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Walkthrough

by Deuce ex Defcon

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                      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.  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.

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.

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|                         --------------------------                          |
|                        |        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
===============================================================================