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                                                      B.                      
Author: Warfreak
Version: 0.5
Date Started: 10/7/10

NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!

REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK
ABOVE!

*('@')~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~('@')*

Use Ctrl+F to quickly navigate this guide.

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

 2 Tutorial Missions
    [2.01] Beginning of the End
    [2.02] Bad to Worse
    [2.03] Hard Choices

 3 GDI Campaign
    [3.01] Spontaneous Outburst
    [3.02] Cold Hard Truth
    [3.03] Transport Down
    [3.04] Insurrection
    [3.05] Lockdown
    [3.06] To Kill a Prophet
    [3.07] For All Humanity

 4 Nod Campaign
    [4.01] Things Fall Apart
    [4.02] Further Complications
    [4.03] The Harder They Fall
    [4.04] Reversal of Fortune
    [4.05] Heresy's Reward
    [4.06] Bleed Out
    [4.07] The End of All Things
    [4.08] The Story of Kane

 5 GDI Crawlers
    [5.01] Offensive
    [5.02] Defensive
    [5.03] Support
    [5.04] Upgrades

 6 Nod Crawlers
    [6.01] Offensive
    [6.02] Defensive
    [6.03] Support
    [6.04] Upgrades

 7 The Forgotten
    [7.01] The Forgotten

 8 Tech Structures
    [8.01] Tech Structures

[A] Contact Information
[B] Credits
[C] Webmaster Information
[D] Copyright Notice

*~~~~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.01] Introduction

The end of the Tiberium Saga for Command and Conquer series, the ending of
Kane and all his bald glory. Anyway, this is my 62th guide, I'm starting to
pile on the numbers, and the 4th for the Command and Conquer series, after
Tiberium Wars, Kane's Wrath and Red Alert 3. 

Anyway, there are a lot of differences in this game compared to other C&C 
games, but there is a tutorial for a reason. Anyway, time to command and 
conquer the enemy. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.02] Version History

Version 0.0 [10/7/10]
Completed the template, and my lovely ASCII.

Version 0.1 [11/7/10]
Completed tutorial missions and mission description for all missions.

Version 0.2 [12/7/10]
Completed the GDI Campaign. 

Version 0.3 [13/7/10]
Completed Nod Campaign and the story of Kane. 

Version 0.4 [20/7/10]
Completed section 5.01, and rough outline of other units. The table of 
contents will be final, what is there will be in the guide.

Version 0.5 [27/7/10]
One week later, the guide is now complete. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.01] Beginning of the End

"Commander, the activation of the final Tiberium Control Network Node has 
 drawn dignitaries to New Adana from around the globe. Your assignment is to 
 escort one such VIP into the city. Be alert, GDI InOps are reporting 
 increased Nod seperatist activity in the surrounding area."

 - Objectives - 

 1 - Locate VIP
 2 - Locate Deploy Zone
 3 - Meet Up with VIP
 4 - Escort the Convoy


This is the tutorial mission, and this is just to get you started with the
game and the new interface, which is pretty easy to get a handle of, it is 
nothing too hard. Anyway, this is simple, and if you fail this mission, you
might as well sell this game on eBay because you are going to have a lot more
difficulties ahead.

Anyway, this is to get adjusted to the camera controls, by locating the VIP,
and next, by locating the deployment zone. This zone is where your Crawlers
will drop on the map, and depending on the zone, can or cannot be taken over
by the enemy. 

Anyway, it is time to deploy some troops, so you are going to have to deploy
some Wolf units, which are gun type units. There are three different types of
units, gun types units, which are good against lightly armoured units such as
infantry, cannon type units, which are good against medium armoured units, 
such as a normal tank, and laser type units, which are good against very 
heavily armoured units, such as a Mammoth Tank. 

There are other types of weapons as well, blast based weapons are good against
structures, and rocket type weapons are good against enemy aircraft. As such,
there are 3 main types of armour in the game, the heavily, the more damage
they can sustain, except to their weakness. Light armour means that the unit
will be pretty easy to kill off, such as light vehicles or infantry, mainly
through guns. Medium armour means that they can take some punishment, but 
cannon fire can punch holes through that, and medium armoured units are your
main battle tanks. Heavy armour means that they can sustain a hell of a lot of
punishment, but lasers, en masse, will destroy them, and these include your
Mammoth Tanks and your Crawlers. 

Anyway, get accustomed to this, because this is what you call the game 
balance, the rock, paper, scissors type gameplay, each unit has strengths and
weaknesses. Though balance is not always achieved, that's the best you're 
gonna get.

Moving on, meet up with the VIP and you'll need to deploy some Hunter tanks,
your standard, generic battle tank. This will help you defeat your enemies in
their more armoured variety. With this, keep your units and Crawler moving 
along with the VIP. 

Finally, after taking out several waves of enemies, in which they are pretty
damn weak, you will need to take out structures, so you will need your 
Shockwave units, which are good against structures, and finish off all the
rest, and the VIP will get to the target safely. 

But as it turns out, the man you were guarding, it was....

KANE. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.02] Bad to Worse

"Minutes ago, TCN Control received a priority one alert from a Node located
 in the New Adana badlands. Information is scarce, but we believe this this
 may again be the work of extremists lead by Gideon. Deploy, investigate, and
 should it be necessary, use force to resolve the situation."

 - Objectives - 

 1 - Build and Deploy a Missile Turret at the Objective Marker
 2 - Build and Deploy a Bunker at the Objective Marker
 3 - Garrison Bunker
 4 - Collect Upgrade Crystal
 5 - Scout TCN Node Location
 6 - Capture TCN Node

 - Bonus Objectives - 

 1 - Destroy Tunnel Networks
 2 - Garrison the Bunkers

This mission is relatively simply, and this time, you will be using a 
different Crawler. There are three different Crawlers in this game, the
Offense Crawler, which concentrates on brute force with an army based 
primarily on tanks. The Defence Crawler concentrates on a good defence,
with buildable defences as well as infantry-based warfare. Finally, the
Support Crawler focuses on aerial warfare, as well as mobility, and they
have access to support powers on the battlefield.

Anyway, you will learn the basics of defence warfare, so build the missle
turret and bunker on the marker, you need to have it exact or it will
not register. Anyway, when you are done with building the structures, 
garrison the bunker with some infantry.

For this mission, you will want a decent mix between Zone Troopers, Raiders
and Enforcers, with some Engineers to heal your infantry. This will be a
decent attack force, and enough to destroy the enemies on this map. 

Now, move your infantry to collect the upgrade crystal, and then use your
forces to capture the Uplink Tower, and move your Crawler there, whilst
you send off your infantry to destroy the tunnel networks that the Nod
seperatists have built around the area. With that out of the way, you need
to move your troops to the TCN node.

With your current forces, you should be able to take out the Nod forces around
the TCN node. You should start with the bunkers with infantry inside, your
own infantry with engineers to heal them will make mince meat of the little
Nod guys inside them. Then, take out the Nod Crawler, in order to prevent them
from sending out more weenies for you to kill, and finally, take control of 
the TCN node. That should do it for this mission. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.03] Hard Choices

"Commander, long range sensors have detected Gideon's forces inbound on the
 Scrin Tower Research Centre. Both General-Secretary Rios and Kane are 
 currently on-site at this facility. This puts the stability of the GDI
 council in grave danger. You will be assisting Colonel James in securing
 the area and keeping our leaders safe."

 - Objectives - 

 1 - Repair Defence Base
 2 - Help Colonel James Destroy Nod Tunnel Network
 3 - Eliminate Remaining Nod Forces
 4 - Redeploy as a GDI Defence Crawler to Reinforce the Area


This is a simple enough mission, you will start off as the support class, with
your own Support Crawler. There is a GDI base here, but you will need to 
create some Spanner units, which are flying repair units, to repair the 
damaged base defences. Use these guys to repair the structures that are 
under Nod fire, ignoring the other structures that aren't being attacked. 

When Colonel James turns up, she will go and try to attack the Nod tunnel
networks in the area, but that is of no use, you can just easily go and 
use your new ability, the Firehawk Airstrike to blow up the tunnel networks,
without you having to do anything by yourself. This makes your life that
much easier. With these tunnel networks out of the way, you will need to
take out the remaining Nod forces in this area.

With this, you will need to deploy some Orca aircraft through your Support
Crawler, and with this, you can use them to bomb the crap out of the Nod
forces, or you can just send in some more Firehawk Airstrikes to finish off
the rest of the Nod forces, either way, get rid of the enemy. 

Finally, you will need to move your Support Crawler and capture the Uplink
Tower that the Nod forces have just left behind, as well as the husk of an
Avatar walker. Your main aim is to capture the husk, and with that, you
will need to get the Defence Crawler. First off, you will need to 
decommission the existing Support Crawler, and now drop a Defence Crawler
instead. Train the engineer and capture the Avatar.

And finally, you will need to build some bunkers to reinforce the area, and
this is pretty easy. But after this, you will need to choose your side,
which team would you side with, GDI or Nod? I will tell you that it is 
easier to play with GDI first, because the Nod story relies quite a lot on
events on what happened in the GDI story, and the story behind the story.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.01] Spontaneous Outburst

"Gideon has used lies and propaganda to create frenzy among his followers. 
 Now they are rioting throughout New Adana and it surrounding suburbs. 
 Citizens are being evacuated, but the seperatists are appear to be targeting
 the Civilian Evacuation Centres. Your assignment, Commander, is to reclaim
 New Adana and protect its citizens."

 - Objectives - 

 1 - Secure the Evacuation Centres
 2 - Defend the Fleeing Refugee Trucks

For this mission, I do prefer the Defence Crawler for the entire mission, 
because of the power that infantry can project and how they can hold a 
position well.

First, you need to secure the evacuation centres, and these are under attack
by the Nod seperatists, which are just lightly armoured infantry units that
are armed with molotov cocktails. They aren't dangerous, but the problem is 
that they are in numbers. Fortunately for you, they are busy burning the 
buildings in New Adana to actually concentrate on firing at you.

With this, you will need a fair amount of Zone Enforcers, where their guns 
will make a nice mince out of the seperatists since they are good against
infantry, but it won't hurt to add a few Raiders and Troopers into that 
lovely mix, supported by the Crawler and Engineers to heal your troops. 
But don't fill out your command point limit just yet. You will need a few 
more Raiders than Troopers, there are going to be enemy air units, and your
Enforcers can do some pretty good damage against air units.

Move onto the evacuation centres, it is relatively easy, there are few Nod
seperatists in the area, but your main concern are the Basilisks that are
flying units, so your Raiders and Enforcers will need to focus on these
pesky units, whilst your Troopers keep your forces safe from the infantry 
units running about. Move from one centre to the next, and soon, when they are
all cleared, you will need to protect the refugee trucks. 

When the trucks arrive, almost south of where the trucks enter, Nod aircraft
will attack, primarily in Venoms with a few Cobras mixed in, but with your
forces, this is nothing they cannot handle. What is going to be hard is the
mix of tanks and infantry that they will send midway down the road, and this
is ideally where you will want to deploy your Crawler. Here, train some 
Zone Lancers and deploy them in their mini-structure, as well as building
some missile turrets and some bunkers to keep your infantry safe. 

South, near the end of the road, Nod forces will consist of tanks, so you
will want to move your Zone Troopers and an Engineer or two south, clear out
the tanks, whilst your Raiders, Enforcers and Lancers will hold the line on
the road. The trucks have a fair bit of health, but the main reason you want
your Crawler deployed and engineers in the middle of the road is to remove
the main thrust of the enemy's attack, and to heal the vehicles. Even if your
Zone Troopers fail to properly eliminate the Nod vehicles at the end of the
road, they shouldn't be able to completely destroy the truck. 

You will need to have 12 trucks reach the end, and there are an infinite
supply of trucks, but who wants to spend days trying to finish this mission?
Anyway, time to move on to the next mission. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.02] Cold Hard Truth

"SigOps has tracked Kane's transport to the Arctic Hub. This Hub appears to
 be emitting a unique signal, similar to the ones detected at New Adana and
 the Scrin Tower. Colonel James believes this is our chance to find the
 truth behind Kane's plan. We just need to get inside the structure and 
 analyse the data ourselves. Unfortunately, there are two Nod splinter groups
 fighting for control of the Hub who aren't going to make this easy."

 - Objectives - 

 1 - Get an Engineer into Satellite Relay
 2 - Defend Satellite Relay


 - Bonus Objective - 

 1 - Eliminate DIG teams

This isn't an easy mission, not by any stretch, and you will need to get some
getting used to in this mission. I will suggest that you use the Defence 
Crawler here, because there is one major threat to tank forces, the Cyborg
Commando, which can hijack vehicles, and that air units will suffer heavily
against enemy defences here. 

Now, first, when you deploy, land on the enemy vehicles if you can, or you 
can just destroy them with some Zone Troopers. Now, first thing is that you
will want to move south, to the edge of the map, and there is a Mastadon
Walker. This is one husk that you want to capture with an Engineer. Now, use
your Mastadon to eliminate the northern dig team and capture the Mammoth
Tank husk. This is important, you want Mastadons and Mammoths here, this 
mission will require that.

Move your Mammoth and Mastadon near the southern dig site, and eliminate the
infantry guarding the husk here, and capture the second Mammoth. Now you have
2 Mammoth Tanks and a Mastadon. This will make things easy for you, and it
will be easier still if you get all 3 units to heroic levels (star), and 
upgrade them with Blue Tiberium Crates, which will give them both upgraded
rocket pods. Now, down the ramp from the second husk, there is going to be
a Nod Crawler.

This crawler is the offence type, and it will send Avatars and the Cyborg
Commando against you. Commando you will need to destroy with Zone Enforcers,
which will shred him when he gets to the hijacking stage. Nothing is worse
than losing a Heroic Mammoth or Mastadon. Avatars, capture the husks with 
your excess Engineers, and now you have a powerful force. Destroy the Nod
Crawler here. 

Now, you have 2 Mammoth Tanks, a Mastadon, and some Avatars. Now, assault
the Nod defence here. It should be easy to take down the enemy, a Mastadon
will destroy the Crawler from range, and the Mammoth and Avatar army will
easily knock out the enemy tanks here. With this, capture the Relay, and
now you will need to pump out your defences.

Build locks of Missile Turrets, the enemy will spam air units at you, and
this is important, it will act as a very good decoy, the enemy air units
will target the turrets first, whilst your Avatars, Mammoths and Mastadon
can knock them back with their rockets, whilst you can pump out Zone Raiders
and Enforcers to push them back even more. 

This is a hectic few minutes, but if you managed to get this far, it should
be very, very easy. Just spam Missile Turrets, and that should be it for 
you. If your Relay takes a bit of damage, send in an Engineer to repair
the building, and that will repair the structure if things get too hectic
for you. 

This mission isn't hard, but if you manage to get the Mammoths, Mastadon and
the Avatars, it should be much easier, you have the best of the best units
that both sides have to offer. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.03] Transport Down

"The GST appears to have crashed in an area known as "Tin City", home to 
 several tribes of the heavily mutated "Forgotten". They are unlikely to 
 welcome our presence here, so it would be wise for us to get the GST 
 airborne ASAP. We need to locate and rescue the GST's Engineering Corps, 
 whose escape pods are currently scattered across this territory. Once the 
 Corps are recovered, we can being repairing the GST."

 - Objectives - 

 1 - Secure Escape Pods
 2 - Capture the Tiberium Control Nodes
 3 - Protect the Global Stratospheric Transport


This mission is best done using the Offensive Crawler, you will want to
push out a good mix of Titans, Hunters and Wolves here, this will be nice
and quick, the first part anyway. 

Move towards the first of the escape pods, and when you move towards the
pods, you will see some Ironbacks and Scrapbuses, and these are relatively
easy with your strike force, you have a good mix of Guns, Cannons and Lasers
in your forces. This is pretty good, and when you capture the pod, some
Engineers and some Zone Raiders will pop out. 

Now, with your Engineers, besides repairing your strike force, which you
should have 3 engineers for already, you will need to keep an eye on the
Western and Eastern parts of the map, on the map are 2 Mastadon husks, and
you will really want theses, so capture them, upgrade them to Heroic and
give them the Blue Tiberium Upgrade. This is vital. It makes your life
that much easier.

Now, with your Mastadons, keep them next to your Crawler, which you should
not move from the GST. With your strike force, clear out the rest of the
pods and send the Raiders and Engineers back to the GST. Feel that this
mission is far too easy? That's because it is, so now, Nod forces will
deploy some Crawlers, and attempt to take the TCN nodes. 

You need to capture the 3 Nodes, but the problem is that Nod will send 
more forces to capture them ahead of you, and this is where your Strike
Forces and Mastadons kick in. Your Mastadons need to find and destroy
both Nod Crawlers, and use your Strike force to quickly take the Nodes, 
with your Zone Raiders from the Pods to take the other pods, but retreat
them if they catch too much flak. 

You really need to destroy the Crawlers, and this is the reason for the
upgrade, if they are both upgraded, they can take a lot of punishment and
can dish out a world of hurt. Destroy the Crawlers, and capture the Nodes
quickly. Now, it is time to defend the GST.

Move your Strike force and Mastadons back to the GST. I suggest to have
your Strike force to defend the GST from the West, and your Mastadons to
defend from the East. Have your Engineers ready as well. 

The Nod forces will send air units, which can be easily taken down, and 
ground units. Air units are a problem, but nothing you can deal with from
your Titans and your Wolves. Now, the enemy will send in Avatars, and this
is what you will need your Engineers for, capture the Avatars and use them
to replace your fallen units from your strike team, since Avatars are good
against ground and air units. 

Now, it's quite easy to destroy the enemy forces attacking on the GST, and
if you get stuck on part of the mission, you will need to look at the enemy
and it is probably air units that is causing the problem. The best thing to
do is if you have a powerful enough defence, you can push your forces to 
destroy the Nod Crawlers that are deploying the forces, and that will give
you more reprive against the enemy forces attacking the GST. Once the GST
is fully repaired, you finish the mission. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.04] Insurrection

"With Rios blind to Kane's plot, Colonel James has been forced to declare 
 martial law. We're sending a strike team to bring Rios into custody. You
 must lead an advance group to take down the city defences to clear the way
 for the strike team. The success of this mission depends on you."

 - Objectives - 

 1 - Destroy 1 or more Defence Crawlers Before Strike Team Arrives
 2 - Guide Strike Team to GDI Central Command


 - Bonus Objectives - 

 1 - Destroy GDI Tunnels


This mission isn't going to be fun, but if you are clever and tricky, you can
make it pretty easy. Now, first, deploy as the Support Crawler, and deploy
5 Orcas immediately. You can use them to destroy the first two crawlers, the
south-western and south-eastern Crawlers. Then build some nominal troops,
some Hurricanes mainly, to defend your crawler, since they are defence 
crawlers and they do deploy infantry.

Now, use the Orcas to attack the Missile Turrets first, destroy them in hit
and runs, unload all the missiles, and then flee the area, using your support
healing powers to repair them, and then rinse and repeat with using Orcas to
unload the missiles. When the two southern missile turrets are knocked out of
the race, unleash hell on the Crawlers, since the infantry won't attack the
Orcas.

Start with the south-western one, and for your effects, you will get some Zone
Raiders for your troubles. You will want all 4 Crawlers down, because it is 
the most important buildup you can get for the second part of the mission. 
Now, do what you did for the first Crawler to the second Crawler, again, with
your hit and run Orca strikes. The second Crawler down will provide you with
2 Refractors, which aren't that useful on this mission.

Now, the third Crawler, the north-eastern Crawler, is quite hard, since there 
is a shield around it, but again, take down the Missile Turrets, and then 
you will have an easy time against the Crawler, although you will need to 
unleash a few more missiles to ensure that the shield goes down before you
can damage the Crawler. For your efforts, you will get 2 Mastadons, and this
is the most important part.

Boost up your Mastadons, and then move them to attack the 4 Crawler, and they
will mop the floor with everything in its way, their shockwave attack is 
deadly against enemy infantry, and the fact that they can damage from a range
is a massive advantage. You will really want all the Crawlers down. There are
two reasons, it will power down the defences around the GDI Central Command,
which is a major advantage, and the second is that the elimination of the 4th
Crawler will grant you the most important unit you could possibly want, the
Thunderhead, which, in its aerial mode, it will obliberate air units.

Now, time to escort the strike team. If you have eliminated the 4 Crawlers,
you will need to face 8 Kodiak airships, and this is why you will want to have
Thunderheads at the ready, they will make mince of the air units, and the
Mastadons will easily destroy the defences, and this mission only requires
you to move your transport to the command centre. 

Even the bonus objective is useless, a Mastadon will get rid of a tunnel
network like shooting fish in a barrel with a minigun. If you take out the
Crawlers, rather than knocking out one and letting it be, you will make your
second objective that much easier. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.05] Lockdown

"The GST will be on lockdown at this Supermax facility until a docking
 station becomes available at GDI Central; we will have a limited window of
 escape. Agent Duquette has put a handful of loyal GDI infantry at our
 disposal. Use them to capture an Uplink Tower so we can deploy a Crawler in
 the area. Then establish a battle ready force to take down the Supermax
 tractor beams. We must move quickly, Commander, there is little time left."

 - Objectives - 

 1 - Capture Uplink Tower
 2 - Use Engineers to Deactivate Tractor Beam Power Generators


 - Bonus Objective - 

 1 - Destroy Motor Vehicle Pool


The beginning part of this mission is the hardest part of this game, and
that's saying something. You will have a small squad of infantry, but luckily
for you, you will have some Engineers with you, so use them to heal your
infantry who are busy killing off the enemy infantry. Your Zone Enforcers
will be important here, since they are decent against infantry.

Now, deploy the Support Crawler, this is useful because of their mobility,
which is relatively useful here. First, you will want to deploy some Orcas
to remove the motor pool that is there, which is pretty simple since they
don't attack. When they are all done killing off the vehicles, decommission
them, since they aren't that useful in the game.

Now, you need to take down the tractor beams. You need to know that you
don't need Engineers, you will need to take down the defences around the power
generators, and then an Engineer will drop from the sky, and allow you to
take the power generator without having to spend command points.

The best units in this game is a combination of Hammerheads and Firehawks. The
enemy is playing with a defensive crawler, which is evident from the amount
of infantry on the map, and there are plenty of missile turrets around here.
Firehawks will be able to hit and run the missile turrets very effectively
without taking out too much damage, and Hammerheads have some powerful 
gattling guns, which make mince out of infantry.

Now, this is pretty rinse and repeat, you need to use your Firehawks to
bomb the living daylights of the turrets, and the Hammerheads to follow up
and clear anything else in the path. If you really want to speed things up,
you can send a strike force of 3 Sheppard Tanks, not as good as Commander
Shepard, a one man army, but useful to take down the turrets if you don't
want to use Firehawks.

This mission is pretty easy, as long as you don't screw up the first part,
the enemy doesn't really send in much at you, and if things do get too hectic
from a few Zone infantry units, you can just spawn 3 Hurricanes and blitz
the enemy. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.06] To Kill a Prophet

"Our sources indicate that Kane is preparing to give a speech to the crowds 
 massing around the Scrin Tower. Colonel James believes this is our one chance
 to eliminate the Nod leader and put an end to his plans. she herself will 
 be pulling the trigger - she is already on site in a customised battle suit.
 We need to make sure the Colonel makes it in and out safely."

 - Objectives - 

 1 - Escort Colonel James to Sniper Spot
 2 - Protect Base
 3 - Escort Colonel James to Second Sniper Spot
 4 - Activate TCN Node


This mission is where you should be using the Offensive Crawler, this is 
one mission where you will be in constant contact with the enemy. Now, build
up a strike team of Hunters and Titans, it is a powerful force, able to remove
Medium and Heavy armour units with relative easy. You don't need a very 
powerful force, but you will need to support them with a large group of
Engineers.

Now, when you encounter the Nod Crawler, this is the reason for the Titans,
lasers will make quicker work of the heavy armour than the Cannon from the
Hunters. Make sure to have your Engineers up close to your tanks so you will
have them repaired. Demolish the Crawler, and move into the base, whilst 
James will restores power. 

Now, the Nod forces will attack in three seperate waves. The first waves will
consist of Centurions, which are medium armoured units, but that have a shield
on, but if you manage to attack from the back, it will bypass their shield, so
if you are good at flanking, you can take down the enemy pretty damn quickly,
which is nice.

The second wave will be of Flame Tanks and Black Hand infantry, which need to
be up close and personal to do any damage, but they will be dishing out damage
if they get close, so don't let them and remove the from the face of the 
Earth. They are also pretty easy to remove, but the next wave will be hard.

The final wave will consist of Avatars and Widows, which will leave behind
husks, the reason for the large group of Engineers. You don't want the Widows,
they aren't that powerful, but do take the Avatars, you will want those, so
capture them. Make sure that you still have Engineers, you need a mobile 
repair force and your Crawler isn't a very good repairing unit.

Move quickly, you still have a time limit, and James will need to move to 
another sniper spot, seeing that she can't get a good enough spot here. Now,
move quickly and briskly with the Avatars with your strike force in tow. Use
them to demolish the enemy tanks, and upgrade the Avatars with Green and Blue
crates, this will make them very, very powerful. 

After demolishing the various amounts of Nod forces, attacking in tanks, 
easily demolished with Avatars, Hunters and Titans. When you get to the tunnel
networks employed by Nod forces, demolish them, and move onto the second
sniper spot. 

When James is ready to take out the prophet with her sniper rifle, you will 
need to move to capture the TCN node. This is where the GDI reinforcements
come in, providing you with a nice distraction, but still, move all of your
forces to the TCN node.

The TCN node is protected by a Nod Crawler, as well as powerful defence 
structures. The Avatars, with Engineers that will be extremely useful to
repair your Avatars, will be able to knock out defences if they are fully
upgraded, if you do what I always tell you to do, and do so without sustaining
too much damage.

With the structures out of the way, you need to destroy the little gnats that
are gnawing away at your health, which are enemy units, and remove them, before
taking on the enemy Crawler, and capturing the Node. It isn't hard, but it 
isn't easy either, so basically, brute force is the only way to capture the
node, and keep your own Crawler close, this way, you will be able to have a 
steady stream of reinforcements, and can send in your own Engineers to 
recapture the husks if they fall. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.07] For All Humanity

"With no confirmed kill on Kane, we must assume that his plan to reactivate 
 the Scrin Tower is still a go. Colonel James needs you to gain access to the
 Tower, and confront Kane. Nod forces control the surrounding area, so you'll
 need to recapture this area before entering the tower. Commander ...  This 
 is our one and final chance to stop Kane. Good luck."

 - Objectives - 

 1 - Capture the Deploy Zones
 2 - Deploy your Crawler at the base of the Scrin Tower and remain there
 3 - Survive until the timer expires


Again, this is another mission where you should deploy the Offensive Crawler,
and build up a group of Titans, Hunters and Wolves, again, supported by a 
group of Engineers. Now, time to move onto the first Uplink Tower, and take
down the structures in hit and run raids, so you can repair your forces if
they take too much damage. Much sure that you collect all the Red Tiberium
Crystal upgrades along the way, this is important, since you will want to
upgrade all the units along the way. 

After taking down the first uplink tower, which is easy, you will want to
make a slow and steady advance. You want to advance with your strike team
in the lead, followed by your Engineers, with your Crawler bringing up
the rear. After the reinforcements arrive from the First Uplink, a group of
Spartan Tanks, but decommission them, you don't need these tanks at all, 
you have your own offensive crawler-based tanks.

Move slowly towards the second uplink, and it is important that you take
the Mastadon husk along the way, Mastadons are only unlocked at level 20 
for a reason, because they are very hard to take down, given that Commandos
can no longer demolish walkers with ease. Capture all the Red Crystals along
the way to unlock Tier 3 weaponry, and with this, train 3 Mammoths, even if
this cames at the cost of your strike force, decommissioning Wolves and 
Hunters, and some Titans if you need to. Upgrade the 3 Mammoths with the Green
and Blue upgrades, as well as the upgrades from the upgrade tabs, which makes
your Mammoths into deadly fighting machines. A Heroic Mammoth with upgraded
Rocket pods can ruin anyone's day, let alone 3. Do the same with the Mastadon.

Along the way to the second tower is a Nod offensive crawler, and that means
a lot of tanks, which is isn't a problem, with Mammoths and Titans, you
will be able to reliably demolish medium and heavily armoured units, and 
guess what, that is exactly what the tanks are made of. Push your Titans,
Mammoths and Mastadon forwards, keep them repaired with the Engineer and 
demolish the Crawler. 

With this, attack the second uplink tower, and at this stage, make sure that
your Command points are full, and a spare engineer in your engineer group, for
there is another Mammoth Husk to capture at the third uplink tower, but more
on that later. Now, demolish the enemy here with your Mammoths, and this
will be pretty easy, they are pretty powerful, and with the second uplink
tower captured, you will get some Shockwaves. Again, you don't need them so
you will need to decommission them to stop them taking up too many command
points.

Move your Mammoths forward, taking the Artillery Tower along the way, and 
watch out for Venoms that will attack, but no worry, rocket pods will 
easily remove Venoms, that and their attack on a Mammoth is little more than
a slight tickle. Move towards the next tower, and you will be facing another
Crawler, and given this is the last mission, it will spam missile turrets
like crazy, so you might need to retreat your Mammoths for healing, whilst
your Mastadon will be able to shockwave the Crawler from a safe distance.

Demolish the defensive crawler, and move towards the third uplink tower.
Capture the AA building along the way, and before you get the prize of the
third uplink tower, you need to remove the final of the Nod crawlers, the
support crawler. This is annoying, because of the air units that it will
spam out, but with a spearhead of Mammoths and Titans, it will be able to
hold its own against air units. Once you capture the third uplink tower,
you will get some Sandstorms, and this will you need to keep.

Move forwards, and demolish the support crawler. This will be hard, but
concentrate on the Crawler, rather than the buzzing air units, because your
units can take on the enemy air forces pretty easily. Demolish the air units,
and now you will need to deploy your Crawler at the base of the Scrin Tower
when all your units are ready to roll.

And finally, the last part of the GDI campaign. You need to survive to
Nod onslaught. Now, move your Mammoths facing the ramp, such at the enemy
will be facing a group of angry looking Mammoths when they try to attack
your crawler. This will block off the ground troops. Make sure that you
have captured the AA tower, and now, move your Sandstorms to the front, as 
well as your Titans, and move them towards the ledge.

Nod will be firing tactical nukes at you, which will fly straight, and if
they see units, it will attack the unit. AA turrets are effective at 
removing the missiles before they get too close, as well as Sandstorms,
and Titans are important, with accurate lasers, they can remove the nukes
with ease.

Move your engineers around, repairing the units that take hits from the
nukes, a normal tank can take one hit, the Sandstorm will be sent to red
health from a nuke hit, so you will need to repair them. A Mammoth may be
tough, however, they will still get into critical health if you do not 
protect them. 

For now, just survive. Heal, kill, revive, just be crazy, and when you
survive until the end of the timer, you have completed the mission, and
you will be able to see the ending for the GDI campaign. For a full 
synopsis, I will give a full story at the end of the Nod Campaign. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.01] Things Fall Apart

"Welcome aboard, Commander. Kane has tasked you with tuning the New Adana
 TCN Hub to align its signal with that of the Scrin Tower. There are, however,
 some concerns; firstly, Gideon has roused his followers into a riotous 
 frenzy. GDI has these fanatics contained for now, but your interaction with
 the Hub is likely to knock our their defences. Secondly, your former
 Commanding Officer, Colonel James, is inbound on the city and unlikely to
 take kindly to your presence here. And finally, while we have detected 
 your wife's signature within the city, we cannot ascertain her position."

 - Objectives - 

 1 - Capture TCN Hub
 2 - Escort Refugees


 - Bonus Objectives - 

 1 - Capture or Bypass Energy Gate
 2 - Destroy GDI Defences


This isn't that hard of a mission, if you know the secret to the mission.
First, build an Engineer, and where the Crawler deploys, there is a ramp
down in towards the west, and down there, is a Mastadon Husk. This is 
important, but and it doesn't matter which class you pick from hereon 
out, but I prefer the Support Class for this mission.

First, bring in some Cobra attack airships, and use them to move forwards
and attack the energy gate to move forwards. Capturing it really isn't
that hard, just send in your units to capture it. Towards the Hub, there 
isn't really much in terms of GDI defences, there isn't much there. Some
wolves and hunters will patrol the area, but really, not much in terms of
defenders, as long as you have a powerful Mastadon at hand, and some
Cobras. 

Anyway, move towards the defence of the TCN Hub, and they consist of a few
turrets, and there is a defence crawler there as well, which is a problem,
but nothing a few Cobra strifes and a Mastadon cannot take care of, and 
watch them burn. With them out of the way, the refugees will come out, and
you will need to defend them.

Note that the trucks will only move when the crawler is present, so you will
want to move your Crawler slowly. First, move your powerful Mastadon towards
the target, and there is a GDI offensive crawler, and that needs to be taken
out, since that is the major threat at hand. Whilst your Mastadon is soloing
the crawler, use your Cobras to guard the trucks.

When the trucks reach the ramp, there will be Nod seperatists present and
they will destroy a truck, you cannot lose anymore, so you will want to make
sure that the area is cleared before moving your Crawler forward. This is
where the Mastadon shines, their shockwave attack is powerful enough to clear
out infantry in groups, so when the GDI presence is removed, use the powerful
walker to clear out the groups of seperatists.

Anyway, this is pretty easy when the guards, which consist of Cobras and any
anti-infantry units are set to guard stance on the refugee trucks, this will
be pretty easy. Make sure that you have some Engineers to repair the trucks
if you come under fire, which isn't very likely. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.02] Further Complications

"Our next task is to synchronise the Pacific Hub with the Scrin Tower, much
 as we did in New Adana. In response to the incident here, GDI Central
 Command has locked down the surrounding area around the Pacific Hub, 
 refusing entry to all parties. Gideon is using this to his advantage; we
 believe he aims to destroy the Hub altogether. We can't let this happen.
 It will not be simple, Commander, but Kane has faith in you."

 - Objectives - 

 1 - Destroy TCN Hub
 2 - Destroy the Nod Seperatist Crawler
 3 - Disable 1 TCN Dampening Station


This is one pretty simple mission, all you need is the Offensive Crawler and
you will need a whole army of Avenger tanks. This is pretty simple, move 
forwards with your tanks and make sure that you have your Crawlers supporting
them, which is pretty important.

Now, why this mission is easy, the seperatists will be attacking the GDI 
forces defending the hub, as well as you. Now, they are attacking on the
left front, and you should attack on the right flank, which makes your life
a lot easier, since there are hardly any defenders. 

With this, deploy your Crawler next to their Crawler, and then have your 
tanks attack their crawler, but concentrate fire enemy units first, since
they will be damaging your units, and not the Crawler, much. Destroy their
crawler, and it will be pretty easy to eliminate the rest of the GDI forces
and capture the Hub.

With this done, you will need to move your next to the Hub, and let the Nod
seperatist forces attack you, since the enemy does want that Hub as much as
you do, which is a problem, but it works out for you. They will attack you
and your deployed crawler, and with your tanks, eliminate the enemy with 
extreme ease, but remember, target the enemy units first, since the enemy
will be focussed on attacking you, and you really don't want to lose any
powerful units, and take out the crawler when the units are down.

With this out of the way, you need to destroy the dampening station, which
are scattered around the map. It doesn't matter which one you are going to
attack, you will need to move your forces, as well as your Crawler, to 
attack the enemy entrenched there. Wipe out the enemy defences first, which
are pretty damn easy, and them move onto the crawler, which eliminates the
reinforcements that GDI may send in. 

With the GDI defenders out of the way, destroy the tower, and that will
finish the mission. This is pretty easy, just spam avenger tanks and use
them, engineers to repair, and that is about it. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.03] The Harder They Fall

"Colonel James has become a genuine threat to Kane's plans; she must be
 removed. Our sources inform us that her ship will soon be flying over the
 so-called "Tin City" mutant wasteland. Your mission is to intercept her ship
 and send it plummeting it to the Earth. One warning - we have detected GDI
 troop movements in the area. So be careful, the Colonel may be expecting us."

 - Objectives - 

 1 - Prepare for GST Flyover
 2 - Eliminate GST


 - Bonus Objectives - 

 1 - Capture Anti-Air Structures


Now, first of all, you need to know the GST flight path. It will fly down the
middle of the map, from top to bottom, so it will be flying south. It is a 
powerful unit with 30,000 health and heavy armour, so it is weak to lasers.
That said, you will want to use the offensive crawler, this is paramount, they
are the only class capable of using lasers in an offensive capacity.

First, deploy Scorpion tanks, and them only. Sure, they cannot take that much
damage and deal out damage to most units, since the enemy here is mainly 
medium vehicles, and some structures. It is to your advantage to use what
time you have here to deploy close to the middle of the map, to the top, 
you may need to play the mission once to learn where the GST is, in order
to bring it down. 

Now, when you know where it is going to fly down, and the flight path, which
is a straight diagonal line south, you will need to clear a straight line so
no GDI structures will be in the way. This is important, they will be your
primary obstacles in this mission. 

This is where you will need to spam Scorpion tanks, you will need to have a 
queue of them ready to rock when your current tanks get destroyed. With this,
capture some AA turrets down where the GST will fly, but be careful, they
are heavily guarded by GDI forces, so this is a problem, but on the bright
side, the AA turrets aren't essential, but they will do some damage. 

When the time goes to Zero and the GST comes in, you will need to attack the
GST with your Scorpions from its maximum range. This is important, attack
from maximum range, it will put your units away from the guards of Orcas and
Hurricanes. Spam the enemy with your Scorpion tanks, and constantly move
your Crawler back down the flight path, deploy new tanks when necessary. 

With your units attacking the GST, you need to hope for the best, the Scorpion
spam is probably one of the most effective methods, given that lasers are the
best against the GST, and dish out heavy damage, and constantly move your 
Scorpions back down the flight path to avoid them getting hit from the GDI
reinforcements.

The biggest threat to your Scorpions are the GDI Crawlers and defenders here,
so you will need to avoid them. If you can, target the Spanners that the
Crawler is deploying in order to avoid repairs for the GST. This will do 
some damage in the long term, they cannot repair themselves. 

The GST will spawn with Orcas, Hurricanes and Spanners, and when you drop the
health down to 75%, then 50% and finally, 25%, it will spawn more Orcas, 
Hurricanes and Spanners. There isn't much you can do to prevent this, except
target the Spanners so that it cannot repair itself. 

Alternative ways to finish this mission is to destroy the GDI Crawlers on the
ground during your preparation time, which is important so you will not have
to face some weenies on the ground. And you will have access to the the AA
structures. 

Another way is to play a mix of offence and defender, so that you will be 
able get your Scorpion tanks, which is useful for taking down the GST, and
you will be able to get your turrets up to target the supporting units that
protect the GST, and the GST itself. However you do it, the GST isn't going
to be easy to take down. It is one of the hardest missions in the game, 
without exception.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.04] Reversal of Fortune

"with the murder of Dr. Pascal, Gideon has finally pushed Kane too far. 
 Gideon knows we are coming for himand will be ready with an ambush. But we
 have a trap of our own. We will find his Command Crawler and use our hackers
 to access his central database. With that, we will have the location of
 his base ... and the means to his undoing."

 - Objectives - 

 1 - Protect Nod Shuttle
 2 - Use Crawler to Hack Gideon's Command Crawler


Compared to the previous mission, this mission is so damn easy. The best is
to play with the offensive class, and you will need 2 strike teams, a few
Avenger tanks, and some Stealth Tanks. This will give you a good combination
of attacks, avengers will take down enemy vehicles whilst your stealth tanks
will provide you with some anti-air units. 

This is pretty simple, you need to protect the shuttle, so you should task
your avengers with the destruction of enemy tanks and your stealth tanks
with the job of taking out enemy air units. Now, the thing is, the shuttle
is pretty heavily armoured by itself, it can take a hell of a beating from
the enemy without you needing to intervene to save it. In fact, the enemy
poses a bigger threat to your Crawler, rather than the shuttle, but you
should protect it, and moreover, use your destruction of enemy units in 
order for upgrading your units.

When you have protected the shuttle, you have a limited amount of time to
hack Gideon's Crawler. This isn't that bad, but it is best if you have the
Support Crawler for this part of the mission. You need to basically have
your own Crawler very close to the enemy's crawler, so that the hackers on
your Crawler can hack into the enemy's crawler, and when that bar is 
complete, you will complete the mission.

Take note that it is advised that you protect your crawler during the 
second part of the mission, after all, the enemy is targeting your crawler
as your crawler is targeting theirs. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.05] Heresy's Reward

"We now have the location of Gideon's lair. Infiltrate the base and bring
 the wrath of Kane down upon him. But spare his life, for he has yet a role
 in Kane's grand plan. Force him to submit, so that his followers shall once
 again grant their allegiance to Kane."

 - Objectives - 

 1 - Destroy Nod Barricades
 2 - Attack Gideon's Crawler Until He Submits
 3 - Prevent Gideon from Enabling Self-Destruct Stations


 - Bonus Objectives - 

 1 - Rescue Captured Nod Forces
 2 - Destroy Gideon's Crawler Army


This is a pretty annoying and tough mission, so you will need a lot of
brute force for this mission. You should deploy the Offensive structure for
this mission, and start off with a mix of Scorpion Tanks and engineers. I
prefer Scorpions since they are pretty powerful against heavy armour, and
decent against buildings. 

Now, there are prisoners of Gideon on this map, which are basically Nod
forces which you will need your help. This is normally found in the little
inlets, basically, move across the map and if you see Nod defence structures
that aren't friendly, you know they are protecting something, so destroy the
defences and rescue the Nod forces. 

Your first mission is to destroy the Nod Barricades, this is pretty damn
easy, but there are some defence structures, so you might want to eliminate
them pretty quickly, so that you won't be wasting your valuable time for this
riff raff.

It is time to attack Gideon, but you really want to rescue all the captured
Nod forces and to destroy Gideon's Crawler army. This is important, destroying
the Crawler army will give you nice boosts, which include removing Gideon's 
Laser Weapon for the Command Crawler, and the another is to remove the crystal
shield that surrounds his Crawler. 

There are 3 Crawlers in his army, the offensive crawler, which gives Gideon 
his laser weapon, the defensive crawler, which provides Gideon with a crystal
shield, and the support crawler, which gives Gideon a powerful regeneration
by means of repair units. This provides you incentive to eliminate all three
of his Crawlers in order to make him as weak as possible. 

But, when you have destroyed 2 of his Crawlers, he will start to activate
the self-destruct mechanisms. What this does is when he captures all 5, he
will activate it and he will win the game, and you will lose, somehow through
this magical ability. 

Now, you should let him capture all BUT TWO of the mechanisms, do make sure
that you have control of the western most station, and the closest station
nearest to that one, which is close to a set of Nod prisoners. Move your
Crawler and forces there in order to prevent Gideon from capturing either 
of them. This will make sure that he will not activate the stations. 

Make sure you have rescued all the prisoners, this is important, since these
forces will now come back, as an entire army, to aim you in attacking 
Gideon. This is invaluable, it will take a lot of pressure off you, and it
will provide a valuable distraction from your forces. Make sure that all 3
of Gideon's crawlers are out of the way, with this, we can finally take 
out Gideon.

Since you have control of two of the self-destruct mechanisms, you will be
able to have a 50/50 chance of getting Gideon when he appears. When he
does, attack him straight away, and if he isn't at the one you want, attack
him quickly. This will make Gideon take on a fair amount of damage, and you
will secure the station so your own Engineers can recapture the building.

With this, you can easily destroy Gideon and capture his crawler. When you
reduce his health down to about 3000, he will submit and he will stop his
attacks, and give into Kane. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.06] Bleed Out

"Commander, your life hangs in the balance - and with it, Kane's plan. Your
 new DNA will keep you alive for a short period of time, but you are not
 invincible. We have located a GDI Crawlerwith medical facilities that can
 sustain you until evacuation. Use your forces to capture it, then head to 
 the nearby airfield where you can make your escape."

 - Objectives - 

 1 - Repair the GDI Crawler
 2 - Deploy the GDI Crawler next to Kane
 3 - Get Kane to the Extraction Zone


 - Bonus Objective - 

 1 - Kill the Sniper
 2 - Capture the Forgotten Farm


You have an elite group of infantry, which makes your life easy already, 
since this group has a squad of engineers here as well. This is pretty useful,
attack the enemy GDI forces quickly, and use your Engineers to capture the
Crawler, it is pretty easy.

Now, move the Crawler back to where Kane is, and deploy your MCV there, it
is quick and easy, but make sure that you deploy it on the marker, otherwise,
the game will not register it. Now, when that is done, you will have the next
part of the mission to go.

It turns out, the IFF or Identification Friend or Foe, is bad with this
Crawler, so you will need to destroy the Nod forces that are defending the
airpad in order to get Kane to the helipad.

It is now that the Bonus Objectives appear, but really, these don't have
that big of an impact on the game, it is a waste of time really, but to kill
the sniper, you will need to have quick units, the enemy sniper is a Zone
Captain with a fair bit of speed. Meanwhile, the forgotten farm is pretty
easy to knock out, with your Mammoth Tank. Visceroids are a problem, only
to infantry. 

Use your Crawler to deploy Titans, that are useful to take out the enemy
Mammoth Tanks, and capture any Mammoth Husk that you can, in order to have
access to the Mammoth Tank, and use any Red Tiberium Upgrades in order to
boost the power of the Mammoth Tank. Make sure that they get to the Heroic
level, as well as upgrading them with the Blue Tiberium Core.

With Mammoths that are powerful and upgraded, you will be able to steamroll
the enemy here. Just push through the Nod base here, with 3 Mammoths though,
this is immensely easy, Mammoths will make sure work of the defending Nod
forces. This mission is just the prelude to the hard mission that is 
ahead, the final of the Nod missions, and the full story on Kane. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.07] The End of All Things

"At last Commander, the endgame. It is time to bring the Scrin Tower to a 
 fully active state. But we must wrest control of the TCN from our GDI 
 "friends" first. Once we have the network at 100% synced activity, the   
 ascension will only be a matter of time. Be advised, however; we have 
 learned that GDI is sending new experimental vehicles to the area. We have
 no further details on the matter. Commander, this is Kane's final move. We
 must not fail."

 - Objectives - 

 1 - Gain Control of the TCN
 2 - Destroy the Bomber without losing TCN Control


This isn't hard, but again, you will want the offensive crawler here, since
that is the most powerful weapon you will have in the arsenal. First, deploy
some Mantis tanks, as well as some Avenger tanks, this is basic and simple,
as well as getting 3 Engineers. Next to the TCN nodes, there are 3 husks that
you want to capture, there is a Mammoth Tank, an Avatar and a Mastadon. The
Mammoth and Avatar are on the Western side of the TCN node valley, which you
can get pretty easily, whereas the Mastadon is in the centre of the TCN node
valley on the GDI or Eastern side. 

Capture them, upgrade them, and boost them up. Now, capture the TCN nodes, to
get the TCN control up to 100%, you need to have control of more TCN nodes 
than the enemy. This is hard, there are a hell of a lot of enemy crawlers 
here, actually, 3, an offensive, defensive and support Crawler. They will 
seem to have an infinite amount of crawlers, but destroying the Crawlers
will make it easier to capture the TCN node. 

Whilst you are busy attacking the TCN nodes on the GDI side, you will hope
that your allies are defending the TCN nodes on your side, and hopefully
defending your nodes. You will be busy attacking the enemy here, and as 
long as you get control of the majority of the TCN nodes, you will get that
meter up to 100% eventually.

The hard part will be destroy the Arcus bomber that the enemy will send at
you when the TCN control belongs to you. This isn't hard if you know what
you are doing. Let the Arcus take over one side of TCN nodes, probably the
Nod side since your forces are on the GDI side, and send in your Scorpion
Tanks that you still have to pester the Arcus. Compared to the GST ship, you
are lucky that it doesn't repair itself.

Now, brace yourself when it tries to land on the GDI side. This is important,
for the Arcus to complete a bombing run of the TCN node, it will land on the
ground, and it will make it a ground unit, and with a Mastadon, Mammoth and
Avatar, fully upgraded with blue tiberium cores AND heroic status, it will
dish out tons of damage. And best of all, it will try to take off and then
reland, to no avail, but make sure that your units are out of bombing range.

Destroy the GDI Arcus bomber, it isn't that hard, because of one simple thing,
to lose TCN control, you need to lose ALL the TCN nodes, so you will be
able to trap it around 1 single node. This is the key to the mission, and
as long as you follow that, the Arcus bomber isn't as feared as it should
be. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.08] The Story of Kane

So, what is the story of Kane, the man behind the Brotherhood of Nod? It is
quite simple, he is not human. He is an alien, so to speak, he has been 
stranded on Earth for a long period of time, at least before 1800 BCE, since
that is the foundation of the Brotherhood of Nod. From what he said, when he
arrived, humans are still in huts and caves, that would put him between 4000
to 6000 BCE. 

Kane was strained here with another traveller, a man named Abel, who Kane 
killed, for reasons not clear. Given that Kane has ascended, we will not
know. But what is clear is what Kane has done over the years, he has helped
humanity develop to where they are now, he has provided the knowledge, the
tools that uplifted them from the Stone Ages into the Modern Era in the matter
of a few thousand years.

He made his earliest known appearance in Red Alert, where he was an advisor
to Stalin. Along with Naida, a NKVD officer, he was able to effectively
guide the actions of the Soviet Union during the Second World War against the
Allies. The Allies defeated the Soviets, however, Kane was no where to be
found, after killing Nadia. He disappeared. Vanished. For now.

The Brotherhood of Nod, under the leadership of Kane, remained hidden until
1995, when Tiberium landed on Earth, and that became the turning point of 
the Brotherhood of Nod, and when the history would change forever, and his
grand plan for Ascension. 

Between the end of the Second World War and 1995, Kane had been building up
his influence in poorer nations, building up Brotherhood support, and with the
discovery of Tiberium, the message to upturn the existing wealthy nations
of the G8 nations. 

With this, support grew for Nod, and Kane's knowledge about Tiberium made
him powerful in the field of Tiberium Research, something the G8 nations were
very interested in, and the purchase of technology about Tiberium from Kane
made the Brotherhood wealthy. And with this, they built an army, whilst
Kane remained elusive from various police forces.

To counter the rising threat of the supranatural Brotherhood of Nod, the G8
nations established the GDI, the Global Defence Initiative. This eventually
lead to the First Tiberium War, where Nod fought GDI both in military 
conflict, Tiberium research and most importantly, public opinion. 

The turning point of the First Tiberium War was the reporting of the Bialystok
Massacre, where a Nod reporter spread that the massacre was performed by
GDI forces, which stopped all UN funding to GDI, and made GDI pretty much
the most hated public figure, more than Nod.

It appeared that Kane had succeeded, but this was all a ruse by GDI, where 
Nod attacks on apparently empty GDI bases were repelled, and expelled from
their base of operations. Meanwhile, Kane had problems of his own, his second
in command, Seth, was secretly plotting the downfall of Kane, and in reply,
Kane killed Seth. 

Finally, GDI tracked Kane to Bosnia, and General Soloman (played by James Earl
Jones!), lead GDI forces to the facility in which Kane was supposed to be in,
but he was not, in fact, all GDI forces found were test subjects, and among
them, an infant supersoldier, by the name of Michael McNeil. 

When they finally found that Kane was in Temple Prime in Sarajevo, GDI 
attacked immediately, and after a siege, destroyed the Temple with the Ion
Cannon, however, Kane was not found, he was no where in sight. 

With his apparent death, Kane remained underground, his face was scarred and
he had to wait until it healed. For all intents and purposes, he cut off ties
with the Brotherhood of Nod, which subsequently splintered into various 
factions, the largest by a GDI puppet, Hassan, who was subsequently killed
by the Commander of the Black Hand, Anton Slavik. This eventually led to the
Second Tiberium War.

During the war, Kane secured the Tacitus, which lead to further insights on
Tiberium, as well as other areas, through Kane's translation of the device. 
His knowledge from the Tacitus lead to the development of an world-altering
missile, which was consequently destroyed by Michael McNeil, a former
prisoner of Nod, and was impiled by McNeil.

Meanwhile, Kane developed CABAL, an intelligent AI to help translate the
Tacitus, and when the second apparent death of Kane, it placed Kane inside
a statis tube until Kane completely regenerated. Meanwhile, CABAL went 
rogue, when it was reactivated by GDI after its deactivated at the end of 
the Second Tiberium War, it assassinated Tratos, the forgotten who was able
to translate the Tacitus, as well as assassating the Nod Inner Circle, in 
order to obtain the second part of the Tacitus. This forced Nod and GDI to
develop an uneasy alliance to defeat the rogue AI.

With CABAL going rogue, Kane developed LEGION, a new AI with information
based off the Tactius, and it is through LEGION that Kane acted. Meanwhile,
the biggest faction was lead by Marcion, after the assassination of Slavik, 
who assumed control of the Black Hand. During the Rio Insurrection, Kane
took control over the Black Hand, and used Marcion as a puppet until he was
to reappear again. 

Kane reannounced his appeared with the Third Tiberium War, by completely
destroying the GDSS Philadelphia with nuclear weapons whilst Goddard Space
Centre, in charge of ASAT defence of the Philiadelphia was offline. This 
cut the top command of the Philiadelphia in a single swipe. Nod launched
major attacks on GDI Blue Zones, zones with little Tiberum infestation, 
but GDI, lead by General Granger, pushed Nod forces back all the way to
Sarajevo, the home of the rebuilt Temple Prime.

With collapse of Nod defences near, acting GDI Secretary, Redmond Boyle,
order the use of the Ion Cannon against Temple Prime, and inadvertantly
triggered a Liquid Tiberium detonation, which obliberated all forces in the
area, as well as Eastern Europe's Yellow Zones. Kane seems to have been
killed again, but again, not the case. 

Meanwhile, with Kane apparently dead, Kilian Qatar took command of the
Brotherhood, forging an uneasy alliance with GDI to defend against the
Scrin invaders, and when Kane resurfaced, killed her for her supposed
treachery, not for forging an alliance, but rather, for her attack on
Temple Prime during the GDI siege, although this is not the case, rather,
it was the work of LEGION, under command of Abbess Alexa Kovacs. 

With Qatar removed, Kane managed to obtain the codes for the Scrin
Threshold Towers, and managed to defend a single tower from the GDI
onslaught. This tower was crucial to Kane's plan. However, his plan was
not complete, he needed the Tacitus, and activated LEGION which in turn
activated the Marked of Kane, and with this, managed to wrest control of
the Tacitus from GDI. 

By 2062, Tiberium, since the Liquid Tiberium explosion, evolved beyond
the control of GDI and their proven technology, such as sonic technology,
and infested even the best protected blue zones. He approached GDI, armed
with knowledge from the Tacitus, and proposed the Tiberiun Control 
Network, to keep it from overrunning the world, and with it, humanity.

During the Incursion War, Kane managed to obtain the final pieces for
his ascension, using the splinter faction of Nod seperatists, led by
Gideon, for Kane's alliance with GDI. Through skillful manipulation, Kane
managed to obtain the final pieces from GDI from the New York Public
Library, a data store. With this, his plans were almost complete.

Finally, along came the Fourth Tiberium War, or the Ascension Conflict,
in which Nod Seperatists led by Gideon, and GDI Extremeists, led by 
Colonel Louise James, formed an alliance to destroy Kane. James was
outraged for the alliance with who many still in GDI considered a mass
murderer. 

Whilst James utilised GDI resources to attack Kane's forces, Gideon 
killed off 4 out of the 5 keys to Kane's ascension, those with optical
implants developed from the Tacitus, needed to activate the Scrin Portal
at the remaining Threshold Tower. With this, Commander Parker was about
to activate the Scrin Portal. As he was about to do so, Colonel James
shoots Parker, but she is killed by Kane. With Parker's last few minutes
on Earth, he activates the Scrin Portal, in which Kane although through,
finally reaching his ascension. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.01] Offensive

GDI Offensive units are primarily based on tank troops, they are mainly tanks
and their main ability is the ability to see Blue Tiberium Core crates, 
whereas Defensive Crawlers will have the ability to build bases and Support
Crawlers have the Support Powers. 

 --==Unit List==--

 - Engineer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Repair/Support
 Tier   - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Cliffjumping
             Clearing Minefields
             Detecting Stealth units
             Detecting Burrowed units
             Reclaiming Husks


The Engineer in this game is more versatile than previous games, their
primary role of capturing buildings has been removed, and now they are used
to repair everything that belongs to friendly forces, they will repair
infantry units, land units, aerial units, structures, everything. They have
relatively weak armour though, and their attack is miserable, but they have
very high mobility, which allows them to retreat if they come under attack.
They are best deployed in teams of 3 to 4, it allows you to repair everything
that comes under attack and the ability to heal themselves if they are
targeted. 


 - Talon - 

 Command Points - 3 
 Build Time     - 10 Secs

 Role   - Recon
 Tier   - 1

 Armament  - Rocket Pods
 Armour    - Light
 
 Blue Tiberium Core Upgrade - Double Rocket Pods

 Abilities - Cliff Jumping


The Talon is based on speed, they have the ability to move anywhere on the 
map, with their abillity to cliffjump all over the place. They are fast, and
also, their rockets will give them a nice anti-air ability against early 
support aircraft. However, as the game progresses, their abilities and 
usefulness will be limited to collecting Tiberium Upgrade points. 


 - Wolf - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Infantry
 Tier   - 1

 Armament  - Gattling Guns
 Armour    - Medium

 Blue Tiberium Core Upgrade - Double Gattling Guns

 Abilities - None


The Wolf is a predator of prey, and prey in this case, are infantry units.
They are decent against infantry, and they can dish out damage against enemy
air units with their guns, which can be a bit of a headache to any support
player with their starting aircraft, and a nightmare for defensive players
with their infantry being shredded with Wolves en masee. However, when you
are fighting other offensive players, this may not be the ideal fighter.


 - Hunter - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Vehicle
 Tier   - 1

 Armament  - Armour-Piercing Cannon
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Cannon Damage

 Abilities - Combat Acclimation


The Hunter is the mainstay of your main forces, they are the basic tank, 
they are there to hunt down other tanks, although they will be weaker when
the game progresses on with the heavier armour rolls out. They are nice to 
use to basically attack the enemy and deny them the ability to move forwards,
and their combat acclimation skill allows them to gain veterancy, from normal
units to veteran, elite and heroic stages. The Hunter is there to hunt tanks,
and they do that well.


 - Titan - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Vehicle
 Tier   - 1

 Armament  - Laser Beam Cannon
 Armour    - Medium

 Blue Tiberium Core Upgrade - Dual Laser Cannons

 Abilities - Laser slows enemies


The Titan Mk II is the upgraded version of original Titan walker, and whilst
it does not leave a husk behind when it falls, it will leave a scar on the 
enemy when the Titan rolls through. Designed with laser cannons, it is quite
powerful against heavy units, and early on, they are best used en masse 
against enemy crawlers, given that Crawlers have heavy armour. Their ability
to slow down enemies will make them useful on the battlefield, allowing your
weak units to retreat, and giving time for your slower units a bit more time
to move forwards. 


 - Striker - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Recon, Hit and Runs
 Tier   - 1

 Armament  - Laser Beam Cannon
 Armour    - Light

 Blue Tiberium Core Upgrade - Prism Beam

 Abilities - Cliff Jumping


The Striker is a weaker laser unit, weaker than the Titan, but significantly
faster than it, which means them perfect for really annoying harassing the 
enemy Crawler. However, their light armour will make them very vulnerable 
if the enemy has some sort of defence up, since lightly armoured units don't
tend to last very long against enemy forces. Their blue Tiberium upgrade
is very useful however, it makes them reminiscent of the Prism Tank from 
Red Alert 2, and the Spectrum technology in Red Alert 3, the beam will hit
the target, and then beams will, from the attacked target, prism out and hit
other targets, doing damage all around. This truly makes them a useful unit
against defensive players, and reminiscent of the Prism Tank, powerful against
buildings, but hopeless when the enemy gets some armour out.


 - Bulldog - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Recon, Anti-Infantry
 Tier   - 1

 Armament  - Mounted Shotgun
 Armour    - Light

 Blue Tiberium Core Upgrade - Second Shotgun Barrel

 Abilities - Detecting Stealth units
             Detecting Burrowed units


The Bulldog is similar to the GDI Pitbull, it is fast, and can hold its own
against infantry and use to scout out the enemy and the location of their 
crawler. It is useful as a mobile detector against sneaky Nod forces, but
you will always have your engineers for that job. It can take out enemy
aircraft as well as infantry, and with a shotgun, as in most shotguns, if
enemies bunch up together, you will hit all of them. However, their light
armour lefts them down, but that is traded for mobility. 


 - Shockwave - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Artillery
 Tier   - 2

 Armament  - Sonic Cannon Blast
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Blast Damage

 Abilities - Cliff Jumping


The Shockwave is the cheap artillery unit that you can use when you don't 
have access to higher tier units. Its blast attack is a nightmare when you
are using turrets, since it is damn effective against structures, as well as
horrifying to lightly armoured units, such as infantry and light vehicles,
and their mobility to cliff jump makes them useful to get to places where 
enemy forces cannot. However, although they may be good against lightly 
armoured units and structures, they have no defence against aircraft, so
support players will have a field day against them. Make sure you protect
them, their medium armour will not protect them from battle tanks.


 - Sandstorm - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Aircraft
 Tier   - 2

 Armament  - Multiple Launch Rocket System Pods
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Missile Racks

 Abilities - Cliff Jumping


A Santstorm this unit is, it is a sandstorm of rockets that are fired at you
when this unit is done with it's salvo. With increased missile racks, the 
number of those missiles fired at you double, which is truly scary. As well
as being a rocket weapon, it will shred aircraft with their one and true
weakness, which makes this a support player's worst nightmare. Their mobility
with the ability to cliffjump and medium armour, means that they are safe
from most things, bar a group of angry battle tanks that want vengence. 


 - Commando - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Elite Infantry
 Tier   - 2

 Armament  - Railgun Cannon
             Shoulder-Mounted Rocket Pods
 Armour    - Light

 Blue Tiberium Core Upgrade - Second Railgun Cannon

 Abilities - Jumpjets
             Upgrades GDI Vehicles


The Commando is not the same as previous commandos, only with upgrades can
they actually do some decent damage against structures, but in their
un-upgraded forms, they will have dual weapons, they will have the ability
to kill tanks with their railgun cannon, and the ability to harass enemy
aircraft units with rocket pods. However, they are not a serious threat on
the battlefield, and are best used to enter GDI vehicles, where they will
automatically promote that unit to Heroic, regardless of current rank, which
is useful if you have a Mammoth Tank waiting in the wings.


 - Refractor - 

 Command Points - 10
 Build Time     - 15 Secs

 Role   - Anti-Vehicle, Anti-Crawler
 Tier   - 3

 Armament  - Heavy Ion Laser Beam
 Armour    - Heavy

 Blue Tiberium Core Upgrade - Increased Laser Damage

 Abilities - Reflects Damage


The Refractor is a very interesting unit, mainly because of the mirrors in
front of the main weapon are powerful enough to reflect any damage that comes
into contact with the mirrors, be it on other units or the enemy. This makes 
them pretty hard to kill on the battlefield, but when they remove their 
mirrors to fire their laser cannon, they are vulnerable, especially against
the very weapon they are firing, lasers. However, if a laser weapon hits the
refractor whilst in it's mirrored mode, it will reflect the beam back at the
source, which makes them vulnerable to your fire. 


 - Mammoth Tank - 

 Command Points - 10
 Build Time     - 15 Secs

 Role   - Anti-Everything that pisses it off
 Tier   - 3

 Armament  - Dual Cannons, Dual Rocket Pods
 Armour    - Heavy

 Blue Tiberium Core Upgrade - Increased Cannon Damage due to Railgun Upgrades
                              Quad Rocket Pods

 Abilities - Taunt Laser


What makes the Mammoth Tank so feared? It is because it is exceptionally
powerful. With rocket pods to knock out aerial units and cannons to make
mince out of enemy battle tanks, this is your frontline when you want to 
take on a heavily fortified enemy. And with the increase in sheer firepower
with the blue Tiberium core, it will only serve to make your enemies run in
fear faster. Their taunt laser, if used, can only make it worse, forcing
enemies to shift their fire from other units to your Mammoth Tank, where it
will soak up damage and shell it out. Truly to be feared, if you see three
heroic mammoths with blue Tiberium upgrades, I suggest running in the other
direction. Be aware that it will leave a husk when destroyed, leaving its
veterancy and blue Tiberium core intact. 


 - Mastadon - 

 Command Points - 12
 Build Time     - 20 Secs

 Role   - Artillery
 Tier   - 3

 Armament  - Tusk Artillery Blast
             Dual Rocket Pods
 Armour    - Heavy

 Blue Tiberium Core Upgrade - Quad Rocket Pods
                              Double Depth Charge Capacity

 Abilities - None


This is similar to the Walkers you see in Star Wars, these guys are my 
favourite unit in all of the GDI Arsenal, even ahead of the Mammoth Tank, 
due to it's sheer awesomeness. It has an artillery blast attack, demolishing
light infantry and vehicles and demolishing structures. Rocket pods will
hit aircraft who come too close as well as those who are too close to the
Mastadon to engage with their artillery blast. Combined with Mammoth Tanks,
a small combination of these two units, protecting the Crawler, will be more
than enough to siege and destroy an enemy base with absolute ease. This is
just the vanilla Mastadon, without upgrades.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.02] Defensive

GDI Defensive forces are heavily based on infantry, and their Crawler has
the ability to call in defensive structures to protect themselves, and all
that fall within their attack range. They also have the ability to call in
the iconic GDI Weapon, the Ion Cannon, although the Ion Cannon is somewhat
dimmed down, given that it no longer is based off satellites, but rather,
a mirror to fire beams at enemies. 

 --==Unit List==--

 - Engineer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Cliffjumping
             Clearing Minefields
             Detecting Stealth units
             Detecting Burrowed units
             Reclaiming Husks


The Engineer in this game is more versatile than previous games, their
primary role of capturing buildings has been removed, and now they are used
to repair everything that belongs to friendly forces, they will repair
infantry units, land units, aerial units, structures, everything. They have
relatively weak armour though, and their attack is miserable, but they have
very high mobility, which allows them to retreat if they come under attack.
They are best deployed in teams of 3 to 4, it allows you to repair everything
that comes under attack and the ability to heal themselves if they are
targeted. 


 - Dozer - 

 Command Points - 3
 Build Time     - 8 Secs

 Role   - Repair/Support
 Tier   - 1

 Armament  - Repair Beam
 Armour    - Light

 Abilities - Repairs units and structures
             Deploys EMP Mines
             Constructs Outposts


No, this isn't the USA Dozer from Command and Conquer: Generals, but rather,
it is an upgraded engineer. Sure, it doesn't have the mobility, but it does
have the repairing power, and it does have 2 nifty abilities, it will be able
to deploy EMP mines on the battlefield, which is visible, but if you use them
correctly, in particular, against offensive based opponents, will make them 
useful at bottlenecks. Also, it is the only means for you to construct your
outposts, which are useful if you are going to be hiding from a distance, and
have your eyes and ears everywhere.


 - Spartan Tank - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Vehicle
 Tier   - 1

 Armament  - Tank Cannon
 Armour    - Medium

 Abilities - Deploys Cannon Platform on Death


This is really your only tank unit, the grunt of your army, your main battle
tanks, the rest aren't really tank units. This is quite a nifty little tank,
it is your standard tank, so it can hold its own early on against other 
tank units, and here is the kicker, when the tank is destroyed, it will 
turn into a Cannon Turret right there, without cost to you, or a drain on
your power. It doesn't exactly have a long shelf life, if they blew up your
tank, they can do the same with the platform, but the important thing is 
that it ties up the enemy for just that little longer, and every second
counts if you are rushing units up to the front line or replacing fallen
units or structures.


 - Zone Lancer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Anti-Vehicle
 Tier   - 1

 Armament  - Laser Cannon
 Armour    - Light

 Abilities - Deploy Lance Platform


The first of the GDI infantry units, the Zone Lancer is basically the
advanced version of the GI from Red Alert 2. It is a solid unit, it has
a laser cannon, which makes them very useful against vehicles, especially
against enemy heavy units, such as Crawlers and Tier 3 tanks, but it will
also have the ability to deploy into a Lance Platform, which will make them
stationary, so they cannot move, however, the cost of mobility will be 
increased range, which is useful against vehicles, every little bit counts, 
as well as increased armour, that means that they can live that much longer
on the battlefield when deployed in their lance platform.


 - Zone Trooper - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Anti-Vehicle
 Tier   - 1

 Armament  - Portable Railgun Cannon
 Armour    - Light

 Abilities - Sprint


The Zone Trooper is a familar sight for those who have played Tiberium Wars, 
these guys were the infantry units armed with powerful Railguns, which made
them impossible to defeat with vehicles if they were sent against you en 
masse. In this game, they aren't as powerful as they were in Tiberium Wars,
which is a darn shame, but they are still powerful against enemy vehicles,
their railgun is a cannon type weapon, best against enemy tanks, which will
come very quickly in the game, but later on, when enemy units become harder
to kill with heavy armour, you will be changing these sturdy troopers with
lancers.


 - Zone Enforcer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Anti-Infantry, Anti-Structure
 Tier   - 1

 Armament  - Chaingun
 Armour    - Light

 Abilities - Rifle Anti-Structure Grenades


Zone Enforcers aren't that useful on the battlefield unless you are using
them in their anti-air role or to take out enemy commandos, the fact of the
matter is that the gun based weaponry against enemy forces, and they aren't
much use unless you are going to be fighting enemy light tanks, which is
unlikely, and infantry, which is reserved for defensive crawlers. However,
they are quick moving and they do a fair amount of damage, and when used in
a group with other Zone infantry, they will be able to help cover all the
bases. 


 - Zone Defender - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Anti-Aircraft
 Tier   - 1

 Armament  - Back-Mounted Dual Rocket Launcher
 Armour    - Light

 Abilities - Sprint


The Zone Defender is basically your main weapon against enemy air units, their
rocket pods will be able to remove enemy aircraft with absolute ease, given 
that that is their strong suit and exactly what they are there for. En masse,
they are also good against enemy vehicles, given that rockets are effective
against medium armour somewhat, but when it comes to infantry and heavy 
armour, it won't exactly be the most effective thing in the world. If you are
worried about enemy air units, keeping a few of these guys around won't bother
you too much. 


 - Zone Raider - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Structure, Anti-Vehicle
 Tier   - 2

 Armament  - Laser Cutter
             Sonic Blast Bombs
 Armour    - Light

 Abilities - Sprint


The Zone Raider is the first in the advanced line of Zone infantry, and they 
are Tier 2 because they have 2 weapons, a blast weapon that they will use when
they are facing structures, and a laser cutter weapon which makes them useful
against enemy heavy vehicles. Although they do have the weakness when it comes
to light armour, their speed and versatility will make them hard to fight 
compared to conventional tank forces, that and their ability to hide all over
the place helps as well. The Raider is a decent unit, but watch out that their
command cost is a bit higher compared to normal infantry.


 - Armadillo - 

 Command Points - 8
 Build Time     - 15 Secs

 Role   - Anti-Infantry, Garrison Vehicle
 Tier   - 2

 Armament  - Gattling Gun
 Armour    - Heavy

 Abilities - Garrisons Infantry


The Armadillo is your APC, it carrys your infantry all over the battlefield 
and what is important is that it is heavy armour, it will protect your forces
against the enemy guns that are targeting your infantry. This is useful given
that your forces aren't exactly the pinup model for the strongest unit on the
battlefield. Furthermore, it does have protection in the form of the gattling
gun, which is useful to clear off enemy infantry, if they get too close and
attacking your infantry. It allows your infantry to do hit and runs, and gives
good cover as well.


 - Zone Captain - 

 Command Points - 10
 Build Time     - 15 Secs

 Role   - Anti-Structure
 Tier   - 3

 Armament  - Miniature Ion Cannon Blast
 Armour    - Light

 Abilities - Cliffjumping
             Sprint
             Uplink with Ion Cannon to gain EMP Effect on Blast


This is the best of the best in terms of what GDI infantry forces have to
offer. The Zone Captain is there to take out structures mainly, but it does
have an EMP blast effect, which does make them useful against enemy vehicles
as well. With an Ion Cannon, their blast effects with have an EMP effect as
well, which makes them more dangerous, and the reason that they aren't cheap
to field out on the battlefield. This, along with a mix of Raiders, Lancers,
Enforcers, Troopers and Defenders will provide a very powerful infantry force,
and if backed up with a powerful group of engineers in terms of healing, you
will be hard to beat in a fair battle.


 - Rhino - 

 Command Points - 12
 Build Time     - 20 Secs

 Role   - Artillery
 Tier   - 3

 Armament  - Rhino Artillery Blast
 Armour    - Heavy

 Abilities - Unpack for Artillery Mode


The Rhino is one of the units that will leave a husk behind, and the Rhino
is basically your powerful artillery unit. It cannot attack when it is packed
up, so you will need to unpack the Rhino if you want to fire it. It will 
create an earthquake around the area in which it is deployed, and will 
constantly do that, so it will damage and slow enemy units that are around
the Rhino, as well as knocking any burrowed units out of the ground, given 
that the earthquake will probably destroy them if they do not unburrow. They 
have long range as Artillery, so don't worry about that, you probably need
some spotters in terms of infantry. 


 - Juggernaut - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Structure
 Tier   - 3

 Armament  - Triple Juggernaut Blast Cannons
             Mortar Blast Cannon
 Armour    - Medium

 Abilities - None


The Juggernaut is back. It isn't as powerful as before, but it still is a 
powerful unit against reinforced positions, it is useful limited to vehicles
and strucutres. However, this is a powerful unit, but if you are looking at
artillery, you might want to change to look at the Rhino, it is a far better
artillery unit, but then the Juggernaut is cheaper on your command points and
it is a tad more mobile, they do not need to unpack in order to attack the
enemy, but remember, they do have a minimum range, which is a problem if they
are swarmed by enemies. The power is there, but the Juggernaut really isn't 
the best unit to use. 


 --==Structures==--

 - Outpost - 

 Power Points - 3
 Build Time   - 10 Secs

 Upgrade Options - Comm. Tower      - Consumes 1 Power, 5 Seconds, Tier 1
                   Shield Generator - Consumes 1 Power, 10 Seconds, Tier 2
 Tier            - 1

 Armament  - None
 Armour    - Heavy

 Abilities - Comm. Tower
             Shield Generator
             Provides a build radius around it
             Reveals fog of war
             Detects stealthed units


This is the outpost, which can only be built by a Dozer unit, and it can be
upgraded from a useless outpost, into a building that has a communication
tower, which increases your vision with fog of war, overall build radius with
your Crawler, and when fighting Nod forces, is able to detect stealth units,
which is very handy. Basically, if you are planning to fight mobile wars, you
will need to have some defences around key Tiberium Nodes with some heavy
defences, and an outpost is certainly a means to do this, and given that
Nod forces love to hide, this is certainly a way to make sure that if they
have a successful attack, it will be very punishing on their strike forces. 


 - Bunker - 

 Power Points - 6
 Build Time   - 10 Secs

 Upgrade Options - Reinforce - Consumes 1 Power, 8 Seconds, Tier 2
 Tier            - 1

 Armament  - None
 Armour    - Heavy

 Abilities - Garrisons Infantry


The Bunker is just right for infantry, it holds 2 infantry units, but what
it lacks in capacity, it makes up for in defence, whilst in there, the 
infantry within can still cause havoc, and when the bunker is destroyed,
they can cause havoc outside the bunker, retaining the health in which
they had when they entered. With the Reinforce upgrade, it grants a machine
gun on the bunker, which is useful for dishing out a bit more damage, but
it will also upgrade the armour from Heavy to Reinforced, and that will make
it take more of a punishment to destroy, and force the enemy to use blast-
based units to effectively take them out. A few reinforced bunkers with 
a good mix of infantry is a pretty hard thing to take out.


 - Guardian Cannon - 

 Power Points - 6
 Build Time   - 15 Secs

 Upgrade Options - Reinforce, Consumes 1 Power, 10 Seconds, Tier 2
 Tier            - 1

 Armament  - Guardian Cannon
 Armour    - Heavy

 Abilities - Shock Shells


This is your main defence against enemy tanks, the Guardian Cannon is armed
with a cannon, which is only useful to take out ground units, but it is 
effective nonetheless. It also is armed with shock shells when the cannon
fires, which slows down enemies, similar to the Titan's laser. Reinforce 
here will only make the Guardian Cannon harder to remove, it will shove the
armour rating from Heavy to Reinforced, as well as the other perks such 
as increased range with it, making it a nightmare if these are used en masse
against Offense Crawlers. 


 - Missile Turret - 

 Power Points - 6
 Build Time   - 15 Secs

 Upgrade Options - Reinforce, Consumes 1 Power, 10 Seconds, Tier 2
 Tier            - 1

 Armament  - Patriot Rocket Pods
 Armour    - Heavy

 Abilities - Patriot Missile System


The Missile Turret is the nightmare against enemy Support players, it is 
armed with rocket pods, which are deadly and lethal to aircraft, as well as 
dealing pretty good damage to enemy ground tanks. The Patriot Missile System
is a nice system, it links targeting information from the attacking Turret
to nearby turrets that are not within range so that they too can attacking,
even though they are not in range. This is a nice weapon, but when facing
concentrated strike groups, lone turrets are no match.


 - Tunnel Networks - 

 Power Points - 2
 Build Time   - 10 Secs

 Upgrade Options - Expand Network, Consumes 1 Power, 10 Seconds, Tier 3
 Tier            - 2

 Armament  - None
 Armour    - Reinforced

 Abilities - Light and Medium units travel instantly between tunnels


The Tunnel Network is basically a means for travel. If you have a Crawler
and place a Tunnel Network in one location, and travel to another and place
a tunnel network there, it will allow light and medium units, which is most
of your forces, through to travel instantly, and with the Expand Network
option, it allows heavy units, so if you have tunnel networks in place, and
change to the Offense Class, the enemy may get a nasty surprise when a few
Mammoth Tanks roll out of the tunnel network and into the back of their 
established position. Used wisely, this is a useful structure, similar to
the Tunnel Networks the GLA had in C&C Generals. 


 - Falcon MLRS - 

 Power Points - 10
 Build Time   - 20 Secs

 Upgrade Options - Sonic Rockets, Consumes 1 Power, 15 Seconds, Tier 3
 Tier            - 2

 Armament  - Multiple Launch Rocket System
 Armour    - Reinforced

 Abilities - Rocket Barrage
             Patriot Missile System


Think of this as an upgraded missile turret, it will pack a powerful
punch against air units, and it can be used sparsely as a defensive weapon,
given that it has, like the missile turret, the Patriot Missile System
which allows out of range turrets to access the targeting information from
an attacking turret and attack. It will also have the ability to launch
barrages against a ground location, which is a nice ability to have if you
can see a group of enemies moving towards a certain location, drop some 
rockets on them. Sonic Rockets give the MLRS system additional hitpoints,
and upgrades the rockets, so that they will do area of effect damage as well
as slowing them down. 


 - Focus Beam - 

 Power Points - 10
 Build Time   - 20 Secs

 Upgrade Options - Armour Up, Consumes 1 Power, 15 Seconds, Tier 3
 Tier            - 2

 Armament  - Focus Laser Beam
 Armour    - Reinforced

 Abilities - Increased laser damage when focus firing on an enemy


The Focus Beam is quite an interesting form of base defence, it is a beam
in which it will fire a laser, which will deter the heavy units of there are
a few focus beams around, and when you concentrate on one enemy, the longer
the focus beam has fired on an enemy, the more damage it will do, so against
a sustained attack, the enemy will slowly become more and more damaged at an
increasing rate, provided that your focus beam does not hit the dust, so make
sure you have a few dozers or engineers around. Armour up is the ability
in which your main weapon is disabled, but armour and defence is increased, 
making it harder to destroy, such that it is effective as a decoy, and it
will increae damage and slow the enemy more with the secondary beam, as well
as reducing the ability of enemies to dodge your attacks. 


 - Skystrike Artillery - 

 Power Points - 12
 Build Time   - 25 Secs

 Upgrade Options - None
 Tier            - 3

 Armament  - Skystrike Blast
 Armour    - Reinforced

 Abilities - None


This is your main weapon if oyu are going to be facing large groups of 
enemies, which are more or less rare given that there is a limit on how many
soldiers you can have on the field, given the command point limit. However,
this is a good second line of defence, your turrets and cannons should take
the first set of enemy attacks, and your artillery, with it's range, should
sit back and launch artillery strikes on the stationary forces, which are 
bound to be there, units don't tend to attack on the move very well. It is a
power sucking device, however, it is useful later in the game where you will
be needing a lot to keep the enemy at bay.


 - Crystal Shield - 

 Power Points - 10
 Build Time   - 20 Secs

 Upgrade Options - None
 Tier            - 3

 Armament  - None
 Armour    - Reinforced

 Abilities - Statis Field


This is a very interesting structure, this will allow you to project a statis
field around an area, which will render everything inside the field 
invulnerable, that is, cannot be destroyed or even damaged by enemy fire or
natural events, however, it comes at the cost that everything inside the field
is unresponsive, so you cannot command them. This makes it useful if you have
a base of operations, and it comes under attack when your strike force or army
is away. This will protect your forces long enough for either the enemy to
retreat, or your own forces to reinforce, or hopefully, outflank the enemy and
allow you to crush them, all whilst the statis field protects your base and
its defences, which come back online when the enemy is under attack. 


 - Ion Cannon - 

 Power Points - 15
 Build Time   - 30 Secs

 Upgrade Options - None
 Tier            - 3

 Armament  - None
 Armour    - Reinforced

 Abilities - Ion Cannon


This is the iconic GDI weapon, the Ion Cannon. This isn't the Ion Cannon 
though, anyone who has played Command and Conquer before in the Tiberium Saga
will know that the Ion Cannon is actually a satellite weapon and the ground
control here is a relay and a targeting uplink system, after all, what good
is a killer satellite weapon if it cannot fire? Anyway, this is a superweapon
where you can fire as many times as you want, and it has an EMP effect 
associated with it, however, the longer you let it recharge, the more powerful
the weapon is. Look at is this way, the satellite will need to charge up ions,
and that takes time. Rushing the satellite will only result in a partial 
charge, but letting it take its time will allow it to build up to capacity, 
and fire a powerful charge. It is a superweapon, but remember, this comes at
the cost of mobility and brute force, so you need to be careful. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.03] Support

GDI support forces use their air power, and variety of powerful new aerial
units that GDI has developed and concentrate on mobility to move and dance
around the battlefield. They are the only faction within the GDI that has
the ability to use the iconic GDI Orca unit, as well as some old faces that
has been upgraded. 

 --==Unit List==--

 - Engineer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Cliffjumping
             Clearing Minefields
             Detecting Stealth units
             Detecting Burrowed units
             Reclaiming Husks


The Engineer in this game is more versatile than previous games, their
primary role of capturing buildings has been removed, and now they are used
to repair everything that belongs to friendly forces, they will repair
infantry units, land units, aerial units, structures, everything. They have
relatively weak armour though, and their attack is miserable, but they have
very high mobility, which allows them to retreat if they come under attack.
They are best deployed in teams of 3 to 4, it allows you to repair everything
that comes under attack and the ability to heal themselves if they are
targeted. 


 - Orca - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Aircraft
 Tier - 1

 Armament - Comet Rockets
 Armour   - Medium Aircraft

 Abilities - None

The Orca has been in Tiberium games for a long, long time, they are the 
standard GDI air unit, and in this game, it is more or less the same as all
the other Orca units, the Orca MK V fires rockets at the enemy, and this does
make them more effective against enemy aircraft, which is wonderful, and
they don't have to go back to base to reload, which is awesome, they can just
loiter in an area, however, it does take them some time to reload their 
rockets in the middle of nowhere, and I seriously wonder where they get their
rockets from. However, Orcas don't carry a lot of rockets and they are 
outclassed later on in the game.


 - Sheppard - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Vehicle
 Tier - 1

 Armament - Sheppard Cannon
 Armour   - Medium

 Abilities - Increases dodge of nearby friendlies


The Sheppard is the standard tank that all the classes get, but like all the
other classes, there are little differences between this guy and other 
standard battle tanks. The Sheppard will give a little buff to nearby units,
such that the ability for your friendly units to dodge is increased. And this
is the special ability, in comparsion, Offense Crawlers are more powerful and
Defence Crawler tanks deploy into the platform. It is useful at the start, but
lacks the mobility that your air units possess.


 - Hurricane -

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Infantry
 Tier - 1

 Armament - Autocannon Guns
 Armour   - Medium Aircraft

 Abilities - Attach Sensor Pod


The Hurricane is your anti-infantry aircraft, it packs 2 autocannons and they
are quick at shredding infantry and they do have a large magazine, so they 
will be able to shoot at infantry for a while, and they will be able to damage
enemy aircraft as well, and they do have pretty high mobility, but like most
gun-based vehicles, it is pretty weak when it comes to dealing with vehicles, 
and they will be horribly outclassed when the enemy deploys rocket-based 
tank troops. But they are good against defence crawlers and commando type 
units, so you might want a few around. 


 - Spanner - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Stealth Detection
             System Restore


The Spanner is basically a flying engineer, it has the ability to fly aroun
and repair everything that is damaged, which is wonderful, however, it also
has the ability to detect units that are hidden, that are stealthed from view,
something that Nod forces can use to deadly effect. It also has the ability to
use System Restore, which is the ability to remove a positive buff from an
enemy as well as a negative debuff from your own forces, which is nice if they
are facing a massive firestorm. 


 - Paladin - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Heavy Vehicle
 Tier - 2

 Armament - Paladin Laser
            Anti-Missile Point Defence Laser
 Armour   - Medium Aircraft

 Abilities - Anti-Rocket Mode


The Paladin is the first of the powerful GDI aircraft, and the Paladin is a 
decent start. It is a heavy aircraft, but still is weak to rockets, but it 
does pack a heavy laser, and it also has another nifty little ability. In 
exchange to shutting down their lasers, they will be able to activate their
point blank laser defences, which shoots down enemy rockets firing at it and
prevent the rockets from damaging them, which is the best ability aircraft
have to get the hell out of a heavy SAM zone. 


 - Hammerhead - 

 Command Points - 8
 Build Time     - 15 Secs

 Role - Anti-Infantry, Anti-Aircraft
 Tier - 2

 Armament - Dual Rocket Packs
            Avenger Gattling Gun
 Armour   - Heavy

 Abilities - Increases rate of fire of friendlies


The Hammerhead has 2 weapons, a gun based weapon that like most gun-based
weapons mounted on vehicles, need to reload with a manual option, and they
will have rocket packs as well. This makes them a very powerful Anti-Air
option, since they can engage the enemy with their powerful rockets and 
their guns, and this mix will also keep weaker vehicles and infantry at bay
as well, given that they are using some decent weapons. They also have 
pretty decent health and armour, so not a bad anti-air option at all. 


 - Conductor - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Support
 Tier - 2

 Armament - None
 Armour   - Medium

 Abilities - Repairs units and structures
             Cliffjumping
             EMP Grenades


The Conductor is another support unit, they have the ability to repair your
units and structures, which is always handy in terms of supporting an army, 
and the ability to move up and down cliffs, handy when you need to escape
the enemy, since this unit does not have the ability to beat the daylights out
of the enemy. They also have EMP grenades, which do not do any damage, but 
they are good at disabling enemy vehicles and structures so that they cannot
attack you, giving you enough time to get your forces into position and get
rid of them, or to allow the hover vehicle time to escape.


 - Firehawk - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Structure, Anti-Aircraft
 Tier - 2

 Armament - Sidewinder Anti-Air Rockets
            Laser Guided Smart Bomb Blast
 Armour   - Medium Aircraft

 Abilities - Supersonic Thrusters


The Firehawk is back, and this time, it is a fair bit better. It does still
have it's bombs, and it still has the need to reload their bombs by flying
back to the MCV, they do pack some anti-air rockets for self protection this
time, after all, there are units that will attack air units that are air
units themselves. Like the previous game, they do have the ability to use
their thrusters, and this time, it will return them to the MCV where they will
reload their bombs and they will do so faster with their thrusters on, 
somehow. 


 - Kodiak - 

 Command Points - 12
 Build Time     - 20 Secs

 Role - Heavy Support
 Tier - 3

 Armament - Heavy Artillery Blast Guns
            Anti-Aircraft Guns
 Armour   - Heavy

 Abilities - None


The Kodiak is the the most powerful direct aircraft GDI has to offer. The 
Kodiak is named after a powerful GDI aircraft during the Second Tiberium War,
and it packs a powerful punch, it is a powerful artillery aircraft, as well as
a machine gun that will defend itself against enemy aircraft, so it is well
covered in both ground and air attack. Their blast guns, like all blast 
attacks, will do massive damage if the enemy is all grouped up, like a group
of engineers and infantry. A powerful aircraft, but they are weak to lasers,
and not rockets. 


 - Thunderhead - 

 Command Points - 10
 Build Time     - 15 Secs

 Role - Anti-Vehicle
 Tier - 3

 Armament - Heavy Ion Laser Beam
 Armour   - Heavy

 Abilities - Hover/Jet Mode


The Thunderhead is an interesting aircraft, it has two real modes, it will
be able to hover on the ground, which allows it to target ground units with
their powerful lasers, and that is pretty powerful against heavy vehicles and
crawlers, and they will be able to change into their jet mode, which allows
them to only target aircraft. As such, this mode changing will give them good
mobility around the battlefield, and their modes will let them target anything
they want, so a few of these guys will easily destroy crawlers, and it is one 
of the best crawler hunters out there.


 - Archangel - 

 Command Points - 10
 Build Time     - 15 Secs

 Role - Support
 Tier - 3

 Armament - Repair Beam
 Armour   - Heavy

 Abilities - Repair units and structures
             Sabotage Weaponry
             Supercharge Weaponry


The Archangel is named appropriately, it is an angel such that it will repair
everything on the battlefield with it's repair beam, but for 10 command 
points, it has to do something that normal GDI engineers cannot, then 
otherwise, why take up 3 engineer places with this? It has the ability to
supercharge weaponry of nearby units, which will increase the damage these
units do, and they will be able to sabotage the weaponry of the enemy, which
will decrease the amount of damage that enemies in a targeted area can do. 


 --==Support Powers==--

 - Recon Drone - 

 Cost: 10 Support Points

This is a simple ability, where a recon drone is called to a location of your
choice, and it will reveal the fog of war around that region for as long as 
that drone is in place, increasing your unit's attack range and their vision
range as well. Useful if you want to scout ahead of your forces.


 - Status Reboot -

 Cost: 10 Support Points

All enemy buffs from their own support powers and units are removed, and all
debuffs on your units from enemies and other sources are removed, as well as
slightly repairing your own units in this area. Useful if Nod forces are 
using Tiberium corrosion on your forces or enemies are powered up.


 - Overkill - 

 Cost: 10 Support Points

This will increase the rate of fire of all friendly units in the targeted
area such that damage dispensed is increased. Useful when you want to quickly
dispatch enemies that are in your path.


 - Tech Support - 

 Cost: 20 Support Points

At the target location, a Heroic Engineer is deployed in that area and ready
for any operations such as repairing structures or capturing fallen husks from
fallen heavy vehicles. It does not effect your command points and is useful 
when your forces are in a pinch, or a walker has fallen.


 - Repair Zone - 

 Cost: 20 Support Points

All friendly units and structures in the targeted area are instantly repaired
by an amount depending on how much health the unit or structure has and how 
damaged they are. This is the quick way to save units from certain death on
the battlefield.


 - Accelerated Construction - 

 Cost: 20 Support Points

The selected MCV will build units and structures faster for a short period of
time, which is useful if you want to quickly pump out structures and units to
defend yourself where time is critical. 


 - Supply Drop - 

 Cost: 30 Support Points

Supplies will drop in the form of Tiberium Cores, which will be green given 
that only offensive players will be able to see the blue cores, which is a 
quick way to get your veterancy up. 


 - Point Defense Shields - 

 Cost: 30 Support Points

This will quickly create shields around the units in the target location, 
which is useful when your units are under fire, and this is for all friendly
units, useful when you have walked into an ambush and need repairs or just to
fight your way off the area.


 - EMP Mine Drop - 

 Cost: 30 Support Points

This will drop EMP mines in the targeted area, which are visible to the enemy
since they are not stealthed, and when the enemy comes in contact, it will 
damage them and disable that unit for a short period of time, giving your 
forces time to kill them.


 - Mirror Coat - 

 Cost: 40 Support Points

All friendly units will gain a mirror coat, which will allow them to deflect
enemy fire for a short period of time, which will improve their survival rate
and have a chance to deflect fire onto the enemy. 


 - Sonic Artillery - 

 Cost: 40 Support Points

This calls down an artillery strike on an area, each shell that lands on the
area will deal area of effect damage as well as dishing out an EMP effect on
all enemies that suffer the wrath of the artillery shell.


 - Battle Hardening - 

 Cost: 40 Support Points

This will instantly have your troops battle hardened, which will give all your
units, or all friendly units in the targeted area with increased veterancy and
that will allow them to be a lot harder to kill, but hard for aircraft. 


 - Seismic Disturbance - 

 Cost: 50 Support Points

This will create an earthquake in a location, which will cause a hell of a lot
of damage to enemies in the area, as well as reducing the speed of the enemy
units effected and their dodging abilities. Since the earthquake shakes the
ground, it will also unburrow all hidden units and stealth enemies will be
detected as their little optical tricks will not save them from an earthquake.


 - Displacement Field - 

 Cost: 50 Support Points

This is where your units, in the targeted area, will have a massive chance to
dodge enemy attacks, which makes them nearly impossible to hit, which might be
useful if you have aircraft that need to avoid a lot of enemy rockets or just 
to get the hell out of dodge. 


 - Firehawk Airstrike - 

 Cost: 50 Support Points

This will call Firehawk Bombers into an area, where they will fire their 
missiles at everything in their area, and they will continue to do so until 
they run out of missiles or are destroyed, but the latter is least likely to 
happen, so you might want to choose between this and the Seismic Disturbance.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.04] Upgrades

Upgrades are in the upgrades tab, and are there to make your troops stronger,
and to make the Tiberium upgrade crystals worth fighting over. Anyway, they
all cost upgrade points, with all upgrades costing a single point. To upgrade
to Tier 2 units and upgrades, it will cost 5 upgrade points, whereas for Tier
3, it will cost a total of 9 points, a little pricy, but well worth the cost
since Tier 3 gives you the best in terms of firepower. 


 - Range Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All 

The Range Boost is simply that, it will increase the range of all Tier 1 
units, both in terms of their vision and their attack range, regardless of 
what type of unit it is.


 - Speed Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All

This is a range boost which will increase the movement speed of most of your
units, it will normally boost the speed of all Tier 1 units, bar a few.


 - Refire Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All

This will decrease the reload time, both automatic and manual, for all gun
based units, as well as Laser based units at Tier 1. 


 - Accuracy Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All

This will boost the accurary of all the Tier 1 units that are affected by
this upgrade.


 - Resonance Amplifier - 

 Type - Shockwave Upgrade
 For  - Offense

This will increase the dodge ability of the Shockwave unit, and it will also
allow it to detect stealthed units.


 - Missile Storm - 

 Type - Sandstorm, Talon, Commando Upgrade
 For  - Offense

This will give the Sandstorm the missile storm ability, which allows it to 
shoot rockets, with a lot less accuracy, but area of effect damage. It will
also add area of effect damage to the Commando and the Talon.


 - Demolitions Kit - 

 Type - Commando Upgrade
 For  - Offense

This is where the Commando really shines, it will allow him to throw C4 
charges at enemies, which is more fun if you're doing it, on heavy vehicles
and structures for a lot of damage, and finally gives a use to him.


 - Composite Armour - 

 Type - Crawler Upgrade
 For  - Offense

This merely increases the health and the armour of your Crawler, which makes
it harder to kill, which is always good if you are pushing with it.


 - Mirror Plating - 

 Type - Refractor, Mammoth Tank Upgrade
 For  - Offense

The Mirror Plating for the Refractor will absorb the incoming damage that
is pelted upon by enemies, and it will turn it into several beams using it's
mirrors and hopefully, hit the enemies. This will also give it a chance to 
completely bounce the attack completely to both the Refractor and the Mammoth
Tank.


 - Dispersion Bays - 

 Type - Mastadon Upgrade
 For  - Offense

This will allow the Mastadon to launch depth charges from the sides of the
walker, which is useful for enemies that get too close to the Mastadon and 
could not take out with rocket pods, and these depth charges are pretty 
powerful as is. 


 - Backup Systems - 

 Type - Husks Upgrade
 For  - Offense

This upgrade will protect your Mastadon and Mammoth Tank husk, it will 
increase health over time, and when they reach full health, they will 
automatically recover and be under your command again.


 - Advanced Composite Armour - 

 Type - Crawler Upgrade
 For  - Offense

This is another upgrade for the Crawler, it will boost the health and the 
speed of the Crawler, making it harder to destroy.


 - Medical Training - 

 Type - Zone Infantry Upgrade
 For  - Defence

This will give all your Zone Infantry the medical training upgrade, which
will increase their overall health and it will heal them whilst they are
inside buildings and vehicles, basically, garrisoned.


 - Enhanced Repairs - 

 Type - Dozer, Crawler Upgrade
 For  - Defence

This increases the speed in which the Dozer can repair units and 
structures, and it will increase the Defence Crawler by increase the 
healing radius and the speed of repairs by the Crawler.


 - Assault Packs - 

 Type - Zone Infantry Upgrade
 For  - Defence

With their new assault packs, several zone infantry units, such as the
Zone Troopers and the Zone Enforcers, with packs that allow them to now cliff
jump, which is handy, and allow their jetpacks to close the distance to the
target.


 - Defensive Matrix - 

 Type - Crawler Upgrade
 For  - Defence

A defensive matrix isn't really a matrix, it is more a big shield that is 
created around the Crawler, protecting all within when it is unpacked, and
this gives you time to get your forces out, ready to roll.


 - Reflective Dozer - 

 Type - Armadillo, Rhino Upgrade
 For  - Defence

The reflective dozer blades that this upgrade provides will allow the Rhino
and the Armadillo a chance to reflect enemy fire back on the enemy when it is
fired upon.


 - Sticky Bombs - 

 Type - Juggernaut Upgrade
 For  - Defence

This is just for the Juggernaut, it will allow the Juggernaut to launch a 
nice artillery minefield, where it will place mines all over an area of your
choosing. 


 - Enhanced Shields - 

 Type - Crawler, Crystal Shield, Tunnel Network, Outpost Upgrade
 For  - Defence

This increases the shield health that the buildings will provide, and it will
increase the rate in which the shield is regenerated by the buildings. 


 - Mobility Matrix - 

 Type - Crawler Upgrade
 For  - Defence

This will spawn a defensive shield around the Crawler, which is similar to the
defensive matrix as above, but instead of waiting for it to unpack, it will
have the shield on when it is mobile, so all the time, your Crawler will be
protected by a shield. 


 - Weapon Dampeners - 

 Type - Spanner Upgrade
 For  - Support

This is just for your spanners, it will allow for your spanners to decrease
the rate of fire for the weapons of your enemies, by dampening them.


 - Berzerker Engine - 

 Type - Hammerhead Upgrade
 For  - Support

This will allow the Hammerhead to basically spam missiles, it will fire a 
lot of missiles at your enemies, but it will be very inaccurate, but with
this on, it will decrease the speed of your unit and dodging abilities when
under enemy fire.


 - Electrolysis Projector - 

 Type - Conductor Upgrade
 For  - Support

It allows the Conductor to basically target an area and fire a lovely 
electric pulse in that area, and it will deal blast damage to enemies that
are in the area.


 - Advanced Thrusters - 

 Type - Crawler Upgrade
 For  - Support

The thrusters will improve the speed of your Crawler whilst it is in the air
and mobile.


 - Defensive Maneuvers - 

 Type - Kodiak Upgrade
 For  - Support

The Kodiak will have increased armour when this ability is used, as well 
as their speed being increased, and it will also increase the armour of 
all your friendly units around you, but in this mode, the Kodiak cannot fire
on your enemies.


 - Gravity Field - 

 Type - Thunderhead Upgrade
 For  - Support

The Gravity Field is an upgrade for the main laser gun of the Thunderhead,
it will basically force the unit to be stuck onto the ground with heavy
gravity, and they cannot dodge very well, and it will also reduce the dodging
ability of nearby units.


 - Augmented Reconstruction - 

 Type - Archangel Upgrade
 For  - Support

The Archangel will be forced to land, and stuck to the ground floor, basically
it is anchored to the earth, and it will heal all nearby friendly units whilst
it is stuck to the earth. 


 - Charged Capacitors - 

 Type - Crawler Upgrade
 For  - Support

For support players, this is invaluable such that it will increase the rate
in which Support Points are replenished. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.01] Offensive

Nod Offensive units are the best of the best in terms of what Nod has to offer
in terms of tanks and brute force warfare, something that Nod isn't really
built for, but it is a class none the less. Like their GDI counterparts, they
have the ability to see Blue Tiberium Core upgrades, whilst their defensive
breathen have the ability to build up defensive structures, and their
support cousins the ability to call in supporting powers. 

 --==Unit List==--

 - Engineer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Cliffjumping
             Clearing Minefields
             Detecting Stealth units
             Detecting Burrowed units
             Reclaiming Husks


The Engineer in this game is more versatile than previous games, their
primary role of capturing buildings has been removed, and now they are used
to repair everything that belongs to friendly forces, they will repair
infantry units, land units, aerial units, structures, everything. They have
relatively weak armour though, and their attack is miserable, but they have
very high mobility, which allows them to retreat if they come under attack.
They are best deployed in teams of 3 to 4, it allows you to repair everything
that comes under attack and the ability to heal themselves if they are
targeted. 


 - Raider - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Anti-Infantry, Recon
 Tier   - 1

 Armament  - Gattling Gun
 Armour    - Light

 Blue Tiberium Core Upgrade - Increased Gattling Gun Damage

 Abilities - None


The Raider is the quick, rapid attack unit, it is there to scout out the
enemy's position, gather the Tiberium Upgrade points and to mow down infantry
and make aircraft tingle when they enter your field of vision, but the fact
is that they aren't powerful against the main type of enemy units, enemy
tanks, and that will put you in a bad position when it comes down to it. It's
good against infantry, so that will put defence crawlers on alert, and good
against aircraft, so that puts support on alert, but field these against 
offensive armies, and prepare for losses.


 - Mantis - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Aircraft
 Tier   - 1

 Armament  - Rocket Pods
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Rocket Damage
                              Mantis Ballistic Rocket

 Abilities - None


Remember that robotic Mantis from Tiberium Wars? Well, their role in the game
is still here, to make sure that aircrafts suffer hell, but their pilot has 
changed. Anyway, the Mantis is a decent anti-tank and anti-aircraft unit, but
best against aircraft. Their rockets are good against infantry and tanks, but
not against heavy units. Their Ballistic Rocket is impressive, it allows for a
much more ranged attack, and it does quite a fair bit of damage, so that will
give them an anti-structure role. And they are pretty fast as well, so that 
will help your arsenal. 


 - Avenger - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Vehicle
 Tier   - 1

 Armament  - Tank Turret Cannon
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Cannon Damage
                              Additional Mines on Death

 Abilities - Mines Dropped when destroyed


The Avenger is your basic tank, it is a bulky looking thing, but it is the
same as the Hunter counterpart from GDI. It is best against enemy tanks early
in the game, and en masse, the Avenger can take down heavy units as well, but
they are limited to attacking ground units with their cannons, so you might 
want to bring in some Mantis units to protect them from air threats if there 
are some support crawlers on the loose. However, on the ground, they will be 
able to look after themselves, and en masse, early on in the game, it is 
nearly impossible to defeat if they are well supported. 


 - Scorpion - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Heavy Vehicle
 Tier   - 1

 Armament  - Obelisk of Light Laser
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Laser Damage

 Abilities - Burrowing


The Scorpion is basically your Titan tank, but a flashback to Tiberium Wars,
the Scorpion tank does indeed look like a Scorpion, and it stings with it's
tail, a powerful mini Obelisk of Light. It is best used early on if you want
to go Crawler hunting, which is fun in itself, and a good group of these 
little stingers will be able to eliminate a Crawler with ease, and the fact
that their range is so impressive as well makes them good to hit and run the
enemy Crawler and before the enemy can return fire, which makes them 
devastating. However, do realise that their weakness relies in their slow
speed, they cannot escape enemy fire very quickly, and if they are forced to
face the enemy head on, especially enemy tanks, they are in some serious
trouble. 


 - Attack Bike - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Recon, Anti-Aircraft
 Tier   - 1

 Armament  - Rocket Pods
 Armour    - Light

 Blue Tiberium Core Upgrade - Increased Rocket Damage

 Abilities - None


Now says hit and run without this guy, this is built for hit and runs. They
are cheap to field on the battlefield, 3 command points is the lowest you
can go for, and their rocket pods are enough to piss off an squadron of
aircraft or a small group of tanks. Their speed is definitely their defining
factor, they can hit aircraft effective and a good commander can do it such
that the bikes hit the aircraft, move out of their range, hit again, run away,
rinse and repeat. Their weakness comes from their armour and health, they 
cannot survive a direct confrontation, even though their weakness is gun-based
weapons, their health limits their role against ground forces. 


 - Spider Tank - 

 Command Points - 3
 Build Time     - 10 Secs

 Role   - Anti-Heavy Vehicle
 Tier   - 1

 Armament  - Spider Laser Beam
 Armour    - Light

 Blue Tiberium Core Upgrade - Increased Laser Damage

 Abilities - Burrowing
             Laser Web


The Spider Tank, although it probably doesn't deserve the name of tank, given
the armour, or lack there of, is pretty interesting to use, because of their
speed. Their laser beam and high speed makes them a good option later on in
the game against enemy Crawlers, and their laser web is an interesting 
ability, it will create a laser based spider web between multiple spider
tanks, and any unfortunate unit inbetween will continiously take damage from
the laser-based web. This is a powerful little ability, because the spider
tank has the ability to move quickly, which makes their ability pretty quick
to activate. Their weakness is definitely their health and armour, if they
try to laser web a powerful unit, say a Mammoth Tank, the web will not do that
much damage and they will be shredded by a railgun. 


 - Flame Tank - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Structure
 Tier   - 2

 Armament  - Devil's Breath Twin Flamethrower Blast
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Flame Damage

 Abilities - Firestorm


This is the Artillery unit of the Nod forces, and it is pretty hard to use, 
simply because they have to be in very close quarters in order for you to do
much damage. They do pretty good damage against all units, but their range, or
lack there of, will probably get them killed first, and their somewhat lower
mobility will make it hard for them to get out of the area when the enemy is
overpowering them. However, in groups, they can easily take down enemy 
structures, even the most powerful defences will crumble if they get the chance
to get close. In groups, they can use their Firestorm ability, where several
flame weapons can combine together to cause even more damage than usual. 


 - Stealth Tank - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Aircraft, Stealth
 Tier   - 2

 Armament  - Rapid Fire Rocket Pods
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Rocket Damage
                              Increased Dodge Ability

 Abilities - Stealth when not Firing


The stealth tank is one of the hardest units to counter if they are used 
properly, and the best unit in the game for hit and run attacks. Unless your
enemy is stationary and have plenty of stealth detectors lying around, you
are pretty deadly with stealth tanks, simply because they are fast, carry
4 rockets, and they are in stealth mode, that is, invisible to all units 
unless they are attacking or detected by a unit that can. To the enemy, there
is nothing more dangerous than the unknown, and if you have the ability to 
show that you are the master of the unknown, then the enemy is in some sort
of trouble. And given that they are very good against aircraft, nothing will
terrify a support player more than their powerful air fleet encountering a 
large group of stealth tanks right in their backside. 


 - Cyborg Commando - 

 Command Points - 6
 Build Time     - 12 Secs

 Role   - Anti-Heavy Vehicles, Hijacking
 Tier   - 2

 Armament  - Pilum Laser
 Armour    - Light

 Blue Tiberium Core Upgrade - Increased Laser Damage

 Abilities - Recovers health automatically
             Hijacks enemy vehicles in legless form


This guy is a painful unit to fight if you are using powerful ground forces,
including Mammoths and Mastadons. In it's current form, as a commando, it 
isn't anything that stands out from the rest, it is just another Nod unit that
packs a laser such that it is good against enemy heavy vehicles. However, what
does make it stand out is that when it is killed, you need to remember that it
is a commando, and it is a cyborg, so it will only lose it's legs, and it will
crawl all the way to an enemy vehicle, and it will hijack the vehicle and you
will gain control of it. What makes it so dangerous is that when that vehicle
is destroyed, the cyborg still comes out to play, so it is hard to remove. And
when it is in it's legless form, cannon fire and laser fire is very 
ineffective against it. And also, the unit about to be hijacked cannot move 
either. And this is the reason you need to pack anti-infantry forces when this
guy is around. 


 - Avatar - 

 Command Points - 10
 Build Time     - 15 Secs

 Role   - Anti-Vehicle
 Tier   - 3

 Armament  - Ballistic Cannons
 Armour    - Heavy

 Blue Tiberium Core Upgrade - Additional two Ballistic Cannons

 Abilities - Loses cannons to increase speed when damaged


The Avatar is meant to be the Mammoth Tank of the Nod forces, and it even 
leaves a husk as well. The difference is that the Avatar is a fair bit weaker,
a lot weaker. First of all, it only has 3 cannons, and will get 5 when it
gets the Blue Tiberium Core upgrade. However, when it starts to lose health,
your Avatar will trade these cannons for speed, which is a problem if you have
engineers ready to recapture the husk if it is damaged, rather than have it 
run away. Another is that it can only target ground units with the cannons,
which is a problem given that there are going to be air threats that you 
cannot deal with, unlike the Mammoth. As such, the Avatar is a lot weaker
as the most powerful unit in the Nod arsenal, and greatly underwhelming when
compared with the Mammoth Tank. 


 - Spectre - 

 Command Points - 12
 Build Time     - 20 Secs

 Role   - Artillery
 Tier   - 3

 Armament  - Spectre Artillery Blast
 Armour    - Medium

 Blue Tiberium Core Upgrade - Increased Blast Damage

 Abilities - Stealthed when not Firing


The Spectre is something that you see in the distance, it is a massive
artillery unit. Since it is artillery, it does have long range, and when it
is not firing, it does have the ability to stay stealthed, and this is very
important if you want to sneak into the perfect position to bombard the enemy
crawler. The problem with the Spectre is that it has relatively weak armour,
and as such, the enemy can quickly build up some cheap Tier 1 tanks and that
will easily dispatch the Spectre, given that they have armour that is weak 
against cannon based fire. As such, if you are planning to use these guys in
a firefight, you should protect them from cannon-based units, since they are
the cheapest and most effective counter. 


 - Widow - 

 Command Points - 10
 Build Time     - 15 Secs

 Role   - Anti-Vehicle
 Tier   - 3

 Armament  - Widower Laser Beam
 Armour    - Heavy

 Blue Tiberium Core Upgrade - Increased Laser Damage
                              Garrisons 2 Extra Spider Tanks

 Abilities - Garrisons Spider Tanks
             Burrowing


The Widow is driven by a female pilot, and that does make sense, after all, 
all the men have been killed off by her. Anyway, this is the best Nod Offense
has to offer, and this will leave a husk when it is destroyed. With the Widow,
it will carry 4 Spider Tanks inside of it, and drop it off wherever you see
fit. This is a powerful unit, it makes this the Heavy Vehicle killer, and as
such, it is deadly against Crawlers and high-end units. This can effectively
counter Mammoth Tanks, lasers are best against them, and they only have cannon
weapons to beat you with. And the spider tanks can be used well, unload them
quickly and form a web around heavy units, and watch them slowly be drained of
their health, and with a Widow firing on them, they will be in worlds of hurt.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.02] Defensive

Nod defensive forces is where things get interesting, they retain the notion
that infantry are the primary forces used, and they have access to Nod 
structures, including the symbol of Nod, the Obelisk of Light. They will
also have access to units that can burrow around all over the floor, which
makes them relative sneaky as well, to compliment their infantry forces.

 --==Unit List==--

 - Engineer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Cliffjumping
             Clearing Minefields
             Detecting Stealth units
             Detecting Burrowed units
             Reclaiming Husks


The Engineer in this game is more versatile than previous games, their
primary role of capturing buildings has been removed, and now they are used
to repair everything that belongs to friendly forces, they will repair
infantry units, land units, aerial units, structures, everything. They have
relatively weak armour though, and their attack is miserable, but they have
very high mobility, which allows them to retreat if they come under attack.
They are best deployed in teams of 3 to 4, it allows you to repair everything
that comes under attack and the ability to heal themselves if they are
targeted. 


 - Slave - 

 Command Points - 3
 Build Time     - 8 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Building Outposts
             Dropping Incendiary Mines


The Slave is the Nod counterpart of the GDI Dozer, it is basically an 
slower and less nimble engineer, but it gets to be able to drop some 
stealthed mines, which is pretty nifty, you can minefield chokepoints so
the enemy has no choice but to go over the minefield, and these ones will
cause blast damage, and given that you are flaming them with some fire, 
they will burn for a while. The fact that they are invisible is a means of
damaging an enemy force when they think that they are on the path to 
victory.


 - Centurion -

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Vehicle
 Tier - 1

 Armament - Centurion Cannon
 Armour   - Medium

 Abilities - Reflective Shield


The Centurion is a tank unit, where it will activate a reflective shield 
that will render incoming fire next to useless. When it is attacking, it
will activate the shield, to protect itself from enemy fire, and takes 
little damage in this state, whilst firing it's cannon at enemies, which 
does make them very powerful and useful in direct fights with enemy tanks,
but it will be vulnerable from the sides and the back, and there, they are
weak to enemy cannon fire, and they will suffer heavily if the enemy has
flanked them.


 - Reaper - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Anti-Heavy Vehicle
 Tier - 1

 Armament - Multiple Objective Laser System
 Armour   - Light

 Abilities - Automatically recovers health


The Reaper is really a mutant human that is attached to a mechanical 
spider chassis and designated as heavy infantry. Their lasers are very
powerful against enemy heavy units, and if you only have an army of
them, they will demolish crawlers with ease, as well as holding their
own against anything that blocks their path, except for counters to their
light armour. They are slow moving for infantry as well, as they can
suffer heavily from light vehicles that can hit and run them with their
gattling guns. 


 - Enlightened - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Anti-Vehicle
 Tier - 1

 Armament - Arm-Mounted Cannon
 Armour   - Light

 Abilities - Automatically recovers health


The Enlightened is your standard anti-vehicle infantry unit, they have little
in the terms of health, but they do have a powerful cannon, that, when used 
en masse, will be devastating to enemy tank forces early on in the game. The
Enlightened is basically a Nod soldier with a goal to destroy GDI forces, and
it is the only cannon based unit that a Nod commander can access early on in
their career, it is easy to unlock, compared to the Centurion, and given that
you can field a lot of these guys, don't underestimate them. 


 - Devout - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Anti-Infantry
 Tier - 1

 Armament - Arm-Mounted Gattling Gun
 Armour   - Light

 Abilities - Automatically recovers health


The Devout is your anti-infantry infantry unit, and that is a problem, their
gun based weaponry only makes them good against enemy light vehicles and other
infantry units, which isn't going to be practical on the battlefield, given 
that enemy armoured units aren't going to be forgiving based on their thicker
armour. Unlike GDI, where they need to watch out for hijacking units, Nod does
not have this problem, so you will not need these guys around, and besides, 
you have flame units to play with that do a pretty good job against infantry
regardless of weapon and armour types. 


 - Ascended - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Anti-Aircraft
 Tier - 1

 Armament - Dual Arm-Mounted Rocket Pods
 Armour   - Light

 Abilities - Automatically recovers health


The Ascended is basically your anti-aircraft infantry, their rocket pods, in
groups, will shred enemy aircraft with pretty good efficiency, and they will
do pretty good damage against light and medium armour, though you would not
want to use them against heavy armour, since it hardly makes a dent against
it. This makes them a support player's nightmare, they are cheap and easy to
produce, and hard to defeat, but again, as infantry units, they are pretty
damn easy to shred with guns and other infantry as well as light vehicles are
a good counter to this.


 - Black Hand - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Structure Infantry
 Tier - 2

 Armament - Holy Water Flamethrower Blast
 Armour   - Light

 Abilities - Ignite Ground


The Black Hand are the elite forces of Nod, they are one of the most powerful
infantry units that Nod has to offer, and they are well deserved, they pack a
powerful flamethrower. Although they have pretty short range, they are very
powerful against structures, given that all of them don't really fight 
infantry well, the structures are designed to defeat vehicles. Their flame
throwers are also good against infantry, and when in big groups, they can
shred all but heavy vehicles. 


 - Reckoner - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Armoured Personel Carrier
 Tier - 2

 Armament - None
 Armour   - Medium

 Abilities - Garrisons Infantry


The Reckoner is basically the same as the GDI Armadillo, given that it will
carry infantry, allowing them to move around the battlefield faster and have
some armour to protect them, as well as having them fire on enemies the
whole time, given that the Reckoner is unarmed. This is quite useful on 
maps that don't have much in terms of urban cover, or buildings, and with
several reckoners with basic infantry and engineers, it is a powerful and
rude shock to the enemy, given that a good mix of Tier 1 infantry and wreck
havoc on the battlefield and engineers will be able to heal them. 


 - High Confessor - 

 Command Points - 10
 Build Time     - 15 Secs

 Role - Anti-Structure
 Tier - 3

 Armament - Tiberium-Infused Blast 
 Armour   - Light

 Abilities - Tiberium Launcher


The High Confessor is the best Nod has to offer in terms of infantry, they
are powerful commando type units, where they will have a blast weapon that 
does a hell of a lot of damage to structures for an infantry unit. As an 
infantry unit, they are weak to gun based weapons, but they do have a lot 
of health and they will need to take a lot of damage before they will be
killed on the battlefield. That makes them different from their Zone Captain
counterparts, they will be able to take down aircraft, and with good 
proficiency as well. Their Tiberium Launcher ability is where their attacks
will corrode enemy armour and it will damage them and make them weaker to
your attacks on them. 


 - Aftershock - 

 Command Points - 12
 Build Time     - 20 Secs

 Role - Artillery
 Tier - 3

 Armament - Tiberium Vein Detonator Tank Blast
 Armour   - Heavy

 Abilities - Unpack


The Aftershock is a powerful artillery unit. It uses the Tiberium Vein
deposits within the earth to attack the enemy in a two-fold attack, it will
first use the Tiberium Vein underneath the enemy to create a geo-shockwave,
which is pretty much like an earthquake that will damage the enemy as well
as reducing their ability to dodge incoming fire, and then it will cycle to
a Tiberium cloud ability, where the Tiberium gases will corrode enemy 
armour, weakening them which makes them more vulnerable to enemy fire, as
well as damaging them. They are slow units, and pack heavy armour, so high
Tier 3 aircraft will be the means of defeating the Aftershock with little
consequence. 


 - Underminer - 

 Command Points - 10
 Build Time     - 15 Secs

 Role - Artillery
 Tier - 3

 Armament - Penetrator Burrowblast
 Armour   - Heavy

 Abilities - None


The Underminer is an artillery unit, but it is a strange unit, it will not
fire their artillery shell into the air, like all the other artillery units
that are out there, instead, it will fire an artillery shell, that is 
burrowed under the earth, attacking and blowing up the enemy from below. 
This is actually a useful ability, it prevents the enemy from pinpointing
where the attack came from, so if you manage to hide your Underminers well,
they will be hard to pinpoint and destroy, so that is another benefit as 
well. However, they are the hardest unit to unlock, given that you need to 
be at Level 20 to do this, but they are a powerful unit. 


 --==Structures==--

 - Outpost - 

 Power Points - 3
 Build Time   - 10 Secs

 Upgrade Options - Comm. Tower, Consumes 1 Power, 5 Seconds, Tier 1
                   Stealth Field, Consumes 1 Power, 10 Seconds, Tier 2
 Tier            - 1

 Armament  - None
 Armour    - Heavy

 Abilities - Comm Tower
             Stealth Field
             Provides a build radius around Outpost
             Reveals fog of war
             Detects stealthed units


The outpost is the same as the GDI outpost, except that instead of 
detecting stealth units, it will be able to provide a field of stealth
around it, which allows for your units to hide and wait for the enemy
to attack the outpost, and your units can give a nice surprise to the
enemy. This gives the outpost the classic Nod touch, and with this, you
can slowly advance towards the enemy with this, and they will be unable
to see you unless you are detected by the enemy. 


 - Bunker - 

 Power Points - 3
 Build Time   - 10 Secs

 Upgrade Options - Reinforce, Consumes 1 Power, 5 Seconds, Tier 2
 Tier            - 1

 Armament  - None
 Armour    - Heavy

 Abilities - Garrisons Infantry
             Burrow


The Bunker is just right for infantry, it holds 2 infantry units, but what
it lacks in capacity, it makes up for in defence, whilst in there, the 
infantry within can still cause havoc, and when the bunker is destroyed,
they can cause havoc outside the bunker, retaining the health in which
they had when they entered. With the Reinforce upgrade, it grants a machine
gun on the bunker, which is useful for dishing out a bit more damage, but
it will also upgrade the armour from Heavy to Reinforced, and that will make
it take more of a punishment to destroy, and force the enemy to use blast-
based units to effectively take them out. A few reinforced bunkers with 
a good mix of infantry is a pretty hard thing to take out. And with the Nod
touch, the bunker will be stealthed when it is upgraded. 


 - Viper Turret - 

 Power Points - 6
 Build Time   - 15 Secs

 Upgrade Options - Reinforce, Consumes 1 Power, 10 Seconds, Tier 2
 Tier            - 1

 Armament  - Viper Cannon
 Armour    - Heavy

 Abilities - Burrow


This is your main defence against enemy tanks, the Viper Turret is armed
with a cannon, which is only useful to take out ground units, but it is 
effective nonetheless. Reinforce here will only make the Viper Turret harder
to remove, it will shove the armour rating from Heavy to Reinforced, as well
as the other perks such as increased range with it, making it a nightmare if 
these are used en masse against Offense Crawlers, as well as it being 
stealthed when it does not fire on enemies. 


 - Rocket Pod - 

 Power Points - 6
 Build Time   - 15 Secs

 Upgrade Options - Reinforce, Consumes 1 Power, 10 Seconds, Tier 2
 Tier            - 1

 Armament  - Rocket Pods
 Armour    - Heavy

 Abilities - Burrow


Rocket Pods are your standard Anti-Aircraft turrets, they are good against
aircraft, given that their rockets are the best counter to enemy aircraft,
as well as doing pretty decent damage against enemy infantry and medium
armour vehicles. Unlike GDI, in which they can link their turrets together, 
the Rocket Pod will have the ability to Burrow underground when they want to
stay hidden. With their Reinforce ability, they will have their armour 
upgraded to Reinforced, as well as having better range and weaponry to 
fire on the enemy. 


 - Burrow Tunnel - 

 Power Points - 2
 Build Time   - 10 Secs

 Upgrade Options - Expand Network, Consumes 1 Power, 10 Seconds, Tier 3
 Tier            - 2

 Armament  - None
 Armour    - Reinforced

 Abilities - Light and Medium units travel instantly between tunnels


The Tunnel Network is basically a means for travel. If you have a Crawler
and place a Tunnel Network in one location, and travel to another and place
a tunnel network there, it will allow light and medium units, which is most
of your forces, through to travel instantly, and with the Expand Network
option, it allows heavy units, so if you have tunnel networks in place, and
change to the Offense Class, the enemy may get a nasty surprise when a few
Mammoth Tanks roll out of the tunnel network and into the back of their 
established position. Used wisely, this is a useful structure, similar to
the Tunnel Networks the GLA had in C&C Generals. The difference between
this and GDI tunnels is that Nod has the ability to stealth their tunnel
networks


 - Flame Column - 

 Power Points - 10
 Build Time   - 20 Secs

 Upgrade Options - Flamethrowers, Consumes 1 Power, 15 Seconds, Tier 3
 Tier            - 2

 Armament  - Flamethrower Blast
 Armour    - Reinforced

 Abilities - Fuel Air Bomb


The Flame Column has a short range, which is a problem as a defensive
structure, however, their flames, although they really won't be facing
enemy buildings, do pretty good damage to enemies who get too close, it 
will fry infantry, as well as melting the armour of tanks, which does a 
fair bit of damage to them over time. And like all other flame weapons,
it will slowly burn the enemy, and when the flame column is no longer 
firing at them, they will still take damage until the flames subside. 


 - Obelisk of Light - 

 Power Points - 10
 Build Time   - 20 Secs

 Upgrade Options - Prism Light, Consumes 1 Power, 15 Seconds, Tier 3
 Tier            - 2

 Armament  - Obelisk of Light Laser
 Armour    - Reinforced

 Abilities - Spectrum Light System


The most iconic Nod defensive structure that you have, the Obelisk of
Light is the powerful laser weapon that Nod has to offer, given that the
structure is the best means to defeat enemy heavy vehicles. The Obelisk
of Light is hard to destroy as it is, and enemy heavy vehicles, when
facing several Obelisk of Light structures, will either suffer losses, 
which is exactly what you want, or damage them until they retreat. The
Prism Light will allow the laser light of the Obelisk, when hitting the
enemy, to branch out and hit other targets as well. 


 - Incinerator - 

 Power Points - 12
 Build Time   - 25 Secs

 Upgrade Options - None
 Tier            - 3

 Armament  - Incinerator Blast
 Armour    - Reinforced

 Abilities - Increased blast damage when focused on an enemy


Similar to the Focus Beam that the GDI forces have, the Incinerator is a 
powerful flame type blast weapon that will do more damage to enemy units when
it focus it's fire on them more, the longer that unit is targeted, and only
that unit, the more damage it will take compared to targeting a new unit. 
The Incinerator is a lot more powerful than the Flame Column, so you might
want to remove them in order to save powerful and space. However, like most
structures, it is most vulnerable to artillery, with their massive range and
blast damage shells. 


 - Disruption Tower - 

 Power Points - 10
 Build Time   - 20 Secs

 Upgrade Options - None
 Tier            - 3

 Armament  - None
 Armour    - Reinforced

 Abilities - Shield Sphere
             Stealth Mode


The Disruption Tower is the Nod tower where it can provide a shield around
an area, which makes the enemy defeat the shield before they can fire on
any of your units inside the sphere, which is powerful as a base defense
structure, as well as providing a stealth mode, which allows all your units
to remain hidden, which is a powerful surprise ability, your enemy might
think that they are walking on a deserted outpost, but in actuality, they
are walking in on your massive defensive forces. 


 - Temple of Nod - 

 Power Points - 15
 Build Time   - 25 Secs

 Upgrade Options - None
 Tier            - 3

 Armament  - None
 Armour    - Reinforced

 Abilities - Tiberium Catalyst Missile
             Emergency Detonation


The Temple of Nod is a nice superweapon, and again, like the GDI Ion Cannon,
the more time you let the weapon charge up, the more damage it will do. The
missile itself will do a hell of a lot of blast damage, however, if you let
it build up, it will attach Tiberium tanks to it, so when it blows up an
area, the Tiberium will release in toxic clouds, which will corrode armour
and damage enemies over time, which is the perfect time for your forces to
roll in and mop up the enemies. In it's final stage, it will get a Tiberium
Catalyst, which will fire Tiberium at all enemies inside the blast radius, to
ensure nothing survives. You can also cause an emergency detonation if the
enemies are getting too close to the temple. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.03] Support

Nod Support forces are again, like their GDI counterparts, focussing on 
mobility and the ability to dance around the enemy in the air, rather than
staying in one place. With some typical Nod upgrades, such as using stealth
on their Crawler to stay out of trouble, their mobility will make them 
tough to fight. 

 --==Unit List==--

 - Engineer - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Light

 Abilities - Repair units and structures
             Cliffjumping
             Clearing Minefields
             Detecting Stealth units
             Detecting Burrowed units
             Reclaiming Husks


The Engineer in this game is more versatile than previous games, their
primary role of capturing buildings has been removed, and now they are used
to repair everything that belongs to friendly forces, they will repair
infantry units, land units, aerial units, structures, everything. They have
relatively weak armour though, and their attack is miserable, but they have
very high mobility, which allows them to retreat if they come under attack.
They are best deployed in teams of 3 to 4, it allows you to repair everything
that comes under attack and the ability to heal themselves if they are
targeted. 


 - Venom - 

 Command Points - 3
 Build Time     - 10 Secs

 Role - Anti-Aircraft
 Tier - 1

 Armament - Venomous Rocket Pods
 Armour   - Light

 Abilities - None


The Venom is the basic Nod aircraft, the same aircraft from the Third Tiberium
War, but this time, instead of a gun or laser, it is armed with rocket pods,
which makes them the standard anti-air air unit of the game as well as being
decent against enemy infantry and doing some good damage to medium-armour
vehicles, but it will do little damage against enemy heavy units. Note that 
this is the basic unit, after all, it does onlny cost 3 command points, and 
it won't survive long in the line of the enemy fire, a few rockets is all that
is need to find a suitable antedote. 


 - Cobra - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Vehicle
 Tier - 1

 Armament - Cobra Cannon
 Armour   - Medium Aircraft

 Abilities - None


The Cobra is a new aircraft, it is fielded directly to fight against enemy 
tank forces, with their powerful cannon. The gift of flight allows them to 
perform hit and run attacks early on in the game against enemy tank forces 
with little in the means of rely except by rocket attacks. Their cannon will 
later become increasingly useless in the game as their cannon cannot penetrate
the heavy armour of units such as Mammoth Tanks. However, early in the game,
this can ruin any tanker's day. 


 - Marauder - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Infantry
 Tier - 1

 Armament - Gattling Gun
 Armour   - Medium

 Abilities - Tiberium Shells


The Marauder is the stock standard tank that everyone has to have, but it
is more of a light vehicle than anything else, since it is armed with a 
gattling gun to shoot infantry, which is a main part of most light vehicles,
but possesses medium armour, making themselves weak to cannon fire. They will
pack Tiberium Shells, which will decrease the armour of the target it is 
firing at, making them take more damage, as well as doing some damage of 
its own over time. However, do not that guns aren't useful against any sort
of armour at all. 


 - Scalpel - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Repair/Support
 Tier - 1

 Armament - Repair Beam
 Armour   - Medium Aircraft

 Abilities - Repair units and structures
             System Restore


Armed with a repair beam, the Scalpel is basically the Nod answer to the
GDI Spanner, it is basically a flying repair unit, but the difference and 
reason for the extra 3 Command Point cost is the System Restore ability, the
ability to remove a negative debuff off one of your friendly units for the
trade of removing a positive buff off one of your enemies, which is a nice
trade, but a waste of 3 extra command points when you think about it, compared
to the Sapnner.


 - Tyrant - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Heavy Vehicle
 Tier - 2

 Armament - Tyrannical Laser
 Armour   - Medium

 Abilities - Burrow
             Voice of Kane


Not really a tyrant, it is just a tank with a bad attitude. It packs a 
powerful laser weapon, which allows it to hunt crawlers with a cruel 
attitude. It has the ability to burrow, an ability that allows it to 
hide from the enemy crawlers long enough so that when they just stumble
over the Tyrant, they will be getting a nasty shock. They will also have
the Voice of Kane ability, which will increase the rate of fire of nearby
allies. 


 - Salamander - 

 Command Points - 8
 Build Time     - 15 Secs

 Role - Anti-Aircraft
 Tier - 2

 Armament - Darter Missile Rocket Turrets
 Armour   - Heavy

 Abilities - Purification


The Salamander will hvae some powerful rockets up it's sleeve, it is 
basically the best counter you will have for aircraft, given that Nod
forces aren't heavy on aircraft on the proviso that GDI aircraft still
reign the skies. It does have the ability to purify the ground, it will
burn the ground around it, which will damage all enemy units that 
decide to walk in it's path, and it will expand until it is given orders
to move. 


 - Hijacker - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Hijacker
 Tier - 2

 Armament - None
 Armour   - Light

 Abilities - Hijack Vehicle


The Hijacker is back, and it is ready to hijack vehicles. It is still
as annoying as ever for enemies to fight, the hijacker will stop the target
vehicle and once it is done opening the door and killing the driver, it will
take control of the vehicle, including all upgrades that are on it. This 
makes them one of the first things the enemy will kill when an army is on
the move. When the vehicle is destroyed, the Hijacker will get out of the
vehicle and is able to take over another one. Definitely one to play around
with on the battlefield.


 - Vertigo - 

 Command Points - 6
 Build Time     - 12 Secs

 Role - Anti-Structure
 Tier - 2

 Armament - Smart Bomb Blasts
 Armour   - Medium Aircraft

 Abilities - Fire Bombs
             Supersonic Thrusters


The Vertigo is back, and again, it is an aircraft with the ability to drop
some powerful bombs on enemies. It is the Nod counterpart to the GDI Firehawk,
but it doesn't get to carry missiles to shoot other aircraft though. It also
has the ability to firebomb the enemy, which in large enemies will be able to
create firestorms, deadly to large groups of enemies or enemies with a fair
bit of health. They also have the supersonic thrusters that will fly them back
to the MCV in order for a quicker reload of their bombs. 


 - Leviathan - 

 Command Points - 12
 Build Time     - 20 Secs

 Role - Mobile Battleship
 Tier - 3

 Armament - 3 Flame Launcher Blasts
            Gun Drones
 Armour   - Heavy

 Abilities - Increases Armour of Friendlies


The Leviathan is a powerful battleship, it is a powerful anti-ground unit with
little recourse except for their weakness to lasers. It has three powerful 
flame launchers, but only 2 can fire on the enemy at any given time, based on
the angle of the attack and where the flamethrowers are located. It also has
a few gun drones, small drones that fire their little guns on enemies that
get too close, it is useful against infantry, however, it isn't that decent
against aircraft, they don't linger long enough for them to do much damage.


 - Basilisk - 

 Command Points - 10
 Build Time     - 15 Secs

 Role - Anti-Vehicle
 Tier - 3

 Armament - Basilisk Heavy Lasers
 Armour   - Heavy

 Abilities - Statis Field


The Basilisk is a powerful little aircraft, it has the ability fire a few
heavy lasers at the enemy, which will make it is a nice unit to go Crawler
hunting with, since it can fly, target all types of crawlers, both on the
ground and in their air, as well as packing the type of weapon that they are
weak against, the laser. It also has the statis field, which allows all
targeted units in an area invulnerable to enemy fire, which is a lovely
little touch, but whilst they are invulnerable, they cannot do anything or
move at all. 


 - Medusa - 

 Command Points - 10
 Build Time     - 15 Secs

 Role - Artillery
 Tier - 3

 Armament - Flux Beam Blast
 Armour   - Heavy

 Abilities - EMP Missile
             Solidify Matrix
             Attack decreases speed and dodging ability


The Medusa is a powerful artillery unit, except it is more of a flying 
artillery unit, armed with a powerful flux beam that is dangerous against
reinforced structures, as well as vehicles. It also packs an EMP missile,
which makes them quite deadly against GDI forces, since this is the only
Nod unit that has the ability to play with EMP powers. It also has the
solidify matrix, which will heal units around it, which will repair all
nearby units around the Medusa, which makes it a powerful addition to any
army.


 --==Support Powers==--

 - Eyes of the People - 

 Cost: 10 Support Points

This will increase the vision range and the attack range of all friendly units
on the map for a short period of time, and as such, useful at the start of
the game to scout out the area and ambush the enemy. 


 - Demoralise - 

 Cost: 10 Support Points

This is a debuff, where it will decrease the enemy's speed to move around
and their ability to dodge enemy fire within the target radius, useful to
make an escape or just to get a better flanking position. 


 - Obelisk of Life - 

 Cost: 10 Support Points

This will spawn an Obelisk of Life that will repair all damaged units for a
period of time, and it will drop a veterancy crate upon it's destruction when
the time is up.


 - Cloaking Field - 

 Cost: 20 Support Points

This will activate a cloaking field on the target radius for a short period
of time, which will be the best way to make an ambush happen, and it will 
catch the enemy off guard.


 - Burrow Mines - 

 Cost: 20 Support Points

This will drop some Incendiary mines on a target location, stealthed and
hidden, and it is best used on chokepoints where the enemy has no choice but
to walk through your lovely minefield. 


 - EMP Countermeasures - 

 Cost: 20 Support Points

Given that you are fighting GDI most of the time, you will need these
countermeasures since they will automatically reactivate any unit that has
suffered the negative effects of EMP attacks, either from mines or as an 
ability, but it will not undo the damage in which the EMP was delivered. 


 - Hack Radar - 

 Cost: 30 Support Points

This will hack the enemy's radar and jam it, which will stop them from 
accessing the radar and visibility from their allies, and it will case 
Tiberium Upgrade Crystal beacons to actually appear in different locations
and it is only useful against human opponents. 


 - Decoy Army - 

 Cost: 30 Support Points

This will create decoys of actual units that you have, but as a trade
off for having no attacking power, they will be able to take 4 times the
punishment for what a normal unit can sustain, but there is a time limit
on these guys. 


 - Firestorm Ignition - 

 Cost: 30 Support Points

This will require flames on the battlefield from your units and allies 
and it will turn all these flames into powerful firestorms which cause massive
blast damage to the units in the nearby area. 


 - Subterranean Strike - 

 Cost: 40 Support Points

This will create drills from the target area to rise from the ground, and it
will cause massive damage to all unfortunate units that are in the path of the
drills as they rise to the surface. 


 - Risen Monolith - 

 Cost: 40 Support Points

The monolith will rise out of the ground, and it will last for a pretty good
period of time, in which it will use it's powerful laser to destroy all units
that decide to come down for a visit.


 - Hand of Legion - 

 Cost: 40 Support Points

Legion, the AI developed from CABAL will spawn a Heroic Hijacker at a location
you desire, and this will allow you to use this hijacker to quickly take 
control of an enemy vehicle, which can be very destructive if you manage to
take control of the Heroic Mammoth at the back of the enemy's army.


 - Tiberium Infusion - 

 Cost: 50 Support Points

The power of Tiberium will be infused into all friendly units, it will 
straight away take the cooldown for all abilities down to zero, as well as 
decrease the cooldown time for all abilities for a period of time, which
isn't as useful as you think, cooldown abilities are pretty rare in this 
game. 


 - Vein Detonation - 

 Cost: 50 Support Points

The detonation of a Tiberium vein will cause the ground to shake around an 
area for a short period of time, which will damage enemies and then release
a cloud of toxic Tiberium gas that will corrode the enemy's armour and they
will take damage as their armour is significantly weaker and hence, easier to
kill. 


 - Mark of Kane - 

 Cost: 50 Support Points

The Mark of Kane is bestowed only on the best of the best of Nod forces and
this ability will allow all units the motivation to fire their weapons faster,
which will make them a hell of a lot more powerful, but I still think that 
Vein Detonation is better.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.04] Upgrades

These are upgrades for the Nod forces, and they will cost the same amount, 
the only thing that has changed are the units targeted.


 - Range Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All 

The Range Boost is simply that, it will increase the range of all Tier 1 
units, both in terms of their vision and their attack range, regardless of 
what type of unit it is.


 - Speed Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All

This is a range boost which will increase the movement speed of most of your
units, it will normally boost the speed of all Tier 1 units, bar a few.


 - Refire Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All

This will decrease the reload time, both automatic and manual, for all gun
based units, as well as Laser based units at Tier 1. 


 - Accuracy Boost - 

 Type - Tier 1 Unit Upgrade
 For  - All

This will boost the accurary of all the Tier 1 units that are affected by
this upgrade.


 - Trail of Flame - 

 Type - Flame Tank Upgrade
 For  - Offense

The Trail of Flame will increase the speed of the flame tank, but it will
leave a trail of flame when it decides to move around, and sure, the enemy
could see that, but hey, it does damage. 


 - Stealth Field - 

 Type - Stealth Tank Upgrade
 For  - Offense

The Stealth Field will allow for units around the stealth tanks with a 
little boost, it will hide them, and it will also increase the change for
the tank to dodge enemy attacks.


 - Infiltration Module - 

 Type - Commando Upgrade
 For  - Offense

The Commando with this upgrade will get the stealth upgrade, it will allow him
to stay hidden from the enemy when they do not fire on enemy units, which
allows him to sneak around.


 - Stealth Generator - 

 Type - Crawler Upgrade
 For  - Offense

The Stealth Generator will upgrade your Crawler with a powerful ability, it 
will grant it the stealth field, so it is hidden whilst it is unpacked.


 - Tiberium Catalyst - 

 Type - Spectre Upgrade
 For  - Offense

A upgrade for your artillery unit, they will now get Tiberium Shells, which
leave behind a Tiberium corrosive cloud that reduce enemy armour and will
slowly damage them.


 - Arachnophobia - 

 Type - Spider Tanks, Widows Upgrade
 For  - Offense

With this, the amount of damage that the Spider Tank and the Widow will need
to do in order to get a veterancy upgrade will be decreased.


 - Backup Systems - 

 Type - Husk Upgrade
 For  - Offense

This upgrade will protect your Mastadon and Mammoth Tank husk, it will 
increase health over time, and when they reach full health, they will 
automatically recover and be under your command again.


 - Mobile Stealth Generator - 

 Type - Crawler Upgrade
 For  - Offense

Like the previous Stealth Generator, it will allow the Crawler to stay in 
stealth when it is unpacked, but with this, it will give it the stealth 
ability when it is packed up and good to go.


 - Medical Training - 

 Type - Infantry Upgrade
 For  - Defence

It will increase the health of your infantry, which is useful as they can live
longer, and it will allow them to heal and repair when they are garrisoned
in buildings and vehicles.


 - Enhanced Repairs - 

 Type - Slave, Crawler Upgrade
 For  - Defence

With this, it increases the repair speed of the Slave, and it will also 
increase the repair radius for the Crawler, and the amount that is repaired
by the Crawler.


 - Dark Armaments - 

 Type - Infantry Upgrade
 For  - Defence

An upgrade in which most Nod infantry forces get new abilities, such as the
Black Hand getting the Holy Water ability, which allows them to launch a 
cloud that does damage to enemy units and can be ignited by fire, whilst 
other units get better in combat. 


 - Defensive Matrix - 

 Type - Crawler Upgrade
 For  - Defence

A defensive matrix isn't really a matrix, it is more a big shield that is 
created around the Crawler, protecting all within when it is unpacked, and
this gives you time to get your forces out, ready to roll.


 - Improved Concealment - 

 Type - Outpost, Disruption Tower, Tunnel Upgrade
 For  - Defence

This will boost the the dodging ability of the buildings whilst the buildings
are under stealth mode. 


 - Drilltip - 

 Type - Reckoner Upgrade
 For  - Defence

The Drilltip will boost the Reckoner by giving it the ability to burrow 
into the ground, which is lovely and it will boost it's health.


 - Enhanced Shields - 

 Type - Crawler, Disruption Tower
 For  - Defence

This increases the shield health that the buildings will provide, and it will
increase the rate in which the shield is regenerated by the buildings. 


 - Mobility Matrix - 

 Type - Crawler Upgrade
 For  - Defence

This will spawn a defensive shield around the Crawler, which is similar to the
defensive matrix as above, but instead of waiting for it to unpack, it will
have the shield on when it is mobile, so all the time, your Crawler will be
protected by a shield. 


 - Cloak Module - 

 Type - Cobra, Vertigo Upgrade
 For  - Support

The Cloak Module is a simple ability, it will hide the Cobra and the Vertigo
in a stealth cloak until it fires on the enemies.


 - Infusion Engine - 

 Type - Scalpel Upgrade
 For  - Support

It will infuse your friendly troops with a magical power, such that the 
Scalpel will increase the damage which it will do.


 - Data Worm - 

 Type - Hijacker Upgrade
 For  - Support

The Hijacker will get a nice upgrade, it will allow it to infect an enemy
with a data worm, which will continue to take damage until it explodes, and
when it is destroyed, it will transfer to a nearby unit. 


 - Mobile Stealth Generator - 

 Type - Crawler Upgrade
 For  - Support

With this little upgrade, it will give your Crawler the ability to be 
stealthed when it is mobile and on the move.


 - Hangar Bays - 

 Type - Leviathan Upgrade
 For  - Support

It is an upgrade for the Leviathan in which it will get gun drones that will
defend itself against enemy infantry and aircraft.


 - Spectrum Beam - 

 Type - Basilisk Upgrade
 For  - Support

Like the Prism ability, it will get the laser weapon to bounce off enemies
that are targeted, and it will prism off and hit other enemies as well, so
it will be able to target multiple targets.


 - Amplification Overrides - 

 Type - Medusa Upgrade
 For  - Support

A powerful upgrade for the Medusa, it will increase the range of the weapons
that it has, the Flux Cannon, the EMP Missile, it repairs more, the Flux 
Cannon will slow enemies down, the EMP Missile has a longer lasting EMP 
effect and repairs are better. 


 - Charged Capacitors - 

 Type - Crawler Upgrade
 For  - Support

For support players, this is invaluable such that it will increase the rate
in which Support Points are replenished. 

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.01] The Forgotten

From the Mutant Hovel, the Forgotten are the mutants who have had their
bodies mutated with the Tiberium, and they are the image of what happens when
Tiberium comes into contact with humanity. At the Mutant Hovel, the tech
structure, you can hire three units, the Visceroid, the Ironback and the
Scrapbus.

 - Visceroid - 

 Role - Suicide Bomber

 Armament - Suicide Blast
 Armour   - Light

 Abilities - Explode


The Visceroid is basically a three legged unit, the result of mutation 
between various animals into an animal, if you can call it that, that when
you order it, it will explode and deal a fair bit of blast damage, and if
you can get a large number of these little critters, you can use this to
destroy the enemy strike force with relatively few losses on your own 
forces. 


 - Forgotten Ironback - 

 Role - Anti-Vehicle

 Armament - Cannon Smash
 Armour   - Medium

 Abilities - Leap


The Ironback is a walker like unit, it is the result for a fair bit of
scrap pieces, and it attacks by using it's body to smash the enemy, and it
is pretty much a point-blank cannon attack, given that it is good against
medium armour. They also have the ability to leap to a target location where
you want as well. 


 - Forgotten Scrapbus - 

 Role - Anti-Infantry

 Armament - Quad Guns
 Armour   - Heavy

 Abilities - None


The Scrapbus is basically a heavily armoured vehicle, and the downside is 
that they will only be good against infantry and aircraft, they are really
outclassed by conventional tanks. The only thing that is decent, apart from
shredding infantry, it has a lot of health to play with, so it is a good
meat shield from the enemy whilst your own forces advance.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.01] Tech Structures

Tech structures litter the map, basically, it is to your advantage to 
capture these buildings. They cannot be destroyed, and they are all weak
to damage when it is under the control of enemies. It is all reinforced, so
blast units will be useful here. 

 - Tiberium Control Network Hub - 

This is in your normal Skirmish map, they are important since that these are
the ones granting you victory points, and it will grant points to those who
control more hubs, which will always be an odd number, like 5. 


 - Uplink Tower - 

The Uplink Tower is basically a uplink to your Crawler force, it will 
provide a deployment area for your Crawlers as long as it is under your
control.


 - Artillery Turret - 

The Artillery Turret is a blast-type weapon, it will rain down artillery
on enemies that walk into it's path, and it will do lot of damage, but it
cannot hit air forces. 


 - Anti-Air Turret - 

The AA Turret is structure that fires rockets at enemy air units, but it
can only attack air units, since it cannot target ground units, after all,
it is meant to be Anti-AIR!


 - Mutant Hovel - 

Like discussed in the chapter above, the Mutant Hovel allows you to hire 
units that are belonging to the Forgotten.


 - Refueling Station - 

You see the little wells on the battlefield with the crates around it? This
is what it is, a refueling station, it is a source of both green veterancy
crates and the blue Tiberium cores for the offensive players.


 - Sonic Fence - 

The last of the tech structures, it is a fence that you control, that can
allow access to an area, and when it is activated, it will deny such 
access. It will not let most weapons and units through, but you can just
fly over it, or destroy it. 

*~~~~~~~~~~Save your tears for the day when the pain is far behind~~~~~~~~~~~*

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E-Mail Me, and for the love of all that isn't sacred, make sure that the title
of the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, IT 
WILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you just
hurl abuse, I will promptly hurl more abuse back, and save it so the entire
world can abuse you and see your stupidity. 

When you write the Email, you have to do so in English, and English only. No
foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and so
forth, mainly because I won't be able to understand it. 

There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I will
not read emails full of lols, rofls or the like. No lazy English either. I 
won't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. But
that doesn't mean you send me a business letter detailing what information you
want to know either. 

Finally, if you see that there is something wrong in this FAQ, or something 
that you think should be included in it, please send it in, the worse you can
do is to have it rejected, but if I think it is a good addition, I'll add it
with the next update as well as give you credit for the addition. Corrections
are always welcome.

I will also NOT RESPOND to the following:

 * Phishing Sites
 * Attempted Scams
 * Mass Spamming
 * Forward Messages
 * Advertising
 * Technical Issues
 * Illegal Activities
 * Unrelated Emails to the Game
 * Emails about Another Game

All problems with technical issues to do with the gameplay such as bugs and
glitches should be sent to the developer or publisher, or look for fixes or
ways to avoid it. All technical issues with hardware should be sent to the 
manufacturer of the piece of hardware in question. 

The secret email address is:

hillsdragon13 [at] [ho.tm.ail] [dot] [co.m]

Now, the legend:

[at]        = @
[ho.tm.ail] = Remove the .'s
[dot]       = .
[co.m]      = Remove the .'s

If you feel generous, you can send money via Paypal to that address. It is
completely optional, but I'm curious to see how much I can milk, I mean make
out of this. All donations are appreciated, seeing I have to pay for the 
game this guide is for, and that does cost money, more since I'm faced with
the outrageous prices found in Australia. 

It may be a pain in the ass, but most smart people could figure out the real
email address. The problem is that people would normally Ctrl+F to find the
email address without reading the relevant guidelines, as well spamming sites
which always find their way to my inbox. 

Also, do not add me to your MSN, Yahoo or any other instant messaging system
because you will be blocked and deleted permanently. Also, I will not accept
invites to be your Facebook friend, or join any other social networking site
because all invites will be rejected. 

*~~~~~~~~~~On your feet come with me. We are soldiers, stand or die~~~~~~~~~~*

[B] Credits

The credits section is where all the credits for the guides go. Anyone or
anything that remotely helped out with this guide goes here, and that goes
for all those people out there who have interesting information to send in.
You know, your name could be on this list as well. 

CJayC, The Creator of GameFAQs, thanks for all the memories
SBAllen for administrating GameFAQs, keep up the good work
You, no point of writing if no one is reading
EA for development and distribution of the game
ASCGen for their program making ASCII Art
Ghost in the Shell - Stand Alone Complex, for all those little sayings
Me, for a shameless piece of self promotion

*~~~~~~~~Save your tears, take your place. Save them for Judgment Day~~~~~~~~~*

[C] Webmaster Information

This is where all the sites that this guide can appear on are listed. If the
site name is not on this list, that means that either they are accepted by
me but not listed, due to logistical reasons (this is the same copyright 
section as all the other guides, and no point listing a Civ 4 site on a Sims
game), or they are not allowed outright. 

Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site is
allowed or disallowed.

www.GameFAQs.com <Master Copy> 
www.NeoSeeker.com 
www.SuperCheats.com 

NeoSeeker and SuperCheats will have the guides a full day after it appears on
GameFAQs. This is because those two sites grab any new update from me from
GameFAQs itself, so if you are itching for the newest version, please check
www.GameFAQs.com first.

It will NEVER BE ALLOWED TO APPEAR ON

www.cheatcc.com

Why? Because they stole some of my works before, and I will not forget that.
No amount of goodwill will be able to repair what you have done. 

*~~~~~~~~~~~~Fast and free, follow me. Time to make the sacrifice~~~~~~~~~~~~*

[D] Copyright Notice

This game is Copyright 2010 Electronic Arts. All Copyrights are held by their
rightful owners as well as any Trademarks used. 

This document is protected by copyright laws in many countries, so please 
don't steal. This FAQ can be used for personal use, which means you can store
a copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ to
sell for your own financial gain. Doing so is fraud, and I will promptly have
all the money gained wired for directly to me. 

If you do sell it, and you are caught, I will launch court proceedings if 
necessary. If a website steals this, I will have your site shut down, either
through talking to your server, Internet Service Provider, and if you are a 
big site, through your advertisers. It might start with a small email of 
request, but I can snowball it. In fact, I will. 

You also cannot claim this guide as your own. You are not allowed to use this
guide and submit this to another website, claiming it as your own work. I will
google search random phrases from my own FAQ just to ensure that it hasn't 
been stolen or hijacked by other people.

I am also not affiliated with any corporation, and I was not paid by any
developer, publisher or distributor for the production of this guide. This was
done solely out of my own free time and will, a dedication to the video gaming
industry in general. 

This document is Copyright 2010. All Rights rose to ascension. 

This FAQ uses the V2.06 Template. 

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END OF FILE              Watch In Awe, Aeria Gloris                END OF FILE