____ _ ___
/ ___|___ _ __ ___ _ __ ___ __ _ _ __ __| | ( _ )
| | / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` | / _ \/\
| |__| (_) | | | | | | | | | | | (_| | | | | (_| | | (_> <
\____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_| \___/\/
____
/ ___|___ _ __ __ _ _ _ ___ _ __
| | / _ \| '_ \ / _` | | | |/ _ \ '__| _____
| |__| (_) | | | | (_| | |_| | __/ | |_____|
\____\___/|_| |_|\__, |\__,_|\___|_|
|_|
_____ _ _ _ __ __ _____
|_ _(_) |__ ___ _ __(_)_ _ _ __ ___ \ \ / /_ _ _ __ ___ |___ /
| | | | '_ \ / _ \ '__| | | | | '_ ` _ \ \ \ /\ / / _` | '__/ __| |_ \
| | | | |_) | __/ | | | |_| | | | | | | \ V V / (_| | | \__ \ ___) |
|_| |_|_.__/ \___|_| |_|\__,_|_| |_| |_| \_/\_/ \__,_|_| |___/ |____/
____ _ _ ____ _ _
/ ___|| |_ _ __ __ _| |_ ___ __ _ _ _ / ___|_ _(_) __| | ___
\___ \| __| '__/ _` | __/ _ \/ _` | | | | | | _| | | | |/ _` |/ _ \
___) | |_| | | (_| | || __/ (_| | |_| | | |_| | |_| | | (_| | __/
|____/ \__|_| \__,_|\__\___|\__, |\__, | \____|\__,_|_|\__,_|\___|
|___/ |___/
Author: Warfreak
Version: 2.7
Date Started: 19/5/07
NOTE: These statistics are based on the Vanilla unpatched version of the game
so the recent changes such as the drop in Foxhole prices or the dramitic drop
in the prices in the Avatar, will not be incorporated. There are notes and
some reference to the patched version in the guide as well. Section 44 is
for the Patched Version.
EXTREMELY LONG TABLE OF CONTENTS AHEAD
------------------------------------------------------------------------------
Table of Contents
Introduction
[1.01] Introduction
[1.02] Version History
Campaign
GDI Campaign
Prologue
[2.01] North Carolina Badlands
Act I - United States
[2.02] The Pentagon
[2.03] Langley Air Force Base
[2.04] Hampton Roads
[2.05] The White House
Act II - Egypt
[2.06] Casabad
[2.07] Alexandria
[2.08] Cairo
Act III - Eastern Europe
[2.09] Croatia
[2.10] Albania
[2.11] Sarajevo
Act IV - Northern Europe
[2.12] Munich
[2.13] Stuttgart
[2.14] Cologne
[2.15] Berne
Act V - Italian Red Zone
[2.16] Rome
[2.17] Ground Zero
Nod Campaign
Prologue
[3.01] Goddard Space Centre
Act I - United States
[3.02] The White House
[3.03] Andrews Air Force Base
[3.04] Hampton Roads
[3.05] Washington DC
Act II - Brazilian Yellow Zone
[3.06] Amazon Desert
[3.07] Atlantic Coast
Act III - Eastern Europe
[3.08] Slovenia
[3.09] Sarajevo
Act IV - Australia [My Home Country + My Home City]
[3.10] Outback
[3.11] Sydney City Wall
[3.12] Downtown Sydney
[3.13] Ayers Rock
Act IV - Italian Red Zone
[3.14] Northern Italy
[3.15] Italian Hills
[3.16] Operation Stiletto
[3.17] Kane's Tower
Scrin Campaign
The Invasion - Europe
[4.01] London
[4.02] Munich
[4.03] Croatia
[4.04] Threshold 19
The Global Defense Initiative
GDI Infantry Units
[5.01] Rifleman Squad
[5.02] Missile Squad
[5.03] Engineer
[5.04] Grenadier Squad
[5.05] Sniper Team
[5.06] Commando
[5.07] Zone Trooper
GDI Vehicle Units
[6.01] Pitbull
[6.02] APC
[6.03] Predator Tank
[6.04] Harvester
[6.05] Rig
[6.06] Mammoth Tank
[6.07] Juggernaut
[6.08] MCV
[6.09] Surveyor
GDI Air Units
[7.01] Orca
[7.02] Firehawk
[7.03] V-35 Ox Transport
GDI Structures
[8.01] Construction Yard
[8.02] Power Plant
[8.03] Crane
[8.04] Refinery
[8.05] Barracks
[8.06] Armory
[8.07] War Factory
[8.08] Command Post
[8.09] Tech Centre
[8.10] Airfield
[8.11] Space Command Uplink
GDI Support Buildings
[9.01] Watchtower
[9.02] Guardian Cannon
[9.03] AA Battery
[9.04] Tiberium Silo
[9.05] Sonic Emitter
[9.06] Ion Cannon Control
GDI Powers
[10.01] Radar Scan
[10.02] GDI Airborne
[10.03] Sharpshooter Team
[10.04] Orca Strike
[10.05] Bloodhounds
[10.06] Zone Trooper Drop Pods
[10.07] Shockwave Artillery
[10.08] Ion Cannon
GDI Technology
[11.01] Composite Armor
[11.02] Scanner Packs
[11.03] Power Packs
[11.04] Mortars
[11.05] Railgun Capacitors
[11.06] Stratofighter Boosters
[11.07] Sensor Pods
[11.08] Advanced Turbines
GDI Abilities
[12.01] Call for Transport
[12.02] Dig In
[12.03] Jump Jets
[12.04] Mine Layers
[12.05] Bombard Target
[12.06] Pulse Scan
[12.07] Deploy Sensor Pod
The Brotherhood of Nod
Nod Infantry Units
[13.01] Militant Squad
[13.02] Militant Rocket Squad
[13.03] Saboteur
[13.04] Fanatic
[13.05] Black Hand
[13.06] Shadow Team
[13.07] Commando
Nod Vehicle Units
[14.01] Raider Buggy
[14.02] Attack Bike
[14.03] Scorpion Tank
[14.04] Harvester
[14.05] Flame Tank
[14.06] Avatar Warmech
[14.07] Stealth Tank
[14.08] Beam Cannon
[14.09] Emissary
[14.10] MCV
Nod Air Units
[15.01] Venom Patrol Craft
[15.02] Vertigo Bomber
[15.03] Carryall
Nod Structures
[16.01] Construction Yard
[16.02] Power Plant
[16.03] Crane
[16.04] Refinery
[16.05] Hand of Nod
[16.06] War Factory
[16.07] Operations Center
[16.08] Secret Shrine
[16.09] Tech Lab
[16.10] Air Tower
[16.11] Tiberium Chemical Plant
Nod Support Buildings
[17.01] Tiberium Silo
[17.02] Shredder Turret
[17.03] Laser Turret
[17.04] SAM Turret
[17.05] Disruption Tower
[17.06] Obelisk of Light
[17.07] Temple of Nod
Nod Powers
[18.01] Radar Jamming Missile
[18.02] Decoy Army
[18.03] Cloaking Field
[18.04] Shadow Strike Team
[18.05] Mine Drop
[18.06] Tiberium Vapor Bomb
[18.07] Seed Tiberium
[18.08] Catalyst Missile
[18.09] Nuclear Missile
Nod Technology
[19.01] Tiberium Infusion
[19.02] Confessor
[19.03] EMP Coils
[19.04] Dozer Blade
[19.05] Laser Capacitors
[19.06] Signature Generator
[19.07] Liquid Tiberium Core
Nod Abilities
[20.01] Call for Transport
[20.02] EMP Burst
[20.03] Explosive Charge
[20.04] Glider Pack
[20.05] Booby Trap
[20.06] Signature Generator
[20.07] Reflector Attack
[20.08] Commandeer Technology
The Scrin
Scrin Infantry Units
[21.01] Buzzers
[21.02] Disintegrators
[21.03] Assimilator
[21.04] Shock Troopers
[21.05] Mastermind
Scrin Vehicle Units
[22.01] Seeker
[22.02] Gun Walker
[22.03] Harvester
[22.04] Devourer Tank
[22.05] Corrupter
[22.06] Annihilator Tripod
[22.07] Explorer
Scrin Air Units
[23.01] Drone Ship
[23.02] Stormrider
[23.03] Devastator Warship
[23.04] Planetary Assault Carrier
[23.05] Mothership
Scrin Structures
[24.01] Drone Platform
[24.02] Reactor
[24.03] Extractor
[24.04] Portal
[24.05] Warp Sphere
[24.06] Nerve Center
[24.07] Gravity Stabilizer
[24.08] Statis Chamber
[24.09] Technology Assembler
[24.10] Signal Transmitter
[24.11] Foundry
Scrin Support Buildings
[25.01] Buzzer Hives
[25.02] Growth Accelerator
[25.03] Storm Column
[25.04] Photon Cannon
[25.05] Plasma Missile Battery
[25.06] Rift Generator
Scrin Powers
[26.01] Reconstruction Drones
[26.02] Lightning Spike
[26.03] The Swarm
[26.04] Vibration Scan
[26.05] Statis Field
[26.06] Phase Field
[26.07] Wormhole
[26.08] Mothership
[26.09] Rift
Scrin Technology
[27.01] Plasma Disc Launchers
[27.02] Blink Packs
[27.03] Forcefield Generators
[27.04] Fusion Core
Scrin Abilities
[28.01] Teleport Units
[28.02] Conversion Beam
[28.03] Ion Storm
[28.04] Manipulator Device
Neutral Entities
Neutral Units
[29.01] Mutant Marauder
[29.02] Visceroids
Neutral Buildings
[30.01] Tiberium Spike
[30.02] Expansion Point
[30.03] Reinforcement Bay
[30.04] Subway Hub
[30.05] Subway Entrance
[30.06] EMP Control Center
[30.07] Mutant Hovel
[30.08] Defensive Tower
[30.09] Tiberium Silo
Intel Database
GDI Database
GDI InOps
[31.01] Garrisoning
[31.02] Calling for Transport
[31.03] Logistic Crates: Targets of Opportunity
[31.04] Nod Aircraft
[31.05] Commandeering Tiberium Spikes
[31.06] New Nod Flame Tank
[31.07] Liquid Tiberium Research
[31.08] EMP Control Center
[31.09] Nod's Nuclear Arsenal
[31.10] Cairo Nuclear Launch Facility
[31.11] Power Management
[31.12] Nod Ion Cannon Disruption Tech
[31.13] Nod Avatar Walker
[31.14] Sonic Weapons and the Invaders
[31.15] Alien Tripod Captured
[31.16] Alien Origins, Connections to the Tacitus
[31.17] Alien Mastermind
[31.18] Alien Rift Generator
[31.19] Alien Control Node
GDI News Wire
[32.01] The Ghost in the Machine
[32.02] Discontinuation of the Mammoth Mk II Walker
[32.03] The Blunder that Nearly Finished GDI
[32.04] Kane's Fascination with Eastern Europe
[32.05] GDI Storm Shelters
[32.06] Alien Tower Destroyed!
GDI Eyewitness Accounts
[33.01] Nod Stealth Technology
[33.02] Nod Base Defences
[33.03] GDI Field Recon - the Fall of Cologne
[33.04] GDI Field Recon - the Fall of Berne
GDI Weapons, Tactics, and System
[34.01] GDI Riflemen
[34.02] GDI Missile Squad
[34.03] GDI Engineer
[34.04] Mobile Construction Vehicle
[34.05] Barracks
[34.06] APC
[34.07] Grenadier
[34.08] Command Post
[34.09] Sniper Team
[34.10] Airfield
[34.11] Orca Attack Craft
[34.12] Commando
[34.13] Crane
[34.14] GDI Base Defences
[34.15] Predator Battle Tank
[34.16] Zone Troopers
[34.17] War Factory Repair Drones
[34.18] Base Expansion using the Surveyor
[34.19] Rig Deployment into a Forward Battle Base
[34.20] Firehawk Attack Jets
GDI Archives
[35.01] GDI Base Closure
[35.02] Tiberium Primer
[35.03] The Global Defense Initiative
[35.04] About the Brotherhood of Nod
[35.05] Red, Yellow and Blue Zones
[35.06] GDI's Nuclear Weapons
[35.07] Life in a Yellow Zone
[35.08] Health Effects of Tiberium Contamination
[35.09] What is it Like in a Red Zone?
[35.10] Red Zone Terrain: Tiberium Chasms
Nod Database
The Inner Circle
[36.01] Once Again a Nuclear Power
[36.02] KANE LIVES!
[36.03] The Key to the Future: Part I
[36.04] The Towers Sacrosanct
[36.05] The Key to the Future: Part II
Nod Field Intelligence
[37.01] Tiberium Spikes
[37.02] Nod Tactical Doctrine
[37.03] Refinery and Harvesting Operations
[37.04] Calling for Transport
[37.05] The Guns of the Amazon
[37.06] Intercepted Transmission
[37.07] Black Hand Interrogation Report
[37.08] Australia-New Zealand Theatre Assessment
[37.09] An Invasion Global in Scope
[37.10] Cease Fire Order
[37.11] Excerpt from Signal Intelligence Briefing
[37.12] The Alliance is Off
[37.13] The Towers Begin to Fall
[37.14] Field Report - Alien Gravity Stabilizer
Kane's Arsenal
[38.01] Militant and Rocket Troopers
[38.02] Fanatics
[38.03] Saboteurs
[38.04] Hand of Nod
[38.05] Nod War Factory
[38.06] Shadow Team
[38.07] Venom Patrol Craft
[38.08] Flame Weapons
[38.09] Base Defenses
[38.10] Disruption Tower
[38.11] Vertigo Bomber
[38.12] Stealth Tank
[38.13] Commando
[38.14] Obelisk of Light
[38.15] Avatar
[38.16] Beam Cannon
[38.17] Catalyst Missile
Nod Archives
[39.01] The Brotherhood of Nod
[39.02] Nod's Place in the World
[39.03] Ground Control for GDI's A-SAT Systems
[39.04] Mutant Exodus
Scrin Database
Warp Link
[40.01] All Units Functional
[40.02] Unexpected Developments
[40.03] A Campaign of Distraction
[40.04] Beyond Blunt Force
[40.05] Retaliation by Hostile Indigenous Population
[40.06] Premeditated Ichor LQ Detonation
[40.07] Factions
[40.08] Attacks by Indigenous Populations Worsening
[40.09] Threshold Assemblies Under Attack
[40.10] Threshold Tower Construction
Strategies, All 3 Sides
GDI Strategies
[41.01] GDI v Nod
[41.02] GDI v Scrin
[41.03] GDI v GDI
[41.04] GDI Rush
[41.05] GDI Turtle
[41.06] GDI General Strategies
Nod Strategies
[42.01] Nod v GDI
[42.02] Nod v Scrin
[42.03] Nod v Nod
[42.04] Nod Rush
[42.05] Nod Turtle
[42.06] Nod General Strategies
Scrin Strategies
[43.01] Scrin v GDI
[43.02] Scrin v Nod
[43.03] Scrin v Scrin
[43.04] Scrin Rush
[43.05] Scrin Turtle
[43.06] Scrin General Strategies
Patch Notes and My Comments
[44.01] PatchNotes v1.05
[44.02] PatchNotes v1.07
[44.03] PatchNotes v1.09
[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
------------------------------------------------------------------------------
[1.01] Introduction
This is my 14th guide. One of many that needs a lot of work to be done. A lot
of work. Anyway, to avoid doing a massive guide, I've decided to do a unit
guide, on the strengths and weaknesses of each unit. And their upgrades of
course. Well, it used to be a unit guide, till I changed my mind, and made it
a strategy guide. Now, a walking guide in progress, which isn't very quick.
Might I add that it will be a massive guide, over 500 kb.
------------------------------------------------------------------------------
[1.02] Version History
Version 0.1 [19/5/07]
Started this thing.
version 0.2 [26/5/07]
Now a strategy guide.
Version 0.3 [27/5/07]
Fixup.
Version 0.4 [12/6/07]
Needs a lot of work. Submit and see what happens.
Version 0.5 [18/6/07]
Finished to the end of Act I. Can't be bothered downloading the massive 100+
mb patch as of yet. Therefore, I've split the guide basically. Anyway, I'll
finish the Acts by the end of the month. Or not.
Version 0.6 [7/7/07]
Triple 7!!! Anyway, started up again with the patch this time. Alot of stuff
there. Patch notes are done with the ACT I for GDI done as well. Probably
finish ACT II or some units next time.
Version 0.7 [8/7/07]
Finished even more of the GDI Acts. I should be able to finish the GDI
Campaign by the next update.
Version 0.8 [11/7/07]
Finished the GDI Campaign.
Version 0.9 [12/7/07]
Finished Nod Prologue, added Intel Database on Table of Contents and reformed
the Table for it was a massive eyesore. Now, it is even longer. I either will
finish Nod Campaign or GDI Units and Buildings with the next few updates. The
units are easier, but more of them, campaigns are harder, but less of them.
Intel entries will be long, plenty of them, but no thinking required, except
for typing properly.
Version 1.0 [13/7/07]
Arghhh, Black Friday. Arghhh. Anyway, worked on the Nod Campaign and started
some more work on other sections. Mental Blank on the GDI Buildings so I
finished the Neutral Units and Buildings.
Version 1.1 [15/7/07]
Started on the Intel Entries. It is imperative that I should get these out of
the way since they consist of a major part of the FAQ in the end.
Version 1.2 [16/7/07]
Back to my School tomorrow, so, its more work now before my offical workload
arrives. Finished up to Act 3 of the Nod Campaign and sections 32 and 33.
Version 1.3 [17/7/07]
Survived school to do some more work. I will try to finish this as much as I
can, but no promises. Finished half of Act 4 for Nod. Section 34 complete.
Version 1.4 [19/7/07]
Next update. Finished Act 4 for Nod. Finished Section 35 and 36 in the Intel
Database entries. Two months have amounted to about 285 kilobytes. Not too
shabby.
Version 1.5 [20/7/07]
CJayC, we'll miss you. Finished some more on Intel. Section 38 complete. The
other Nod entries aren't very long and the Scrin ones aren't too long either.
Version 1.6 [22/7/07]
Next version. Should finish all the intel entries today. Added intel entries
available to all Missions. Finished Act V for Nod except for Kane's Tower.
Section 10 is now complete.
Version 1.7 [24/7/07]
Update. Finished Nod Powers, Section 18. Added in sections in preparation for
strategies. Section 26 done. Added sections 41, 42, 43 and finished Section
41.
Version 1.8 [25/7/07]
Finish the Nod Campaign. Started on Nod Strategies.
Version 1.9 [26/7/07]
Finished the Nod Strategies
Version 2.0 [27/7/07]
All strategies done. Next on the list is the Scrin missions, and then the
units and buildings. After than, upgrade and thats it. Nearly there.
Although if another patch comes out, that means more typing. The guide is
pretty big already.
Version 2.1 [29/7/07]
Updates will slow a bit. I fear the guide will be far too long before I
finish. 3 Scrin Missions done, 1 to go. One more General Strategy for Scrin
added.
Version 2.2 [14/8/07]
Updating is back now, with new updates. Scrin Campaign finished, the GDI
Buildings are now complete. Manual descriptions are removed for copyright
sake. Don't want EA suing me over stealing manuals now do I?
Version 2.3 [15/8/07]
Well, finished all the GDI Sections with the completion of chapters 11 and
12. Chapters 14 and 15 of Nod are complete as well. Finished the Scrin
Chapter 21. Chapters to finish off are 16, 17, 19, 20, 22, 23, 24, 25, 27, 28.
Then, I finished off Chapter 28, making only 9 chapters remaining. In short,
the guide is 75% done.
Version 2.4 [16/8/07]
First off, section 22 and 23 are done first. After that, 24 and 25 are done,
finishing off with 27, which means the end of the Scrin chapters. The only
thing left before this guide is finished is the Nod chapters, 16, 17, 19 and
20.
Version 2.5 [17/8/07]
This is should be the final update as everything else is done. Good luck with
your game everyone and remember, Peace through Power! and that KANE LIVES!
Version 2.6 [30/9/07]
Special Update. Updates on Ground Zero for GDI Missions, Outback and Operation
Stiletto for the Brotherhood of Nod as well as Patch Notes for v1.7 and the
future Patch v1.9 Notes as well.
Version 2.7 [12/4/08]
Another special update, saying that the Kane's Wrath guide, the expansion game
for this game, is up. Just go to the Kane's Wrath page and find it there.
------------------------------------------------------------------------------
[2.01] North Carolina Badlands
Just before I start, note that all missions may seem more fast paced since I
decided to play the entire campaign, first time through, on Hard, not Easy
or Normal. So you might not encounter as many forces as I say. Also note that
every player as a different sort of strategy. Some fire and forget, others
rush, etc. My tactic is leave no troops to die unless I really need to. There-
fore, my strategy is to minimise casualities.
"Recent satellite intelligence points to a suspicious level of activity in the
North Carolina Badlands. InOps is concerned that the Brotherhood of Nod may be
setting up shop there. Your mission is to investigate and report back as soon
as possible. An abandoned GDI training facility is located nearby - use that
base as your base of operations in the area"
********************
*Primary Objectives*
********************
1 - Determine the Status of the GDI Outpost
"This outpost was abandoned many years ago after its strategic value waned.
Once your arrive at the outpost it can be reactivated remotely."
2 - Build a Barracks and 3 GDI Riflemen Squads
"You'll need a barracks in order to train infantry units. To build a Barracks,
select the Construction Yard and then click on the Barracks icon. Once it has
finished building, click the Barracks again and then place the Barracks in
your buildable area."
3 - Build a Power Plant
"Select the Construction Yard and click on the Power Plant icon. Build and
deploy it just like the Barracks. Because your base has low power, you may
want to turn off other buildings. When your base is low on power, all units
and structures build slower."
4 - Repair the Command Post
"To repair the damaged Command Post, use the Repair Button on your Command
Bar, located on the top right next to the power button. Then click on the
Command Post."
5 - Eliminate the Nod Outpost
"Destroy all the Nod forces, the Hand of Nod and the Nod Outpost. A company of
Missile Soldiers will be sent to assist you. Their missiles are much more
effective against structures than standard GDI fire.
6 - Repair the Bridge
"Two Engineers are en route via V35 Ox Transport. Once they arrive, send one
of them into the Gatehouse to repair the bridge."
7 - Build an Airfield
"The Nod presence is this region is far greater than we had expected. We will
need air support. Build an Airfield from the Production Structures Tab to gain
access to aircraft."
8 - Destroy the Nod Barracks, War Factory and Construction Yard
"Devastate this Nod Base by destroying these key structures."
******************
*Bonus Objectives*
******************
1 - Build a Watchtower
"Protect your base from Nod infantry by building a Watchtower. To build a
Watchtower, click on the Watchtower icon located in the Support Structure Tab.
Once it has finished building, deploy it anywhere inside your ground control
area. The white circle marks the range of the Watchtower,"
2 - Build a second Infantry Queue
"Build a second Barracks from your Production Structures Tab so that you have
a second infantry queue. This will allow you to train infantry in parallel
giving you the ability to put more soldiers on the field quicker."
3 - Build a Tiberium Silo
"Build a Tiberium Silo from your Support Structures Tab. Doing so will
increase the amount of credits you can store at once."
4 - Capture one of Nod's Buildings
"Select your Engineer and then send him into an enemy structure. The Engineer
will capture it, giving you full control of the structure."
5 - Sell the Captured Nod Structure
"After you've captured the structure you can then sell it. Use that Sell
Button located at the top of your Command Bar. Click on the $ and then click
on the building you want to sell."
6 - Capture the Tiberium Spike
"Many structures, like this Tiberium Spike, can be captured by Engineers and
put to use. Tiberium Spikes generate extra funds over time by drawing Tiberium
out of the Earth."
************************
*Intel Database Entries*
************************
GDI, Weapons, Tactics, and Systems
- GDI Riflemen
+ By Training Riflemen
- Mobile Construction Vehicle
+ When the MCV Arrives
- Barracks
+ When you place and build a Barracks
- GDI Missile Squad
+ When your reinforcements arrive
- GDI Engineer
+ When the Engineers arrive
GDI Archives
- GDI Base Closure
+ When you regain control of the GDI Base
- Tiberium Primer
+ When your are explained about Harvesting
--==Walkthrough==--
Anyway, this is your basic introduction, to new players and veterans alike. It
is semi basic and easy, even on Hard Mode. Your start off with a few squads
of riflemen. Move east into the abandoned GDI base and while those little Nod
soldiers are too busy attacking a run down base, use your riflemen to kill
them. Rather simple, move over and right click.
After the battle, you will get one of the intelligence entries into your
little database. I will go into depth on said entries later on, I'll just tell
you how to get them. Collect all your can in a mission to get another little
tab on your medal. After that, you will get a message about Harvesting and
there you have another entry.
Along comes that ugly looking MCV and it will deploy itself in the middle of
your base. Build the barracks and the power plant like told to and train more
than 3 riflemen squads, cause you'll need more than 3 to complete the mission.
When prompted, build two watchtowers outside your base on the Eastern side.
This is due to the massive amount of Nod infantry moving to swarm your base.
Use your riflemen if they get too close to your base while you admire your
watchtowers doing all the work. You will now get some backup with a few
missile teams. You can now train them and while you're at it, why don't you
go build a second Barracks to complete the objective. Build your missile
squads, about 5 or so and team them with 5 or more riflemen squads. Use Team
grouping (Ctrl + 1) to team them up. Repair the outpost to full health and
send your team east to wipe out the two buildings in the outpost.
Use the riflemen to wipe out the infantry and use the missile teams to attack
the buildings. When the two Western buildings are destroyed, you will get a
team of engineers and objectives to repair the bridge and capture a building.
Capture one of the remaining buildings and sell it off. You will also get
another snippet of intel. Build a Tiberium Silo anyway, to spend the cash and
repair the bridge.
Move past the bridge to see a Tiberium Spike. These are your sources of cash
in the game that aren't from harvesting. Capture it with an engineer. You'll
have to train one to do that. Move your team past the bridge and move West
too see something your should not be happy to see. Vehicles. Use your missile
teams to attack the Raider Buggies since they are anti-infantry. After the
buggies, target the Scorpion tanks. When you get the prompt to build an
airfield, retreat your forces, train more missile teams and build the air-
field. Train two more Orcas and use the Orcas to attack the Nod Base, wiping
out the buildings and vehicles before infantry. Keep at this hit and run
policy until you get to use the GDI Trademark Weapon, the Ion Cannon. Shoot
the massive cannon in the middle of the Nod Base and watch it blow the thing
up. End of Mission.
------------------------------------------------------------------------------
[2.02] The Pentagon
"The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now
attacking the only remaining GDI World Command Hub in the Pentagon. If we lose
the Pentagon, GDI will be thrown into chaos and the war will be lost. Your
mission is to defend this vital installation. The first priority is restoring
power to the building defenses and systems so you can repel the main Nod
attack. Then you'll need to get an engineer into the Pentagon to reestablish
the command and control system links. Your final objective is to
counter-attack and drive Nod out of the area."
********************
*Primary Objectives*
********************
1 - Bring the Pentagon's defensive power system online
"The Pentagon is defenseless without its power. Get an Engineer into each of
the three Power Plants and bring that power back online!"
2 - Capture the Pentagon with an Engineer
"Only an Engineer can get the Pentagon's Command and Control systems online.
You must protect
3 - Garrison each of the Four Guard Towers with GDI Riflemen and hold off the
Nod infantry wave
"Nod has destroyed our Power Plants with their Vertigo Bombers. Our only
chance to defend the Pentagon against superior odds is to garrison the Guard
Towers around the perimeter of the Pentagon."
4 - Eliminate the Nod Central HQ
"The Brotherhood of Nod has hastily erected a forward Headquarters at the top
of the hill. Prevent another attack on the Pentagon by destroying this forward
HQ."
******************
*Bonus Objectives*
******************
1 - Eliminate the small Nod base to the North
"Nod has cut off our ability to bring in reinforcements to the North.
Eliminating this base will enable Echo Company's Grenadier Reinforcements."
2 - Take back the City by clearing 4 Garrisoned Buildings
"Nod has firmly entrenched troops within the city surrounding the Pentagon.
Use our Grenadiers to clear these buildings out."
************************
*Intel Database Entries*
************************
GDI InOps
- Garrisoning
+ By filling up the Guard Towers with Riflemen
GDI Weapons, Tactics, and Systems
- APC
+ When your APC reinforcements arrive
- Grenadier
+ When a Grenadier Squad exits the Pentagon
GDI Archives
- The Global Defence Initiative
+ When Nod is attacking your Power Plants
- About the Brotherhood of Nod
+ When the Objective to Eliminate Nod is given
--==Walkthrough==--
Move your troops East toward the power plants. Use your powerful Riflemen to
wipe out the Nod troops and capture the power plants to restore power. Use
another engineer to capture or rather, retake the Pentagon. Use your riflemen
to garrison the Guard Towers and ensure there are at least 1 full tower on
each entrance. See your watchtowers turn into useless piece of metal since the
Vertigos decided to blow it up.
Soon, a group of valuable APCs will turn up. Use your grenadiers and move them
into the APCs. This will allow you to turn the edge on garrisoned infantry,
buildings and in later campaigns, tanks. Load up your APCs with the Grenadiers
and fill the towers with riflemen. Move your APCs north of the Pentagon to a
little base there. The combination of the Grenadiers is handy, the Grenadiers
can wipe out buildings with infantry, tanks and buildings and the APC can
cover and kill roaming infantry. Attack the base and kill any infantry and
wipe out garrisoned buildings first before that can do any damage. Use the
Grenadier laden APCs to wipe out the rest of the small base. You will get a
few more APCs with infantry inside, making your force a sizable one. Join that
up with your strike force and remove damaged APCs and send them to defend the
Pentagon.
Move the APC convoy into the city and with the grenadiers special hand
grenades, watch those infantry cark it. There are four building and bear
in mind that your APCs can only withstand a small amount of missile fire but
not a lot. They have slightly less armour than a tank. Finish off those
buildings and you will receive two more APCs with infantry already inside.
Now you've finished your last bonus objective, move your APCs to the entrance
of the Nod Base. Attack defenses first, knocking out the infantry. Take out
the Air Tower in case those Vertigos might do something and take down the
Hand of Nod to remove further reinforcements. Attack like mad and then take
down the Crane. By taking down the Crane, Hand of Nod and the Air Tower, you
have cleared the Pentagon of any further attack.
------------------------------------------------------------------------------
[2.03] Langley Air Force Base
"Nod forces have overrun all of the major GDI air fields in the region. Your
mission is to retake Langley Air Force Base, home of the Air Combat Command. A
small GDI outpost near the coast might be useful as a base of operations.
We'll drop your team off nearby. Once the outpost is secure, take back our
airfields, get some Orca scout aircraft in the air, and then drive Nod out of
the area."
********************
*Primary Objectives*
********************
1 - Eliminate the Nod forces attacking the GDI base
"There is a small GDI base under seige on the coast. Secure it and you will
have a perfect platform to launch an assault on Langley Air Force Base."
2 - Reclaim the GDI Airfields to the Northeast
"GDI has two Airfields intact with operational Orca aircraft. Reclaim the
Airfields by eliminating the defending Nod forces, then use the Orca as air
support for your attack on the base."
3 - Destroy the Nod base to the northwest
"This base is the central hub for the Nod forces controlling Langley. It is
heavily defended against land based attacks."
******************
*Bonus Objectives*
******************
1 - Capture the Tiberium Refinery in the city
"The Tiberium Refinery used to supply the airforce base has been overlooked by
Nod. Getting it up and running will give us ample supplies for our offensive."
2 - Rescue all 4 Snipers from Bravo Squad
"The Snipers of Bravo Company have been scattered throughout the city. Find
and rescue them."
************************
*Intel Database Entries*
************************
GDI InOps
- Calling for Transport
+ When you regain control of the Airfields
GDI Weapons, Tactics, and Systems
- Command Post
+ When you regain control of the base
- Sniper Team
+ When you rescue all 4 Sniper Teams
- Airfield
+ When you regain control of the Airfields
- Orca Attack Aircraft
+ When you regain control of the Airfields
--==Walkthrough==--
You will get a few infantry squads on the beach to support you in taking over
the base. Use your grenadiers and riflemen to wipe out those Nod units
attacking your base. Once you've reclaimed your base, garrison your units in
nearby buildings with Riflemen to build foxholes to garrison in case you
do not have enough room. Build some APCs and train some infantry to garrison
both entrances to your base. Train some missile squads and either garrison
them or leave them to defend your base. Soon, Nod forces including tanks will
attack your base. Group your forces, APCs to attack infantry and the Missile
Squads and Grenadiers to attack tanks. Don't forget, explosive grenades kind
of hurt against tanks as well.
Soon, you will get your first bonus objective. You should capture the
refinery but you can wait for a while. The second objective should come in
as well. Load your APC's with Missile Squads and Grenadiers to go to each of
the 4 sniper locations. You should encounter infantry but you should be able
to take them down with relative ease. Gather your infantry and vehicles to
reclaim each sniper and cover them. Send them back to the base if need be.
You will however, need a sniper to reclaim the refinery. Send your attack
force to the refinery. You would encounter garrisoned units but nothing those
Grenadiers can't handle. Capture the refinery with an engineer and move your
Snipers up. Use the APCs as scouts and look for some turrets. DO NOT ATTACK.
You will encounter laser turrets which will wipe out your APCs easily. Instead
you should move them to stop and defend while you look for the turret hub. Its
the little thing that connects all the turrets together. Follow the lines and
you should find it.
Move your Snipers so that it the hub is in range of fire but is not under
attack. You should see a support power, the Bombard Target thanks to your nice
battle crusier. Bombard the hub and it should be destroyed. Protect the
refinery, build more harvesters and train more units for your attack force.
APC all your infantry forces and make sure Grenadier units are near the front.
Clear all the turret hubs and make sure you have cleared all units. Advance to
the airfield and soon the fight will start.
The airfields are raised up so that might be a pain. It is guarded by infantry
which will be ripped to shreds by APCs while there might be a few vehicles but
your Bombard Target will take care of that, well, that or the missile squads.
Reclaim those airfields. Clear each and every one of them and soon you will
reclaim those Orcas for yourself. You have 8 Orcas, plenty to finish the
mission but there are two approaches to finish. You can easily finish off the
remaining Nod forces with your Orcas but you can easily finish them off with
your APCs. If you want to learn a few tactics now, listen up.
Use your APCs with missile squads to attack and group them as team 1. Orcas
will be team 2. Whenever your APCs are in trouble, make sure you have Orcas
as back up to destroy heavy tanks. This is the basics of Air Support. Shoot
anything that has a yellow box and anything that can train units. Infantry
is easy for APCs and tanks are easy for Orcas. Mop up the mess and finish off.
------------------------------------------------------------------------------
[2.04] Hampton Roads
"Cut off Nod reinforcements flowing into Hampton Roads by disrupting their
port operations. You'll do this from the inside, infiltrating an elite GDI
Commando into the facility. Take their radar offline by destroying the Nod
Operations Centre. Once they're blind, take out their nearby stealth bomber
base. As soon as Nod's bombers are out of action, we'll send in a fleet of
battleships and you can use sniper units to spot targets for the big guns."
********************
*Primary Objectives*
********************
1 - Destroy the Nod Operations Center
"Taking the Nod operations Centre offline will disable their radar and sonar
detection. This will sow confusion among the defenders and therefore enable
our Battleships to get in closer and lend artillery support."
2 - Destroy the Bombers harassing our Battleships
"Vertigo Bombers are preventing our Battleships from getting into Bombardment
Range. Destroy the Nod Air Tower to eliminate this threat."
3 - Destroy the Nod production facilities
"The Brotherhood of Nod is using the Hampton Roads Naval Facility as a supply
depot for their front line offensive. Destroy their production buildings to
disrupt the port operations and stop the flow of reinforcements."
******************
*Bonus Objectives*
******************
1 - Complete the mission using only the Commando
"Complete the mission without using the reinforcements."
************************
*Intel Database Entries*
************************
GDI InOps
- Logistics Crates: Targets of Opportunity
+ By using the first Logistic Crate possible
GDI News Wire
- The Ghost in the Machine
+ When given the Third Primary Objective
GDI Weapons, Tactics, and Systems
- Commando
+ When you start the mission
--==Walkthrough==--
Have fun with the Commando, a one man killing machine. Kill the advancing
troops and move North, killing units along the way and destroy the Operations
Centre. Destroy the thing and move around the city. Your main concern will be
the garrisoned buildings which require a little explosives to destroy. Keep
your eyes on the battlefield, and look for crates. These little goodies will
help you immensely on this mission. Several will heal you, which is really
useful until your Commando reaches Heroic status while others will promote
your units. Move north and knock out the power plant, grabbing the crates
along the way.
You now have to head to the Vertigo base. Those things are actually quite
expensive and its such a waste to see them go. Anyway, move from above the
airfield. You'll understand why. Move carefully and destroy garrisoned
buildings along the way. Move from above and shoot the red explosive barrels
which should destroy the Airfield. Make sure you blow the airfield up either
way and the surrounding units as well.
Once the airfield is down, GDI will grant you reinforcements. These actually
aren't necessary. It is easy to finish the mission with just the Commando,
even on Hard Mode. Just don't get the Commando run over by a tank, by with
the new patch, you don't have to worry. Your Commando will be extremely hard
to kill, which reminds me when he won a match against a flame tank, shooting
at each other. For some reason, he won't die. Anyway, I should teach you
about the second ability of the Commando besides killing everything. It is
the Jump Jet and allows you to virtually jump over anything. Even if is it
impassible terrain or crates, he can jump over it.
Move your Commando towards the Nod base and watch out for vehicles. Keep your
eye for red barrels to shoot for the destroy them. Even so, the Commando
shouldn't die, except when you are extremely stupid. Anyway, advance and knock
out those buildings with explosive packs and see them burn.
------------------------------------------------------------------------------
[2.05] The White House
"GDI morale sagged when Nod troops unfurled their red banners over the White
House. Now you'll turn the tide by retaking this powerful symbol. Since Nod
has a staging area nearby, you'll also get a change to wipe out a large
stockpile of high-end Nod weapons. Start with a small force to take out Nod's
air defences. A Firehawk squadron from Langley AFB will turn Nod's parked
military hardware to burning junk. Then attack the Nod base right outside the
White House itself."
********************
*Primary Objectives*
********************
1 - Destroy the Nod air defences
"We have Firehawk Attack Jets armed and waiting. You need to destroy Nod's air
defences so that Firehawks can make their bombing run. We also have Ox
Transports with reinforcements standing by for deployment."
2 - Use your Firehawk Airstrike power on Nod's artillery outpost
"Use your Firehawk Airstrike power to mark the area for our Firehawks to
bomb."
3 - Destroy the surrounding Nod base to reclaim the White House
"Nod forces have set up a base in front of the White House. Destroy all of
their production structures to drive them out of this area and take back the
White House."
4 - Destroy the Disruption Towers around the Nod Base
"Nod is using those Disruption Towers to cloak its base. Destroy them and that
should make their base vulnerable to our attacks."
******************
*Bonus Objectives*
******************
1 - Suppress the Nod infantry advances by putting Snipers into the designated
buildings
"Snipers are extremely effective against infantry. Garrison them in the
designated buildings for extra protection while they fire on Nod infantry."
2 - Destroy Nod's Power Plants
"Commander, Nod appears to have a large number of their Power Plants just
NorthWest of the White House. Destroying these might bring down their defenses
and leave them more open to our attack."
3 - Destroy the Nod Secret Shrine
"The Secret Shrine provides the ability to produce stealthed units. Destroy it
to prevent Nod stealth attacks."
************************
*Intel Database Entries*
************************
GDI Eyewitness Accounts
- Nod Stealth Technology
+ By destroying Nod's Secret Shrine
- Nod Base Defences
+ When you complete the mission
GDI Weapons, Tactics, and Systems
- GDI Base Defences
+ When you place a Watchtower or Guardian Cannon
- Predator Battle Tank
+ When you build a Predator Tank
- Crane
+ When you build and place a Crane
--==Walkthrough==--
Use your missile squads that you recieve to knock out the central hub of each
AA defence. This completes their first objective. Then, use the Firehawk Bombs
to destroy the base. Watch as those Firehawks destroy like no tomorrow. Shame
you actually can't use this in normal conditions.
Your reinforcements should arrive with your MCV. Deploy and build Power Plant,
Refinery, Barracks and then the Armory. Why Barracks after Refinery? Because
you should still have your original assault force to defend for about 30
seconds. Heal your injured units at the armory. The armory will replace fallen
squad members so if you lost 2 men out of a squad, they will return, somehow.
Once you plop down the Command Post, build 4 Sniper squads. After doing that,
train 2 Missile Squads. The objective will designate which buildings to
garrison so do so. 2 Snipers and 1 Missile Squad in each designated buildings
to COMPLETELY surpress any attempts. Build a crane and some base defences
for the intel entrances.
Build a War Factory and Watchtower to build tanks and surpress infantry
advances. Once you have the War Factory, build APCs. 6 of them to be exact.
Place 3 Missile Squads and 3 Grenadiers into those 6 APCs and this will be
your attack force. Build a few Predator Tanks as well as a crane for the
Intel Database. Use Predators as base defence and keep training more of them
as well as Missile Squads if you have the money. If you want even more base
security, move twp Sniper Teams and a Missile Squad to a building at the
crossroad from their base to your base. This means, where the Nod base has
roads exiting from the sides, track where the infantry cross and send the
Snipers and Missile Squads to a building that could take them out. Do this
to both sides. Or you can just move your original garrison force up.
Move up the Eastern Side of the Map, or left side, and use Grenadiers to
knock out the Garrisoned buildings next to the power plants. Once you are
clear, destroy the power plants and send your assault force back to base for
repairs. Then move up the Western side of the map, or Right side to assault
the Secret Shrine. You should knock out defences first and then attack the
shrine. By now, Nod will have a sizeable infantry force inside their main
base. Move your predators up and assault the front. But first, use your APCs
to do hit and runs on the disruption towers on both sides using the area
behind the White House as a short cut of sorts.
With the towers out of the way, move the predators in and RUN OVER the
infantry. It is easier than killing with cannons. Move APCs in through one
of the sides as a flanking manoeuvre. Once the infantry are dealt with,
attack the buildings and finish this mess.
------------------------------------------------------------------------------
[2.06] Casabad
"InOps flagged an irrigation plant in Casabad as a possible chemical weapons
factory. A GDI forward base was established nearby in preparation for a raid,
but we've since lost contact with the base. We've also lost contact with a
team of Zone Troopers sent to investigate. Get in there, secure the base, and
then find out what's going on in that factory."
********************
*Primary Objectives*
********************
1 - Secure the Barracks by defeating the surrounding Nod forces.
"The last contact from the Zone Troopers came from this location. Eliminate
any remaining Nod units to secure the outpost."
2 - Destroy the Weapons Research Lab
"Intel believes this Nod structure is instrumental in Nod's effort to
weaponise Tiberium in a liquid form. It must be eliminated."
3 - Destroy the Nod War Factories
"Nod is reinforcing its war effort in this region from these War Factories.
Eliminate them."
******************
*Bonus Objectives*
******************
1 - Capture all Three Tiberium Spikes
"Secure additional funding by capturing all three Tiberium Spikes in the area.
Build additional Engineers to capture these Tiberium Spikes."
2 - Destroy the Nod Outpost
"Nod is reinforcing their security of the research labs from this facility.
Eliminite it to collect extra resources."
************************
*Intel Database Entries*
************************
GDI InOps
- Nod Aircraft
+ When you first see Nod Aircraft
- Commandeering Tiberium Spikes
+ When you capture the First Tiberium Spike
- New Nod Flame Tank
+ When you first see the Flame Tank next to the Research Lab
- Liquid Tiberium Research
+ When you destroy the Research Facility
GDI Weapons, Tactics, and Systems
- Zone Troopers
+ When your Zone Troopers reinforcement arrive
GDI Archives
- Red, Yellow, and Blue Zones
+ When you clear the Nod Troops out of your base
--==Walkthrough==--
Advance and retake the base under seige from the Nod forces. Then get an
engineer or train one the retake the closest Tibeirum Spike to you. This will
provide you a little extra boost to your cash, depositing a small sum every
few second as well as a medium bonus when captured. Nod Venoms will fly over
head but you can't do anything, now. Tech up and train some Zone Troopers and
send the original force of Troopers to defend your base.
Zone Troopers are a squad of 4 units armed with rail guns and have the Jet
Pack like the Commando. They do not suffer damage while crossing Tiberium,
unlike most infantry. Their railguns will perform basically one-hit kills on
approaching infantry and will severely damage Vehicles and Buildings. Build a
few more Zone Troopers and Missile Squads, since Troopers are powerful on
land, they cannot combat air. Build the power packs for the Troopers so they
can heal wounds when they are stationary. Train a sizeable force of troopers
and Missile Squads and an engineer. Advance to the second Tiberium Spike while
not leaving your base undefended. Leave a few units to defend the base.
Capture the second Spike and train more units that you have the cash.
Train another engineer and join him up with the assault force. Capture the
third Tiberium Spike and advance to the Nod Outpost. If you haven't so already
yet, shoot down Nod Venoms that approach your squad. Like I said, the Missile
Squads aren't so much to attack, but rather defend. Your Troopers will make
short work on the Outpost while the Missile Squads will keep out unfriendly
units in the air.
Reinforce your force with more Zone Troopers and Missile Squads. Retreat the
units that require healing in the armory if they have a fallen squad member.
Approach the research facility and you will encounter a new Nod weapon, the
New Flame Tank. A few squads of Zone Troopers will instantly blow that thing
up. Imagine a tank being railgunned 10 times and you get the idea. Basic
destruction then, attack the production facilities and then any other building
with the yellow box around them.
There are more buildings above so advance there or Jump Pack the Troopers
up. You should be able to destroy them with ease and without any problems.
Remember, if there is a turret, AIM FOR THE HUB.
------------------------------------------------------------------------------
[2.07] Alexandria
"Nod is using the port of Alexandria to export nuclear and chemical weapons.
Your mission is simple: Shut this operation down. Destroy the loading cranes
to cripple their port operations, sink their ships to block the docks, wipe
out their administration and control centers, and obliterate any military
units and structures nearby. You'll have Mammoth Tanks at your disposal. Roll
over them, Commander."
********************
*Primary Objectives*
********************
1 - Destroy all Nod Loading Dock Cranes
"Nod forces are loading weapons onto their ships for export. Destroy these
cranes to disrupt dockside activity."
2 - Destroy all Nod Port Authority Buildings
"Nod's port operations are controlled from these Port Authority Buildings.
Take them out to cripple their port for the long haul."
******************
*Bonus Objectives*
******************
1 - Destroy all Nod ships Docked at Port
"Destroy the docked ships to prevent them from delivering their hardware to
other war efforts in the region."
2 - Capture the EMP Control Center in the City
"Capture the EMP Control Centre to gain the ability to fire an EMP blast which
will disable all electronic devices within the blast radius."
3 - Deploy a Surveyor at the Northern Tiberium Field
"Build a Surveyor and deploy it by the Tiberium Field to the North. A Surveyor
unpacks an expansion force at its deployment location and allow additional
structures to be constructed around it."
************************
*Intel Database Entries*
************************
GDI InOps
- EMP Control Centre
+ When you capture the EMP Control Centre
GDI News Wire
- Discontinuation of the Mammoth Mk II Walker
+ When you research Railgun Capacitors from Tech Centre
GDI Weapons, Tactics, and Systems
- War Factory Repair Drones
+ When you place a War Factory
- Base Expansion using the Surveyor
+ When you deploy a Surveyor to an Outpost
--==Walkthrough==--
Nod will send infantry waves at you, so build either APCs or Watchtowers to
counter it. Note, some of them might be shadow teams who are cloaked. Plop
down some power plants, a War Factory and a Tech Centre. Once you have the
Tech Centre, reinforce your army with a few Mammoth Tanks. Upgrade the Tanks
to have Railgun Capacitors so that Mammoths and Predators have Rail Guns. Soon
you will get a message to deploy a surveyor in the field, so do so. Move a
group of Mammoths with Rail Guns to kill things that move and deploy a
Surveyor in the area. Build a War Factory there so that there is a forward
base as well as a repair centre for Mammoths, they are too expensive to lose
out on the field.
You can train a Surveyor on your Support Structures tab. It is strange for a
Vehicle to be trained by a MCV. Now, train a few APCs and some Predators and
send them to the EMP station. The APC will remove aerial threats while the
Predators will dispatch of any land units with their new Railguns. Send an
engineer to capture the EMP Centre to complete that bonus objective.
To assault the Nod Base, train about 6+ squads of Zone Troopers, fully
upgraded. On the Eastern side or Left side of the Nod Base, there should be
an opening for you to Jump Jet over. Jump over and take down the production
buildings and Power Plants. By taking down the Power Plants, power the base
down. This will allow the Mammoths to walk in without sustaining much fire.
Use your Troopers to create diversions while careful not to lose them.
Reinforce the troopers with more Troopers if necessary or send them back to
base to heal. Use your Mammoths, at least 8+ to walk through the entrance of
the Nod base. Don't worry about Vehicles, just run over them if need be. This
is the added bonus of such a large tank. Combine your Troopers and Mammoths
together since Mammoths have anti-air rockets as well. Destroy the Nod base
with the MCV first, then production structures and then anything else for
the veterancy.
Advance upon the Docks and use your Trooper/Mammoth assault force to shoot
anything that moves. Shoot down the ships and cranes. Move up the ramp, which
should have powered down turrets if you have destroyed the base properly.
Walk in and destroy the Port Authority Buildings and that is the end of
that.
------------------------------------------------------------------------------
[2.08] Cairo
"Your mission is to take out a massive Nod nuclear weapons facility in
northern Cairo, the same base that was used to launch the strike on the
Philidelphia. This is now the highest priority GDI target worldwide. Time is
of the essence: Nod is likely to launch everything they have if they think
you're getting too close."
********************
*Primary Objectives*
********************
1 - Destroy the Nod Nuke Facility
"Nod has nuclear missile launch capability with this Missile site. This is the
same site that launched the attack that destroyed the Philidelphia. It must be
destroyed."
2 - Destroy the Nod Compound Headquarters
"Nod controls this Nuclear Launch Site and most of its operations in this
region from these buildings. Destroy them to completely remove Nod's
capability to launch Nuclear Missiles from this site and wrest control over
this territory from Nod."
******************
*Bonus Objectives*
******************
1 - Capture or Destroy the Nod Power Plants
"Nod's Nuclear Missile Launch can be delayed if any of the Power Plants
supporting the launch facility are destroyed or captured. Be advised, if Nod
rebuilds or recaptures the Power Plants, the Missile Launch Countdown will
continue."
2 - Destroy all Nod Structures
"Eliminate all Nod structures to expel them from this region."
************************
*Intel Database Entries*
************************
GDI InOps
- Nod's Nuclear Arsenal
+ Destroying a Cylindrical Building near the Entrance
- Cairo Nuclear Launch Facility
+ When you have destroyed all Nod buildings (Bonus 2)
GDI News Wire
- The Blunder that Nearly Finished GDI
+ Move to the SouthEast of the Map until you get it
GDI Weapons, Tactics, and Systems
- GDI's Nuclear Weapons
+ When the countdown begins
--==Walkthrough==--
This is one of my favourite missions and for me, one of the easiest. Build
watchtowers and park some Predators in the northern section of your base to
repel the Nod attacks. Instantly tech up and train Zone Troopers, you will
need them. Send the two Squads of Troopers north and keep to the Western side
of the map. Soon, you will encounter the Nod Base with walls. Jump over them
with the Troopers and Destroy anything you can. Time it correctly to destroy
the Hand of Nod and War Factory lying there. Enemy troops will swarm in and
if you are unlucky, Venoms. Take down a few power plants and retreat to the
armory if you think it is time to. Exit the same way you entered. Below is a
very crude map of what you should do.
XXXXX---------======== =======---------XXXXXXX
^^^
|||
Imagine that as the map to the base and that is where you penetrate. The X is
the Rock Formation that you cannot cross. Heal the Troopers and reinforce with
the Troopers I have told you to train. Build more units, notably, Mammoths
to repel the attacks on your base. Jump over the same place you entered before
with your Troopers and move to the back of the base where the power plants are
lurking. Destroy all three of them, shooting anything that moves along the way
as well. As soon as that is taken care of, you can breathe a bit easier. Wipe
out everything that is East of the Nuke Silo, and retreat back to base or
harass the troops that might need taking care of.
Expand your Tiberium operations by claiming more fields and claiming the
Tiberium Spike on the map protected with Troopers and Missile Squads. Enter
through the place you breached with Troopers since there aren't any anti air
defences there, unless you didn't destroy them. This should provide you more
cash to do things.
Build up a force of Mammoths and move them near the entrance of the base. Use
the Troopers to attack from the back and destroy the Turret hubs. This will
be better for your Troopers to destroy since lasers are powerful against Tanks
and not Infantry. There shouldn't be any Shredders around but be careful. Move
the Force through the Entrace and move north-east where the Nod base will be
lurking. Destroy that first before you can actually continue since with the
reinforcements, you cannot do much harm.
Watch the base go boom, and destroy everything. Even the Civilian structures
that are red in colour should go Boom since it is technically, a Nod building.
Destroy the base, and when you have, you should get an Intel entry to your
Database.
After destroying everything, move and kill the compound and level the place.
Once you have done that, you have finished your final objective and can move
onto the next mission, in the next act.
------------------------------------------------------------------------------
[2.09] Croatia
"GDI has a forward operating base in Croatia, but it's been cut off from
supply lines and is under heavy attack by Nod forces. Their power is low,
their construction yard has been destroyed, and they don't have much in the
way of firepower. You need to take command of that base and hold out long
enough for us to send in a reinforcement convoy."
********************
*Primary Objectives*
********************
1 - Secure this GDI base until reinforcements arrive
"Alternate the available power amongst the base defences to defend against Nod
assault waves."
2 - Send aid to the reinforcement team ambushed in the city
"Our fellow soldiers are pinned down by Nod forces garrisoned in the City
Buildings. Flush them out and clear a path."
3 - Escort the MCV safely back to the GDI base and deploy the Construction
Yard
"The MCV must be protected at all costs. We will lose our hold of this region
if it is destroyed."
4 - Destroy the Southwest Nod Base
"This base is the source of Nod's recruits. Eliminating this base will cripple
Nod's ability to wage war with infantry."
5 - Destroy the Northeast Nod Base
"This base is the source of Nod's War Machines. Eliminating this base will
cripple Nod's ability to wage war with Vehicles."
6 - Destroy the Southeast Nod Base
"This base is the source of Nod's air power. Eliminating this base will
cripple Nod's ability to wage war with aircraft."
******************
*Bonus Objectives*
******************
1 - All Base Defences Survive until the Reinforcement Team arrives
"Do not allow any of the base defenses to be destroyed to ensure the security
of the reinforcement team upon their arrival."
2 - Return the MCV to the GDI base unharmed
"The sign of an undamaged MCV rolling into the base will provide a strong
symbol of Valor for the GDI forces and boost morale for our troops."
************************
*Intel Database Entries*
************************
GDI InOps
- Power Management
+ When you start the mission
GDI News Wire
- Kane's Fascination with Eastern Europe
+ By having all base defences survive until reinforcements arrive
--==Walkthrough==--
Your first priority is to train APCs and Predators at the War Factory and
repair all your structures. Throughout this entire mission until the convoy
arrives, you must repair these structures right away. Now, you will see that
the Western Side has 2 Watchtowers as well as the Southern Side. The Northern
Side as well as the Eastern Side has twin Guardian Cannons. Now, this shows
you what to expect. The Western and Southern Sides will encounter a large
amount of infantry, as well as many fanatics. The Northern Side and the
Eastern Side will encounter tanks. Most of the will be Scorpions but some
will be Flame Tanks.
Power up both Guardian Cannons on the Eastern Side, Both Watchtowers on the
Southern Side, one Watchtower on the Western Side and one Guardian Cannon
on the Northern Side. The 4 Anti Air Turrets will be powered down and will
only be powered up when Venoms are attacking. Move your pitbulls next to
the Air Turrets. Park your Predators and Missile Squads on the Eastern Side,
while your APCs and Riflemen can take the Western Side. But first, use your
Pitbull to the southern side of your base until you see a few trees with
crates. Claim them since you WILL REALLY need the money. Load up the infantry
on the West side into the APCs to ensure more fighting power.
Place 3 to 5 Predators on the Northern entrance since it has only one powered
cannon at the moment while a few APCs outerside the Southern Side. While you
are attacked, Power down the defences not used to power the defences where it
is under attack. Once you have about 6 APCs, load 3 with Riflemen and 3 with
Missile Squads and move out through the southern Entrance of your base and
move to where the bridge is. Since your APCs will shred infantry and air
units, this is there the chokepoint is. Use this to your advantage.
With that covered, pump out tanks and missile squads to defend the Northern
and Eastern Side. In particular, the Eastern side will bear the brunt of the
Nod tanks. This is where you will need your forces to attack. Do not neglect
the fact that your air turrets will be need since the occasion trio of Venoms
will come along and attack you. This is probably hard, but seeing I survived
on hard mode, it should be ok.
When the countdown FINALLY finishes, we find that our MCV is ambushed and we
need to save it. Use the APCs at the bridge and reinforce them with 3 more
APCs loaded with missiles or Riflemen. Use those to guard the bridge and send
the orignal force of 6, which should be promoted, to attack. You should use
the Missile APCs to attack the structures garrisoned by Nod forces while your
APCs with Riflemen to defend them from fanatics which come in hordes. If you
can spare a few Predators, send them to help your forces. The Nod onslaught
should have weaken so send your non-promoted Predators to your APC convoy.
They should help in the destruction of the buildings.
When you reach the MCV convoy, to the East of it are turrets and some more
garrisoned buildings. Clear them because you need no enemy to make it easier
for your MCV. Clear the city and use the original units on the convoy to be
the advance guard while the APCs will bring up the rear. Use your Preds to
stop any units to flank the MCV.
The second bonus objective shouldn't be too hard if you have protected the
MCV sufficiently. With the amount of vehicles guarding it, it shouldn't be
a problem. However, be wary of straying fanatics that will attempt to blow up
the MCV. Cross the guarded bridge and move the MCV to your base and deploy.
Build more power plants to power all defences and a nice Tech Centre. Deploy
the Tech Centre and purchase the Railgun upgrade. With that upgrade, move your
Predators together. That includes the ones escorting the MCV as well as those
defending the base. You'll see why in a minute. Group all the Predators and
swarm the NorthEast base. With railguns, the Predators will knock that base
out of action relatively quickly.
Now, leave your APCs at base and send the Predator assault force to the
SouthWest base after you have repaired them. The railguns should be more of a
match than those infantry. Run over the militant squads and target the squads
of fanatics. Destroy the turret hubs and destroy the base. This is the
infantry base gone, now we need to take down the air base.
This is a problem since you will need to call for transport. This requires you
to gather a large amount of credits with silos. Now you need to think on how
to remove all those Venoms in the base, some of the promoted to make them even
harder to kill. One method is to use an Orca to move into their base and lure
their air force to your base, where the turrets and APCs will shred them.
Another method is to pick your orignal 6 APCs, which should have some heroic
status units among them. Move them to the Eastern most Northern point with the
Call for Transport ability. There should only be infantry and aircraft with a
few vehicles but that can be dealt with. Missile squads at Scorps and Flames
while the APC aims for the Venoms. The final method is that you send a large
force of APCs and Predators but this is extremely costly to you. Either way,
pick a method and assault the base. When the units are gone, wipe out the
final base and listen to the sound of sweet victory.
------------------------------------------------------------------------------
[2.10] Albania
"Recent Sat-Surveillence confirms a significant build-up of armoured vehicles
amd weapons at a large Nod logistics base in Albania. The sat images show row
upon row of Stealth, scorpion, and Flame Tanks waiting to be deployed in
defence of Kane's Temple Prime in Sarajevo. Your mission is about destroying
this arsenal before it is used against you in combat. You'll start with a
small force to clear the way, then we'll send you Firehawk Attack Jets to
finish the job."
********************
*Primary Objectives*
********************
1 - Clear Nod border defences
"Use a small tactical team to clear a path through the Nod perimeter and avoid
alerting Nod forces to our presence in the region."
2 - Infiltrate the Nod Supply Depot
"Break through the Supply Depot Checkpoint by accessing the service entrance
across the Canyon Bridge."
3 - Eliminate Nod Rocket Bunkers
"Clear the airspace by neutralising the main Nod anti-aircraft battery so that
support can be airlifted into the region by GDI Ox-Transport."
4 - Capture the East Ridge Reinforcement Bay
"Establish a GDI Staging Area on the East Ridge above the Nod Supply Depot.
Captured Nod Supply Bays will be used to deliver GDI Reinforcements."
5 - Destroy the Nod Supply Depot
"Destroy the main manufacturing facility and stockpiles of Nod Vehicles."
******************
*Bonus Objectives*
******************
1 - Survive the Nod Assault Unharmed
"Succeed with all initial Strike Team Squad Groups intact."
2 - Capture the Airfield Reinforcement Bay
"Secure the Reinforcement Bay to receive additional forces from GDI Command."
3 - Capture the Motorpool Reinforcement Bay
"Secure the Reinforcement Bay to receive additional forces from GDI Command."
4 - Arm a Firehawk with a Missile Load Out and Destroy a Nod Venom
"The Firehawk can be armed with a load out of missile or bombs. The missile
load out allows the Firehawk to attack aircraft, while the bomb load out
allows it to attack ground vehicles and structures."
************************
*Intel Database Entries*
************************
GDI Weapons, Tactics, and Systems
- Rig Deployment into a Forward Battle Base
+ When your Rig reinforcement arrives
- Firehawk Attack Jets
+ When your Firehawk reinforcements arrive
--==Walkthrough==--
Use your beginnging squad and send them north. Target the infantry first since
they can harm you the most. After they are down, take on the Turret Hub and
shoot it down. Then destroy the rest of the buildings you encounter. This
should not be a problem but you should not lose a single unit in the assault
since this is the only way you can complete first bonus objective. Try to do
this since it will promote your infantry squad one level. A nice reward.
Your reinforcements will turn up which includes a new type of unit, the Rig.
This Rig can deploy into a Battle Base which is capable of attacking both
ground and air units while it launches repair drones to heal dented vehicles
in the area. It can however, repack itself to be mobile. Hence, a mobile rig.
Anyway, move your Predators to clear the bridge. No matter how hard you try,
your bridge will come tumbling down. Clear the bridge area and repair your
Predators at your deployed Battle Base. Move the Predators West and use them
to wipe out the Nod Base there. Use the tanks to collect any lying crates that
hang around the place before leaving. If the tanks sustain too much fire, move
then back to the battle base and repair it.
When the base is cleared, you will have 4 engineers to play around with. You
CANNOT let any of them die if you want to complete all the bonus objectives.
Position your Rig just below the bridge with the Predators above it to make
sure you are ready. Repair the bridge and watch as the Tanks swarm over.
Destroy them with the Predators and make sure they are repaired before taking
the next form of action. Cross the bridge with the Predators and clear the
units and the Turret Hub lying there. Move all your forces there and deploy
the Rig for repairs. Keep the infantry at the rear, or on the bridge to give
them protection from enemies. Load the APCs with Missiles and Riflemen and
prepare them for an assault.
When you move your group, make sure the Pitbulls are in the centre, since they
are Stealth Detectors. Move your Preditors, APCs and Pitbulls to the main
Objective. Move your infantry in front of the Rig and behind the Assault
force. Be careful, Nod Venoms will patrol the area. Deploy the Rig at the base
of the ramp and use your APCs to assault the area. If there are tanks, move
in the Preditors. Capture that reinforcement bay and for your troubles, you
can play around with a Mammoth Tank. If you have trouble with your engineers,
stick them in the APC for protection.
While en route to capture, avoid the main base AT ALL COSTS. There are Obelisk
of Lights there that will fry anything that gets too close. Your Preditors
should lead the way since they can bear the most punishment and you can repair
at the rig.
When you have capture the main reinforcement bay, you get airfields with
Firehawks. Keep one firehawk with Anti-Air missiles to be ready to destroy
a Nod Venom when you see some. Use your Mammoth Tank and APCs to assault the
next reinforcement bay, the Motorpool Bay. This is the closest one to the
airfield. Meanwhile, have infantry killers on the southern side of the ramp
since infantry will advance from there.
Advance on the Motorpool Bay and when it is clear, capture it. You'll get a
few more tanks and a Rig for your troubles. Now, use your Firehawks carefully
to bomb the Obeliskes of Light. Destroy them to ensure a wandering unit does
not get blown up due to be a bit too close. Also use the Firehawks to clear
main obstacles in the path of your Assault Force, which should consist of
APCs, Predators and Mammoth Tank.
Move through the city, destroying all the unmanned vehicles along the way.
Ignore Kane's threats of actually acutally arming the vehicles. Aim for the
red explosive barrels near the vehicles to destroy them utterly. Use your
Assault force since they are better for dealing with it than the Firehawks.
Use the Firehawks to clear units around the North West reinforcement bay or
the Airfield Reinforcement Bay. Destroy them with Firehawks since they can
escape the Anti-Air fire if there is any. Use your motorcade to assault the
Reinforcement Bay and capture it for a Pitbull and a few more Predators.
Now what is left is to destroy the Nod base. This is best done by first, if
you haven't already done so, destroying the Obeliskes of Light that surround
the base. Your Firehawks should do this since the Obelisk can't target air
units. When this is done, see if you can try to attack the base with the
Firehawks, if not, leave it. Since the Obeliskes are gone, use your assault
force, which by now is quite large, to attack the base. This should not be
a problem, target the production buildings then the other buildings. Make
sure you have cleared all the stockpiles of tanks that are lying around.
I won't be surprised if you try to do this after failing. This is actually
quite hard on completing everything. Also, I did this on hard mode and if you
are playing Easy or Normal, there shouldn't be as many forces to fight.
------------------------------------------------------------------------------
[2.11] Sarajevo
"Kane is making his last stand at Temple Prime at Sarajevo. Your mission is to
take out his defending forces, destroy the surrounding compound, and disable
the ion disruption towers protecting the temple complex from energy weapons.
Knocking out the disruption towers will open up options for GDI Central
Command now that the Ion Cannons are nearly back online. However, be aware
that Kane and his Science Ministers have been working on a Liquid Tiberium
device of considerable destructive power within Temple Prime. It is imperative
that you do not use the Ion Cannon on Temple Prime yourself without
authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the
Temple and set off a chain reaction in the large Tiberium Fields found
throughout this Yellow Zone - the resulting blast would be massively
destructive and may kill millions. This is a decision that will have to be
made at the highest levels of the GDI Command Structure."
********************
*Primary Objectives*
********************
1 - Destroy Ion Disruption Field Generator 1
"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weaken the forcefield and allow an Ion Cannon strike."
2 - Destroy Ion Disruption Field Generator 2
"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weaken the forcefield and allow an Ion Cannon strike."
3 - Destroy Ion Disruption Field Generator 3
"This generator supplies energy to the forcefield protecting Temple Prime.
Destroy it to weaken the forcefield and allow an Ion Cannon strike."
4 - Build an Ion Cannon Control Centre
"The Ion Cannon Control Centre is used to relay surface Strike Conditions to
the Ion Cannon that's orbiting the planet in space."
5 - Destroy Temple Prime with the Ion Cannon
"Now that the forcefield has been neutralized, GDI Command has ordered that
Temple Prime be destroyed by the Ion Cannon."
******************
*Bonus Objectives*
******************
1 - Capture Nod's Science Ministry Building
"Capturing this Building will provide important intel on Nod Tiberium Research
and further insight into Kane's mysterious plans."
2 - Capture the Mutant Hovel
"Capture the Mutant Hovel with an Engineer. This will allow the recruitment of
Mutants to fight for our cause."
3 - Capture the Liquid Tiberium Factory
"Capturing this facility will provide important intel on Nod's Tiberium
Liquidification Process and restrict their ability to use this technology
against us."
4 - Destroy an Avatar with the Commando
"Use the Commando to attack the Nod Avatar. The Commando is an expert at
taking down large walkers by planting an explosive pack on their hull."
************************
*Intel Database Entries*
************************
GDI InOps
- Nod Ion Cannon Disruption Tech
+ When you start the mission
- Nod Avatar Walker
+ After destroying an Avatar with a Commando
GDI Archives
- Life in a Yellow Zone
+ When you capture the Mutant Hovel
- Health Effects of Tiberium Contamination
+ By capturing the Tiberium Chemical Plant
--==Walkthrough==--
Just use your initial force to destroy the Nod forces and then deploy the
base. Construct the usual Power Plant, Refinery and so forth. Place the Rig
on the Eastern Entrance to your base and guard it with your tanks. All other
units will guard the other entrance. Get another harvester to harvest more
credits and deploy Watchtowers and APCs on the Northern side of your base
since Nod will send infantry at you. Once you tech up quickly, train a
Commando and park him there, to train his skills so that we can finish one
of the bonus objectives later.
Once you have the Tech Centre, upgrade to Railgun Capacitors and train as
many Mammoths as you can. Get some Firehawks to bomb the Obelisk of Light
as in the last mission or you can use the Juggernauts in replacement of them
but I prefer the Firehawk. Anyway, build some anti air defences in the
Northern side of your base near your watch towers since the Nod commander
likes to bomb you with some Vertigos.
Use your Firehawks as a more expensive scout unit and find the Mutant Hovel.
Capture it with an engineer and train some Marauders. Compared to your forces,
these guys are useless as such and Nod will attempt to overrun this area. Use
the Mutants as a cheap for of defence. This is mainly for the objectives.
When you think you have enough Mammoths, support them with a Rig or two.
Use your Firehawks to scout the area they will move off to. Advance to the
South West corner to destroy the Obeliskes hiding there. You want to attack
the Eastern side of the Nod base. This is done in the Eastern most path. Just
camp outside the base where the War Factory is. Just train off the units that
Nod would swarm at you but do not destroy it. Keep training off them and train
a few engineers.
While you were advancing through the passive I've told you to, use your
Commando next to the Mammoths to look for a Avatar. When you see some, they
should be in a group and distract them with the Mammoths. Just your Jump
Jet ability to jet next to then and explode them with the explosive charges.
But then, get the hell out of there since their lasers is more than a match
for the Commando.
Make sure your Mammoths are ready before you assault the base. At least have
some Heroic Mammoths to lead the way. Train a few engineers and have them
waiting in transport to complete the other objectives.
Assault the base and this has to be done quickly. Once you knock out the War
Factory you have been training off, Kane will have a Temple of Nod with a
Nuke charging. Advance your Mammoth Army through his base, ripping anything
that is an enemy to shred. Destroy the Generators that you will encounter
throgh your base destruction. Clear the area around the Science Building and
the Liquid Tiberium Factory and send in the engineer through the route that
you undertook with your Mammoths, knowing that the way is clear. Capture the
buildings with your engineers to complete the bonus objectives for this
mission.
Use your Mammoths to destroy the Temple of Nod, but make sure you destroy the
Obelisk of Lights that surround it first as to not damage the Mammoths too
badly. Clear the Temple if any and make sure you have cleared all the
disruption fields generators. Once that is done, Cutscene.
Boyle is mad and build the Ion Cannon Uplink now. Charge up the cannon with
7 minutes that it takes to charge. Since the expert in Brazil has been
captured, the insane Director of GDI wants you to fire on the Temple Prime
with the Ion Cannon. Don't worry how close your troops are, just fire the
Cannon on Temple Prime. Watch as millions lose their lives due to Boyle's
stupidity.
And for the Temple of Nod thing, it may be a Hard Mode item only since I
completed this mission on Hard Mode first.
------------------------------------------------------------------------------
[2.12] Munich
"The savage, unexpected attack on Munich by the invaders has taken the city's
garrisoned GDI forces completely by surprise. The battle was over before it
began. As the invaders ruthlessly wipe Munich from the face of the Earth, you
must marshal the remaining GDI forces and fight a desperate rearguard action,
holding off the enemy just long enough to all the GDI F-T Lab engineers to
escape in armored transports. These engineers have key information about our
new enemy, and must reach safety."
********************
*Primary Objectives*
********************
1 - Protect the Civilian Transports
"These Civilian Transports contain what is left of the GDI F-T Lab engineers.
Protect them at all costs - at least one must survive."
******************
*Bonus Objectives*
******************
1 - Capture the GDI Future Tech Lab
"This GDI Lab contains vital research. Send in an Engineer, capture it and
obtain the information, or GDI F-T research may be set back five years or
more."
2 - Capture the Power Plant
"This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get
these Engineers in there and get the thing working ... we need all the help
we can get."
************************
*Intel Database Entries*
************************
GDI InOps
- Sonic Weapons and the Invaders
+ Capture the Power Plant with an Engineer
GDI News Wire
- GDI Storm Shelters
+ By capturing the Future Tech Lab
--==Walkthrough==--
This mission is virtually insane. The amount of Scrin units flying all over
the place, it is insane. Munich is gone, it is destroyed. Collect and group
all your GDI units and follow and guard the Civilian Transports as they
travel down the road. Once they cross the first bridge, guard the Rig with
your units until they proceed to the river area where you will have changed
circumstances.
Some GDI survivors reinforce your position. In this bundle are several
engineers at your disposal. Send two engineers off to the Future Tech lab in
case one of them gets killed. Send the last engineer off to capture the power
plant to activate the Sonic Emitters. These things will crush those Scrin
land units for good. Group all your forces into a team and keep guarding the
convoy.
Watch as the Sonic Emitters crush the annoying Land units but you still have
to be careful of the air units. Guard the transports with all your forces,
they must survive. As long as one transport makes it to the Subway, you will
win the mission. I just survived this mission myself with one Transport on
red health. The rest were destroyed. I believe this is toned down a little
in the patch. It is hard but is a relatively short mission.
------------------------------------------------------------------------------
[2.13] Stuttgart
"While Stuttgart is ostensibly under complete alien control, GDI has received
several distorted transmissions from within the city incidating there are
survivors either in hiding or pinned down by alien forces. One of these
surviving units - an elite Commando - has managed to evade his attackers. You
will work with this Commando to round up as many other surviving units as
possible, then use the resulting force to take out the alien base dominating
the city. Keep an eye out for a GDI combat engineering team - they are capable
of reactivating both GDI's Stuttgart base and the city's defensive grid, which
would make the mission far easier."
********************
*Primary Objectives*
********************
1 - Capture or Destroy the Alien Structure
"This structure appears to be the focus of Alien efforts in the area. Marshal
your forces and capture or destroy it."
2 - Rescue the Combat Engineers
"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."
3 - Capture the Eastern Power Plant, Activiting the GDI Base
"This GDI base was damaged during the attack, but appears to be semi-
functional. Get the Power Plants back online and you'll be able to build new
combat units and Engineers. Lose all your Engineers before capturing the base
and you will fail - it is essential to our success."
******************
*Bonus Objectives*
******************
1 - Rescue the Zone Troopers
"Alien air units have trapped this Zone Trooper Squadron in the Stuttgart
rubble. Destroy the aircraft and the Troopers are yours to command."
2 - Rescue the Snipers
"Dispatched to scout the area, these Snipers are now pinned down by Alien
infantry. Kill the infantry to rescue them."
3 - Rescue the Infantry Squad
"An infantry platoon took shelter in these structures during the attack, but
found themselves surrounded by Alien Disintegrators. If the platoon moves,
the drones will notice them, enter the building and kill them all. Eliminate
the Disintegrators in order to free the platoon."
4 - Destroy a Tripod with the Commando
"Use the Commando to attack the Alien Annihilator Tripod. The Commando is an
expert at taking out large walkers such as the Tripod."
5 - Capture the Northern and Western Power Plants to activate the Sonic
Emitters array.
"As our experience in Munich showed, Aliens are weak against Sonic Emitters.
Capture both Power Plants and get the arrays back online."
6 - Capture the Southern Power Plant to Activate the Command Post
"Stuttgart's Command Post appears to be mostly intact. Get its Power Plant
functional to regain radar information."
7 - Capture the SouthWest Power Plant to Activate the Armory
"Given the weakened state of our forces, this Armory should prove to be
invaluable. Use your Engineers to capture the Power Plant and get it back
online."
************************
*Intel Database Entries*
************************
GDI InOps
- Alien Origins, Connections to the Tacitus
+ Finish and complete the Mission
- Alien Tripod Captured
+ Glitched, Bugged. Should be when you destroy an Avatar with a Commando
and then capture with an Engineer.
--==Walkthrough==--
Use your Commando to rescue the engineers that are South West to your
Commando's current position. Kill the Scrin units pinning them down to rescue
them. Once they are rescue, let them follow BEHIND the Commando and rescue the
Missile Squads under attack. Again, once you have rescued them, send them
behind your Commando do that the Commando can fire at incoming hostiles. Soon,
you will see an ugly tripod and just like you did with the Avatar in the
Sarajevo mission, detonate the Walker and watch it collapse. You should get an
intel entry but it is bugged. Garrison the Missile Squads in a building to
destroy the other Vehicles pinning down your Commando.
Now, head west some more and you will spot 2 Power Plants facing the enemy
base. If you capture it now, not only will it complete the Bonus Objective
but it will be able to effective stop any reinforcements in the city for the
Scrin. You can also target the Defences by force firing the Emitters short of
the Defences since the range isn't far enough. Still, the Emitter Wave will
destroy the defences if you aim correctly. Now that we can breath a bit
easier, move your forces to join up with the Zone Troopers. En route, rescue
another another Missile Squad by killing the units pinning them down. Use your
missile Squads to knock down the Stormriders in the area to let the Troopers
join up with you. Now we have some serious firepower. And garrison the Missile
Squads in the building to avoid enemy fire.
Time to move to the next objective, the trapped infantry squad. Kill the
units that are pinning them down and kill them, rescuing the Riflemen. And
then advance your sizable force to the Snipers and rescue them. Now that our
rescue mission is done, capture the GDI Base, the Command Post and the Armory.
Use remaining engineer to capture neutral structures and construct a nice
army to attack. If you still have remaining engineer, you can use them to
commandeer fallen Tripods. Use the enemy's weapons against them.
Now, load up your infantry in APCs after healing them at the Armory. This will
let you to attack Vehicles. Attack any vehicles and advance to the Sonic
Emitters you've captured earlier. Use your forces to lure out some of the
Scrin defenders and slaughter them. Keep distracting and eventually, kill
all the base defences and then use the Commando to detonate his explosives
on the Drone ship to finally end this mission.
------------------------------------------------------------------------------
[2.14] Cologne
"Cologne is under attack by the invaders and the city is in its last throes.
However, initial recon has revealed that the GDI base in Cologne was left
relatively intact by the enemy after it was abandoned by the garrison force
when the alien attack started. An advance team is being dispatched to
determine the size and scope of he alien presence in the city and you'll be
in command. Once you determine what you're up against, we'll send you an
engineering team to get the GDI base up and running again. Protect the
engineers until they can reach the base, the build up a strike force and drive
the aliens from Cologne altogether. It's not too late to save the city."
********************
*Primary Objectives*
********************
1 - Scout the Alien Structure
"GDI Intelligence has located an unknown Alien structure to the north of the
city. Investigate and confirm."
2 - Protect the Engineers
"This is the only available engineering detail south of Danzig. Keep it alive
at all costs."
3 - Capture the NorthEastern Power Plant
"This Power Plant is the center of the GDI Power Grid. Capture it and restore
power to the base."
4 - Destroy the Alien Command Center
"We cannot establish a forward base until we have eliminated the Alien Command
Center. Without direction, the Alien threat is significantly reduced."
******************
*Bonus Objectives*
******************
1 - Capture the Reinforcement Bay
"Capture this Reinforcement Bay in order to gain access to Juggernaut
Artillery."
2 - Capture the NorthWestern Power Plant
"This Power Plant runs the Sonic Emitter array on the West side of the city.
Capture it and the array will come back online."
************************
*Intel Database Entries*
************************
GDI Eyewitness Accounts
- GDI Field Recon - the Fall of Cologne
+ Capture the Power Plant (Primary Objective 3)
--==Walkthrough==--
Take your detachment through the city to investigate the Alien Structure. Use
your Commando in this mission. The Scrin will send massive amounts of Scrin
Infantry and Tripods in your direction and not much in vehicles. So you'll
see a lot of Buzzers and Disintegrators. Since said Commando is good against
Infantry, he should lead the assault.
Investigate the structure and move across the Power Plant and cross the bridge
that is there. This will, in essence, finish the first objective. Now, head
to the engineering detachment. Use the reinforcements to help relieve the
Engineering detail. Use your Commando to Jump Jet there to make him wipe out
the Scrin before they wipe out your Engineers. After you have saved all your
little units, send them up to the GDI base and re capture it. Send one of the
Engineers to capture the Reinforcement bay for the three or so Juggernauts.
Once you have recaptured the base, you will need one of two things. You either
have to train APCs with Missile Squads or deploy a Surveyor to the bridge you
cross and build Anti Air Turrets with Sonic Emitters. There is a reason for
this. The Scrin, especially on the Hard level, will send swarms of units at
you. For land, they won't send many Buzzers but will send Disintegraters,
Seekers and GunWalkers. This is why you will need some form of land defence,
and more Sonic Emitters will do the job. There is not the least of your
worries. The Scrin will also send Planetary Assault Carriers and Devestator
Warships to you. And the worst thing is, the Devestators can attack OUTSIDE
your range. So either way, you will need some form of mobile Anti-Air
defence.
You should recapture the Bonus Power Plant but with my knowledge on the hard
mode, the Sonic Emitters will easily be overrun. So it will delay their wave
a little, but won't stop them. Now there are several ways to finish the
mission. You can use Snipers to use their ability to spot for the Juggernauts
to bombard the building back to the Stone Age. You can use your Commando for
hit and run missions and when you have disabled the defences, you can Jump
Jet at the building and detonate it before they kill the Commando. Or you can
use the simplist method and that involves about a dozen Mammoth Tanks
swarming, crushing and running over the enemy. Either way, you need to destroy
the building somehow. Its up to you how many units you want to lose and how
much you are willing to spend on them.
------------------------------------------------------------------------------
[2.15] Berne
"After launching a costly but successful counterattack against the Alien
invaders, the newly-reconstituted GDI is finally in a position to push the
Aliens out of Europe once and for all. The key is the invader's central base
in Berne, Switzerland. The invaders have turned Berne into a brutal, urbal
wasteland, a vast staging area for the invasion of Northern Europe. The Alien
encampment is spread across the ruined city and split into three sections. A
heavily-defended central base to the NorthEast of the city and two adjacent
support bases, one armour and one air, all ringed with what seems to be
newly-seeded Tiberium fields. This is going to be a tough one. Destroy the
main base. No survivors. This is [should be one's] personal."
********************
*Primary Objectives*
********************
1 - Destroy the Primary Drone Platform
"This appears to be the central coordinating base for all Alien operations in
Europe. Destroy it and we'll turn the tide."
******************
*Bonus Objectives*
******************
1 - Destroy the Armour Base Drone Platform
"The Aliens have constructed an additional outlying base focused on armoured
units. Destroy it and their forces will be significantly weakened."
2 - Destroy the Alien Signal Transmitter
"The Aliens appear to be using this structure to summon something large and
presumably, dangerous. Destroy the Signal Transmitter before this happens."
IF YOU FAIL BONUS OBJECTIVE 2
3 - Destroy the Alien Mothership
"This Aliens have summoned what appears to be some kind of Mothership, and
it's heading right for our base. It must be stopped!"
4 - Destroy the Air Base Drone Platform
"The Aliens have constructed an additional outlying base focused on aerial
units. Knock it out and you'll have a much easier fight on your hands."
************************
*Intel Database Entries*
************************
GDI Eyewitness Accounts
- GDI Field Recon - the Fall of Berne
+ By destroying the secondary Scrin bases
GDI Archives
- What is it like in a Red Zone?
+ By completing the mission
--==Walkthrough==--
Once you have battle control online, move your Predators to protect the North
East side of your base, the others defending the North West. Build a War
Factory next to the Predators for healing. You will need some more Power
Plants and a Tech Centre. Immediately upgrade the Turbines when you plop down
the Tech Centre and build Sonic Emitters. Meanwhile, train Mammoth Tanks and
a Rig. You will need about 6 Mammoths at the least.
If you haven't already, plop down some Anti-Air defences to knock out the form
of Scrin aircraft. When the recent 1.05 patch, Firehawks have become extremely
useful since they launch their Anti-Air missiles in a volley. Anyway, if you
want some versatile air defence, use Firehawks. Once you have built the
Emitter, you want the first two at least next to the War Factory and Preditor
Tanks. A few Anti-Air turrets couldn't hurt but then again, the Firehawks
should be able to take down air threats. Build two emitters to support your
forces on the North Eastern side and 2 Emitters next to your Tiberium Field
since they will be sneaky and send a force there. Once you have adequately
defended your base with buildings, get an Ion Cannon Control as fast as
possible, you'll need it later. Make sure you have Space Command Uplink as
well. In fact, if you want to hurry this up, build a Crane to help relieve
the building time.
Your Mammoth detachment with their shiny Railguns should easily rip apart
any incoming forces and get them promoted. When the Tripods come, and they
will, they should fall with the combined force of Railguns and Sonic Emitters.
Once they fall, send your Engineers to commandeer them. Or rather, borrow.
They would reinforce your position when the Mammoths are gone. By now, your
Ion Cannon is charging up. If you really want an Ion Cannon, straight after
you are in command, build the Crane before the War Factory. That would help
you immensely. Anyway, when your Ion Cannon is charged, hopefully, bonus
Objective 2 about the Signal Transmitter has not turned up. Now, scout the
area around the Central Drone Platform, behind it a little and look for the
Signal Transmitter. If it hasn't popped up, it will now. Ion Cannon the
damn thing. It is easier than suiciding 8 Firehawks there. If the S.O.B is
not deal, Shockwave Artillery it. It should be dead then. You only have
half a minute or so to deal with the damn Signal Transmitter, so be quick.
With the Transmitter down, it is one major obstacle overcome, since the ugly
Mothership can do a large amount of damage if not shot down. If you didn't
manage to blast the transmitter, the Mothership is powerful but is it
extremely slow and if you have decent AntiAir Defence, it should be easy to
shoot it down. Once you are confident that you can repel any attack on your
base by the Scrin, you will move out our Mammoths and the Rig.
The first thing we should attack this the Air Base. Vehicles are extremely
easy to take care of thanks to the Sonic Emitter. Use your Scan power to know
what you're up against. The Air base will free up more resources and you can
use your Firehawks to Firebomb. Anyway, there will be defences such as Storm
Coloums, Photon Cannons and such, so use Juggernauts or Firehawks to bomb the
building back to the Stone Age. Once the defences are gone, repair your
Mammoths before you can assault the base. If you Mammoths has adequate
experience, they should be all at least Veteran, with some on Heroic. This
should be no problem for the Mammoths, if they get on critical health, retreat
back to the Rig.
By now, the Ion Cannon should be recharged and from now on, pummel the Main
Base with the Ion Cannon, using the Scan to find out where targets of
opportunity are lurking. Now, repair the Mammoth cluster, build some more if
you need them, reinforce the main group and advance to the Armour base. Build
another Rig to reinforce the column.
Now that there are no more aereal threats that are significant, use your
Firehawks to bomb the Storm Columns in the next base and wait for the Storm
to subside before invading with the Mammoths. Same thing, just search, seek
and destroy. Once that is taken care of, you should be able to see that the
Scrin assaults are weaker with no secondary bases and having to repair the
damage of the Ion Cannon.
Now know this before you advance to the Main Base. Near the Drone Platform,
even your Mammoths will sustain significant losses if they attack the Drone
Platform since there are large amouths of Anti-vehicles defences near the
Platform. Best to Ion Cannon the area. If you can't wait for the Ion Cannon,
deploy a sizable squad of Zone Troopers and attack. They should do the job if
you support them with the Mammoths. Watch out for the Tripods and Planetary
Assault Carriers near the platform. Use the Ion Cannon carefully and you
will be able to wipe out tens of thousands of credits in a single shot. If
you still can't win, just build a large amount of Firehawks, Startofighter
Boost and bomb the Drone Platform.
------------------------------------------------------------------------------
[2.16] Rome
"It's time to take the fight into the Red Zones and destroy the giant towers
under construction by the invaders. Central Command isn't keen on waiting
around to find out what those things are actually going to be used for ... the
answer is sure to be one that we won't like. You're the test case; you're
going to take down the tower near Rome. You will deploy into the Italian Red
Zone and set up shop behind a large Tiberium chasm that is not connected to
the main landmass. While this provides a natural defense, you'll have to
utilize jump jets, call-for-transport, and aerial units to move across the
chasm and create expansion bases. Scanners indicate several spatial anomalies
in the area and Alien entities are flooding into the region at an alarming
rate. To make things worse, Nod has set up camp in the NorthWest. Given Nod's
erratic behaviour since the arrival of the invaders, you should be prepared
for anything. The situation is crazy and getting more so by the minute."
********************
*Primary Objectives*
********************
1 - Destroy the Three Alien Phase Generators
"Three Alien Phase Generators are protecting the Alien Tower. Destroy them to
make the Tower vulnerable."
2 - Destroy the Alien Tower
"The Alien Tower is surrounded by Storm Columns which will complicate a direct
assault. Once the Phase Generators are down, utilizing the Ion Cannon may be
your best bet to destroy it."
******************
*Bonus Objectives*
******************
1 - Destroy the Alien Mastermind teleporting the forces
"The Alien Mastermind appears to be teleporting attack forces across the
Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks."
2 - Prevent the Aliens from using the Rift Generator
"The Aliens are preparing to use their super weapon. Destroy the weapon before
they are able to use it on your base."
************************
*Intel Database Entries*
************************
GDI InOps
- Alien Mastermind
+ By killing the enemy Alien Mastermind
- Alien Rift Generator
+ By destroying the Rift Generator
GDI Archives
- Red Zone Terrain: Tiberium Chasms
+ When you start the mission
--==Walkthrough==--
Build up your base, the basics. Use your Zone Troopers to defend the right
side of the chasm since that is where your forces are needed to fight. You
might need to reinforce your position with more forces if the teleporting is
getting out of hand. After you have built up your base, build an airfield and
a Firehawk squadron. Use your Firehawks to search and destroy the really
annoying Alien Mastermind. 8 Firebombs should be enough to blast the little
critter back to mommy. Build an Ion Cannon when you can for blasting purposes.
Build up a Surveyor, a sizeable amount of Zone Troopers and build a War
Factory and Sonic Emitter. Jump jet the Troopers over the chasm and airlift
your Surveyor over the chasm and deploy. When it is finished, plop down the
War Factory and Emitter and start building more. Harvest the wonderful blue
Tiberium and crank out some Mammoths.
Depending on the difficulty, there may be a large amount of Scrin forces
down the ramp and this is where the Ion Cannon is extremely handy in wiping
out a large number of Tripods. Make sure you have some engineers ready to
commandeer some. Use your Scan powers to see where you should Ion Cannon.
Use your original Zone Troopers to move out of the expansion base and
destroy the Scrin defence structures there. Jump jet past the ramp and use
their powerful Railguns to destroy the Rift Generator. For this, you might
need to reinforce their assault force with more Zone Troopers or even a
Commando if need be.
Churn out those Mammoths like no tomorrow and watch the Nod and Scrin
attack each other. You might however, build a few Anti-Air turrets since
Nod might send a few Vertigo Bombers to harass you. Support your Mammoth
force with Rigs. A good ratio is 4 to 6 Mammoths to a Rig. If you have 12
Mammoths, you should use 3 rigs, 2 at the least to repair. The Scrin base
is to the North East, the Nod to the North West. The Nod base might churn
out a Temple of Nod, therefore, nuke, but you can just ramming their base
with a large amount of Mammoths. Take care of the Nod base since they will
regenerate their Superweapon, the Scrin won't.
Soon, Scrin Aircraft will attack you, mainly Stormriders but they are easily
shot down. Shoot those suckers down and move on. Now, attack the Phase
Generators with your Mammoth. With the amount of Mammoths you have, no amount
of defences can really contain you. Build more Mammoths to reinforce your
Mammoth position. If you think you have the guts, attack the Scrin base and
destroy them, making your life so much easier.
Anyway, the task at hand is to destroy the Phase Generators and wipe them
off the map. Your Mammoths have no problem with this. When all three are
down, you can't actually attack the tower with land forces, point the Ion
Cannon on the Tower and destroy it. Then we move on to the last mission for
the GDI, for now.
------------------------------------------------------------------------------
[2.17] Ground Zero
"Right at the heart of Ground Zero is a unique alien structure that [the] GDI
scientists are calling the Control Node. It appears to be channeling Tiberium
radiation to the alien forces all over the planet. If you can destroy the
Control Node, there is a good chance that all of the aliens units will cease
functioning and the invasion may be stopped dead in its tracks. Yet again,
Nod forces have arrived ahead of us and they appear to have engaged the
aliens. The two sides are currently fighting over a central hill near Ground
Zero and will likely use this location to stage attacks or construct super
weapons. You'll have to improvise. Try capturing enemy structures for your own
use. Wipe out the Nod and alien forces that get in your way. Also be advised
that we have intel on an unidentified alien entity en route towards the
Control Node."
********************
*Primary Objectives*
********************
1 - Destroy the Alien Control Node
"General Granger believes the Alien Control Node is channeling Tiberium
radiation to the entire alien force. Destroy it and the aliens will be
defeated once and for all. Expect heavy resistance."
2 - Defeat the Nod forces
"Nod is in the area and poses a threat to our operations against the alien
Control Node. Eliminate their base to the North."
******************
*Bonus Objectives*
******************
1 - Capture an Enemy Superweapon
"The aliens and Nod are vying for a positon along the chasm. They will likely
use this strategic location to construct Superweapons. Capture an enemy Rift
Generator or a Temple of Nod"
2 - Divert the Alien Mothership to the Nod Base
"An Alien Mothership has been summoned to the battle and is headed towards our
base. You may temporarily divert the Mothership to Nod's base by taking out
the Disruption Towers in front of their base. Whether or not you divert the
Mothership, eventually you will need to destroy it."
************************
*Intel Database Entries*
************************
GDI InOps
- Alien Control Node
+ When approaching and attacking the Control Node
GDI News Wire
- Alien Tower Destroyed!
+ When you start the mission
--==Walkthrough==--
Build up your base like usual. You will need an Airfield and Firehawks as well
as several Harvesters. Since the Rift Generator is closest to your base, send
a few engineers, Railgun Mammoths and a Rig to the Rift Generator and capture
it. You should be able to those it against Scrin attacks but in Hard Mode, it
is extremely hard to hold this position and you will be forced to abandon the
position and the Rift Generator.
In the mean time, there is a Mothership needing divertion. Hope for some Good
Luck and hope that the Mothership blows up the Temple of Nod for you. If not,
just do it yourself. It should be destroyed before the counter finishes since
the Scrin will sooner or later overpower the position. Use your Firehawks to
bomb both disruption towers to hell and watch the Mothership attempt to kill
Nod's base. If the Mothership after a while attacks you, you should know that
the Nod base is practically gone.
In the mean time of the mean time, you need to build up your base defences
with Sonic Emitters and AntiAir to target down enemy Nod and Scrin attacks
on your base. Build up a massive Mammoth Army, upgraded with Railguns of
course and support with Rigs and Firehawks. If that stupid Temple of Nod is
still not gone, and the Timer is ticking, advance with the Mammys and attack
the Temple and wipe it off the map. Repair quickly and attack the Nod base if
the Mothership didn't do the job properly. Now lies your next problem.
How to attack the Control Node. By now, Boyle should have popped up and
offered you an interesting propositon. You can now use the Liquid Tiberium
Bomb, but Granger will insist that you don't. Anyway, use an Ion Cannon on the
Scrin base if you have it to assist you significantly. Invade with you large
amounts of Mammoths but still, you will suffer losses and keep a sharp eye to
ensure your Mammoth attack force isn't killed.
However, there is a easier solution in destroying the Control Node after
wiping Nod off the map. You will need about 15 or so minutes. It involves
using the Ion Cannon twice on the Node. The Scrin shouldn't repair the damn
thing and after two Ion Cannons, watch that Node go bye-bye. Now, depending
whether or not you used the LT Bomb, you will get the cutscene. If you want to
know what, read below.
**MASSIVE SPOILER ALERT**
**MASSIVE SPOILER ALERT**
**MASSIVE SPOILER ALERT**
**MASSIVE SPOILER ALERT**
If you used the Liquid Tiberium Bomb, Boyle will be nice and happy with you
and promote you in essence. However, Granger will resign since he cannot work
the an organisation that is uses tactics that is grossly inhumane, with the
LT fallout causing millions of deaths. If you do not use the LT bomb, Granger
will congratulate you for acting for the people and standing up for them,
essentially saving millions of lifes. Boyle, however, is forced to resign
since if word got out that he authorised the use of the LT bomb, he will be
charged with war crimes, mainly Crimes against Humanity. Watch as the video
show the Scrin suddenly stopping.
<End Spoiler>
Here is a strategy sent in by PsychicShadow92 which makes, according to him,
Ground Zero impossible to finish.
Is to first off play it on Hard Mode of course. Right at the start, send the
commando to blow up Nod's stealth towers (this doesn't always work but it
doesn't matter) and LEAVE the deployed NOD Emmissary alone. Take care of the
Rift Generator to get the Bonus objective. Then just defend your base with
whatever you got (I used Mammoths in the late game) until Boyle offers you the
LTB. Use it on the Alien Control Node immediately. If you did it right, the
NOD base and their deployed Emissary is still extremely active. As soon as
the Control Node is destroyed by the LTB, the Brotherhood of NOD will start
going insane like hell. They will set up an outpost near the Emmissary
which will have a Hand of NOD and like a 100 base defenses (there was so
much Obelisks of Light that not even my attack force of 22 Mammoths couldn't
get through).
------------------------------------------------------------------------------
[3.01] Goddard Space Centre
"You will be taking an elite team of Nod's best soldiers into Goddard Space
Centre to stage a lightning strike on the ground control systems for GDI anti-
missile defence system. With the A-SAT Systems offline, GDI assets in Earth
orbit will be vulnerable to a missile attack. Your raid will start with the
base Command Post: Capture it to disable their communications. That will give
you a 20 minute window to destroy the A-SAT control system."
********************
*Primary Objectives*
********************
1 - Destroy the Wall
"Use the Fanatics' attack to destroy the wall and allow passage for the
Saboteur."
2 - Capture the GDI Command Post. DO NOT DESTROY THE POST INSTEAD
"The GDI Command Post must be captured to prevent a GDI Distress Call. Capture
it with a Saboteur."
3 - Destroy the Secondary Power Plants
"These structures provide power for the GDI Watchtowers. Destroy them to
power-down the Watchtowers."
4 - Destroy the Primary Power Plants
"These structures provide power for the GDI Watchtowers. Destroy them to
power-down the Watchtowers." [Lazy EA]
5 - Destroy the Ground Control for the GDI's A-SAT System
"GDI's A-SAT defences are controlled by this building. It must be destroyed to
begin the Third Tiberium War."
******************
*Bonus Objectives*
******************
1 - Use these Shadow Teams to destroy the final Power Plant
"Nod's Shadow Teams are excellent at infiltration, using their hang glider
ability to get past obstacles and their Plant Explosives ability to destroy
structures."
2 - Capture the Reinforcement Bay
"Capturing the Reinforcement Bay will give you access to additional
reinforcements."
************************
*Intel Database Entries*
************************
Kane's Arsenal
- Fanatics
+ When you complete the First Objective
- Saboteur
+ When told to Capture the GDI Command Post
- Militants and Rocket Troopers
+ When your Reinforcements arrive
Nod Archives
- The Brotherhood of Nod
+ When you complete the First Objective
- Nod's Place in the World
+ When having destroyed the GDI Power Plants
- Ground Control for GDI's A-SAT Systems
+ When told to destroy the Ground Control System
--==Walkthrough==--
You now have control of the Nod units. The Saboteur is your basic engineer
units while the Fanatic is considered the suicide bomb. Effective against
tanks and structures but horrible against infantry, anti-infantry and air.
Use your bombers to destroy the portion of the GDI Wall, which you can never
build and bomb it. Send in your Saboteur through this new hole and capture
the Command Post, just lying there.
Once your plane dropped reinforcements arrive, collect all of them and send
them to the GDI Barracks and destroy it. Then proceed to bomb the walls off
the Power Plants. Don't worry, if any of your units die, they are instantly
"revived", back from the dead through the reinforcements. Move your forces
to the GDI War Factory. The Pitbulls should be eliminated through the Rocket
Squads. Destroy the Pitbulls and enemy Infantry and destroy the War Factory.
Then, destroy the next two power plants for the bonus objectives and the
final Primary Objective.
You will now get a few Shadow Teams and a Saboteur. Send your Militant Squads
and Rocket Squads to clear out enemies on the way to the Reinforcement Bay and
send in the Saboteur to capture it. Add the new units to your assault force
then proceed to wipe out the enemies on the path to the A-SAT system. Careful,
some Watchtowers are still active, so send your Shadow Teams to the last
Power Plants through their Hang-Glider ability and land out of reach of the
Watchtowers and bomb the Power Plant. That should complete the last of the
Bonus Objectives.
Now, send all your forces, including the Shadow Teams, to the A-SAT System and
attack it. Relatively simple isn't it? Use your Shadow Teams detonation
ability to reduce the health of the structure relatively quickly to ease
things up. The Third Tiberium War has started.
------------------------------------------------------------------------------
[3.02] The White House
"An attack on the White House will simultaneously deal a terrible blow to GDI
morale and serve as a distraction from more important targets. We've
infiltrated a strike team into downtown DC and they are standing by for your
orders. Take command of your force and proceed with your mission."
********************
*Primary Objectives*
********************
1 - Destroy the GDI Logistics Centre
"Assemble a force and destroy the GDI Logistics Centre just north of your
position. This should cause GDI to respond with forces that are currently
guarding the Pentagon, leaving it open for attack."
2 - Destroy the remaining GDI Forces guarding the White House
"GDI has setup a small base in front of the White House. Destroy their
production structures and Command Post and take the White House for the
Brotherhood of Nod!"
*****************
*Bonus Objective*
*****************
1 - Capture the two Tiberium Silos to fund this mission
"The Tiberium Silos in the area should fund your fight here. Capture them with
your Saboteurs."
2 - Capture the two Tiberium Spikes to fund this mission
"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster
your funds."
3 - Destroy 5 Ox Transports
"Make sure those Ox Transports don't reach their Landing Zone Destinations.
Use your Attack Bikes and Militant Rocket Squads to bring them crashing to the
ground!"
************************
*Intel Database Entries*
************************
Nod Field Intelligence
- Tiberium Spikes
+ When you capture both Tiberium Spikes
Kane's Arsenal
- Hand of Nod
+ When you start the mission
- War Factory
+ When you start the mission
--==Walkthrough==--
This base should be achieved through sheer numbers and not tactics. Sorry bout
that, since, you don't have any major toys to play with. Pump out the Attack
Bikes and the Raider Buggies. The Bikes are good for hitting Vehicles and the
Buildings and the Buggies can hit infantry and air units. This is the time
you should capture the Spikes and the Silos since the map hasn't been enlarged
yet and now is a great time to build up your forces.
Build up a large force of Buggies and Bikes and when you think you have get a
large force, attack the Logistics Centre. There aren't a lot of GDI forces,
yet. Before you finish, pump out some more Buggies, Bikes and Rocket Squads
for something later. Use those units to line the bottom of the map, ensuring
there are three groups, one for the left, right and centre. This is for later.
Destroy the Logistics Centre.
The map enlargen and you will get a message of incoming Ox Transports. The
reason for the Bikes, Rockets and Buggies is to counter this. You need to
destroy about 5 to ensure that GDI stops sending reinforcements. Don't let
any through to ensure you have an easier fight up ahead. Once they are gone,
the Oxs I mean, send your vehicles together into one bunch and move towards
the GDI base.
Send your Vehicles into the base, crushing the Pitbulls and Missile Squads
first since they are the best units currently against your squad. Bear in
mind that the Bikes and Buggies have light health, so they can't take a lot
of damage. Then take down any other form of defence and then crush the base
to finish the mission.
------------------------------------------------------------------------------
[3.03] Andrews Air Force Base
"Our Theatre Command Cell has ordered a coordinated attack on all GDI air
bases in this region to take out GDI's air support. Your target is Andrews Air
Force Base in Washington DC. You'll take command of a strike force near the
base entrance. Start by clearing GDI troops in the surrounding area, establish
an outpost, and then infiltrate the base itself. Once you're inside the base,
job one is to destroy the airfields used by Orca ground attack aircraft. Your
very presence inside the base will also shut down GDI's use of military
aircraft capability."
********************
*Primary Objectives*
********************
1 - Destroy the two Airfields at the rear of the Air Base
"GDI is providing air support to the rest of the Eastern Seaboard from this
air base. Eliminite these two Airfields to cripple their ability to respond to
our attacks."
2 - Eliminate the GDI Patrols and Destroy the GDI Outpost
"In order to build a base at this location, you must clear out all GDI patrols
and buildings. There is a Fuel Depot in the Outpost, if you blow it up the
entire outpost will go up in flames."
3 - Disable the GDI Defences
"There is a Power Plant situated on top of the cliff powering those defensive
turrets. Your Shadow Teams can use their hang gliders to reach it. Destroy the
Power Plant."
4 - Destroy the Control Tower
"In addition to hampering GDI's ability to coordinate air attacks, eliminating
the Control Tower will also clear the way for Attack Bike Reinforcements."
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*Bonus Objective*
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1 - Capture the two Tiberium Spikes to fund this mission
"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster
your funds." [Lazy EA, copy and paste]
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*Intel Database Entries*
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Nod Field Intelligence
- Nod Tactical Doctrine
+ When you attack the GDI Outpost
Kane's Arsenal
- Shadow Team
+ When your Shadow reinforcements arrive
--==Walkthrough==--
Collect your ragtag bundle of troops and make them move West towards the
GDI Outpost. Before attacking the base, scout the area and clear out the
unfriendly GDI forces in the area. There are several patrols so keep a sharp
eye. When you are sure they are down, attack the massive Cynlinder shape fuel
depot and watch as it makes the base turn into beef burgers. When the GDI base
goes boom, reinforcements have arrived.
Build up your base, or rather, watch as they do it for you. Train a sizable
force of Raider Buggies, due to an absense of Bikes, a train a Saboteur. Send
a few Buggies and the Saboteur to the first Tiberium Tower in case there are
still patrols in the area. Move one of the Buggies close to one of the base
defences and wait till they fire on you for the next objective.
You now have to disable the Defences, which is done through the Shadow Teams.
Two teams should be dropped near you base so move those guys West, roughly
below the Power Plant and use their Hang Glider ability to fly towards the
Power Plant. Careful, you don't be to be targeted by an AntiAir Turret so make
sure what you're flying into. Anyway, land and deploy the bombs and blast down
the Power Plant.
This is the tricky part. See if you can move your Shadow Teams towards the
Control Tower and quickly bomb it. If you can, well, thats good and retreat
the teams if you can. If you can't, this will be hard on you. A conventional
attack, which happens to be your only form of attack at the moment, will be
hard since there are garrisoned GDI forces. Your best bet is probably having
your own forces garrisoning buildings supporting them will Rocket Squads.
When that tower goes poop, you will get a reinforcement of Attack Bikes. Send
them back if they get attacked and reinforce their force with more Attack
Bikes. Group your Bikes and Buggies together and head towards the second
Tiberium Spike and then send a Saboteur to capture it. Capture is and then
send all your forces to attack the GDI airfields. Destroy them both, making
full use of the Red Explosive Barrels. Also, don't use fanatics, too easy to
shoot down.
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[3.04] Hampton Roads
"You're going to seize the largest naval base in North America and destroy one
of GDI's Aircraft Carriers in the process. With the Brotherhood in control of
Hampton Roads, we can start bringing in supplies and reinforcements in bulk to
feed our growing offensive in this Blue Zone. The plan for this operation is a
masterstroke. A Commando has been smuggled into the port via cargo container.
Use this elite troop to take out a GDI Aircraft Carrier at its dock. Once the
carrier is out of the equation, we'll send in some forces to help you take the
rest of the port. One final note: we also smuggled in a Saboteur but lost
contact with him a few hours ago. If you can find him, put his talents to
use."
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*Primary Objectives*
********************
1 - Destroy the GDI Aircraft Carrier
"with Langley under attack, the GDS Pathe is the sole provider of air defense
for GDI on the Eastern Seaboard. Destroying it will ensure Nod air superiority
and enable The Brotherhood to reinforce by air."
2 - Destroy the GDI Port Authority Building
"The Port Authority Building gives GDI Command over this naval port. Destroy
it to end GDI