=============================================================================== =============================================================================== C O M M A N D & C O N Q U E R _______ _____ ____ ______ _____ _____ _ _ _____ _ _ _ _ |__ __|_ _| _ \| ____| __ \|_ _| /\ | \ | | / ____| | | | \ | | | | | | | |_) | |__ | |__) | | | / \ | \| | | (___ | | | | \| | | | | | | _ <| __| | _ / | | / /\ \ | | \___ \| | | | | | | _| |_| |_) | |____| | \ \ _| |_ / ____ \| |\ | ____) | |__| | |\ | |_| |_____|____/|______|_| \_\_____/_/ \_\_| \_| |_____/ \____/|_| \_| =============================================================================== =============================================================================== Copyright 2014 - Staley, Deuce ex Defcon. 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If you have questions, comments, or so forth concerning this guide, please email me at [email protected] or post on my message boards, http://thebrink.us/boards ----------------------------------------------------------------------------- | ========================= | | | CONTENTS | | | ========================= | ----------------------------------------------------------------------------- 0.00) General Notes 1.00) Walkthrough 1.10) GDI Campaign - Evolutionary Response 1.11) Reinforce Phoenix Base 1.12) Secure the Region 1.13) Capture Train Station 1.14) Secure Crash Site 1.15) Defend Crash Site 1.16) Destroy Radar Array 1.17) Rescue Tratos 1.18) Destroy Vega's Dam 1.19) Destroy Vega's Base 1.20) Capture Hammerfest Base 1.21) Retrieve Disruptor Crystals 1.22) Rescue Prisoners 1.23) Destroy Chemical Supply 1.24) Mine Power Plant 1.25) Destroy Chemical Missile Plant 1.26A) Destroy Prototype Facility 1.26B) Destroy Prototype Facility 1.27) Weather the Storm 1.28) Final Countdown 1.50) Nod Campaign - Deus ex Kane 1.51) The Messiah Returns 1.52) Retaliation 1.53) Free Rebel Commander 1.54) Destroy Hassan's Temple 1.55) Blackout 1.56) Eviction Notice 1.57) Salvage Operation 1.58A) Capture Umagon 1.58B) Capture Umagon 1.59) Sheep's Clothing 1.60) Escort Bio-toxin Trucks 1.61) Destroy GDI Research Facility 1.62) Villainess in Distress 1.63A) Establish Nod Presence 1.63B) Protect Waste Convoys 1.64) Destroy Mammoth Mk.II Prototype 1.65) Capture Jake McNeil 1.66) Illegal Data Transfer 1.67) A New Beginning 2.00) Structures 2.10) GDI Structures 2.20) Nod Structures 3.00) Units 3.10) GDI Units 3.20) Nod Units 7.00) End 7.01) Version History 7.02) Closing ============================================================================= | ----------------------------------------- | | | 0.00) General Notes | | | ----------------------------------------- | ============================================================================= These are some of the most important keyboard/mouse functions. If you've played at least one or two other RTS games before, most of these will probably be familiar already, but if not, you should defintely familiarize yourself with them. ----- X ----- - The X key will make your units scatter, making them harder to hit. Scattering can make all the difference in many tank battles, and you can use it with infantry to avoid being crushed. ----- S ----- - The S key will stop the last command you gave to the units you currently have selected. This is great for when you realize you just sent something somewhere stupid, or if you want to stop force-firing on something. ----- H ----- - Pressing this will center your screen on your primary Construction Yard. This is useful when you don't have radar and accidentally bump your mouse or something. --------------- Ctrl+Left Click --------------- - Hold down the Control key, then left click on something to make your selected unit(s) force-fire on a target, even if it's a friendly unit, building, or just bare ground. This is a great way to purposely destroy bridges and detonate mine fields. -------------- Alt+Left Click -------------- - This is similar to Force-Fire, only instead of firing, it'll force your selected unit(s) to move to the desired location. The main reason you'll want to use this command is for smashing infantry - tell a vehicle to force-move on an infantry unit, and it'll actively try to run the unit over. -------- Ctrl+1-9 -------- - Hold down the Control key, then press one of the number keys from one to nine. Anything you had selected at the time will now be in a group that corresponds to the number you pressed. When you let go of that selection, pressing the corresponding number key again (without Ctrl this time) will automatically reselect those units. This is an absolute must for efficient combat, especially in online games. Note that pressing Alt + a group number will not only reselect the units, but also center your screen on the group's current location. ============================================================================= | ----------------------------------- | | | 1.00) Walkthrough | | | --------------------------------------------- | | | 1.10) GDI Campaign - Evolutionary Response | | | --------------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.11) Reinforce Phoenix Base | | | | | | | ----------------------------------------- | ============================================================================= "Emergeny transmissions from GDI forces in this region indicate that Phoenix Base is under attack from Nod troops. It is imperative that the base be restored by building a Tiberium Refinery and a Barracks. Once the base is functional, all Nod forces in the area must be destroyed." ------------------ Mission Objectives ------------------ 1) Build a Tiberium Refinery. 2) Build a Barracks. 3) Destroy all Nod forces. ----------- Walkthrough ----------- As usual, the first mission is very simple. Gather your units in front of the gate at the entrance of your base and begin building a refinery. Place it inside your base, then build and place a barracks to finish your second objective. Crank out some more infantry if you'd like, though you probably won't need it. All you have to do is head north-east of your base and take out the Nod forces on the other side of the northern bridge (the eastern one will be taken out by an airstrike when you try to cross it). The remaining Nod forces generally rush you as soon as you've destroyed the Nod buildings, so you shouldn't have to try very hard to clear out the rest of the map. ============================================================================= | ----------------------------------------- | | | | | | | 1.12) Secure the Region | | | | | | | ----------------------------------------- | ============================================================================= "The Nod forces that attacked Phoenix Base have been traced back to a small base in this sector. Orders received from GDI Command state that the Nod base must be destroyed. However, there is a significant civilian population in the immediate area that must be evaculated by ORCA Transport before the fighting gets too heavy. Before the Transports can safely land, all seven SAM sites must be destroyed. Once the civilians have been evacuated, the Nod base can be destroyed." ------------------ Mission Objectives ------------------ 1) Deploy the M.C.V. and begin building a base. 2) Destroy all Nod SAM sites. 3) Destroy the Nod base. ----------- Walkthrough ----------- This mission is fairly simple too. Start by deploying your MCV and building a power plant, refinery, barracks, and war factory. Get a second harvester going, then crank out Wolverines and hunt for SAM sites. You'll find a narrow path south-east of your base that will lead up to the civilian town in the north. Take out the SAM sites you find along the way, and make sure you don't destroy any of the civilian structures (or you'll lose the mission instantly). Meanwhile, getting an engineer into the hut by the broken bridge will repair it, and you can send more Wolverines over to it. Find the rest of the SAM sites and destroy them, then wait for the ORCA to transport the civilians out of the city. Once they're clear, assault the Nod base with every unit you have and annihilate every structure and unit in it to finish the mission. NOTE: After this mission, you'll be give the choice between two targets on the mission map. Choosing the left option will take you to mission 1.13, but choosing the right option will cause 1.13 to be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.13) Capture Train Station | | | | | | | ----------------------------------------- | ============================================================================= "Nod has positioned a supply base in the area near a civilian train station. We can use the train and supplies to infiltrate the larger Nod base to the east. Avoiding patrols where possible and destroy all the Nod structures in the area. Once the area is secure, capture the train station for our use. DO NOT destroy the station or the train, as they are vital to our plans. Engineers and other reinforcements are available, but not unlimited - do not waste them." ------------------ Mission Objectives ------------------ 1) Destroy all Nod structures. 2) Capture the train station. ----------- Walkthrough ----------- Take your units along the path and fight your way to the first civilian array that you find. Capture it with an engineer to receive some reinforcements, then continue heading north under the bridge. Deal with the cyborg, then head west until you find the beacon that will get you two Titan units. You can use them to destroy the power plants on the other side of the water, which will make the laser turrets blow up. Backtrack down to the south and head under the other bridge, which will eventually loop you over to another civilian array that you can capture to get some more reinforcements (including another engineer, so you won't run out as long as you don't get any killed). Continue over the bridge and follow the path into the civilian city. Liberate it, then head north out of it and cross over to the west to find the Nod base around the train station. Take out the units on your way through the base, then wipe out all of Nod's buildings after you capture the train station (you will have to destroy the two Nod search lights, too). ============================================================================= | ----------------------------------------- | | | | | | | 1.14) Secure Crash Site | | | | | | | ----------------------------------------- | ============================================================================= "GDI forces in this sector have found something unusual and large that crashed nearby. Nod has taken an intense interest in whatever it is, so naturally we are interested as well. Locate the object from the reports and capture any Nod Technology Centers in the area that might have uncovered clues as to the identity of the object." ------------------ Mission Objectives ------------------ 1) Locate the Crash Site. 2) Capture any Nod Technology Centers. ----------- Walkthrough ----------- Get your war factory running as fast as you can so you can get some Titans to defend your base from Nod tanks. You'll want a second harvester as well. The crash site is east of your starting position and isn't very well defended, so go ahead and secure it once you have a few Titans built. The Nod base is to the north-west, but luckily you won't have to use the bridges to get to it. Instead, head up the canyon and look for a weak spot on the left ridge near the top of the screen. If you destroy it, you'll be able to take your assault force into the Nod base from behind, where there's a lot less resistance and a lot more room to maneuver. Make sure you remember that you can't destroy the Nod tech center. Instead, you'll need to capture it with an engineer. Clear the Nod units and defenses out of the way, then march an engineer up to the base and capture the tech center to end the mission. If you feel like taking an even easier approach, use Titans to assault the laser turrets guarding the train tunnel entrance in the upper left part of the map. There's a weak section of cliff there that you can use to get a bunch of units into the train tunnel, and they'll exit the other end of the tunnel directly in the middle of the Nod base. ============================================================================= | ----------------------------------------- | | | | | | | 1.15) Defend Crash Site | | | | | | | ----------------------------------------- | ============================================================================= "Whatever is contained in this craft, it is apparent that Nod doesn't want GDI to have it. Protect the crashed UFO until GDI reinforcements can arrive to fortify the area." ------------------ Mission Objectives ------------------ 1) Survive until reinforcements can arrive. 2) Prevent Nod from destroying the UFO. ----------- Walkthrough ----------- This is a pretty simple mission - keep the UFO safe until a little longer than the timer at the top of the screen, and it'll be over. As soon as the mission starts, gather the cluster of troops you have closest to your barracks and send then up and to the left to defend your two turrets before Nod manages to destroy them (don't forget to repair them while they're under attack). Make sure you continue up and to the left a little after that too, and keep your eyes peeled for the Nod truck that will come by. If you destroy it, there's a money crate in it. Don't hesitate to waste all of your money mass-producing infantry for this mission - you won't need to save the money for anything else. After you've gotten the money crate from that truck, position your troop piles on each side of the UFO to protect it from subterranean attacks. Nod forces will come from all four sides, so just keep your units close and wipe out anything that tries to get the UFO. Remember that if the UFO takes any damage, you can send an engineer into it to repair it instantly. When the timer reaches zero, the storm will stop and reinforcements will arrive to help you wipe out the last rush of vehicles that Nod sends. NOTE: After this mission, you'll be give the choice between two targets on the mission map. Choosing the left option will take you to mission 1.16, but choosing the right option will cause 1.16 to be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.16) Destroy Radar Array | | | | | | | ----------------------------------------- | ============================================================================= "Destroy the three relay stations and the radar array to blackout Nod's sensor net. This will make rescuing Tratos easier, as Nod will not be as quick to detect you." ------------------ Mission Objectives ------------------ 1) Destroy the three relay stations. 2) Destroy the radar array. ----------- Walkthrough ----------- Begin by moving your units directly to the east and fight the Nod units there. A Titan should show up for you as a reinforcement, so send it to join your other units and then continue to the east until you find the Nod barracks. Destroy it, and you'll get some more reinforcements. Avoid the green Tiberium field south of the first ambush point at all cost. There's a pile of Tiberium Fiends in there that will wipe your entire force out if you provoke it. I suggest you start with the relay station in the upper left corner first, so send your units there and approach it from underneath. When you get close enough, three groups of subterranean units will show up and attack you. After you've dealt with them, destroy the relay station. More reinforcements will arrive for you at the same spot as before. Nod units will come up from the south to attack your units at the relay station, so stay there until you've eliminated them all. Regroup all of your units together and make sure your medic has healed all of your infantry, then head east through the middle of the map. When you reach the tiny lake, be prepared to take it slow - there are some Nod units and laser turrets in tight spots that can slaughter your units if you're not careful. I recommend you use your infantry for some hit and run tactics and leave your vehicles behind, since you can always use your medic to heal any damage your troops take. There's also a truck in a group of buildings a bit to the west of the southern relay station that has a crate in it that will heal all of your units. There's a second crate like that in a truck in an abandoned old GDI base in the upper right area of the map too, so you can use both of those to repair your damaged vehicles. If you avoid the thin path along the southern edge of the map, you'll avoid an ambush of subterranean units that will cause major damage to your group. You can also entirely bypass the Nod base in the lower right corner since all you really need to do for this mission is destroy the relay stations and the radar array. The southern relay station is only accessible through the Tiberium Vein field, and Tiberium Veins are extremely deadly - even to vehicles. Make sure you have a Titan at full health, then walk it quickly through the veins and destroy the relay station. Reinforcements will arrive, including a second medic. Having two medics makes an infantry pile very deadly, so you should have no problem from this point. Head to the north-east corner with your group now and wipe out the third relay station, which will cause more reinforcements to arrive. You can do a frontal assault of the radar array now if you really want to, but the safer approach is to use the tunnel entrance near the upper-right relay station which will allow your units to travel to the area above the radar array. You can get into the area around the array from the top that way, which will make things far easier. Remember that all you have to do to finish the mission is destroy the relay stations and the radar array, so you can ignore any remaining Nod units or structures. ============================================================================= | ----------------------------------------- | | | | | | | 1.17) Rescue Tratos | | | | | | | ----------------------------------------- | ============================================================================= "Nod is experimenting on mutant survivors at a facility in this sector. Among them is Tratos, leader of the mutants. using Umagon's strike team, rescue Tratos from imprisonment and EVAC him at the specified site. Once complete, move in with GDI forces and destroy the Nod base and the prison test facility." ------------------ Mission Objectives ------------------ 1) Rescue Tratos from prison. 2) EVAC Tratos at specified site. 3) Destroy the Nod base and test facility. ----------- Walkthrough ----------- You start this mission with three units - Umagon, who is a commando style unit with a high powered anti-infantry weapon, a Ghost Stalker, which carries an arm mounted rail gun that can pulverize vehicles and infantry, and a Mutant Hijacker, which can be used to capture vehicles. The Ghost Stalker can also detonate any building if you can get him close enough to plant a charge on it. You have to be careful with the Ghost Stalker's rail gun - shots from it will go right through multiple targets, so you can accidentally kill Umagon with a stray shot if you're not careful. Begin by moving west and taking out the Nod infantry along the way. When you get to the Tiberium field, have your units hang out in it for a little while (mutant units heal themselves in the presence of Tiberium). You can also get a Tiberium Fiend from this field. You won't be able to control it directly, but it'll follow your units and more or less attack the same targets as what you tell your units to attack. After your units have healed, move north and take care of the Nod units on your way to the small base. Avoid the light from the search tower - you'll trigger a timer if you get seen by it. Try to pick off the infantry and vehicles with the Ghost Stalker from a distance, then take out the barracks. If you're careful, you can completely ignore the laser turret and just sneak by it along the wall. You can also rush it with your units and let the Ghost Stalker detonate it, but that's a bit risky. Don't worry if you take damage while you're attacking this small base though - there's another Tiberium field south of the bridge where you can let your units hang out until they heal. The best approach to the prison is to detonate the crates on the corner of the fence area so you can get into the compound without dealing with the laser turrets. Go over the top of the prison and detonate the barracks, then get Tratos out of the prison and escape the same way you came in. An evac chopper will land near your original starting location, so send your units back the way you came and have Tratos get in the evac vehicle. Make sure you remember that the other laser turret is still near the bridge if you never destroyed it earlier. When Tratos has been evacuated, you'll get an MCV and some reinforcements to the north. Deploy your MCV and start building a base. There's a blue Tiberium field to the west of your MCV across the top of the screen, and there's a green field south of where your MCV appears. Wiping out the Nod base above the prison is pretty simple - just crank out a pile of Titans and Wolverines and crush it, either from the top of the map or by using an engineer to repair the broken bridge. You'll also have to hunt down all surviving Nod units on the map, even though that's not specified as an objective. NOTE: After this mission, you'll be give the choice between two targets on the mission map. Choosing the left option will take you to mission 1.18, but choosing the right option will cause 1.18 to be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.18) Destroy Vega's Dam | | | | | | | ----------------------------------------- | ============================================================================= "The hydroelectric dams in this area provide Vega's island fortress with almost limitless power. Destroying the dams will seriously cripple Vega's perimeter defenses and allow GDI to bring more weapons to bear against Vega's base. The dams are heavily fortified, so attacking them directly is not the best option. Surveillance indicates the key to destroying the dams lies in the destruction of two regulator stations. Without them, the dams' generators will overload and the dams will self destruct." ------------------ Mission Objectives ------------------ 1) Destroy the dams any way possible. ----------- Walkthrough ----------- Use your starting units to destroy the two buggies directly to the east, but as you approach the bridge, Nod will destroy it. Head south-west and work your way underneath to get to the other side of the water. Destroy the Nod units and buildings around the barracks to get some more reinforcements, then move east towards the Tiberium field. More reinforcements should arrive to join you on your way north. Head up the road and slaughter the Nod forces. The truck next to the building will have another heal-all crate in it, so grab that before you move into the city. Wipe everything out in the city, then head west with your reinforcements and cross the bridge intersection. Force your way under the cliffs and blast the tanks and infantry along the way. When you reach the west edge of the map, head south and destroy the truck next to the building there and grab the crate in it for another heal-all. Head north and you'll encounter the first regulator station. Destroy it and everything around it, then cross the bridge to the north west for some more reinforcements. Blast your way across the bridge and destroy the second regulator station there to destroy the dam. If you're having trouble with this mission, keep in mind that when you've made it to the north-west corner, you don't actually need to destroy the tanks and laser turrets near the two regulator stations. All that matters is that the regulator stations themselves are destroyed. ============================================================================= | ----------------------------------------- | | | | | | | 1.19) Destroy Vega's Base | | | | | | | ----------------------------------------- | ============================================================================= "Vega's base of operations is in the area. It is heavily guarded by SAM sites, and a secondary outpost provides reinforcements. Destroy all Nod forces in the area, but capture Vega's Pryamid intact - there is information there that we can use. You will have only limited troops until the SAM sites are neutralized one way or another." ------------------ Mission Objectives ------------------ 1) Destroy the Nod base. 2) Capture Vega's Pyramid. ----------- Walkthrough ----------- Limited troops my ass, there's enough Tiberium around your starting location that you can build a ridiculous pile of units and crush the living crap out of pretty much anything. If it really amuses you that much, you could use amphibious transports to assault the main island to the west, and even to assault the small base in the south-east, but that's really kind of a waste of time (unless the southern bridge gets destroyed and Nod fails to fix it, in which case you might have to assault it via the water or the air). During the countdown that starts when the mission begins, build your base as fast as you can and get multiple harvesters started. There are only two threats on this map - a small base to the south-east that's only accessible via a single bridge, and a major base to the west that is only accessible via a larger bridge. The southern bridge can only be repaired from the Nod side, but you can repair your half of the western bridge from your side. With a little planning though, you shouldn't need to fix the western bridge at all, because it should never get damaged. Protect your base from subterranean assaults and keep your eyes peeled for artillery hitting you from outside your perimeter. Build a giant pile of Titans and Wolverines (unless you plan to ammuse yourself with the amphibious option). Move west and approach the bridge, but don't try to cross it until you've dealt with the laser turrets in the middle of it, and dealt with any artillery or other units that might be lingering on the other side. The easiest way to take care of that is with air units. Even jumpjet guys can do some serious damage when you have enough of them. Or you could land a small force with an amphibious transport to make sure the bridge area is clear for your main forces. It doesn't really matter whether you destroy the secondary base first or if you destroy the main one first, but I'd suggest taking care of the secondary base to the south first just so you don't have to worry about it anymore. Just go down there and crush it. Even if you accidentally destroy the bridge, Nod usually repairs it pretty fast. If not, use air units or land some stuff on the west side of the island with your amphibious transports. With the small base destroyed and the area on the Nod side of the western bridge secured, cross the bridge with your main force and wipe everything out. Remember to leave the pyramid alone and capture it with an engineer. You'll have to destroy everything on the map to end the mission, including all of the SAM sites scattered all over the edge of the island. ============================================================================= | ----------------------------------------- | | | | | | | 1.20) Capture Hammerfest Base | | | | | | | ----------------------------------------- | ============================================================================= "Hammerfest base has been overrun by Nod troops. The Firestorm walls block direct approach, so another route must be found back into the complex. Using hover MLRS and waterways for access, find a way back to the GDI base and re-capture it. Once the base is back in GDI hands, destroy all Nod forces in the area." ------------------ Mission Objectives ------------------ 1) Find a way back to the GDI base. 2) Re-capture the base with engineers. 3) Destroy all Nod forces in the area. ----------- Walkthrough ----------- The crates that the trucks on the bridge drop during the opening scene have heal-alls in them. If you're lucky, two of them might fall, but usually it's just one. I've never seen all three drop, but that doesn't mean it can't happen. Anyway, be careful not to pick them up by accident. You might want them later. Move your MRLS north-east across the waterway until you see the vehicles in the small destroyed town. Pick them off carefully, then move your MRLS into that area. There's a ramp that leads down into the water to the north-west, which is where you want to go. Carefully destroy the laser turret, then destroy the weak section of the cliff to the north of the radar station. From there, you can destroy the three Nod power plants nearby to disable the Obelisk that's blocking the path on the far east side of the map. Backtrack your MRLS to the south-east to get back in the waterway that you originally started in and then continue moving towards the lower right corner of the map. Destroy the truck in the very corner, and you'll find another heal-all crate. Leave it behind for later if you don't need it now. Meanwhile you'll find an Obelisk farther to the north, which will be disabled if you already destroyed the power plants earlier. Keep your eyes peeled for units that you can destroy on the cliffs from the water. Pay special attention to anything that might be an artillery unit - they can make short work of your MRLS and ruin the mission for you. Work your way under the bridge and battle your way to the upper right corner of the map. Once you're there, move west and destroy the small Nod base there. The truck in it has another heal-all crate, which you'll probably need now since there're a lot of units that patrol near that base. Once you've taken care of things, head to the very top of the map and move west across the screen all the way to the very north-west corner of the map. The GDI base is right there, next to a large Tiberium field. Blast a small hole in the wall with your MRLS, being careful not to let them destroy any of your base defenses. Move your engineers in now and capture the two power plants in the corner of the base, which will disable the Firestorm fence that's blocking the construction yard. With the Firestorm disabled, you can move your MRLS into the center of the base and take care of the units near the construction yard, then capture it with an engineer to take control of the rest of the base. Immediately start repairs on any damaged buildings and use your task bar to reactivate any of the base defenses that have been turned off. The massive fields of Tiberium west of the GDI base will make it very easy for you to finish this mission. Once you've fully secured the base and built a harvester, crank out some units to help you defend your base, then build a couple more harvesters to help you end this mission quickly. The main NOD base is easily accessible via a bridge in the very lower-left corner of the map, but you'll definitely want to come in heavy. There'll be a lot of laser turrets and random units everywhere, including deployed artillery units. ============================================================================= | ----------------------------------------- | | | | | | | 1.21) Retrieve Disruptor Crystals | | | | | | | ----------------------------------------- | ============================================================================= "It is imperative that you prevent the train carrying the crystals from reaching the Nod base. Recent ice melts in the region have washed out the only train bridge. However, Nod engineers are on their way to repair it, so you must move quickly. If you can get to the train before the bridge is repaired, we can recover the crystals with little trouble. Otherwise, we will have to assault the Nod base to reclaim the crystals. Remember, to stop the train, you must destroy the locomotive, not the cars, but the cargo car holds the crystals." ------------------ Mission Objectives ------------------ 1) Locate the train and destroy the locomotive before Nod engineers repair the bridge. The cargo car holds the crystals. 2) If the bridge is repaired and the train successfully reaches the Nod base, then you must locate and destroy this base to recover the crystals. ----------- Walkthrough ----------- Send all of your units south-east until you're in the corner of the map. You can destroy the barracks along the way if you want, but there's really no need. Send your three hover MRLS over the water on the southern edge of the map, and you'll be able to assault the Nod base from the safety of the water. Pick off any threatening units (including stealth tanks) and destroy anything else that you can reach. When things are clear, get back on the land south-west of the train and take care of any remaining laser turrets at the southern entrance. Destroy all of the train cars, then simply rush in and grab the crate it leaves behind to end the mission. Pretty easy. NOTE: After this mission, you'll be give the choice between three targets on the mission map. Choosing the path on the right side will take you to the Rescue Prisoners mission (1.22). Choosing the path on the top will take you to the Destroy Chemical Supply mission (1.23). Taking the lower-left path will take you to the Destroy Chemical Missile Plant mission (1.24). If you choose 1.22 or 1.23, you'll still have the option to choose the other one after you're done. If you choose 1.24 though, 1.22 and 1.23 will be skipped entirely. If you complete 1.22 first, you're receive extra mutant infantry at the start of 1.23, which will make things slightly easier. Completing 1.22, 1.23, and 1.24 before moving on to 1.25 will make 1.25 significantly easier too. ============================================================================= | ----------------------------------------- | | | | | | | 1.22) Rescue Prisoners | | | | | | | ----------------------------------------- | ============================================================================= "Umagon has requested help to rescue her people from a Nod prison. The prison is located on an island to the east. Nod has a strong force in the area, both in outposts and spread through the nearby city. We have limited resources and no reinforcements are available, so avoiding patrols is vital to your success. Umagon has a team in the area already - if you can find them, they may assist you. Make your way to the prison and release the hostages. Once the prison is secure, we will send a transport to evacuate Umagon's people. There may be SAM sites nearby, so make sure the way is clear for the transport." ------------------ Mission Objectives ------------------ 1) Locate the Nod prison. 2) Release and evacuate the prisoners. ----------- Walkthrough ----------- Move all of your units into the south-west corner of the map for now and leave them there until the three Nod buggies pass by from the north. As soon as they go by, send Umagon and the medic north, then curl to the east until a small building is revealed behind some trees. Approach the building and a mutant hijacker and a ghost stalker will join you. Wait here until the buggies pass over the road north of you again, then move to the northern edge of the screen and start working your way east. Clusters of nod buggies, bikes, and cyborgs are roaming the area, so be careful. The biggest threat to you losing the mission though is your ghost stalker accidentally your own units. Make sure you keep him away from the rest of your pile, but also keep the medic close to him. If you can get enemy units to focus on him while the medic constantly heals him, he's virtually unstoppable. When you reach the city after the small tiberium field, be very careful around the streets and the tracks. Random vehicles and train cars can easily smash your units with no warning. Skirt the top of the city and stick to the edge of the map. When you reach the next two civilian buildings about two screens away from the eastern edge of the map, turn south and head for the bridge. Carefully deal with the laser turret, bike, and cyborg that are usually guarding it, then send your units over the bridge. Detonate the laser turret on the other side with the ghost stalker, then retreat and heal him. Detonate the gate next, then clear out any survivors in the base. Detonate the gate that's keeping the prisoners in, and they'll run north to the clearing. You'll need to destroy four SAM sites to complete the mission. Two of them are up by the clearing where the prisoners are waiting, and the other two are next to the area where the prisoners were originally being held. If you don't have anything left that can destroy the sandbags or walls, you can still use the ghost stalker to destroy them with his actual weapon rather than detonating them. Simply have him force-fire on the ground behind the SAM site, and the rail gun will damage it with each shot. You can also use the mutant hijacker to jump in one of the civilian vehicles and crush the sandbags if you're having a hard time destroying the one on that side. NOTE: If you picked this mission right after 1.21, you'll still have the option to pick 1.23 (upper mission) or 1.24 (lower mission) after this mission is complete. If you already completed 1.23 before this one, then 1.24 will be your only choice. ============================================================================= | ----------------------------------------- | | | | | | | 1.23) Destroy Chemical Supply | | | | | | | ----------------------------------------- | ============================================================================= "The chemical supply station is providing vast quantities of Tiberium toxins to a number of Nod research programs in the area. Destroying this site will seriously hinder further Nod research, and prevent this base from transporting reinforcements to others in the sector. Intelligence reports advise caution when near any of the chemical tanks and facilities, as the toxins contained within are highly corrosive and equally deadly to soldiers and vehicles." ------------------ Mission Objectives ------------------ 1) Find a suitable location for a base. 2) Destroy the Nod Chemical station. 3) Get Ghost Stalker onto the train. Ghost must not die! ----------- Walkthrough ----------- If you completed mission 1.22 prior to this one, you're have some extra mutant infantry units on this mission, which will make things slightly easier. Either way, head east with your units and start taking out stealth tanks as you find them. Avoid the tiberium veins as you work your way east. Eventually you'll find a small Nod base guarded by a single laser turret. Destroy the turret and all of the buildings, then continue east until you find a path to the south after a big blue tiberium field. There's a clearing here that you can use as for your base. Start building your base in the usual fashion (power plant, tiberium refinery, barracks, war factory) and focus on defending the eastern side. Periodic missile strikes will harrass you, and so will small strike forces from the east and some aircraft. Be prepared for anything. With the huge fields of tiberium west and north of your base, you should be able to easily keep several harvesters going at the same time, allowing you to build an enormous army very quickly. Focus on Disruptors since they're far more deadly than Titans. You can also build Orcas on this mission. I suggest you have two Orca Bombers ready when you start your assault on the Nod base. They'll be extremely useful for dealing with deployed artillery units that you encounter along the way. When you're ready, move your pile of units all the way east, then head north along the eastern edge of the map. You'll encounter a few stealth tanks along the way, and you might run into some of the strike forces that were headed for your base, so deal with them as you move up. Cross west through the narrow valley when you can, and you'll have to start fighting your way through more units and base defenses. Keep your eyes peeled for artillery units deployed on the ridges and use your Orca Bombers to wipe them out before they get a chance to do too much damage to your units. Make sure you have your bombers fly to and from this area of the map by going along the same path your ground units did. Otherwise they're likely to get blasted by a hoard of SAM sites at the Nod base farther west. Continue moving west and wipe out anything you encounter. On the other side of the bridge in the north-west corner, you'll find a train. A ghost stalker unit will arrive back at your original starting position, and you'll be told to get him in the train. Do so, and finish wiping out any remaining Nod units and buildings on the map to end the mission. NOTE: After a cutscene, you'll flow directly into mission 1.24 without the usual mission selection screen. ============================================================================= | ----------------------------------------- | | | | | | | 1.24) Mine Power Plant | | | | | | | ----------------------------------------- | ============================================================================= "If the upcoming GDI attack on the missile sites is to succeed, C4 must be planted at all six power stations. The power grid is well protected, but the train should carry the demolition team and the mutants through the gates and past the guards. If Nod forces discover the demolition team and sound the alert, take out the power plants by any means available." ------------------ Mission Objectives ------------------ 1) Plant C4 at the power plants. ----------- Walkthrough ----------- This is a short little bonus mission that's only accessible if you chose to do mission 1.23. Your units will exit the train directly in a disasterous battle, so immediately find the ghost stalker unit and keep him from slaughtering the rest of your units with a stray rail gun shot. Wipe out the immediate threat, then retreat everything north. Curl around the western side of the map and start blasting power plants and enemy units as you encounter them. Keep in mind that you can heal your mutant units just by standing in the small amounts of tiberium that come out of a cyborg unit when you destroy it, so that will help you stay healed even without the medic handy. Blast your way through the base and destroy all of the power plants to end the mission. You don't need to destroy anything else. ============================================================================= | ----------------------------------------- | | | | | | | 1.25) Destroy Chemical Missile Plant | | | | | | | ----------------------------------------- | ============================================================================= "Nod's main chemical missile plant is located in this area. It is responsible for the large amount of Tiberium poisoning and accelerated mutations of wildlife in the surrounding areas. Destroying this facility will prevent Nod from furthering the acceleration of Tiberium poisoning on the planet." ------------------ Mission Objectives ------------------ 1) Destroy Nod's missile silos. 2) Destroy all Nod forces. ----------- Walkthrough ----------- NOTE: Depending on whether you completed missions 1.22, 1.23, and/or 1.24 before starting this one, you might have extra units with you. You might also get a half hour timer at the top of the screen to signal when the power grid will be blown up by the mutants. For the sake of writing the guide, I played this mission without completing any of the optional ones first. You'll find that the mission is way easier if you did them, so just ignore all my comments about power plants here if you did. This map is big and there're a ton of Nod structures to destroy, so it could take you a while. To make things more annoying, huge portions of the Nod bases are cloaked. When you start attacking the Nod bases, you'll want to wipe out some power plants as early as possible to eliminate the cloak. The easiest way to do so is to make your assault on the Nod bases by going east across the southern edge of the map. There's a huge pile of Nod power plants against the middle of the very far eastern edge of the map. There are several big tiberium fields near your base, which will make it pretty easy to build a huge pile of units. The ones to the south should be pretty safe from enemy attacks, but you'll have to keep your eyes on any harvesters that stray into the northern or eastern tiberium fields. Periodic missile strikes will hit your buildings and leave toxic clouds behind, so keep your unit piles away from the rest of your base to avoid having them take unnecessary damage. Be prepared to deal with small assaults from the northern and eastern entrances of your base, too. Pay special attention to anything that has engineers or APCs that might have engineers in them. You have the ability to build Disruptors now, and they're very useful against anything. They're especially devastating against buildings if you use them properly, since they can damage anything they hit in a straight line. It still helps to have some Titans with you too though, since they'll be able to destroy sections of the Nod walls to allow your units to maneuver better while you're attacking. When you have a good pile of units ready, head to the southern edge of the map and start working your way east, annihilating everything you run into. The goal is the giant pile of Nod power plants on the very eastern edge of the map. Make sure you remember not to drive over the field of tiberium veins, or it'll shred your units. If you're having trouble finding cloaked power plants, you can force-fire on the ground where you think there might be buildings. Once you've taken out enough power plants to make the cloak drop, do yourself a favor and look around for any other power plants that're revealed afterwards so you can destroy them too. Otherwise as you continue to destroy other stuff, the cloak will reactivate as soon as it has enough power. Work your way around the entire map, pulverizing any remaining Nod structures and units along the way to finish the mission. NOTE: After this mission, you'll be give the choice between two targets on the mission map. Both options are the same mission, but with different maps. Taking the left option will take you to 1.26A, and taking the right option will take you to 1.26B. I suggest taking the left option since the map for 1.26A is much easier to deal with. ============================================================================= | ----------------------------------------- | | | | | | | 1.26A) Destroy Prototype Facility | | | | | | | ----------------------------------------- | ============================================================================= "One of two possible locations of the Prototype Manufacturing Facility. Use the mutants to locate the position of the production facility. The mutants must remain undetected. If Nod suspects enemy forces in the area, they will cloak the facility and deploy troops to destroy them. If the mutants can hide from the Nod troops for a short period, the base will assume the area is clear and uncloak. Once we record the location of the base, GDI Dropships will arrive with reinforcements." ------------------ Mission Objectives ------------------ 1) Using Mutants you must locate the Prototype Manufacturing Facility. 2) Once the facility is located, reinforcements will be sent in to help construct a base. You are to destroy the Manufacturing Facility at this time. ----------- Walkthrough ----------- There are a few ways you can do this, but my personal favorite is to send the ghost stalker east until you run into a small Nod base. Don't worry about avoiding patrols, but be very careful not to get him killed by the laser turrets that you encounter. There's a Nod subterranean APC in this base, and if you can successfully capture it with your mutant hijacker, you can hit the main Nod base with a ridiculously crippling sneak attack. Start by using the ghost stalker to detonate laser turrets, starting with the north-western one. Detonate it and immediately retreat, seaking the tiberium field south of your starting position to heal yourself (or the small tiberium pile that might have formed when you destroyed the cyborg that was patrolling the area). Repeat this process to deal with the other laser turrets, but be very careful not to accidentally destroy the APC. When it's clear, send the mutant hijacker in and capture the APC. Put your ghost stalker into it, then use it to travel over the water to the church to the north. Exit the APC and deal with the Nod patrol, then head east across the northern edge of the map. Eventually you'll hit a spot where you can turn south, and you'll enter the main Nod base from an area with very pitiful defenses. Repeat your hit and run tactics from earlier, paying very careful attention to any power plants you can identify. If you can keep the area un-stealthed, it's ridiculously easy to wipe most of this area out without much risk. Remember to heal the ghost stalker using the tiberium piles that form whenever you destroy a harvester or a silo. Eventually when you get too close to the primary building, your reinforcements will arrive in the south-west corner of the map. Build your base, but don't worry about doing a whole lot. The severe damage you've done to the Nod base already should prevent them from doing pretty much anything at all to you for the rest of the mission. Focus on getting a helipad and a repair bay, which will allow you to build a Carryall. Use the Carryall to safely fly the MK II that you received up to where your ghost stalker is. The MK II can make short work of all of the remaining Nod buildings and units, including the Obelisks if you really have to. If you get it too damaged, just fly it back to your base with the Carryall, fix it at your repair bay, and then fly it back. Once every Nod building and unit is destroyed, the mission will end. Don't forget to look for Nod patrols in the middle of the map if the mission doesn't end right away. Sometimes a stray one can go unnoticed for most of the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.26B) Destroy Prototype Facility | | | | | | | ----------------------------------------- | ============================================================================= "Another possible location of the Prototype Manufacturing Facility. Use the mutants to locate the position of the production facility. The mutants must remain undetected. If Nod suspects enemy forces in the area, they will cloak the facility and deploy troops to destroy them. If the mutants can hide from the Nod troops for a short period, the base will assume the area is clear and uncloak. Once we record the location of the base, GDI Dropships will arrive with reinforcements." ------------------ Mission Objectives ------------------ 1) Using Mutants you must locate the Prototype Manufacturing Facility. 2) Once the facility is located, reinforcements will be sent in to help construct a base. You are to destroy the Manufacturing Facility at this time. ----------- Walkthrough ----------- This map doesn't have nearly as simple of a method to sneak the ghost stalker into the enemy base like the map for 1.26A version of this mission, so it's a bit more annoying. Start by sending your units up the eastern edge of the map, then west all the way along the northern edge, then south all the way along the western edge. You should be able to get a view of the Nod base from this corner pretty easily, which will cause reinforcements to arrive near your original starting position. Move your MCV slightly north-east between the two tiberium fields and start building a base quickly. Nod units will start harrassing you pretty soon, so you'll need to be prepared to defend against random stealth units and subterranean attacks. Also, don't forget that if Umagon dies, you fail. You'll be given a Mammoth MK II for this mission, and it's virtually unstoppable if you keep careful tabs on it, especially once you have a repair bay. Just keep in mind that you don't want to leave the MK II anywhere near your own units or buildings, or its rail gun can wipe out huge chunks of your stuff when it fires at a random enemy target. Once you have your base stable and well-defended, focus on cranking out an army to walk down and crush the Nod base. There's not a whole lot to this mission aside from that. The MK II will make things much easier, so make sure you make good use of it when you attack. To maximize its worth, build a helipad and a carryall so you can quickly transport it from place to place (including back to your base for repairs when necessary). ============================================================================= | ----------------------------------------- | | | | | | | 1.27) Weather the Storm | | | | | | | ----------------------------------------- | ============================================================================= "BE ADVISED: Kane is determined to destroy you. He knows the Kodiak cannot lift off during an ion storm and has chosen this moment to attack. The Kodiak must be protected until the storm abates. The storm will interfere with certain types of equipment so expect some malfunction." ------------------ Mission Objectives ------------------ 1) Protect the Kodiak at all costs. 2) Destroy all Nod forces. ----------- Walkthrough ----------- Keep in mind that during the majority of this mission, radar won't work and aircraft won't be able to fly (and neither will Jumpjet infantry). That will severely affect your attack strategy. Anyway, immediately deploy your MCV when the mission starts and move your units south to deal with two Tick Tanks. Turn north after that and deal with two more that will hit your construction yard, then move farther north until you see a destroyable chunk of the cliff. Wait there for two artillery units to come by. Destroy them now, and you'll avoid disaster later. Meanwhile, you should have a power plant, ore refinery, and barracks by now. The tiberium fields to the east and to the south are deathtraps right now because of the artillery units that are deployed near them, so your only choice is a tiny blue tiberium field in the far north-west corner. Start harvesting it immediately. Concentrate your units near your buildings and defend against anything that comes near you. As soon as you can get a spare Titan or two, move a couple units south until you find the tiberium field there. A bike and two cyborgs are defending it, and there's an artillery unit south of it on the cliff. Get rid of the bike and cyborgs from outside of the artillery's view, then rush in and take care of the artillery too. This will free up this tiberium field for you to safely start harvesting it. Continue defending your base. If you're managing to hold onto a relatively stable cluster of Titans to respond to threats, start building grenade turrets to serve as more permanent defenses. Then get your radar station and tech center going so you'll be able to build disruptors to use for the assault on the Nod base. You'll be doing yourself a huge favor if you do some recon attempts into the center of the map to wipe out the artillery there and to find where Nod's getting their tiberium from. If you can destroy their harvesters, you'll have a much easier time finishing the mission. Eventually, the ideal assault on their base will involve you sending your units to the northern edge of the map and heading east along it. When you hit the cloaked Nod base, one of the first things you'll find up here is a huge pile of power plants, and destroying them will make it a lot easier to get through the southern part of the base without being shredded by the group of Obelisks down there. Keep in mind that deployed artillery units are just as deadly, though. Definitely deal with them the instant any of them fire at you. ============================================================================= | ----------------------------------------- | | | | | | | 1.28) Final Conflict | | | | | | | ----------------------------------------- | ============================================================================= "Impulses scanned from signatures emanating from Cairo suggest Kane will launch his world-altering missile within hours. You must destroy Pyramid Temple before he has a chance to launch. There are no other strategies." ------------------ Mission Objectives ------------------ 1) Clear the zone for MCV Dropship deployment. 2) Destroy the ICBM launchers. 3) Destroy the Pyramid Temple. 4) Destroy all Nod forces. ----------- Walkthrough ----------- You'll start this mission with a fairly small map, but it will expand under certain criteria to become much larger than it initially appears. The basic premise is that there are three Nod bases, each of which has an ICBM silo in it. You'll get a timer on the top of the screen that will count down from an hour, and you need to destroy any of the three ICBM silos to reset the timer. This process will repeat until all three are destroyed (in whatever order you choose). Kane's temple on the eastern side of the map will also need to be destroyed, but it's not very well defended compared to the silo bases. Begin by using the units that fly onto the map to wipe out the tiny Nod base at your starting location. An MCV will arrive for you as soon as you've cleared all of the buildings out of the way. Begin constructing your base quickly, and plan on extending it both east and west so you can get two refineries going to collect tiberium from both of the closest tiberium fields. Plan on building ample grenade turrets to protect your entire base from constant stealth tank, flame tank, and subterranean APC attacks. You'll also need to pay attention to the fringes around your base to make sure no artillery units deploy themselves within range of your base or your units. Sometimes one or two of them will even be able to hit you (or the western tiberium field) from inside the western Nod base, which can be extremely hard to deal with. Plan on sacrificing an Orca bomber to deal with that if it happens. Or even better, use your ion cannon blast to deal with it if you have to. Ideally you'll take care of the south-eastern silo first, since that will allow you to also eliminate Kane's pyramid and everything around it, which should stop the constant missile strikes on your base. Simply approach the narrow passage south of your base to force the map to extend, then plan an attack down there. Hoards of disruptors will likely be your best bet, and you can make good use of your ion cannon to instantly wipe out some of the more obnoxious obelisks that you might encounter. When you reach the Nod base, take care of the northern obelisk (either with the ion cannon or with your units), then enter the base through the gate. Avoid heading south for now, since there are more obelisks there. Instead, focus on staying higher up in the base, where you can shred their power plants and other buildings. If you have spare time left on the timer, wait to destroy the silo itself until you start to run out of time. That will help you keep more spare time to get over to the next silo. Don't forget to head over the bridge to the little island on the east side of the map while you're down here. Kane's pyramid is over here, and it's not very well defended at all. Wipe it out before you head back to your base. The only difficult part about assaulting the north-western Nod base is that you have to make sure there aren't any artillery units in range of the bridge that might destroy it while your units are crossing it. Make sure you send a single unit over it first to test it, and if there are any artillery units or anything dangerous in range of it, wipe them out with Orca bombers or the ion cannon before you attempt to send your units over the bridge. Wipe this Nod base out just like you did to the other one, and make sure you visit the north-western corner of the map to pick up a few abandoned Mammoth tanks to join your attack force. From this point forward though, you can stop building any additional vehicles except for hover vehicles. The last silo is on an island in the south-west corner, so normal vehicles will not be able to reach it. You'll want to approach the island from the south, where there's a small beach with a destroyable cliff leading up to the island. There's an obelisk on the eastern side of the cliff, so before you attempt to cross, make sure you blast it with the ion cannon. A good tactic is to also have a Mammoth MK II waiting in a carryall so that as soon as you blast the obelisk, you can land the MK II on the shore and use it to crush everything in the base, with your MRLS serving as a distraction. With the silos and pyramid destroyed, the only other thing to do is make sure there aren't any surviving buildings or units anywhere on the map, which can be annoying sometimes. Just make sure you reveal all of the shroud while you look, or you may miss a SAM site that's hiding in a tiny little chunk of shroud somewhere. ============================================================================= | ----------------------------------------- | | | 1.50) Nod Campaign - Deus ex Kane | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.51) The Messiah Returns | | | | | | | ----------------------------------------- | ============================================================================= "Hassan is determined to stop you at any cost. He has pursued us back to a small base near his HQ. We must fend off his assault and build a Tiberium Refinery so we have the means to strike back." ------------------ Mission Objectives ------------------ 1) Get production online by building a Tiberium Refinery. 2) Destroy all of Hassan's Elite Guard. ----------- Walkthrough ----------- Simply build a tiberium refinery and use all of your other money to crank out infantry. Enemy units will attack your base, but not with anything serious enough to actually be a problem. Just leave some units behind to deal with any threats in your base and send the rest out to clear enemy units from the rest of the map. ============================================================================= | ----------------------------------------- | | | | | | | 1.52) Retaliation | | | | | | | ----------------------------------------- | ============================================================================= "Hassan spreads his propaganda to the Brotherhood through a nearby TV station. With the Brotherhood in chaos, the opportunity to divide Hassan from his followers presents itself. Capture the TV station and those once loyal to Kane's technology of peace will return to the fold. And as for Hassan's pathetic guards - crush them." ------------------ Mission Objectives ------------------ 1) Capture the TV station to the east. 2) Destroy Hassan's Elite Guard. ----------- Walkthrough ----------- Use your units to defend against the enemies that attack from the east while you deploy your MCV. Build a power plant, refinery, and barracks. You can also build a war factory so you can get a second harvester if you'd like. You shouldn't need to waste any resources defending your base, so don't bother. You can build buggies if you want, but a pile of infantry and rocket soldiers will suffice. Crank out a pile and head north-east to find the Nod base there. Wipe it out, then get an engineer into the TV station. All that's left to do is head for the last enemy base and annihilate it to end the mission. NOTE: After this mission, you'll be give the choice between two targets on the mission map. Choosing the left option will take you to mission 1.53, but choosing the right option will cause 1.54 to be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.53) Free Rebel Commander | | | | | | | ----------------------------------------- | ============================================================================= "We have become aware of an imprisoned commander in this region who WAS loyal to Hassan. Free him and his forces and they should be sympathetic to our cause - and help in the capture of Hassan. The commander may have information vital to Hassan's movement." ------------------ Mission Objectives ------------------ 1) Locate and free the Rebel Nod Commander. ----------- Walkthrough ----------- Send your units south and fight off the enemy units on the other side of the sand bags. Destroy the bags, then send your units through the tunnel on the other side. You'll find an enemy base on the other side. Take care of the infantry inside it, then destroy the trucks in the corner to rescue some engineers. Use one to capture a power plant, one to capture the barracks, and the third one to capture the refinery. Make sure the harvester is docked with the refinery when you capture it, and you'll also capture the harvester. It's worth capturing the two tiberium silos since they're full of tiberium, so train a couple more engineers. Start cranking out a mix of infantry when you're done capturing buildings, then head north-east. Use an engineer to repair the bridge, then cross it with your units and shred the enemy base. Make sure you protect the commander after you've freed him from the walled area, or you'll fail the mission if he's accidentally killed. You don't need to wipe out all of the enemy units or buildings to finish the mission. All you need to do is get the commander back to your original starting position, where a chopper is waiting for him. Get him inside it to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.54) Destroy Hassan's Temple | | | | | | | ----------------------------------------- | ============================================================================= "The Infidel, Hassan, has been tracked to this region of Cairo. Build a base and eliminate this would-be pharaoh, the pretender to Kane's throne." ------------------ Mission Objectives ------------------ 1) Cross the bridge and destroy the enemies on the far side. 2) Deploy your MCV and begin building a base. 3) Locate and destroy Hassan's Temple. ----------- Walkthrough ----------- Cross the bridge with your units and fight your way into the base. You'll receive some reinforcements, so use them to secure the base and then deploy your MCV. Get started on your base immediately. There's a tiberium field to the south that you can safely harvest. Concentrate on defending the western entrance to your base first. Enemy units will constantly attack from there. Units will also constantly attack from the south, but not nearly as many. There's an enemy base in the south-west corner that you can attack and destroy to help reduce how often the enemy attacks will hit you. When you've secured your base and taken care of the south-western enemy base, repair the bridge north of your base and assault the enemy base on the other side. The temple is in the north-west. Destroy it to end the mission. NOTE: After this mission, you'll be give the choice between two targets on the mission map. Selecting the lower of the two options will take you to mission 1.55. The upper option will take you to mission 1.56. If you choose 1.56 first, mission 1.55 will be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.55) Blackout | | | | | | | ----------------------------------------- | ============================================================================= "Taking out this weak position of GDI forces will allow us to reclaim our Sarajevo temple without interruption. Move in under the cover of an ion storm - while GDI's communications will be down. Take out the Radar Facility before the storm abates." ------------------ Mission Objectives ------------------ 1) Locate and destroy the GDI Radar Facility before the ion storm ends. ----------- Walkthrough ----------- This mission can be obnoxious because of the constant lightning strikes, meteor storms, and constant APCs full of engineers trying to steal your buildings. Start building westward to get your refinery as close to the tiberium fields there as possible. You need to defend two primary locations to make sure you don't lose your base. First, get laser turrets lined up in front of the bridge north-west of your starting position. Next, defend the eastern entrance to your base area. As a safety precaution, try to keep an engineer or two handy in the center of your base in case a pesky enemy engineer manages to capture one of your critical buildings at an unfortunate time. With your base thoroughly defended, focus on gathering a pile of units to assault the GDI base on the other side of the bridge. You might find tick tanks a bit ineffective, but a cyborg pile can usually handle things just fine. Rather than trying to cross the bridge, send your assault force around the west side of the map to hit the base from the side. There's another bridge heading farther north inside this GDI base which will lead to the next GDI base. The radar station is near the top of it. Keep in mind that all you need to do is destroy the radar station, so don't worry about wiping out the rest of the base or the units inside. ============================================================================= | ----------------------------------------- | | | | | | | 1.56) Eviction Notice | | | | | | | ----------------------------------------- | ============================================================================= "GDI has secured the Holy Ground the temple rests on. Your objective is simple, locate it and remove the GDI incursion. They are not expecting any Nod forces, so the element of surprise is yours. The temple and its knowledge must remain intact. One vision. One purpose!" ------------------ Mission Objectives ------------------ 1) Locate the Temple of Nod. 2) Destroy all GDI forces. ----------- Walkthrough ----------- Build your base and plan to harvest the tiberium fields to the west. GDI won't really attack you much at first, so you should be able to get a decent attack force positioned to the north-west between your base and theirs, which will stop them from sending much to your base. If you want to amuse yourself, you can destroy the vehicle on the train tracks on the west side of the map, which will free the train. It'll drive directly into the nearby turret and destroy it so you won't have to. The Temple of Nod is in the far north-western corner of the map, along with the GDI base. Send your forces into the GDI base and crush it, then expose the shroud in the corner to locate the Temple of Nod. If there are any surviving GDI units anywhere on the map, you'll need to hunt them down and destroy them to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.57) Salvage Operation | | | | | | | ----------------------------------------- | ============================================================================= "The alien craft is located in this region. FIND IT! The area is infested with GDI, so stealth would be to your advantage. Once the craft is located get an engineer inside to retrieve the Tacitus. And, should you encounter Vega's forces - consider them expendable." ------------------ Mission Objectives ------------------ 1) Locate the crashed UFO and retrieve Kane's artifacts. 2) Stop the transport of the Tacitus at all costs. ----------- Walkthrough ----------- This can be another frustrating mission since you're massively outnumbered and your success will often be based on pure luck. Slaughter the infantry in the town near your starting position, then head north over the bridges. An infantry patrol is going back and forth on the north side of them, and two titans are patrolling underneath them. You need to carefully plan your trip over the bridges to avoid both patrols. Head east when you cross them and follow the tracks farther east until you can't anymore. Next you'll need to head north until you're able to cross east again, slightly south-east of the GDI landing pad area. The problem is that there are titans and wolverines in the area that will slaughter you if you stand still, so you need to move as fast as possible. Don't even try to fight them. When you make it down the cliff wall, move south-east as fast as you can and look for the crashed Scrin ship. Get an engineer inside of it, and keep the rest of your units heading south-west. You'll need to destroy the train in the southern GDI base before it escapes. When your units cross under the destroyed bridge, keep looking for the cliff entrance on the south side that will let up move east into the GDI base. Take out the train when you can see it, then capture the crate that it drops to complete the mission. NOTE: You'll have a choice between an upper and lower mission after this. Taking the lower option will lead to 1.58A, and the upper option will lead to 1.58B. Only one of these two missions can be chosen, and the other will be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.58A) Capture Umagon | | | | | | | ----------------------------------------- | ============================================================================= "The mutant female may be trying to reach the underground railway system located in New Detroit. Move in and control the station before she arrives. If she boards the train then it must be stopped. This may be our last chance at capturing the abomination." ------------------ Mission Objectives ------------------ 1) Locate the train station in the area and capture it before Umagon flies in and boards the train to escape into the underground. 2) If Umagon boards the train before you have captured the station then you must stop the train before it leaves the region. Destroy the locomotive and we will be able to capture Umagon. ----------- Walkthrough ----------- Build your base like normal. GDI won't really attack you, so there's no point in wasting time defending yourself. Instead, focus on getting multiple harvesters going in the two huge tiberium fields near your starting position. Use all of that money to get a massive pile of cyborgs. Their ability to travel over tiberium veins without taking damage will be very useful for the attack on the train station. When you receive the ten minute timer that warns you of Umagon's impending arrival, send your cyborg pile north-west through the city. Find the tiberium field there and go through it, continuing to the west after that. Ignore any units that you don't absolutely have to destroy. The idea is to reach the western edge of the map with as many cyborgs intact as possible since all you need to do is stop the train. In fact, you don't technically have to stop the train. All you really have to do is position your cyborg pile between the two sets of train tracks near the train station and intercept Umagon on her way between trains. If you get here too early, start wiping out defensive turrets and any other units in the area until the train arrives. ============================================================================= | ----------------------------------------- | | | | | | | 1.58B) Capture Umagon | | | | | | | ----------------------------------------- | ============================================================================= "You must reach the medical colony in the region without being prematurely detected by GDI and forcing a base evacuation. To prevent this, consider first destroying the three sensor towers protecting the base. Our new artillery unit should be sufficient for the job. Once inside the base, the capture of the mutant female should be easy." ------------------ Mission Objectives ------------------ 1) Find and destroy the GDI sensor towers without getting too close and getting detected by them. 2) Once the towers are destroyed, move on the base and capture the medical colony before Umagon, the Mutant, can escape. ----------- Walkthrough ----------- Build your base and start cranking out attack bikes. The easiest way to win this mission is to move your artillery north-west over the bridge in the corner. Deploy them as soon as they're on the north side of the bridge, and they'll be able to destroy the upper of the three sensor arrays without being detected. Rather than waste time on the other two sensor arrays, simply rush a dozen or so attack bikes east across the northern edge of the map to reach the facility where Umagon will land. Don't worry about them being destroyed - simply move into the north-eastern corner and destroy the train the instant it arrives, and the mission will be complete. ============================================================================= | ----------------------------------------- | | | | | | | 1.59) Sheep's Clothing | | | | | | | ----------------------------------------- | ============================================================================= "Control of the mutants is in our grasp. Their headquarters is located to the north of your drop-off position. The units you will need to implicate GDI in this deception can be obtained by capturing the rest of the GDI base that you will start in. Do not mar the Brotherhoods name any further. Allow the blame to fall squarely on Solomon's shoulders." ------------------ Mission Objectives ------------------ 1) Capture the enemy Construction Yard awaiting you. 2) Use GDI units to destroy the mutant's base. ----------- Walkthrough ----------- Train an engineer and capture the construction yard, then get your base going. Do yourself a favor and sell the gate in front of your tiberium field to speed up your harvesting ability. Start mass producing titans as soon as you can, and use them to defend the narrow path on the southern edge of the map near the middle. Mutants will send civilian vehicles through this path to attack your base, but they won't pose much of a threat to your titans. When you have a good pile of units, take them farther east until you run into a tiberium field infested with tiberium fiends. There's no need to fight them, so instead, turn north and blast your way through the gate there. Wipe out the small mutant base here, then continue working your way up the map to deal with the next mutant base. The main mutant base is somewhat well defended, including some choppers and an obelisk. Make sure you focus on wiping out the important targets first. After you've destroyed the small building that's titled Mutant Headquarters, Tratos will surrender, ending the mission. NOTE: You'll have two choices on the map after this mission. The upper choice leads to mission 1.60 and the lower choice leads to mission 1.61. If you pick 1.61 first, 1.60 will be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.60) Escort Bio-toxin Trucks | | | | | | | ----------------------------------------- | ============================================================================= "Nod forces were recently forced out of this area. However, spies report that the Nod bio-toxin facility has not yet been destroyed by GDI troops. The Cyborg Commando and his team should be able to slip through the main GDI force and recover two tankers full of bio-toxin - provided we act quickly." ------------------ Mission Objectives ------------------ 1) Locate the bio-toxin trucks. 2) Escort the trucks to the checkpoint east of the base. ----------- Walkthrough ----------- Send your cyborg commando east and start shredding everything you encounter. Keep your eyes open whenever you approach any trees. Enemy units will be hiding in some of them, waiting to damage you as you walk by. Remember that you can let the cyborg stand in tiberium to regenerate his health. Work your way north along the eastern edge of the map all the way to the far north-eastern corer. Clear out the units and structures around the gas station here, then head west to the center of the map near the top. The abandoned Nod base is here, and you'll find the trucks there too. Send them east to the gas station with your cyborg to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.61) Destroy GDI Research Facility | | | | | | | ----------------------------------------- | ============================================================================= "The research facility in this sector must be destroyed before the GDI scientists perfect their Tiberium reduction technology. If Nod forces are to establish a base in the area, the GDI patrols must be eliminated. The mutants may prove to be useful allies." ------------------ Mission Objectives ------------------ 1) Contact the mutants. 2) Clear GDI forces away from the tunnel and main road. 3) Locate the research facility. 4) Destroy the research facility. ----------- Walkthrough ----------- Send your commando north-west to find a single GDI soldier guarding a truck. Kill him, and a pile of mutants will show up and start following you. Head south and then creep west across the southern edge of the map. Work your way over until you find the southern entrance of the tunnel, then cross through it and wipe out the forces on the other side. An MCV and some other units will arrive for you near the southern entrance of the tunnel. Send them up to the two power plants and missile silos that were revealed for you. Use the engineers to capture the power plants, then deploy the MCV slightly west of them. Build your base so that you can get two refineries to harvest the tiberium on the east and west sides of the power plants. Capture the silo with an engineer, and if you completed the optional 1.60 mission, two trucks should show up to supply the silo, which will give you a single mutli-missile strike to use. Save it for later. You could fight your way through the GDI bases to destroy the research facility if you really want to, but the easier way to do it is to head to the western edge of the map, head all the way to the north, and then move east along the top of the map. Resistance will be light there. Clusters of mutant infantry will join you from the western edge of the map too, which should make it easier for you to see what's going on. Since you can build artillery during this mission, the easiest way to attack is with two clusters of artillery units. Move four or so of them forward and deploy them, then creep a second set ahead of the deployed set and deploy them, then swap the two groups, et cetera. If you send a bike on a suicide mission across the top of the map, you should be able to identify the research facility. Hit it with your multi-missile to wipe out most of it, then creep your artillery units close enough to destroy the rest of it. ============================================================================= | ----------------------------------------- | | | | | | | 1.62) Villainess in Distress | | | | | | | ----------------------------------------- | ============================================================================= "The Cyborg Commando has been sent in to retrieve you. Once free, rendezvous with your rescue team to the south. Use them to locate and free Oxanna. She will soon be transported to the main GDI facility, optimal chances for success rely on obtaining her before she is transported. After she has been freed, commandeer a GDI transport to make your escape." ------------------ Mission Objectives ------------------ 1) Locate and free Oxanna. 2) Steal a GDI transport to make an escape. ----------- Walkthrough ----------- Wait for the truck to enter the GDI base, then immediately run your units south out of the base as soon as the cyborg commando blasts the gate. Make sure you get Slavic out of the corner, or you'll lose when he gets killed. There are more Nod units waiting for you south of the ice, so send all of your units there for safety. Use the cyborg commando to clear out the middle of the map, healing him on the tiberium field when necessary. Head south-east until you find a bridge, then cross it and start wiping out GDI units there. There's another tiberium field that you can use to keep the cyborg commando healed. Don't destroy the Orca sitting on the helipad - you'll need it to end the mission. Continue fighting your way through the GDI bases in the south-west corner of the map until you find another fenced area where Oxanna is being held. Get her and Slavic to the Orca on the helipad nearby to complete the mission. NOTE: You'll have two choices on the map after this mission. The lower choice leads to mission 1.63A, and the upper choice leads to mission 1.63B. You can only play one of these, and whichever mission you don't choose will be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.63A) Establish Nod Presence | | | | | | | ----------------------------------------- | ============================================================================= "The Nod base in this sector has been overrun by Tiberium life forms. Weedeaters have proven to be effective against the Tiberium creatures, but we must move reinforcements in quickly before the base is completely destroyed. Once the situation has been stablized, the GDI base in the area must be eliminated." ------------------ Mission Objectives ------------------ 1) Locate and secure the old base. 2) Destroy the GDI base. ----------- Walkthrough ----------- The old Nod base is all the way in the north-eastern corner of the map, so send your units in that direction. Try to avoid the fight going on in the city if you can. When you reach your base, focus on repairing it and getting some defenses to fend off any units that attack you early on. Get your weed eaters to start gathering the tiberium veins from around your base before they get too obnoxious, and get some normal harvesters going too. You'll want to get some artillery units placed pretty early to defend against any ground units that make their way into your base. There are GDI bases in the south-west, north-west, and south-east corners of the map. Start with the south-east one since it's the smallest. It also has a small group of Orca bombers in it, so you'll want to get rid of them early anyway. After that, use the same creep tactic that you should be used to already - move a group of artillery units closer to the GDI base, deploy them, move a second group closer, deploy them, et cetera. With the huge amount of tiberium waste you can collect on this mission, you should have chemical missile strikes ready constantly. Use them to wipe out piles of units or any buildings in areas you don't feel like fighting through. Once all of the GDI structures and units are destroyed, the mission will be complete. ============================================================================= | ----------------------------------------- | | | | | | | 1.63B) Protect Waste Convoys | | | | | | | ----------------------------------------- | ============================================================================= "The road through this sector is a vital supply link. If a foothold is firmly established and a Tiberium Waste Facility is built, Nod chemical missiles can be launched from the region. The GDI base in the area has no defense against the missiles, and can be destroyed at your leisure once the waste convoys start arriving." ------------------ Mission Objectives ------------------ 1) Establish a base and build a Tiberium Waste Facility. 2) Destroy the GDI base. ----------- Walkthrough ----------- Build your base, focusing on harvesting the tiberium fields on the east and west sides of your base. You can build artillery units on this mission again, so get a pile of them deployed near your base to defend it. Make sure you keep a SAM site or some stealth tanks around too (to deal with annoying jumpjet attacks). Make sure you head north-west and wipe out everything between your base and the corner of the map before you actually build your tiberium waste facility. As soon as you build it, waste trucks will start appearing up there, and they'll drive down to your refinery. When enough of them make it, you'll get to use a chemical missile strike. The main GDI base is north of you. If you recon it with a steal tank, you can do some good damage with the chemical missile, but it's not really necessary. You can pretty much pulverize the entire place by using an artillery pile accompanied by some stealth tanks to use as scouts (and anti-air defense). Wipe out all of the GDI units and structures to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.64) Destroy Mammoth Mk.II Prototype | | | | | | | ----------------------------------------- | ============================================================================= "GDI is set to test the prototype of their new weapon, the Mammoth Mark II. It is vital that we sabotage their production of this monster as soon as possible. Before we can do that however, we need to know where the test is being held. Send a Chameleon Spy into one of the Radar Facilities. The coordinates to the testing ground should be stored there. Be careful of the patrols in the area - we only have one spy available. Once we have the location of the test, construct a base and destroy the prototype. You now have access to the new Banshee aircraft, which should prove useful. Destroying the remainder of the GDI base is at your discretion, but the Mammoth MUST be destroyed." ------------------ Mission Objectives ------------------ 1) Spy on one of the GDI Comm Centers. 2) Destroy the Mammoth Mark II prototype. ----------- Walkthrough ----------- Head north over the bridge until you find a road, then follow it farther north until you find a tiny GDI base. Get the spy into the building there to complete the first objective. Make sure you avoid the infantry patrols along the way. Your spy isn't armed, so he's screwed if he's detected. After watching the MK II destroy some targets, an MCV and a few units will arrive for you at your original starting position. Send the units over the bridge and wipe out the patrols near the tiberium field, then get the MCV up there and start building your base. Make sure you get a few artillery units deployed to protect your base along with a SAM site to deal with jumpjet guys. There's nothing tricky about the rest of this mission really. Simply build an army and work your way over the top of the map to the area where the MK II was pulverizing its targets earlier. Destroy it with anything you'd like, and the mission will be over. ============================================================================= | ----------------------------------------- | | | | | | | 1.65) Capture Jake McNeil | | | | | | | ----------------------------------------- | ============================================================================= "Jake McNeil, brother of one of GDI's commanders, will be leading an inspection tour to a small GDI outpost in this area. His knowledge of GDI activities could be of great benefit to Nod's cause. Capture the GDI outpost with engineers, then disguise the base as GDI's and wait for Jake to make his inspection. When the signal is given, use the Toxin soldiers provided to "persuade" Jake to join Nod's forces. Once he is under our influence, EVAC him at the designated site. Be very careful not to alert GDI until we are ready to strike. If they detect Nod forces in the area, they will surely try to evacuate Jake. If GDI is alerted, be sure to get to Jake before he can leave the area." ------------------ Mission Objectives ------------------ 1) Capture the GDI outpost. 2) Capture Jake. 3) EVAC Jake at the specified location. ----------- Walkthrough ----------- Load your toxin guys into the mostly-empty APC and send all three of them west across the absolute southern edge of the map. You have to avoid being seen by any GDI units. Start creeping extra slowly when you get close to the center of the map. There's a searchlight tower there with a single GDI soldier there. Make sure you slip by underneath it as fast as possible. Even if the soldier follows you or even if he takes a shot or two at you, you can still usually get away with it as long as you keep moving fast enough to the west to make him lose interest in you. The real trick is avoiding the titan that's on patrol farther west. About one screen west of the searchlight tower, you should see two small rock platforms with a road that passes over them. Wait carefully between these two platforms until you see the titan, then continue moving west as soon as the titan has moved its way to the east. When you come to what looks like a dead end, keep in mind that your APCs aren't armed, which is why the weak spot in the cliff isn't showing up as a target for you. Eject your infantry from the APC that has your toxin troops in it. It should also have a rocket soldier in it, which you can use to destroy the weak section of the cliff. The real trick is that you have to beat McNeil to the outpost, or you'll miss your chance to capture him. Ideally you can wait in the tiberium field with your toxin soldiers until he gets to the outpost. He generally wanders into it for some reason, which is the perfect time for you to tag him with one of your toxin soldiers. Once he's under your command, immediately put him in an APC and send him back to your original starting position. Meanwhile, you have to capture every building in the outpost, or the subterranean APC will never show up to extract McNeil. Use your toxin soldiers to wipe out the GDI troops. They can even handle the wolverines if they're still in the base. Capture the construction yard with an engineer, and it'll disable the base's defenses. Then simply capture all of the other remaining buildings with your engineers, and the subterranean APC should show up for you. Get McNeil into it to end the mission. NOTE: You'll have two choices on the map after this mission. The lower choice leads to mission 1.66, and the upper choice leads to mission 1.67. If you choose 1.67 first, 1.66 will be skipped. ============================================================================= | ----------------------------------------- | | | | | | | 1.66) Illegal Data Transfer | | | | | | | ----------------------------------------- | ============================================================================= "GDI has stored the firing codes for its Ion Cannon in three separate Comm centers. The centers are isolated in a valley and poorly guarded. We do not have the forces available for a full-scale assault. However, a small infiltration team led by the Chameleon Spy has a reasonable chance of success. Once the Spy has the codes, he must be evacuated safely." ------------------ Mission Objectives ------------------ 1) Infiltrate the Comm centers and steal the codes. 2) Evacuate the Chameleon Spy. ----------- Walkthrough ----------- Send your units north-west up the hill and destroy the sensor array and the soldiers near it. Send the spy north over the hill and then curl to the east. You can get him into the first comm center here. A nice luxury is that he'll be healed each time you get him into a comm center, so don't be too worried if he takes a little damage between comm centers. You've probably already seen the next comm center. It's south-east of where you destroy the sensor array. You can get the spy into it with very little problem, although he might take a bit of damage on his way out from the soldier that's guarding it. Don't worry about it though - he'll get healed again on his way out of the last comm center anyway. Head north-east with the spy until you see some crates next to a weak section of the cliff. The last comm center is south of these crates, but since the spy isn't armed, you'll need to get at least one soldier over here to blow up the cliff for him. Don't worry about the rest of your units getting wiped out. As long as you manage to get one through alive to blow up the cliff, you'll be able to complete the mission just fine. With the cliff destroyed, get the spy into the last comm center, then head into the north-eastern corner of the map. From here you should have no problem heading south along the eastern border of the map, then west across the southern border until you reach the subterranean APC that's waiting for you. Get the spy into it to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.67) A New Beginning | | | | | | | ----------------------------------------- | ============================================================================= "In order for our ICBMs to shoot down the Philadelphia, they must be able to triangulate the station's position. Our spies have placed beacons at the optimal deployment locations. Once the launchers have been moved to the beacons, the station's fate is sealed and the Temple of Nod may be built. Move with all due haste. If the Philadelphia is able to complete three orbits, it will lock onto our position and destroy Kane's plans." ------------------ Mission Objectives ------------------ 1) Deploy ICBM launchers at the three beacons. ----------- Walkthrough ----------- Wipe out the GDI soldiers as soon as McNeil gets them to drop the firestorm wall. Start capturing buildings next, and deploy your MCV. There are ample tiberium fields around, so start harvesting them while you use your units to clear out any lingering GDI units nearby. If you completed mission 1.66 prior to this one, you'll take over control of GDI's ion cannon as soon as the first blast hits you. Similar to the last GDI mission, you'll get a timer on the screen eventually. You'll need to get one of the three ICBMs that you were given to the spots revealed on the map for you. The one near your base is obviously the easiest, and the one in the north-east is pretty easy too. The north-western one is by far the hardest. Like previous missions, one of the easiest ways to accomplish this one is with piles of artillery that you can leap-frog towards GDI positions. Use a stealth tank to find the GDI base south-east of the north-eastern ICBM zone. If you can get some artillery units to the zone and deploy them, they'll be able to keep that base beaten down for the entire mission relatively easily. If you keep a few artillery units deployed in the middle of the map, they can easily stop units from reaching your base, and they'll also stop GDI harvesters from using the tiberium fields there. Just make sure you keep some rocket guys or some stealth tanks nearby to deal with any pesky jumpjet guys that show up. The hard part is getting to that north-western ICBM zone. Head north along the western edge of the map with some stealth tanks, some artillery, and some engineers (in case the bridge accidentally gets destroyed). Ideally, you'll line some artillery units up along the shore under the bridge, then drive a stealth tank over it until the GDI defenses fire at it, which will allow you to see them. Use your ion cannon blasts and cluster missiles if you have them, and you can make short work of those defenses. Your artillery should also be able to make a huge dent. Repair the bridge if you have to, then rush the base. Be prepared to get into the back part of it to wipe out the helipads before the Orcas can hit you too hard. Deploy your artillery to wipe out as much as you can while you use the stealth tanks to deal with any aircraft that manage to get in the air. When you're completely sure the area is secure, send the last ICBM over the bridge and deploy it in the final zone to end the mission. ============================================================================= | ----------------------------------------- | | | 2.00) Structures | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 2.10) GDI Structures | | | | | | | ----------------------------------------- | ============================================================================= -------- Barracks -------- Cost: 300 Size: 2x2 Power Drain: 20 Tech Level: 1 Produces: Light Infantry, Disc Thrower, Medic, Engineer, Jumpjet Infantry, Ghost Stalker The barracks is used to produce infantry units. There's not a whole lot to say about it other than that. --------------- Component Tower --------------- Cost: 200 Size: 1x1 Power Drain: 10 Tech Level: 2 These are useless on their own, but when you place a Vulcan Cannon, RPG Upgrade, or SAM Upgrade on top of one, they become a defensive structure. Keep in mind that the tower itself takes some power, and the upgrades you put on it will take additional power. ------------- Concrete Wall ------------- Cost: 250 Size: 1x1 Power Drain: 0 Tech Level: 6 Concrete walls will stop infantry and vehicles from moving, but only for as long as it takes for those units to blast a whole in the wall (which isn't very long). You can place either 1 square at a time or 5 squares at once, as long as your starting and ending point are in a straight line from each other and the terrain is entirely flat and free of obstructions. ----------------- Construction Yard ----------------- Cost: N/A Size: 3x3 Power Drain: 0 Tech Level: 1 Deploying an MCV will turn it into a construction yard. At first you'll only be able to build power plants, but as you build more structures, additional buildings will become available. You won't be able to build any of them unless you keep a construction yard intact, though. ---------- EMP Cannon ---------- Cost: 1000 Size: 2x2 Power Drain: 150 Tech Level: 6 These are defensive structures that will allow you to periodically lob electromagnetic pulses at things, which will disable them. These aren't like other defensive structures though - no matter how many of the structures you build, you'll only get one electromagnetic pulse ability in your menu. You have to maintain your power level in order to use the ability and to keep it recharging. -------------------- Fire Storm Generator -------------------- Cost: 2000 Size: 3x2 Power Drain: 200 Tech Level: 9 This will allow you to build Firestorm Wall Sections, and it will also give you the periodically recharging Firestorm Defense ability as long as you maintain your power level. ---------------------- Firestorm Wall Section ---------------------- Cost: 250 Size: 1x1 Power Drain: 2 Tech Level: 9 These are like regular wall sections, except they can be powered by the Firestorm Generator to become invincible barriers. While they're inactive, units can pass over them just fine. Once they activate though, they'll be instantly lethal to any units that touch them, friendly or enemy, including anything in the air that tries to pass over them. Note that like regular wall sections, you can build more than one piece at a time in a straight line, as long as the terrain is flat between your two starting points. Keep in mind that each section requires 2 units of power though, so if you build the maximum string of 5 squares at a time, it'll use 10 units of power. ---- Gate ---- Cost: 250 Size: 3x1 Power Drain: 0 Tech Level: 6 This is a section of wall that will lower and raise as friendly units pass by, allowing you to enter and exit your base safely while stopping enemy units from slipping through. They don't take much to destroy though, so they're not exactly the most useful thing in the world. There are two versions that you can build - one that goes diagonally in each direction, which will allow you to place one on any side of your base. --------------- GDI Power Plant --------------- Cost: 300 Size: 2x2 Power Gain: 100 Tech Level: 1 Keeping your base supplied with power is critical to your production capability as well as the functionality of many of your structures. GDI power plants have the ability for you to place two power turbines on them too, each of which will increase the power output by 50 at a cost of only 100 each. In other words, a 300 cost power plant generating 100 power becomes a 500 cost building generating 200 power, which is slightly more cost effective. --------------- GDI Tech Center --------------- Cost: 1500 Size: 3x2 Power Drain: 200 Tech Level: 6 Tech centers don't do anything on their own, but they're a critical piece of your tech tree. Many of the most valuable units and structures won't be available until you have one of these. ------------------ GDI Upgrade Center ------------------ Cost: 1000 Size: 3x2 Power Drain: 150 Tech Level: 10 This structure by itself doesn't do much, but it will give you the ability to build two modules on top of it to unlock some extra abilities (the Seeker Control module and the Ion Cannon Uplink module). --------------- GDI War Factory --------------- Cost: 2000 Size: 3x4 Power Drain: 30 Tech Level: 2 Produces: Harvester, Titan, Wolverine, Amphibious APC, Disruptor, Mobile Construction Vehicle, Hover MLRS, Mobile Sensor Array, Mammoth MK. II The War Factory produces all of your ground vehicles. This game is still prior to the era of multiple buildings allowing you to build multiple units at the same time, so having more than one War Factory just reduces the time it takes for each unit to be constructed. ------- Helipad ------- Cost: 500 Size: 2x2 Power Drain: 10 Tech Level: 5 Produces: Orca Fighter, Orca Bomber, Carryall These will give you the ability to build aircraft, and in the case of Orca Fighters and Orca Bombers, they'll allow you to reload their ammunition (one aircraft at a time). They won't repair them, though - you'll need to land the aircraft on a service depot for that. ----------------- Ion Cannon Uplink ----------------- Cost: 1500 Size: 1x1 Power Drain: 100 Tech Level: 10 This module can only be placed on top of a GDI Upgrade Center. It will give you the Ion Cannon ability, which will recharge periodically as long as you maintain your power level. In case you're new to the concept, the Ion Cannon is a blast of particle energy that comes from an orbiting satellite and hits the target that you specify. -------- Pavement -------- Cost: 75 Size: 4x4 Power Drain: 0 Tech Level: 6 Pavement is in a 4x4 square chunk, but unlike most structures, you can place it over parts of the ground even if there are other things in the way (buildings, terrain, et cetera). Any sections that you can build in will be filled in with pavement, and any you can't build in just get skipped. You can still build structures on top of pavement you've already placed. There's only one real purpose for pavement, which is to prevent subterranean attacks. ------------- Power Turbine ------------- Cost: 100 Size: 1x1 Power Gain: 50 Tech Level: 7 You can place two of these on each GDI Power Plant, making them slightly more cost effective than building an entirely new power plant. ----- Radar ----- Cost: 1000 Size: 2x2 Power Drain: 40 Tech Level: 3 Having a radar structure will activate your minimap, allowing you to easily see the layout of the map as well as the movement of any friendly or enemy units if there's no shroud in the way. ----------- RPG Upgrade ----------- Cost: 600 Size: 1x1 Power Drain: 20 Tech Level: 9 These can only be placed on top of a component tower. They fire grenades at any targets on the ground. They can be extremely deadly, especially in groups. Their limited range will make them ineffective against many targets though. ----------- SAM Upgrade ----------- Cost: 300 Size: 1x1 Power Drain: 30 Tech Level: 5 These can only be placed on top of a component tower. They fire missiles at any airborne targets, and they're pretty effective. -------------- Seeker Control -------------- Cost: 1000 Size: 1x1 Power Drain: 50 Tech Level: 10 This module can only be placed on top of a GDI Upgrade Center. It will give you the Hunter Seeker drone ability. Basically a drone will fly onto the screen and annihilate the first enemy target it can find. The ability will recharge periodically as long as you maintain your power level. ------------- Service Depot ------------- Cost: 1200 Size: 3x3 Power Drain: 30 Tech Level: 7 You can repair damaged vehicles (including aircraft) on these. You can also sell damaged vehicles (including aircraft) when they're parked on it. ----------------- Tiberium Refinery ----------------- Cost: 2000 Size: 3x4 Power Drain: 30 Tech Level: 1 These are obviously critical to the success of any mission or skirmish. They come with a single harvester, but they work better when you have at least two harvesters operating out of them. They can only hold 2000 credits, so if you harvest tiberium faster than you're spending it, the rest will go to waste. If a refinery is destroyed, any tiberium in it will be lost, even if you had capacity in other refineries or silos (tiberium will also be scattered all over the ground). If you capture a refinery with tiberium in it, you'll gain control of it when you capture it. Note that if you sell a silo or refinery when you don't have any excess storage capacity, the tiberium in it will be lost. If you do have excess storage capacity though, the tiberium in the structure will be moved to any available structures with capacity. The same strategy from earlier games still works too - if you build something and then cancel it, the credits are given back to you, but it doesn't require any space in your silos or refineries. ------------- Tiberium Silo ------------- Cost: 150 Size: 2x2 Power Drain: 10 Tech Level: 1 These only have one purpose, which is to store excess tiberium when you've harvested it (1500 each to be exact). If a silo is destroyed, any tiberium in it will be lost, even if you had capacity in other refineries or silos (tiberium will also be scattered all over the ground). If you capture a silo with tiberium in it, you'll gain control of it when you capture it. Note that if you sell a silo or refinery when you don't have any excess storage capacity, the tiberium in it will be lost. If you do have excess storage capacity though, the tiberium in the structure will be moved to any available structures with capacity. The same strategy from earlier games still works too - if you build something and then cancel it, the credits are given back to you, but it doesn't require any space in your silos or refineries. ------------- Vulcan Cannon ------------- Cost: 150 Size: 1x1 Power Drain: 20 Tech Level: 2 These can only be placed on top of a component tower. They're just a standard machine gun turret. Not very deadly. ============================================================================= | ----------------------------------------- | | | | | | | 2.20) Nod Structures | | | | | | | ----------------------------------------- | ============================================================================= -------------------- Advanced Power Plant -------------------- Cost: 500 Size: 3x2 Power Gain: 200 Tech Level: 7 These produce twice as much power as a normal power plant, which makes them slightly more cost effective than building two normal power plants considering the slightly lower cost. Thankfully unlike GDI power plants, you don't have to waste time and effort building extra turbines onto them. ----------------- Construction Yard ----------------- Cost: N/A Size: 3x3 Power Drain: 0 Tech Level: 1 Deploying an MCV will turn it into a construction yard. At first you'll only be able to build power plants, but as you build more structures, additional buildings will become available. You won't be able to build any of them unless you keep a construction yard intact, though. ---------- EMP Cannon ---------- Cost: 1000 Size: 2x2 Power Drain: 150 Tech Level: 6 These are defensive structures that will allow you to periodically lob electromagnetic pulses at things, which will disable them. These aren't like other defensive structures though - no matter how many of the structures you build, you'll only get one electromagnetic pulse ability in your menu. You have to maintain your power level in order to use the ability and to keep it recharging. ---- Gate ---- Cost: 250 Size: 3x1 Power Drain: 0 Tech Level: 6 This is a section of wall that will lower and raise as friendly units pass by, allowing you to enter and exit your base safely while stopping enemy units from slipping through. They don't take much to destroy though, so they're not exactly the most useful thing in the world. There are two versions that you can build - one that goes diagonally in each direction, which will allow you to place one on any side of your base. ----------- Hand of Nod ----------- Cost: 300 Size: 3x2 Power Drain: 20 Tech Level: 1 Produces: Light Infantry, Disc Thrower, Medic, Engineer, Jumpjet Infantry, Ghost Stalker The barracks is used to produce infantry units. There's not a whole lot to say about it other than that. ------- Helipad ------- Cost: 500 Size: 2x2 Power Drain: 10 Tech Level: 5 These will allow you to build aircraft and rearm them when they've used all of their ammunition. You won't be able to repair damaged aircraft here though. ----- Laser ----- Cost: 300 Size: 1x1 Power Drain: 40 Tech Level: 2 These are fairly effective defensive structures against infantry and vehicles. They can't fire at airborne targets though, and their limited range makes them useless against many units. ---------------- Laser Fence Post ---------------- Cost: 200 Size: 1x1 Power Drain: 25 Tech Level: 8 These have an advantage over normal fencing since you can build them in chunks of 10 if you have a straight area with flat terrain. Unlike firestorm wall chunks, these will always cost 25 power per post whether you deploy one chunk or ten at a time. ------------ Missile Silo ------------ Cost: 1300 Size: 2x2 Power Drain: 50 Tech Level: 10 This will get you the multi-missile ability, which will recharge periodically as long as you keep your power level up. Multi-missiles are powerful missile strikes that can wipe out clusters of units or buildings. --------------- Nod Power Plant --------------- Cost: 300 Size: 2x2 Power Gain: 100 Tech Level: 1 Keeping your base supplied with power is critical to your production capability as well as the functionality of many of your structures. --------- Nod Radar --------- Cost: 1000 Size: 2x2 Power Drain: 40 Tech Level: 3 Having a radar structure will activate your minimap, allowing you to easily see the layout of the map as well as the movement of any friendly or enemy units if there's no shroud in the way. --------------- Nod Tech Center --------------- Cost: 1500 Size: 2x2 Power Drain: 100 Tech Level: 6 These don't do anything, but they're critical to unlocking your ability to build a lot of the higher end structures and units. -------- Nod Wall -------- Cost: 250 Size: 1x1 Power Drain: 0 Tech Level: 6 Nod walls will stop infantry and vehicles from moving, but only for as long as it takes for those units to blast a whole in the wall (which isn't very long). You can place either 1 square at a time or 5 squares at once, as long as your starting and ending point are in a straight line from each other and the terrain is entirely flat and free of obstructions. --------------- Nod War Factory --------------- Cost: 2000 Size: 3x4 Power Drain: 30 Tech Level: 2 Produces: Harvester, Attack Cycle, Artillery, Tick Tank, Mobile Sensor Array, Mobile Repair Vehicle, Attack Buggy, Weed Eater, Mobile Construction Vehicle, Subterranean APC, Stealth Tank, Devil's Tongue The War Factory produces all of your ground vehicles. This game is still prior to the era of multiple buildings allowing you to build multiple units at the same time, so having more than one War Factory just reduces the time it takes for each unit to be constructed. ---------------- Obelisk of Light ---------------- Cost: 1500 Size: 2x2 Power Drain: 150 Tech Level: 9 These are powerful defensive structures that are instantly lethal to infantry and pretty devastating against vehicles. They take an enormous amount of power to operate and they fire pretty slowly though, so in most scenarios, deployed artillery units are more effective as a defensive strategy. -------- Pavement -------- Cost: 75 Size: 4x4 Power Drain: 0 Tech Level: 6 Pavement is in a 4x4 square chunk, but unlike most structures, you can place it over parts of the ground even if there are other things in the way (buildings, terrain, et cetera). Any sections that you can build in will be filled in with pavement, and any you can't build in just get skipped. You can still build structures on top of pavement you've already placed. There's only one real purpose for pavement, which is to prevent subterranean attacks. --- SAM --- Cost: 500 Size: 1x1 Power Drain: 30 Tech Level: 5 Typical surface-to-air missile site. It'll defend against any airborne units, but it won't be able to do anything against ground targets. ----------------- Stealth Generator ----------------- Cost: 2500 Size: 3x2 Power Drain: 350 Tech Level: 9 A stealth generator will cloak any units and structures within its radius, making them invisible to the enemy. Keep in mind that it won't keep them from taking damage, though. The computer will still magically always know where to attack you, and good players will still be able to make good guesses and can always force-fire to find things. Mobile sensor arrays will stop the cloaking effect. ------------- Temple of Nod ------------- Cost: 2000 Size: 4x3 Power Drain: 200 Tech Level: 10 This will give you the Hunter Seeker ability, which will periodically recharge as long as you maintain your power level. It's also required to unlock your ability to build Cyborg Commandos and Mutant Hijackers. ----------------- Tiberium Refinery ----------------- Cost: 2000 Size: 3x4 Power Drain: 30 Tech Level: 1 These are obviously critical to the success of any mission or skirmish. They come with a single harvester, but they work better when you have at least two harvesters operating out of them. They can only hold 2000 credits, so if you harvest tiberium faster than you're spending it, the rest will go to waste. If a refinery is destroyed, any tiberium in it will be lost, even if you had capacity in other refineries or silos (tiberium will also be scattered all over the ground). If you capture a refinery with tiberium in it, you'll gain control of it when you capture it. Note that if you sell a silo or refinery when you don't have any excess storage capacity, the tiberium in it will be lost. If you do have excess storage capacity though, the tiberium in the structure will be moved to any available structures with capacity. The same strategy from earlier games still works too - if you build something and then cancel it, the credits are given back to you, but it doesn't require any space in your silos or refineries. ------------- Tiberium Silo ------------- Cost: 150 Size: 2x2 Power Drain: 10 Tech Level: 1 These only have one purpose, which is to store excess tiberium when you've harvested it (1500 each to be exact). If a silo is destroyed, any tiberium in it will be lost, even if you had capacity in other refineries or silos (tiberium will also be scattered all over the ground). If you capture a silo with tiberium in it, you'll gain control of it when you capture it. Note that if you sell a silo or refinery when you don't have any excess storage capacity, the tiberium in it will be lost. If you do have excess storage capacity though, the tiberium in the structure will be moved to any available structures with capacity. The same strategy from earlier games still works too - if you build something and then cancel it, the credits are given back to you, but it doesn't require any space in your silos or refineries. ----------------------- Tiberium Waste Facility ----------------------- Cost: 1600 Size: 3x3 Power Drain: 40 Tech Level: 10 Similar to a normal refinery, except Weed Eaters will use it to collect tiberium veins instead of normal tiberium. When the refinery is full, you'll have a chemical missile strike. Similar to a multi-missile strike, this will blast piles of units or structures, plus leave a toxic cloud behind that will continue to damage anything in its path. ============================================================================= | ----------------------------------------- | | | 3.00) Units | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 3.10) GDI Units | | | | | | | ----------------------------------------- | ============================================================================= -------------- Amphibious APC -------------- Cost: 800 Tech Level: 6 Built From: GDI War Factory These can hold five infantry units at a time and are capable of moving across both land and water. There's not a whole lot to them other than that. -------- Carryall -------- Cost: 750 Tech Level: 9 Built From: Helipad These are unarmed aircraft capable of picking up any vehicle off of the ground and flying it across the map. Extremely useful for transporting slow units like MCVs and Mammoth MK. IIs, or for transporting anything across water or over hills. ------------ Disc Thrower ------------ Cost: 200 Tech Level: 2 Built From: Barracks More effective against buildings and structures than light infantry are, but hindered by an annoying habit of the discs bouncing in odd fashions and not properly hitting their targets. Like many other infantry units, they have a lethal weakness to tiberium, so be careful where you walk. --------- Disruptor --------- Cost: 1300 Tech Level: 9 Built From: GDI War Factory These units attack with a disruptor beam that's capable of going through multiple units and structures at the same time, including your own (but not other Disruptor units, thankfully). They're extremely effective against infantry, vehicles, and structures, and since they're also well-armored, they can be far more effective than Titans in many scenarios. The disruptor beam will even penetrate through cliffs and hills, eliminating the annoying scenarios some other units run into occassionally. -------- Engineer -------- Cost: 500 Tech Level: 2 Built From: Barracks These units are unarmed, but they serve three other purposes. First, they can instantly repair any friendly structure, which can be useful in a pinch (but not very likely). Second, they can repair destroyed bridges by getting access to the little shack things next to them. And finally (and generally by far the most useful), they can instantly capture most enemy structures just by walking into them. Keep in mind that tiberium exposure is lethal to them, so make sure you pay attention to where they're walking. ------------- Ghost Stalker ------------- Cost: 1750 Tech Level: 10 Built From: Barracks Armed with an extremely powerful rail gun, these things are extremely lethal units, even against vehicles. They can instantly detonate structures if they get close enough, and they can be healed by standing in tiberium. You can only have one of these units active at a time. Be careful with his rail gun - it will go right through things on its way to its target, which means you can accidentally destroy your own units and structures if you're not careful. --------- Harvester --------- Cost: 1400 Tech Level: 2 Built From: GDI War Factory These will earn you money by collecting blue or green tiberium (they can't harvest tiberium veins). Try to keep at least two of them operating out of each refinery if you can. Tiberium Refinery structures come with a single harvester when you build one, but any additional harvesters will have to be built from a war factory. ---------- Hover MLRS ---------- Cost: 900 Tech Level: 7 Built From: GDI War Factory Lightly armored hovercrafts armed with rocket launchers. These can move over water and land, and their rockets can fire at land and airborne targets. Since they hover, they can move across tiberium vein fields without taking damage. ---------------- Jumpjet Infantry ---------------- Cost: 600 Tech Level: 6 Built From: Barracks These are more resilient and better armed than light infantry, and also they can fly. Surprise attacks with them can be annoying, and failing to have at least something in the neighborhood to fire at them can leave your base and/or harvesters completely screwed. -------------- Light Infantry -------------- Cost: 120 Tech Level: 1 Built From: Barracks These are your basic infantry units. Lightly armed and lightly armored, they can't exactly do a whole lot. They have a rather lethal weakness to tiberium exposure, so make sure you keep an eye on where they're walking. Also keep in mind that any vehicles can crush them if they get in the way. -------------- Mammoth MK. II -------------- Cost: 3000 Tech Level: 10 Built From: GDI War Factory These are massive four-legged walkers armed with a heavy rail gun. It can go straight through multiple targets in a straight line, including your own, so be extremely careful with where you leave one of these standing. They can also fire at airborne targets, making them very effective as offensive and defensive units. You can only have one of them active at a time. Because of how slow they are, the ideal way to move them around is with a Carryall. They'll repair themselves to half strength if you leave them standing around, just like other Mammoth tanks. ----- Medic ----- Cost: 600 Tech Level: 4 Built From: Barracks These units are unarmed. All they can do is heal your other infantry units. If you have a couple of them together in a pile, infantry units become far more effective than normal (although still vulnerable to severe squashing from any nearby vehicles). Tiberium exposure will kill them, so be careful where you walk with them. --------------------------- Mobile Construction Vehicle --------------------------- Cost: 2500 Tech Level: 10 Built From: GDI War Factory These only have one use, which is to be deployed to form a construction yard. This will allow you to build structures in new locations. ------------------- Mobile Sensor Array ------------------- Cost: 950 Tech Level: 6 Built From: GDI War Factory These are unarmed, but they serve a critical use - deploying them will cause a sensor sweep to eminate from their location, revealing any stealthed units and structures within the sweep's radius. ----------- Orca Bomber ----------- Cost: 1600 Tech Level: 8 Built From: Helipad These will carpet bomb a target area and cause massive damage, especially in a group. They're very vulnerable to anti-aircraft fire though. They also take quite a while to rearm at your helipads. ------------ Orca Fighter ------------ Cost: 1000 Tech Level: 5 Built From: Helipad These are standard choppers armed with rockets. They can do good damage to vehicles, but won't be very effective against infantry. They have to rearm themselves on helipads after they fire all of their rockets. ----- Titan ----- Cost: 800 Tech Level: 3 Built From: GDI War Factory Basically a light tank, except in walker form instead of typical tank form. There's really not much to say about these. They're not very powerful and can't really take all that much damage, so pretty much the only benefit they have over Disruptors is that they cost a lot less. --------- Wolverine --------- Cost: 500 Tech Level: 2 Built From: GDI War Factory These are small mechs armed with machine guns. They can take and deal more damage than light infantry, and they can travel over blue and green tiberium without taking damage. ============================================================================= | ----------------------------------------- | | | | | | | 3.20) Nod Units | | | | | | | ----------------------------------------- | ============================================================================= --------- Artillery --------- Cost: 975 Tech Level: 6 Built From: Nod War Factory These vehicles can be deployed to create an artillery platform. They're extremely deadly to infantry and vehicles, but defenseless against airborne targets. Due to their long range and heavy firepower, they're one of the most effective defensive items in the game. Leapfrogging groups of them forward in front of each other can make them utterly devastating as an offensive unit too. ------------ Attack Buggy ------------ Cost: 500 Tech Level: 2 Built From: Nod War Factory These are very light vehicles armed with a machine gun. They're not exactly useful for much, but they make good scouts because of how fast they move. ------------ Attack Cycle ------------ Cost: 600 Tech Level: 5 Built From: Nod War Factory These are lightly armored motorcycles armed with a rocket launcher. They can only fire at ground targets for some reason, and they aren't exactly very deadly. They're very fast though, which makes them excellent scouts. ------- Banshee ------- Cost: N/A Tech Level: 9 Built From: Helipad These are fast aircraft armed with plasma weapons. They're not nearly as powerful as Orca Bombers, but in groups, they can still cause a good amount of damage. They have limited ammunition, so you'll have to return them to a helipad periodically to rearm them. ------ Cyborg ------ Cost: 650 Tech Level: 4 Built From: Hand of Nod These are armed with a heavier machine gun than normal infantry, and they can take much more damage. They also can't be smashed by vehicles, and they can be healed by standing in tiberium. In many cases, these can be even more effective than --------------- Cyborg Commando --------------- Cost: 2000 Tech Level: 10 Built From: Hand of Nod Armed with a heavy plasma weapon, these are extremely lethal against infantry and vehicles. They're defenseless against airborne attacks, but they can make short work of buildings. Like normal Cyborgs, they can heal themselves by standing in tiberium. You can only have one of these active on the map at a time. -------------- Devil's Tongue -------------- Cost: 750 Tech Level: 7 Built From: Nod War Factory These are flame tanks, capable of burrowing underground and resurfacing anywhere on the map as long as there's nothing in their way. Pavement and other structures will prevent them from surfacing. -------- Engineer -------- Cost: 500 Tech Level: 2 Built From: Hand of Nod These units are unarmed, but they serve three other purposes. First, they can instantly repair any friendly structure, which can be useful in a pinch (but not very likely). Second, they can repair destroyed bridges by getting access to the little shack things next to them. And finally (and generally by far the most useful), they can instantly capture most enemy structures just by walking into them. Keep in mind that tiberium exposure is lethal to them, so make sure you pay attention to where they're walking. ----- Harpy ----- Cost: 1000 Tech Level: 5 Built From: Helipad These are standard choppers armed with machine guns. They're very deadly against infantry, but you'll need quite a few of them to do any significant damage against most vehicles or structures. They have limited ammunition, so you'll have to return them to a helipad periodically to rearm them. --------- Harvester --------- Cost: 1400 Tech Level: 2 Built From: Nod War Factory These will earn you money by collecting blue or green tiberium (they can't harvest tiberium veins). Try to keep at least two of them operating out of each refinery if you can. Tiberium Refinery structures come with a single harvester when you build one, but any additional harvesters will have to be built from a war factory. -------------- Light Infantry -------------- Cost: 120 Tech Level: 1 Built From: Hand of Nod These are your basic infantry units. Lightly armed and lightly armored, they can't exactly do a whole lot. They have a rather lethal weakness to tiberium exposure, so make sure you keep an eye on where they're walking. Also keep in mind that any vehicles can crush them if they get in the way. --------------------- Mobile Repair Vehicle --------------------- Cost: 1000 Tech Level: 7 Built From: Nod War Factory These are unarmed vehicles. Their sole purpose is to repair damaged vehicles. They can even repair aircraft while they're on the ground. ------------------- Mobile Sensor Array ------------------- Cost: 950 Tech Level: 6 Built From: GDI War Factory These are unarmed, but they serve a critical use - deploying them will cause a sensor sweep to eminate from their location, revealing any stealthed units and structures within the sweep's radius. --------------- Mutant Hijacker --------------- Cost: 1850 Tech Level: 10 Built From: Hand of Nod Capable of taking control of any enemy vehicle at any time. When the vehicle is destroyed, he'll escape, and you can jump into another vehicle if you're fast enough. --------------- Rocket Infantry --------------- Cost: 250 Tech Level: 2 Built From: Hand of Nod Armed with a standard rocket launcher, these can fire at ground and airborne targets. They're not exactly effective against infantry targets, and they're easily squashed by vehicles. They also suffer from the same weakness to tiberium exposure as most other infantry units, so keep them off of tiberium fields as much as possible. ---------------- Subterranean APC ---------------- Cost: 800 Tech Level: 6 Built From: Nod War Factory These are transport units capable of holding five infantry units. They can burrow underground and appear anywhere on the map, passing through hills and water in the process. A surprise attack with an APC full of engineers can end a game very easily, so you have to be prepared for it at all times. Pavement or any other kind of structure will prevent the APCs from surfacing. --------- Tick Tank --------- Cost: 800 Tech Level: 3 Built From: Nod War Factory These are your standard combat vehicles. They're like normal tanks, except they have the ability to deploy themselves into stationary positions, allowing them to have better range and take less damage from enemy attacks. ---------- Weed Eater ---------- Cost: 1400 Tech Level: 10 Built From: Nod War Factory These are like normal harvesters, except they collect tiberium veins and not normal tiberium. Instead of earning money, when your tiberium waste facility is filled with tiberium veins, you'll get to use a chemical missile strike. Chemical missiles are like normal cluster missiles, except they leave a toxic cloud behind that will continue to damage units and structures in its path. ============================================================================= | -------------------------- | | | 7.00) End | | | -------------------------- | ============================================================================= =============================================================================== 7.01) Version History =============================================================================== ----------------- August 11th, 2014 ----------------- - I've had this guide partially completed for the better part of a decade, but just recently got around to finishing it (and several other partial guides that I left behind years ago). Posted the entire walkthroughs for both campaigns as well as the unit and structure lists for both sides. =============================================================================== 7.02) Closing =============================================================================== As always, any comments or questions are always welcome. Just send me an email at [email protected] or post on my message boards: http://thebrink.us/boards Copyright 2014 - Staley, Deuce ex Defcon. Any site that wishes to host any of my guides is free to do so, provided you don't edit the content in any way, shape, or form, and provided you contact me prior to posting the guide(s), as I like to know where they're being used. I cannot guarantee any site other than GameFAQs will always have the most current form of my guides, so if there's ever any doubt, always check GameFAQs. Because they have previously taken copies of my guides and replaced the name of the site they were written for with the name of their own site, CheatCC.com specifically does NOT have permission to host or link to any of my work - past, present, or future. =============================================================================== DEUCE EX DEFCON ===============================================================================