=============================================================================== =============================================================================== C O M M A N D & C O N Q U E R _______ _____ ____ ______ _____ _____ _ _ _____ _ _ _ _ |__ __|_ _| _ \| ____| __ \|_ _| /\ | \ | | / ____| | | | \ | | | | | | | |_) | |__ | |__) | | | / \ | \| | | (___ | | | | \| | | | | | | _ <| __| | _ / | | / /\ \ | | \___ \| | | | | | | _| |_| |_) | |____| | \ \ _| |_ / ____ \| |\ | ____) | |__| | |\ | |_| |_____|____/|______|_| \_\_____/_/ \_\_| \_| |_____/ \____/|_| \_| F I R E S T O R M =============================================================================== =============================================================================== 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 - Desperate Measures 1.11) Recover the Tacitus 1.12) Party Crashers 1.13) Quell the Civilian Riot 1.14) In the Box 1.15) Dogma Day Afternoon 1.16) Escape from CABAL 1.17) The Cyborgs are Coming 1.18) Factory Recall 1.19) Core of the Problem 1.50) Brotherhood of Nod Campaign - From the Ashes 1.51) Operation Reboot 1.52) Seeds of Destruction 1.53) Tratos' Final Act 1.54) Mutant Extermination 1.55) Escape from CABAL 1.56) The Needs of the Many! 1.57) Determined Retribution 1.58) Harvester Hunting 1.59) Core of the Problem 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 - Desperate Measures | | | --------------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.11) Recover the Tacitus | | | | | | | ----------------------------------------- | ============================================================================= "The Kodiak was lost en route to the Philadelphia. We believe it has crashed somewhere in the area. The Kodiak was carrying the recently recovered Tacitus when it went down. Take a small team and locate the crash site and determine if the Kodiak can be repaired. Recover the Tacitus at all costs. Be advised, there are reports that NOD forces and hostile Tiberian life forms have been sighted in the area. The ion storm is still in full force, so advanced units cannot be used. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Find the Kodiak and determine if it can be salvaged. 2) Recover the Tacitus and return it to the pickup zone. ----------- Walkthrough ----------- Defend against the nearby enemy units, then head south to find a pile of mutants that will help you fend off some more Nod troops. There are two things to do at this point. First, you can repair the nearby bridge, cross it, and wipe out the Nod helipads and other structures. This is a good plan since this area will become your extraction site later. When you're done, head east along the southern edge of the map until you reach the eastern edge. The Kodiak is crashed here. Get an engineer inside it, then get your truck next to it to recover the Tacitus. Nod reinforcements will arrive, including some tick tanks and buildings that will show up on the southern border of the map where you came from. Fight your way back to the bridge and wipe out any random Nod units that are in the way. All you need to do is get the truck with the Tacitus on it to the aircraft that's arrived for you where the helipads used to be. ============================================================================= | ----------------------------------------- | | | | | | | 1.12) Party Crashers | | | | | | | ----------------------------------------- | ============================================================================= "We have lost communication with a small civilian settlement nearby. Incoming messages from our remote base indicate an attack from unidentified life forms. Investigate these sightings and protect the civilians at all costs. Escort as many civilians as possible to the pickup zone for immediate evacuation. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Protect the small clusters of civilians and escort them to the designated airlift zone. 2) Defend the base from attacks until reinforcements arrive. ----------- Walkthrough ----------- Gather your units and start cranking out more infantry. Tiberium life forms will begin attacking the civlian areas around the map very early in the mission. First from the south-east, then in the north-west, then the north-east, then the south, and finally from pretty much everywhere at the same time. Get your unit piles to those areas one by one, making sure you destroy all of the tiberium life forms in each area before moving on. The civlians will wander to the launch pad on their own once the life forms in their area are dealt with. Make sure you pay attention to your base between each assault, or you can miss some of the tiberium life forms making their way in through the north entrance. If they manage to destroy your war factory or your barracks, you'll fail the mission. Once you've destroyed the tiberium fiends in the fifth assault, you'll get reinforcements from dropships. Just keep your buildings protected for a little while longer and the mission will be complete. ============================================================================= | ----------------------------------------- | | | | | | | 1.13) Quell the Civilian Riot | | | | | | | ----------------------------------------- | ============================================================================= "The death of Tratos has caused open revolt among the mutant population. They believe the local food and water supplies have been poisoned and are attacking the local supply depot. This has aggravated civilian tensions in the area causing armed conflict between the two factions. Deploy your squad and quell the rioting. Prevent casualties and damage on BOTH sides of the conflict. To this end we have equipped your infantry with non-lethal weaponry. In addition, you must prevent the destruction of the depot as it supplies all of the relocated civilians and mutants in the area. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Neutralize the four riot leaders without killing any of the civilians or mutants. 2) Prevent the Supply Depot from being destroyed. ----------- Walkthrough ----------- Send your forces north, looking for a bridge slightly to the west. When you find it, leave half of your riot soldiers on the bridge to stop civilians from crossing it, then send the other four north. There's one mutant riot leader near the middle of the map up there, and another near some tiberium in the north-eastern corner. Shoot them both with your riot soldiers to neutralize them, then send these riot soldiers to join the rest of your men on the bridge. Cross the bridge and head into the south-west corner of the map to find the human riot leaders. Shoot them with your riot soldiers to neutralize them. There will be enemy vehicles in the area too, so be ready to deploy your EMP tanks when necessary. These don't fire weapons, but when you deploy them, a burst of elecromagnetic energy will go out in a circle from the tank and disable any nearby vehicles, including your own. With the rioters quelled and all four riot leaders neutralized, the mission will be complete. ============================================================================= | ----------------------------------------- | | | | | | | 1.14) In the Box | | | | | | | ----------------------------------------- | ============================================================================= "CABAL's core is believed to be in this area. Using an engineer, infiltrate and capture the core. Cut off enemy reinforcements by destroying the two bridges that supply this base. Nod is utilizing self-powered laser fencing to protect the core from intruders. Disable this fencing by capturing the appropriate command stations using local civilian technicians. Once inside, neutralize any remaining defense systems guarding the core. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Destroy the two bridges to stem the flow of reinforcements. 2) Infiltrate and capture CABAL's core. ----------- Walkthrough ----------- Build your base quickly and start producing units to defend yourself. Nod cyborgs and vehicles will start attacking you within a few minutes. You can help yourself a bit by getting some Titans into the far north-eastern corner of the map and destroying the bridge there to cut off half of the reinforcements. The south-western bridge is a little harder to get to, but you can load some disc throwers into an APC and float them over there when you have a chance. Technically all you have to do to complete this mission is get an engineer into the CABAL facility near the north-west corner of the map. The game wants you to use one of the civilian technicians you can pick up from the northern edge of the map to disable the laser fencing, but that's a total waste of time in my opinion. Still, if you want to try it for some reason, you can go all-out and try to attack the Nod base from the beach by the western bridge. In all seriousness though, laser fences are easy as crap to destroy, so there's really no reason to bother trying to disable them. Just destroy them and crush the Nod base from any direction you'd like. There's no shortage of tiberium on this map, so you shouldn't have a problem generating a ridiculous pile of Titans to march in there with. Just remember to capture the CABAL facility with an engineer when you get there. ============================================================================= | ----------------------------------------- | | | | | | | 1.15) Dogma Day Afternoon | | | | | | | ----------------------------------------- | ============================================================================= "The second piece of the Tacitus is rumored to be held inside an ancient temple outside of La Paz, Bolivia. Ghoststalker and one of our archaeologists will assist you in locating the temple and retrieving the Tacitus. We also have a new unit for you to test: it's called the Juggernaut and is our new long-range artillery unit. Be advised: this area is completely uncharted. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Reconnoiter the area and identify the Temple of the Tacitus. 2) Recover the Tacitus from the temple and proceed to the designated airlift zone. ----------- Walkthrough ----------- You have four units on this mission - a medic, a ghost stalker, a juggernaut, and a special archaeologist unit. The goal is to get the archaeologist into the third temple, which is in the far south-east corner of the map. Unfortunately, you have to travel all the way around the map counter-clockwise to get there. Tons of tiberium fields and tiberium life forms will be in your way, along with some fanatical priests and their followers. The only real trick is to avoid exposure on the tiberium veins. There are several trucks scattered all over the map that will have healing crates when you destroy them, which you can use to repair the juggernaut and the medic. The archaeologist will be healed automatically each time you put him into a temple, so take advantage of the first two temples you encounter to get some free healing for him. And of course, don't forget that the ghost stalker can just stand in tiberium to get healed. Once you've recovered the artifact from the south-eastern temple, a vehicle will land north of it to pick up your units. You'll have to get all of your survivors next to it to complete the mission, including the juggernaut. ============================================================================= | ----------------------------------------- | | | | | | | 1.16) Escape from CABAL | | | | | | | ----------------------------------------- | ============================================================================= "CABAL has betrayed us all. GDI and perhaps the Earth itself are doomed unless we can fall back and regroup in time to send for help. The first priority is to deliver Dr. Boudreau to the nearby GDI outpost for immediate evacuation. Once safe, she will call for additional reinforcements. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Escort Dr. Boudreau to the GDI outpost for immediate evacuation. 2) Fortify this outpost and destroy CABAL's base. ----------- Walkthrough ----------- This mission can be hard at first if you don't move quickly. Immediately retreat all of your forces south-east, where you'll find a badly damaged GDI base. Get the doctor into the concrete area so she can be airlifted away, and then use your units and defenses to fight off the Nod units. Start repairing everything immediately so you can salvage as many buildings as possible, and start training some disc throwers to help deal with the tick tanks. An MCV will arrive for you when the doctor is airlifted away. Deploy it, then either build a war factory and harvester or sell your two refineries and build a new one, which ever is the best option based on your money situation. You will need to defend against cyborg and flame tank attacks for a while until you're able to get some grenade turrets placed at the western side of your base. The Nod base will be stealthed, and since it's so close to you, many of the units they attack you with will also be stealthed until they get close to you. Get a mobile sensor array deployed behind your defenses so you can have a head start on identifying incoming threats. To deal with the Nod base, your best approach is to get some juggernauts deployed in the middle of the map with some disruptors next to them for protection. If you keep a mobile sensor array deployed with them, you'll be able to level the Nod base from a safe distance with the juggernauts. Just be careful not to wander into range of any Nod artillery units that might be deployed in their base. If you can identify any of them with your mobile sensor array, you might want to consider hitting them with Orca Bombers. It might be more cost effective than walking your units into their range. Another super cheap tactic is to stagger some buildings so you can build power bridge closer to the middle of the map and place an EMP cannon there. From that position, you'll be able to disable just about anything in the base, allowing your units to sweep in and annihilate it. ============================================================================= | ----------------------------------------- | | | | | | | 1.17) The Cyborgs are Coming | | | | | | | ----------------------------------------- | ============================================================================= "We have lost communication with our base outside of Trondheim. Scout the area and determine the cause of this interruption. We have no tactical data on CABAL's forces in that area and we need information. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Warn the local civilians of the CABAL threat. 2) Establish a base and destroy CABAL's forces. ----------- Walkthrough ----------- From your starting position, head north-east until the damaged GDI base is revealed for you. There's nothing you can do here, so simply head south-east to get to the eastern edge of the middle of the map. There's a village here that you can warn. Keep your commando away from the pile of four trucks. They will explode, and it will damage him if he's too close. Collect the crates from them to get some money, then gather the few soldiers that you can control. Head slightly south out of the village, and you'll see an enemy unit patrolling near a tiberium field. You don't want to head south beyond that tiberium field since there're some obelisks down there, so instead, line your men on the left side of this hill, wait for the enemy unit to get near the tiberium field, then quickly run your soldiers south-west before the enemy unit moves back. There's another village next to the bridge here, and they'll give you a few more soldiers and a harvester for warning them. Cross the bridge, and you'll find a holding area where civilians and some GDI soldiers are being held captive. You can't help them right now (and there doesn't appear to be a way to grab the crate under the bridge at the moment without a hovercraft or jumpjet guy, but later on, the ice will freeze more, allow you to walk to the crate easily). Head around the detention facility along the east side, then continue north to find the last small village. Gather the units it gives you, then head across the bridge and into the city in the north-west corner of the map. You'll find an MCV here, and two more trucks with money crates farther to the east. There is another money crate sitting on the ice in the northern part of the water, too. Start building your base, and be prepared to defend against constant attacks from the bridge as well as constant subterranean APCs. You can destroy the bridge to help reduce the attacks if you want. Otherwise, just focus on building a wave of disruptors and juggernauts along with a mobile sensor array or two. There are Nod bases in both southern corners of the map. You can move in close to them, deploy your mobile sensor array, and then bombard them with your juggernauts while the disruptors clean up anything that tries to attack from the base. Keep your eyes open for Nod artillery units deployed inside the bases. You might have to run in and wipe them out if they start hitting your forces from outside of their range. The mission will be complete once you've wiped out the two Nod bases. Don't forget to free the captives at the detention center, too. ============================================================================= | ----------------------------------------- | | | | | | | 1.18) Factory Recall | | | | | | | ----------------------------------------- | ============================================================================= "GDI scientists have reprogrammed a NOD cyborg and have implanted a virus designed for release into CABAL's communications network. The cyborg must be inserted into CABAL's defensive outpost for the virus to take effect. CABAL is aware of this operation and will do anything to prevent it. Establish your base quickly before CABAL can fortify his position. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Insert the infected cyborg into the defensive outpost's network center. 2) Destroy the cyborg manufacturing facility. 3) Destroy all remaining CABAL forces. ----------- Walkthrough ----------- Head south down the hill, then west under the bridge. Continue moving west past the tiberium fields until you're able to curl south along the ridgeline. You'll find a hill leading east again eventually, and you should be able to see some power plants on a higher cliff. Destroy the ones you can, and destroy any SAM sites that you can see while you're at it. Head south-east and you should find some concrete walls with some defenseless cyborgs in them. Wipe it all out, then continue heading north. Destroy the laser fencing and get your special cyborg to stand between the four network buildings. Continue wiping out nearby power plants and SAM sites on the neighboring hills, and you'll receive some reinforcements and an MCV eventually. You can deploy it here if you want, but it's more convenient to send it all the way north and deploy it between the two tiberium fields that you passed through earlier in the mission. Send the rest of your units to join it. Start building your base and be prepared to defend against heavy attacks from the hill to the west, which is the only path that leads to the Nod base. The Nod base in the south-west corner isn't very well defended, so a wave of disruptors should be able to do a lot of damage. Do yourself a favor and ride the western edge of the map all the way into the south-western corner. There's a huge cluster of stealthed power plants here, and destroying them first will make it much easier to wipe out the rest of the base. Unfortunately, you'll have destroy all enemy units on the map to end the mission, not just destroy their buildings. Random individual cyborgs have a bad habit of just standing in the middle of nowhere all over the place, making it annoying to find them all. If you've destroyed the whole base and you feel like the mission should be over, get a couple jumpjet guys and start flying around looking for any survivors. ============================================================================= | ----------------------------------------- | | | | | | | 1.19) Core of the Problem | | | | | | | ----------------------------------------- | ============================================================================= "We've tracked down CABAL and are ready to engage his forces on all fronts. This is an all-out assault. Nod forces have reluctantly agreed to a temporary cease-fire and are launching their own simultaneous offensive against CABAL. Destruction of the core is essential to our victory. END TRANSMISSION." ------------------ Mission Objectives ------------------ 1) Build a base and repel initial attacks. 2) Capture the 3 control stations to shut down the laser fences and firestorm defense system protecting CABAL. 3) Destroy CABAL's Core. ----------- Walkthrough ----------- This mission can be extremely frustrating due to the sheer amount of enemy crap that gets flung at you constantly. You'll start with just a few units at the southern edge of the map. Directly north of your position, two cyborgs and a cyborg commando are waiting to ambush you. Creep your units forward until you can see them, then retreat south again. You should receive more reinforcements (several titans and wolverines) as well as a new EMP vehicle. Drive the EMP vehicle forward and deploy it to disable the cyborgs, then wipe them out with your units. Immediately send your units over the right bridge and destroy the two artillery units there while your EMP tank heads over the left bridge and disables the other two artillery units. Send your titans and wolverines over to destroy the two disabled ones when they're done taking care of the first two. An MCV will arrive as soon as all four artillery untis are destroyed. Your options for deploying it are a bit limited - either cross the right bridge and deploy it or cross the left bridge and deploy it. Both are perfectly good options, but there's more room on the left side. You start with a huge chunk of money, so don't waste time on any additional harvesters when you start building your base. A cluster missile will hit you early on, probably before you can even get your war factory built. If you leave your juggernauts deployed on the little chunk of ground where you first started the mission, sometimes you can get lucky and the first two cluster missiles will hit them instead of your base. Otherwise the first one is almost guaranteed to hit your barracks, so keep your units clear of it. Taking out those missile silos should be one of your first priorities, and thankfully, they're not guarded well at all. The ideal units to use to destroy them are MRLSs, so build a handful of them as soon as your war factory and radar are done. These will also serve an extremely usefull secondary purpose of providing anti-aircraft support for your base later. As soon as you have a small group of them, switch over to building mass amounts of titans to cover your base. Subterranean units will constantly surface to try and wipe out your buildings, so you'll need to have units stationed everywhere. You'll also want units around the perimeter to deal with artillery attacks from out of your range. Try to get a mobile sensor array deployed in your base as early as you can. While you're building all those titans and stuff, send your MRLSs west across the bottom of the map, through the tiberium veins. Eventually you'll cross some water, and there will be a small outpost with four missile silos waiting for you. Only a few units are guarding it, so wipe them out. Destroy the silos and everything else, but make sure you leave the control station intact since you need to get an engineer into it to complete the mission. With the silos destroyed, send the surviving MRLSs back to your base to provide anti-aircraft cover. Don't worry about occupying the control station in that corner of the map until later. Your next priority should be stopping as many enemy harvesters as you can from harvesting in the enormous tiberium fields on the eastern side of the middle of the map. If you head east across the bottom of the map, you'll find a chunk of a hill that can be destroyed, allowing you to travel north into the tiberium fields. Make sure you have plenty of stuff still defending your base, then send a pile of titans into the tiberium field and destroy as many harvesters as you can. The enemy will retaliate, so wipe out as much of their stuff as you can. If you have enough units left over to continue moving north-west, do so. You'll run into a cluster of power plants and several refineries with silos next to them. Capturing these is a huge help for your money situation, but if you're not in a position to capture them, just destroy them as soon as you can. This will severely reduce the amount of crap that the enemy will send at you for the remainder of the mission, which will make things much easier. With the missile silos destroyed and the enemy's main harvesting operation stopped, you should have a MUCH easier time keeping your base intact. Focus on expanding and cranking out a hoard of units to crush the main enemy base in the middle of the map. Aside from the control station you already found in the south-west corner, there's another one in the middle of the map and a third one in the north-east corner. You'll need to fight your way to all of them and capture them with engineers to get the firestorm wall in the very north-west corner of the map to drop. When you've captured all three control stations, be ready with a pile of units in the north-western corner of the map to deal with CABAL. Destroy the mech that gets released from the firestorm wall, then destroy the core itself to end the mission. ============================================================================= | ------------------------------------------------------- | | | 1.50) Brotherhood of Nod Campaign - From the Ashes | | | ------------------------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.51) Operation Reboot | | | | | | | ----------------------------------------- | ============================================================================= "CABAL's core has been disassembled and is in the hands of GDI. With the Brotherhood in a state of disarray it is essential to get CABAL back online. Locate and retrieve the three pieces of the core without alerting the local GDI forces. Remaining silent is the only hope for a successful operation. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Infiltrate the GDI base. 2) Locate the three pieces of CABAL's core. 3) Return to the drop zone for immediate retrieval and evacuation. ----------- Walkthrough ----------- Leave one engineer at the starting location, then send everything else down to the south-western corner of the map. Move east along the bottom of the map. Eventually you'll see a stranded APC. Wait for the soldiers near it to get attacked by a random tiberium fiend, and you'll be able to take the APC for yourself. Put an engineer, both cyborgs, and a rocket guy in it. You really don't need the scout for anything. Send the APC into the water to the east, then head north along the eastern edge of the map until you reach another beach. Make your soldiers exit the APC and have them deal with the nearby infantry that're guarding the bridge. You can destroy the crates next to the search light to destroy it before it sees you, but either way, enemy soldiers will come by to investigate it. Get your engineer into the nearby Temple of Nod while you use your other units to defend the northern bridge. When you're ready, cross the northern bridge with your units and get the crate from the small island. It should also give your units some extra experience levels. Rather than trying to cross the next bridge, return to the beach where you left your APC and put your units back in it. Head north into the water, then work your way west under the bridges until you find another beach in the north-western part of the map. Dump your units out of the APC again and move west until you find a truck with a crate on it in the middle of a pile of search lights. Destroy the truck and grab its crate. A subterranean APC will appear for you at your original starting position, and all you need to do is get a single unit into it to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.52) Seeds of Destruction | | | | | | | ----------------------------------------- | ============================================================================= "The first step in our Tiberium evolution requires the fertilization of the land with new indigenous life forms. We will use this new life to educate those who wish to interfere with its progress. Locate and repair the bridge leading to the Genesis Pit before using the Toxin Soldiers to "persuade" the nearby civilians to aid us in our cause. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Remain hidden from the GDI forces in the area. 2) Use drugged civilians to lure life forms out of the Genesis Pit to cleanse the region. ----------- Walkthrough ----------- Send an engineer north along with your toxin soldiers. When you find the bridge, repair it with your engineer. Send your toxin soldiers a bit to the west, then curl south to find the first civilian village. Tag the civilians with your toxin soldiers, then retreat your soldiers back to your starting position for their own safety. The civilians will walk into the genesis pit and then leave once they've attracted the attention of some random tiberium enemies. Sit back and wait while the tiberium enemies wipe out the civilian population. When they're done with the town, they'll head north-west and start wiping out other things. Eventually they'll identify a GDI base on the west side of the map, and they'll likely wipe out most of it in one attack too. If things quiet down and GDI units and/or buildings survive the first wave of tiberium enemies, send your toxin troops into the next down and tag some more civilians. Retreat back to your starting position and wait for them to wipe out any remaining GDI forces to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.53) Tratos' Final Act | | | | | | | ----------------------------------------- | ============================================================================= "While GDI forces have been diverted to defend civilians, you are to lead an elite strike force to assassinate the mutant leader Tratos. Our new limpet mines will help you locate Tratos within his fortified base. Once located you must devise a way to reach him. GDI will have considerable protection for Tratos as he is their last hope at countering the Tiberium onslaught. Destroying their power supply should neutralize the firestorm defense system, and an effective air strike should deal with the sensor arrays. Do not fail: this mission is integral to the future of the Brotherhood of Nod. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Attach limpet mines to GDI units to penetrate the base and locate Tratos. 2) Deactivate the firestorm defense system and neutralize the sensor arrays. 3) Assassinate Tratos. ----------- Walkthrough ----------- Don't be tempted to try and use a limpet drone on the truck right away, or the guard at the gate will destroy it before it ever gets anywhere near the GDI base. Instead, kill the two nearby infantry units, then send a drone west and north over the water. You can enter the GDI base from the west side here, and it's completely unguarded. Deploy a drone on the bridge, and it'll latch itself onto the next truck that comes by, allowing you to see a large chunk of the GDI base. Gather all of your infantry units and wipe out the guard and turret by the barracks, then capture the barracks and power plant with two of your engineers. Train five disc throwers to supplement your forces, but resist the urge to spend the rest of your money. You can make much better use of the other 2000 credits by building a tiberium refinery as soon as you capture GDI's construction yard. Take your units over the bridge and wipe out the turrets and units at the next gate, then enter the GDI base. Your first destination is just slightly north-west of the entrance, where you'll find a construction yard guarded by two vulcan cannons. Destroy them and anything else in the area, then get your remaining engineer into the construction yard to capture it. Use your remaining credits to build a tiberium refinery and place it down by your captured barracks so it can harvest the blue tiberium by your original starting location. This will give you more than enough resources to make the rest of the mission a breeze. With your new money supply (and additional subterranean APCs that will continue to arrive periodically), your next goal should be to head north-west of your captured construction yard and take care of the turrets around the GDI silos and tiberium refineries. Get more engineers and capture the silos while they're full of tiberium, and you'll have plenty of money to complete the mission. You can also capture the refineries themselves while the harvesters are in them to greatly increase your money collection capabilities, but it won't be necessary. Head farther north-west next and cross another bridge to a tiny island. There is a war factory and two more silos waiting for you here, so capture everything and start cranking out titans. You can use them to wipe out the rest of the base. If you haven't already destroyed the two SAM sites along the concrete wall on the south side of the base, do so before you attempt heading north. Getting within range of the two deployed mobile sensor arrays will cause you to fail the mission, but if you destroy the SAM sites, some banshees will fly onto the screen and destroy the mobile sensor arrays for you. If you haven't already destroyed or captured six power plants, do that next. Once you've done it, there's no need to continue doing anything else other than heading north-east to Tratos's island. Kill him to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.54) Mutant Extermination | | | | | | | ----------------------------------------- | ============================================================================= "The mutant vermin have once again made themselves known to us. They have stolen the Tacitus that I... we have worked so hard to obtain. If Kane's vision is to be fulfilled, we must find the mutant encampment and recover the Tacitus. Once it is safely removed, terminate any mutants who decide to remain in the area. Perhaps this will teach them not to interfere with us ever again. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Locate the mutant encampment. 2) Recover the Tacitus and return it to the drop zone. 3) Destroy all remaining mutant forces. ----------- Walkthrough ----------- This is a relatively straight-forward mission. Move your MCV north until you find the clearing, then deploy it and start building your base. For once, the enemy won't attack you with anything too annoying, so laser turrets are actually a viable defense. Line the north-west entrance of your base with them, and you shouldn't have much of a problem dealing with enemy attacks. There's plenty of tiberium around your base, so you can crank out a ridiculous pile of tick tanks or whatever other units you'd like to play with. Start moving north along the eastern side of the map, then move west and wipe out everything you encounter along the way. There's a truck in the mutant base in the far north-western corner of the map. Blast your way through the base and get close to the truck to take control of it, then safely transport it all the way back to the south-east corner of the map. If there are any surviving mutant forces anywhere, you'll need to wipe them out to finish the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.55) Escape from CABAL | | | | | | | ----------------------------------------- | ============================================================================= "CABAL has betrayed us all. We must escape and regroup in order to repay him for his treachery. There is an abandoned airfield nearby a chance. Once there, we must repair the array to contact our forces and call for an immediate evacuation. We have no information or tactical support now that CABAL has gone rogue. DATA LINK CLOSED." That mission briefing could've used some better editing, that's for sure. ------------------ Mission Objectives ------------------ 1) Evade CABAL's forces and find the abandoned airfield. 2) Repair the array to call for an immediate evacuation. 3) Retreat to the Montauk. ----------- Walkthrough ----------- This is pretty much another joke mission. Send your survivors west, working your way over to the north-west corner of the map. You can stop and fight the Nod walkers if you want, but when you reach the airfield, capture it with an engineer and immediately head south-east. Turn west again when you see the two search towers, then just make a mad dash for the Montauk. You don't have to do anything else to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.56) The Needs of the Many! | | | | | | | ----------------------------------------- | ============================================================================= "Since CABAL has turned on us we are suffering a communications blackout. We are forced to try and obtain GDI's EVA technology. There is a small GDI airbase in this sector. Get your engineer into their radar facility to steal an EVA unit. Create a distraction to occupy GDI air units while you steal the EVA unit. We also have a new unit for you: the Mobile Stealth Generator is now operational. Use it wisely. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Reconnoiter the area to find the GDI base and civilian towns. 2) Create distractions to draw away the GDI base's air support. 3) Get an engineer into GDI's radar facility to steal the EVA unit. ----------- Walkthrough ----------- This is slightly less of a joke than the previous mission, but it's still pretty simple. Start by sending your damaged stealth tanks north until you find a small civilian town. Wait until you see a loaded truck stop in the town so you can destroy it to get the repair crate out of it, then head farther north into the corner of the map. There's not really a reason to bother trying to destroy the choppers. When you reach the north-eastern corner of the map, more stealth tanks should arrive for you at your original starting position. Send them to join the rest, then cross the bridge up here so you can get to the west side of the ice (it's not worth trying to cross the ice, or your units can sink). Head south-west on this side of the river, making sure not to provoke any of the wolverines that're patrolling the area. Your next target is another town along the western side of the map near the southern border. Reaching it should result in another cluster of stealth tanks arriving at your original starting position. Send them over the bridge on the north side of the map and get them to join the rest of your tanks. Now comes the tricky part. You can attempt to distract the GDI air power in their north-western base by attacking the civilian towns if you really want to, but there's another method that makes it much more likely that you'll succeed. Creep a stealth tank north until you find the GDI base, which is surrounded by firestorm walls. Carefully drive one stealth tank around inside the base, making sure you don't fire at anything to cause yourself to get revealed. When you find the radar structure, notice the lack of pavement near the power plant north-west of it. This is the ideal place to get a subterranean APC to pop into the base with engineers into it. First though, creep your stealth tanks into the base one by one and scatter them all over it. When you have them dispersed, send the subterranean APC to its target area. Make sure you have all of your stealth tanks set to a group so you can order them all to do something at the same time. Keep a careful eye on your subterranean APC's progress, and shortly before it reaches the power plant and tries to surface, order your stealth tank group to attack a target in the base. All of the aircraft in the area should scramble to try and target the stealth tanks, allowing you to dump the engineers out of your APC as soon as it surfaces. Make a mad dash for the radar structure, and you'll complete the mission when you capture it. ============================================================================= | ----------------------------------------- | | | | | | | 1.57) Determined Retribution | | | | | | | ----------------------------------------- | ============================================================================= "Scorched earth, plain and simple. Locate and destroy all cybernetic forces in the area. The base has a web of laser fences protecting it and CABAL's computer core. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Repair the bridges to allow for reinforcements. 2) Capture the command station to shut down the laser fencing surrounding CABAL's core. 3) Destroy CABAL's base and all defenses. ----------- Walkthrough ----------- Deploy your artillery immediately and deal with the enemy units that attack your MCV. When it's safe, deploy it and start building your base. Your first agenda item should be to eliminate the cyborgs to the north, where you'll find a bridge on the east side of the map. If you repair it, you'll receive some tick tanks every few minutes. There's another bridge that you can repair in the south-west corner of the map that will give you some flame tanks and artillery every few minutes too, so send a few units over there to deal with the cyborgs guarding it as early as you can. Start building clusters of artillery and tick tanks, but make sure you don't keep a pile too close together (and definitely not next to any buildings). Cluster missiles will hit you constantly, and they tend to target piles of units on this mission. You'll find a large enemy base if you head west from your base, then north between the hills on the west side of the tiberium field. Proceed carefully - there are limpet drones, laser turrets, and obelisks cloaked there. You'll want to move forward with a mobile sensor array and some artillery units to take care of the majority of it before you move a tank pile in. As you approach the north-western part of the base, make absolutely sure you don't accidentally destroy the command station, or you'll immediately fail the mission. Clear the area around it, then capture it with an engineer. The mission should be complete shortly after that. ============================================================================= | ----------------------------------------- | | | | | | | 1.58) Harvester Hunting | | | | | | | ----------------------------------------- | ============================================================================= "Prior to our main assault on CABAL, we need to slow down his prodution capabilities. CABAL is harvesting Tiberium heavily in Eastern Africa. Proceed there and eliminate CABAL's harvesting facilities. Our forces are scattered at this time and we can only afford to provide you with a small strike force. Use the new Fist of Nod mobile production facility to build up an effective strike force and crush them. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Save the Civilians and their town from CABAL's seige. 2) Disrupt and prevent CABAL's Tiberium harvesting. ----------- Walkthrough ----------- Head east with your Fist of Nod until you see a small canyon with two crates in it. You can't get them without a subterranean unit, so for now, just continue moving east over the top of the canyon. Head all the way to the eastern border of the map and deploy it. This is the southern edge of the civilian village that you'll need to defend later, and it's a safe staging ground for you to crank out your army. Start building tick tanks as fast as you can. By the time the cyborgs show up to attack the village, you should already have quite a few. Use them to defend the village, then destroy the three trucks in there to get three money crates. Reinforcements will arrive at your original starting position in the middle of the map. Quickly use the engineers to grab the money crates that're dropped from the trucks, then send any survivors east to join your other forces. Don't worry if all of the engineers get killed - you don't need them to end the mission. The chopper that dropped the reinforcements also revealed an island in the far north-west corner of the map. Build a flame tank and send it up there to retrieve several more money crates. When you're done there, send it down to grab the two crates in the tiny canyon that you drove past earlier in the mission. Build a massive pile of tick tanks until you're out of money, then send the pile west and crush the entire Nod base over there. The west base has a construction yard, so it's a better target than the south-east one. Otherwise the enemy will continue to rebuild the south-east base constantly, which makes it extremely annoying to try and do any serious damage to it without getting your pile annihilated. If you really feel like it, you can attempt to capture the construction yard or a refinery with any of your surviving engineers, but it's really not necessary. By now you should've had a small church revealed in the south-west corner of the map, and if you destroy it, you'll get another money crate (use a flame tank to get down there). Head east from that church, and you'll find two more money crates in a small area. With that extra money (and maybe some help from a repair vehicle), you should have no trouble reinforcing your tick tank group and wiping out the south-east base too. Make sure every harvester, refinery, and silo are destroyed, and the mission will be complete. ============================================================================= | ----------------------------------------- | | | | | | | 1.59) Core of the Problem | | | | | | | ----------------------------------------- | ============================================================================= "This is it Commander! Take out CABAL fast and hard: No mercy and no surrender. Find a way to get inside his defenses and take out the core. GDI forces are distracting CABAL and now is the perfect time to crush CABAL once and for all. DATA LINK CLOSED." ------------------ Mission Objectives ------------------ 1) Build your base and survive the initial onslaught from CABAL. 2) Capture the 3 control stations to shut down the laser fences and firestorm defense system protecting CABAL. 3) Destroy CABAL's core. ----------- Walkthrough ----------- Try to stop your infantry before they reach the cyborg piles. This will allow you to wait for a few seconds for additional units to show up for you to use. When the rest of your units show up, wipe out the cyborgs. Rather than fixing the bridge, transport your units over to the other side with your APCs. Deal with the additional cyborgs here, and move farther east to wipe out the rest of the cyborgs in the small base. Capture the barracks and a power plant, then train two engineers to capture the other power plant and the radar station. Send your surviving units north into the clearing and make sure there aren't any other units lingering up there, then deploy your MCV near the tiberium field. Build a refinery next to it as soon as you can. Cluster missiles will blast your base constantly during this mission, and the first one will probably destroy your barracks unless you have a laser turret placed somewhere else before it hits. Throughout the mission, most of the cluster missiles tend to target unit piles if you have any, which in general is probably a better scenario than having them hit your buildings. Try to keep a repair vehicle or two handy so you can repair your unit piles after they get hit. Aside from the cluster missiles, there are three other threats that you'll have to deal with constantly. Aircraft will constantly bombard you, MRLSs will attack from the beach on the east side of your base, and cyborgs and visceroids will attack from the north-east path. The huge tiberium field north of the next bridge should be safe as long as you intercept the cyborgs and visceroids before they cross over the top of your base. You'll want to get a small pile of tick tanks to defend your base first. Make sure you keep it stationed across the top of your base, but be prepared to send it to the beach every few minutes to stop the MRLSs from destroying any of your buildings. When your base is stable, build a trio of stealth tanks and send them east. There're lots of stealthed buildings and units over there, but your intent isn't to destroy anything. Instead, you need to move quickly through the enemy base until you can move south down a clear path. Your goal is a small island on the other side of a bridge to the south west. There's a single war factory here, which is the source of the constant MRLS attacks. It's not very well defended, but you probably won't be able to destroy it without more firepower. Rather than sacrificing these stealth tanks, simply scout the area for now so you'll be able to surface some APCs here later. Meanwhile, continue east with them along the bottom path. Again, your intent isn't to fight anything. Just move as fast as you can until you reach the tiberium veins on the far side. If you get close enough to the water to see an elevated platform south of it, that's ideal - you'll be able to surface some APCs there and attack the missile silos. Load up four or five APCs with Elite Cadre soldiers, and make sure you have at least one rocket soldier (to destroy the wall around the control station) and an engineer (to capture the control station). Surface them at that platform you just identified, dump the soldiers, and wipe out the base in the south-east corner. Use the rocket soldier to destroy the wall so your engineer can capture it. With the silos eliminated, the rest of the mission will be much easier. Send your APCs back to that annoying war factory you passed earlier and wipe it out too, and there'll barely be any threat to your base at all for the rest of the mission. Focus on building an enormous attack force and crush the entire enemy base in the middle of the map, turning north when you can. Continue destroying everything you encounter, curling to the west near the top of the map when you can. Crush the base here as well, and there'll be virtually nothing left. There's another control station that has to be captured near the center of the map, and it's surrounded by tiberium veins. Use a rocket soldier to destroy the wall, then capture it with an engineer. The last control station is in the north-west corner of the map, and the only way to reach it is with subterranean units. Get close enough to the cliffs to see some of the ground, then surface some Elite Cadre up there. Fight through all the units, then destroy the wall around the control station and capture it. With the control stations captured, a giant mech will escape from CABAL's core. Send everything you've got to destroy it, then destroy the core itself 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. ------------- Drop Pod Node ------------- Cost: 1000 Size: 1x1 Power Drain: 20 Tech Level: 10 This module can only be placed on top of a GDI Upgrade Center. It will give you a periodic ability to call in drop pods, which will land fully leveled up infantry units in your targeted area. If your base is in a low-power state, the timer will stop until you restore your power level. ---------- 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. ---------- Juggernaut ---------- Cost: 950 Tech Level: 6 Built From: GDI War Factory Just like Nod artillery units, these have to be deployed in stationary positions before they can fire at anything. Because of the way their shots travel, they're not as effective against mobile targets, but they're definitely still lethal against infantry and buildings. Enough of them in a pile will still wipe out moving vehicles, too. ---------------- 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. ------------ Limpet Drone ------------ Cost: 550 Tech Level: 3 Built From: GDI War Factory These are small hovering vehicles that can move very fast, making them great scouts. They're not armed, but when you deploy one on the ground, they'll have a stealth field. When a vehicle drives over top of a deployed one, it'll attach itself to the bottom of it, allowing you to see anything that the unit sees as it continues moving. -------------- 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. ------------------ Mobile War Factory ------------------ Cost: 1800 Tech Level: 10 Built From: GDI War Factory These are just like normal war factories, except they're like an MCV. They can move somewhere and then deploy themselves, allowing you to move your production facility any time you feel like it. Simply select the war factory when it's deployed and left click to a new location. It'll undeploy itself and move, just like tick tanks, artillery, juggernauts, or any other unit that can be deployed in a similar fashion. The only major difference from normal war factories is that they won't give you the ability to place other structures next to them (basically it functions like a normal base defense structure). ----------- 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. ------------- Cyborg Reaper ------------- Cost: 1100 Tech Level: 6 Built From: Nod War Factory Armed with rockets that can fire at air and ground targets, these are powerful defensive and offensive units. They have a secondary attack capability that lets them fire bursts that will temporarily disable multiple infantry targets at the same time, which makes them ridiculously effective. Probably the most important thing to keep in mind is that they recover health extremely fast in tiberium fields, which gives them a massive advantage - especially since when one of them is destroyed, it spreads a tiberium pile on the ground just like other cyborgs, essentially giving the rest of them a free source of healing. -------------- 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. ----------- Fist of Nod ----------- Cost: 1800 Tech Level: 10 Built From: Nod War Factory Similar to an MCV, these are slow moving vehicles that you can deploy, at which point they become a war factory. You can move them again just by selecting them and left clicking on a new location. They'll undeploy themselves just like artillery units or anything else that can be deployed. The only major difference from normal war factories is that they won't give you the ability to place other structures next to them (basically it functions like a normal base defense structure). ----- 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. ------------ Limpet Drone ------------ Cost: 550 Tech Level: 3 Built From: Nod War Factory These are small hovering vehicles that can move very fast, making them great scouts. They're not armed, but when you deploy one on the ground, they'll have a stealth field. When a vehicle drives over top of a deployed one, it'll attach itself to the bottom of it, allowing you to see anything that the unit sees as it continues moving. --------------------- 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. ------------------------ Mobile Stealth Generator ------------------------ Cost: 1600 Tech Level: 9 Built From: Nod War Factory Just like a stealth generator structure, except you can move it. The stealth field isn't very large, but it can accomplish its purpose. You'll need to have one of the structures before you can unlock this unit in the tech tree. --------------- 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 18th, 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 ===============================================================================