapor Bomb and the Nuke. The Vapor Bomb
is easy to shoot down, the Missile, well, GDI has little Firehawks all over
the place.

With the Nuclear Missile, against the Scrin, or even Nod, you are ok, but
against the GDI, you aren't. You will face the Firehawks if facing GDI and
you have the Nuke. Odds are, eight of them will drop down and bomb the thing
to smithereens. Of course, you can make the joke on them. The Firehawks is
not cheap, 1500 credits for one. If you are a turtle, you will have extensive
defences, and that means, a lot of SAM Turrets. For this reason, your SAM
turrets will deal with the Firehawks on their way out. You have to at least
shoot down 4 Firehawks. If you have the money, build another Nuke. By downing
4 Firehawks, you shoot down 6000 credits, shooting down 8 will cost a fair
amount of 12000 credits. For a 5000 credit Nuke, it would be worth it. But
the thing is, dealing with their Superweapon.

As a Turtle, you will quickly tech up. Your base defences will mostly consist
of SAM Turrets and Obelisks of Light with a few Shredder Turrets tossed into
the mix. They drain a lot of power, but you should spread out the Power Plants
in case of a Superweapon heading your way. Have a large mobile force of the
Rocket Militia to deal with any threats that the enemy sends to fight you.
Also, use the Raider Buggy, for its Anti-Infantry purposes and later on, its
most valuable ability, the EMP Coil. Use it wisely to effective make an 
enemy assault force a sitting duck.

Build many turrets, if you aren't going to use the Obelisk. These aren't 
very mobile, but are handy for you. They will make a steady defence force and
take a while to shoot down. Protect with some Disruption Towers if need be.
After you have defended your base, you need to find out a method to victory.
You can use the Beam Tanks to decimate the enemy base, while having a good
survival rating against the Tripod and the Mammoth. They don't however, last
very long against other units. You can use the Stealth Tank. They are 
quick, useful, versitile and powerful. They can strike at anything completely
out of the blue. It is better to use a combination of the two. Why? Because
the Beam Cannon has the best Anti-Structure role while the Stealth Tank can
take out defences and enemy units. Successful use will be useful. 

The use of Venoms and Vertigos should not go unnoticed. A fleet of Vertigos,
especially in large numbers, will easily demolish an enemy base. However, if
you want maximum effectiveness with reasonable losses, you should use it all
in one go. Why? Because the enemy can target so many units. If you send the
Vertigos in groups of 4, well, they finish with one group while they attack
the next. With all your Vertigos, they can't target several groups of Vertigos
decloaking and dropping bombs everywhere. Use Planning Mode for this to work
well. Venoms are effective, but they are too weak to sustain much AA fire
and don't do much damage unless in large groups of at least 50+

Avatars are the last method of Victory. Sure, they will cost a lot, but a 
few Avatars, depending on who you are fighting, can do wonders. For instance,
the Avatar can steal the Stealth Generator from the Stealth Tanks. Depending
on what version you are using, it costs 3700 to 4000 for that upgrade alone.
Add in a Beam Cannon, and thats looking pretty expensive. But, for a group of
three, well protected, they can do wonders. They can outrange the base 
defences and be a powerful harrasser on the enemy. 

Well, it doesn't matter how you do it, but winning as a Nod Turtle is a 
massive achievement in the end. Nod is arguably the worst Turtle, with the
Scrin being the best. Win, and prove your worth to Kane.

[42.06] Nod General Strategies

I'll admit, I don't play Nod much, apart from the Campaign, I don't use the
Nod forces much. However, out of the games I've played with Nod, I'll give
you some pointers.

* Do not forget to use Disruption Towers. They are always overlooked, but are
  pretty handy. Unless you are fighting GDI who is using their Radar Scan, the
  enemy has no way of knowing what is going on underneath the Disruption Tower
  at all. You could be building a massive army and no one will be none the 
  wiser. Odds are, a smart player will approach with caution since no one
  knows what lurks underneath. Use it to your advantage. Also, get into the
  habit of dummy Disruption Towers. Essentially, you set up an Outpost and
  build a Disruption Tower with some Turrets. This is excellent as a decoy
  for the enemy, not knowing where your real base is. 

* Turret Farm. Sometimes, this is a wonderful defence and is pretty hard to
  breach. You essentially build a large amount of turrets, in all varieties,
  tossed in with an Obelisk here and there. This is hard to penetrate without
  a large force, but even then, it will cost the enemy a hefty price in 
  casualities. They can take out your Power Plants, but for the love of God,
  please don't bunch those Power Plants together. Also, Turret Farms are the
  best thing to hide under a Disruption Tower. When the enemy goes in for the
  kill, they won't know that their the catch.

* Do not neglect the Vertigos. GDI can bomb the crap out of anyone, but the
  Vertigo is better. Their bombs are stronger, they are pretty quick and come
  cloaked. Use their Stealth to your advantage, bypass their defences and 
  bomb them, and ask, I've lost my bomb, do you have it? Ah, Crazy Ivan.

* Use the Raider Buggy for the sole reason of the EMP Coil. This is the most
  annoying thing for an attack force. A Buggy or two, coupled in with a 
  few Stealth Tanks and Beam Cannons, can turn a massive attack group, into a
  pile of neglected trash. They are quick and if the enemy doesn't have any
  powerful defences, well, send them rushing to their Power Plants to shut
  them down. With them down, a few units can do a little surprise attack and
  really cause some damage. 

* Do not forget you have the Avatar. Use their upgrade well and they will
  serve you well. An innocent looking unit, sitting there, must not be so 
  alone any more. If you fully upgrade them, using the Flame Thrower from the
  Flame Tank, Stealth Generator from the Stealth Tank, Stealth Detector from
  the Attack Bike and the Beam Cannon from the Beam Cannon, it will serve as 
  powerful base defence for you and the backbone of any assault force. Use
  them well, for they are costly. Use some Anti Air Units to protect them and
  have some Saboteurs handy recover them should they fall.

* Use your Saboteurs and their booby traps. They aren't too useful on the 
  Battlefield, but start destroying some bridges. Use the booby trap on the 
  Gatehouses and that will send a message through. In a map with some 
  Garrisonable buildings, a little bomb here, a little bomb there can send the
  enemy a message not to garrison the buildings. Place some on the Tiberium
  Spikes and let them, have some free cash, after it topples over and sprouts
  a new Tiberium field.

* Nod will never win in a one on one battle. Their units are far too 
  underpowered to win. Mammoths and Tripods easily surpass the usefulness of
  the Avatar. Therefore, you have to be sneaky. Use your units, especially
  the Stealth Tank, for hit and run tactics on their Harvesters. There is no
  real way that can protect them 24/7 and as such, destroy their Harvesters 
  and get away with it.

* Enter through the back door. GDI and the Scrin have heavy handed tactics 
  that involve them breaking through the front of the base. You should enter
  where any good thief should, through the back door. Send in some Shadow
  Teams to do a little "fieldwork" and some "theatre assessments" one the
  area to know what it's like. Plant a few bombs and get out of there before
  they detect you.

* Use the Catalyst Missile. It is the most useful weapon against the GDI and
  the Scrin since you hit them where it hurts, their economy. If they have
  been spending big, like you think they were, losing all their Harvesters
  in one fell swoop means some cancelling and some selling off of their
  assets to purchase some new ones. By the time they have recovered, send 
  them another "present" in the form of the Catalyst Missile. It is worth
  the price and although it might not be much, it will seriously damage their
  concentration and force them to concentrate on their economy, rather than
  their units, which you should attack. Remember, Nod is the master of the
  diversions and the master of Stealth. 

* Harvest the enemy's Tiberium if you can sneak past their defences. This
  will give you more money, although at a slower rate, and more importantly,
  deprive the enemy of vital resources. If not, destroy the crystals to
  deprive them of crystals which means money. 

[43.01] Scrin v GDI

The Visitors arrived on Earth, facing an indigenous population. One military
faction provided the with plenty of problems, the Global Defence Initiative.

* This is an extremely hard matchup. Why? Because both factions are relative
  good in the late game, in comparsion to the Brotherhood. Therefore, you 
  will have to be better than GDI to beat them.

* The GDI Anti Air base defences are useless. Do not discount this from your
  attack however. They may be useless with 1 turret, but odds are, GDI is 
  probably have a large amount of Turrets to counter it or they have a mobile
  Anti Air defence against you. A mobile defence force against Air will mainly
  consist of Pitbulls, APCs with Missile Squads and later on, the Mammoth 
  Tank. They will also use Firehawks with the Anti Air loadout, and with this
  force, it is not to be taken lightly. Pitbulls are easy to take out, the
  Devastator Warship can easily outrange them and they have little health. The
  APC will be a problem, but against, use the Devastator Warship against them
  since their health isn't too good either. Mammoths will just require brute
  force, since they have far too much health. 

* Support your Air Force with Gunwalkers when fighting Firehawks. Sure, no
  body likes them, but they do have their uses. They are excellent in fighting
  infantry and decent against Air. Like I said, GDI will use Firehawks against
  your aerial units. This is a problem. Planetary Assault Carriers can target
  air units, but still, they are expensive and lack the numbers to take down
  the Firehawks. Even if you lose a Planetary Assault Carrier, you need to 
  down 2 Firehawks to make sure your break even with GDI. But a group of 4 can
  easily masscare 2 PACs in a single go. Therefore, use the Gunwalkers to 
  protect the PACs against Firehawks and serve as valuable distractions. 

* Just like Nod, you are going to have to face the Mammoth sooner or later.
  Just like Nod, you are going to have to find a counter to the Mammoth. How?
  There are several methods. You can use Disintegrators and use them, en 
  masse in order to blow those tanks into dust. You can use some Storm Columns
  to protect your base and use them to destroy the Mammoths. Or you can use
  your air units. There is a problem with the air units through, the Mammoth
  can fight back, even more so if they are in large numbers. 

* Piss off GDI. Just like the Scrin, GDI units aren't cheap, well, cheaper 
  than the Scrin's units. Therefore, you need to, like any other enemy, 
  harass their economy. Send in your Disintegrators into the Tiberium Fields,
  waiting and lurking there for GDI Harvesters to walk into. You can use the
  Tiberium Vibration Scan to find out where their Harvesters are. Use the 
  Disintegrators to wipe out the Harvesters. The faster you do so, the better
  as it will starve them out of cash. If they lose all their Harvesters, or 
  even most of them, they will be between a rock and a hard place.

* Let GDI attack your base. Protect your base using Storm Columns and use
  some Devastator Warships to protect your base. If you have a sizable amount
  of Storm Columns, any attack on your base is a suicide mission, usually 
  reserved for the Nod Fanatics. Any attack on a large number of Storm Columns
  is suicide, whether it is using Mammoths, Predators or whatever. Even the
  largest attack force of tens of Mammoths will be turned into dust since the
  Storm Columns are far too powerful and the Devastators will provide support
  while healing in the Ion Storm. When the massive army is destroyed, you 
  should send in your army to wipe them out. 

* Use the Disintegrator. GDI's power lies on the ground. Their Predators and 
  Mammoth Tanks, once upgraded with the Railgun Capacitors, are exceptionally
  powerful and a force to be reckon with. Therefore, you want the best 
  counter, which will be infantry, which happens to be the Disintegrator. A
  large amount of Disintegrators will easily shred a Vehicle advance on your
  base and as such, lay waste to GDI. They also are relatively cheap to 
  produce and when crushed, which GDI will do since it is the easiest way to
  destroy infantry, they will explode, dealing small amounts of damage to the
  crusher. However, a large amount of small amounts will be a large amount in
  the end.

* Don't use your Air Units unless you can't help it. GDI expects you to use
  your PACs and Devastators to fight them, ready to counter them. As such, 
  mass a force of Tripods and send them to their base and prove them wrong.

[43.02] Scrin v Nod

When the Visitors arrived on Earth to harvest Ichor, they were repelled. In
reality, they were manipulated by the Brotherhood. It is time for the Visitors
to meet their match.

* Lets face it, Nod is not as hard as fighting GDI. Your ground and air units
  are stronger in a one-on-one battle. But there in lies the problem, Nod
  is far too clever for that and their Stealth makes them even harder to 
  fight against. 

* You will have to defeat a rush of Shadow Teams or Scorpions, or even 
  Saboteurs in the early game. It is extremely hard for Nod to defeat you in
  late game and as such, will knock you out as quick as possible. Shadow Teams
  are easily counter by placing Buzzer Hives all over the place, in 
  particular, near your Construction Yard and your Power Plants. Scorpion
  Tanks are counter best with Disintegrators since the Cannon doesn't work to
  well in terms of damage.

* Protect your Harvesters. Nod will often use harassing tactics against your
  weak point, your economy. Scrin units are expensive and a smart Nod player
  will use Stealth Tanks or Attack Bikes to destroy your Harvesters. This is
  a problem since they are hard to detect and destroy. Therefore, you have to
  use a few Seekers and a Tripod or two to destroy them. This is the only way
  to protect your Harvesters. Keep those units posted next to the Tiberium 
  Field in order to have a quick response. Beware, Nod might target your
  units instead.

* Do not use Air Units. Sure, they are powerful, but Nod, as you should know
  by now, is the SAM Turret. It is extremely powerful and your Air units don't
  stand much of a chance against them. The Attack Bike and the Stealth Tank
  can easily become the mobile defence, making it harder if you try to 
  outrange them. Their Venoms can attack air, and that happens to be the 
  cheapest air unit. You only have the Planetary Assault Carrier to attack 
  air, and that happens to be the most expensive air unit. In summary, an air
  attack will be expensive and most likely to be unsuccessful at the least.

* Use Seekers in every attack group. Why? They detect Stealth and are 
  relatively powerful in groups. A convoy of Seekers, reinforced by some 
  Tripods can easily lay waste to what would be an ambush. Turn their ambush
  into a surprise attack.

* Use Tripods. They easily overpower any Nod land unit they can send at you.
  The Tripod can just crush units with their walker legs while the Avatar
  will pose no threat against a group of Tripods. The only thing that can do
  some damage is the Obelisk of Light, but they are expensive and hardly used
  by Nod players. Therefore, use this to your advantage. If there is an 
  Obelisk of Light, a group of Tripods can lay waste to the Tripods before it
  can do massive amounts of damage to your Tripods.

[43.03] Scrin v Scrin

Why must Scrin fight Scrin? Are some good, are some bad? No matter the 
situation, Foreman, it must be corrected. 

* Like any faction fighting itself, it is hard. Why? Because whatever weapons
  you have to fight with, they have as well, making it pointless to use your
  powerful weapons.

* Planetary Assault Carriers will be a problem for you. There is no effective
  units against the PAC. And you aren't going to fight PAC against PAC since
  whoever has the most will often win, only to lose if they don't use focus
  fire. If you have a large group of PAC, that is the best counter, but a 
  costly one. A cheaper one will consist of Anti-Air land units, such as the
  Gunwalker and the Shock Trooper. If you have a PAC force with a group of
  Gunwalkers and Shock Troopers, you might stand a chance. But the problem is
  the question of how would you know. Send a Buzzer or two to the enemy base
  to play spot the PAC. If you spot some, you should start building some as  
  a counter. After all, this is the Scrin and their units are powerful. 

* Defend and counter attack. This seems to be your best option. If you have 
  a powerful defence, you can harvest a large amount of Tiberium to build up
  a large attack force. If you enemy has sent a large amount of units at you,
  then counter it with your powerful defences. Then, send in your massive
  force at him. Even if they have a powerful defence, they have no units to
  defend the base, unlike you. Therefore, you should make a dent in his base
  at the least.

* You are going to have to use the Rift Generator. This seems the only way
  to punch a hole in the enemy's base. Late game, when everyone have really
  powerful defences, this seems like the only way to defeat them, as long as
  you back up your Rift. A group of Tripods and PACs ready to strike with 
  their power is down is optimal to attack. 

* Target their economy. You should know by know that Scrin units are quite
  expensive to produce en masse, therefore, by starving them out of cash, they
  can't attack you. Sending a group of Seekers or Tripods or both to attack
  their Harvesters will be a excellent harassing group. But bear in mind one
  thing, they don't need silos, so you can't exactly destroy their money. I
  wished the Scrin has the Spy from RA2, then he can go steal some credits. 

* The enemy Tripod might be a problem. They are powerful in groups and deal
  massive amounts of damage against anything on the ground that moves. By,
  like any other thing, it has its weaknesses in the form of no Air defence. 
  You can easily destroy a group of Tripods with Planetary Assault Carriers 
  and Devastator Warships. However, a smart player will escort with Anti-Air
  units, therefore, you should have a counter. The unit escort will most 
  likely be the Gunwalker, therefore, Disintegrator. If it is the Shock
  Trooper, Buzzers or Gunwalkers. Then, use your Air units to destroy the 
  Tripods. You can use the Ion Storm ability from the PAC to do some damage
  that might save you. Don't forget to capture the Tripod after destruction.

* Be careful when you have the Signal Transmitter. You never know when the
  enemy Mastermind might just capture one from you. This will lead to the 
  problem of a Mothership right inside your base. This will be a problem and
  while the tactic is unconventional, it can work and wreak havok inside your
  base, where it probably isn't defended well. 

[43.04] Scrin Rush

For the Scrin, the tactic of Rushing is pretty hard. The Scrin units are not
like the Brotherhood's, they are suited for rushing. Even the GDI have some
form of rushing, the Scrin do not. Therefore, you will have to make do with
what you have. Their infantry aren't that powerful and their vehicles are not
that powerful either. However, with that fact, you can do something.

When people play the Scrin, they will except a match with Tripods and some
Planetary Assault Carriers. Therefore, they won't defend their base well in
the early game. Therefore, you can rush. But what with?

The Seeker Tank is your standard option. Like the Predator and Scorpion Rush,
they are the basic tank and therefore, a good option. Although they are not
powerful, they are a great surprise attack, since a person doesn't exactly
except a Seeker rush. I haven't seen a Seeker rush, I've sent a Seeker rush 
and it was pretty successful. Although I didn't destroy the base completely,
it did do some significant damage. At least the other guy acknowledge that it
was a masterstroke and was pretty good. 

The second type of rush for the Scrin is the most common from them, the 
Disintegrator rush. It is effective against everything pretty much, except 
air but what are the odds of encountering an Air base so early? Not too
common to say the least. To be effective, you will need a large amount of 
Disintegrators to make it successful. You will need a fair amount of Portals
to pump out the Disintegrators to attack. 5 Portals is a good amount of 
Portals while a group of 40-50 Disintegrators seems like a large number to 
strike with. But of course, with an Infantry rush, it is extremely risky. 
It is easily countered with an Anti-Infantry defence. These are cheap and
can be produced en masse to counter them. Therefore, with your Attack force,
target the defences first. Then, aim for the Power Plant. You will need this
to be down so they can't build more turrets. After that, take down the 
Construction Yard so they can't build anything. While you are attacking, 
continue to reinforce your Disintegrators with more units. This is to replace
the fallen units and help you win. 

A variation of this rush, which apparently, is proven to be 100% successful 
is using a few Buzzers. You place a few Buzzers outside their Barracks to 
ensure any new Rifle infantry is killed once it is produced. I haven't tried
this out yet, but it should work. However, like any rush, you need the perfect
timing. Also, with this sort of rush, long distances will easily kill your
rush before you even say boo. 

The next method of rushing is with Shock Troopers. You will need the Nerve
Centre and Statis Chamber for the Shock Troopers. They are the most successful
for the Scrin in terms of rushing. They are relatively cheap to produce, have
a decent amount of health to fight with and can deal some respectful amounts
of damage. Of course, they are your best bet. They can easily destroy 
infantry, tanks and buildings, making it great. Of course, you will need a 
large amount of Shock Troopers, say 30 to ensure that some damage is done. 
Just like the Disintegrator rush, ensure that you have your Portals to 
reinforce your Shock Troopers to ensure that they can do some real damage. 
Again, like the Disintegrator rush, attack the base defences, the Power Plant,
any more defences and then the Construction Yard. That should usually be the
turning point. Of course, don't be rushed instead.

The classic method of the Engineer Rush just won't do with the Scrin 
unfortunately. Their Assimilator is extremely slow to move, making it a 
sitting duck on the battlefield. Their only upside is that they are cloaked
when they aren't moving or going anywhere. If you think that this will work,
you can try this. Of course, this is tricky and is so random, it might work
well. Try if you will, but I'm not sure, or even say that in the slightest
that it will work. 

[43.05] Scrin Turtle

Scrin is basically born the Turtle. Anyone who turtles is basically building
up their base and defend. Of course, the Scrin has the two best ingredients
to turtle. They have powerful base defences and powerful end game units.

The first thing to worry about is that people will rush you. The reason why
people rush is for a quick victory. Against the Scrin, it is the best option,
since the Scrin are devastating late game. You will need a defence against
anything they throw at you. You need Disintegrators and Buzzers as your 
basic defence and Seekers for Stealth Detection. Gunwalkers will solve your
Anti Air role for a while. A few base defences, such as the Buzzer Hive and 
the Photon Cannon can provide some reinforcement firepower but they are the
first buildings that your enemy will target, so have plenty of them if you 
aren't going to rely on your units. Your Buzzers will take down enemy infantry
with relative ease, your Disintegrators will serve you well against those
vehicles, your Seekers will help against tanks while your Gunwalkers will 
shred infantry and air, if any. 

By the time you have warded off your first of many attacks, you will have 
your Tech Assembler up and running. This will provide you with the best
defence ever, the Storm Column. Also, build a Gravity Stabiliser to build some
Devastators as well. Storm Column and Devastator means a large defence to
play around with. For every Storm Column, have about 2 Devastators to guard
it. Keep these all over your base to ensure that nothing can come in. You
don't need to worry about repairing the Devastators, they heal in the Ion
Storm around the Column. The perfect defence. 

By this time, you will have a large harvesting force to sustain the cost of
all those defences. You will need a large force, about 3 Refineries at the
least and about 10 Harvesters to ensure that you have a continuous flow of
resources. The best thing about the Scrin is that they don't need to have the
Silo to store the Tiberium and the Growth Accelerator will ensure that you
have more Tiberium to play around with. If you see that you have a queue for
the Refinery, that means that you need to have another Refinery to ensure
that the credits flow in.

Now that your defence problem is solved, you must solve the other problem to
win the game, and that is, how are you going to attack? While you are building
your Devastators, you should start thinking about your Planetary Assault
Carriers. They are powerful and with the amount of credits flowing in, it 
won't be too hard to build some.

As the game continues and the enemy fails to breach your powerful defence,
they will decide to have a massive attack. This will be coupled in with a
Superweapon to disable your power, but if you have read what I've have typed
up, don't bunch and place your Reactors together. This will ensure that you
still have power. By this time, you will have a large enough force, consisting
of Devastators and PACs and if you have any, Tripods. Of course, this attack
can be countered. This is done first with the PACs. Use them to create a 
forward Storm, using their Ion Storm ability. With a new Ion Storm, you can
move your Devastators forward to help. This will help your Storm Columns while
you repair and reinforce your position. Devastator Warships will damage 
grouped up units, and that helps you with your mission. Attack the back to
ensure that a large amount of units are attacked. With this much firepower, 
your enemy doesn't stand a chance. There are a few Ion Storms, beating the
crap out of your opponent while at the same time, Devastators and Planetary
Assault Carriers are damaging their assault force.

When their main force gone, counter attack. Use all your PACs and your 
Warships and attack their base. Your Devastators can outrange their AA
defences while your PACs can move in for the kill. Generate Ion Storms to
ensure damage. If you manage to breach the AA defences, you should move in
and destroy their base. Then, if they survive, hunt for expansions. 

Of course, an alternative to this strategy is to use Tripods. They aren't
as strong, but as powerful in their own right. Use can support with some Air
units. Tripods can just crush enemy vehicles while more than a match for the
Mammoth and the Avatar. By then, is all but hopeless as their massive attack
group is trampled upon.

You can support your Turtling with the Rift Generator while the occasion
harassing run can buy you some time to fight. The more units, the easier it
is for you to defeat them and win. 

[43.06] Scrin General Strategies

The Scrin aren't my cup of tea. They don't appeal much to me since they are
best late game and I want to finish quickly. But nevertheless, I do use them
from time to time.

* Don't waste time. Every second is precious to the Scrin in the early part
  of the game. By building a crane in the beginning, it can help out in the
  long term by producing twice as many structures. Reason why? The Scrin will
  need their late game units early as their early game units aren't that good
  and as such, you need a Technology Assembler as soon as you can to pump out
  some insane defences and Tripods. 

* Use your Buzzers. They are cheap but are far more useful. They can efficient
  Infantry killers, with all they have to do is to move next to them. They 
  are excellent scouts as they are quick moving not very easy to click on 
  since you have to click on the middle and their speed doesn't help you at

* Combine your Buzzers with your Tanks. These is extremely useful. This 
  pretty much stops you from dying at the hands of the Rocket Troops. The
  Buzzers can take down infantry while combined with the vehicle while the
  vehicle itself can attack units. This is handy and don't forget, the Buzzers
  are quite cheap, only 200 credits a pop. If you don't want that, just use 
  the Swarm Power, giving you a good set of Buzzers. They also provide a 
  shield to your units, giving them just that much more life to attack the
  enemy with. 

* Do not neglect the Gunwalker. They might be disregard since they don't have
  any special abilities, but nonetheless, they can eliminate Infantry, even
  at Heroic status with relative ease and can remove Air units from the 
  skies with relative ease. 

* Do not forget your Wormhole ability. I know that the Scrin is all about 
  their aerial units, but the Wormhole can provide you with some lethal attack
  power. There is nothing worse than a group of Tripods walking into the back
  of your base, where it is pretty much undefended. Although it isn't all
  that good for your air units, the Wormhole can really open up a can of worms
  for the enemy.

* Use your Tripods. They don't fly, but they are the best land unit that the
  Scrin have, hands down. They can fight and defend against the dreaded 
  Mammoth Tank and can crush other vehicles beneath their three legs. Their
  power, especially when they are in groups, can really punch a hole into the
  enemy defences. Don't forget to recover them when they fall. The enemy will
  think of Scrin = Air and this is not always the case. Of course, the air
  units are pretty strong by their own right, but the Tripods, especially in
  a large group, accompanied with Gunwalkers and Seekers, will destroy a base
  as fast as Carriers and Warships Can. Don't neglect them. 

* Use your Phase and Statis Fields to your advantage. The Phase Field can  
  allow your units a method of retreat, which is useful while they are on the
  brink of death. The Statis Field is far more useful. Use them as a little
  offensive power. Use them to disable enemy defences or shut down their Power
  Plants and destroy the rest of their base. 

* Teleport your troops. They are just like the Wormhole, they can get one 
  unit halfway across the map. This is excellent for making surprise attacks
  and there is nothing worse when expending when you see enemy units out of
  absolutely nowhere. 

* Use the Mastermind. This little critter can case a load of pain for the 
  enemy, especially with the strategy that I'll mention below. They can be
  useful to teleport units and can send an attack force reeling with their own
  units attack each other. There is nothing like a good diversion when one 
  unit turns on another.

* Use the Mastermind in combination with the Mothership. Before your do 
  anything, have a Signal Transmitter ready. Use the Mastermind to creep up
  on the enemy's base and capture an enemy building. Use that building's 
  build radius and place the Signal Transmitter. Sell the original one at 
  your base and then summon the Mothership. Pure destruction guaranteed. 
  Nothing worse to lose a building and then see a Mothership

* The Rift Generator is wonderful in combination with the Mastermind and the
  Assimilators. Build a group of Assimilators and use the Rift Generator on
  the Enemy base, near the Construction Yard. While your opponent is busy on
  defending his base, teleport your Assimilators into the base can capture it
  and use your remaining Assimilators to capture everything else. This will
  really start to cause problems to even the most experienced of players, 
  mainly those without an expansion base. 	

* Use your Mothership carefully. These things aren't cheap, costing about the
  same as a Superweapon. They have a large amount of health and are very
  powerful, but here's the catch, that are slow. They can get shot down pretty
  easily. Therefore, using it carefully and making sure it doesn't get 
  destroyed before doing a big deal of damage is a waste. 

* Use Storm Columns, in tandem with Devastators. This should be looked at. The
  Devastators are powerful in their own right, and the Storm Column can do
  massive amounts of damage. The Devastator can deal with the ground units 
  while they attack while the Storm Column can attack the air. And remember
  that Scrin Air units heal in the Ion Storm, generated by the Storm Column.
  Very handy indeed. 

* Have a large harvesting force. Scrin units are expensive and you need to 
  have a lot of money to fund it. A harvesting force of 10 Harvesters and a
  3 to 1 or 2 to 1 ratio in terms of Harvesters to Refineries is needed. And
  remember, no need to build Silos to store that Tiberium when you are playing
  as the Scrin.

* Survive to late game if you can. The Scrin excel at the late game stage 
  where there are no more surprises. Their Tripods, Planetary Assault Carriers
  and Devastator Warships really dish out the damage and can easily send a 
  base rolling. 

[44.01] PatchNotes v1.05

This is an extremely long section, and contains the Patch Notes and my 
Comments on Patch v1.05 available for download off the offical website. I'll
detail the changes and not the fixes for the bugs and such. Those aren't
related to playing the game properly. I'll just tweak the fixes so it is 
easier to see.

*General Balance Changes*

* Some structures on each side no longer provide Ground Control for base 
  expansion. These include: Power Plants, Reactors, Tiberium Silos, Barracks,
  Hands of Nod, and Portals.

* Heavy infantry units' resistance to CANNON damage increased by 45%. This 
  affects GDI's Zone Troopers and Commando, Nod's Black Hand and Commando, and
  Scrin's Shock Troopers and Mastermind. All other infantry resistance to 
  CANNON damage increased by 25%. This change means infantry are less 
  vulnerable to tank shells and similar weapons.

* Infantry armor penalty to SNIPER damage removed. This change makes infantry 
  slightly less vulnerable to Nod Shadow Teams in particular; GDI Commandos 
  and Sniper Teams, Nod Commandos, and Scrin Buzzers are still highly lethal 
  against enemy infantry.

* Infantry attack range bonus while garrisoned reduced by 25%.

* GDI Commando, Nod Commando, and Scrin Mastermind units can no longer be 
  crushed by enemy vehicles.

* CANNON weapons, such as those found on the GDI Predator Tank and Nod 
  Scorpion Tank, now cannot miss against moving enemy vehicles.

* GDI, Nod, and Scrin Harvesters' cost/build time increased by 40% to 1400/14.
  Standardized all Harversters' speed and turn rate. Specifically, the Scrin 
  Harvester is now slightly more maneuverable than before.

* GDI Refinery, Nod Refinery, and Scrin Extractor sale price reduced by 70% to
  300 credits.

* GDI Engineers, Nod Saboteurs, and Scrin Assimilators now capture enemy 
  structures or repair allied structures as soon as they reach the edge of the

* Standardized the speed of GDI Surveyor, Nod Emissary, and Scrin Explorer 
  base expansion units. Specifically, the Nod Emissary and Scrin Explorer 
  now move 50% more slowly to match the GDI Surveyor.

* Repair Drones for all sides can now repair vehicles that are under attack. 
  Limit one Drone per vehicle. Rate of repair is now constant, rather than a 
  percentage based on the vehicle's total health. This means vehicles with 
  lower maximum health will be repaired faster.

* Standardized repair radius on all structures. As a result, the radius on all
  aircraft production structures has increased.

* Re-stealth time doubled for units that do not have innate stealth effects, 
  such as units affected by Nod's Cloaking Field. This means such units will 
  take longer to regain stealth after attacking or being detected.

* Standardized the amount of Ground Control provided by a GDI Crane, Nod 
  Crane, or Scrin Foundry. Specifically, the amount of Ground Control gained 
  by building a Nod Crane or Scrin Foundry has increased by 50%.

* Tiberium Spike tech structure's income increased by 66% to 25 credits per 
  unit of time.

* Defensive Tower tech structure's attack power increased by 60%.

* Visceroids are now punishable by crushing.

Well, a massive list of changes there. It is a massive shame that the 
buildings don't provide expansion since it is rather handy for some maps but
I guess it stops building a line of Power Plants as a placement for Defences.
The resistance to Heavy Infantry makes them harder to kill, which is better.
Except they still can get run over though, which won't happen to the one off
units. That is actually a good change since I'm getting tired of my Commando
getting run over by a harvester. The armor penalty to Sniper Damage will start
to hurt Nod Players a fair bit who use the teams as they were decent infantry
killers. Attack range reduction for garrisoned infantry seems fair as it is 
strange that a person in a building can shoot further than a tank. 

Cannon weapons cannot miss, which is rather good for Nod but in the end game,
pointless for GDI since they have the Railgun Upgrade. The increase in the
price of the Harvester isn't too nice though since it will take longer and 
more credits to pump those guys out. Reducing the refinery price for selling
will hurt those who sells them, since they are now worth less to sell than the
cost of an engineer unit. Engineer change shouldn't effect most since you
shouldn't have enemy engineers in your base in the first place. Standardising
the speed will be a loss for Nod and Scrin players but will help GDI base
expansion since the others can only expand at the same speed. 

Since repair drones can repair vehicles under attack, it will give more 
incentive for players to retreat to their War Factory and for GDI to use their
Rig units. The fixing of repair rates will give more incentive as well to use
light vehicles later on in the game. The stardardised repair radius will be
handy for aircraft users, especially those with Venoms and Scrin air units. 
Nod's stealth ability will be severely reduced with their units taking longer
to re-stealth and will certainly be costly in terms of Vertigos and Shadow
Teams. Ground control from Cranes and Foundries will be bonuses to those
who already use them, and everyone should. Tiberium Spikes are now actually
worth more and probably worth guarding properly. The Defensive Tower is now
even stronger, which makes its anti-infantry role stronger. And Visceroids, 
well, they can die to my Railguns, a more, honourable death. 

*GDI Balance Changes*

* Rifleman Squad: Speed increased by 20%. Attack power increased by 50%. Dig 
  In ability cost/buildtime reduced to 100/5, now causes the Riflemen Squad to
  begin building a Foxhole immediately at its location. Foxhole capacity 
  increased to two units. Foxholes no longer eject infantry units until the 
  Foxholes are destroyed.

* Missile Squad: Speed increased by 20%. Health increased by 100%. Range 
  increased by 75%. Attack power vs. aircraft reduced by 25%.

* Engineer: Speed increased by 20%.

* Grenadier Squad: Speed increased by 20%.

* Sniper Team: Speed increased by 20%. Health reduced by 50%. Rate of fire 
  reduced by 50%. Re-stealth time increased by 25%.

* Commando: Speed increased by 20%.

* Pitbull: Health increased by 33%. Rate of fire increased by 25%. Turret turn
  rate and pitch rate increased, improving the Pitbull's ability to fire on 
  fast-moving aircraft.

* APC: Speed increased by 20%. Attack power vs. infantry reduced by 25%. 
  Turret turn rate and pitch rate increased, improving the APC's ability to 
  fire on fast-moving aircraft.

* Harvester: Attack power increased by 300%.

* Rig: Acceleration and deceleration times reduced, making the unit more 
  maneuverable. Battle Base Repair Drones changed to work like all other 
  Repair Drones.

* Mammoth Tank: Speed reduced by 7%. Attack power of rockets reduced by 25%. 
  Rate of fire with Railguns upgrade reduced by 35% but attack power increased

* Orca: Health increased by 50%.

* Firehawk: Now fires its missile loadout in volleys, improving the Firehawk's
  ability to quickly damage groups of enemy aircraft.

* Ox Transport: Health increased by 70%.

* Sonic Emitter: No longer hits larger units multiple times in one attack. 
  Attack power per hit increased to compensate.

* Railguns: Upgrade cost increased by 66% to 5000.

* Composite Armor: Upgrade cost increased by 100% to 2000.

* Radar Scan: Support Power cost increased by 20% to 300.

* Shockwave Artillery: Support Power cost increased by 33% to 2000. Attack 
  power reduced by 38%.

* GDI Airborne: Support Power cost increased by 50% to 1500.

* Bloodhounds: Support Power cost increased by 50% to 3000.

* Sharpshooter Team: Support Power cost increased by 40% to 3500.

* Zone Trooper Drop Pods: Support Power cost increased by 50% to 4500.

As a GDI player, these changes are for the better. The riflemen are even
better to use as they are quicker. Their foxholes are far more useful as they
are cheaper and can fit two units. However, you lose the units if the hole
is gone. Missile Squads are better off, even though their advantage against
air is reduced somewhat. Engineers and Grenadiers are even more dangerous,
especially Grenadiers since their ability alone is dangerous. Sniper teams 
are more useless now, except their vision hasn't decrease, so their usefulness
to spot for Juggernauts is still ok. Commandos really don't need the speed 
boost, they already have one, the Jump Pack. 

Pitbulls are better to use since their role as a scout is better and their
anti-air is better. APCs have their infantry killer status reduced somewhat 
but like the pitbull, it is better against air. Harvesters are now more a 
threat to infantry but their attack increase will not deter tanks though. 
Rigs are better to use since they can move and keep up with other units now. 
The Mammoth Tanks are slower, weaker and slower to shoot, but their railguns
are stronger. This somewhat, removes the threat of being run over by the 
Mammy. Orcas are harder to kill, Firehawks have a far better anti-air role
and the transports are stronger. Sonic Emitters as base defense is lessen 
as it cannot do considerable damage against units like Avatars but the 
stronger attack power will make it more versatile. Railguns are VERY expensive
now, Composite Armour it even more expensive but useful none the less. Radar
Scan cost isn't all too much. The Artillery is a massive tonedown. Before,
those attacks would hurt really bad but not, it has to be used not for 
brute force but in combo with other units and powers. The Airborne, 
Bloodhounds, Sharpshooters and Drop Pods are expensive now. This actually will
balance the game since pre-patch, the veteran units were less expensive then
training them. Well, no more Zone Trooper spam for me. 

*Brotherhood of Nod Balance Changes*

* Militant Squad: Speed increased by 20%. Attack power increased by 50%.

* Militant Rocket Squad: Speed increased by 20%. Health increased by 100%. 
  Range increased by 75%. Attack power vs. aircraft reduced by 25%.

* Saboteur: Speed increased by 20%.

* Shadow Team: Health reduced by 50%.

* Black Hand: Speed increased by 22%. Health increased by 66%. Attack power 
  increased by 150%.

* Attack Bike: Removed 200% attack power bonus vs. aircraft. Turret arc and 
  turn rate increased, which allows the unit to more-effectively attack any 
  nearby targets while moving. Directional armor removed, which makes the unit
  more resistant to attacks from the flank and rear. Fixed an error that 
  caused the unit to not always fire both rockets at once, effectively raising
  its attack power.

* Raider Buggy: Attack power vs. infantry reduced by 25%.

* Scorpion Tank: Attack power reduced by 20%. Rate of fire with Laser 
  Capacitors upgrade reduced by 20% but attack power increased proportionally.

* Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret turn rate 
  doubled, improving the Flame Tank's ability to quickly acquire targets. 
  Attack power increased by 150%.

* Stealth Tank: Cost/buildtime increased by 50% to 1500/15. Attack power 
  increased by 50%. Attack power bonus vs. aircraft reduced by 25%.

* Avatar: Cost/buildtime reduced by 27% to 2200/22. Flamethrower upgrade 
  attack power increased by 150%.

* Venom Patrol Craft: Attack priorities fixed so that the unit will always 
  prioritize enemy infantry over vehicles and base defenses.

* Carryall: Health increased by 70%.

* Armageddon Bomber: Health increased by 33%. (Note: This aircraft only 
  appears when summoned by certain Support Powers.)

* Laser Capacitors: Upgrade cost increased by 50% to 3000.

* Tiberium Infusion: Upgrade cost increased by 300% to 2000.

* Cloaking Field: Support Power cost increased by 100% to 3000. Attack power 
  vs. light infantry increased by 600%. Attack power vs. heavy infantry 
  increased by 200%.

Well, Nod hasn't bear such a massive attack like the GDI did. Militants and
the Rocket Squads are for the better and the increase with Saboteurs is in
line with the GDI. Shadow Teams are now even weaker. But still, detonate 
charges is still there. The Black Hand is actually a threat since it is faster
and much stronger. Attack Bikes are weaker in terms of Anti-Air but its armour
got a nice boost though. Raider buggies are less powerful, but should still
rip infantry to shreds. Scorp tanks are more powerful with lasers, as it 
should be. Flame Tanks are stronger which is much better since it will not 
die to ambush or flanking attacks. Avatars are finally worth buying. This
should encourage people to use them at least with the flamethrower stonger. 

I really don't see the point of Venoms targetting infantry since you control
them. Carryall increase in line with the Ox Transport. The Bomber health is 
better since they actually get a change to activate the powers. This might
help you "Seed Tiberium" better. Lasers cost more, but still worth it while
the Cloaking Field is mixed. It costs far to much to be used as a toy of 
such but it can kill Infantry now. It all depends what you're targeting I

*Scrin Balance Changes*

* Buzzers: Health increased by 50%. Move and attack rates retuned. As a 
  result, Buzzers are now more effective at cutting through massed infantry 
  but will no longer kill entire infantry squads all at once.

* Disintegrators: Speed increased by 17%.

* Assimilator: Speed increased by 20%.

* Mastermind: Cost/buildtime increased by 66% to 2500/25. Recharge time on 
  Manipulator Device increased to 30 seconds. Teleport Units ability now 
  begins its cooldown period after units are teleported, rather then when 
  units are first selected for teleporting.

* Gun Walker: Acceleration and deceleration times reduced, making the Gun 
  Walker more maneuverable.

* Harvester: No longer spawns an Ion Storm when destroyed.

* Corrupter: Acceleration and deceleration times reduced, making the 
  Corrupter more maneuverable.

* Planetary Assault Carrier: Ion Storm ability now generates an Ion Storm 
  more quickly. Scrin aircraft now receive a 25% bonus to attack power in 
  addition to a 25% bonus to armor while in an Ion Storm.

* Mothership: Attack power increased by 100%. Catalyst Cannon now causes a 
  faster, wider chain reaction. Damage sustained by the Mothership has less 
  impact on the power of its attack.

* Buzzer Hive: Buzzers immediately respawn when killed. Buzzers no longer 
  die if their Buzzer Hive is destroyed.

* Gravity Stabilizer: Now spawns Buzzers instead of Shock Troopers when sold 
  or destroyed.

* Force Fields: Upgrade cost increased by 66% to 5000.

* Stasis Shield: Support Power cost increased by 100% to 2000.

* The Swarm: Support Power cost increased by 50% to 1500.

Well the Scrin gained much better balances. Buzzer are weakened since they
don't kill entire squads at once, which made them a very real threat. The 
Disintegrator and Assimilator speed is ok, Mastermind however is a real
balance. It was cheap for an all powerful unit to wreak havoc and their most
powerful ability, the manipulator is now weakened. Gun Walkers are better 
but the Harvester isn't. Now it isn't fun to suicide a harvest to effective
block an exit or entrance. The Carrieris even stronger and actually gives
incentive to use the Ion Storm now. Mothership is even stronger and worth
protecting a bit more, if you don't already. Buzzers hives are now a better
infatry killer and those Buzzers hang around. The loss of Shock Troopers if
the Gravity Stabilizer is sad, since it used to give a nasty shock. The
Force Fields are not going to be used as often since they are far more 
expensive to use and people will overrun with shear numbers. The Statis 
Shield hike is fair since it is after all, a powerful ability and the Swarm
power is fair as well. 

After that, we have a whole lot of bug fixes. Anyway, the changes definitely
place a deterrant on some units and an incentive on some, such as the 
Avatar. It is cheaper to produce, since while it was at 3000, it was weaker
and more expensive than the Mammoth. Shadow Teams are more balanced however,
I'm disappointed to see one thing, Zone Troopers are stronger, not weaker.
Their Railguns made them far too strong. Except for one thing, its called
air units. 

[44.02] PatchNotes v1.07

These are the Patch Notes for v1.07 patch. It includes several balance changes
that mainly prevented building rushes against other players. I'll give my
comments at the bottom.

* Scrin Mothership will now take 8 seconds to deploy over the Scrin Signal 
  Transmitter, where it will be unselectable by user but can be attacked by 
  opponent. Scrin Mothership speed has been increased by 33%. Weapon chain 
  reaction delay increased by 1 sec.

* GDI Pitbull health reduced by 20%. Mortar given a scatter radius of 50. 
  Mortar upgrade cost increased to 2000 from 1000.

* Scrin Buzzer Hive now leaves 1 Scrin Buzzer instead of 3 when destroyed or

* Cranes for all 3 factions can no longer build defensive structures or 

* Harvesters' rate of collecting Tiberium has been made equal across all 
  factions. Harvesters will now unload at the refinery before moving to a new 
  Tiberium field.

Although there are only 5 balance changes, they are quite dramitic. The
Mothership is no longer a powerful weapon as building the Signal Transmitter
in the enemy's base and spawning mothership is no longer an easy tactic to
achieve. The weakening of the Pitbull and increase of Mortar only prevented
it being more widely used and to stop Pitbull rushes. The Buzzer Hive is not
merely as useful when destroyed. However, the worst is the Cranes. You can
no longer build defensive or support structures with the cranes. This was done
in order to prevent GDI players from mass spamming Sonic Emitters. This is 
bad in the fact you cannot even build silos anymore. This forces users to 
revert to MCVs now. The Harvester change also now prevents Harvesters walking
with a near full load of Tiberium into an enemy base and getting blown up
into smithereens. Good thing too, I'm getting tired of my Harvesters being
blown up because they are stupid. 

[44.03] PatchNotes v1.09

These are the PatchNotes for the upcoming (at the point in time of writing)
v1.09 patch, released by EA beforehand for user approval. Again, my comments
on this will be on the bottom. 

*General Balance Changes*

* Harvesters: Carrying capacity reduced by 42% to 1400 credits of green 
  crystals and 2800 credits of blue crystals. Gathering cycle sped up by 8 
  seconds. Overall rate of income reduced by approximately 35%.

* GDI MCV, Nod MCV, Scrin Drone Platform: Cost/Build time increased by 40% 
  to 3500/35, health and speed normalized.

* Outposts: Health increased by 5%. This prevents them from being destroyed 
  by one use of the Nod Shadow Team's Explosive Charges.

Well, Harvesters are now even weaker in terms of collecting crystals. You 
will have to wait a bit longer for those credits to flow in as it is even
demonstrated that your rate of income is decreased by 35%. This either means
more Harvesters and those Spikes even more valuable. In response with the
Crane being weaker and MCV back to use, the build time and cost is increased
even higher. Increasing the health of Outposts slightly makes it valuable
as it cannot be instant killed by the Shadow Teams. 

*GDI Balance Changes*

* Grenadier Squad: Range increased by 20%.

* Commando: Suppression time reduced by 70%. This means the Commando can use 
  his C4 Charges to demolish multiple structures more quickly.

* Juggernaut: Range increased by 25%.

* Mammoth Tank: Turret turn rate reduced by 66%. This makes the vehicle 
  slightly less effective at quickly changing targets.

* Sonic Emitter: Attack power reduced by 25%. This means the Sonic Emitter 
  can no longer one- shot-kill certain vehicles.

It is sort of mixed for GDI. Increasing the range of Grenadiers will make it
better for those in APCs as it cannot be quickly destroyed by garrisoned 
forces. Decreasing Supression time for the Commando is better as it definitely
takes far to long for him to recover and destroy more targets. The extending
range of the Juggernaut makes them true Artillery Platforms while Mammoths
are worst off against Hit and Run tactics as their turrets are slower. The 
worst is the Sonic. It is now only slightly stronger than the Vanilla
counterpart by 4% without the capability of damaging large units multiple
times. It is worse as a defence structure. 

*Brotherhood of Nod Balance Changes*

* Crane: Health increased by 50%, normalizing its health with that of the GDI 
  Crane and Scrin Foundry.

* Fanatics: Cost/Build time reduced by 13% to 700/7.

* Commando: Suppression time reduced by 70%. This means the Commando can use 
  her C4 Charges to demolish multiple structures more quickly.

* Attack Bike: Range increased by 16%.

* Stealth Tank: Attack power increased by 66%.

* Beam Cannon: Range increased by 25%. This does not affect the Avatar's 
  extra weapon gained from commandeering a Beam Cannon.

* Avatar: Health increased by 25%. Pre-attack delay reduced by 33%. Main 
  weapon's attack power increased by 25%.

* Confessor: Upgrade no longer provides a rate-of-fire bonus to affected 
  infantry squads.

* Tiberium Infusion: Upgrade bonus to infantry squads' health reduced by 60%.

* Catalyst Missile: Support Power cost increased by 33% to 2000.

* Tiberium Vapor Bomb: Support Power cooldown time increased by 25% to 300. 
  Attack power increased by 140%.

Increasing the Crane Health for Nod is pointless as the Crane is not even
as useful. Increasing the Cost and Build Time for Fanatics is important as
it can stop more fanatics coming after your troops. Attack Bikes range is
better to attack air units with and the Stealth Tank is truly worth the
increased price tag. Beam Cannons are better as Artillery Units as their
range before was terrible. Avatars are even more useful after their 
deduction in price as their health and attack increased and their attack
delay decreased. Confessors are still useful for their grenades alone, the
Tiberium Infusion is far less useful. The Catalyst Missile increase is not
too bad, but stops its use somewhat. The TVB is more deadly as the cooldown
is increased, but attack power increased by a whopping 140%. That is more
than double its current power. 

*Scrin Balance Changes*

* Disintegrators: When crushed by enemy vehicles, attack power of explosive 
  revenge attack increased by 30%.

* Seeker: Health reduced by 13%.

* Devastator Warship: Range increased by 20%. Rate of fire reduced by 200%. 
  Attack power increased by 100%. Scatter radius reduced.

* The Swarm: Support Power can no longer be used directly on top of infantry 
  and vehicles. Cooldown time increased by 66% to 150. Now spawns 5 Buzzers 
  instead of 7.

* Phase Field: Support Power no longer affects infantry. Cooldown time 
  reduced by 50% to 180.

The Scrin have their Disintegrators as better suicide anti-tank units as their
crushing attack is increased. The Seeker is slightly weaker, better modeled
as a light tank. The Devastator serves truly as an Artillery Unit, however,
it rate of fire is decreased severely, compensated with more attack. It is
also better at targeting as the scatter is reduced. The Swarm, even through
it is not top of units and cooldown is increased, it better as there are more
clicking nightmares, but people don't use infantry anyway, though more useful
to combine with vehicles. The Phase Field is useful still as infantry are 
faster to move anyway and reduction in cooldown will enable Scrin land forces
to attack and escape better. 

[A] Contact Information

Hey, what do you know, it looks just like my previous legal things, cause I'm
too lazy to make another one. That block button is mighty fun to use.

Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.

To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com

Replace at with @ and dot with .

Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that. 

E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail. 

Please write in English or anything close to it. It can't understand foreign
languages so please don't give me a page long quite in Mexican or Antarctic
penguin language cause I don't understand.

Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
Yoi Di Tjih Ni Tbi Walls?" Don' be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the PC Game, Tiberium Wars" What am I? A walking business agreement?

I will credit you if your send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.

I will not respond to:

* Spam
* Bill Gate's Spam (He gets spam of up to 4 million per day)
* Something not related with the this guide
* Something already covered
* Illegal stuff, like CD-Keys and Pirated Versions
* Technical Problems

Technical Problems will not be answer as they should be sent to EA not me.
I didn't design the game so I shouldn't know what's wrong with it, its your
game not MINE.

[B] Webmaster Information



[C] Credits

This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and 
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.

CJayC for hosting this FAQ (I Wonder if he even reads this)
SBAllen, for running the site
You, for reading it
PsychicShadow92 for sending in an unbeatable Ground Zero
Diablo65/Spelfreak65 for a strategy for Operation Stiletto
Kick of Legend for sending in a strategy for Nod Outback
EA for developing the game (It should be Westwood, but meh)
Me for making it
Hotmail for giving me the e-mail account (Why is it even here?) for the ascii art
Other Guide authors for me to ensure my work is correct

[D] Sites FAQ is on

Current FAQ is On will always have the latest versions

May be outdated

[E] Copyright

This game is Copyright 2007 Electronic Arts. All Rights Reserved

This document is copyrighted by US and Canadian and Australian Laws. This FAQ
is for personal use only. This is not to be used for commercial or personal
gain. Websites publishing this guide without permission will face punishment
under the law. All sites except GAMEFAQS are not allow to host this FAQ 
without my permission.

This document is protected by the copyright laws that were founded in the
Bernes Copyright Convention in 1968. It states that:

The expression “literary and artistic works” shall include every production
in the literary, scientific and artistic domain, whatever may be the mode or
form of its expression, such as books, pamphlets and other writings; lectures,
addresses, sermons and other works of the same nature; dramatic or 
dramatico-musical works; choreographic works and entertainments in dumb show;
musical compositions with or without words; cinematographic works to which
are assimilated works expressed by a process analogous to cinematography;
works of drawing, painting, architecture, sculpture, engraving and 
lithography; photographic works to which are assimilated works expressed by a
process analogous to photography; works of applied art; illustrations, maps, 
plans, sketches and three-dimensional works relative to geography, 
topography, architecture or science.

If you fail to follow the law, you will be indited for fraud and is a criminal
offense and result in a criminal record. You will find it extremely hard to 
find a job if you have a criminal record. Do not sell this document or claim 
it as your own or you will be punishable under the law. If you wish to know 
more about this law as you don't believe that you are breaking copyright, 
feel free to do a google search on the Bernes Copyright Convention. 

You are not to sell this piece of work, claim it as your own, make any 
finanical gain out of this guide, or any other illegal activity. You are 
allowed to print this guide out and use it for personal uses but that is the
only thing you can do with this guide. 

Please abide with the terms. If not, you will be facing a lawsuit you cannot
win. Or I shutdown your website. Either way, I win you lose. Don't forget,
there are some special Internet tools I can track anyone down with. The
internet is a big place. 

This document is copyright 2008. All Rights were not onboard the Philidelphia